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GPU-Based Interactive Visualization of Billion-Point Cosmological Simulations

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GPU-Based Interactive Visualization of Billion-Point Cosmological Simulations Tamas Szalay, Volker Springel, Gerard Lemson Hierarchical Rendering Don t need to ... – PowerPoint PPT presentation

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Title: GPU-Based Interactive Visualization of Billion-Point Cosmological Simulations


1
GPU-Based Interactive Visualization of
Billion-Point Cosmological Simulations
  • Tamas Szalay,
  • Volker Springel,
  • Gerard Lemson

2
The Visualization Problem
  • Getting better at storage and processing
  • Distributed databases, clouds, etc
  • I/O needs to be only as fast as computation
  • Doesnt work for visualization
  • Would need to read all the data every frame or
    have it all in memory
  • Even rendering itself would be prohibitive
  • Could use pre-rendered movies
  • Trial and error takes time

3
The Aquarius Simulations
  • A series of n-body dark matter simulations
  • Run from the early universe to today
  • Box roughly the size of galactic neighborhood
  • Run five times at different particle resolutions
  • Lowest has 2.3 million, takes up about 25 GB
    total
  • Highest has 4 billion, and takes up 20 TB
  • Each version has point data in 128 snapshots,
    with positions and velocities
  • Movies have been rendered, took weeks

4
Visualization Motivation
  • Certain types of analysis very difficult
    otherwise
  • Qualitative impressions of gravitational
    structures
  • Verification of simulation and accuracy of
    structure finding
  • Identification of events of interest
  • Comparisons of multiple objects
  • Two colliding gravitational clusters
  • Dark matter streams
  • Public outreach

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7
Hierarchical Rendering
  • Dont need to render everything
  • Saturates screen anyway
  • So show the same data, but render less
  • Create different levels-of-detail for entire
    dataset
  • Load different parts from different levels as
    needed
  • Put levels-of-detail on fast storage system
  • And give it a rendering front-end
  • Think Google Microsoft Maps

8
Level Structure
  • Chose spatial octree because it is simple and
    general
  • Each node also has associated data
  • All of the data spatially contained within the
    cube
  • Except simplified to lt N points
  • Deeper in the tree means higher resolution
  • Organized this way on disk

9
Selective Loading
  • What resolution data to load in what spatial
    location?
  • Close to viewer in high detail and far away in
    low detail
  • Can use the on-screen size of the relevant octree
    cube to determine resolution
  • Means, in theory, visually equivalent to entire
    dataset
  • Automatically scales to rendering hardware
  • Can spread out through time as well

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11
Rendering Front-End
  • GPUs are fast
  • Really fast
  • Can do an unbelievable amount of computation in
    rendering pipeline
  • Allows tool to still do significant processing
  • The actual rendering algorithm
  • Brightness represents the line integral of the
    squared density in that pixel
  • Color represents the temperature
  • But there is quite a bit of computation involved

12
Practical Results
  • Program currently runs on single desktop computer
    and attached storage
  • 4 GB RAM, GeForce 8800 GTS, 2x750 GB disk
  • Smoothly interacts with and renders 1 TB dataset
    (150 million points x 128 timesteps)
  • Rarely loads or renders to full depth
  • Could have arbitrarily large underlying data

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16
Future Possibilities
  • Storing and accessing data via databases
  • Could even do some processing in between
  • Distributed rendering
  • Remote rendering
  • Other datasets and data types
  • Meshes, volume data, medical imaging
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