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C. J. Fluke

Publications and source records attributed to C. J. Fluke.

At least 19 recordsLinked to original sources

Survey-scale discovery-based research processes: Evaluating a bespoke visualisation environment for astronomical survey data

Next generation astronomical surveys naturally pose challenges for human-centred visualisation and analysis workflows that currently rely on the use of standard desktop display environments. While a significant fraction of the data preparation and analysis will be taken care of by automated pipelines, crucial steps of knowledge discovery can still only be achieved through various level of human interpretation. As the number of sources in a survey grows, there is need to both modify and simplify repetitive visualisation processes that need to be completed for each source. As tasks such as per-source quality control, candidate rejection, and morphological classification all share a single instruction, multiple data (SIMD) work pattern, they are amenable to a parallel solution. Selecting extragalactic neutral hydrogen (HI) surveys as a representative example, we use system performance benchmarking and the visual data and reasoning (VDAR) methodology from the field of information visualisation to evaluate a bespoke comparative visualisation environment: the encube visual analytics framework deployed on the 83 Megapixel Swinburne Discovery Wall. Through benchmarking using spectral cube data from existing HI surveys, we are able to perform interactive comparative visualisation via texture-based volume rendering of 180 three-dimensional (3D) data cubes at a time. The time to load a configuration of spectral cubes scale linearly with the number of voxels, with independent samples of 180 cubes (8.4 Gigavoxels or 34 Gigabytes) each loading in under 5 minutes. We show that parallel comparative inspection is a productive and time-saving technique which can reduce the time taken to complete SIMD-style visual tasks currently performed at the desktop by at least two orders of magnitude, potentially rendering some labour-intensive desktop-based workflows obsolete.

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WALLABY -- An SKA Pathfinder HI Survey

The Widefield ASKAP L-band Legacy All-sky Blind surveY (WALLABY) is a next-generation survey of neutral hydrogen (HI) in the Local Universe. It uses the widefield, high-resolution capability of the Australian Square Kilometer Array Pathfinder (ASKAP), a radio interferometer consisting of 36 x 12-m dishes equipped with Phased-Array Feeds (PAFs), located in an extremely radio-quiet zone in Western Australia. WALLABY aims to survey three-quarters of the sky (-90 degr < Dec < +30 degr) to a redshift of z < 0.26, and generate spectral line image cubes at ~30 arcsec resolution and ~1.6 mJy/beam per 4 km/s channel sensitivity. ASKAP's instantaneous field of view at 1.4 GHz, delivered by the PAF's 36 beams, is about 30 sq deg. At an integrated signal-to-noise ratio of five, WALLABY is expected to detect over half a million galaxies with a mean redshift of z ~ 0.05 (~200 Mpc). The scientific goals of WALLABY include: (a) a census of gas-rich galaxies in the vicinity of the Local Group; (b) a study of the HI properties of galaxies, groups and clusters, in particular the influence of the environment on galaxy evolution; and (c) the refinement of cosmological parameters using the spatial and redshift distribution of low-bias gas-rich galaxies. For context we provide an overview of previous large-scale HI surveys. Combined with existing and new multi-wavelength sky surveys, WALLABY will enable an exciting new generation of panchromatic studies of the Local Universe. - First results from the WALLABY pilot survey are revealed, with initial data products publicly available in the CSIRO ASKAP Science Data Archive (CASDA).

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Immersive Virtual Reality Experiences for All-Sky Data

Spherical coordinate systems, which are ubiquitous in astronomy, cannot be shown without distortion on flat, two-dimensional surfaces. This poses challenges for the two complementary phases of visual exploration -- making discoveries in data by looking for relationships, patterns or anomalies -- and publication -- where the results of an exploration are made available for scientific scrutiny or communication. This is a long-standing problem, and many practical solutions have been developed. Our allskyVR approach provides a workflow for experimentation with commodity virtual reality head-mounted displays. Using the free, open source S2PLOT programming library, and the A-Frame WebVR browser-based framework, we provide a straightforward way to visualise all-sky catalogues on a user-centred, virtual celestial sphere. The allskyVR distribution contains both a quickstart option, complete with a gaze-based menu system, and a fully customisable mode for those who need more control of the immersive experience. The software is available for download from: https://github.com/cfluke/allskyVR

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Sports stars: analyzing the performance of astronomers at visualization-based discovery

In this data-rich era of astronomy, there is a growing reliance on automated techniques to discover new knowledge. The role of the astronomer may change from being a discoverer to being a confirmer. But what do astronomers actually look at when they distinguish between "sources" and "noise?" What are the differences between novice and expert astronomers when it comes to visual-based discovery? Can we identify elite talent or coach astronomers to maximize their potential for discovery? By looking to the field of sports performance analysis, we consider an established, domain-wide approach, where the expertise of the viewer (i.e. a member of the coaching team) plays a crucial role in identifying and determining the subtle features of gameplay that provide a winning advantage. As an initial case study, we investigate whether the SportsCode performance analysis software can be used to understand and document how an experienced HI astronomer makes discoveries in spectral data cubes. We find that the process of timeline-based coding can be applied to spectral cube data by mapping spectral channels to frames within a movie. SportsCode provides a range of easy to use methods for annotation, including feature-based codes and labels, text annotations associated with codes, and image-based drawing. The outputs, including instance movies that are uniquely associated with coded events, provide the basis for a training program or team-based analysis that could be used in unison with discipline specific analysis software. In this coordinated approach to visualization and analysis, SportsCode can act as a visual notebook, recording the insight and decisions in partnership with established analysis methods. Alternatively, in situ annotation and coding of features would be a valuable addition to existing and future visualisation and analysis packages.

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The Ultimate Display

Astronomical images and datasets are increasingly high-resolution and multi-dimensional. The vast majority of astronomers perform all of their visualisation and analysis tasks on low-resolution, two-dimensional desktop monitors. If there were no technological barriers to designing the ultimate stereoscopic display for astronomy, what would it look like? What capabilities would we require of our compute hardware to drive it? And are existing technologies even close to providing a true 3D experience that is compatible with the depth resolution of human stereoscopic vision? We consider the CAVE2 (an 80 Megapixel, hybrid 2D and 3D virtual reality environment directly integrated with a 100 Tflop/s GPU-powered supercomputer) and the Oculus Rift (a low- cost, head-mounted display) as examples at opposite financial ends of the immersive display spectrum.

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Tera-scale Astronomical Data Analysis and Visualization

We present a high-performance, graphics processing unit (GPU)-based framework for the efficient analysis and visualization of (nearly) terabyte (TB)-sized 3-dimensional images. Using a cluster of 96 GPUs, we demonstrate for a 0.5 TB image: (1) volume rendering using an arbitrary transfer function at 7--10 frames per second; (2) computation of basic global image statistics such as the mean intensity and standard deviation in 1.7 s; (3) evaluation of the image histogram in 4 s; and (4) evaluation of the global image median intensity in just 45 s. Our measured results correspond to a raw computational throughput approaching one teravoxel per second, and are 10--100 times faster than the best possible performance with traditional single-node, multi-core CPU implementations. A scalability analysis shows the framework will scale well to images sized 1 TB and beyond. Other parallel data analysis algorithms can be added to the framework with relative ease, and accordingly, we present our framework as a possible solution to the image analysis and visualization requirements of next-generation telescopes, including the forthcoming Square Kilometre Array pathfinder radiotelescopes.

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A Distributed GPU-based Framework for real-time 3D Volume Rendering of Large Astronomical Data Cubes

We present a framework to interactively volume-render three-dimensional data cubes using distributed ray-casting and volume bricking over a cluster of workstations powered by one or more graphics processing units (GPUs) and a multi-core CPU. The main design target for this framework is to provide an in-core visualization solution able to provide three-dimensional interactive views of terabyte-sized data cubes. We tested the presented framework using a computing cluster comprising 64 nodes with a total of 128 GPUs. The framework proved to be scalable to render a 204 GB data cube with an average of 30 frames per second. Our performance analyses also compare between using NVIDIA Tesla 1060 and 2050 GPU architectures and the effect of increasing the visualization output resolution on the rendering performance. Although our initial focus, and the examples presented in this work, is volume rendering of spectral data cubes from radio astronomy, we contend that our approach has applicability to other disciplines where close to real-time volume rendering of terabyte-order 3D data sets is a requirement.

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Three-dimensional shapelets and an automated classification scheme for dark matter haloes

We extend the two-dimensional Cartesian shapelet formalism to d-dimensions. Concentrating on the three-dimensional case, we derive shapelet-based equations for the mass, centroid, root-mean-square radius, and components of the quadrupole moment and moment of inertia tensors. Using cosmological N-body simulations as an application domain, we show that three-dimensional shapelets can be used to replicate the complex sub-structure of dark matter halos and demonstrate the basis of an automated classification scheme for halo shapes. We investigate the shapelet decomposition process from an algorithmic viewpoint, and consider opportunities for accelerating the computation of shapelet-based representations using graphics processing units (GPUs).

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Unleashing the Power of Distributed CPU/GPU Architectures: Massive Astronomical Data Analysis and Visualization case study

Upcoming and future astronomy research facilities will systematically generate terabyte-sized data sets moving astronomy into the Petascale data era. While such facilities will provide astronomers with unprecedented levels of accuracy and coverage, the increases in dataset size and dimensionality will pose serious computational challenges for many current astronomy data analysis and visualization tools. With such data sizes, even simple data analysis tasks (e.g. calculating a histogram or computing data minimum/maximum) may not be achievable without access to a supercomputing facility. To effectively handle such dataset sizes, which exceed today's single machine memory and processing limits, we present a framework that exploits the distributed power of GPUs and many-core CPUs, with a goal of providing data analysis and visualizing tasks as a service for astronomers. By mixing shared and distributed memory architectures, our framework effectively utilizes the underlying hardware infrastructure handling both batched and real-time data analysis and visualization tasks. Offering such functionality as a service in a "software as a service" manner will reduce the total cost of ownership, provide an easy to use tool to the wider astronomical community, and enable a more optimized utilization of the underlying hardware infrastructure.

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A GPU-Enabled, High-Resolution Cosmological Microlensing Parameter Survey

In the era of synoptic surveys, the number of known gravitationally lensed quasars is set to increase by over an order of magnitude. These new discoveries will enable a move from single-quasar studies to investigations of statistical samples, presenting new opportunities to test theoretical models for the structure of quasar accretion discs and broad emission line regions (BELRs). As one crucial step in preparing for this influx of new lensed systems, a large-scale exploration of microlensing convergence-shear parameter space is warranted, requiring the computation of O(10^5) high resolution magnification maps. Based on properties of known lensed quasars, and expectations from accretion disc/BELR modelling, we identify regions of convergence-shear parameter space, map sizes, smooth matter fractions, and pixel resolutions that should be covered. We describe how the computationally time-consuming task of producing ~290000 magnification maps with sufficient resolution (10000^2 pixel/map) to probe scales from the inner edge of the accretion disc to the BELR can be achieved in ~400 days on a 100 teraflop/s high performance computing facility, where the processing performance is achieved with graphics processing units. We illustrate a use-case for the parameter survey by investigating the effects of varying the lens macro-model on accretion disc constraints in the lensed quasar Q2237+0305. We find that although all constraints are consistent within their current error bars, models with more densely packed microlenses tend to predict shallower accretion disc radial temperature profiles. With a large parameter survey such as the one described here, such systematics on microlensing measurements could be fully explored.

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Distributed GPU Volume Rendering of ASKAP Spectral Data Cubes

The Australian SKA Pathfinder (ASKAP) will be producing 2.2 terabyte HI spectral-line cubes for each 8 hours of observation by 2013. Global views of spectral data cubes are vital for the detection of instrumentation errors, the identification of data artefacts and noise characteristics, and the discovery of strange phenomena, unexpected relations, or unknown patterns. We have previously presented the first framework that can render ASKAP-sized cubes at interactive frame rates. The framework provides the user with a real-time interactive volume rendering by combining shared and distributed memory architectures, distributed CPUs and graphics processing units (GPUs), using the ray-casting algorithm. In this paper we present two main extensions of this framework which are: using a multi-panel display system to provide a high resolution rendering output, and the ability to integrate automated data analysis tools into the visualization output and to interact with its output in place.

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Interactive Visualization of the Largest Radioastronomy Cubes

3D visualization is an important data analysis and knowledge discovery tool, however, interactive visualization of large 3D astronomical datasets poses a challenge for many existing data visualization packages. We present a solution to interactively visualize larger-than-memory 3D astronomical data cubes by utilizing a heterogeneous cluster of CPUs and GPUs. The system partitions the data volume into smaller sub-volumes that are distributed over the rendering workstations. A GPU-based ray casting volume rendering is performed to generate images for each sub-volume, which are composited to generate the whole volume output, and returned to the user. Datasets including the HI Parkes All Sky Survey (HIPASS - 12 GB) southern sky and the Galactic All Sky Survey (GASS - 26 GB) data cubes were used to demonstrate our framework's performance. The framework can render the GASS data cube with a maximum render time < 0.3 second with 1024 x 1024 pixels output resolution using 3 rendering workstations and 8 GPUs. Our framework will scale to visualize larger datasets, even of Terabyte order, if proper hardware infrastructure is available.

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Computational advances in gravitational microlensing: a comparison of CPU, GPU, and parallel, large data codes

To assess how future progress in gravitational microlensing computation at high optical depth will rely on both hardware and software solutions, we compare a direct inverse ray-shooting code implemented on a graphics processing unit (GPU) with both a widely-used hierarchical tree code on a single-core CPU, and a recent implementation of a parallel tree code suitable for a CPU-based cluster supercomputer. We examine the accuracy of the tree codes through comparison with a direct code over a much wider range of parameter space than has been feasible before. We demonstrate that all three codes present comparable accuracy, and choice of approach depends on considerations relating to the scale and nature of the microlensing problem under investigation. On current hardware, there is little difference in the processing speed of the single-core CPU tree code and the GPU direct code, however the recent plateau in single-core CPU speeds means the existing tree code is no longer able to take advantage of Moore's law-like increases in processing speed. Instead, we anticipate a rapid increase in GPU capabilities in the next few years, which is advantageous to the direct code. We suggest that progress in other areas of astrophysical computation may benefit from a transition to GPUs through the use of "brute force" algorithms, rather than attempting to port the current best solution directly to a GPU language -- for certain classes of problems, the simple implementation on GPUs may already be no worse than an optimised single-core CPU version.

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Interchanging Interactive 3-d Graphics for Astronomy

We demonstrate how interactive, three-dimensional (3-d) scientific visualizations can be efficiently interchanged between a variety of mediums. Through the use of an appropriate interchange format, and a unified interaction interface, we minimize the effort to produce visualizations appropriate for undertaking knowledge discovery at the astronomer's desktop, as part of conference presentations, in digital publications or as Web content. We use examples from cosmological visualization to address some of the issues of interchange, and to describe our approach to adapting S2PLOT desktop visualizations to the Web. Supporting demonstrations are available at http://astronomy.swin.edu.au/s2plot/interchange/

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An Advanced, Three-Dimensional Plotting Library for Astronomy

We present a new, three-dimensional (3D) plotting library with advanced features, and support for standard and enhanced display devices. The library - S2PLOT - is written in C and can be used by C, C++ and FORTRAN programs on GNU/Linux and Apple/OSX systems. S2PLOT draws objects in a 3D (x,y,z) Cartesian space and the user interactively controls how this space is rendered at run time. With a PGPLOT inspired interface, S2PLOT provides astronomers with elegant techniques for displaying and exploring 3D data sets directly from their program code, and the potential to use stereoscopic and dome display devices. The S2PLOT architecture supports dynamic geometry and can be used to plot time-evolving data sets, such as might be produced by simulation codes. In this paper, we introduce S2PLOT to the astronomical community, describe its potential applications, and present some example uses of the library.

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Future Directions in Astronomy Visualisation

Despite the large budgets spent annually on astronomical research equipment such as telescopes, instruments and supercomputers, the general trend is to analyse and view the resulting datasets using small, two-dimensional displays. We report here on alternative advanced image displays, with an emphasis on displays that we have constructed, including stereoscopic projection, multiple projector tiled displays and a digital dome. These displays can provide astronomers with new ways of exploring the terabyte and petabyte datasets that are now regularly being produced from all-sky surveys, high-resolution computer simulations, and Virtual Observatory projects. We also present a summary of the Advanced Image Displays for Astronomy (AIDA) survey which we conducted from March-May 2005, in order to raise some issues pertitent to the current and future level of use of advanced image displays.

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The size of a quasar's mid-IR emission region inferred from microlensed images of Q2237+0305

We use published mid-IR and V-band flux ratios for images A and B of Q2237+0305 to demonstrate that the size of the mid-IR emission region has a scale comparable to or larger than the microlens Einstein Radius (ER, ~10^17 cm for solar mass stars). Q2237+0305 has been monitored extensively in the R and V-bands for ~15 years. The variability record shows significant microlensing variability of the optical emission region, and has been used by several studies to demonstrate that the optical emission region is much smaller than the ER for solar-mass objects. For the majority of the monitoring history, the optical flux ratios have differed significantly from those predicted by macro-models. In contrast, recent observations in mid-IR show flux ratios similar to those measured in the radio, and to predictions of some lens models, implying that the mid-IR flux is emitted from a region that is at least 2 orders of magnitude larger than the optical emission region. We have calculated the likeli-hood of the observed mid-IR flux ratio as a function of mid-IR source size given the observed V-band flux ratio. The expected flux ratio for a source having dimensions of ~1 ER is a sensitive function of the macro model adopted. However we find that the probability of source size given the observed flux ratios is primarily sensitive to the ratio of the macro-model magnifications. The majority of published macro models for Q2237+0305 yield a flux ratio for images B and A of 0.8 - 1.1. By combining probabilities from the ratios A/B and C/D we infer that the diameter of a circular IR emission region is >1ER with >95% confidence. For microlensing by low-mass stars, this source size limit rules out non-thermal processes such as synchrotron as mechanisms for mid-IR emission.

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Weak gravitational lensing in different cosmologies, using an algorithm for shear in three dimensions

We present the results of weak gravitational lensing statistics in four different cosmological $N$-body simulations. The data has been generated using an algorithm for the three-dimensional shear, which makes use of a variable softening facility for the $N$-body particle masses, and enables a physical interpretation for the large-scale structure to be made. Working in three-dimensions also allows the correct use of the appropriate angular diameter distances. Our results are presented on the basis of the filled beam approximation in view of the variable particle softening scheme in our algorithm. The importance of the smoothness of matter in the universe for the weak lensing results is discussed in some detail. The low density cosmology with a cosmological constant appears to give the broadest distributions for all the statistics computed for sources at high redshifts. In particular, the range in magnification values for this cosmology has implications for the determination of the cosmological parameters from high-redshift Type Ia Supernovæ. The possibility of determining the density parameter from the non-Gaussianity in the probability distribution for the convergence is discussed.

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