Will Usher 0001

dblp:179/9509 · also William Usher 0001 · DBLP profile ↗
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18ranked-venue papers
3as first author
12since 2021 · last 2026
0000-0001-5008-8280ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 13 · 2 first-author · 8 since 2021Systems, architecture and hardware · 2 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Volume Encoding Gaussians: Transfer Function-Agnostic 3D Gaussians for Volume Rendering
abstract
Visualizing the large-scale datasets output by HPC resources presents a difficult challenge, as the memory and compute power required become prohibitively expensive for end user systems. Novel view synthesis techniques can address this by producing a small, interactive model of the data, requiring only a set of training images to learn from. While these models allow accessible visualization of large data and complex scenes, they do not provide the interactions needed for scientific volumes, as they do not support interactive selection of transfer functions and lighting parameters. To address this, we introduce Volume Encoding Gaussians (VEG), a 3D Gaussian-based representation for volume visualization that supports arbitrary color and opacity mappings. Unlike prior 3D Gaussian Splatting (3DGS) methods that store color and opacity for each Gaussian, VEG decouple the visual appearance from the data representation by encoding only scalar values, enabling transfer function-agnostic rendering of 3DGS models. To ensure complete scalar field coverage, we introduce an opacity-guided training strategy, using differentiable rendering with multiple transfer functions to optimize our data representation. This allows VEG to preserve fine features across a dataset's full scalar range while remaining independent of any specific transfer function. Across a diverse set of volume datasets, we demonstrate that our method outperforms the state-of-the-art on transfer functions unseen during training, while requiring a fraction of the memory and training time.
Landon Dyken, Andres Sewell, Will Usher 0001, Nathan DeBardeleben, Steve Petruzza, Sidharth Kumar
IEEE Trans. Vis. Comput. Graph.3
2025 Accelerating Web-Based Graph Drawing with Bottom-Up GPU Quadtree Construction
abstract
Graph drawing, or graph layout creation, is a computationally difficult challenge in visualization that involves placing the vertices of a graph into a layout that provides insight into its structure. In order to visualize large-scale graphs, effective layouts are necessary for understanding. Previous work has shown the potential for graph drawing directly in the web browser by using WebGPU, a new API that brings the full capabilities of modern GPUs to the web. Compared to the existing state-of-the-art for web-based graph visualization, which rely on CPU-based graph drawing algorithms, WebGPU-accelerated work improves performance and scalability. However, we find that existing WebGPU solutions utilize suboptimal quadtree data structures for graph drawing. In this work, we implement a modified quadtree data structure that uses a Hilbert spatial ordering for a fully parallelizable bottom-up construction algorithm in WebGPU. We utilize this data structure, along with optimizations to the quadtree traversal, to propose a massively more performant graph drawing algorithm. We evaluate the performance of our work against the existing state-of-the-art and demonstrate up to 69.5 × speed-ups for layout creation of relevant graphs while enabling graph drawing for datasets of much larger size.
Landon Dyken, Will Usher 0001, Steve Petruzza, Stavros Sintos, Sidharth Kumar
PacificVis2
2025 Enabling Fast and Accurate Crowdsourced Annotation for Elevation-Aware Flood Extent Mapping
abstract
Mapping the extent of flood events is a necessary and important aspect of disaster management. In recent years, deep learning methods have evolved as an effective tool to quickly label high-resolution imagery and provide necessary flood extent mappings. These methods, though, require large amounts of annotated training data to create models that are accurate and robust to new flooded imagery. In this work, we present FloodTrace, a web-based application that enables effective crowdsourcing of flooded region annotation for machine learning applications. To create this application, we conducted extensive interviews with domain experts to produce a set of formal requirements. Our work brings topological segmentation tools to the web and greatly improves annotation efficiency compared to the state-of-the-art. The user-friendliness of our solution allows researchers to outsource annotations to non-experts and utilize them to produce training data with equal quality to fully expert-labeled data. We conducted a user study to confirm our application’s effectiveness in which 266 graduate students annotated high-resolution aerial imagery from Hurricane Matthew in North Carolina. Experimental results show the efficiency benefits of our application for untrained users, with median annotation time less than half the state-of-the-art annotation method. In addition, using our application’s aggregation and correction framework, flood detection models trained on crowdsourced annotations were able to achieve performance equal to models trained on fully expert-labeled annotations, while requiring a fraction of the expert’s time.
Landon Dyken, Saugat Adhikari, Pravin Poudel, Steve Petruzza, Da Yan 0001, Will Usher 0001, Sidharth Kumar
PacificVis6
2025 Interactive Isosurface Visualization in Memory Constrained Environments Using Deep Learning and Speculative Raycasting
abstract
New web technologies have enabled the deployment of powerful GPU-based computational pipelines that run entirely in the web browser, opening a new frontier for accessible scientific visualization applications. However, these new capabilities do not address the memory constraints of lightweight end-user devices encountered when attempting to visualize the massive data sets produced by today's simulations and data acquisition systems. We propose a novel implicit isosurface rendering algorithm for interactive visualization of massive volumes within a small memory footprint. We achieve this by progressively traversing a wavefront of rays through the volume and decompressing blocks of the data on-demand to perform implicit ray-isosurface intersections, displaying intermediate results each pass. We improve the quality of these intermediate results using a pretrained deep neural network that reconstructs the output of early passes, allowing for interactivity with better approximates of the final image. To accelerate rendering and increase GPU utilization, we introduce speculative ray-block intersection into our algorithm, where additional blocks are traversed and intersected speculatively along rays to exploit additional parallelism in the workload. Our algorithm is able to trade-off image quality to greatly decrease rendering time for interactive rendering even on lightweight devices. Our entire pipeline is run in parallel on the GPU to leverage the parallel computing power that is available even on lightweight end-user devices. We compare our algorithm to the state of the art in low-overhead isosurface extraction and demonstrate that it achieves - reductions in memory overhead and up to reductions in data decompressed.
Landon Dyken, Will Usher 0001, Sidharth Kumar
IEEE Trans. Vis. Comput. Graph.2
2025 Approximate Puzzlepiece Compositing
abstract
The increasing demand for larger and higher fidelity simulations has made Adaptive Mesh Refinement (AMR) and unstructured mesh techniques essential to focus compute effort and memory cost on just the areas of interest in the simulation domain. The distribution of these meshes over the compute nodes is often determined by balancing compute, memory, and network costs, leading to distributions with jagged nonconvex boundaries that fit together much like puzzle pieces. It is expensive, and sometimes impossible, to re-partition the data posing a challenge for in situ and post hoc visualization as the data cannot be rendered using standard sort-last compositing techniques that require a convex and disjoint data partitioning. We present a new distributed volume rendering and compositing algorithm, Approximate Puzzlepiece Compositing, that enables fast and high-accuracy in-place rendering of AMR and unstructured meshes. Our approach builds on Moment-Based Ordered-Independent Transparency to achieve a scalable, order-independent compositing algorithm that requires little communication and does not impose requirements on the data partitioning. We evaluate the image quality and scalability of our approach on synthetic data and two large-scale unstructured meshes on HPC systems by comparing to state-of-the-art sort-last compositing techniques, highlighting our approach's minimal overhead at higher core counts. We demonstrate that Approximate Puzzlepiece Compositing provides a scalable, high-performance, and high-quality distributed rendering approach applicable to the complex data distributions encountered in large-scale CFD simulations.
Xuan Huang 0007, Will Usher 0001, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.2
2023 Multi-layer Caching and Parallel Streaming for Large Scale Cloud Optimized Point Cloud Data Visualization using WebGPU
abstract
As LiDAR sensors become more precise and widely used, effectively managing and rendering large amounts of point data is becoming increasingly difficult. Available web based solutions for large scale point cloud visualization do not take advantage of modern cloud optimized data formats which are well suited for parallel and efficient data streaming. Furthermore, current web visualization tools do not take advantage of new capabilities like persistent file caching, losing their data when a tab/window is closed. In this work, we present the first web based viewer for point cloud data using a multi-layer cache system that allows to store data using both file and memory storage directly from a browser. Furthermore, we also introduce the first open source viewer for the cloud optimized point cloud (COPC) data format employing a parallel workflow using WebGPU to stream, process and render point cloud data. Experimental studies of the multi-layer cache system demonstrates to provide the best performance in different configurations, including offline data visualization.
Pravin Poudel, Will Usher 0001, Steve Petruzza
IEEE Big Data2
2022 Accelerating Unstructured Mesh Point Location With RT Cores
abstract
We present a technique that leverages ray tracing hardware available in recent Nvidia RTX GPUs to solve a problem other than classical ray tracing. Specifically, we demonstrate how to use these units to accelerate the point location of general unstructured elements consisting of both planar and bilinear faces. This unstructured mesh point location problem has previously been challenging to accelerate on GPU architectures; yet, the performance of these queries is crucial to many unstructured volume rendering and compute applications. Starting with a CUDA reference method, we describe and evaluate three approaches that reformulate these point queries to incrementally map algorithmic complexity to these new hardware ray tracing units. Each variant replaces the simpler problem of point queries with a more complex one of ray queries. Initial variants exploit ray tracing cores for accelerated BVH traversal, and subsequent variants use ray-triangle intersections and per-face metadata to detect point-in-element intersections. Although these later variants are more algorithmically complex, they are significantly faster than the reference method thanks to hardware acceleration. Using our approach, we improve the performance of an unstructured volume renderer by up to 4× for tetrahedral meshes and up to 15× for general bilinear element meshes, matching, or out-performing state-of-the-art solutions while simultaneously improving on robustness and ease-of-implementation.
Nathan Morrical, Ingo Wald, Will Usher 0001, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.3
2021 Adaptive Spatially Aware I/O for Multiresolution Particle Data Layouts
abstract
Large-scale simulations on nonuniform particle distributions that evolve over time are widely used in cosmology, molecular dynamics, and engineering. Such data are often saved in an unstructured format that neither preserves spatial locality nor provides metadata for accelerating spatial or attribute subset queries, leading to poor performance of visualization tasks. Furthermore, the parallel I/O strategy used typically writes a file per process or a single shared file, neither of which is portable or scalable across different HPC systems. We present a portable technique for scalable, spatially aware adaptive aggregation that preserves spatial locality in the output. We evaluate our approach on two supercomputers, Stampede2 and Summit, and demonstrate that it outperforms prior approaches at scale, achieving up to 2.5 x faster writes and reads for nonuniform distributions. Furthermore, the layout written by our method is directly suitable for visual analytics, supporting low-latency reads and attribute-based filtering with little overhead.
Will Usher 0001, Xuan Huang 0007, Steve Petruzza, Sidharth Kumar, Stuart R. Slattery, Samuel Temple Reeve, Feng Wang 0013, Chris R. Johnson 0001, Valerio Pascucci
IPDPS1
2021 Efficient and Flexible Hierarchical Data Layouts for a Unified Encoding of Scalar Field Precision and Resolution
abstract
To address the problem of ever-growing scientific data sizes making data movement a major hindrance to analysis, we introduce a novel encoding for scalar fields: a unified tree of resolution and precision, specifically constructed so that valid cuts correspond to sensible approximations of the original field in the precision-resolution space. Furthermore, we introduce a highly flexible encoding of such trees that forms a parameterized family of data hierarchies. We discuss how different parameter choices lead to different trade-offs in practice, and show how specific choices result in known data representation schemes such as zfp [52], idx [58], and jpeg2000 [76]. Finally, we provide system-level details and empirical evidence on how such hierarchies facilitate common approximate queries with minimal data movement and time, using real-world data sets ranging from a few gigabytes to nearly a terabyte in size. Experiments suggest that our new strategy of combining reductions in resolution and precision is competitive with state-of-the-art compression techniques with respect to data quality, while being significantly more flexible and orders of magnitude faster, and requiring significantly reduced resources.
Duong Hoang, Brian Summa, Harsh Bhatia, Peter Lindstrom 0001, Pavol Klacansky, Will Usher 0001, Peer-Timo Bremer, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.6
2021 A Comparison of Rendering Techniques for 3D Line Sets With Transparency
abstract
This article presents a comprehensive study of rendering techniques for 3D line sets with transparency. The rendering of transparent lines is widely used for visualizing trajectories of tracer particles in flow fields. Transparency is then used to fade out lines deemed unimportant, based on, for instance, geometric properties or attributes defined along with them. Accurate blending of transparent lines requires rendering the lines in back-to-front or front-to-back order, yet enforcing this order for space-filling 3D line sets with extremely high-depth complexity becomes challenging. In this article, we study CPU and GPU rendering techniques for transparent 3D line sets. We compare accurate and approximate techniques using optimized implementations and several benchmark data sets. We discuss the effects of data size and transparency on quality, performance, and memory consumption. Based on our study, we propose two improvements to per-pixel fragment lists and multi-layer alpha blending. The first improves the rendering speed via an improved GPU sorting operation, and the second improves rendering quality via transparency-based bucketing.
Michael Kern, Christoph Neuhauser, Torben Maack, Mengjiao Han, Will Usher 0001, Rüdiger Westermann
IEEE Trans. Vis. Comput. Graph.5
2021 Improving the Usability of Virtual Reality Neuron Tracing with Topological Elements
abstract
Researchers in the field of connectomics are working to reconstruct a map of neural connections in the brain in order to understand at a fundamental level how the brain processes information. Constructing this wiring diagram is done by tracing neurons through high-resolution image stacks acquired with fluorescence microscopy imaging techniques. While a large number of automatic tracing algorithms have been proposed, these frequently rely on local features in the data and fail on noisy data or ambiguous cases, requiring time-consuming manual correction. As a result, manual and semi-automatic tracing methods remain the state-of-the-art for creating accurate neuron reconstructions. We propose a new semi-automatic method that uses topological features to guide users in tracing neurons and integrate this method within a virtual reality (VR) framework previously used for manual tracing. Our approach augments both visualization and interaction with topological elements, allowing rapid understanding and tracing of complex morphologies. In our pilot study, neuroscientists demonstrated a strong preference for using our tool over prior approaches, reported less fatigue during tracing, and commended the ability to better understand possible paths and alternatives. Quantitative evaluation of the traces reveals that users' tracing speed increased, while retaining similar accuracy compared to a fully manual approach.
Torin McDonald, Will Usher 0001, Nathan Morrical, Attila Gyulassy, Steve Petruzza, Frederick Federer, Alessandra Angelucci, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.2
2021 Ray Tracing Structured AMR Data Using ExaBricks
abstract
Structured Adaptive Mesh Refinement (Structured AMR) enables simulations to adapt the domain resolution to save computation and storage, and has become one of the dominant data representations used by scientific simulations; however, efficiently rendering such data remains a challenge. We present an efficient approach for volume- and iso-surface ray tracing of Structured AMR data on GPU-equipped workstations, using a combination of two different data structures. Together, these data structures allow a ray tracing based renderer to quickly determine which segments along the ray need to be integrated and at what frequency, while also providing quick access to all data values required for a smooth sample reconstruction kernel. Our method makes use of the RTX ray tracing hardware for surface rendering, ray marching, space skipping, and adaptive sampling; and allows for interactive changes to the transfer function and implicit iso-surfacing thresholds. We demonstrate that our method achieves high performance with little memory overhead, enabling interactive high quality rendering of complex AMR data sets on individual GPU workstations.
Ingo Wald, Stefan Zellmann, Will Usher 0001, Nathan Morrical, Ulrich Lang 0002, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.3
2020 CPU Ray Tracing of Tree-Based Adaptive Mesh Refinement Data
abstract
Adaptive mesh refinement (AMR) techniques allow for representing a simulation's computation domain in an adaptive fashion. Although these techniques have found widespread adoption in high-performance computing simulations, visualizing their data output interactively and without cracks or artifacts remains challenging. In this paper, we present an efficient solution for direct volume rendering and hybrid implicit isosurface ray tracing of tree-based AMR (TB-AMR) data. We propose a novel reconstruction strategy, Generalized Trilinear Interpolation (GTI), to interpolate across AMR level boundaries without cracks or discontinuities in the surface normal. We employ a general sparse octree structure supporting a wide range of AMR data, and use it to accelerate volume rendering, hybrid implicit isosurface rendering and value queries. We demonstrate that our approach achieves artifact-free isosurface and volume rendering and provides higher quality output images compared to existing methods at interactive rendering rates.
Feng Wang 0013, Nathan Marshak, Will Usher 0001, Carsten Burstedde, Aaron Knoll, Timo Heister, Chris R. Johnson 0001
Comput. Graph. Forum3
2019 Spatially-aware Parallel I/O for Particle Data
abstract
Particle data are used across a diverse set of large scale simulations, for example, in cosmology, molecular dynamics and combustion. At scale these applications generate tremendous amounts of data, which is often saved in an unstructured format that does not preserve spatial locality; resulting in poor read performance for post-processing analysis and visualization tasks, which typically make spatial queries. In this work, we explore some of the challenges of large scale particle data management, and introduce new techniques to perform scalable, spatially-aware write and read operations. We propose an adaptive aggregation technique to improve the performance of data aggregation, for both uniform and non-uniform particle distributions. Furthermore, we enable efficient read operations by employing a level of detail re-ordering and a multi-resolution layout. Finally, we demonstrate the scalability of our techniques with experiments on large scale simulation workloads up to 256K cores on two different leadership supercomputers, Mira and Theta.
Sidharth Kumar, Steve Petruzza, Will Usher 0001, Valerio Pascucci
ICPP3
2019 Ray Tracing Generalized Tube Primitives: Method and Applications
abstract
We present a general high-performance technique for ray tracing generalized tube primitives. Our technique efficiently supports tube primitives with fixed and varying radii, general acyclic graph structures with bifurcations, and correct transparency with interior surface removal. Such tube primitives are widely used in scientific visualization to represent diffusion tensor imaging tractographies, neuron morphologies, and scalar or vector fields of 3D flow. We implement our approach within the OSPRay ray tracing framework, and evaluate it on a range of interactive visualization use cases of fixed- and varying-radius streamlines, pathlines, complex neuron morphologies, and brain tractographies. Our proposed approach provides interactive, high-quality rendering, with low memory overhead.
Mengjiao Han, Ingo Wald, Will Usher 0001, Qi Wu 0015, Feng Wang 0013, Valerio Pascucci, Charles D. Hansen, Chris R. Johnson 0001
Comput. Graph. Forum3
2019 Scalable Ray Tracing Using the Distributed FrameBuffer
abstract
Abstract Image‐ and data‐parallel rendering across multiple nodes on high‐performance computing systems is widely used in visualization to provide higher frame rates, support large data sets, and render data in situ. Specifically for in situ visualization, reducing bottlenecks incurred by the visualization and compositing is of key concern to reduce the overall simulation runtime. Moreover, prior algorithms have been designed to support either image‐ or data‐parallel rendering and impose restrictions on the data distribution, requiring different implementations for each configuration. In this paper, we introduce the Distributed FrameBuffer, an asynchronous image‐processing framework for multi‐node rendering. We demonstrate that our approach achieves performance superior to the state of the art for common use cases, while providing the flexibility to support a wide range of parallel rendering algorithms and data distributions. By building on this framework, we extend the open‐source ray tracing library OSPRay with a data‐distributed API, enabling its use in data‐distributed and in situ visualization applications.
Will Usher 0001, Ingo Wald, Jefferson Amstutz, Johannes Günther 0001, Carson Brownlee, Valerio Pascucci
Comput. Graph. Forum1
2019 CPU Isosurface Ray Tracing of Adaptive Mesh Refinement Data
abstract
Adaptive mesh refinement (AMR) is a key technology for large-scale simulations that allows for adaptively changing the simulation mesh resolution, resulting in significant computational and storage savings. However, visualizing such AMR data poses a significant challenge due to the difficulties introduced by the hierarchical representation when reconstructing continuous field values. In this paper, we detail a comprehensive solution for interactive isosurface rendering of block-structured AMR data. We contribute a novel reconstruction strategy-the octant method-which is continuous, adaptive and simple to implement. Furthermore, we present a generally applicable hybrid implicit isosurface ray-tracing method, which provides better rendering quality and performance than the built-in sampling-based approach in OSPRay. Finally, we integrate our octant method and hybrid isosurface geometry into OSPRay as a module, providing the ability to create high-quality interactive visualizations combining volume and isosurface representations of BS-AMR data. We evaluate the rendering performance, memory consumption and quality of our method on two gigascale block-structured AMR datasets.
Feng Wang 0013, Ingo Wald, Qi Wu 0015, Will Usher 0001, Chris R. Johnson 0001
IEEE Trans. Vis. Comput. Graph.4
2018 A Virtual Reality Visualization Tool for Neuron Tracing
abstract
Tracing neurons in large-scale microscopy data is crucial to establishing a wiring diagram of the brain, which is needed to understand how neural circuits in the brain process information and generate behavior. Automatic techniques often fail for large and complex datasets, and connectomics researchers may spend weeks or months manually tracing neurons using 2D image stacks. We present a design study of a new virtual reality (VR) system, developed in collaboration with trained neuroanatomists, to trace neurons in microscope scans of the visual cortex of primates. We hypothesize that using consumer-grade VR technology to interact with neurons directly in 3D will help neuroscientists better resolve complex cases and enable them to trace neurons faster and with less physical and mental strain. We discuss both the design process and technical challenges in developing an interactive system to navigate and manipulate terabyte-sized image volumes in VR. Using a number of different datasets, we demonstrate that, compared to widely used commercial software, consumer-grade VR presents a promising alternative for scientists.
Will Usher 0001, Pavol Klacansky, Frederick Federer, Peer-Timo Bremer, Aaron Knoll, Jeff Yarch, Alessandra Angelucci, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.1