Alper Sahistan

dblp:307/8069 · DBLP profile ↗
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6ranked-venue papers
2as first author
6since 2021 · last 2026
0000-0002-3480-7713ORCID · verified

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 · 6 since 2021
YearPublicationVenuePosition
2026 Expanding Access to Science Participation: A FAIR Framework for Petascale Data Visualization and Analytics
abstract
The massive data generated by scientists daily serve as both a major catalyst for new discoveries and innovations, as well as a significant roadblock that restricts access to the data. Our paper introduces a new approach to removing Big Data barriers and democratizing access to petascale data for the broader scientific community. Our novel data fabric abstraction layer allows user-friendly querying of scientific information while hiding the complexities of dealing with file systems or cloud services. We enable FAIR (Findable, Accessible, Interoperable, and Reusable) access to datasets such as NASA's petascale climate datasets. Our paper presents an approach to managing, visualizing, and analyzing petabytes of data within a browser on equipment ranging from the top NASA supercomputer to commodity hardware like a laptop. Our novel data fabric abstraction utilizes state-of-the art progressive compression algorithms and machine-learning insights to power scalable visualization dashboards for petascale data. The result provides users with the ability to identify extreme events or trends dynamically, expanding access to scientific data and further enabling discoveries. We validate our approach by improving the ability of climate scientists to visually explore their data via three fully interactive dashboards. We further validate our approach by deploying the dashboards and simplified training materials in the classroom at a minority-serving institution. These dashboards, released in simplified form to the general public, contribute significantly to a broader push to democratize the access and use of climate data.
Aashish Panta, Alper Sahistan, Xuan Huang 0007, Amy Ashurst Gooch, Giorgio Scorzelli, Hector Torres, Patrice Klein, Gustavo Ovando-Montejo, Peter Lindstrom 0001, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.2
2026 Materializing Inter-Channel Relationships With Multi-Density Woodcock Tracking
abstract
Volume rendering techniques for scientific visualization have recently shifted toward Monte Carlo (MC) methods for their flexibility and robustness, but their use in multi-channel visualization remains underexplored. Traditional multi-channel volume rendering often relies on arbitrary, non-physically based color blending functions that hinder interpretation. We introduce multi-density Woodcock tracking, a simple extension of Woodcock tracking that leverages an MC method to produce high-fidelity, physically grounded multi-channel renderings without arbitrary blending. By generalizing Woodcock's distance tracking, we provide a unified blending modality that also integrates blending functions from prior works. We further implement effects that enhance boundary and feature recognition. By accumulating frames in real-time, our approach delivers high-quality visualizations with perceptual benefits, demonstrated on diverse datasets.
Alper Sahistan, Stefan Zellmann, Haichao Miao, Nathan Morrical, Ingo Wald, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.1
2025 Visualization of Large Non-Trivially Partitioned Unstructured Data With Native Distribution on High-Performance Computing Systems
abstract
Interactively visualizing large finite element simulation data on High-Performance Computing (HPC) systems poses several difficulties. Some of these relate to unstructured data, which, even on a single node, is much more expensive to render compared to structured volume data. Worse yet, in the data parallel rendering context, such data with highly non-convex spatial domain boundaries will cause rays along its silhouette to enter and leave a given rank's domains at different distances. This straddling, in turn, poses challenges for both ray marching, which usually assumes successive elements to share a face, and compositing, which usually assumes a single fragment per pixel per rank. We holistically address these issues using a combination of three inter-operating techniques: first, we use a highly optimized GPU ray marching technique that, given an entry point, can march a ray to its exit point with high-performance by exploiting an exclusive-or (XOR) based compaction scheme. Second, we use hardware-accelerated ray tracing to efficiently find the proper entry points for these marching operations. Third, we use a "deep" compositing scheme to properly handle cases where different ranks' ray segments interleave in depth. We use GPU-to-GPU remote direct memory access (RDMA) to achieve interactive frame rates of 10-15 frames per second and higher for our motivating use case, the Fun3D NASA Mars Lander.
Alper Sahistan, Serkan Demirci, Ingo Wald, Stefan Zellmann, João Barbosa, Nathan Morrical, Ugur Güdükbay
IEEE Trans. Vis. Comput. Graph.1
2024 Beyond ExaBricks: GPU Volume Path Tracing of AMR Data
abstract
Abstract Adaptive Mesh Refinement (AMR) is becoming a prevalent data representation for HPC, and thus also for scientific visualization. AMR data is usually cell centric (which imposes numerous challenges), complex, and generally hard to render. Recent work on GPU‐accelerated AMR rendering has made much progress towards real‐time volume and isosurface rendering of such data, but so far this work has focused exclusively on ray marching, with simple lighting models and without scattering events or global illumination. True high‐quality rendering requires a modified approach that is able to trace arbitrary incoherent paths; but this may not be a perfect fit for the types of data structures recently developed for ray marching. In this paper, we describe a novel approach to high‐quality path tracing of complex AMR data, with a specific focus on analyzing and comparing different data structures and algorithms to achieve this goal.
Stefan Zellmann, Qi Wu 0015, Alper Sahistan, Kwan-Liu Ma, Ingo Wald
Comput. Graph. Forum3
2024 Attribute-Aware RBFs: Interactive Visualization of Time Series Particle Volumes Using RT Core Range Queries
abstract
Smoothed-particle hydrodynamics (SPH) is a mesh-free method used to simulate volumetric media in fluids, astrophysics, and solid mechanics. Visualizing these simulations is problematic because these datasets often contain millions, if not billions of particles carrying physical attributes and moving over time. Radial basis functions (RBFs) are used to model particles, and overlapping particles are interpolated to reconstruct a high-quality volumetric field; however, this interpolation process is expensive and makes interactive visualization difficult. Existing RBF interpolation schemes do not account for color-mapped attributes and are instead constrained to visualizing just the density field. To address these challenges, we exploit ray tracing cores in modern GPU architectures to accelerate scalar field reconstruction. We use a novel RBF interpolation scheme to integrate per-particle colors and densities, and leverage GPU-parallel tree construction and refitting to quickly update the tree as the simulation animates over time or when the user manipulates particle radii. We also propose a Hilbert reordering scheme to cluster particles together at the leaves of the tree to reduce tree memory consumption. Finally, we reduce the noise of volumetric shadows by adopting a spatially temporal blue noise sampling scheme. Our method can provide a more detailed and interactive view of these large, volumetric, time-series particle datasets than traditional methods, leading to new insights into these physics simulations.
Nathan Morrical, Stefan Zellmann, Alper Sahistan, Patrick C. Shriwise, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.3
2023 Quick Clusters: A GPU-Parallel Partitioning for Efficient Path Tracing of Unstructured Volumetric Grids
abstract
We propose a simple yet effective method for clustering finite elements to improve preprocessing times and rendering performance of unstructured volumetric grids without requiring auxiliary connectivity data. Rather than building bounding volume hierarchies (BVHs) over individual elements, we sort elements along with a Hilbert curve and aggregate neighboring elements together, improving BVH memory consumption by over an order of magnitude. Then to further reduce memory consumption, we cluster the mesh on the fly into sub-meshes with smaller indices using a series of efficient parallel mesh re-indexing operations. These clusters are then passed to a highly optimized ray tracing API for point containment queries and ray-cluster intersection testing. Each cluster is assigned a maximum extinction value for adaptive sampling, which we rasterize into non-overlapping view-aligned bins allocated along the ray. These maximum extinction bins are then used to guide the placement of samples along the ray during visualization, reducing the number of samples required by multiple orders of magnitude (depending on the dataset), thereby improving overall visualization interactivity. Using our approach, we improve rendering performance over a competitive baseline on the NASA Mars Lander dataset from 6× (1 frame per second (fps) and 1.0 M rays per second (rps) up to now 6 fps and 12.4 M rps, now including volumetric shadows) while simultaneously reducing memory consumption by 3×(33 GB down to 11 GB) and avoiding any offline preprocessing steps, enabling high-quality interactive visualization on consumer graphics cards. Then by utilizing the full 48 GB of an RTX 8000, we improve the performance of Lander by 17 × (1 fps up to 17 fps, 1.0 M rps up to 35.6 M rps).
Nathan Morrical, Alper Sahistan, Ugur Güdükbay, Ingo Wald, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.2