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2012
DOI: 10.1071/as12025
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A Distributed GPU-Based Framework for Real-Time 3D Volume Rendering of Large Astronomical Data Cubes

Abstract: We present a framework to volume-render three-dimensional data cubes interactively using distributed ray-casting and volume-bricking over a cluster of workstations powered by one or more graphics processing units (GPUs) and a multi-core central processing unit (CPU). The main design target for this framework is to provide an in-core visualization solution able to provide three-dimensional interactive views of terabyte-sized data cubes. We tested the presented framework using a computing cluster comprising 64 n… Show more

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Cited by 12 publications
(10 citation statements)
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References 35 publications
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“…The worst-case memory usage of a single process when using the k-d tree structure is O(v), where v is the number of voxels in the volume. The risk that a high data imbalance occurs limits the use of k-d tree based dynamic load balancing in large-scale applications, where even small data imbalances can result in some processes running out of memory [5].…”
Section: A Low Scheduling Complexity the Strict K-d Tree Loadmentioning
confidence: 99%
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“…The worst-case memory usage of a single process when using the k-d tree structure is O(v), where v is the number of voxels in the volume. The risk that a high data imbalance occurs limits the use of k-d tree based dynamic load balancing in large-scale applications, where even small data imbalances can result in some processes running out of memory [5].…”
Section: A Low Scheduling Complexity the Strict K-d Tree Loadmentioning
confidence: 99%
“…In large-scale applications the data sets could consist of multiple terabytes of data, meaning that even small-scale data transfers can be time consuming and result in some processes exceeding their available amount of memory. As such, many large-scale visualization projects have utilized static techniques [5], [12] or have limited load balancing to equalizing the data distribution, rather than explicitly lowering the total render time [10], [13]. Dorier et al [13] developed a technique which in-situ can identify important data of a simulation and reduce less important data based on a time limit constraint.…”
Section: Related Workmentioning
confidence: 99%
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“…With adequate computational resources, distributed computing can be highly efficient to handle many large scale scientific problems [27][28][29][30][31][32] . For instance, Wijerathne et al [33] used a cluster of workstations to simulate the seismic damage of buildings in Tokyo.…”
Section: Introductionmentioning
confidence: 99%
“…Visualizing and animating output for inspection or study can be run as parallel processes or a graphics processing unit (GPU; Hassan et al 2012). Once keyframes have been inserted, frames generated from the render process become independent.…”
Section: High Performance Computingmentioning
confidence: 99%