• DocumentCode
    1504863
  • Title

    Exploring the Millennium Run - Scalable Rendering of Large-Scale Cosmological Datasets

  • Author

    Fraedrich, Roland ; Schneider, Jens ; Westermann, Rüdiger

  • Author_Institution
    Comput. Graphics & Visualization Group, Tech. Univ. Munchen, Munich, Germany
  • Volume
    15
  • Issue
    6
  • fYear
    2009
  • Firstpage
    1251
  • Lastpage
    1258
  • Abstract
    In this paper we investigate scalability limitations in the visualization of large-scale particle-based cosmological simulations, and we present methods to reduce these limitations on current PC architectures. To minimize the amount of data to be streamed from disk to the graphics subsystem, we propose a visually continuous level-of-detail (LOD) particle representation based on a hierarchical quantization scheme for particle coordinates and rules for generating coarse particle distributions. Given the maximal world space error per level, our LOD selection technique guarantees a sub-pixel screen space error during rendering. A brick-based page-tree allows to further reduce the number of disk seek operations to be performed. Additional particle quantities like density, velocity dispersion, and radius are compressed at no visible loss using vector quantization of logarithmically encoded floating point values. By fine-grain view-frustum culling and presence acceleration in a geometry shader the required geometry throughput on the GPU can be significantly reduced. We validate the quality and scalability of our method by presenting visualizations of a particle-based cosmological dark-matter simulation exceeding 10 billion elements.
  • Keywords
    astronomy computing; cosmology; dark matter; data visualisation; rendering (computer graphics); vector quantisation; GPU; brick-based page-tree; coarse particle distribution; fine-grain view-frustum culling; graphics subsystem; hierarchical quantization scheme; large-scale cosmological datasets; large-scale particle-based cosmological simulations; logarithmically encoded floating point value; particle-based cosmological dark-matter simulation; scalable rendering; subpixel screen space error; vector quantization; visually continuous level-of-detail particle representation; Acceleration; Analytical models; Computational modeling; Data visualization; Geometry; Graphics; Large-scale systems; Rendering (computer graphics); Scalability; Vector quantization; Cosmology; Particle Visualization; Scalability;
  • fLanguage
    English
  • Journal_Title
    Visualization and Computer Graphics, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1077-2626
  • Type

    jour

  • DOI
    10.1109/TVCG.2009.142
  • Filename
    5290736