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Dive into the research topics where Jens H. Krüger is active.

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Featured researches published by Jens H. Krüger.


eurographics | 2007

A Survey of General-Purpose Computation on Graphics Hardware

John D. Owens; David Luebke; Naga K. Govindaraju; Mark J. Harris; Jens H. Krüger; Aaron E. Lefohn; Timothy John Purcell

The rapid increase in the performance of graphics hardware, coupled with recent improvements in its programmability, have made graphics hardware a compelling platform for computationally demanding tasks in a wide variety of application domains. In this report, we describe, summarize, and analyze the latest research in mapping general‐purpose computation to graphics hardware.


international conference on computer graphics and interactive techniques | 2003

Linear algebra operators for GPU implementation of numerical algorithms

Jens H. Krüger; Rüdiger Westermann

In this work, the emphasis is on the development of strategies to realize techniques of numerical computing on the graphics chip. In particular, the focus is on the acceleration of techniques for solving sets of algebraic equations as they occur in numerical simulation. We introduce a framework for the implementation of linear algebra operators on programmable graphics processors (GPUs), thus providing the building blocks for the design of more complex numerical algorithms. In particular, we propose a stream model for arithmetic operations on vectors and matrices that exploits the intrinsic parallelism and efficient communication on modern GPUs. Besides performance gains due to improved numerical computations, graphics algorithms benefit from this model in that the transfer of computation results to the graphics processor for display is avoided. We demonstrate the effectiveness of our approach by implementing direct solvers for sparse matrices, and by applying these solvers to multi-dimensional finite difference equations, i.e. the 2D wave equation and the incompressible Navier-Stokes equations.


ieee visualization | 2003

Acceleration techniques for GPU-based volume rendering

Jens H. Krüger; Rüdiger Westermann

Nowadays, direct volume rendering via 3D textures has positioned itself as an efficient tool for the display and visual analysis of volumetric scalar fields. It is commonly accepted, that for reasonably sized data sets appropriate quality at interactive rates can be achieved by means of this technique. However, despite these benefits one important issue has received little attention throughout the ongoing discussion of texture based volume rendering: the integration of acceleration techniques to reduce per-fragment operations. In this paper, we address the integration of early ray termination and empty-space skipping into texture based volume rendering on graphical processing units (GPU). Therefore, we describe volume ray-casting on programmable graphics hardware as an alternative to object-order approaches. We exploit the early z-test to terminate fragment processing once sufficient opacity has been accumulated, and to skip empty space along the rays of sight. We demonstrate performance gains up to a factor of 3 for typical renditions of volumetric data sets on the ATI 9700 graphics card.


international conference on computer graphics and interactive techniques | 2004

GPGPU: general purpose computation on graphics hardware

David Luebke; Mark J. Harris; Jens H. Krüger; Timothy John Purcell; Naga K. Govindaraju; Ian Buck; Cliff Woolley; Aaron E. Lefohn

The graphics processor (GPU) on todays commodity video cards has evolved into an extremely powerful and flexible processor. The latest graphics architectures provide tremendous memory bandwidth and computational horsepower, with fully programmable vertex and pixel processing units that support vector operations up to full IEEE floating point precision. High level languages have emerged for graphics hardware, making this computational power accessible. Architecturally, GPUs are highly parallel streaming processors optimized for vector operations, with both MIMD (vertex) and SIMD (pixel) pipelines. Not surprisingly, these processors are capable of general-purpose computation beyond the graphics applications for which they were designed. Researchers have found that exploiting the GPU can accelerate some problems by over an order of magnitude over the CPU.However, significant barriers still exist for the developer who wishes to use the inexpensive power of commodity graphics hardware, whether for in-game simulation of physics of for conventional computational science. These chips are designed for and driven by video game development; the programming model is unusual, the programming environment is tightly constrained, and the underlying architectures are largely secret. The GPU developer must be an expert in computer graphics and its computational idioms to make effective use of the hardware, and still pitfalls abound. This course provides a detailed introduction to general purpose computation on graphics hardware (GPGPU). We emphasize core computational building blocks, ranging from linear algebra to database queries, and review the tools, perils, and tricks of the trade in GPU programming. Finally we present some interesting and important case studies on general-purpose applications of graphics hardware.The course presenters are experts on general-purpose GPU computation from academia and industry, and have presented papers and tutorials on the topic at SIGGRAPH, Graphics Hardware, Game Developers Conference, and elsewhere.


very large data bases | 2010

HYRISE: a main memory hybrid storage engine

Martin Grund; Jens H. Krüger; Hasso Plattner; Alexander Zeier; Philippe Cudré-Mauroux; Samuel Madden

In this paper, we describe a main memory hybrid database system called HYRISE, which automatically partitions tables into vertical partitions of varying widths depending on how the columns of the table are accessed. For columns accessed as a part of analytical queries (e.g., via sequential scans), narrow partitions perform better, because, when scanning a single column, cache locality is improved if the values of that column are stored contiguously. In contrast, for columns accessed as a part of OLTP-style queries, wider partitions perform better, because such transactions frequently insert, delete, update, or access many of the fields of a row, and co-locating those fields leads to better cache locality. Using a highly accurate model of cache misses, HYRISE is able to predict the performance of different partitionings, and to automatically select the best partitioning using an automated database design algorithm. We show that, on a realistic workload derived from customer applications, HYRISE can achieve a 20% to 400% performance improvement over pure all-column or all-row designs, and that it is both more scalable and produces better designs than previous vertical partitioning approaches for main memory systems.


IEEE Transactions on Visualization and Computer Graphics | 2006

ClearView: An Interactive Context Preserving Hotspot Visualization Technique

Jens H. Krüger; Jens Schneider; Rüdiger Westermann

Volume rendered imagery often includes a barrage of 3D information like shape, appearance and topology of complex structures, and it thus quickly overwhelms the user. In particular, when focusing on a specific region a user cannot observe the relationship between various structures unless he has a mental picture of the entire data. In this paper we present ClearView, a GPU-based, interactive framework for texture-based volume ray-casting that allows users which do not have the visualization skills for this mental exercise to quickly obtain a picture of the data in a very intuitive and user-friendly way. ClearView is designed to enable the user to focus on particular areas in the data while preserving context information without visual clutter. ClearView does not require additional feature volumes as it derives any features in the data from image information only. A simple point-and-click interface enables the user to interactively highlight structures in the data. ClearView provides an easy to use interface to complex volumetric data as it only uses transparency in combination with a few specific shaders to convey focus and context information


IEEE Transactions on Visualization and Computer Graphics | 2005

A particle system for interactive visualization of 3D flows

Jens H. Krüger; Peter Kipfer; P. Konclratieva; Rüdiger Westermann

We present a particle system for interactive visualization of steady 3D flow fields on uniform grids. For the amount of particles we target, particle integration needs to be accelerated and the transfer of these sets for rendering must be avoided. To fulfill these requirements, we exploit features of recent graphics accelerators to advect particles in the graphics processing unit (GPU), saving particle positions in graphics memory, and then sending these positions through the GPU again to obtain images in the frame buffer. This approach allows for interactive streaming and rendering of millions of particles and it enables virtual exploration of high resolution fields in a way similar to real-world experiments. The ability to display the dynamics of large particle sets using visualization options like shaded points or oriented texture splats provides an effective means for visual flow analysis that is far beyond existing solutions. For each particle, flow quantities like vorticity magnitude and A2 are computed and displayed. Built upon a previously published GPU implementation of a sorting network, visibility sorting of transparent particles is implemented. To provide additional visual cues, the GPU constructs and displays visualization geometry like particle lines and stream ribbons.


business intelligence for the real-time enterprises | 2008

A Hybrid Row-Column OLTP Database Architecture for Operational Reporting

Jan Schaffner; Anja Bog; Jens H. Krüger; Alexander Zeier

Operational reporting differs from informational reporting in that its scope is on day-to-day operations and thus requires data on the detail of individual transactions. It is often not desirable to maintain data on such detailed level in the data warehouse, due to both exploding size of the warehouse and the update frequency required for operational reports. Using an ODS as the source for operational reporting exhibits a similar information latency.


eurographics | 2009

GPU Ray-Casting for Scalable Terrain Rendering

Christian Dick; Jens H. Krüger; Rüdiger Westermann

With the ever increasing resolution of scanned elevation models, geometry throughput on the GPU is becoming a severe performance limitation in 3D terrain rendering. In this paper, we investigate GPU ray-casting as an alternative to overcome this limitation, and we demonstrate its advanced scalability compared to rasterization-based techniques. By integrating ray-casting into a tile-based GPU viewer that effectively reduces bandwidth requirements in out-of-core terrain visualization, we show that the rendering performance for large, high-resolution terrain fields can be increased significantly. We show that a screen-space error below one pixel permits piecewise constant interpolation of initial height samples. Furthermore, we exploit the texture mapping capabilities on recent GPUs to perform deferred anisotropic texture filtering, which allows for the rendering of digital elevation models and corresponding photo textures. In two key experiments we compare GPU-based ray-casting to a rasterizationbased approach in the scope of terrain rendering, and we demonstrate the scalability of the proposed ray-caster with respect to display and data resolution.


vision modeling and visualization | 2010

Tuvok, an Architecture for Large Scale Volume Rendering

Thomas Fogal; Jens H. Krüger

In this paper we present the Tuvok architecture, a cross-platform open-source volume rendering system that delivers high quality, state of the art renderings at production level code quality. Due to its progressive rendering algorithm, Tuvok can interactively visualize arbitrarily large data sets even on low-end 32bit systems, though it can also take full advantage of high-end workstations with large amounts of memory and modern GPUs. To achieve this Tuvok uses an optimized out-of-core, bricked, level of detail data representation. From a software development perspective, Tuvok is composed of three independent components, a UI subsystem based on Qt, a rendering subsystem based on OpenGL and DirectX, and an IO subsystem. The IO subsystem not only handles the out-of-core data processing and paging but also includes support for many widely used file formats such as DICOM and ITK volumes. For rendering, Tuvok implements a wide variety of different rendering methods, ranging from 2D texture stack based approaches for low end hardware, to 3D slice based implementations and GPU based ray casters. All of these modes work with one- or multi-dimensional transfer functions, isosurface, and ClearView rendering modes. We also present ImageVis3D, a volume rendering application that uses the Tuvok subsystems. While these features may be found individually in other volume rendering packages, to our best knowledge this is the first open source system to deliver all of these capabilities at once.

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Hasso Plattner

Hasso Plattner Institute

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Robert Winter

University of St. Gallen

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Jan Schaffner

Hasso Plattner Institute

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Lutz M. Kolbe

University of Göttingen

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