Stories, Papers, WIKIs

Title Body
GPU-Enabled Interactive Pore Detection for 3D Rock Visualization

Abstract:

 

Visualization of porous media is of great importance to several scientific fields, including the petroleum technology. The topic of this thesis arises from our collaborations with The Center for Integrated Operations in the Petroleum Industry. By being able to quickly analyze properties of porous rocks, they can get a better understanding of how to efficiently harvest oil since oil is typically held and stored within rock pores. The petroleum industry typically uses Computed Tomography (CT) technology to scan rock samples for their internal structures. The resulting data is loaded into a computer program that generates 3D models of the rocks describing the 3D nature of its’ internal structure. The scan data created from these scans will in most cases contain inaccuracies due to artifacts created while scanning.
  

In this thesis, we develop an application that interactively helps the user localize the rock and pores in the CT scan data, allowing the user to create an image with a more accurate representation of the pores. We use digital image processing techniques to do an initial localization of the elements in the scan. The artifacts are then reduced by allowing the user to drag and pull on the line-data specifying the pores. Our implementation then uses this new representation to construct a 3D volume image that can be used in geophysical applications, like Schlumberger Petrel, for further analysis and simulation.

Acceleration and Energy Efficiency of a Geometric Algebra Computation using Reconfigurable Computers and GPUs

Abstract:

 

Geometric algebra (GA) is a mathematical framework that allows the compact description of geometric relationships
and algorithms in many fields of science and engineering. The execution of these algorithms, however,
requires significant computational power that made the use of GA impractical for many real-world applications.
We describe how a GA-based formulation of the inverse kinematics problem from computer animation and robotics
can be accelerated using reconfigurable FPGA-based computing and using a graphics processing unit (GPU).
The practical evaluation covers not only the sheer compute performance, but also the energy efficiency. 

Seismic Shot Processing on GPU

Abstract:

 

Today's petroleum industry demand an ever increasing amount of computational resources. Seismic processing applications in use by these types of companies have generally been using large clusters of compute nodes, whose only computing resource has been the CPU. However, using Graphics Processing Units (GPU) for general purpose programming is these days becoming increasingly more popular in the high performance computing area. In 2007, NVIDIA corporation launched their framework for developing GPU utilizing computational algorithms, known as the Compute Unied Device Architecture (CUDA), a wide variety of research areas have adopted this framework for their algorithms. This thesis looks at the applicability of GPU techniques and CUDA for o -loading some of the computational workload in a seismic shot modeling application provided by StatoilHydro to modern GPUs.

This work builds on our recent project that looked at providing check- point restart for this MPI enabled shot modeling application. In this thesis, we demonstrate that the inherent data parallelism in the core nite-di erence computations also makes our application well suited for GPU acceleration. By using CUDA, we show that we could do an efficient port our application, and through further re nements achieve signi cant performance increases.

Benchmarks done on two di erent systems in the NTNU IDI (Department of Computer and Information Science) HPC-lab, are included. One system is a Intel Core2 Quad Q9550 @2.83GHz with 4GB of RAM and an NVIDIA GeForce GTX280 and NVIDIA Tesla C1060 GPU. Our second testbed was an Intel Core I7 Extreme (965 @3.20GHz) with 12GB of RAM hosting an NVIDIA Tesla S1070 (4X NVIDIA Tesla C1060). On this hardware, speedups up to a factor of 8-14.79 compared to the original sequential code are achieved, con rming the potential of GPU computing in applications similar to the one used in this thesis. 

Towards Utilizing GPUs in Information Visualization: A Model and Implementation of Image-Space Operations

Abstract:

 

Modern programmable GPUs represent a vast potential in terms of performance and visual flexibility for information visualization research, but surprisingly few applications even begin to utilize this potential. In this paper, we conjecture that this may be due to the mismatch between the high-level abstract data types commonly visualized in our field, and the low-level floating-point model supported by current GPU shader languages. To help remedy this situation, we present a refinement of the traditional information visualization pipeline that is amenable to implementation using GPU shaders. The refinement consists of a final image-space step in the pipeline where the multivariate data of the visualization is sampled in the resolution of the current view. To concretize the theoretical aspects of this work, we also present a visual programming environment for constructing visualization shaders using a simple drag-and-drop interface. Finally, we give some examples of the use of shaders for well-known visualization techniques.

Simulation and Visualization of the Saint-Venant System using GPUs

Abstract:

 We consider three high-resolution schemes for computing shallow-water waves as described by the Saint-Venant system and discuss how to develop highly efficient implementations using graphical processing units (GPUs). The schemes are well-balanced for lake-atrest problems, handle dry states, and support linear friction models. The first two schemes handle dry states by switching variables in the reconstruction step, so that that bilinear reconstructions are computed using physical variables for small water depths and conserved variables elsewhere. In the third scheme, reconstructed slopes are modified in cells containing dry zones to ensure non-negative values at integration points. We discuss how single and double-precision arithmetics affect accuracy and efficiency, scalability and resource utilization for our implementations, and demonstrate that all three schemes map very well to current GPU hardware. We have also implemented direct and close-to-photo-realistic visualization of simulation results on the GPU, giving visual simulations with interactive speeds for reasonably-sized grids.

Fast Filter Spreading and its Applications

Abstract:

 

In this paper, we introduce a technique called filter spreading, which provides a novel mechanism for filtering signals such as images. By using the repeated-integration technique of Heckbert, and the fast summed-area table construction technique of Hensley, we can implement fast filter spreading in real-time using current graphics processors. Our fast implementation of filter spreading is achieved by running the operations of the standard summed-area technique in reverse - e.g. instead of computing a summed-area table and then sampling from a table to generate the output, data is first placed in the table, and then an image is computed by taking the summed-area table of the generated table. While filter spreading with a spatially invariant kernel results in the same image as one produced using a traditional filter, by using a spatially varying filter kernel, our technique enables numerous interesting possibilities. (For example, filter spreading more naturally mimics the effects of real lenses, such as a limited depth of field.) 

Progressive Transmission of Appearance Preserving Octree-Textures

Abstract:

 

The development of shape repositories and 3D databases rises the need of online visualization of 3D objects. The main issue with the remote visualization of large meshes is the transfer latency of the geometric information. The remote viewer requires the transfer of all polygons before allowing object’s manipulation. To avoid this latency problem, an approach is to send several levels of details of the same object so that lighter versions can be displayed sooner and replaced with more detailed version later on. This strategy requires more bandwidth, implies abruptly changes in object aspect as the geometry refines as well as a non negligible precomputing time. Since the appearance of a 3D model is more influenced by its normal field than its geometry, we propose a framework in which the object’s LOD is replaced with a single simplified mesh with a LOD of appearance. By using Appearance Preserving Octree-Textures (APO), this appearance LOD is encoded in a unique texture, and the details are progressively downloaded when they are needed. Our APO-based framework achieves a nearly immediate object rendering while details are transmitted and smoothly added to the texture. Scenes keep a low geometry complexity while being displayed at interactive framerate with a maximum of visual details, leading to a better visual quality over bandwith ratio than pure geometric LOD schemes. Our implementation is platform independent, as it uses JOGL and runs on a simple web browser. Furthermore the framework doesn’t require processing on the server side during the client rendering. 

A GPU Approach to FDTD for Radio Coverage Protection

Abstract:

 

The benefits of using Finite-Difference alike methods for coverage prediction comprise highly accurate electromagnetic simulations that serve as a reliable input for wireless networks planning and optimization algorithms. These algorithms usually require several thousands of iterations in order to find the optimal network configuration, so to obtain results within reasonable computation times, the applied propagation models must be as fast as possible. In this study an implementation-oriented analysis on the suitability of using Graphics Processing Units (GPU) to perform Finite-Difference Time-Domain simulations is carried out. We believe that the recently released Compute Unified Device Architecture (CUDA) technology has opened the door for computational intensive algorithms such as FDTD to be considered for the first time as a precise and fast propagation model to predict radio coverage. 

Particle Level Set Advection for the Interactive Visualization of Unsteady 3D Flow

Abstract:

 

Typically, flow volumes are visualized by defining their boundary as iso-surface of a level set function. Grid-based level sets offer a good global representation but suffer from numerical diffusion of surface detail, whereas particle-based methods preserve details more accurately but introduce the problem of unequal global representation. The particle level set (PLS) method combines the advantages of both approaches by interchanging the information between the grid and the particles. Our work demonstrates that the PLS technique can be adapted to volumetric dye advection via streak volumes, and to the visualization by time surfaces and path volumes. We achieve this with a modified and extended PLS, including a model for dye injection. A new algorithmic interpretation of PLS is introduced to exploit the efficiency of the GPU, leading to interactive visualization. Finally, we demonstrate the high quality and usefulness of PLS flow visualization by providing quantitative results on volume preservation and by discussing typical applications of 3D flow visualization. 

Contouring for Power Systems Using Graphical Processing Units

Abstract:

 

To improve situational awareness in power systems, one useful tool used in control centers is bus (or substation) data contouring. Traditionally, the methods developed have used CPU processing, leading to long contour rendering times that reduce interactivity with the visualization. To improve interactivity and increase the data rate which can be handled, contouring methods utilizing graphical processing units (GPU’s) show much promise. This paper proposes a GPU-based contouring algorithm which can easily outperform state-of-the-art CPU-based contouring algorithms. In addition, sample rendering times for a typical power system display, along with comments on the relative advantages and disadvantages of using the CPU and GPU to perform contouring, are provided.