Vis5d Clear Air Turbulence Benchmark
The Vis5d Clear Air Turbulence benchmark measures graphics performance
on triangle and quadrilateral mesh primitives of the Vis5d application
running on the NCAR Clear Air Turbulence dataset. Vis5d
is an Earth Sciences visualization utility available from the University
of Wisconsin. The version of Vis5d used in these benchmarks is based on
Vis5d release 5.2. The only relevant modifications made to the official
5.2 release is the addition of timers needed to support performance profiling.
The Clear Air Turbulence (CAT)
dataset are multi-variate, multi-timestep computer-modeled weather data.
Vis5d is capable of using a number of visualization techniques for representing
data. This benchmark is constrained to isosurfaces, represented as triangle
meshes; direct volume rendering, represented as alpha-blended quadrilateral
meshes; and contour plains, again represented as texture-mapped quadrilateral
All primitive rendering is performed in immediate mode - display
lists are not used.
Isosurfaces are rendered as opaque, lit, triangle meshes. Verticies consist
of a 2-byte per coordinate position vector (6 bytes total) and a 1-byte
per coordinate normal vector (3 bytes total). Z-buffering is enabled. Anti-aliasing
Contour slices are rendered as opaque, unlit, textured, quadrilateral meshes.
Vertices consist of a 2-byte per coordinate position vector (6 bytes total)
and a 4-byte per coordinate texture vector (4 bytes total). Z-buffering
is enabled. Anti-aliasing is disabled.
Volume rendering is performed using stacks of as alpha-blended, unlit,
quadrilateral meshes. Vertices consist of a 2-byte per coordinate
position and a 1-byte per coordinate color/alpha vector. Z-buffering is
disabled and anti-aliasing are disabled.
The CAT dataset used in this benchmark consists of 11 timesteps
at 240x240x72 resolution, containing three scalar variables: NSTRO,
VRMS, and VS. The scalar values are byte-scaled; the total
dataset size is approximately 11 * 240 * 240 * 72 * 3
The benchmark is run for each of the three visualization techniques (isosurface,
chslice, volume), each at three different spatial resolutions (increasing
fill requirements while maintaining constant T&L requirements).
For each experiment, the primitive rate in Megaprimtives/sec is measured.
The total frame rate in frames per second is also computed.
This page maintained by John Clyne (email@example.com)
$Date: 2000/04/17 05:58:39 $, $Revision: 1.1 $