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Particle Rendering in ParaView / pv-meshless a plugin. John Biddiscombe CSCS Swiss National Supercomputing Centre. Why pv-meshless?. pv-meshless is a (slightly) customized version of ParaView Couldn’t add a new mapper as a plugin (resolved?) Experimental platform for development
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Particle Rendering in ParaView/ pv-meshless a plugin John Biddiscombe CSCS Swiss National Supercomputing Centre
Why pv-meshless? pv-meshless is a (slightly) customized version of ParaView Couldn’t add a new mapper as a plugin (resolved?) Experimental platform for development Particle renderer uses some widgets from VisIt for opacity control Will be added to ParaView main. Eventually.
Representation/Display • Standard Display panel • Surface/ Wireframe/ Points • Colour editor • Point Size • (Cube Axes) • (Interpolate) • Opacity
Color Editor • Change Presets • Define your own • Load Save • Scale Log/Lin • Fit to data • (See Track changes) • Change Color Space (interpolation between RGB values) • Manually edit scale
03/06/2008 Point Sprite Representation • Opacity control • Track changes (max/min) • 3 render modes • Simple point • As before, but with opacity • Sprite • A sphere, clearer contrast • Shader • Radius controls
Opacity • Auto Min/Max changes with scalar • Enable disable auto change • Set min max manually • Values <min mapped to 0, • >max, to 1 • Values from 0-1 mapped to range according to opacity control setting • Can also change overall value with slider (<1)
03/06/2008 Opacity • Gaussian control • Select peaks • Drag left/right • Drag up/down • Scale/shrink • Great for volumetric datasets
03/06/2008 Background color map for opacity • When colour and opacity have • same variable and • same range • Not 100% accurate, but useful
PointSize Change size according to taste All particles the same No perspective (well actually yes, but not accurate) No relative scale between particles Try zooming in/out Point smoothing changes particles to rounded squares/ almost circles NB. Bug. If Point Sprite selected, then simple point selected, size clamped.
Depth Sort For transparency – particles must either be sorted back to front Cout = Csrc * Asrc + (1 - Asrc) * Cdst Skip anything behind closest pixel Colour correct Alpha can get messy when compositing images in parallel – distributed overlap/sort. Depth sort shader and sphere shader don’t coexist. TURN OFF DEPTH SORT FOR FASTER DISPLAY Wrong Right
Depth Peeling • Instead of sorting every object and drawing back to front • Draw everything once and save the image • Then draw it again, but only items in front of last one • Then do it again, and again in ‘peels’ • Objects are not sorted, but each pass renders stuff in front, gradually the final image is built up. • Not bad for brains/bones • Awful for lots of particles • Uses advanced shaders which mess up our renderer • Work in progress is getting depth peeling working with our renderer
Sprite mode • Spheres are drawn with shaded edges • Improves contrast
Shader mode • Better for smaller datasets • Where a parameter is to be highlighted • Radius can be controlled • 2 shaders possible in current implementation • FastSphere • Computes size based on radius, then shades as sphere • ExactSphere • Computes size based on radius, then shades as sphere • Also computes depth so that overlapping spheres look correct • Much slower • Only useful in small datasets or hi-zoom display
Radius Control • Select scalar to use for radius • Radius input Min/Max is detected from data, or set manually. • Output is mapped to {0,1} by default • Multiplier is used to define world coordinates to make it easier to change overall size. Avoid large numbers! Blank by default – for safety • Safety limits pixels to avoid very long render times, when the wrong radius is selected.
Large Datasets • Runs in parallel, if opacity is not used • SubProxy is vtkCellPointsFilter instead of vtkGeometryFilter, so it can be used on any datatype. • This dataset is 40 million particles, rendered on 16 GPUs. Frame speed 1-3 fps typically – should be much faster – still debugging • Very interactive – for drilling down etc. • (Beats MatLab etc)
Future Work • Ellipsoids : Quadrics • New shaders can be added easily • tricky part is mapping scalars to shader parameters • Better Parallelism • Track down slowness in certain circumstances • Opacity fixes. • Need fast rendering with opacity in parallel • New modes?
Ellipsoids : Quadrics : To be continued Example Animation