
NSF Org: |
OAC Office of Advanced Cyberinfrastructure (OAC) |
Recipient: |
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Initial Amendment Date: | September 13, 2013 |
Latest Amendment Date: | April 17, 2017 |
Award Number: | 1339863 |
Award Instrument: | Standard Grant |
Program Manager: |
Rob Beverly
OAC Office of Advanced Cyberinfrastructure (OAC) CSE Directorate for Computer and Information Science and Engineering |
Start Date: | October 1, 2013 |
End Date: | September 30, 2018 (Estimated) |
Total Intended Award Amount: | $1,198,122.00 |
Total Awarded Amount to Date: | $1,398,111.00 |
Funds Obligated to Date: |
FY 2017 = $199,989.00 |
History of Investigator: |
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Recipient Sponsored Research Office: |
110 INNER CAMPUS DR AUSTIN TX US 78712-1139 (512)471-6424 |
Sponsor Congressional District: |
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Primary Place of Performance: |
101 E. 27th Street, Suite 5.300 Austin TX US 78712-1521 |
Primary Place of
Performance Congressional District: |
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Unique Entity Identifier (UEI): |
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Parent UEI: |
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NSF Program(s): | Software Institutes |
Primary Program Source: |
01001718DB NSF RESEARCH & RELATED ACTIVIT |
Program Reference Code(s): |
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Program Element Code(s): |
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Award Agency Code: | 4900 |
Fund Agency Code: | 4900 |
Assistance Listing Number(s): | 47.070 |
ABSTRACT
Scientific visualization plays a large role in exploring the scientific simulations that run on supercomputers; new discoveries are often made by studying renderings generated through visualization of simulation results. The standard technique for rendering geometry is rasterization and the most commonly used library for performing this is OpenGL. Many visualization programs (VisIt, Ensight, VAPOR, ParaView, VTK) use OpenGL for rendering. However, recent architectural changes on supercomputers create significant opportunities for alternate rendering techniques. The computational power available on emerging many-core architectures, such as the Intel Xeon Phi processors on TACC?s Stampede system, enable ray-tracing, a higher quality technique. Further, as the amount of geometry per node rises, ray-tracing becomes increasingly cost effective, since its computational costs are proportional to the screen size, not the geometry size. Finally, the software implementation for OpenGL can not be easily mapped to non-GPU multi-core and many-core systems, creating a significant gap; if not closed, visualization will not be possible directly on large supercomputers. This confluence of new, more capable architectures, the increase in geometry per node, and concerns about the durability of the established rendering path all motivate this work.
To address these trends, this research uses a two-pronged approach. First, the research will replace the OpenGL pathways that are commonly used for visualization with a high-performance, open-source ray tracing engine that can interactively render on both a CPU and on accelerator architectures. This new library will support the OpenGL API and will be usable immediately by any OpenGL-based visualization package without additional code modification. Second, this research will provide a direct interface to a high-performance distributed ray tracing engine so that applications can take advantage of ray tracing capabilities not easily exposed through the standard OpenGL interface, such as participating media and global illumination simulation. These features will enable the open science community to easily create photo-realistic imagery with natural lighting cues to aid in analysis and discovery. It will further expand the capacity of existing cyberinfrastructure to provide interactive visualization on standard HPC resources.
This work has the potential to revolutionize in situ visualization capabilities by unifying the (potentially hybrid) architecture that efficiently run both simulation and visualization. Communicating with underrepresented groups will be a major component of outreach efforts through the PCARP, MITE and Women in Engineering programs. In addition, the project team will disseminate this work to the general public through NSF XD program, the VisIt visualization toolkit and by exhibiting at forums such as IEEE Visualization, IEEE High Performance Graphics and ACM Supercomputing.
PUBLICATIONS PRODUCED AS A RESULT OF THIS RESEARCH
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PROJECT OUTCOMES REPORT
Disclaimer
This Project Outcomes Report for the General Public is displayed verbatim as submitted by the Principal Investigator (PI) for this award. Any opinions, findings, and conclusions or recommendations expressed in this Report are those of the PI and do not necessarily reflect the views of the National Science Foundation; NSF has not approved or endorsed its content.
Ray tracing, a popular technique for generating photo-realistic images for entertainment media, has become a critical mode for interpreting and communicating the results of scientific visualizations, as evidenced by its adoption in common visualization toolkits and its use in award-winning visualization contests. Since ray tracing models the movement of light through data, it enables scientists to include realistic shadows, for better interpretation of spatial relationships, and realistic material behavior, for better representation of complex data interactions.
The GraviT project has played an important role in spearheading the adoption of ray tracing technologies for exploratory and interactive visualization by providing: (1) critical bridge technologies (GLuRay, pvOSPRay) that enabled researchers to use ray tracing in existing software without source code modification; (2) a ray scheduling framework for tracing distributed data (GraviT) with adapters to support hardware-optimized ray tracing engines, such as Intel Embree and NVIDIA OptiX Prime; and (3) demonstration of the viability of ray tracing for interactive visual analysis through engagement with the research and industrial communities. These successes attracted significant industrial funding to expand and continue ray tracing efforts. The project also received supplemental funding in collaboration with the yt project (http://yt-project.org/) to provide a python-based interface to GraviT as well as support for hierarchical AMR data and instant tessellation of point data as part of the ray tracing process.
The GraviT project supported the education of and provided training for twenty-nine undergraduate and graduate students. The project team disseminated project-sponsored discoveries in twenty-three peer-reviewed papers and forty-seven presentations at international conferences and colloquia. GraviT has informed a number of follow-on projects in ray tracing and visualization, including Galaxy (https://github.com/TACC/Galaxy) and SpRay (https://github.com/TACC/SpRay).
The GraviT project source code is available at:
* https://github.com/TACC/GraviT
* https://github.com/TACC/GLuRay
* https://github.com/TACC/pvOSPRay
Last Modified: 05/16/2019
Modified by: Paul A Navratil
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