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Will Usher

Publications and source records attributed to Will Usher.

18 recordsLinked to original sources

Efficient Compression of Structured and Unstructured Volumes via Learned 3D Gaussian Representation

Recent work has shown that implicit neural representations (INRs) can be trained to effectively compress structured and unstructured volume data, allowing for direct data querying with a reduced memory footprint. However, as existing INRs for unstructured volumes do not encode geometry, they require partial mesh storage for later sampling, limiting achievable compression. At the same time, novel view synthesis methods have shown that explicit collections of 3D Gaussians can be used to accurately visualize volume data. In this work, we introduce an explicit model for volume data compression based on 3D Gaussian primitives. We reinterpret collections of 3D Gaussians as an explicit representation of a scalar field and use a sampling strategy that reconstructs scalar values at spatial locations through weighted aggregation of intersecting Gaussians. We develop optimized CUDA-accelerated pipelines for structured and unstructured model sampling, loss functions that encourage accurate domain encoding by our models, and a novel sampling-error based densification strategy. Our explicit formulation naturally encodes domain geometry, eliminating the need for mesh storage in unstructured volumes and introducing significantly higher compression opportunities. Compared to existing INRs, we demonstrate that our explicit model achieves competitive reconstruction quality with significant training speedups on structured volumes, while markedly outperforming in all metrics on unstructured volumes.

cs.LG

Planning for climate neutrality in the Nordic power sector: Insights from a non-harmonised comparison of eight energy system models

The Nordic countries have adopted ambitious climate targets that require far-reaching power-sector transformations, making energy system modelling an important input to long-term planning. However, model-based evidence is produced using different model structures, assumptions, scopes, and scenario designs. This paper examines what can be learned from comparing such independently developed scenarios by assessing Nordic power-sector climate-neutrality pathways across eight structurally diverse energy system models. The comparison covers Denmark, Finland, Norway, and Sweden for 2030, 2040, and 2050, and focuses on electricity demand, generation capacity, CCS deployment, and power-sector CO2 emissions. Inputs are not harmonised; instead, outputs are compared using a common reporting basis reflecting how modelling evidence is encountered in applied policy contexts. The results show broad agreement on the direction of transition. Wind power, mainly onshore but complemented by offshore wind in some countries, is the clearest cross-model finding and forms the backbone of the Nordic power system by 2050. At the same time, installed capacities, CCS deployment, nuclear outcomes, and emissions levels vary substantially. These differences are interpreted considering renewable-resource potentials, technology availability, policy constraints, sectoral and geographical scope, emissions-accounting boundaries, and different implementations of climate-neutrality targets. The study shows that non-harmonised model comparisons can support policy analysis by identifying where models point in the same direction, such as wind expansion, and where outcomes depend more strongly on model and scenario assumptions, such as CCS, nuclear, and net-negative emissions. For policy use, the findings underline the need to report model scope, technology representation, policy constraints, and emissions-accounting boundaries..

physics.soc-ph

Volume Encoding Gaussians: Transfer Function-Agnostic 3D Gaussians for Volume Rendering

Visualizing the large-scale datasets output by HPC resources presents a difficult challenge, as the memory and compute power required become prohibitively expensive for end user systems. Novel view synthesis techniques can address this by producing a small, interactive model of the data, requiring only a set of training images to learn from. While these models allow accessible visualization of large data and complex scenes, they do not provide the interactions needed for scientific volumes, as they do not support interactive selection of transfer functions and lighting parameters. To address this, we introduce Volume Encoding Gaussians (VEG), a 3D Gaussian-based representation for volume visualization that supports arbitrary color and opacity mappings. Unlike prior 3D Gaussian Splatting (3DGS) methods that store color and opacity for each Gaussian, VEG decouple the visual appearance from the data representation by encoding only scalar values, enabling transfer function-agnostic rendering of 3DGS models. To ensure complete scalar field coverage, we introduce an opacity-guided training strategy, using differentiable rendering with multiple transfer functions to optimize our data representation. This allows VEG to preserve fine features across the full scalar range of a dataset while remaining independent of any specific transfer function. Across a diverse set of volume datasets, we demonstrate that our method outperforms the state-of-the-art on transfer functions unseen during training, while requiring a fraction of the memory and training time.

cs.GR

Approximate Puzzlepiece Compositing

The increasing demand for larger and higher fidelity simulations has made Adaptive Mesh Refinement (AMR) and unstructured mesh techniques essential to focus compute effort and memory cost on just the areas of interest in the simulation domain. The distribution of these meshes over the compute nodes is often determined by balancing compute, memory, and network costs, leading to distributions with jagged nonconvex boundaries that fit together much like puzzle pieces. It is expensive, and sometimes impossible, to re-partition the data posing a challenge for in situ and post hoc visualization as the data cannot be rendered using standard sort-last compositing techniques that require a convex and disjoint data partitioning. We present a new distributed volume rendering and compositing algorithm, Approximate Puzzlepiece Compositing, that enables fast and high-accuracy in-place rendering of AMR and unstructured meshes. Our approach builds on Moment-Based Ordered-Independent Transparency to achieve a scalable, order-independent compositing algorithm that requires little communication and does not impose requirements on the data partitioning. We evaluate the image quality and scalability of our approach on synthetic data and two large-scale unstructured meshes on HPC systems by comparing to state-of-the-art sort-last compositing techniques, highlighting our approach's minimal overhead at higher core counts. We demonstrate that Approximate Puzzlepiece Compositing provides a scalable, high-performance, and high-quality distributed rendering approach applicable to the complex data distributions encountered in large-scale CFD simulations.

cs.GR

Enabling Fast and Accurate Crowdsourced Annotation for Elevation-Aware Flood Extent Mapping

Mapping the extent of flood events is a necessary and important aspect of disaster management. In recent years, deep learning methods have evolved as an effective tool to quickly label high resolution imagery and provide necessary flood extent mappings. These methods, though, require large amounts of annotated training data to create models that are accurate and robust to new flooded imagery. In this work, we present FloodTrace, a web-based application that enables effective crowdsourcing of flooded region annotation for machine learning applications. To create this application, we conducted extensive interviews with domain experts to produce a set of formal requirements. Our work brings topological segmentation tools to the web and greatly improves annotation efficiency compared to the state-of-the-art. The user-friendliness of our solution allows researchers to outsource annotations to non-experts and utilize them to produce training data with equal quality to fully expert-labeled data. We conducted a user study to confirm the effectiveness of our application in which 266 graduate students annotated high-resolution aerial imagery from Hurricane Matthew in North Carolina. Experimental results show the efficiency benefits of our application for untrained users, with median annotation time less than half the state-of-the-art annotation method. In addition, using our aggregation and correction framework, flood detection models trained on crowdsourced annotations were able to achieve performance equal to models trained on fully expert-labeled annotations, while requiring a fraction of the time on the part of the expert.

cs.CV

Stakeholder-driven research in the European Climate and Energy Modelling Forum

A fast-paced policy context is characteristic of energy and climate research, which strives to develop solutions to wicked problems such as climate change. Funding agencies in the European Union recognize the importance of linking research and policy in climate and energy research. This calls for an increased understanding of how stakeholder engagement can effectively be used to co-design research questions that include stakeholders' concerns. This paper reviews the current literature on stakeholder engagement, from which we create a set of criteria. These are used to critically assess recent and relevant papers on stakeholder engagement in climate and energy projects. We obtained the papers from a scoping review of stakeholder engagement through workshops in EU climate and energy research. With insights from the literature and current EU climate and energy projects, we developed a workshop programme for stakeholder engagement. This programme was applied to the European Climate and Energy Modelling Forum project, aiming to co-design the most pressing and urgent research questions according to European stakeholders. The outcomes include 82 co-designed and ranked research questions for nine specific climate and energy research themes. Findings from the scoping review indicate that papers rarely define the term 'stakeholder'. Additionally, the concepts of co-creation, co-design, and co-production are used interchangeably and often without definition. We propose that workshop planners use stakeholder identification and selection methods from the broader stakeholder engagement literature.

econ.GN

Speculative Progressive Raycasting for Memory Constrained Isosurface Visualization of Massive Volumes

New web technologies have enabled the deployment of powerful GPU-based computational pipelines that run entirely in the web browser, opening a new frontier for accessible scientific visualization applications. However, these new capabilities do not address the memory constraints of lightweight end-user devices encountered when attempting to visualize the massive data sets produced by today's simulations and data acquisition systems. In this paper, we propose a novel implicit isosurface rendering algorithm for interactive visualization of massive volumes within a small memory footprint. We achieve this by progressively traversing a wavefront of rays through the volume and decompressing blocks of the data on-demand to perform implicit ray-isosurface intersections. The progressively rendered surface is displayed after each pass to improve interactivity. Furthermore, to accelerate rendering and increase GPU utilization, we introduce speculative ray-block intersection into our algorithm, where additional blocks are traversed and intersected speculatively along rays as other rays terminate to exploit additional parallelism in the workload. Our entire pipeline is run in parallel on the GPU to leverage the parallel computing power that is available even on lightweight end-user devices. We compare our algorithm to the state of the art in low-overhead isosurface extraction and demonstrate that it achieves 1.7x-5.7x reductions in memory overhead and up to 8.4x reductions in data decompressed.

cs.GR

Aligning the Western Balkans power sectors with the European Green Deal

Located in Southern Europe, the Drina River Basin is shared between Bosnia and Herzegovina, Montenegro, and Serbia. The power sectors of the three countries have an exceptionally high dependence on coal for power generation. In this paper, we analyse different development pathways for achieving climate neutrality in these countries and explore the potential of variable renewable energy (VRE) and its role in power sector decarbonization. We investigate whether hydro and non-hydro renewables can enable a net-zero transition by 2050 and how VRE might affect the hydropower cascade shared by the three countries. The Open-Source Energy Modelling System (OSeMOSYS) was used to develop a model representation of the countries' power sectors. Findings show that the renewable potential of the countries is a significant 94.4 GW. This potential is 68% higher than previous assessments have shown. Under an Emission Limit scenario assuming net zero by 2050, 17% of this VRE potential is utilized to support the decarbonization of the power sectors. Additional findings show a limited impact of VRE technologies on total power generation output from the hydropower cascade. However, increased solar deployment shifts the operation of the cascade to increased short-term balancing, moving from baseload to more responsive power generation patterns. Prolonged use of thermal power plants is observed under scenarios assuming high wholesale electricity prices, leading to increased emissions. Results from scenarios with low cost of electricity trade suggest power sector developments that lead to decreased energy security.

stat.AP

Scalable Ray Tracing Using the Distributed FrameBuffer

Image- and data-parallel rendering across multiple nodes on high-performance computing systems is widely used in visualization to provide higher frame rates, support large data sets, and render data in situ. Specifically for in situ visualization, reducing bottlenecks incurred by the visualization and compositing is of key concern to reduce the overall simulation runtime. Moreover, prior algorithms have been designed to support either image- or data-parallel rendering and impose restrictions on the data distribution, requiring different implementations for each configuration. In this paper, we introduce the Distributed FrameBuffer, an asynchronous image-processing framework for multi-node rendering. We demonstrate that our approach achieves performance superior to the state of the art for common use cases, while providing the flexibility to support a wide range of parallel rendering algorithms and data distributions. By building on this framework, we extend the open-source ray tracing library OSPRay with a data-distributed API, enabling its use in data-distributed and in situ visualization applications.

cs.GR

Point Containment Queries on Ray Tracing Cores for AMR Flow Visualization

Modern GPUs come with dedicated hardware to perform ray/triangle intersections and bounding volume hierarchy (BVH) traversal. While the primary use case for this hardware is photorealistic 3D computer graphics, with careful algorithm design scientists can also use this special-purpose hardware to accelerate general-purpose computations such as point containment queries. This article explains the principles behind these techniques and their application to vector field visualization of large simulation data using particle tracing.

cs.GR

Ray Tracing Structured AMR Data Using ExaBricks

Structured Adaptive Mesh Refinement (Structured AMR) enables simulations to adapt the domain resolution to save computation and storage, and has become one of the dominant data representations used by scientific simulations; however, efficiently rendering such data remains a challenge. We present an efficient approach for volume- and iso-surface ray tracing of Structured AMR data on GPU-equipped workstations, using a combination of two different data structures. Together, these data structures allow a ray tracing based renderer to quickly determine which segments along the ray need to be integrated and at what frequency, while also providing quick access to all data values required for a smooth sample reconstruction kernel. Our method makes use of the RTX ray tracing hardware for surface rendering, ray marching, space skipping, and adaptive sampling; and allows for interactive changes to the transfer function and implicit iso-surfacing thresholds. We demonstrate that our method achieves high performance with little memory overhead, enabling interactive high quality rendering of complex AMR data sets on individual GPU workstations.

cs.GR

Interactive Visualization of Terascale Data in the Browser: Fact or Fiction?

Information visualization applications have become ubiquitous, in no small part thanks to the ease of wide distribution and deployment to users enabled by the web browser. Scientific visualization applications, relying on native code libraries and parallel processing, have been less suited to such widespread distribution, as browsers do not provide the required libraries or compute capabilities. In this paper, we revisit this gap in visualization technologies and explore how new web technologies, WebAssembly and WebGPU, can be used to deploy powerful visualization solutions for large-scale scientific data in the browser. In particular, we evaluate the programming effort required to bring scientific visualization applications to the browser through these technologies and assess their competitiveness against classic native solutions. As a main example, we present a new GPU-driven isosurface extraction method for block-compressed data sets, that is suitable for interactive isosurface computation on large volumes in resource-constrained environments, such as the browser. We conclude that web browsers are on the verge of becoming a competitive platform for even the most demanding scientific visualization tasks, such as interactive visualization of isosurfaces from a 1TB DNS simulation. We call on researchers and developers to consider investing in a community software stack to ease use of these upcoming browser features to bring accessible scientific visualization to the browser.

cs.GR

A Virtual Frame Buffer Abstraction for Parallel Rendering of Large Tiled Display Walls

We present dw2, a flexible and easy-to-use software infrastructure for interactive rendering of large tiled display walls. Our library represents the tiled display wall as a single virtual screen through a display "service", which renderers connect to and send image tiles to be displayed, either from an on-site or remote cluster. The display service can be easily configured to support a range of typical network and display hardware configurations; the client library provides a straightforward interface for easy integration into existing renderers. We evaluate the performance of our display wall service in different configurations using a CPU and GPU ray tracer, in both on-site and remote rendering scenarios using multiple display walls

cs.DC

Improving the Usability of Virtual Reality Neuron Tracing with Topological Elements

Researchers in the field of connectomics are working to reconstruct a map of neural connections in the brain in order to understand at a fundamental level how the brain processes information. Constructing this wiring diagram is done by tracing neurons through high-resolution image stacks acquired with fluorescence microscopy imaging techniques. While a large number of automatic tracing algorithms have been proposed, these frequently rely on local features in the data and fail on noisy data or ambiguous cases, requiring time-consuming manual correction. As a result, manual and semi-automatic tracing methods remain the state-of-the-art for creating accurate neuron reconstructions. We propose a new semi-automatic method that uses topological features to guide users in tracing neurons and integrate this method within a virtual reality (VR) framework previously used for manual tracing. Our approach augments both visualization and interaction with topological elements, allowing rapid understanding and tracing of complex morphologies. In our pilot study, neuroscientists demonstrated a strong preference for using our tool over prior approaches, reported less fatigue during tracing, and commended the ability to better understand possible paths and alternatives. Quantitative evaluation of the traces reveals that users' tracing speed increased, while retaining similar accuracy compared to a fully manual approach.

cs.GR

A Comparison of Rendering Techniques for Large 3D Line Sets with Transparency

This paper presents a comprehensive study of interactive rendering techniques for large 3D line sets with transparency. The rendering of transparent lines is widely used for visualizing trajectories of tracer particles in flow fields. Transparency is then used to fade out lines deemed unimportant, based on, for instance, geometric properties or attributes defined along them. Since accurate blending of transparent lines requires rendering the lines in back-to-front or front-to-back order, enforcing this order for 3D line sets with tens or even hundreds of thousands of elements becomes challenging. In this paper, we study CPU and GPU rendering techniques for large transparent 3D line sets. We compare accurate and approximate techniques using optimized implementations and a number of benchmark data sets. We discuss the effects of data size and transparency on quality, performance and memory consumption. Based on our study, we propose two improvements to per-pixel fragment lists and multi-layer alpha blending. The first improves the rendering speed via an improved GPU sorting operation, and the second improves rendering quality via a transparency-based bucketing.

cs.GR

Digesting the Elephant -- Experiences with Interactive Production Quality Path Tracing of the Moana Island Scene

New algorithmic and hardware developments over the past two decades have enabled interactive ray tracing of small to modest sized scenes, and are finding growing popularity in scientific visualization and games. However, interactive ray tracing has not been as widely explored in the context of production film rendering, where challenges due to the complexity of the models and, from a practical standpoint, their unavailability to the wider research community, have posed significant challenges. The recent release of the Disney Moana Island Scene has made one such model available to the community for experimentation. In this paper, we detail the challenges posed by this scene to an interactive ray tracer, and the solutions we have employed and developed to enable interactive path tracing of the scene with full geometric and shading detail, with the goal of providing insight and guidance to other researchers.

cs.GR

Efficient Space Skipping and Adaptive Sampling of Unstructured Volumes Using Hardware Accelerated Ray Tracing

Sample based ray marching is an effective method for direct volume rendering of unstructured meshes. However, sampling such meshes remains expensive, and strategies to reduce the number of samples taken have received relatively little attention. In this paper, we introduce a method for rendering unstructured meshes using a combination of a coarse spatial acceleration structure and hardware-accelerated ray tracing. Our approach enables efficient empty space skipping and adaptive sampling of unstructured meshes, and outperforms a reference ray marcher by up to 7x.

cs.GR

Topological Data Analysis Made Easy with the Topology ToolKit

This tutorial presents topological methods for the analysis and visualization of scientific data from a user's perspective, with the Topology ToolKit (TTK), a recently released open-source library for topological data analysis. Topological methods have gained considerably in popularity and maturity over the last twenty years and success stories of established methods have been documented in a wide range of applications (combustion, chemistry, astrophysics, material sciences, etc.) with both acquired and simulated data, in both post-hoc and in-situ contexts. While reference textbooks have been published on the topic, no tutorial at IEEE VIS has covered this area in recent years, and never at a software level and from a user's point-of-view. This tutorial fills this gap by providing a beginner's introduction to topological methods for practitioners, researchers, students, and lecturers. In particular, instead of focusing on theoretical aspects and algorithmic details, this tutorial focuses on how topological methods can be useful in practice for concrete data analysis tasks such as segmentation, feature extraction or tracking. The tutorial describes in detail how to achieve these tasks with TTK. First, after an introduction to topological methods and their application in data analysis, a brief overview of TTK's main entry point for end users, namely ParaView, will be presented. Second, an overview of TTK's main features will be given. A running example will be described in detail, showcasing how to access TTK's features via ParaView, Python, VTK/C++, and C++. Third, hands-on sessions will concretely show how to use TTK in ParaView for multiple, representative data analysis tasks. Fourth, the usage of TTK will be presented for developers, in particular by describing several examples of visualization and data analysis projects that were built on top of TTK. Finally, some feedback regarding the usage of TTK as a teaching platform for topological analysis will be given. Presenters of this tutorial include experts in topological methods, core authors of TTK as well as active users, coming from academia, labs, or industry. A large part of the tutorial will be dedicated to hands-on exercises and a rich material package (including TTK pre-installs in virtual machines, code, data, demos, video tutorials, etc.) will be provided to the participants. This tutorial mostly targets students, practitioners and researchers who are not experts in topological methods but who are interested in using them in their daily tasks. We also target researchers already familiar to topological methods and who are interested in using or contributing to TTK.

cs.DM