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Gregory L. Schussman

dblp:56/1845 · also Greg Schussman · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Rendering
GPU rendering
0.012002
Advanced visualization technology for terascale particle accelerator simulations · SC 2002
Rendering
hybrid rendering
0.012002
Advanced visualization technology for terascale particle accelerator simulations · SC 2002
Visualization and visual analytics
scientific visualization
0.012002
Advanced visualization technology for terascale particle accelerator simulations · SC 2002
Geometric modeling and processing › computational geometry › polygonal partitioning › triangulation
hierarchical triangulation
0.011998
Constructing Hierarchies for Triangle Meshes · IEEE Trans. Vis. Comput. Graph. 1998
Rendering
level of detail
0.011998
Constructing Hierarchies for Triangle Meshes · IEEE Trans. Vis. Comput. Graph. 1998
Geometric modeling and processing
mesh processing
0.011998
Constructing Hierarchies for Triangle Meshes · IEEE Trans. Vis. Comput. Graph. 1998
Geometric modeling and processing › mesh processing
mesh simplification
0.011998
Constructing Hierarchies for Triangle Meshes · IEEE Trans. Vis. Comput. Graph. 1998
High-performance computing
scientific computing systems
0.012002
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
YearPublicationVenuePosition
2004 Solving Large Sparse Linear Systems in End-to-end Accelerator Structure Simulations
abstract
Summary 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
IPDPS6
2004 Anisotropic Volume Rendering for Extremely Dense, Thin Line Data
abstract
Many 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 Visualization1
2002 Scalable Self-Orienting Surfaces: A Compact, Texture-Enhanced Representation for Interactive Visualization of 3D Vector Fields
abstract
This 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
PG1
2002 Advanced visualization technology for terascale particle accelerator simulations
abstract
This 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
SC2
2000 Visualizing DIII-D Tokamak magnetic field lines
abstract
We 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 Visualization1
1998 Constructing Hierarchies for Triangle Meshes
abstract
We 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 triangulations
abstract
Presents 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 Visualization4