Exploring the millennium run - Scalable rendering of large-scale cosmological datasets

Roland Fraedrich*, Jens Schneider, Rüdiger Westermann

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

39 Scopus citations

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 pagetree 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.

Original languageEnglish (US)
Article number5290736
Pages (from-to)1251-1258
Number of pages8
JournalIEEE Transactions on Visualization and Computer Graphics
Volume15
Issue number6
DOIs
StatePublished - Nov 1 2009

Keywords

  • Cosmology
  • Particle Visualization
  • Scalability

ASJC Scopus subject areas

  • Software
  • Signal Processing
  • Computer Vision and Pattern Recognition
  • Computer Graphics and Computer-Aided Design

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