Skylar W. Wurster

dblp:255/7694 · also Skylar Wolfgang Wurster · DBLP profile ↗
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8ranked-venue papers
4as first author
7since 2021 · last 2025
0000-0001-6685-615XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 2 since 2021
YearPublicationVenuePosition
2025 AMGSRN++: Improved Adaptive SRN for Scientific Visualization
abstract
We present AMGSRN++, which advances previous state of the art APMGSRN along three key directions. First, we implement efficient CUDA kernels to fuse the encoding operation into a single kernel, reducing VRAM requirement by over $50 \%$ improving throughput, enabling faster training and rendering with the availability for lower-end hardware to perform neural volume rendering efficiently. Second, we introduce a compression-aware training strategy for efficient feature grid compression when saving, reducing storage costs by $80 \%$. Lastly, we extend the method to time-varying data with a 3D+time approach, allowing parallel training with no dependence between timesteps for highly efficient model fitting. We extend the previously released rendering tool to support the new model, including seamless time-varying dataset visualization. As a result, time-varying datasets over 100 GB can be rendered in real time on consumer hardware with as little as 1 GB of VRAM, and using only 88 MB of storage space. Comparisons with state of the art compressors and other SRNs are provided, displaying continued strong representation capability and higher compressive capabilities. All code is released publicly at https://github.com/skywolf829/AMGSRN.
Skylar W. Wurster, Han-Wei Shen
PacificVis1
2025 Regularized Multi-Decoder Ensemble for an Error-Aware Scene Representation Network
abstract
Feature grid Scene Representation Networks (SRNs) have been applied to scientific data as compact functional surrogates for analysis and visualization. As SRNs are black-box lossy data representations, assessing the prediction quality is critical for scientific visualization applications to ensure that scientists can trust the information being visualized. Currently, existing architectures do not support inference time reconstruction quality assessment, as coordinate-level errors cannot be evaluated in the absence of ground truth data. By employing the uncertain neural network architecture in feature grid SRNs, we obtain prediction variances during inference time to facilitate confidence-aware data reconstruction. Specifically, we propose a parameter-efficient multi-decoder SRN (MDSRN) architecture consisting of a shared feature grid with multiple lightweight multilayer perceptron decoders. MDSRN can generate a set of plausible predictions for a given input coordinate to compute the mean as the prediction of the multi-decoder ensemble and the variance as a confidence score. The coordinate-level variance can be rendered along with the data to inform the reconstruction quality, or be integrated into uncertainty-aware volume visualization algorithms. To prevent the misalignment between the quantified variance and the prediction quality, we propose a novel variance regularization loss for ensemble learning that promotes the Regularized multi-decoder SRN (RMDSRN) to obtain a more reliable variance that correlates closely to the true model error. We comprehensively evaluate the quality of variance quantification and data reconstruction of Monte Carlo Dropout (MCD), Mean Field Variational Inference (MFVI), Deep Ensemble (DE), and Predicting Variance (PV) in comparison with our proposed MDSRN and RMDSRN applied to state-of-the-art feature grid SRNs across diverse scalar field datasets. We demonstrate that RMDSRN attains the most accurate data reconstruction and competitive variance-error correlation among uncertain SRNs under the same neural network parameter budgets. Furthermore, we present an adaptation of uncertainty-aware volume rendering and shed light on the potential of incorporating uncertain predictions in improving the quality of volume rendering for uncertain SRNs. Through ablation studies on the regularization strength and decoder count, we show that MDSRN and RMDSRN are expected to perform sufficiently well with a default configuration without requiring customized hyperparameter settings for different datasets.
Tianyu Xiong, Skylar W. Wurster, Hanqi Guo 0001, Tom Peterka, Han-Wei Shen
IEEE Trans. Vis. Comput. Graph.2
2024 Adaptively Placed Multi-Grid Scene Representation Networks for Large-Scale Data Visualization
abstract
Scene representation networks (SRNs) have been recently proposed for compression and visualization of scientific data. However, state-of-the-art SRNs do not adapt the allocation of available network parameters to the complex features found in scientific data, leading to a loss in reconstruction quality. We address this shortcoming with an adaptively placed multi-grid SRN (APMGSRN) and propose a domain decomposition training and inference technique for accelerated parallel training on multi-GPU systems. We also release an open-source neural volume rendering application that allows plug-and-play rendering with any PyTorch-based SRN. Our proposed APMGSRN architecture uses multiple spatially adaptive feature grids that learn where to be placed within the domain to dynamically allocate more neural network resources where error is high in the volume, improving state-of-the-art reconstruction accuracy of SRNs for scientific data without requiring expensive octree refining, pruning, and traversal like previous adaptive models. In our domain decomposition approach for representing large-scale data, we train an set of APMGSRNs in parallel on separate bricks of the volume to reduce training time while avoiding overhead necessary for an out-of-core solution for volumes too large to fit in GPU memory. After training, the lightweight SRNs are used for realtime neural volume rendering in our open-source renderer, where arbitrary view angles and transfer functions can be explored. A copy of this paper, all code, all models used in our experiments, and all supplemental materials and videos are available at https://github.com/skywolf829/APMGSRN.
Skylar W. Wurster, Tianyu Xiong, Han-Wei Shen, Hanqi Guo 0001, Tom Peterka
IEEE Trans. Vis. Comput. Graph.1
2023 Neural Stream Functions
abstract
We present a neural network approach to compute stream functions, which are scalar functions with gradients orthogonal to a given vector field. As a result, isosurfaces of the stream function extract stream surfaces, which can be visualized to analyze flow features. Our approach takes a vector field as input and trains an implicit neural representation to learn a stream function for that vector field. The network learns to map input coordinates to a stream function value by minimizing the inner product of the gradient of the neural network’s output and the vector field. Since stream function solutions may not be unique, we give optional constraints for the network to learn particular stream functions of interest. Specifically, we introduce regularizing loss functions that can optionally be used to generate stream function solutions whose stream surfaces follow the flow field’s curvature, or that can learn a stream function that includes a stream surface passing through a seeding rake. We also discuss considerations for properly visualizing the trained implicit network and extracting artifact-free surfaces. We compare our results with other implicit solutions and present qualitative and quantitative results for several synthetic and simulated vector fields.
Skylar W. Wurster, Hanqi Guo 0001, Tom Peterka, Han-Wei Shen
PacificVis1
2023 Deep Hierarchical Super Resolution for Scientific Data
abstract
We present a novel technique for hierarchical super resolution (SR) with neural networks (NNs), which upscales volumetric data represented with an octree data structure to a high-resolution uniform gridwith minimal seam artifacts on octree node boundaries. Our method uses existing state-of-the-art SR models and adds flexibility to upscale input data with varying levels of detail across the domain, instead of only uniform grid data that are supported in previous approaches.The key is to use a hierarchy of SR NNs, each trained to perform 2× SR between two levels of detail, with a hierarchical SR algorithm that minimizes seam artifacts by starting from the coarsest level of detail and working up.We show that our hierarchical approach outperforms baseline interpolation and hierarchical upscaling methods, and demonstrate the usefulness of our proposed approach across three use cases including data reduction using hierarchical downsampling+SR instead of uniform downsampling+SR, computation savings for hierarchical finite-time Lyapunov exponent field calculation, and super-resolving low-resolution simulation results for a high-resolution approximation visualization.
Skylar W. Wurster, Hanqi Guo 0001, Han-Wei Shen, Tom Peterka, Jiayi Xu 0001
IEEE Trans. Vis. Comput. Graph.1
2023 Reinforcement Learning for Load-Balanced Parallel Particle Tracing
abstract
We explore an online reinforcement learning (RL) paradigm to dynamically optimize parallel particle tracing performance in distributed-memory systems. Our method combines three novel components: (1) a work donation algorithm, (2) a high-order workload estimation model, and (3) a communication cost model. First, we design an RL-based work donation algorithm. Our algorithm monitors workloads of processes and creates RL agents to donate data blocks and particles from high-workload processes to low-workload processes to minimize program execution time. The agents learn the donation strategy on the fly based on reward and cost functions designed to consider processes' workload changes and data transfer costs of donation actions. Second, we propose a workload estimation model, helping RL agents estimate the workload distribution of processes in future computations. Third, we design a communication cost model that considers both block and particle data exchange costs, helping RL agents make effective decisions with minimized communication costs. We demonstrate that our algorithm adapts to different flow behaviors in large-scale fluid dynamics, ocean, and weather simulation data. Our algorithm improves parallel particle tracing performance in terms of parallel efficiency, load balance, and costs of I/O and communication for evaluations with up to 16,384 processors.
Jiayi Xu 0001, Hanqi Guo 0001, Han-Wei Shen, Mukund Raj, Skylar W. Wurster, Tom Peterka
IEEE Trans. Vis. Comput. Graph.5
2022 GNN-Surrogate: A Hierarchical and Adaptive Graph Neural Network for Parameter Space Exploration of Unstructured-Mesh Ocean Simulations
abstract
We propose GNN-Surrogate, a graph neural network-based surrogate model to explore the parameter space of ocean climate simulations. Parameter space exploration is important for domain scientists to understand the influence of input parameters (e.g., wind stress) on the simulation output (e.g., temperature). The exploration requires scientists to exhaust the complicated parameter space by running a batch of computationally expensive simulations. Our approach improves the efficiency of parameter space exploration with a surrogate model that predicts the simulation outputs accurately and efficiently. Specifically, GNN-Surrogate predicts the output field with given simulation parameters so scientists can explore the simulation parameter space with visualizations from user-specified visual mappings. Moreover, our graph-based techniques are designed for unstructured meshes, making the exploration of simulation outputs on irregular grids efficient. For efficient training, we generate hierarchical graphs and use adaptive resolutions. We give quantitative and qualitative evaluations on the MPAS-Ocean simulation to demonstrate the effectiveness and efficiency of GNN-Surrogate. Source code is publicly available at https://github.com/trainsn/GNN-Surrogate.
Neng Shi, Jiayi Xu 0001, Skylar W. Wurster, Hanqi Guo 0001, Jonathan Woodring, Luke P. Van Roekel, Han-Wei Shen
IEEE Trans. Vis. Comput. Graph.3
2019 Design-centric maze generation
abstract
A maze is a common structure in a game level. When we design game levels having a different purpose of each level, we may desire mazes with different topological properties, such as lots of branches or long straight-ways. Thus, we need the ability to design mazes based on our game mechanics. In this paper, we introduce our design-centric maze generation in which designers can input their desired properties to create their own mazes. Our method also enables the designers to control the topology of the solution path of a maze. Additionally, this method can provide several mazes which satisfy the given desired properties allowing designers to choose the best maze and use it to build game content for a game level. To demonstrate how useful our design-centric method is, this paper provides several use-cases of building actual game levels and shows that we can design the levels effectively using our method.
Paul Hyunjin Kim, Jacob Grove, Skylar W. Wurster, Roger Crawfis
FDG3