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Landon Dyken

dblp:331/2535 · also Landon Richard Dyken · DBLP profile ↗
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6ranked-venue papers
4as first author
6since 2021 · last 2026
0009-0008-9546-6685ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021

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 · 87% Visualization and visual analytics · 13%
Artificial intelligence
1 paper
Efficient and distributed learning · 77% Segmentation and scene understanding · 23%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Environmental and earth informatics · 100%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
High-performance computing · 70% GPUs and heterogeneous computing · 30%

Topics — the 12 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
volume rendering
1.922026
Volume Encoding Gaussians: Transfer Function-Agnostic 3D Gaussians for Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2026
Interactive Isosurface Visualization in Memory Constrained Environments Using Deep Learning and Speculative Raycasting · IEEE Trans. Vis. Comput. Graph. 2025
Rendering › gaussian splatting
3d gaussian splatting
1.012026
Volume Encoding Gaussians: Transfer Function-Agnostic 3D Gaussians for Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2026
Rendering › volume rendering
transfer function
1.012026
Volume Encoding Gaussians: Transfer Function-Agnostic 3D Gaussians for Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2026
Machine learning › Efficient and distributed learning
active learning
0.912025
Faster Annotation for Elevation-Guided Flood Extent Mapping by Consistency-Enhanced Active Learning · IJCAI 2025
Environmental and earth informatics › hydrology
flood mapping
0.912025
Faster Annotation for Elevation-Guided Flood Extent Mapping by Consistency-Enhanced Active Learning · IJCAI 2025
Rendering › volume rendering
isosurface rendering
0.912025
Interactive Isosurface Visualization in Memory Constrained Environments Using Deep Learning and Speculative Raycasting · IEEE Trans. Vis. Comput. Graph. 2025
Visualization and visual analytics › volume visualization
isosurface visualization
0.912025
Interactive Isosurface Visualization in Memory Constrained Environments Using Deep Learning and Speculative Raycasting · IEEE Trans. Vis. Comput. Graph. 2025
Rendering › volume rendering
ray casting
0.912025
Interactive Isosurface Visualization in Memory Constrained Environments Using Deep Learning and Speculative Raycasting · IEEE Trans. Vis. Comput. Graph. 2025
High-performance computing › scientific visualization
large-scale data visualization
0.312026
Volume Encoding Gaussians: Transfer Function-Agnostic 3D Gaussians for Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2026
High-performance computing
scientific visualization
0.312026
Volume Encoding Gaussians: Transfer Function-Agnostic 3D Gaussians for Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2026
Computer vision › Segmentation and scene understanding
image segmentation
0.312025
Faster Annotation for Elevation-Guided Flood Extent Mapping by Consistency-Enhanced Active Learning · IJCAI 2025
GPUs and heterogeneous computing
GPU computing
0.312025
Interactive Isosurface Visualization in Memory Constrained Environments Using Deep Learning and Speculative Raycasting · IEEE Trans. Vis. Comput. Graph. 2025

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

opacity-guided training · 2.0differentiable rendering · 2.0superpixel segmentation · 1.7progressive rendering · 1.7neural network reconstruction · 1.7deep learning · 1.7data augmentation · 1.7active learning · 1.7
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.1
2025 Faster Annotation for Elevation-Guided Flood Extent Mapping by Consistency-Enhanced Active Learning
abstract
Flood extent mapping is crucial for disaster response and damage assessment. While Earth imagery and terrain data (in the form of DEM) are now readily available, there are few flood annotation data for training machine learning models, which hinders the automated mapping of flooded areas. We propose ALFA, an interactive active-learning-based approach to minimize the annotators' efforts when preparing the ground-truth flood map in a satellite image. ALFA calibrates the prediction consistency of a segmentation model (1) across training cycles and (2) for various data augmentations. The two consistencies are integrated into the design of both the acquisition function and the loss function to enhance the robustness of active learning with limited annotation inputs. ALFA recommends those superpixels that the underlying model is most uncertain about, and users can annotate their pixels with minimal clicks with the help of elevation guidance. Extensive experiments on various regions hit by flooding show that we can improve the annotation time from hours to around 20 minutes. ALFA is open sourced at https://github.com/saugatadhikari/alfa.
Saugat Adhikari, Da Yan 0001, Landon Dyken, Sidharth Kumar, Lyuheng Yuan, Akhlaque Ahmad, Yang Zhou 0001, Steve Petruzza
IJCAI4
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
PacificVis1
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
PacificVis1
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.1
2024 Bruck Algorithm Performance Analysis for Multi-GPU All-to-All Communication
abstract
In high-performance computing, collective communication is critical for facilitating comprehensive data exchange involving all processes within an MPI communicator. Due to their inherently global nature, many collective operations present scalability challenges, particularly the all-to-all data shuffle with its quadratic communication pattern. Using a logarithmic communication pattern, the Bruck algorithm was designed to provide communication efficiency for all-to-all data shuffles involving short-sized messages. The Bruck algorithm has been extensively used to facilitate global data shuffles in a multi-CPU environment and is also part of the MPICH and Open MPI implementations. This work presents the first investigation of using the Bruck algorithm for all-to-all communication in multi-GPU systems using the NVIDIA Collective Communications Library (NCCL). Our experimental study demonstrates that while the Bruck algorithm exhibits superior performance for small-sized messages in a multi-CPU environment, the same advantages are not evident for multi-GPU environments. Furthermore, we describe and compare an optimized Bruck algorithm implementation in NCCL and compare it to NCCL’s default all-to-all and MPI-based implementations. Finally, we discuss the challenges and opportunities of implementing new multi-GPU collectives using NCCL’s public-facing API.
Andres Sewell, Ahmedur Rahman Shovon, Landon Dyken, Sidharth Kumar, Steve Petruzza
HPC Asia4