sponsored byACMIEEE The International Conference for High Performance 
Computing, Networking, Storage and Analysis
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SCHEDULE: NOV 15-20, 2015

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Extreme Multi-Resolution Visualization: A Challenge On Many Levels

SESSION: Scientific Visualization & Data Analytics Showcase

EVENT TYPE: Scientific Visualization & Data Analytics Showcase

EVENT TAG(S): HPC Beginner Friendly, Visualization, Analytics

TIME: 10:30AM - 12:00PM


AUTHOR(S):Joanna Balme, Eric Brown-Dymkoski, Victor Guerrero, Stephen Jones, Andre Kessler, Adam Lichtl, Kevin Lung, William Moses, Ken Museth, Tom Fogel

ROOM:Ballroom E


Accurate simulation of turbulent flows presents significant challenges for both computation and visualization, with length and time scales often spanning 6 orders of magnitude in applied cases. Multi-resolution wavelet analysis is an emerging method for dynamically adaptive simulation, offering compression rates greater than 95% with less than 1% error, however the extreme levels of detail still present challenges for visualization.

These challenges require rendering of multi-resolution data directly in order to avoid an explosion in computation and memory cost. Unfortunately, a wavelet grid is ill-suited to direct visualization. By identifying the opportunity to exploit topological similarities between wavelet grids and octrees, using a multi-resolution data structure known as a VDB-tree, it is possible to adapt the simulation-optimal grid such that it may directly be visualized.

To demonstrate this technique, we set up a series of shear-flow simulations which develop turbulent Kelvin-Helmholtz instabilities. Accurate simulation of these instabilities requires extremely fine resolution, as the smallest scales couple strongly with the large. We show how direct multi-resolution rendering enables visualization pipelines for simulations with between 14 and 17 levels of detail at near-interactive frame rates. This represents a scale-factor of over 100,000 between the smallest and largest structures, with individual frames being generated in less than 1 second.

The use of VDB structures is common in professional and production-quality rendering engines such as Houdini, RenderMan and OptiX, and we show how one of these (OptiX) is enabled by this technique to perform real-time ray tracing on multi-resolution data.

Chair/Author Details:

Jean M. Favre (Chair) - Swiss National Supercomputing Center|

Joanna Balme - Space Exploration Technologies Corp.

Eric Brown-Dymkoski - Space Exploration Technologies Corp.

Victor Guerrero - Space Exploration Technologies Corp.

Stephen Jones - Space Exploration Technologies Corp.

Andre Kessler - Space Exploration Technologies Corp.

Adam Lichtl - Space Exploration Technologies Corp.

Kevin Lung - Space Exploration Technologies Corp.

William Moses - Space Exploration Technologies Corp.

Ken Museth - Space Exploration Technologies Corp.

Tom Fogel - NVIDIA Corporation

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