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NVIDIA IndeX Enabling Interactive and Scalable Visualization for Large Data Marc Nienhaus, NVIDIA IndeX Engineering Manager and Chief Architect

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(1)

SIGGRAPH 2013

Shaping the Future of Visual Computing

NVIDIA IndeX™ – Enabling Interactive and Scalable Visualization for Large Data

Marc Nienhaus, NVIDIA IndeX Engineering Manager and Chief Architect

(2)

NVIDIA IndeX™ Positioning

NVIDIA IndeX is a commercial software product initially developed to serve the Hydrocarbon market. It is a cluster-based scalable

software Platform as a Service (PaaS) ready for the cloud and

enables distribution of large-scale data for compute and high quality visualization of volumetric and surface data with interactive frame- rates.

http://www.nvidia-arc.com/products/nvidia-index.html

(3)

NVIDIA IndeX – Enabling Interactive and Scalable Visualization for Large Data

NVIDIA IndeX software leverages GPU-clusters for scalable large-scale data visualization

NVIDIA IndeX is a GPU-cluster aware solution for interactive visual computing

NVIDIA IndeX is a commercial software solution

available and already deployed by customers for data interpretation

http://www.nvidia-arc.com/products/nvidia-index.html

(4)

Visualization of a seismic volume with embedded height field and slices

Special thanks to Crown Minerals and the New Zealand Ministry of Economic Development for allowing us to display this Taranaki Basin dataset.

Crown Minerals manages the New Zealand Government’s oil, gas, mineral and coal resources.

More information is available at: www.crownminerals.govt.nz

Example: Exploration in Hydrocarbon Industries

Scanning earth’s subsurface structure

Cost-effective drilling for oil reservoirs

Acquisition and preprocessing of subsurface data

Huge (peta bytes)

subsurface dataset sizes Automatic data processing

(5)

Visualization of a seismic volume with embedded height field and slices

Special thanks to Crown Minerals and the New Zealand Ministry of Economic Development for allowing us to display this Taranaki Basin dataset.

Crown Minerals manages the New Zealand Government’s oil, gas, mineral and coal resources.

More information is available at: www.crownminerals.govt.nz

Efficient Data Interpretation

Knowledge and experience of experts in this field

Visually assess subsurface data

Interactive exploration

Real-time frame rates Visual quality

Especially in Oil & Gas domain

(6)

Visualization of a seismic volume with embedded height field and slices

Special thanks to Crown Minerals and the New Zealand Ministry of Economic Development for allowing us to display this Taranaki Basin dataset.

Crown Minerals manages the New Zealand Government’s oil, gas, mineral and coal resources.

More information is available at: www.crownminerals.govt.nz

NVIDIA IndeX – Scalable Interactive Large-Scale Data Visualization

Distributed Rendering on GPU clusters

Supports today’s and tomorrow's huge

dataset sizes

Real-Time Rendering

260 GB volume

14 cluster machines with 4 Tesla K10

13 frames per second

(7)

Visual Quality and Accuracy

Visualization at original data resolution

Avoiding distractions e.g., popping artifacts due to level-of-details Highly accurate

visual assessment

Depth-correct transparency rendering

Example: height field embedded into volume

(8)

Visual Quality

(9)

Sort-Last Approach for

Distributed and Scalable Rendering

Object-space subdivision

Later compositing of intermediate renderings

(10)

LAN

Distributed Rendering using GPU-Clusters

Rendering

Rendering

Rendering

Viewer

Rendering

Rendering

(11)

Parallel and Distributed Rendering

Compositing Phase Rendering NodeN-1

Rendering Node0

Viewer Node

Compositing Compositing

Subsurface Data Rendering

Provide intermediate rendering results

Send composited image Send composited image

(..)

Hierarchical Scene Decomposition

(..) (..) (..)

(..)

Distribute subsurface sub region data

Distribute subsurface sub region data

Data Distribution

(..) (..)

(..) (..)

Render Sub Region

Horizons Seismic

Volume

Render Sub Region

Horizons Seismic

Volume Render Sub Region

Horizons Seismic

Volume

Render Sub Region

Horizons Seismic

Volume Provide intermediate

rendering results Render Sub Region

Horizons Seismic

Volume

Render Sub Region

Horizons Seismic

Volume Render Sub Region

Horizons Seismic

Volume

Render Sub Region

Horizons Seismic

Volume

Provide intermediate rendering results

Provide intermediate rendering results

(12)

Performance and Scalability

Cluster details

2-16 cluster machines

4 Tesla K10 per cluster machine 8 GB per K10 1k x 1k screen

10 Gigabit Ethernet

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

40 GB 1.363 20.82 26.33 31.23 34.84 38.06 40.75 43.5 46.22 48.36 49.27 49.73 50.92 51.99 52.38 80 GB 0.959 2.321 24.56 30.89 33.65 35.52 37.42 39.99 47.41 49.25 49.71 49.73 50.34 51.27 52.12 160 GB 0.23 0.393 0.543 1.024 1.934 6.737 44.39 46.08 50.72 54.47 55.01 57.11 57.76 58.29 59.87 40 GB (CPU) 0.46 0.66 0.88 1.02 1.22 1.32 1.52 1.65 1.7 1.83 2.08 2.23 2.23 2.18 2.23

0 10 20 30 40 50 60

frames per second (fps)

(13)

Another Cluster Setup

Cluster details

2-35 cluster machines

2 Tesla M2090 (Fermi) per

cluster machine 1k x 1k screen

10 Gigabit Ethernet

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 5 GB 16 18 22 25 28 33 34 37 38 40

10 GB 17 20 21 25 28 31 34 37 40 41 42 44 47 50 51

20 GB 19 21 24 27 30 34 36 39 41 44 46 48 49 51 51 53 55 56

40 GB 23 26 30 33 37 41 42 44 47 47 51 53 53 55 56 58 59 61 62 62 65 64 66 67 68 68 69

80 GB 1 1 1 2 3 4 6 38 40 42 41 42 45 45 48 49 49 52 54 52 55 55 56 57 58 58 59 59

160 GB 2 3 3 4 53 53 53 55 55 57 58 59 63 64 65 65 65 65 65

0 10 20 30 40 50 60 70

frames per second (fps)

(14)

Dataset Scalability

Target performance

≥10 fps @ 1024x1024

Volume dataset sizes Cluster details

2-35 cluster machines 2 Tesla M2090 (Fermi) per

cluster machine 1k x 1k screen

10 Gigabit Ethernet

5 10

20 40

80

160

0 20 40 60 80 100 120 140 160

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Dataset size (GB)

Cluster size (number of cluster machines)

≥10 fps

(15)

Scalability at Various Screen Resolutions

Target performance

≥10 fps, ≥20 fps, ≥30 fps

40 GB volume dataset Screen resolutions

1024x1024 (Baseline)

(1,048,576 pixels)

1920x1080 (Full HD)

(2,073,600 pixels, 1.98 x Baseline)

2560x1440 (WQHD)

(3,686,400 pixels, 3.5 x Baseline)

3840x2160 (QFHD)

(8,294,400 pixels, 7.9 x Baseline)

1,048,576

2,073,600

3,686,400

8,294,400

1,048,576

2,073,600

3,686,400

1,048,576

2,073,600

3,686,400

1,048,576.00 2,048,576.00 3,048,576.00 4,048,576.00 5,048,576.00 6,048,576.00 7,048,576.00 8,048,576.00

3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

Resolution (number of pixel)

Cluster size (number of cluster machines)

≥10 fps ≥20 fps ≥30 fps

(16)

Workstation

GPU Clusters

NVIDIA GRID Visual Computing Appliance (VCA)

Interactively on Workstations, Clusters, and Clouds

Single or multiple GPU(s) Smaller dataset sizes

Interactive rendering performance

(..)

Unlimited number of GPUs Huge dataset sizes

Increasing rendering performance

(..)

(17)

Interactive GPU-Cluster aware Visual Computing

Interactive attribute generation for instantaneous visualization Applications

Flow simulations

Atmospheric dynamics visualization Combustion simulation

Molecular dynamics simulations Seismic attribute generation for survey visualization

(18)

Architectural Challenges for Interactive GPU-Cluster aware Visual Computing

Raw n-dimensional data is huge

Multiple times larger than generated attributes

Process raw data using user-defined algorithms

Plethora of possible types of attribute Manifold parallel compute algorithms Diversity of algorithm-specific

subdivision schemes

Interactive attribute generation for instantaneous visualization

Scalability

(19)

Mapping Attribute onto

Scene Geometries

(20)

Mapping Attribute onto

Scene Geometries

(21)

Proxy Shapes for Attribute Visualization

Proxy shapes

Slices

Height fields Triangle meshes Volumes

Part of the scene description

Canvas for attribute visualization

(22)

Distributed Attribute Visualization Process

User-defined attribute computation

Compute jobs launched per portion Proxy shape intersection

Algorithm-specific subdivision schemes

Attribute mapping

Rendering proxy shapes

Analogy: procedural texturing

(23)

Attribute Generation and Visualization Process

LAN

(..) (..)

(..) Remote Compute

Remote Compute

Remote Compute Viewer

Rendering

Rendering Rendering

Rendering

(24)

GPU Cluster Setup for Scalable Visual Computing

Asynchronous compute maximizes performance

Rendering and compute process run in parallel Compute integration into rendering

Example: GPU Cluster Layout for Visual Computing

(25)

Extensible Software Architecture

Interactive Cluster-aware Visual Computing (NVIDIA IndeX Core)

Base layer for networking, job scheduling, distributed data storage (DiCE library)

C++ API

Remote

Access Multi User Video

Streaming

E&P Domain Other Application Layer(s)

Application

Other Application Domains

(26)

NVIDIA IndeX’s Building Blocks for Managing Distributed Data

Data locality information

Spatial query tells which cluster

machine stores which portions of data Depends on dataset type

Accessing large-scale data

Assemble from cluster machines Can be restricted to portions

Editing large-scale data

Direct editing/compute to the distributed data

Can be restricted to portions

Simple example: user-defined filter

(27)

OpenGL Integration

1. Rasterize opaque geometry

Capture depth and color buffers

2. Volume ray casting

OpenGL depth buffer

3. Alpha-based color blending

Result of NVIDIA IndeX’s large-scale data rendering with alpha

OpenGL color buffer

Pseudo code

// OpenGL rendering to color- and // depth-buffer on local machine

(gl_bufferRGBA, gl_bufferz) ← renderGL();

// Distributed, scalable rendering // with depth-buffer input

resultRGBA ← nvidia_index->render(bufferz);

// Blending rendering results blend(gl_bufferRGBA, resultRGBA);

(28)

Proof-of-Concept Example

OpenGL color buffer OpenGL depth buffer (inverted)

Final combined rendering Opaque OpenGL geometry integrated in NVIDIA IndeX

(29)

Depth-correct OpenGL Integration

Z-buffer compressions

Multicasting z-buffer data

Possible extensions

Transparent OpenGL InfiniBand and RDMA GPUdirect support

(30)

Remote Visualization

Video streaming

H.264 video encoding Hardware-accelerated on Kepler

Private and public clouds

Web-based applications Thin clients (tablets)

Multi-user support for

world-wide collaboration

(31)

Live Demo

GPU cluster located in Berlin, Germany

8 cluster nodes

2 Tesla M2090 each 82 GB volume

Height field with 250 million triangles

H.264-based video streaming

http://www.nvidia-arc.com/products/nvidia-index.html

NVIDIA IndeX Berlin Cluster

Anaheim, SIGGRAPH

2012

(32)

Thank you …

Marc Nienhaus

NVIDIA IndeX Engineering Manager and Chief Architect

Christopher Lux

Sr. Graphics Software Engineer, NVIDIA IndeX

Jörg Mensmann

Sr. Graphics Software Engineer, NVIDIA IndeX

Eduardo Olivares

Sr. Graphics Software Engineer, NVIDIA IndeX

Mahendra Gopaludu Roopa

Graphics Software Engineer

Gunter Sprenger

Sr. Graphics Software Engineer

Hitoshi Yamauchi

Sr. Graphics Software Engineer, NVIDIA IndeX

Runa Löber

Director Software Engineering

Tom-Michael Thamm

Director Software Product Management Product Manager NVIDIA IndeX

http://www.nvidia-arc.com/products/nvidia-index.html

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