Visualization of Large Non-Trivially Partitioned Unstructured Data with Native Distribution on High-Performance Computing Systems
Alper Sahistan -
Serkan Demirci -
Ingo Wald -
Stefan Zellmann -
João Barbosa -
Nate Morrical -
Uğur Güdükbay -

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DOI: 10.1109/TVCG.2024.3427335
Room: Hall M1
Keywords
Rendering (computer graphics), Data visualization, Finite element analysis, Sorting, Graphics processing units, Distributed databases, Scalability
Abstract
Interactively visualizing large finite element simulation data on High-Performance Computing (HPC) systems poses several difficulties. Some of these relate to unstructured data, which, even on a single node, is much more expensive to render compared to structured volume data. Worse yet, in the data parallel rendering context, such data with highly non-convex spatial domain boundaries will cause rays along its silhouette to enter and leave a given rank's domains at different distances. This straddling, in turn, poses challenges for both ray marching, which usually assumes successive elements to share a face, and compositing, which usually assumes a single fragment per pixel per rank. We holistically address these issues using a combination of three inter-operating techniques: first, we use a highly optimized GPU ray marching technique that, given an entry point, can march a ray to its exit point with high-performance by exploiting an exclusive-or (XOR) based compaction scheme. Second, we use hardware-accelerated ray tracing to efficiently find the proper entry points for these marching operations. Third, we use a “deep” compositing scheme to properly handle cases where different ranks’ ray segments interleave in depth. We use GPU-to-GPU remote direct memory access (RDMA) to achieve interactive frame rates of 10–15 frames per second and higher for our motivating use case, the Fun3D NASA Mars Lander.