Thisspecial section of the IEEE Transactions on Visualization and Computer Graphics ( TVCG) is composed of the best two papers submitted and presented at the 10th Eurographics Symposium on Parallel Graphics and Visualization (EGPGV). Parallel computing in its various guises has become ubiquitous, and any form of efficient computation has begun to require some aspect of parallelization. This is particularly pronounced in the computationally demanding disciplines of computer graphics and visualization, as witnessed by the development and rise of the largely parallel GPU and, more recently, with multicore technologies. EGPGV has been and remains one of the primary fora to publish state-of-the-art work in this field. EGPGV 2010 took place on the 2-3 of May 2010 in Norrköping, Sweden. For more information on EGPGV symposia and their supporting Eurographics Working Group on Parallel Graphics, please visit http://www.egpgv.org.
EGPGV 2010 received a total of 27 submissions which were reviewed by an International Programme Committee composed of 24 world reknown academics, a selection of external reviewers, the two program chairs, and the symposium chair. Fifteen submissions were accepted based on at least three reviews per paper. The topics included parallel computing for volume rendering, ray tracing, rendering methods, isosurface extraction, image compositing, and parallel frameworks. A keynote entitled “Parallel Visualization: Has it Come of Age?” was presented by Charles (Chuck) Hansen.
The two best papers from those presented where chosen based on the original reviews and the views of a selection committee made up of the program chairs, the symposium chair, and senior members of the International Programme Committee. The papers were significantly updated for this special section of TVCG. The extended submissions underwent a full journal review process with multiple cycles of editing and reviewing and we are very pleased that they have both been accepted for publication.
The paper “Raytracing Dynamic Scenes on the GPU Using Grids” by Sashidhar Guntury and P.J. Narayanan presents a method for interactive ray tracing that uses a series of grids constructed efficiently on the GPU of each frame as the acceleration structure of choice. Perspective grids are used for primary rays to maintain coherence, spherical perspective grids are used for computing shadow rays, and uniform grids are used for reflection and refraction rays. These enable the authors to achieve fast frame rates using interactive ray tracing for dynamic scenes.
“Hybrid Parallelism for Volume Rendering on Large, Multi, and Many-Core Systems” by Mark Howison, E. Wes Bethel, and Hank Childs demonstrates the advantages of hybrid distributed-memory and shared-memory systems for ray casting volume rendering with results obtained on one of the world's fastest supercomputers.
We would like to thank the IPC and external reviewers for EGPGV 2010 and the reviewers of the extended submissions who have made this special section possible. We would also like to take this opportunity to thank the Symposium Chair, Renato Pajarola, for organizing a great conference and helping with the original EGPGV 2010 paper selection. We would also like to thank Camilla Forsell, who helped with all local arrangements for EGPGV 2010.
• J. Ahrens is with the Applied Computer Science Group, Los Alamos National Laboratory, Mail Stop B287, Los Alamos, NM 87545.
• K. Debattista is with the WMG, University of Warwick at the International Digital Laboratory, University of Warwick, Coventry, CV4 7AL, UK. E-mail: K.Debattista@warwick.ac.uk.
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received the PhD degree in computer science from the University of Washington. Dr. Ahrens is currently a team leader at Los Alamos National Laboratory. His research interests include visualization, data analysis, data-intensive computing, and high-performance computing. He is a member of the IEEE Computer Society.
received the PhD degree in computer science from the University of Bristol. He is an assistant professor at the University of Warwick. His research interests include physically-based rendering, interactive global illumination, high dynamic range imaging, and parallel computing.