William J. Schroeder

dblp:85/1044 · also Will Schroeder · DBLP profile ↗
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18ranked-venue papers
10as first author
2since 2021 · last 2026
0000-0003-3815-9386ORCID · verified

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

Human-computer interaction and ubiquitous computing · 13 · 8 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2

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 architecture, parallel and distributed computing, and storage systems
1 paper
High-performance computing · 44% Parallel and multicore computing · 44% Performance modeling and evaluation · 13%
Computer graphics and multimedia
3 papers
Geometric modeling and processing · 91% Rendering · 4% Visualization and visual analytics · 4%

Topics — the 10 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
isosurface extraction
1.012026
A Parallel Meshless Voronoi Method for Generalized SurfaceNets · IEEE Trans. Vis. Comput. Graph. 2026
Parallel and multicore computing › parallel algorithms › parallel primitives
data-parallel primitives
1.012026
Memory-Aware External Facelist Calculation: A Data-Parallel Atomic Hash Counting Approach · IEEE Trans. Vis. Comput. Graph. 2026
High-performance computing
scientific visualization
1.012026
Memory-Aware External Facelist Calculation: A Data-Parallel Atomic Hash Counting Approach · IEEE Trans. Vis. Comput. Graph. 2026
Geometric modeling and processing › mesh generation
delaunay triangulation
0.312026
A Parallel Meshless Voronoi Method for Generalized SurfaceNets · IEEE Trans. Vis. Comput. Graph. 2026
Performance modeling and evaluation
benchmarking
0.312026
Memory-Aware External Facelist Calculation: A Data-Parallel Atomic Hash Counting Approach · IEEE Trans. Vis. Comput. Graph. 2026
Rendering › level of detail
adaptive tessellation
0.112006
Methods and Framework for Visualizing Higher-Order Finite Elements · IEEE Trans. Vis. Comput. Graph. 2006
Visualization and visual analytics › scientific visualization › simulation visualization
finite element visualization
0.112006
Methods and Framework for Visualizing Higher-Order Finite Elements · IEEE Trans. Vis. Comput. Graph. 2006
Geometric modeling and processing › mesh processing › mesh simplification
mesh decimation
0.011992
Decimation of triangle meshes · SIGGRAPH 1992
Geometric modeling and processing
mesh processing
0.011992
Decimation of triangle meshes · SIGGRAPH 1992
Rendering › surface rendering
polygon rendering
0.011992
Decimation of triangle meshes · SIGGRAPH 1992

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

topological constructs · 1.0parallel processing · 1.0hierarchical neighborhood search · 1.0data-parallel primitive operations · 1.0atomic hash counting · 1.0error metrics · 0.1edge-based subdivision · 0.1adaptor design pattern · 0.1mesh simplification · 0.0
YearPublicationVenuePosition
2026 A Parallel Meshless Voronoi Method for Generalized SurfaceNets
abstract
SurfaceNets is a powerful visualization technique typically used to contour non-continuous, discrete, volumetric scalar fields such as segmentation label maps. Label maps are ubiquitous to medical computing, biological studies, and materials characterization, used in applications ranging from anatomical atlas creation to nanotechnology analysis. Due to the uniform spacing of volume data, however, representing data with highly variable resolution is challenging. Consequently we have developed a generalized high-performance, parallel SurfaceNets algorithm that processes unorganized, labeled point clouds. Based on a scalable, meshless Voronoi approach, the algorithm independently processes each Voronoi hull in parallel using a hierarchical neighborhood point search metric. By employing novel topological constructs, the resulting meshless tessellation can be readily transformed into a connected conformal mesh, from which multiple, valid contour surfaces can be simultaneously extracted and smoothed. Additional contributions include a general API for locating points proximal to Voronoi hulls; the definition of topological coordinates used to detect and eliminate numerical degeneracies, merge coincident points, rapidly produce the dual Delaunay triangulation, and build smoothing stencils; and the construction of a Voronoi adjacency graph along with associated necessary conditions to ensure the generation of valid tessellations. Characterization of parallel performance is also quantified, including producing Voronoi and Delaunay tessellations of 128 million hulls and more than 750 million tetrahedra. A software implementation is available from the open source the Visualization Toolkit (VTK) system at vtk.org.
William J. Schroeder, David C. Thompson 0001, Spiros Tsalikis
IEEE Trans. Vis. Comput. Graph.1
2026 Memory-Aware External Facelist Calculation: A Data-Parallel Atomic Hash Counting Approach
abstract
Unstructured volumetric meshes serve as fundamental data representations in various scientific simulations and analyses. They play a crucial role in representing complex computational domains and are essential for important numerical techniques, such as finite element analysis. Whenever such a mesh is read from a file, streamed in-situ, or generated by algorithms, scientific visualization libraries rely on calculating the external surface of a geometry, named "external facelist", to produce a polygonal mesh for rendering. Consequently, external facelist calculation has become one of the most widely used algorithms in the scientific visualization domain, necessitating optimal performance. In this paper, we explore relevant work on external facelist calculation algorithms in two common visualization libraries, VTK and Viskores, assess their performance and memory constraints, and introduce a novel memory-aware external facelist calculation algorithm employing an atomic hash counting approach. This algorithm fully leverages Viskores' data-parallel primitive operations, facilitating its execution across diverse many-core architectures. Our algorithm features the lowest memory footprint on the GPU and the second-lowest on the CPU among all evaluated methods, and it also delivers the fastest performance on both CPU and GPU. It has been made available under an open-source license in the VTK and Viskores visualization systems.
Spiros Tsalikis, William J. Schroeder, Daniel Szafir, Kenneth Moreland
IEEE Trans. Vis. Comput. Graph.2
2016 Increasing the impact of medical image computing using community-based open-access hackathons: The NA-MIC and 3D Slicer experience
Tina Kapur, Steven D. Pieper, Andriy Fedorov, Jean-Christophe Fillion-Robin, Michael Halle, Lauren O'Donnell, Andras Lasso, Tamas Ungi, Csaba Pinter, Julien Finet, Sonia Pujol, Jayender Jagadeesan, Junichi Tokuda, Isaiah Norton, Raúl San José Estépar, David T. Gering, Hugo J. W. L. Aerts, Marianna Jakab, Nobuhiko Hata, Luiz Ibáñez, Daniel J. Blezek, Jim Miller, Stephen R. Aylward, W. Eric L. Grimson, Gabor Fichtinger, William M. Wells III, William E. Lorensen, William J. Schroeder, Ron Kikinis
Medical Image Anal.28
2012 The National Alliance for Medical Image Computing, a roadmap initiative to build a free and open source software infrastructure for translational research in medical image analysis
abstract
The National Alliance for Medical Image Computing (NA-MIC), is a multi-institutional, interdisciplinary community of researchers, who share the recognition that modern health care demands improved technologies to ease suffering and prolong productive life. Organized under the National Centers for Biomedical Computing 7 years ago, the mission of NA-MIC is to implement a robust and flexible open-source infrastructure for developing and applying advanced imaging technologies across a range of important biomedical research disciplines. A measure of its success, NA-MIC is now applying this technology to diseases that have immense impact on the duration and quality of life: cancer, heart disease, trauma, and degenerative genetic diseases. The targets of this technology range from group comparisons to subject-specific analysis.
Tina Kapur, Steven D. Pieper, Ross T. Whitaker, Stephen R. Aylward, Marianna Jakab, William J. Schroeder, Ron Kikinis
J. Am. Medical Informatics Assoc.6
2006 Methods and Framework for Visualizing Higher-Order Finite Elements
abstract
The finite element method is an important, widely used numerical technique for solving partial differential equations. This technique utilizes basis functions for approximating the geometry and the variation of the solution field over finite regions, or elements, of the domain. These basis functions are generally formed by combinations of polynomials. In the past, the polynomial order of the basis has been low-typically of linear and quadratic order. However, in recent years so-called p and hp methods have been developed, which may elevate the order of the basis to arbitrary levels with the aim of accelerating the convergence of the numerical solution. The increasing complexity of numerical basis functions poses a significant challenge to visualization systems. In the past, such systems have been loosely coupled to simulation packages, exchanging data via file transfer, and internally reimplementing the basis functions in order to perform interpolation and implement visualization algorithms. However, as the basis functions become more complex and, in some cases, proprietary in nature, it becomes increasingly difficult if not impossible to reimplement them within the visualization system. Further, most visualization systems typically process linear primitives, in part to take advantage of graphics hardware and, in part, due to the inherent simplicity of the resulting algorithms. Thus, visualization of higher-order finite elements requires tessellating the basis to produce data compatible with existing visualization systems. In this paper, we describe adaptive methods that automatically tessellate complex finite element basis functions using a flexible and extensible software framework. These methods employ a recursive, edge-based subdivision algorithm driven by a set of error metrics including geometric error, solution error, and error in image space. Further, we describe advanced pretessellation techniques that guarantees capture of the critical points of the polynomial basis. The framework has been designed using the adaptor design pattern, meaning that the visualization system need not reimplement basis functions, rather it communicates with the simulation package via simple programmatic queries. We demonstrate our method on several examples, and have implemented the framework in the open-source visualization system VTK.
William J. Schroeder, François Bertel, Mathieu Malaterre, David C. Thompson 0001, Philippe P. Pébay, Robert M. O'Bara, Saurabh Tendulkar
IEEE Trans. Vis. Comput. Graph.1
2005 Framework for Visualizing Higher-Order Basis Functions
abstract
Techniques in numerical simulation such as the finite element method depend on basis functions for approximating the geometry and variation of the solution over discrete regions of a domain. Existing visualization systems can visualize these basis functions if they are linear, or for a small set of simple non-linear bases. However, newer numerical approaches often use basis functions of elevated and mixed order or complex form; hence existing visualization systems cannot directly process them. In this paper we describe an approach that supports automatic, adaptive tessellation of general basis functions using a flexible and extensible software architecture in conjunction with an on demand, edge-based recursive subdivision algorithm. The framework supports the use of functions implemented in external simulation packages, eliminating the need to reimplement the bases within the visualization system. We demonstrate our method on several examples, and have implemented the framework in the open-source visualization system VTK.
William J. Schroeder, François Bertel, Mathieu Malaterre, David C. Thompson 0001, Philippe P. Pébay, Robert M. O'Bara, Saurabh Tendulkar
IEEE Visualization1
2004 Compatible Triangulations of Spatial Decompositions
abstract
We describe a general algorithm to produce compatible 3D triangulations from spatial decompositions. Such triangulations match edges and faces across spatial cell boundaries, solving several problems in graphics and visualization including the crack problem found in adaptive isosurface generation, triangulation of arbitrary grids (including unstructured grids), clipping, and the interval tetrahedrization problem. The algorithm produces compatible triangulations on a cell-by-cell basis, using a modified Delaunay triangulation with a simple point ordering rule to resolve degenerate cases and produce unique triangulations across cell boundaries. The algorithm is naturally parallel since it requires no neighborhood cell information, only a unique, global point numbering. We show application of this algorithm to adaptive contour generation; tetrahedrization of unstructured meshes; clipping and interval volume mesh generation.
William J. Schroeder, Berk Geveci, Mathieu Malaterre
IEEE Visualization1
2003 The Visualization Market: Open Source vs. Commercial Approaches
Jeremy Jaech, Stephen C. North, Mike Peery, William J. Schroeder, James J. Thomas
IEEE Visualization4
2000 The transfer function bake-off (panel session)
Hanspeter Pfister, William E. Lorensen, William J. Schroeder, Chandrajit L. Bajaj, Gordon L. Kindlmann
IEEE Visualization3
1999 A Multi-Threaded Streaming Pipeline Architecture for Large Structured Data Sets
abstract
Computer simulation and digital measuring systems are now generating data of unprecedented size. The size of data is becoming so large that conventional visualization tools are incapable of processing it, which is in turn is impacting the effectiveness of computational tools. In this paper we describe an object-oriented architecture that addresses this problem by automatically breaking data into pieces, and then processes the data piece-by-piece within a pipeline of filters. The piece size is user specified and can be controlled to eliminate the need for swapping (i.e., relying on virtual memory). In addition, because piece size can be controlled, any size problem can be run on any size computer, at the expense of extra computational time. Furthermore pieces are automatically broken into sub-pieces and each piece assigned to a different thread for parallel processing. This paper includes numerical performance studies and references to the source code which is freely available on the Web.
C. Charles Law, Ken Martin 0001, William J. Schroeder, Joshua Temkin
IEEE Visualization3
1998 Interactive out-of-core isosurface extraction
abstract
We present a novel out-of-core technique for the interactive computation of isosurfaces from volume data. Our algorithm minimizes the main memory and disk space requirements on the visualization workstation, while speeding up isosurface extraction queries. Our overall approach is a two-level indexing scheme. First, by our meta-cell technique, we partition the original dataset into clusters of cells, called meta-cells. Secondly, we produce meta-intervals associated with the meta-cells, and build an indexing data structure on the meta-intervals. We separate the cell information, kept only in meta-cells on disk, from the indexing structure, which is also on disk and only contains pointers to meta-cells. Our meta-cell technique is an I/O-efficient approach for computing a k-d-tree-like partition of the dataset. Our indexing data structure, the binary blocked I/O interval tree, is a new I/O-optimal data structure to perform stabbing queries that report from a set of meta-intervals (or intervals) those containing a query value q. Our tree is simpler to implement, and is also more space-efficient in practice than existing structures. To perform an isosurface query, we first query the indexing structure, and then use the reported meta-cell pointers to read from disk the active meta-cells intersected by the isosurface. The isosurface itself can then be generated from active meta-cells. Rather than being a single cost indexing approach, our technique exhibits a smooth trade-off between query time and disk space.
Yi-Jen Chiang, Cláudio T. Silva, William J. Schroeder
IEEE Visualization3
1997 Interactive visualization of aircraft and power generation engines
abstract
Presents a system for interactively visualizing large polygonal environments such as those produced by CAD systems during the design of aircraft and power generation engines. Our method combines view frustum culling with level-of-detail modeling to create a visualization system that supports part motion and has the ability to view arbitrary sets of data. To avoid long system start-up delays due to data loading, we have implemented our system using a dynamic loading strategy. This also allows us to interactively visualize more data than could fit in memory at one time.
Lisa Sobierajski Avila, William J. Schroeder
IEEE Visualization2
1997 A topology modifying progressive decimation algorithm
abstract
Triangle decimation techniques reduce the number of triangles in a mesh, typically to improve interactive rendering performance or reduce data storage and transmission requirements. Most of these algorithms are designed to preserve the original topology of the mesh. Unfortunately, this characteristic is a strong limiting factor in overall reduction capability, since objects with a large number of holes or other topological constraints cannot be effectively reduced. The author presents an algorithm that yields a guaranteed reduction level, modifying topology as necessary to achieve the desired result. In addition, the algorithm is based on a fast local decimation technique, and its operations can be encoded for progressive storage, transmission, and reconstruction. He describes the new progressive decimation algorithm, introduces mesh splitting operations and shows how they can be encoded as a progressive mesh. He also demonstrates the utility of the algorithm on models ranging in size from 1,132 to 1.68 million triangles and reduction ratios of up to 200:1.
William J. Schroeder
IEEE Visualization1
1996 The Design and Implementation of an Object-Oriented Toolkit for 3D Graphics and Visualization
abstract
The Visualization Toolkit (vtk) is a freely available C++ class library for 3D graphics and visualization. We describe core characteristics of the toolkit. This includes a description of object oriented models for graphics and visualization; methods for synchronizing system execution; a summary of data representation schemes; the role of C++; issues in portability across PC and Unix systems; and how we automatically wrap the C++ class library with interpreted languages such as Java and Tcl. We also demonstrate the capabilities of the system for scalar, vector, tensor, and other visualization techniques.
William J. Schroeder, Ken Martin 0001, William E. Lorensen
IEEE Visualization1
1994 Implicit Modeling of Swept Surfaces and Volumes
abstract
Swept surfaces and volumes are generated by moving a geometric model through space. Swept surfaces and volumes are important in many computer-aided design applications including geometric modeling, numerical cutter path generation, and spatial path planning. In this paper we describe a numerical algorithm to generate swept surfaces and volumes using implicit modeling techniques. The algorithm is applicable to any geometric representation for which a distance function can be computed. The algorithm also treats degenerate trajectories such as self-intersection and surface singularity. We show applications of this algorithm to maintainability design and robot path planning.>
William J. Schroeder, William E. Lorensen, Steve Linthicum
IEEE Visualization1
1992 Decimation of triangle meshes
abstract
The polygon remains a popular graphics primitive for computer graphics application. Besides having a simple representation, computer rendering of polygons is widely supported by commercial graphics hardware and software.
William J. Schroeder, Jonathan A. Zarge, William E. Lorensen
SIGGRAPH1
1992 VISAGE: An Object-Oriented Scientific Visualization System
abstract
VISAGE, a scientific visualization system implemented in an object-oriented, message passing environment, is described. The system includes over 500 classes ranging from visualization and graphics to Xlib and Motif user interface. Objects are created using compiled C and interact through an interpreted scripting language. The result is a flexible yet efficient system that has found wide application. The object architecture, the major issues faced when designing the visualization classes, and sample applications are also described.>
William J. Schroeder, William E. Lorensen, G. D. Montanaro, Christopher R. Volpe
IEEE Visualization1
1991 The Stream Polygon: A Technique for 3D Vector Field Visualization
abstract
A method is presented for the visualization of 3D vector fields. The stream polygon, which is a regular, n-sided polygon, oriented normal to the local vector, can present local deformations due to rigid body rotation and both normal and shear strain. The effect of translation and scalar functions can be represented by sweeping the stream polygon along the streamline, and by appropriately varying the radius and shading the surface of the resulting streamtube. A mathematical foundation for the stream is developed, and examples with application to velocity field visualization are provided.>
William J. Schroeder, Christopher R. Volpe, William E. Lorensen
IEEE Visualization1