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Blake Nelson

dblp:82/2748 · DBLP profile ↗
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6ranked-venue papers
5as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-authorTheory of computation · 1 · 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
5 papers
Visualization and visual analytics · 53% Rendering · 47%
Computer architecture, parallel and distributed computing, and storage systems
3 papers
GPUs and heterogeneous computing · 100%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics
scientific visualization
0.542014
GPU-Based Volume Visualization from High-Order Finite Element Fields · IEEE Trans. Vis. Comput. Graph. 2014
ElVis: A System for the Accurate and Interactive Visualization of High-Order Finite Element Solutions · IEEE Trans. Vis. Comput. Graph. 2012
GPU-Based Interactive Cut-Surface Extraction From High-Order Finite Element Fields · IEEE Trans. Vis. Comput. Graph. 2011
Rendering
ray tracing
0.332012
ElVis: A System for the Accurate and Interactive Visualization of High-Order Finite Element Solutions · IEEE Trans. Vis. Comput. Graph. 2012
GPU-Based Interactive Cut-Surface Extraction From High-Order Finite Element Fields · IEEE Trans. Vis. Comput. Graph. 2011
Ray-Tracing Polymorphic Multidomain Spectral/hp Elements for Isosurface Rendering · IEEE Trans. Vis. Comput. Graph. 2006
Rendering
volume rendering
0.212014
GPU-Based Volume Visualization from High-Order Finite Element Fields · IEEE Trans. Vis. Comput. Graph. 2014
GPUs and heterogeneous computing
GPU rendering
0.132014
GPU-Based Volume Visualization from High-Order Finite Element Fields · IEEE Trans. Vis. Comput. Graph. 2014
ElVis: A System for the Accurate and Interactive Visualization of High-Order Finite Element Solutions · IEEE Trans. Vis. Comput. Graph. 2012
GPU-Based Interactive Cut-Surface Extraction From High-Order Finite Element Fields · IEEE Trans. Vis. Comput. Graph. 2011
Visualization and visual analytics › volume visualization
isosurface visualization
0.112007
Particle Systems for Efficient and Accurate High-Order Finite Element Visualization · IEEE Trans. Vis. Comput. Graph. 2007
Visualization and visual analytics
particle-based sampling
0.112007
Particle Systems for Efficient and Accurate High-Order Finite Element Visualization · IEEE Trans. Vis. Comput. Graph. 2007
Rendering › volume rendering
isosurface rendering
0.112006
Ray-Tracing Polymorphic Multidomain Spectral/hp Elements for Isosurface Rendering · IEEE Trans. Vis. Comput. Graph. 2006
Mathematical optimization › approximation theory
polynomial approximation
0.012006
Ray-Tracing Polymorphic Multidomain Spectral/hp Elements for Isosurface Rendering · IEEE Trans. Vis. Comput. Graph. 2006

Methods — techniques the papers use, named apart from their topics

ray tracing · 0.9GPU acceleration · 0.5high-order quadrature · 0.4polynomial root finding · 0.1adaptive approximation · 0.1root finding · 0.1particle system · 0.1
YearPublicationVenuePosition
2014 Algorithm 940: Optimal Accumulator-Based Expression Evaluation through the Use of Expression Templates
abstract
In this article we present a compile-time algorithm, implemented using C++ template metaprogramming techniques, that minimizes the use of temporary storage when evaluating expressions. We present the basic building blocks of our algorithm---transformations that act locally on nodes of the expression parse tree---and demonstrate that the application of these local transformations generates a (nonunique) expression that requires a minimum number of temporary storage objects to evaluate. We discuss a C++ implementation of our algorithm using expression templates, and give results demonstrating the effectiveness of our approach.
Blake Nelson, Robert M. Kirby, Steven G. Parker
ACM Trans. Math. Softw.1
2014 GPU-Based Volume Visualization from High-Order Finite Element Fields
abstract
This paper describes a new volume rendering system for spectral/hp finite-element methods that has as its goal to be both accurate and interactive. Even though high-order finite element methods are commonly used by scientists and engineers, there are few visualization methods designed to display this data directly. Consequently, visualizations of high-order data are generally created by first sampling the high-order field onto a regular grid and then generating the visualization via traditional methods based on linear interpolation. This approach, however, introduces error into the visualization pipeline and requires the user to balance image quality, interactivity, and resource consumption. We first show that evaluation of the volume rendering integral, when applied to the composition of piecewise-smooth transfer functions with the high-order scalar field, typically exhibits second-order convergence for a wide range of high-order quadrature schemes, and has worst case first-order convergence. This result provides bounds on the ability to achieve high-order convergence to the volume rendering integral. We then develop an algorithm for optimized evaluation of the volume rendering integral, based on the categorization of each ray according to the local behavior of the field and transfer function. We demonstrate the effectiveness of our system by running performance benchmarks on several high-order fluid-flow simulations.
Blake Nelson, Robert M. Kirby, Robert Haimes
IEEE Trans. Vis. Comput. Graph.1
2012 ElVis: A System for the Accurate and Interactive Visualization of High-Order Finite Element Solutions
abstract
This paper presents the Element Visualizer (ElVis), a new, open-source scientific visualization system for use with high-order finite element solutions to PDEs in three dimensions. This system is designed to minimize visualization errors of these types of fields by querying the underlying finite element basis functions (e.g., high-order polynomials) directly, leading to pixel-exact representations of solutions and geometry. The system interacts with simulation data through runtime plugins, which only require users to implement a handful of operations fundamental to finite element solvers. The data in turn can be visualized through the use of cut surfaces, contours, isosurfaces, and volume rendering. These visualization algorithms are implemented using NVIDIA's OptiX GPU-based ray-tracing engine, which provides accelerated ray traversal of the high-order geometry, and CUDA, which allows for effective parallel evaluation of the visualization algorithms. The direct interface between ElVis and the underlying data differentiates it from existing visualization tools. Current tools assume the underlying data is composed of linear primitives; high-order data must be interpolated with linear functions as a result. In this work, examples drawn from aerodynamic simulations-high-order discontinuous Galerkin finite element solutions of aerodynamic flows in particular-will demonstrate the superiority of ElVis' pixel-exact approach when compared with traditional linear-interpolation methods. Such methods can introduce a number of inaccuracies in the resulting visualization, making it unclear if visual artifacts are genuine to the solution data or if these artifacts are the result of interpolation errors. Linear methods additionally cannot properly visualize curved geometries (elements or boundaries) which can greatly inhibit developers' debugging efforts. As we will show, pixel-exact visualization exhibits none of these issues, removing the visualization scheme as a source of uncertainty for engineers using ElVis.
Blake Nelson, Robert M. Kirby, Robert Haimes
IEEE Trans. Vis. Comput. Graph.1
2011 GPU-Based Interactive Cut-Surface Extraction From High-Order Finite Element Fields
abstract
We present a GPU-based ray-tracing system for the accurate and interactive visualization of cut-surfaces through 3D simulations of physical processes created from spectral/hp high-order finite element methods. When used by the numerical analyst to debug the solver, the ability for the imagery to precisely reflect the data is critical. In practice, the investigator interactively selects from a palette of visualization tools to construct a scene that can answer a query of the data. This is effective as long as the implicit contract of image quality between the individual and the visualization system is upheld. OpenGL rendering of scientific visualizations has worked remarkably well for exploratory visualization for most solver results. This is due to the consistency between the use of first-order representations in the simulation and the linear assumptions inherent in OpenGL (planar fragments and color-space interpolation). Unfortunately, the contract is broken when the solver discretization is of higher-order. There have been attempts to mitigate this through the use of spatial adaptation and/or texture mapping. These methods do a better job of approximating what the imagery should be but are not exact and tend to be view-dependent. This paper introduces new rendering mechanisms that specifically deal with the kinds of native data generated by high-order finite element solvers. The exploratory visualization tools are reassessed and cast in this system with the focus on image accuracy. This is accomplished in a GPU setting to ensure interactivity.
Blake Nelson, Robert M. Kirby, Robert Haimes
IEEE Trans. Vis. Comput. Graph.1
2007 Particle Systems for Efficient and Accurate High-Order Finite Element Visualization
abstract
Visualization has become an important component of the simulation pipeline, providing scientists and engineers a visual intuition of their models. Simulations that make use of the high-order finite element method for spatial subdivision, however, present a challenge to conventional isosurface visualization techniques. High-order finite element isosurfaces are often defined by basis functions in reference space, which give rise to a world-space solution through a coordinate transformation, which does not necessarily have a closed-form inverse. Therefore, world-space isosurface rendering methods such as marching cubes and ray tracing must perform a nested root finding, which is computationally expensive. We thus propose visualizing these isosurfaces with a particle system. We present a framework that allows particles to sample an isosurface in reference space, avoiding the costly inverse mapping of positions from world space when evaluating the basis functions. The distribution of particles across the reference space isosurface is controlled by geometric information from the world-space isosurface such as the surface gradient and curvature. The resulting particle distributions can be distributed evenly or adapted to accommodate world-space surface features. This provides compact, efficient, and accurate isosurface representations of these challenging data sets.
Miriah D. Meyer, Blake Nelson, Robert M. Kirby, Ross T. Whitaker
IEEE Trans. Vis. Comput. Graph.2
2006 Ray-Tracing Polymorphic Multidomain Spectral/hp Elements for Isosurface Rendering
abstract
The purpose of this paper is to present a ray-tracing isosurface rendering algorithm for spectral/hp (high-order finite) element methods in which the visualization error is both quantified and minimized. Determination of the ray-isosurface intersection is accomplished by classic polynomial root-finding applied to a polynomial approximation obtained by projecting the finite element solution over element-partitioned segments along the ray. Combining the smoothness properties of spectral/hp elements with classic orthogonal polynomial approximation theory, we devise an adaptive scheme which allows the polynomial approximation along a ray-segment to be arbitrarily close to the true solution. The resulting images converge toward a pixel-exact image at a rate far faster than sampling the spectral/hp element solution and applying classic low-order visualization techniques such as marching cubes.
Blake Nelson, Robert M. Kirby
IEEE Trans. Vis. Comput. Graph.1