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Managed Volume Processing on the GPU

Managed Volume Processing on the GPU

Dieter Schmalstieg (ORCID: 0000-0003-2813-2235)
  • Grant DOI 10.55776/P23329
  • Funding program Principal Investigator Projects
  • Status ended
  • Start September 1, 2011
  • End February 28, 2015
  • Funding amount € 335,244
  • Project website

Disciplines

Computer Sciences (100%)

Keywords

    Volume Rendering, Memory Management, GPU programming, Scientific Visualization, Scheduling

Abstract Final report

Volumetric data is very common in medicine, geology or engineering, but the high complexity in data and algorithms has prevented widespread use of volume graphics. Recently, however, 3D image processing and visualization algorithms have been parallelized and ported to graphics processing units (GPUs). This proposal is concerned with new ways of designing volume graphics algorithms for the GPU that can interactively cope with these huge problems by better utilization of GPU capacity. Unfortunately, only certain parts of common image or volume processing algorithms can be mapped to the standard GPU stream processing model. For most real-world problems, writing programs for this architecture is a tedious task. As a result, most algorithms use the available processing power only for small subtasks -- the number crunching in inner loops. For example, direct volume rendering (DVR) methods send rays into a volumetric object, accumulate intensities, divide rays into sub-rays, scatter rays in materials and/or extract certain features. All GPU implementations of DVR use one processing unit for one pixel, regardless of whether the pixel will require very complex calculations or not. This strategy frequently leads to strong load imbalances. A particular problem of interactive applications such as volume graphics is that they are not traditional number crunching tasks, which only require optimal computational throughput, while having relaxed or no constraints concerning latency. On the contrary, interactive applications demand meeting real-time deadlines to ensure interactive response. This is a classical real-time resource scheduling problem. It can only be achieved by adaptive algorithms that rely on complex flow control and memory management decisions during the parallel execution. Both is currently only available on the CPU, which allows access to privileged mode through the operating system. On the GPU, components for high level scheduling involving latency hiding and memory management are missing or inaccessible. The desired full utilization of the GPU is very difficult to achieve for complex graphics algorithms with real-time demands. Building a toolset that allows harvesting the full GPU power for a general class of real-time volume graphics algorithms is the main goal of this proposal. We propose a managed volume processing system that incorporates the missing components. Its key modules are a task model, a workload scheduler with real-time capabilities and a virtual memory management system executed in tandem on the GPU and CPU. We will rely on the most recent hardware developments and use OpenCL as the standardized interface to access them.

During the last years we have witnessed a severe change in computing. Processors hit the so-called power wall, disallowing them to increase in clock speed. Thus, the arguably only way to feed the ever growing demand for more processing power is parallelism the concurrent execution of multiple smaller tasks on a chip with many cores. The currently most widespread many core chip is the graphics processing unit (GPU). While a GPU offers tremendous processing power, this power could up to now only be harnessed by algorithms which can be divided into thousands of coherent execution threads. In this project, we tackled to problem of unlocking GPU execution for a new class of algorithms. To this aim, we developed algorithms that form the basis of an operating system on the GPU. This operating system allows the description and execution of algorithms with inhomogeneous, time-varying parallelism. In the background, our system collects thousands of work packages, combines them for efficient cooperative execution, and chooses the best fitting processors for execution. Furthermore, we offer the possibility to freely and dynamically prioritize those work packages, which allows the concurrent execution of multiple algorithms. To assist highly parallel programs, we provide a memory allocator, which can serve concurrent requests of tens of thousands of threads efficiently. With this research, we have provided the currently fastest algorithms for the GPU in the areas of queuing strategies, memory management, and prioritized scheduling. Additionally, we have advanced the current state of the art in processing of volume data, rendering, and geometric algorithms. Our model speeds up the simulation of global illumination computation by assigning the available processing power to those regions that that will increase image quality most. We were able to significantly speed up multiple techniques for volume visualization by only changing the way the execution is carried out. Finally, we have showed that our model can be used to generate and render complex geometric models in real-time on the GPU, whereas previous methods would take hours to complete the same task. The results of this project will very likely influence the design and execution strategies for future parallel architectures.

Research institution(s)
  • Technische Universität Graz - 100%

Research Output

  • 512 Citations
  • 24 Publications
Publications
  • 2014
    Title Parallel generation of architecture on the GPU
    DOI 10.1111/cgf.12312
    Type Journal Article
    Author Steinberger M
    Journal Computer Graphics Forum
    Pages 73-82
    Link Publication
  • 2015
    Title Reyes rendering on the GPU
    DOI 10.1145/2788539.2788543
    Type Conference Proceeding Abstract
    Author Sattlecker M
    Pages 31-38
  • 2014
    Title On-the-fly generation and rendering of infinite cities on the GPU
    DOI 10.1111/cgf.12315
    Type Journal Article
    Author Steinberger M
    Journal Computer Graphics Forum
    Pages 105-114
  • 2014
    Title Parallel Irradiance Caching for Interactive Monte-Carlo Direct Volume Rendering
    DOI 10.1111/cgf.12362
    Type Journal Article
    Author Khlebnikov R
    Journal Computer Graphics Forum
    Pages 61-70
  • 2014
    Title Whippletree
    DOI 10.1145/2661229.2661250
    Type Journal Article
    Author Steinberger M
    Journal ACM Transactions on Graphics (TOG)
    Pages 1-11
  • 2013
    Title Volume Rendering with advanced GPU scheduling strategies.
    Type Conference Proceeding Abstract
    Author Schmalstieg D Et Al
    Conference Proceedings of the IEEE Scientific Visualization Posters.
  • 2012
    Title Massively parallel dynamic memory allocation for the GPU.
    Type Conference Proceeding Abstract
    Author Schmalstieg D Et Al
    Conference Proceedings of the 6th Workshop on General Purpose Processor Using Graphics Processing Units (GPGPU-6).
  • 2012
    Title Stochastic Particle-Based Volume Rendering.
    Type Conference Proceeding Abstract
    Author Kainz B Et Al
    Conference proceedings of Central European Seminar on Computer Graphics (CESCG).
  • 2012
    Title Procedural Texture Synthesis for Zoom-Independent Visualization of Multivariate Data
    DOI 10.1111/j.1467-8659.2012.03127.x
    Type Journal Article
    Author Khlebnikov R
    Journal Computer Graphics Forum
    Pages 1355-1364
  • 2012
    Title OmniKinect
    DOI 10.1145/2407336.2407342
    Type Conference Proceeding Abstract
    Author Kainz B
    Pages 25-32
  • 2012
    Title ScatterAlloc: Massively Parallel Dynamic Memory Allocation for the GPU
    DOI 10.1109/inpar.2012.6339604
    Type Conference Proceeding Abstract
    Author Steinberger M
    Pages 1-10
  • 2012
    Title Softshell
    DOI 10.1145/2366145.2366180
    Type Journal Article
    Author Steinberger M
    Journal ACM Transactions on Graphics (TOG)
    Pages 1-11
  • 2016
    Title Hierarchical Bucket Queuing for Fine-Grained Priority Scheduling on the GPU
    DOI 10.1111/cgf.13075
    Type Journal Article
    Author Kerbl B
    Journal Computer Graphics Forum
    Pages 232-246
  • 2015
    Title Fast Volume Reconstruction from Motion Corrupted Stacks of 2D Slices
    DOI 10.1109/tmi.2015.2415453
    Type Journal Article
    Author Kainz B
    Journal IEEE Transactions on Medical Imaging
    Pages 1901-1913
    Link Publication
  • 2011
    Title Stylization-based ray prioritization for guaranteed frame rates
    DOI 10.1145/2024676.2024685
    Type Conference Proceeding Abstract
    Author Kainz B
    Pages 43-54
  • 2012
    Title Priority-Based Task Management in a GPGPU Megakernel.
    Type Conference Proceeding Abstract
    Author Kerbl B
    Conference proceedings of Central European Seminar on Computer Graphics (CESCG).
  • 2012
    Title Interactive Self-Organizing Windows
    DOI 10.1111/j.1467-8659.2012.03041.x
    Type Journal Article
    Author Steinberger M
    Journal Computer Graphics Forum
    Pages 621-630
  • 2012
    Title OmniKinect: real-time dense volumetric data acquisition and applications.
    Type Conference Proceeding Abstract
    Author Kainz B
    Conference VRST '12 Proceedings of the 18th ACM symposium on Virtual reality software and Technology.
  • 2012
    Title Volumetric Real-Time Particle-Based Representation of Large Unstructured Tetrahedral Polygon Meshes
    DOI 10.1007/978-3-642-33463-4_16
    Type Book Chapter
    Author Voglreiter P
    Publisher Springer Nature
    Pages 159-168
  • 2012
    Title Ray prioritization using stylization and visual saliency
    DOI 10.1016/j.cag.2012.03.037
    Type Journal Article
    Author Steinberger M
    Journal Computers & Graphics
    Pages 673-684
    Link Publication
  • 2013
    Title Adaptive ghosted views for Augmented Reality.
    Type Conference Proceeding Abstract
    Author Kalkofen D
    Conference IEEE International Symposium on Mixed and Augmented Reality (ISMAR).
  • 2013
    Title Fast dynamic memory allocator for massively parallel architectures
    DOI 10.1145/2458523.2458535
    Type Conference Proceeding Abstract
    Author Widmer S
    Pages 120-126
    Link Publication
  • 2013
    Title Adaptive Ghosted Views for Augmented Reality
    DOI 10.1109/ismar.2013.6671758
    Type Conference Proceeding Abstract
    Author Denis K
    Pages 1-9
  • 2013
    Title Noise-Based Volume Rendering for the Visualization of Multivariate Volumetric Data
    DOI 10.1109/tvcg.2013.180
    Type Journal Article
    Author Khlebnikov R
    Journal IEEE Transactions on Visualization and Computer Graphics
    Pages 2926-2935
    Link Publication

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