Demo Data from VLDB 2026 / reviewers in the wild / expert
Gregory L. Schussman
dblp:56/1845 · also Greg Schussman
· DBLP profile ↗
7ranked-venue papers
3as first author
0since 2021 · last 2004
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 2 first-authorSystems, architecture and hardware · 2Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
2 papers |
Rendering · 49% Geometric modeling and processing · 32% Visualization and visual analytics · 19% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
High-performance computing · 100% |
Topics — the 8 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
GPU rendering |
0.0 | 1 | 2002 | Advanced visualization technology for terascale particle accelerator simulations · SC 2002 |
Rendering
hybrid rendering |
0.0 | 1 | 2002 | Advanced visualization technology for terascale particle accelerator simulations · SC 2002 |
Visualization and visual analytics
scientific visualization |
0.0 | 1 | 2002 | Advanced visualization technology for terascale particle accelerator simulations · SC 2002 |
Geometric modeling and processing › computational geometry › polygonal partitioning › triangulation
hierarchical triangulation |
0.0 | 1 | 1998 | Constructing Hierarchies for Triangle Meshes · IEEE Trans. Vis. Comput. Graph. 1998 |
Rendering
level of detail |
0.0 | 1 | 1998 | Constructing Hierarchies for Triangle Meshes · IEEE Trans. Vis. Comput. Graph. 1998 |
Geometric modeling and processing
mesh processing |
0.0 | 1 | 1998 | Constructing Hierarchies for Triangle Meshes · IEEE Trans. Vis. Comput. Graph. 1998 |
Geometric modeling and processing › mesh processing
mesh simplification |
0.0 | 1 | 1998 | Constructing Hierarchies for Triangle Meshes · IEEE Trans. Vis. Comput. Graph. 1998 |
High-performance computing
scientific computing systems |
0.0 | 1 | 2002 | Advanced visualization technology for terascale particle accelerator simulations · SC 2002 |
Methods — techniques the papers use, named apart from their topics
texture-enhanced rendering · 0.1remote visualization · 0.1triangle collapse · 0.0surface approximation · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2004 | Solving Large Sparse Linear Systems in End-to-end Accelerator Structure SimulationsabstractSummary form only given. We present a case study of solving very large sparse linear systems in end-to-end accelerator structure simulations. Both direct solvers and iterative solvers are investigated. A parallel multilevel preconditioner based on hierarchical finite element basis functions is considered and has been implemented to accelerate the convergence of iterative solvers. A linear system with matrix size 93,147,736 and with 3,964,961,944 nonzeros from 3D electromagnetic finite element discretization has been solved in less than 8 minutes with 1024 CPUs on the NERSC IBM SP. The resource utilization as well as the application performance for these solvers is discussed. Lie-Quan Lee, Lixin Ge, Marc Kowalski, Zenghai Li, Cho-Kuen Ng, Gregory L. Schussman, Michael Wolf, Kwok Ko |
IPDPS | 6 |
| 2004 | Anisotropic Volume Rendering for Extremely Dense, Thin Line DataabstractMany large scale physics-based simulations which take place on PC clusters or supercomputers produce huge amounts of data including vector fields. While these vector data such as electromagnetic fields, fluid flow fields, or particle paths can be represented by lines, the sheer number of the lines overwhelms the memory and computation capability of a high-end PC used for visualization. Further, very dense or intertwined lines, rendered with traditional visualization techniques, can produce unintelligible results with unclear depth relationships between the lines and no sense of global structure. Our approach is to apply a lighting model to the lines and sample them into an anisotropic voxel representation based on spherical harmonics as a preprocessing step. Then we evaluate and render these voxels for a given view using traditional volume rendering. For extremely large line based datasets, conversion to anisotropic voxels reduces the overall storage and rendering for O(n) lines to O(1) with a large constant that is still small enough to allow meaningful visualization of the entire dataset at nearly interactive rates on a single commodity PC. Gregory L. Schussman, Kwan-Liu Ma |
IEEE Visualization | 1 |
| 2002 | Scalable Self-Orienting Surfaces: A Compact, Texture-Enhanced Representation for Interactive Visualization of 3D Vector FieldsabstractThis paper presents a study of field line visualization techniques. To address both the computational and perceptual issues in visualizing large scale, complex, dense field line data commonly found in many scientific applications, a new texture-based field line representation which we call self-orienting surfaces is introduced This scalable representation facilitates hardware-accelerated rendering and incorporation of various perceptually-effective techniques, resulting in intuitive visualization and interpretation of the data under study. An electromagnetic data set obtained from accelerator modeling and a fluid flow data set from aerodynamics modeling are used for evaluation and demonstration of the techniques. Gregory L. Schussman, Kwan-Liu Ma |
PG | 1 |
| 2002 | Advanced visualization technology for terascale particle accelerator simulationsabstractThis paper presents two new hardware-assisted rendering techniques developed for interactive visualization of the terascale data generated from numerical modeling of next-generation accelerator designs. The first technique, based on a hybrid rendering approach, makes possible interactive exploration of large-scale particle data from particle beam dynamics modeling. The second technique, based on a compact texture-enhanced representation, exploits the advanced features of commodity graphics cards to achieve perceptually effective visualization of the very dense and complex electromagnetic fields produced from the modeling of reflection and transmission properties of open structures in an accelerator design. Because of the collaborative nature of the overall accelerator modeling project, the visualization technology developed is for both desktop and remote visualization settings. We have tested the techniques using both time-varying particle data sets containing up to one billion particles per time step and electromagnetic field data sets with millions of mesh elements. Kwan-Liu Ma, Gregory L. Schussman, Brett Wilson, Kwok Ko, Ji Qiang, Robert D. Ryne |
SC | 2 |
| 2000 | Visualizing DIII-D Tokamak magnetic field linesabstractWe demonstrate the use of a combination of perceptually effective techniques for visualizing magnetic field data from the DIII-D Tokamak. These techniques can be implemented to run very efficiently on machines with hardware support for OpenGL. Interactive speeds facilitate clear communication of magnetic field structure, enhancing fusion scientists' understanding of their data, and thereby accelerating their research. Gregory L. Schussman, Kwan-Liu Ma, David P. Schissel, Todd Evans |
IEEE Visualization | 1 |
| 1998 | Constructing Hierarchies for Triangle MeshesabstractWe present a method to produce a hierarchy of triangle meshes that can be used to blend different levels of detail in a smooth fashion. The algorithm produces a sequence of meshes M/sub 0/, M/sub 1/, M/sub 2/..., M/sub n/, where each mesh M/sub i/ can be transformed to mesh M/sub i+1/ through a set of triangle-collapse operations. For each triangle, a function is generated that approximates the underlying surface in the area of the triangle, and this function serves as a basis for assigning a weight to the triangle in the ordering operation and for supplying the points to which the triangles are collapsed. The algorithm produces a limited number of intermediate meshes by selecting, at each step, a number of triangles that can be collapsed simultaneously. This technique allows us to view a triangulated surface model at varying levels of detail while insuring that the simplified mesh approximates the original surface well. Tran S. Gieng, Bernd Hamann, Kenneth I. Joy, Gregory L. Schussman, Issac J. Trotts |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 1997 | Smooth hierarchical surface triangulationsabstractPresents a new method to produce a hierarchical set of triangle meshes that can be used to blend different levels of detail in a smooth fashion. The algorithm produces a sequence of meshes /spl Mscr//sub 0/, /spl Mscr//sub 1/, /spl Mscr//sub 2/..., /spl Mscr//sub n/, where each mesh /spl Mscr//sub i/ can be transformed to mesh /spl Mscr//sub i+1/ through a set of triangle-collapse operations. For each triangle, a function is generated that approximates the underlying surface in the area of the triangle, and this function serves as a basis for assigning a weight to the triangle in the ordering operation, and for supplying the point to which the triangles are collapsed. This technique allows us to view a triangulated surface model at varying levels of detail while insuring that the simplified mesh approximates the original surface well. Tran S. Gieng, Bernd Hamann, Kenneth I. Joy, Gregory L. Schussman, Issac J. Trotts |
IEEE Visualization | 4 |