Joshua A. Levine

dblp:30/6190 · DBLP profile ↗
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36ranked-venue papers
1as first author
7since 2021 · last 2025
0000-0002-4302-1704ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 28 · 1 first-author · 5 since 2021Artificial intelligence and machine learning · 6 · 1 since 2021Systems, architecture and hardware · 3Theory of computation · 3 · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Localized Evaluation for Constructing Discrete Vector Fields
abstract
Topological abstractions offer a method to summarize the behavior of vector fields, but computing them robustly can be challenging due to numerical precision issues. One alternative is to represent the vector field using a discrete approach, which constructs a collection of pairs of simplices in the input mesh that satisfies criteria introduced by Forman's discrete Morse theory. While numerous approaches exist to compute pairs in the restricted case of the gradient of a scalar field, state-of-the-art algorithms for the general case of vector fields require expensive optimization procedures. This paper introduces a fast, novel approach for pairing simplices of two-dimensional, triangulated vector fields that do not vary in time. The key insight of our approach is that we can employ a local evaluation, inspired by the approach used to construct a discrete gradient field, where every simplex in a mesh is considered by no more than one of its vertices. Specifically, we observe that for any edge in the input mesh, we can uniquely assign an outward direction of flow. We can further expand this consistent notion of outward flow at each vertex, which corresponds to the concept of a downhill flow in the case of scalar fields. Working with outward flow enables a linear-time algorithm that processes the (outward) neighborhoods of each vertex one-by-one, similar to the approach used for scalar fields. We couple our approach to constructing discrete vector fields with a method to extract, simplify, and visualize topological features. Empirical results on analytic and simulation data demonstrate drastic improvements in running time, produce features similar to the current state-of-the-art, and show the application of simplification to large, complex flows.
Tanner Finken, Julien Tierny, Joshua A. Levine
IEEE Trans. Vis. Comput. Graph.3
2025 A Practical Solver for Scalar Data Topological Simplification
abstract
This paper presents a practical approach for the optimization of topological simplification, a central pre-processing step for the analysis and visualization of scalar data. Given an input scalar field $f$ and a set of "signal" persistence pairs to maintain, our approaches produces an output field $g$ that is close to $f$ and which optimizes (i) the cancellation of "non-signal" pairs, while (ii) preserving the "signal" pairs. In contrast to pre-existing simplification algorithms, our approach is not restricted to persistence pairs involving extrema and can thus address a larger class of topological features, in particular saddle pairs in three-dimensional scalar data. Our approach leverages recent generic persistence optimization frameworks and extends them with tailored accelerations specific to the problem of topological simplification. Extensive experiments report substantial accelerations over these frameworks, thereby making topological simplification optimization practical for real-life datasets. Our approach enables a direct visualization and analysis of the topologically simplified data, e.g., via isosurfaces of simplified topology (fewer components and handles). We apply our approach to the extraction of prominent filament structures in three-dimensional data. Specifically, we show that our pre-simplification of the data leads to practical improvements over standard topological techniques for removing filament loops. We also show how our approach can be used to repair genus defects in surface processing. Finally, we provide a C++ implementation for reproducibility purposes.
Mohamed Kissi, Mathieu Pont, Joshua A. Levine, Julien Tierny
IEEE Trans. Vis. Comput. Graph.3
2023 Computing a Stable Distance on Merge Trees
abstract
Distances on merge trees facilitate visual comparison of collections of scalar fields. Two desirable properties for these distances to exhibit are 1) the ability to discern between scalar fields which other, less complex topological summaries cannot and 2) to still be robust to perturbations in the dataset. The combination of these two properties, known respectively as stability and discriminativity, has led to theoretical distances which are either thought to be or shown to be computationally complex and thus their implementations have been scarce. In order to design similarity measures on merge trees which are computationally feasible for more complex merge trees, many researchers have elected to loosen the restrictions on at least one of these two properties. The question still remains, however, if there are practical situations where trading these desirable properties is necessary. Here we construct a distance between merge trees which is designed to retain both discriminativity and stability. While our approach can be expensive for large merge trees, we illustrate its use in a setting where the number of nodes is small. This setting can be made more practical since we also provide a proof that persistence simplification increases the outputted distance by at most half of the simplified value. We demonstrate our distance measure on applications in shape comparison and on detection of periodicity in the von Kármán vortex street.
Brian C. Bollen, Pasindu Tennakoon, Joshua A. Levine
IEEE Trans. Vis. Comput. Graph.3
2022 Bringing Trimmed Serendipity Methods to Computational Practice in Firedrake
abstract
We present an implementation of the trimmed serendipity finite element family, using the open-source finite element package Firedrake. The new elements can be used seamlessly within the software suite for problems requiring H 1 , H (curl), or H (div)-conforming elements on meshes of squares or cubes. To test how well trimmed serendipity elements perform in comparison to traditional tensor product elements, we perform a sequence of numerical experiments including the primal Poisson, mixed Poisson, and Maxwell cavity eigenvalue problems. Overall, we find that the trimmed serendipity elements converge, as expected, at the same rate as the respective tensor product elements, while being able to offer significant savings in the time or memory required to solve certain problems.
Justin Crum, Cyrus Cheng, David A. Ham, Lawrence Mitchell, Robert C. Kirby, Joshua A. Levine, Andrew Gillette
ACM Trans. Math. Softw.6
2022 Particle Merging-and-Splitting
abstract
Robustly handling collisions between individual particles in a large particle-based simulation has been a challenging problem. We introduce particle merging-and-splitting, a simple scheme for robustly handling collisions between particles that prevents inter-penetrations of separate objects without introducing numerical instabilities. This scheme merges colliding particles at the beginning of the time-step and then splits them at the end of the time-step. Thus, collisions last for the duration of a time-step, allowing neighboring particles of the colliding particles to influence each other. We show that our merging-and-splitting method is effective in robustly handling collisions and avoiding penetrations in particle-based simulations. We also show how our merging-and-splitting approach can be used for coupling different simulation systems using different and otherwise incompatible integrators. We present simulation tests involving complex solid-fluid interactions, including solid fractures generated by fluid interactions.
Nghia Truong, Cem Yuksel, Chakrit Watcharopas, Joshua A. Levine, Robert M. Kirby
IEEE Trans. Vis. Comput. Graph.4
2021 NeuralCubes: Deep Representations for Visual Data Exploration
abstract
Visual exploration of large multi-dimensional datasets has seen tremendous progress in recent years, allowing users to express rich data queries that produce informative visual summaries, all in real time. Techniques based on data cubes are some of the most promising approaches. However, these techniques usually require a large memory footprint for large datasets. To tackle this problem, we present NeuralCubes: neural networks that predict results for aggregate queries, similar to data cubes. NeuralCubes learns a function that takes as input a given query, for instance, a geographic region and temporal interval, and outputs the result of the query. The learned function serves as a real-time, low-memory approximator for aggregation queries. Our models are small enough to be sent to the client side (e.g. the web browser for a web-based application) for evaluation, enabling data exploration of large datasets without database/network connection. We demonstrate the effectiveness of NeuralCubes through extensive experiments on a variety of datasets and discuss how NeuralCubes opens up opportunities for new types of visualization and interaction.
Zhe Wang 0071, Dylan Cashman, Jixian Li, Matthew Berger, Joshua A. Levine, Remco Chang, Carlos Scheidegger
IEEE BigData6
2021 Compressive Neural Representations of Volumetric Scalar Fields
abstract
Abstract We present an approach for compressing volumetric scalar fields using implicit neural representations. Our approach represents a scalar field as a learned function, wherein a neural network maps a point in the domain to an output scalar value. By setting the number of weights of the neural network to be smaller than the input size, we achieve compressed representations of scalar fields, thus framing compression as a type of function approximation. Combined with carefully quantizing network weights, we show that this approach yields highly compact representations that outperform state‐of‐the‐art volume compression approaches. The conceptual simplicity of our approach enables a number of benefits, such as support for time‐varying scalar fields, optimizing to preserve spatial gradients, and random‐access field evaluation. We study the impact of network design choices on compression performance, highlighting how simple network architectures are effective for a broad range of volumes.
Yuzhe Lu, Kairong Jiang, Joshua A. Levine, Matthew Berger
Comput. Graph. Forum3
2020 Visualization of Unsteady Flow Using Heat Kernel Signatures
abstract
We introduce a new technique to visualize complex flowing phenomena by using concepts from shape analysis. Our approach uses techniques that examine the intrinsic geometry of manifolds through their heat kernel, to obtain representations of such manifolds that are isometry-invariant and multi-scale. These representations permit us to compute heat kernel signatures of each point on that manifold, and we can use these signatures as features for classification and segmentation that identify points that have similar structural properties. Our approach adapts heat kernel signatures to unsteady flows by formulating a notion of shape where pathlines are observations of a manifold living in a high-dimensional space. We use this space to compute and visualize heat kernel signatures associated with each pathline. Besides being able to capture the structural features of a pathline, heat kernel signatures allow the comparison of pathlines from different flow datasets through a shape matching pipeline. We demonstrate the analytic power of heat kernel signatures by comparing both (1) different timesteps from the same unsteady flow as well as (2) flow datasets taken from ensemble simulations with varying simulation parameters. Our analysis only requires the pathlines themselves, and thus it does not utilize the underlying vector field directly. We make minimal assumptions on the pathlines: while we assume they are sampled from a continuous, unsteady flow, our computations can tolerate pathlines that have varying density and potential unknown boundaries. We evaluate our approach through visualizations of a variety of two-dimensional unsteady flows.
Kairong Jiang, Matthew Berger, Joshua A. Levine
PacificVis3
2020 The Effect of Data Transformations on Scalar Field Topological Analysis of High-Order FEM Solutions
abstract
High-order finite element methods (HO-FEM) are gaining popularity in the simulation community due to their success in solving complex flow dynamics. There is an increasing need to analyze the data produced as output by these simulations. Simultaneously, topological analysis tools are emerging as powerful methods for investigating simulation data. However, most of the current approaches to topological analysis have had limited application to HO-FEM simulation data for two reasons. First, the current topological tools are designed for linear data (polynomial degree one), but the polynomial degree of the data output by these simulations is typically higher (routinely up to polynomial degree six). Second, the simulation data and derived quantities of the simulation data have discontinuities at element boundaries, and these discontinuities do not match the input requirements for the topological tools. One solution to both issues is to transform the high-order data to achieve low-order, continuous inputs for topological analysis. Nevertheless, there has been little work evaluating the possible transformation choices and their downstream effect on the topological analysis. We perform an empirical study to evaluate two commonly used data transformation methodologies along with the recently introduced L-SIAC filter for processing high-order simulation data. Our results show diverse behaviors are possible. We offer some guidance about how best to consider a pipeline of topological analysis of HO-FEM simulations with the currently available implementations of topological analysis.
Ashok Jallepalli, Joshua A. Levine, Robert M. Kirby
IEEE Trans. Vis. Comput. Graph.2
2019 Extending Discrete Exterior Calculus to a Fractional Derivative
Justin Crum, Joshua A. Levine, Andrew Gillette
Comput. Aided Des.2
2019 A Generative Model for Volume Rendering
abstract
We present a technique to synthesize and analyze volume-rendered images using generative models. We use the Generative Adversarial Network (GAN) framework to compute a model from a large collection of volume renderings, conditioned on (1) viewpoint and (2) transfer functions for opacity and color. Our approach facilitates tasks for volume analysis that are challenging to achieve using existing rendering techniques such as ray casting or texture-based methods. We show how to guide the user in transfer function editing by quantifying expected change in the output image. Additionally, the generative model transforms transfer functions into a view-invariant latent space specifically designed to synthesize volume-rendered images. We use this space directly for rendering, enabling the user to explore the space of volume-rendered images. As our model is independent of the choice of volume rendering process, we show how to analyze volume-rendered images produced by direct and global illumination lighting, for a variety of volume datasets.
Matthew Berger, Jixian Li, Joshua A. Levine
IEEE Trans. Vis. Comput. Graph.3
2018 Visual Supervision in Bootstrapped Information Extraction
abstract
We challenge a common assumption in active learning, that a list-based interface populated by informative samples provides for efficient and effective data annotation.We show how a 2D scatterplot populated with diverse and representative samples can yield improved models given the same time budget.We consider this for bootstrapping-based information extraction, in particular named entity classification, where human and machine jointly label data.To enable effective data annotation in a scatterplot, we have developed an embeddingbased bootstrapping model that learns the distributional similarity of entities through the patterns that match them in a large data corpus, while being discriminative with respect to human-labeled and machine-promoted entities.We conducted a user study to assess the effectiveness of these different interfaces, and analyze bootstrapping performance in terms of human labeling accuracy, label quantity, and labeling consensus across multiple users.Our results suggest that supervision acquired from the scatterplot interface, despite being noisier, yields improvements in classification performance compared with the list interface, due to a larger quantity of supervision acquired.
Matthew Berger, Ajay Nagesh, Joshua A. Levine, Mihai Surdeanu, Helen Zhang
EMNLP3
2018 The Topology ToolKit
abstract
This system paper presents the Topology ToolKit (TTK), a software platform designed for the topological analysis of scalar data in scientific visualization. While topological data analysis has gained in popularity over the last two decades, it has not yet been widely adopted as a standard data analysis tool for end users or developers. TTK aims at addressing this problem by providing a unified, generic, efficient, and robust implementation of key algorithms for the topological analysis of scalar data, including: critical points, integral lines, persistence diagrams, persistence curves, merge trees, contour trees, Morse-Smale complexes, fiber surfaces, continuous scatterplots, Jacobi sets, Reeb spaces, and more. TTK is easily accessible to end users due to a tight integration with ParaView. It is also easily accessible to developers through a variety of bindings (Python, VTK/C++) for fast prototyping or through direct, dependency-free, C++, to ease integration into pre-existing complex systems. While developing TTK, we faced several algorithmic and software engineering challenges, which we document in this paper. In particular, we present an algorithm for the construction of a discrete gradient that complies to the critical points extracted in the piecewise-linear setting. This algorithm guarantees a combinatorial consistency across the topological abstractions supported by TTK, and importantly, a unified implementation of topological data simplification for multi-scale exploration and analysis. We also present a cached triangulation data structure, that supports time efficient and generic traversals, which self-adjusts its memory usage on demand for input simplicial meshes and which implicitly emulates a triangulation for regular grids with no memory overhead. Finally, we describe an original software architecture, which guarantees memory efficient and direct accesses to TTK features, while still allowing for researchers powerful and easy bindings and extensions. TTK is open source (BSD license) and its code, online documentation and video tutorials are available on TTK's website [108].
Julien Tierny, Guillaume Favelier, Joshua A. Levine, Charles Gueunet, Michael Michaux
IEEE Trans. Vis. Comput. Graph.3
2017 Reclustering for large plasticity in clustered shape matching
abstract
In this paper, we revisit the problem online reclustering in clustered shape matching simulations and propose an approach that employs two nonlinear optimizations to create new clusters. The first optimization finds the embedding of particles and clusters into three-dimensional space that minimizes elastic energy. The second finds the optimal location for the new cluster, working in this embedded space. The result is an approach that is more robust in the presence of elastic deformation. We also experimentally verify that our clustered shape matching approach converges as the number of clusters increases, suggesting that our reclustering approach does not change the underlying material properties. Further, we demonstrate that particle resampling is not strictly necessary in our framework allowing us to trivially conserve volume. Finally, we highlight an error in estimating rotations in the original shape-matching work [Müller et al. 2005] that has been repeated in much of the follow up work.
Michael Falkenstein, Ben Jones, Joshua A. Levine, Tamar Shinar, Adam W. Bargteil
MIG3
2017 Efficient collision detection for example-based deformable bodies
abstract
We introduce a new collision proxy for example-based deformable bodies. Specifically, we approximate the deforming geometry as a union of spheres. During pre-computation we perform a sphere packing on the input, undeformed geometry. Then, for each example pose, we move and resize the spheres to approximate the example. During runtime we blend together these positions and radii, using the same skinning weights we use for the geometry. We demonstrate the method on a car crash example, where we achieve an overall speedup of 5--20 times, depending on the resolution of the collision proxy geometry.
Ben Jones, Tamar Shinar, Joshua A. Levine, Adam W. Bargteil
MIG3
2017 A Survey of Surface Reconstruction from Point Clouds
abstract
Abstract The area of surface reconstruction has seen substantial progress in the past two decades. The traditional problem addressed by surface reconstruction is to recover the digital representation of a physical shape that has been scanned, where the scanned data contain a wide variety of defects. While much of the earlier work has been focused on reconstructing a piece‐wise smooth representation of the original shape, recent work has taken on more specialized priors to address significantly challenging data imperfections, where the reconstruction can take on different representations—not necessarily the explicit geometry. We survey the field of surface reconstruction, and provide a categorization with respect to priors, data imperfections and reconstruction output. By considering a holistic view of surface reconstruction, we show a detailed characterization of the field, highlight similarities between diverse reconstruction techniques and provide directions for future work in surface reconstruction.
Matthew Berger, Andrea Tagliasacchi, Lee M. Seversky, Pierre Alliez, Gaël Guennebaud, Joshua A. Levine, Andrei Sharf, Cláudio T. Silva
Comput. Graph. Forum6
2016 Ductile fracture for clustered shape matching
abstract
In this paper, we incorporate ductile fracture into the clustered shape matching simulation framework for deformable bodies, thus filling a gap in the shape matching literature. Our plasticity and fracture models are inspired by the finite element literature on deformable bodies, but are adapted to the clustered shape matching framework. The resulting approach is fast, versatile, and simple to implement.
Ben Jones, April Martin, Joshua A. Levine, Tamar Shinar, Adam W. Bargteil
I3D3
2015 Clustering and collision detection for clustered shape matching
abstract
In this paper, we address clustering and collision detection in the clustered shape matching simulation framework for deformable bodies. Our clustering algorithm is "fuzzy," meaning that it gives particles weighted membership in clusters. These weights are a significant extension to the basic clustered shape matching framework as they are used to divide particle mass among the clusters. We explore several weighting schemes and demonstrate that the choice of weighting scheme gives artists additional control over material behavior. Furthermore, by design our clustering algorithm yields spherical clusters, which not only results in sparse weight vectors, but also exceptionally efficient collision geometry. We further enhance this simple collision proxy by intersecting with half-spaces to allow for even better, yet still simple and computationally efficient, collision proxies. The resulting approach is fast, versatile, and simple to implement.
Ben Jones, April Martin, Joshua A. Levine, Tamar Shinar, Adam W. Bargteil
MIG3
2014 Lattice Cleaving: A Multimaterial Tetrahedral Meshing Algorithm with Guarantees
abstract
We introduce a new algorithm for generating tetrahedral meshes that conform to physical boundaries in volumetric domains consisting of multiple materials. The proposed method allows for an arbitrary number of materials, produces high-quality tetrahedral meshes with upper and lower bounds on dihedral angles, and guarantees geometric fidelity. Moreover, the method is combinatoric so its implementation enables rapid mesh construction. These meshes are structured in a way that also allows grading, to reduce element counts in regions of homogeneity. Additionally, we provide proofs showing that both element quality and geometric fidelity are bounded using this approach.
Jonathan R. Bronson, Joshua A. Levine, Ross T. Whitaker
IEEE Trans. Vis. Comput. Graph.2
2014 Conforming Morse-Smale Complexes
abstract
Morse-Smale (MS) complexes have been gaining popularity as a tool for feature-driven data analysis and visualization. However, the quality of their geometric embedding and the sole dependence on the input scalar field data can limit their applicability when expressing application-dependent features. In this paper we introduce a new combinatorial technique to compute an MS complex that conforms to both an input scalar field and an additional, prior segmentation of the domain. The segmentation constrains the MS complex computation guaranteeing that boundaries in the segmentation are captured as separatrices of the MS complex. We demonstrate the utility and versatility of our approach with two applications. First, we use streamline integration to determine numerically computed basins/mountains and use the resulting segmentation as an input to our algorithm. This strategy enables the incorporation of prior flow path knowledge, effectively resulting in an MS complex that is as geometrically accurate as the employed numerical integration. Our second use case is motivated by the observation that often the data itself does not explicitly contain features known to be present by a domain expert. We introduce edit operations for MS complexes so that a user can directly modify their features while maintaining all the advantages of a robust topology-based representation.
Attila Gyulassy, David Günther, Joshua A. Levine, Julien Tierny, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.3
2013 Automatic Construction of Coarse, High-Quality Tetrahedralizations that Enclose and Approximate Surfaces for Animation
abstract
Embedding high-resolution surface geometry in coarse control meshes is a standard approach to achieving high-quality computer animation at low computational expense. In this paper we present an effective, automatic method for generating such control meshes. The resulting high-quality, tetrahedral meshes enclose and approximate an input surface mesh, avoiding extrapolation artifacts and ensuring that the resulting coarse volumetric meshes are adequate collision proxies. Our approach comprises three steps: we begin with a tetrahedral mesh built from the body-centered cubic lattice that tessellates the bounding box of the input surface; we then perform a sculpting phase that carefully removes elements from the lattice; and finally a variational vertex adjustment phase iteratively adjusts vertex positions to more closely approximate the surface geometry. Our approach provides explicit trade-offs between mesh quality, resolution, and surface approximation. Our experiments demonstrate the technique can be used to build high-quality meshes appropriate for simulations within games.
David A. Stuart, Joshua A. Levine, Ben Jones, Adam W. Bargteil
MIG2
2013 A benchmark for surface reconstruction
abstract
We present a benchmark for the evaluation and comparison of algorithms which reconstruct a surface from point cloud data. Although a substantial amount of effort has been dedicated to the problem of surface reconstruction, a comprehensive means of evaluating this class of algorithms is noticeably absent. We propose a simple pipeline for measuring surface reconstruction algorithms, consisting of three main phases: surface modeling, sampling, and evaluation. We use implicit surfaces for modeling shapes which are capable of representing details of varying size and sharp features. From these implicit surfaces, we produce point clouds by synthetically generating range scans which resemble realistic scan data produced by an optical triangulation scanner. We validate our synthetic sampling scheme by comparing against scan data produced by a commercial optical laser scanner, where we scan a 3D-printed version of the original surface. Last, we perform evaluation by comparing the output reconstructed surface to a dense uniformly distributed sampling of the implicit surface. We decompose our benchmark into two distinct sets of experiments. The first set of experiments measures reconstruction against point clouds of complex shapes sampled under a wide variety of conditions. Although these experiments are quite useful for comparison, they lack a fine-grain analysis. To complement this, the second set of experiments measures specific properties of surface reconstruction, in terms of sampling characteristics and surface features. Together, these experiments depict a detailed examination of the state of surface reconstruction algorithms.
Matthew Berger, Joshua A. Levine, Luis Gustavo Nonato, Gabriel Taubin, Cláudio T. Silva
ACM Trans. Graph.2
2012 Mapping applications with collectives over sub-communicators on torus networks
abstract
The placement of tasks in a parallel application on specific nodes of a supercomputer can significantly impact performance. Traditionally, this task mapping has focused on reducing the distance between communicating tasks on the physical network. This minimizes the number of hops that point-to-point messages travel and thus reduces link sharing between messages and contention. However, for applications that use collectives over sub-communicators, this heuristic may not be optimal. Many collectives can benefit from an increase in bandwidth even at the cost of an increase in hop count, especially when sending large messages. For example, placing communicating tasks in a cube configuration rather than a plane or a line on a torus network increases the number of possible paths messages might take. This increases the available bandwidth which can lead to significant performance gains. We have developed Rubik, a tool that provides a simple and intuitive interface to create a wide variety of mappings for structured communication patterns. Rubik supports a number of elementary operations such as splits, tilts, or shifts, that can be combined into a large number of unique patterns. Each operation can be applied to disjoint groups of processes involved in collectives to increase the effective bandwidth. We demonstrate the use of Rubik for improving performance of two parallel codes, pF3D and Qbox, which use collectives over sub-communicators.
Abhinav Bhatele, Todd Gamblin, Steve H. Langer, Peer-Timo Bremer, Erik W. Draeger, Bernd Hamann, Katherine E. Isaacs, Aaditya G. Landge, Joshua A. Levine, Valerio Pascucci, Martin Schulz 0001, Charles H. Still
SC9
2012 Efficient data restructuring and aggregation for I/O acceleration in PIDX
abstract
Hierarchical, multiresolution data representations enable interactive analysis and visualization of large-scale simulations. One promising application of these techniques is to store high performance computing simulation output in a hierarchical Z (HZ) ordering that translates data from a Cartesian coordinate scheme to a one-dimensional array ordered by locality at different resolution levels. However, when the dimensions of the simulation data are not an even power of 2, parallel HZ ordering produces sparse memory and network access patterns that inhibit I/O performance. This work presents a new technique for parallel HZ ordering of simulation datasets that restructures simulation data into large (power of 2) blocks to facilitate efficient I/O aggregation. We perform both weak and strong scaling experiments using the S3D combustion application on both Cray-XE6 (65,536 cores) and IBM Blue Gene/P (131,072 cores) platforms. We demonstrate that data can be written in hierarchical, multiresolution format with performance competitive to that of native data-ordering methods.
Sidharth Kumar, Venkatram Vishwanath, Philip H. Carns, Joshua A. Levine, Robert Latham, Giorgio Scorzelli, Hemanth Kolla, Ray W. Grout, Robert B. Ross, Michael E. Papka, Jacqueline Chen, Valerio Pascucci
SC4
2012 A Quantized Boundary Representation of 2D Flows
abstract
Abstract Analysis and visualization of complex vector fields remain major challenges when studying large scale simulation of physical phenomena. The primary reason is the gap between the concepts of smooth vector field theory and their computational realization. In practice, researchers must choose between either numerical techniques, with limited or no guarantees on how they preserve fundamental invariants, or discrete techniques which limit the precision at which the vector field can be represented. We propose a new representation of vector fields that combines the advantages of both approaches. In particular, we represent a subset of possible streamlines by storing their paths as they traverse the edges of a triangulation. Using only a finite set of streamlines creates a fully discrete version of a vector field that nevertheless approximates the smooth flow up to a user controlled error bound. The discrete nature of our representation enables us to directly compute and classify analogues of critical points, closed orbits, and other common topological structures. Further, by varying the number of divisions (quantizations) used per edge, we vary the resolution used to represent the field, allowing for controlled precision. This representation is compact in memory and supports standard vector field operations.
Joshua A. Levine, Shreeraj Jadhav, Harsh Bhatia, Valerio Pascucci, Peer-Timo Bremer
Comput. Graph. Forum1
2012 Flow Visualization with Quantified Spatial and Temporal Errors Using Edge Maps
abstract
Robust analysis of vector fields has been established as an important tool for deriving insights from the complex systems these fields model. Traditional analysis and visualization techniques rely primarily on computing streamlines through numerical integration. The inherent numerical errors of such approaches are usually ignored, leading to inconsistencies that cause unreliable visualizations and can ultimately prevent in-depth analysis. We propose a new representation for vector fields on surfaces that replaces numerical integration through triangles with maps from the triangle boundaries to themselves. This representation, called edge maps, permits a concise description of flow behaviors and is equivalent to computing all possible streamlines at a user defined error threshold. Independent of this error streamlines computed using edge maps are guaranteed to be consistent up to floating point precision, enabling the stable extraction of features such as the topological skeleton. Furthermore, our representation explicitly stores spatial and temporal errors which we use to produce more informative visualizations. This work describes the construction of edge maps, the error quantification, and a refinement procedure to adhere to a user defined error bound. Finally, we introduce new visualizations using the additional information provided by edge maps to indicate the uncertainty involved in computing streamlines and topological structures.
Harsh Bhatia, Shreeraj Jadhav, Peer-Timo Bremer, Guoning Chen, Joshua A. Levine, Luis Gustavo Nonato, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.5
2012 Visualizing Network Traffic to Understand the Performance of Massively Parallel Simulations
abstract
The performance of massively parallel applications is often heavily impacted by the cost of communication among compute nodes. However, determining how to best use the network is a formidable task, made challenging by the ever increasing size and complexity of modern supercomputers. This paper applies visualization techniques to aid parallel application developers in understanding the network activity by enabling a detailed exploration of the flow of packets through the hardware interconnect. In order to visualize this large and complex data, we employ two linked views of the hardware network. The first is a 2D view, that represents the network structure as one of several simplified planar projections. This view is designed to allow a user to easily identify trends and patterns in the network traffic. The second is a 3D view that augments the 2D view by preserving the physical network topology and providing a context that is familiar to the application developers. Using the massively parallel multi-physics code pF3D as a case study, we demonstrate that our tool provides valuable insight that we use to explain and optimize pF3D's performance on an IBM Blue Gene/P system.
Aaditya G. Landge, Joshua A. Levine, Abhinav Bhatele, Katherine E. Isaacs, Todd Gamblin, Martin Schulz 0001, Steve H. Langer, Peer-Timo Bremer, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.2
2011 Edge maps: Representing flow with bounded error
abstract
Robust analysis of vector fields has been established as an important tool for deriving insights from the complex systems these fields model. Many analysis techniques rely on computing streamlines, a task often hampered by numerical instabilities. Approaches that ignore the resulting errors can lead to inconsistencies that may produce unreliable visualizations and ultimately prevent in-depth analysis. We propose a new representation for vector fields on surfaces that replaces numerical integration through triangles with linear maps defined on its boundary. This representation, called edge maps, is equivalent to computing all possible streamlines at a user defined error threshold. In spite of this error, all the streamlines computed using edge maps will be pairwise disjoint. Furthermore, our representation stores the error explicitly, and thus can be used to produce more informative visualizations. Given a piecewise-linear interpolated vector field, a recent result [15] shows that there are only 23 possible map classes for a triangle, permitting a concise description of flow behaviors. This work describes the details of computing edge maps, provides techniques to quantify and refine edge map error, and gives qualitative and visual comparisons to more traditional techniques.
Harsh Bhatia, Shreeraj Jadhav, Peer-Timo Bremer, Guoning Chen, Joshua A. Levine, Luis Gustavo Nonato, Valerio Pascucci
PacificVis5
2011 Visualization of discrete gradient construction
abstract
This video presents a visualization of a recent algorithm to compute discrete gradient fields on regular cell complexes. Discrete gradient fields are used in practical methods that robustly translate smooth Morse theory to combinatorial domains. We describe the stages of the algorithm, highlighting both its simplicity and generality.
Attila Gyulassy, Joshua A. Levine, Valerio Pascucci
SCG2
2011 Interpreting Performance Data across Intuitive Domains
abstract
To exploit the capabilities of current and future systems, developers must understand the interplay between on-node performance, domain decomposition, and an application's intrinsic communication patterns. While tools exist to gather and analyze data for each of these components individually, the resulting information is generally processed in isolation and presented in an abstract, categorical fashion unintuitive to most users. In this paper we present the HAC model, in which we identify the three domains of performance data most familiar to the user: (i)the application domain containing the application's working set, (ii) the hardware domain of the compute and network devices, and (iii) the communication domain of logical data transfers. We show that taking data from each of these domains and projecting, visualizing, and correlating it to the other domains can give valuable insights into the behavior of parallel application codes. The HAC abstraction opens the door for a new generation of tools that can help users more easily and intuitively associate performance data with root causes in the hardware system, the application's structure, and in its communication behavior, and by doing so leads to an improved understanding of the performance of their codes.
Martin Schulz 0001, Joshua A. Levine, Peer-Timo Bremer, Todd Gamblin, Valerio Pascucci
ICPP2
2010 Localized Delaunay Refinement for Sampling and Meshing
abstract
Abstract The technique of Delaunay refinement has been recognized as a versatile tool to generate Delaunay meshes of a variety of geometries. Despite its usefulness, it suffers from one lacuna that limits its application. It does not scale well with the mesh size. As the sample point set grows, the Delaunay triangulation starts stressing the available memory space which ultimately stalls any effective progress. A natural solution to the problem is to maintain the point set in clusters and run the refinement on each individual cluster. However, this needs a careful point insertion strategy and a balanced coordination among the neighboring clusters to ensure consistency across individual meshes. We design an octtree based localized Delaunay refinement method for meshing surfaces in three dimensions which meets these goals. We prove that the algorithm terminates and provide guarantees about structural properties of the output mesh. Experimental results show that the method can avoid memory thrashing while computing large meshes and thus scales much better than the standard Delaunay refinement method.
Tamal K. Dey, Joshua A. Levine, Andrew G. Slatton
Comput. Graph. Forum2
2009 Repairing and meshing imperfect shapes with Delaunay refinement
abstract
As a direct consequence of software quirks, designer errors, and representation flaws, often three-dimensional shapes are stored in formats that introduce inconsistencies such as small gaps and overlaps between surface patches. We present a new algorithm that simultaneously repairs imperfect geometry and topology while generating Delaunay meshes of these shapes. At the core of this approach is a meshing algorithm for input shapes that are piecewise smooth complexes (PSCs), a collection of smooth surface patches meeting at curves non-smoothly or in non-manifold configurations. Guided by a user tolerance parameter, we automatically merge nearby components while building a Delaunay mesh that has many of these errors fixed. Experimental evidence is provided to show the results of our algorithm on common computer-aided design (CAD) formats. Our algorithm may also be used to simplify shapes by removing small features which would require an excessive number of elements to preserve them in the output mesh.
Oleksiy Busaryev, Tamal K. Dey, Joshua A. Levine
Symposium on Solid and Physical Modeling3
2008 Delpsc: a delaunay mesher for piecewise smooth complexes
abstract
This video presents the working of a new algorithm/software called DelPSC that meshes piecewise smooth complexes in three dimensions with Delaunay simplices. Piecewise smooth complexes admit a large class of geometric domains including polyhedra, smooth and piecewise smooth surfaces with or without boundary, and non-manifolds. The algorithm and its proof of correctness are described in the paper [7].
Tamal K. Dey, Joshua A. Levine
SCG2
2008 Delaunay meshing of isosurfaces
Tamal K. Dey, Joshua A. Levine
Vis. Comput.2
2007 A Delaunay Simplification Algorithm for Vector Fields
abstract
We present a Delaunay based algorithm for simplifying vector field datasets. Our aim is to reduce the size of the mesh on which the vector field is defined while preserving topological features of the original vector field. We leverage a simple paradigm, vertex deletion in Delaunay triangulations, to achieve this goal. This technique is effective for two reasons. First, we guide deletions by a local error metric that bounds the change of the vectors at the affected simplices and maintains regions near critical points to prevent topological changes. Second, piecewise-linear interpolation over Delaunay triangulations is known to give good approximations of scalar fields. Since a vector field can be regarded as a collection of component scalar fields, a Delaunay triangulation can preserve each component and thus the structure of the vector field as a whole. We provide experimental evidence showing the effectiveness of our technique and its ability to preserve features of both two and three dimensional vector fields.
Tamal K. Dey, Joshua A. Levine, Rephael Wenger
PG2
2007 Delaunay Meshing of Isosurfaces
abstract
We present an isosurface meshing algorithm, DelIso, based on the Delaunay refinement paradigm. This paradigm has been successfully applied to mesh a variety of domains with guarantees for topology, geometry, mesh gradedness, and triangle shape. A restricted Delaunay tri- angulation, dual of the intersection between the surface and the three dimensional Voronoi diagram, is often the main ingredient in Delaunay refinement. Computing and storing three dimensional Voronoi/Delaunay diagrams become bottlenecks for Delaunay refinement techniques since isosurface computations generally have large input datasets and output meshes. A highlight of our algorithm is that we find a simple way to recover the restricted Delaunay triangulation of the surface without computing the full 3D structure. We employ techniques for efficient ray tracing of isosurfaces to generate surface sample points, and demonstrate the effectiveness of our implementation using a variety of volume datasets.
Tamal K. Dey, Joshua A. Levine
Shape Modeling International2