We present a parallel visualization algorithm for the illustrative rendering of depth-dependent stylized dense tube data at interactive frame rates. While this computation could be efficiently performed on a GPU device, we target a parallel framework to enable it to be efficiently running on an ordinary multi-core CPU platform which is much more available than GPUs for common users. Our approach is to map the depth information in each tube onto each of the visual dimensions of shape, color, texture, value, and size on the basis of Bertin's semiology theory. The purpose is to enable more legible displays in the dense tube environments. A major contribution of our work is an efficient and effective parallel depthordering algorithm that makes use of the message passing interface (MPI) with VTK. We evaluated our framework with visualizations of depth-stylized tubes derived from 3D diffusion tensor MRI data by comparing its efficiency with several other alternative parallelization platforms running the same computations. As our results show, the parallelization framework we proposed can efficiently render highly dense 3D data sets like the tube data and thus is useful as a complement to parallel visualization environments that rely on GPUs.
Compared to the system level solution, a lot more parallelization efforts for visualization focus on parallel rendering, ranging from photo-realistic rendering @cite_15 , volume rendering @cite_20 to parallel iso-surfacing @cite_21 . Among a large set of previous work specific to parallel polygon rendering, Crockett @cite_7 harnessed message passing architectures for polygon rendering parallelism that reduces memory usage and network contention while overlapping computation and communication. He also gives an overview of parallel rendering techniques from both hardware and software prospectives later on @cite_12 .
@cite_7 @cite_21 @cite_15 @cite_20 @cite_12
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Applications such as real-time animation and scientific visualization demand high performance for rendering complex 3D abstract data models into 2D images. As large applications migrate to highly parallel supercomputers, how can we exploit the available parallelism to keep the rendering on the supercomputer? To answer this question, we developed a parallel polygon renderer for general-purpose MIMD distributed-memory message-passing systems. It exploits object-level and image-level parallelism, and can run on systems containing from one processor to a number bounded by the number of scan lines in the resulting image. Unlike earlier approaches, ours multiplexes the transformation and rasterization phases on the same machine. This reduces memory usage and network contention, and overlaps computation and communication. > We show that it is feasible to perform interactive isosurfacing of very large rectilinear datasets with brute-force ray tracing on a conventional (distributed) shared-memory multiprocessor machine. Rather than generate geometry representing the isosurface and render with a z-buffer, for each pixel we trace a ray through a volume and do an analytic isosurface intersection computation. Although this method has a high intrinsic computational cost, its simplicity and scalability make it ideal for large datasets on current high-end systems. Incorporating simple optimizations, such as volume bricking and a shallow hierarchy, enables interactive rendering (i.e. 10 frames per second) of the 1 GByte full resolution Visible Woman dataset on an SGI Reality Monster. The graphics capabilities of the Reality Monster are used only for display of the final color image. A fuel pin hold-down and spacing apparatus for use in nuclear reactors is disclosed. Fuel pins forming a hexagonal array are spaced apart from each other and held-down at their lower end, securely attached at two places along their length to one of a plurality of vertically disposed parallel plates arranged in horizontally spaced rows. These plates are in turn spaced apart from each other and held together by a combination of spacing and fastening means. The arrangement of this invention provides a strong vibration free hold-down mechanism while avoiding a large pressure drop to the flow of coolant fluid. This apparatus is particularly useful in connection with liquid cooled reactors such as liquid met al cooled fast breeder reactors. In computer graphics, rendering is the process by which an abstract description of a scene is converted to an image. When the scene is complex, or when high-quality images or high frame rates are required, the rendering process becomes computationally demanding. To provide the necessary levels of performance, parallel computing techniques must be brought to bear. Today, parallel hardware is routinely used in graphics workstations, and numerous software-based rendering systems have been developed for general-purpose parallel architectures. This article provides an overview of the parallel rendering field, encompassing both hardware and software systems. The focus is on the underlying concepts and the issues which arise in the design of parallel renderers. We examine the different types of parallelism and how they can be applied in rendering applications. Concepts from parallel computing, such as data decomposition and load balancing, are considered in relation to the rendering problem. Our survey explores a number of practical considerations as well, including the choice of architectural platform, communication and memory requirements, and the problem of image assembly and display. We illustrate the discussion with numerous examples from the parallel rendering literature, representing most of the principal rendering methods currently used in computer graphics.