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Qin Wang 0007

dblp:35/1647-7 · DBLP profile ↗
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5ranked-venue papers
4as first author
0since 2021 · last 2009
0000-0002-7496-3921ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Systems, architecture and hardware · 3 · 3 first-authorDatabases, data management, data science and information retrieval · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 77% Memory systems · 23%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › ray tracing
isosurface ray tracing
0.112008
Interactive High-Resolution Isosurface Ray Casting on Multicore Processors · IEEE Trans. Vis. Comput. Graph. 2008
Rendering
volume rendering
0.112008
Interactive High-Resolution Isosurface Ray Casting on Multicore Processors · IEEE Trans. Vis. Comput. Graph. 2008
Parallel and multicore computing › load balancing
dynamic load balancing
0.112008
Interactive High-Resolution Isosurface Ray Casting on Multicore Processors · IEEE Trans. Vis. Comput. Graph. 2008
Memory systems › cache
cache performance
0.012008
Interactive High-Resolution Isosurface Ray Casting on Multicore Processors · IEEE Trans. Vis. Comput. Graph. 2008

Methods — techniques the papers use, named apart from their topics

object-order traversal · 0.2multithreading · 0.2image partitioning · 0.2
YearPublicationVenuePosition
2009 Interactive direct volume rendering on desktop multicore processors
abstract
Abstract We present a new multithreaded implementation for the computationally demanding direct volume rendering (DVR) of volumetric data sets on desktop multicore processors using ray casting. The new implementation achieves interactive rendering of very large volumes, even on high resolution screens. Our implementation is based on a new algorithm that combines an object‐order traversal of the volumetric data followed by a focused ray casting. Using a very compact data structure, our method starts with a quick association of data subcubes with fine‐grain screen tiles appearing along the viewing direction in front‐to‐back order. The next stage uses very limited ray casting on the generated sets of subcubes while skipping empty or transparent space and applying early ray termination in an effective way. Our multithreaded implementation makes use of new dynamic techniques to ensure effective memory management and load balancing. Our software enables a user to interactively explore large data sets through DVR while arbitrarily specifying a 2D transfer function. We test our system on a wide variety of well‐known volumetric data sets on a two‐processor Clovertown platform, each consisting of a Quad‐Core 1.86 GHz Intel Xeon Processor. Our experimental tests demonstrate DVR at interactive rates for the largest data sets that can fit in the main memory on our platform. These tests also indicate a high degree of scalability, excellent load balancing, and efficient memory management across the data sets used. Copyright © 2009 John Wiley & Sons, Ltd.
Qin Wang 0007, Joseph F. JáJá
Concurr. Comput. Pract. Exp.1
2008 Interactive High-Resolution Isosurface Ray Casting on Multicore Processors
abstract
We present a new method for the interactive rendering of isosurfaces using ray casting on multicore processors. This method consists of a combination of an object-order traversal that coarsely identifies possible candidate three-dimensional (3D) data blocks for each small set of contiguous pixels and an isosurface ray casting strategy tailored for the resulting limited-size lists of candidate 3D data blocks. Our implementation scheme results in a compact indexing structure and makes careful use of multithreading and memory management environments commonly present in multicore processors. Although static screen partitioning is widely used in the literature, our scheme starts with an image partitioning for the initial stage and then performs dynamic allocation of groups of ray casting tasks among the different threads to ensure almost equal loads among the different cores while maintaining spatial locality. We also pay a particular attention to the overhead incurred by moving the data across the different levels of the memory hierarchy. We test our system on a two-processor Clovertown platform, each consisting of a Quad-Core 1.86-GHz Intel Xeon Processor and present detailed experimental results for a number of widely different benchmarks. We show that our system is efficient and scalable and achieves high cache performance and excellent load balancing, resulting in an overall performance that is superior to any of the previous algorithms. In fact, we achieve interactive isosurface rendering on a screen with 1.0242 resolution for all the data sets tested up to the maximum size that can fit in the main memory of our platform.
Qin Wang 0007, Joseph F. JáJá
IEEE Trans. Vis. Comput. Graph.1
2007 An efficient and scalable parallel algorithm for out-of-core isosurface extraction and rendering
Qin Wang 0007, Joseph F. JáJá, Amitabh Varshney
J. Parallel Distributed Comput.1
2006 An efficient and scalable parallel algorithm for out-of-core isosurface extraction and rendering
Qin Wang 0007, Joseph F. JáJá, Amitabh Varshney
IPDPS1
2004 Temporal Range Exploration of Large Scale Multidimensional Time Series Data
Joseph F. JáJá, Jusub Kim, Qin Wang 0007
SSDBM3