We present Glimmer, a new multilevel visualization algorithm for multidimensional scaling designed to exploit modern graphics processing unit (GPU) hard-ware. We also present GPU-SF, a parallel, force-based subsystem used by Glimmer. Glimmer organizes input into a hierarchy of levels and recursively applies GPU-SF to combine and refine the levels. The multilevel nature of the algorithm helps avoid local minima while the GPU parallelism improves speed of computation. We propose a robust termination condition for GPU-SF based on a filtered approximation of the normalized stress function. We demonstrate the benefits of Glimmer in terms of speed, normalized stress, and visual quality against several previous algorithms for a range of synthetic and real benchmark datasets. We show that the performance of Glimmer on GPUs is substantially faster than a CPU implementation of the same algorithm. We also propose a novel texture paging strategy called distance paging for working with precomputed distance matrices too large to fit in texture memory. / Science, Faculty of / Computer Science, Department of / Graduate
Identifer | oai:union.ndltd.org:UBC/oai:circle.library.ubc.ca:2429/409 |
Date | 05 1900 |
Creators | Ingram, Stephen F. |
Publisher | University of British Columbia |
Source Sets | University of British Columbia |
Language | English |
Detected Language | English |
Type | Text, Thesis/Dissertation |
Format | 12987580 bytes, application/pdf |
Rights | Attribution-NonCommercial-NoDerivatives 4.0 International, http://creativecommons.org/licenses/by-nc-nd/4.0/ |
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