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Alper Sahistan

Publications and source records attributed to Alper Sahistan.

5 recordsLinked to original sources

A Query-Efficient Stochastic Volume Rendering Framework for Time-Varying Implicit Neural Volumes

Time-varying implicit neural representations (INRs) provide a compact representation of scientific volumes and, for modalities such as dynamic X-ray computed tomography (CT), are often the only practical way to represent the data. However, interactive volume rendering of INRs is challenging, as cheap memory lookups are replaced by expensive neural inferences, hindering the performance. Therefore, conventional volume rendering methods such as ray marching with dense sampling are often impractical. While resampling, caching, and retraining can mitigate this cost, they compromise convenience and accuracy and become impractical for time-varying data. We tackle these challenges using a query-efficient stochastic volume rendering framework based on delta tracking. Our system employs a four-stage pipeline that exploits heterogeneous parallelism, using ray tracing cores for traversal and tensor cores for batched neural evaluation. Furthermore, we present strategies to reduce INR queries via ray budgeting and query pruning, thereby increasing per-frame performance. Using our renderer, many time-varying INRs can be rendered directly from their original representation. The system achieves ~30-40 FPS at 1024x1024 resolution on an RTX 4090 GPU and converges to high-fidelity images. Moreover, the system enables interactive temporal exploration of the continuous domain, with timestep updates taking approximately 1-2 ms.

cs.GR

RAFI -- A Ray/Work Forwarding Infrastructure for Data Parallel Multi-Node/Multi-GPU Computing

We present RaFI, a CUDA and MPI based software framework that simplifies the task of building GPU-enabled data-parallel software where rays or similar work items need to migrate between different GPUs. RaFI provides a simple interface for CUDA kernels to forward such work items to other GPUs, while under the hood managing all the CUDA and MPI related work required to make this happen. We describe RaFI's motivation and implementation, and show its potential in several example applications.

cs.DC

Animating Petascale Time-varying Data on Commodity Hardware with LLM-assisted Scripting

Scientists face significant visualization challenges as time-varying datasets grow in speed and volume, often requiring specialized infrastructure and expertise to handle massive datasets. Petascale climate models generated in NASA laboratories require a dedicated group of graphics and media experts and access to high-performance computing resources. Scientists may need to share scientific results with the community iteratively and quickly. However, the time-consuming trial-and-error process incurs significant data transfer overhead and far exceeds the time and resources allocated for typical post-analysis visualization tasks, disrupting the production workflow. Our paper introduces a user-friendly framework for creating 3D animations of petascale, time-varying data on a commodity workstation. Our contributions: (i) Generalized Animation Descriptor (GAD) with a keyframe-based adaptable abstraction for animation, (ii) efficient data access from cloud-hosted repositories to reduce data management overhead, (iii) tailored rendering system, and (iv) an LLM-assisted conversational interface as a scripting module to allow domain scientists with no visualization expertise to create animations of their region of interest. We demonstrate the framework's effectiveness with two case studies: first, by generating animations in which sampling criteria are specified based on prior knowledge, and second, by generating AI-assisted animations in which sampling parameters are derived from natural-language user prompts. In all cases, we use large-scale NASA climate-oceanographic datasets that exceed 1PB in size yet achieve a fast turnaround time of 1 minute to 2 hours. Users can generate a rough draft of the animation within minutes, then seamlessly incorporate as much high-resolution data as needed for the final version.

cs.AI

Beyond ExaBricks: GPU Volume Path Tracing of AMR Data

Adaptive Mesh Refinement (AMR) is becoming a prevalent data representation for scientific visualization. Resulting from large fluid mechanics simulations, the data is usually cell centric, imposing a number of challenges for high quality reconstruction at sample positions. While recent work has concentrated on real-time volume and isosurface rendering on GPUs, the rendering methods used still focus on simple lighting models without scattering events and global illumination. As in other areas of rendering, key to real-time performance are acceleration data structures; in this work we analyze the major bottlenecks of data structures that were originally optimized for camera/primary ray traversal when used with the incoherent ray tracing workload of a volumetric path tracer, and propose strategies to overcome the challenges coming with this.

cs.GR

GPU-based Data-parallel Rendering of Large, Unstructured, and Non-convexly Partitioned Data

Computational fluid dynamic simulations often produce large clusters of finite elements with non-trivial, non-convex boundaries and uneven distributions among compute nodes, posing challenges to compositing during interactive volume rendering. Correct, in-place visualization of such clusters becomes difficult because viewing rays straddle domain boundaries across multiple compute nodes. We propose a GPU-based, scalable, memory-efficient direct volume visualization framework suitable for in~situ and post~hoc usage. Our approach reduces memory usage of the unstructured volume elements by leveraging an exclusive or-based index reduction scheme and provides fast ray-marching-based traversal without requiring large external data structures built over the elements themselves. Moreover, we present a GPU-optimized deep compositing scheme that allows correct order compositing of intermediate color values accumulated across different ranks that works even for non-convex clusters. Our method scales well on large data-parallel systems and achieves interactive frame rates during visualization. We can interactively render both Fun3D Small Mars Lander (14 GB / 798.4 million finite elements) and Huge Mars Lander (111.57 GB / 6.4 billion finite elements) data sets at 14 and 10 frames per second using 72 and 80 GPUs, respectively, on TACC's Frontera supercomputer.

cs.GR