Adapting Agricultural Virtual Environments in Game Engines to Improve HPC Accessibility

dc.contributorHáskóli Íslandsen_US
dc.contributorUniversity of Icelanden_US
dc.contributor.authorBaker, Dirk Norbert
dc.contributor.authorBauer, Felix Maximilian
dc.contributor.authorSchnepf, Andrea
dc.contributor.authorScharr, Hanno
dc.contributor.authorRiedel, Morris
dc.contributor.authorGöbbert, Jens Henrik
dc.contributor.authorHvannberg, Ebba Thora
dc.contributor.departmentIðnaðarverkfræði-, vélaverkfræði- og tölvunarfræðideild (HÍ)en_US
dc.contributor.departmentFaculty of Industrial Eng., Mechanical Eng. and Computer Science (UI)en_US
dc.contributor.schoolVerkfræði- og náttúruvísindasvið (HÍ)en_US
dc.contributor.schoolSchool of Engineering and Natural Sciences (UI)en_US
dc.date.accessioned2024-06-03T09:42:38Z
dc.date.available2024-06-03T09:42:38Z
dc.date.issued2024
dc.description.abstractE-infrastructures deliver basic supercomputing and storage capabilities but can benefit from innovative higher-level services that enable use-cases in critical domains, such as environmental and agricultural science. This work describes methods to distribute virtual scenes to the GPU nodes of a modular supercomputer for data generation. High information density virtual scenes, containing $>100$k geometries, typically cannot be rendered in real-time without techniques that change the information content, such as level-of-detail or culling approaches. Our work enables the concurrent and partitioned coupling to the image analysis in such a way that the data generation is dynamic and can be allocated to GPU nodes on demand, resulting in the possibility of moving through a continuous virtual scene rendered on multiple nodes. Within agricultural data analysis, the approach is especially impactful as virtual fields contain many individual geometries that coexist in one continuous system. Our work facilitates the generation of high-quality image data sets which has the potential to solve the challenge of scarcity of well-annotated data in agricultural science. We use real-time communication standards to couple the data production with the image analysis training. We demonstrate how the use-case rendering impacts effective use of the compute nodes and furthermore develop techniques to distribute the workload to improve the data production.en_US
dc.description.sponsorshipThe German government funding to the Gauss Centre for Supercomputing via the InHPC-DE project (01—H17001). This work has partly been funded by the EUROCC2 project funded by the European High-Performance Computing Joint Undertaking (JU) and EU/EEA states under grant agreement No 10110 1903. This work has partly been funded by the German Research Foundation under Germany's Excellence Strategy, EXC-2070 - 390732324 - PhenoRob and by the German Federal Ministry of Education and Research (BMBF) in the framework of the funding initiative “Plant roots and soil ecosystems, significance of the rhizosphere for the bio-economy” (Rhizo4Bio), subproject CROP (ref. FKZ 031B0909A).en_US
dc.description.versionPre-print (óritrýnt handrit)en_US
dc.identifier.journalCommunications in Computer and Information Scienceen_US
dc.identifier.urihttps://hdl.handle.net/20.500.11815/4936
dc.language.isoenen_US
dc.publisherSpringeren_US
dc.relation.ispartofseriesNordic e-Infrastructure Collaboration (NeIC) Conference;2024
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectComputer Visionen_US
dc.subjectSynthetic Dataen_US
dc.subjectDistributed Systemsen_US
dc.subjectHPCen_US
dc.subjectVisualizationen_US
dc.subjectSjónskynjunen_US
dc.titleAdapting Agricultural Virtual Environments in Game Engines to Improve HPC Accessibilityen_US
dc.typeinfo:eu-repo/semantics/conferenceObjecten_US

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