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HSWAP: numerical simulation workflow management platform suitable for high performance computing environment
ZHAO Shicao, XIAO Yonghao, DUAN Bowen, LI Yufeng
Journal of Computer Applications    2019, 39 (6): 1569-1576.   DOI: 10.11772/j.issn.1001-9081.2018122606
Abstract567)      PDF (1328KB)(306)       Save
Concerning the construction of integrated application of "modeling, computation, analysis, optimization" workflow under High Performance Computing (HPC) environment, HPC Simulation Workflow Application Platform (HSWAP) supporting numerical simulation software encapsulation and numerical simulation workflow interaction design was developed. Firstly, based on the modeling of runtime characteristics of numerical simulation activities, the component model was built. Then, the control and data dependency relationships between simulation activities were represented by the workflow, creating a formal numerical simulation workflow model. The formed workflow model was able to be automatically parsed in the platform to adapt to HPC resources. Therefore, HSWAP platform could be used for automatic generation and scheduling of a batch of related numerical simulation tasks, screening technical details of HPC resources from domain users. The platform provided Web Portal services, which supports the push of interactive interfaces of graphical numerical simulation programs. The platform is already deployed and applied at Supercomputing Center and with this platform, the integration of numerical simulation workflows with up to 10 numerical simulation softwares and 20 computing task nodes can be completed in 2 person-month.
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Real-time simulation and application of depth-of-field based on post-processing
CAO Yanjue, AN Bowen, LI Qiming
Journal of Computer Applications    2015, 35 (5): 1439-1443.   DOI: 10.11772/j.issn.1001-9081.2015.05.1439
Abstract542)      PDF (776KB)(638)       Save

In order to solve the problem of rendering Depth Of Field (DOF) in Virtual Reality (VR) system, an improved post-processing algorithm of DOF based on Graphics Processing Unit (GPU) was proposed. First, the scene at full resolution was rendered to an offscreen buffer, and the linear depth of each pixel was output to the alpha channel of the buffer. Then, the fully-rendered scene was downsampled into 1/16 of the original size. Next, the downsampled scene was blurred by running the image through two passes of a separable Gaussian filter, and stored as a texture. Finally, the two textures were blended according to the linear depth of each pixel in the size of Circle of Confusion (CoC). The algorithm was applied in a virtual roaming scene and a good simulation of real-time DOF effect was achieved. The experimental results show that the algorithm has improved some problems in the traditional post-processing filter algorithm, such as poor continuity and brightness diffusion, and it meets the demand of real-time interaction in VR.

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