Peter Lindstrom 0001

dblp:89/4312 · also Peter G. Lindstrom · DBLP profile ↗
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56ranked-venue papers
17as first author
10since 2021 · last 2026
0000-0003-3817-4199ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 40 · 12 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 12 · 7 first-authorSystems, architecture and hardware · 5 · 4 since 2021Databases, data management, data science and information retrieval · 5 · 2 first-authorArtificial intelligence and machine learning · 2 · 1 first-authorTheory of computation · 1 · 1 first-author
YearPublicationVenuePosition
2026 Quantifying the Impact of Lossy Compression on Neural Generative Surrogate Modeling
Harshitha Menon, Charles F. Jekel, Valerio Pascucci, Peter Lindstrom 0001
IPDPS5
2026 Expanding Access to Science Participation: A FAIR Framework for Petascale Data Visualization and Analytics
abstract
The massive data generated by scientists daily serve as both a major catalyst for new discoveries and innovations, as well as a significant roadblock that restricts access to the data. Our paper introduces a new approach to removing Big Data barriers and democratizing access to petascale data for the broader scientific community. Our novel data fabric abstraction layer allows user-friendly querying of scientific information while hiding the complexities of dealing with file systems or cloud services. We enable FAIR (Findable, Accessible, Interoperable, and Reusable) access to datasets such as NASA's petascale climate datasets. Our paper presents an approach to managing, visualizing, and analyzing petabytes of data within a browser on equipment ranging from the top NASA supercomputer to commodity hardware like a laptop. Our novel data fabric abstraction utilizes state-of-the art progressive compression algorithms and machine-learning insights to power scalable visualization dashboards for petascale data. The result provides users with the ability to identify extreme events or trends dynamically, expanding access to scientific data and further enabling discoveries. We validate our approach by improving the ability of climate scientists to visually explore their data via three fully interactive dashboards. We further validate our approach by deploying the dashboards and simplified training materials in the classroom at a minority-serving institution. These dashboards, released in simplified form to the general public, contribute significantly to a broader push to democratize the access and use of climate data.
Aashish Panta, Alper Sahistan, Xuan Huang 0007, Amy Ashurst Gooch, Giorgio Scorzelli, Hector Torres, Patrice Klein, Gustavo Ovando-Montejo, Peter Lindstrom 0001, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.9
2025 What to Support When You're Compressing: The State of Practice Gaps and Opportunities for Scientific Data Compression
abstract
Over the last nearly 20 years, lossy compression has become an essential aspect of HPC applications’ data pipelines, allowing them to overcome limitations in storage capacity and bandwidth and, in some cases, increase computational throughput and capacity. However, with the adoption of lossy compression comes the requirement to assess and control the impact lossy compression has on scientific outcomes. In this work, we take a major step forward in describing the state of practice and by characterizing workloads. We examine applications’ needs and compressors’ capabilities across 9 different supercomputing application domains. We present 24 takeaways that provide best practices for applications, operational impacts for facilities achieving compressed data, and gaps in application needs not addressed by production compressors that point towards opportunities for future compression research.
Franck Cappello, Robert Underwood, Yuri Alexeev, Allison H. Baker, Ebru Bozdag, Martin Burtscher, Kyle Chard, Sheng Di, Kyle Gerard Felker, Paul Christopher O'Grady, Hanqi Guo 0001, Yafan Huang, Peng Jiang 0004, Sian Jin, Petter Johansson, Shaomeng Li, Xin Liang 0001, Erik Lindahl, Peter Lindstrom 0001, Zarija Lukic, Magnus Lundborg, Danylo Lykov, Masaru Nagaso, Kento Sato, Amarjit Singh, Seung Woo Son 0001, Shihui Song, William Tang 0002, Dingwen Tao, Jiannan Tian, Kazutomo Yoshii, Kai Zhao 0008
SC19
2024 Progressive Tree-Based Compression of Large-Scale Particle Data
abstract
Scientific simulations and observations using particles have been creating large datasets that require effective and efficient data reduction to store, transfer, and analyze. However, current approaches either compress only small data well while being inefficient for large data, or handle large data but with insufficient compression. Toward effective and scalable compression/decompression of particle positions, we introduce new kinds of particle hierarchies and corresponding traversal orders that quickly reduce reconstruction error while being fast and low in memory footprint. Our solution to compression of large-scale particle data is a flexible block-based hierarchy that supports progressive, random-access, and error-driven decoding, where error estimation heuristics can be supplied by the user. For low-level node encoding, we introduce new schemes that effectively compress both uniform and densely structured particle distributions. Our proposed methods thus target all three phases of a tree-based particle compression pipeline, namely tree construction, tree traversal, and node encoding. The improved efficacy and flexibility of these methods over existing compressors are demonstrated through extensive experimentation, using a wide range of scientific particle datasets.
Duong Hoang, Harsh Bhatia, Peter Lindstrom 0001, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.3
2024 A General Framework for Progressive Data Compression and Retrieval
abstract
In scientific simulations, observations, and experiments, the transfer of data to and from disk and across networks has become a major bottleneck for data analysis and visualization. Compression techniques have been employed to tackle this challenge, but traditional lossy methods often demand conservative error tolerances to meet the numerical accuracy requirements of both anticipated and unknown data analysis tasks. Progressive data compression and retrieval has emerged as a promising solution, where each analysis task dictates its own accuracy needs. However, few analysis algorithms inherently support progressive data processing, and adapting compression techniques, file formats, client/server frameworks, and APIs to support progressivity can be challenging. This paper presents a framework that enables progressive-precision data queries for any data compressor or numerical representation. Our strategy hinges on a multi-component representation that successively reduces the error between the original and compressed field, allowing each field in the progressive sequence to be expressed as a partial sum of components. We have implemented this approach with four established scientific data compressors and assessed its effectiveness using real-world data sets from the SDRBench collection. The results show that our framework competes in accuracy with the standalone compressors it is based upon. Additionally, (de)compression time is proportional to the number of components requested by the user. Finally, our framework allows for fully lossless compression using lossy compressors when a sufficient number of components are employed.
Victor Antonio Paludetto Magri, Peter Lindstrom 0001
IEEE Trans. Vis. Comput. Graph.2
2023 Lossy Scientific Data Compression With SPERR
abstract
As the need for data reduction in high-performance computing (HPC) continues to grow, we introduce a new and highly effective tool to help achieve this goal—SPERR. SPERR is a versatile lossy compressor for structured scientific data; it is built on top of an advanced wavelet compression algorithm, SPECK, and provides additional capabilities valued in HPC environments. These capabilities include parallel execution for large volumes and a compression mode that satisfies a maximum point-wise error tolerance. Evaluation shows that in most settings SPERR achieves the best rate-distortion trade-off among current popular lossy scientific data compressors.
Shaomeng Li, Peter Lindstrom 0001, John P. Clyne
IPDPS2
2022 ZHW: A Numerical CODEC for Big Data Scientific Computation
abstract
Distributed big data in scientific computing presents a major I/O performance bottleneck when exploiting data paral-lelism. Consumer and producer compute nodes are often throttled by saturated data channels when processing large numerical data. We describe ZHW, a hardware implementation of the ZFP numerical CODEC that can greatly reduce I/O pressure caused by large scientific datasets. Our ZHW design overcomes barriers that have prevented prior ZFP-like hardware accelerators from obtaining maximum compression in their implementations. The SystemC ZHW hardware library is available in an open source public repository. We demonstrate the practicality of ZHW by synthesizing our CODEC on an Ultrascale+ FPGA and analyzing performance.
Michael Barrow, Zhuanhao Wu, Maya B. Gokhale, Hiren D. Patel, Peter Lindstrom 0001
FPT6
2022 AMM: Adaptive Multilinear Meshes
abstract
Adaptive representations are increasingly indispensable for reducing the in-memory and on-disk footprints of large-scale data. Usual solutions are designed broadly along two themes: reducing data precision, e.g., through compression, or adapting data resolution, e.g., using spatial hierarchies. Recent research suggests that combining the two approaches, i.e., adapting both resolution and precision simultaneously, can offer significant gains over using them individually. However, there currently exist no practical solutions to creating and evaluating such representations at scale. In this work, we present a new resolution-precision-adaptive representation to support hybrid data reduction schemes and offer an interface to existing tools and algorithms. Through novelties in spatial hierarchy, our representation, Adaptive Multilinear Meshes (AMM), provides considerable reduction in the mesh size. AMM creates a piecewise multilinear representation of uniformly sampled scalar data and can selectively relax or enforce constraints on conformity, continuity, and coverage, delivering a flexible adaptive representation. AMM also supports representing the function using mixed-precision values to further the achievable gains in data reduction. We describe a practical approach to creating AMM incrementally using arbitrary orderings of data and demonstrate AMM on six types of resolution and precision datastreams. By interfacing with state-of-the-art rendering tools through VTK, we demonstrate the practical and computational advantages of our representation for visualization techniques. With an open-source release of our tool to create AMM, we make such evaluation of data reduction accessible to the community, which we hope will foster new opportunities and future data reduction schemes.
Harsh Bhatia, Duong Hoang, Nathan Morrical, Valerio Pascucci, Peer-Timo Bremer, Peter Lindstrom 0001
IEEE Trans. Vis. Comput. Graph.6
2021 Preface
abstract
This February 2021 issue of the IEEE Transactions on Visualization and Computer Graphics (TVCG) contains the proceedings of IEEE VIS 2020, held online between 25-30 October 2020, hosted by General Chairs from the University of Utah. With IEEE VIS 2020, the conference series is in its 31st year. IEEE VIS consists of three conferences, held concurrently: the IEEE Visual Analytics Science and Technology Conference (VAST), the IEEE Information Visualization Conference (InfoVis), and the IEEE Scientific Visualization Conference (SciVis). These three conferences are the premier venues for the visualization community to exchange the latest ideas and developments, attracting researchers and practitioners alike.
Niklas Elmqvist, Brian D. Fisher, Peter Lindstrom 0001, Ross Maciejewski, Miriah D. Meyer, Silvia Miksch, Luis Gustavo Nonato, Nathalie Henry Riche, Han-Wei Shen, Rüdiger Westermann, Jo Wood, Jing Yang 0001
IEEE Trans. Vis. Comput. Graph.3
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.4
2020 Variable-Radix Coding of the Reals
abstract
Recently proposed real number systems like Posits and Elias codes make use of tapered accuracy resulting from variable-length coding of exponents and significands. Several quite different interpretations of these number systems have been provided, though most often these rely on some combination of fixed- and variable-length codes for exponent and significand. We provide a new perspective on these number systems that unifies known representations while suggesting new ones. Our framework is based on multibit radix representations that encode the exponent in unary, the leading nonzero digit in a variablelength code, and the remaining digits in fixed-length binary code. We show how Posits, the various Elias codes, and ieee 754 like representations can be expressed in this framework. Moreover, we show that Posits and the Elias γ and δ codes represent the leading digit using the canonical Huffman code for a probability distribution given by Benford's law, which governs the probability of leading digits. We further show that Posits correspond to the use of a fixed radix while Elias δ and ω codes are based on simple sequences of increasing radix. Our approach provides for an intuitive and uniform framework for representing numbers that reveals a visual mapping between codewords and the binary representation of real numbers obscured by prior frameworks. This new interpretation suggests a generalization of Posits and other number systems and provides simple rules for designing information-theoretically optimal codes.
Peter Lindstrom 0001
ARITH1
2020 Parallelization of Variable Rate Decompression through Metadata
abstract
Data movement has long been identified as the biggest challenge facing modern computer systems' designers. To tackle this challenge, many novel data compression algorithms have been developed. Often variable rate compression algorithms are favored over fixed rate. However, variable rate decompression is difficult to parallelize. Most existing algorithms adopt a single parallelization strategy suited for a particular HW platform. Such an approach fails to harness the parallelism found in diverse modern HW architectures. We propose a parallelization method for tiled variable rate compression algorithms that consists of multiple strategies that can be applied interchangeably. This allows an algorithm to apply the strategy most suitable for a specific HW platform. Our strategies are based on generating metadata during encoding, which is used to parallelize the decoding process. To demonstrate the effectiveness of our strategies, we implement them in a state-of-the-art compression algorithm called ZFP. We show that the strategies suited for multicore CPUs are different from the ones suited for GPUs. On a CPU, we achieve a near optimal decoding speedup and an overhead size which is consistently less than 0.04% of the compressed data size. On a GPU, we achieve average decoding rates of up to 100 GiB/s. Our strategies allow the user to make a trade-off between decoding throughput and metadata size overhead.
Lennart Noordsij, Steven van der Vlugt, Mohamed Bamakhrama, Zaid Al-Ars, Peter Lindstrom 0001
PDP5
2020 TTHRESH: Tensor Compression for Multidimensional Visual Data
abstract
Memory and network bandwidth are decisive bottlenecks when handling high-resolution multidimensional data sets in visualization applications, and they increasingly demand suitable data compression strategies. We introduce a novel lossy compression algorithm for multidimensional data over regular grids. It leverages the higher-order singular value decomposition (HOSVD), a generalization of the SVD to three dimensions and higher, together with bit-plane, run-length and arithmetic coding to compress the HOSVD transform coefficients. Our scheme degrades the data particularly smoothly and achieves lower mean squared error than other state-of-the-art algorithms at low-to-medium bit rates, as it is required in data archiving and management for visualization purposes. Further advantages of the proposed algorithm include very fine bit rate selection granularity and the ability to manipulate data at very small cost in the compression domain, for example to reconstruct filtered and/or subsampled versions of all (or selected parts) of the data set.
Rafael Ballester-Ripoll, Peter Lindstrom 0001, Renato Pajarola
IEEE Trans. Vis. Comput. Graph.2
2019 A Study of the Trade-off Between Reducing Precision and Reducing Resolution for Data Analysis and Visualization
abstract
There currently exist two dominant strategies to reduce data sizes in analysis and visualization: reducing the precision of the data, e.g., through quantization, or reducing its resolution, e.g., by subsampling. Both have advantages and disadvantages and both face fundamental limits at which the reduced information ceases to be useful. The paper explores the additional gains that could be achieved by combining both strategies. In particular, we present a common framework that allows us to study the trade-off in reducing precision and/or resolution in a principled manner. We represent data reduction schemes as progressive streams of bits and study how various bit orderings such as by resolution, by precision, etc., impact the resulting approximation error across a variety of data sets as well as analysis tasks. Furthermore, we compute streams that are optimized for different tasks to serve as lower bounds on the achievable error. Scientific data management systems can use the results presented in this paper as guidance on how to store and stream data to make efficient use of the limited storage and bandwidth in practice.
Duong Hoang, Pavol Klacansky, Harsh Bhatia, Peer-Timo Bremer, Peter Lindstrom 0001, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.5
2017 Two-dimensional shape retrieval using the distribution of extrema of Laplacian eigenfunctions
Dongmei Niu, Peer-Timo Bremer, Peter Lindstrom 0001, Bernd Hamann, Yuanfeng Zhou, Caiming Zhang 0001
Vis. Comput.3
2016 eBits: Compact stream of mesh refinements for remote visualization
Mukul Sati, Peter Lindstrom 0001, Jarek Rossignac
Comput. Aided Des.2
2016 Editor's Note
abstract
Presents the introductory editorial for this issue of the publication.
Peter Lindstrom 0001
IEEE Trans. Vis. Comput. Graph.1
2016 Adaptive Multilinear Tensor Product Wavelets
abstract
Many foundational visualization techniques including isosurfacing, direct volume rendering and texture mapping rely on piecewise multilinear interpolation over the cells of a mesh. However, there has not been much focus within the visualization community on techniques that efficiently generate and encode globally continuous functions defined by the union of multilinear cells. Wavelets provide a rich context for analyzing and processing complicated datasets. In this paper, we exploit adaptive regular refinement as a means of representing and evaluating functions described by a subset of their nonzero wavelet coefficients. We analyze the dependencies involved in the wavelet transform and describe how to generate and represent the coarsest adaptive mesh with nodal function values such that the inverse wavelet transform is exactly reproduced via simple interpolation (subdivision) over the mesh elements. This allows for an adaptive, sparse representation of the function with on-demand evaluation at any point in the domain. We focus on the popular wavelets formed by tensor products of linear B-splines, resulting in an adaptive, nonconforming but crack-free quadtree (2D) or octree (3D) mesh that allows reproducing globally continuous functions via multilinear interpolation over its cells.
Kenneth Weiss 0001, Peter Lindstrom 0001
IEEE Trans. Vis. Comput. Graph.2
2014 Optimal hierarchical layouts for cache-oblivious search trees
abstract
This paper proposes a general framework for generating cache-oblivious layouts for binary search trees. A cache-oblivious layout attempts to minimize cache misses on any hierarchical memory, independent of the number of memory levels and attributes at each level such as cache size, line size, and replacement policy. Recursively partitioning a tree into contiguous subtrees and prescribing an ordering amongst the subtrees, Hierarchical Layouts generalize many commonly used layouts for trees such as in-order, pre-order and breadth-first. They also generalize the various flavors of the van Emde Boas layout, which have previously been used as cache-oblivious layouts. Hierarchical Layouts thus unify previous attempts at deriving layouts for search trees. The paper then derives a new locality measure (the Weighted Edge Product) that mimics the probability of cache misses at multiple levels, and shows that layouts that reduce this measure perform better. We analyze the various degrees of freedom in the construction of Hierarchical Layouts, and investigate the relative effect of each of these decisions in the construction of cache-oblivious layouts. Optimizing the Weighted Edge Product for complete binary search trees, we introduce the MINWEP layout, and show that it outperforms previously used cache-oblivious layouts by almost 20%.
Peter Lindstrom 0001, Deepak Rajan
ICDE1
2014 Fixed-Rate Compressed Floating-Point Arrays
abstract
Current compression schemes for floating-point data commonly take fixed-precision values and compress them to a variable-length bit stream, complicating memory management and random access. We present a fixed-rate, near-lossless compression scheme that maps small blocks of 4(d) values in d dimensions to a fixed, user-specified number of bits per block, thereby allowing read and write random access to compressed floating-point data at block granularity. Our approach is inspired by fixed-rate texture compression methods widely adopted in graphics hardware, but has been tailored to the high dynamic range and precision demands of scientific applications. Our compressor is based on a new, lifted, orthogonal block transform and embedded coding, allowing each per-block bit stream to be truncated at any point if desired, thus facilitating bit rate selection using a single compression scheme. To avoid compression or decompression upon every data access, we employ a software write-back cache of uncompressed blocks. Our compressor has been designed with computational simplicity and speed in mind to allow for the possibility of a hardware implementation, and uses only a small number of fixed-point arithmetic operations per compressed value. We demonstrate the viability and benefits of lossy compression in several applications, including visualization, quantitative data analysis, and numerical simulation.
Peter Lindstrom 0001
IEEE Trans. Vis. Comput. Graph.1
2014 Grouper: A Compact, Streamable Triangle Mesh Data Structure
abstract
We present Grouper: an all-in-one compact file format, random-access data structure, and streamable representation for large triangle meshes. Similarly to the recently published SQuad representation, Grouper represents the geometry and connectivity of a mesh by grouping vertices and triangles into fixed-size records, most of which store two adjacent triangles and a shared vertex. Unlike SQuad, however, Grouper interleaves geometry with connectivity and uses a new connectivity representation to ensure that vertices and triangles can be stored in a coherent order that enables memory-efficient sequential stream processing. We present a linear-time construction algorithm that allows streaming out Grouper meshes using a small memory footprint while preserving the initial ordering of vertices. As a part of this construction, we show how the problem of assigning vertices and triangles to groups reduces to a well-known NP-hard optimization problem, and present a simple yet effective heuristic solution that performs well in practice. Our array-based Grouper representation also doubles as a triangle mesh data structure that allows direct access to vertices and triangles. Storing only about two integer references per triangle--i.e., less than the three vertex references stored with each triangle in a conventional indexed mesh format--Grouper answers both incidence and adjacency queries in amortized constant time. Our compact representation enables data-parallel processing on multicore computers, instant partitioning and fast transmission for distributed processing, as well as efficient out-of-core access. We demonstrate the versatility and performance benefits of Grouper using a suite of example meshes and processing kernels.
Mark Luffel, Topraj Gurung, Peter Lindstrom 0001, Jarek Rossignac
IEEE Trans. Vis. Comput. Graph.3
2013 Assessing the effects of data compression in simulations using physically motivated metrics
abstract
This paper examines whether lossy compression can be used effectively in physics simulations as a possible strategy to combat the expected data-movement bottleneck in future high performance computing architectures. We show that, for the codes and simulations we tested, compression levels of 3--5X can be applied without causing significant changes to important physical quantities.
Daniel E. Laney, Steven Langer, Christopher Weber, Peter Lindstrom 0001, Al Wegener
SC4
2013 Zipper: A compact connectivity data structure for triangle meshes
Topraj Gurung, Mark Luffel, Peter Lindstrom 0001, Jarek Rossignac
Comput. Aided Des.3
2012 Locally-scaled spectral clustering using empty region graphs
abstract
This paper introduces a new method for estimating the local neighborhood and scale of data points to improve the robustness of spectral clustering algorithms. We employ a subset of empty region graphs - the β-skeleton - and non-linear diffusion to define a locally-adapted affinity matrix, which, as we demonstrate, provides higher quality clustering than conventional approaches based on κ nearest neighbors or global scale parameters. Moreover, we show that the clustering quality is far less sensitive to the choice of β and other algorithm parameters, and to transformations such as geometric distortion and random perturbation. We summarize the results of an empirical study that applies our method to a number of 2D synthetic data sets, consisting of clusters of arbitrary shape and scale, and to real multi-dimensional classification examples from benchmarks, including image segmentation.
Carlos D. Correa, Peter Lindstrom 0001
KDD2
2011 SQuad: Compact Representation for Triangle Meshes
abstract
Abstract The SQuad data structure represents the connectivity of a triangle mesh by its “S table” of about 2 rpt (integer references per triangle). Yet it allows for a simple implementation of expected constant‐time, random‐access operators for traversing the mesh, including in‐order traversal of the triangles incident upon a vertex. SQuad is more compact than the Corner Table (CT), which stores 6 rpt, and than the recently proposed SOT, which stores 3 rpt. However, in‐core access is generally faster in CT than in SQuad, and SQuad requires rebuilding the S table if the connectivity is altered. The storage reduction and memory coherence opportunities it offers may help to reduce the frequency of page faults and cache misses when accessing elements of a mesh that does not fit in memory. We provide the details of a simple algorithm that builds the S table and of an optimized implementation of the SQuad operators.
Topraj Gurung, Daniel E. Laney, Peter Lindstrom 0001, Jarek Rossignac
Comput. Graph. Forum3
2011 LR: compact connectivity representation for triangle meshes
abstract
We propose LR ( Laced Ring )---a simple data structure for representing the connectivity of manifold triangle meshes. LR provides the option to store on average either 1.08 references per triangle or 26.2 bits per triangle. Its construction, from an input mesh that supports constant-time adjacency queries, has linear space and time complexity, and involves ordering most vertices along a nearly-Hamiltonian cycle. LR is best suited for applications that process meshes with fixed connectivity, as any changes to the connectivity require the data structure to be rebuilt. We provide an implementation of the set of standard random-access, constant-time operators for traversing a mesh, and show that LR often saves both space and traversal time over competing representations.
Topraj Gurung, Mark Luffel, Peter Lindstrom 0001, Jarek Rossignac
ACM Trans. Graph.3
2011 Towards Robust Topology of Sparsely Sampled Data
abstract
Sparse, irregular sampling is becoming a necessity for reconstructing large and high-dimensional signals. However, the analysis of this type of data remains a challenge. One issue is the robust selection of neighborhoods--a crucial part of analytic tools such as topological decomposition, clustering and gradient estimation. When extracting the topology of sparsely sampled data, common neighborhood strategies such as k-nearest neighbors may lead to inaccurate results, either due to missing neighborhood connections, which introduce false extrema, or due to spurious connections, which conceal true extrema. Other neighborhoods, such as the Delaunay triangulation, are costly to compute and store even in relatively low dimensions. In this paper, we address these issues. We present two new types of neighborhood graphs: a variation on and a generalization of empty region graphs, which considerably improve the robustness of neighborhood-based analysis tools, such as topological decomposition. Our findings suggest that these neighborhood graphs lead to more accurate topological representations of low- and high- dimensional data sets at relatively low cost, both in terms of storage and computation time. We describe the implications of our work in the analysis and visualization of scalar functions, and provide general strategies for computing and applying our neighborhood graphs towards robust data analysis.
Carlos D. Correa, Peter Lindstrom 0001
IEEE Trans. Vis. Comput. Graph.2
2011 Topological Spines: A Structure-preserving Visual Representation of Scalar Fields
abstract
We present topological spines--a new visual representation that preserves the topological and geometric structure of a scalar field. This representation encodes the spatial relationships of the extrema of a scalar field together with the local volume and nesting structure of the surrounding contours. Unlike other topological representations, such as contour trees, our approach preserves the local geometric structure of the scalar field, including structural cycles that are useful for exposing symmetries in the data. To obtain this representation, we describe a novel mechanism based on the extraction of extremum graphs--sparse subsets of the Morse-Smale complex that retain the important structural information without the clutter and occlusion problems that arise from visualizing the entire complex directly. Extremum graphs form a natural multiresolution structure that allows the user to suppress noise and enhance topological features via the specification of a persistence range. Applications of our approach include the visualization of 3D scalar fields without occlusion artifacts, and the exploratory analysis of high-dimensional functions.
Carlos D. Correa, Peter Lindstrom 0001, Peer-Timo Bremer
IEEE Trans. Vis. Comput. Graph.2
2010 Triangulation made easy
abstract
We describe a simple and efficient algorithm for two-view triangulation of 3D points from approximate 2D matches based on minimizing the L2reprojection error. Our iterative algorithm improves on the one by Kanatani et al. by ensuring that in each iteration the epipolar constraint is satisfied. In the case where the two cameras are pointed in the same direction, the method provably converges to an optimal solution in exactly two iterations. For more general camera poses, two iterations are sufficient to achieve convergence to machine precision, which we exploit to devise a fast, non-iterative method. The resulting algorithm amounts to little more than solving a quadratic equation, and involves a fixed, small number of simple matrix-vector operations and no conditional branches. We demonstrate that the method computes solutions that agree to very high precision with those of Hartley and Sturm's original polynomial method, though achieves higher numerical stability and 1-4 orders of magnitude greater speed.
Peter Lindstrom 0001
CVPR1
2010 On-the-fly decompression and rendering of multiresolution terrain
abstract
We present a streaming geometry compression codec for multiresolution, uniformly-gridded, triangular terrain patches that supports very fast decompression. Our method is based on linear prediction and residual coding for lossless compression of the full-resolution data. As simplified patches on coarser levels in the hierarchy already incur some data loss, we optionally allow further quantization for more lossy compression. The quantization levels are adaptive on a per-patch basis, while still permitting seamless, adaptive tessellations of the terrain. Our geometry compression on such a hierarchy achieves compression ratios of 3:1 to 12:1.
Peter Lindstrom 0001, Jonathan D. Cohen 0001
SI3D1
2008 Lossless Compression of Hexahedral Meshes
abstract
Many science and engineering applications use high-resolution unstructured hexahedral meshes to model solid 3D shapes for finite element simulations. These simulations frequently dump the mesh and associated fields to disk for subsequent analysis, which involves the transfer of huge volumes of data. To reduce requirements on disk space and bandwidth, we propose efficient schemes for lossless online compression of hexahedral mesh geometry and connectivity. Our approach is to use hash-based value predictors to transform the mesh connectivity list into a more compact byte-aligned stream of symbols that can then be efficiently compressed using conventional text compressors such as gzip. Our scheme is memory efficient, fast, and simple to implement, and yields 1-3 orders of magnitude reduction on a set of benchmark meshes. For geometry and field coding, we derive a set of local spectral predictors optimized for each possible configuration of previously encoded and thus available vertices within a hexahedron. Combined with lossless floating-point residual coding, this approach improves considerably upon prior predictive geometry coding schemes.
Peter Lindstrom 0001, Martin Isenburg
DCC1
2007 Spectral Predictors
abstract
Many scientific, imaging, and geospatial applications produce large high-precision scalar fields sampled on a regular grid. Lossless compression of such data is commonly done using predictive coding, in which weighted combinations of previously coded samples known to both encoder and decoder are used to predict subsequent nearby samples. In hierarchical, incremental, or selective transmission, the spatial pattern of the known neighbors is often irregular and varies from one sample to the next, which precludes prediction based on a single stencil and fixed set of weights. To handle such situations and make the best use of available neighboring samples, we propose a local spectral predictor that offers optimal prediction by tailoring the weights to each configuration of known nearby samples. These weights may be precomputed and stored in a small lookup table. We show that predictive coding using our spectral predictor improves compression for various sources of high-precision data. 1.
Lorenzo Ibarria, Peter Lindstrom 0001, Jarek Rossignac
DCC2
2007 Streaming Simplification of Tetrahedral Meshes
abstract
Unstructured tetrahedral meshes are commonly used in scientific computing to represent scalar, vector, and tensor fields in three dimensions. Visualization of these meshes can be difficult to perform interactively due to their size and complexity. By reducing the size of the data, we can accomplish real-time visualization necessary for scientific analysis. We propose a two-step approach for streaming simplification of large tetrahedral meshes. Our algorithm arranges the data on disk in a streaming, I/O-efficient format that allows coherent access to the tetrahedral cells. A quadric-based simplification is sequentially performed on small portions of the mesh in-core. Our output is a coherent streaming mesh which facilitates future processing. Our technique is fast, produces high quality approximations, and operates out-of-core to process meshes too large for main memory.
Huy T. Vo, Steven P. Callahan, Peter Lindstrom 0001, Valerio Pascucci, Cláudio T. Silva
IEEE Trans. Vis. Comput. Graph.3
2007 Random-Accessible Compressed Triangle Meshes
abstract
With the exponential growth in size of geometric data, it is becoming increasingly important to make effective use of multilevel caches, limited disk storage, and bandwidth. As a result, recent work in the visualization community has focused either on designing sequential access compression schemes or on producing cache-coherent layouts of (uncompressed) meshes for random access. Unfortunately combining these two strategies is challenging as they fundamentally assume conflicting modes of data access. In this paper, we propose a novel order-preserving compression method that supports transparent random access to compressed triangle meshes. Our decompression method selectively fetches from disk, decodes, and caches in memory requested parts of a mesh. We also provide a general mesh access API for seamless mesh traversal and incidence queries. While the method imposes no particular mesh layout, it is especially suitable for cache-oblivious layouts, which minimize the number of decompression I/O requests and provide high cache utilization during access to decompressed, in-memory portions of the mesh. Moreover, the transparency of our scheme enables improved performance without the need for application code changes. We achieve compression rates on the order of 20:1 and significantly improved I/O performance due to reduced data transfer. To demonstrate the benefits of our method, we implement two common applications as benchmarks. By using cache-oblivious layouts for the input models, we observe 2?6 times overall speedup compared to using uncompressed meshes.
Sung-Eui Yoon, Peter Lindstrom 0001
IEEE Trans. Vis. Comput. Graph.2
2006 Streaming compression of tetrahedral volume meshes
Martin Isenburg, Peter Lindstrom 0001, Stefan Gumhold, Jonathan Richard Shewchuk
Graphics Interface2
2006 Fast and Efficient Compression of Floating-Point Data
abstract
Large scale scientific simulation codes typically run on a cluster of CPUs that write/read time steps to/from a single file system. As data sets are constantly growing in size, this increasingly leads to I/O bottlenecks. When the rate at which data is produced exceeds the available I/O bandwidth, the simulation stalls and the CPUs are idle. Data compression can alleviate this problem by using some CPU cycles to reduce the amount of data needed to be transfered. Most compression schemes, however, are designed to operate offline and seek to maximize compression, not throughput. Furthermore, they often require quantizing floating-point values onto a uniform integer grid, which disqualifies their use in applications where exact values must be retained. We propose a simple scheme for lossless, online compression of floating-point data that transparently integrates into the I/O of many applications. A plug-in scheme for data-dependent prediction makes our scheme applicable to a wide variety of data used in visualization, such as unstructured meshes, point sets, images, and voxel grids. We achieve state-of-the-art compression rates and speeds, the latter in part due to an improved entropy coder. We demonstrate that this significantly accelerates I/O throughput in real simulation runs. Unlike previous schemes, our method also adapts well to variable-precision floating-point and integer data.
Peter Lindstrom 0001, Martin Isenburg
IEEE Trans. Vis. Comput. Graph.1
2006 Mesh Layouts for Block-Based Caches
abstract
Current computer architectures employ caching to improve the performance of a wide variety of applications. One of the main characteristics of such cache schemes is the use of block fetching whenever an uncached data element is accessed. To maximize the benefit of the block fetching mechanism, we present novel cache-aware and cache-oblivious layouts of surface and volume meshes that improve the performance of interactive visualization and geometric processing algorithms. Based on a general I/O model, we derive new cache-aware and cache-oblivious metrics that have high correlations with the number of cache misses when accessing a mesh. In addition to guiding the layout process, our metrics can be used to quantify the quality of a layout, e.g. for comparing different layouts of the same mesh and for determining whether a given layout is amenable to significant improvement. We show that layouts of unstructured meshes optimized for our metrics result in improvements over conventional layouts in the performance of visualization applications such as isosurface extraction and view-dependent rendering. Moreover, we improve upon recent cache-oblivious mesh layouts in terms of performance, applicability, and accuracy.
Sung-Eui Yoon, Peter Lindstrom 0001
IEEE Trans. Vis. Comput. Graph.2
2005 Investigating Lossy Image Coding Using the PLHaar Transform
abstract
Summary form only given. We developed the piecewise-linear Haar (PLHaar) transform (Senecal, J.G. et al., Proc. 12th Pacific Conf. on Computer Graphics and Appl., p.371-80, 2004), an integer wavelet-like transform. PLHaar does not have dynamic range expansion, i.e., it is an n-bit to n-bit transform. To our knowledge, PLHaar is the only reversible n-bit to n-bit transform that is suitable for lossy and lossless coding. We are investigating PLHaar's use in lossy image coding. Preliminary results from thresholding transform coefficients show that PLHaar does not produce objectionable artifacts like previous n-bit to n-bit transforms, such as that of Honyang Chao et al. (CFH) (see Advances in Computational Mathematics, Lect. Notes In Pure and App. Math., vol.202, p.13-38, 1999). Also, at lower bitrates PLHaar images have increased contrast. For a given set of CFH and PLHaar coefficients with equal entropy, the PLHaar reconstruction is more appealing, although the PSNR may be lower.
Joshua G. Senecal, Peter Lindstrom 0001, Mark A. Duchaineau, Kenneth I. Joy
DCC2
2005 Streaming Compression of Triangle Meshes
Martin Isenburg, Peter Lindstrom 0001, Jack Snoeyink
Symposium on Geometry Processing2
2005 Streaming Meshes
abstract
Recent years have seen an immense increase in the complexity of geometric data sets. Today's gigabyte-sized polygon models can no longer be completely loaded into the main memory of common desktop PCs. Unfortunately, current mesh formats, which were designed years ago when meshes were orders of magnitudes smaller, do not account for this. Using such formats to store large meshes is inefficient and complicates all subsequent processing. We describe a streaming format for polygon meshes that is simple enough to replace current offline mesh formats and is more suitable for representing large data sets. Furthermore, it is an ideal input and output format for I/O-efficient out-of-core algorithms that process meshes in a streaming, possibly pipelined, fashion. This paper chiefly concerns the underlying theory and the practical aspects of creating and working with this new representation. In particular, we describe desirable qualities for streaming meshes and methods for converting meshes from a traditional to a streaming format. A central theme of this paper is the issue of coherent and compatible layouts of the mesh vertices and polygons. We present metrics and diagrams that characterize the coherence of a mesh layout and suggest appropriate strategies for improving its "streamability". To this end, we outline several out-of-core algorithms for reordering meshes with poor coherence, and present results for a menagerie of well known and generally incoherent surface meshes.
Martin Isenburg, Peter Lindstrom 0001
IEEE Visualization2
2005 Lossless compression of predicted floating-point geometry
Martin Isenburg, Peter Lindstrom 0001, Jack Snoeyink
Comput. Aided Des.2
2005 Cache-oblivious mesh layouts
abstract
We present a novel method for computing cache-oblivious layouts of large meshes that improve the performance of interactive visualization and geometric processing algorithms. Given that the mesh is accessed in a reasonably coherent manner, we assume no particular data access patterns or cache parameters of the memory hierarchy involved in the computation. Furthermore, our formulation extends directly to computing layouts of multi-resolution and bounding volume hierarchies of large meshes.We develop a simple and practical cache-oblivious metric for estimating cache misses. Computing a coherent mesh layout is reduced to a combinatorial optimization problem. We designed and implemented an out-of-core multilevel minimization algorithm and tested its performance on unstructured meshes composed of tens to hundreds of millions of triangles. Our layouts can significantly reduce the number of cache misses. We have observed 2--20 times speedups in view-dependent rendering, collision detection, and isocontour extraction without any modification of the algorithms or runtime applications.
Sung-Eui Yoon, Peter Lindstrom 0001, Valerio Pascucci, Dinesh Manocha
ACM Trans. Graph.2
2004 An Improved N-Bit to N-Bit Reversible Haar-Like Transform
abstract
We introduce the piecewise-linear Haar (PLHaar) transform, a reversible n-bit to n-bit transform that is based on the Haar wavelet transform. PLHaar is continuous, while all current n-bit to n-bit methods are not, and is therefore uniquely usable with both lossy and lossless methods (e.g. image compression). PLHaar has both integer and continuous (i.e. non-discrete) forms. By keeping the coefficients to n bits PLHaar is particularly suited for use in hardware environments where channel width is limited, such as digital video channels and graphics hardware.
Joshua G. Senecal, Peter Lindstrom 0001, Mark A. Duchaineau, Kenneth I. Joy
PG2
2003 Out-of-core construction and visualization of multiresolution surfaces
abstract
We present a method for end-to-end out-of-core simplification and view-dependent visualization of large surfaces. The method consists of three phases: (1) memory insensitive simplification; (2) memory insensitive construction of a multiresolution hierarchy; and (3) run-time, output-sensitive, view-dependent rendering and navigation of the mesh. The first two off-line phases are performed entirely on disk, and use only a small, constant amount of memory, whereas the run-time system pages in only the rendered parts of the mesh in a cache coherent manner. As a result, we are able to process and visualize arbitrarily large meshes given a sufficient amount of disk space; a constant multiple of the size of the input mesh.Similar to recent work on out-of-core simplification, our memory insensitive method uses vertex clustering on a rectilinear octree grid to coarsen and create a hierarchy for the mesh, and a quadric error metric to choose vertex positions at all levels of resolution. We show how the quadric information can be used to concisely represent vertex position, surface normal, error, and curvature information for anisotropic view-dependent coarsening and silhouette preservation.The run-time component of our system uses asynchronous rendering and view-dependent refinement driven by screen-space error and visibility. The system exploits frame-to-frame coherence and has been designed to allow preemptive refinement at the granularity of individual vertices to support refinement on a time budget.Our results indicate a significant improvement in processing speed over previous methods for out-of-core multiresolution surface construction. Meanwhile, all phases of the method are disk and memory efficient, and are fairly straightforward to implement.
Peter Lindstrom 0001
SI3D1
2003 Large Mesh Simplification using Processing Sequences
abstract
In this paper we show how out-of-core mesh processing techniques can be adapted to perform their computations based on the new processing sequence paradigm (Isenburg, et al., 2003), using mesh simplification as an example. We believe that this processing concept will also prove useful for other tasks, such a parameterization, remeshing, or smoothing, for which currently only in-core solutions exist. A processing sequence represents a mesh as a particular interleaved ordering of indexed triangles and vertices. This representation allows streaming very large meshes through main memory while maintaining information about the visitation status of edges and vertices. At any time, only a small portion of the mesh is kept in-core, with the bulk of the mesh data residing on disk. Mesh access is restricted to a fixed traversal order, but full connectivity and geometry information is available for the active elements of the traversal. This provides seamless and highly efficient out-of-core access to very large meshes for algorithms that can adapt their computations to this fixed ordering. The two abstractions that are naturally supported by this representation are boundary-based and buffer-based processing. We illustrate both abstractions by adapting two different simplification methods to perform their computation using a prototype of our mesh processing sequence API. Both algorithms benefit from using processing sequences in terms of improved quality, more efficient execution, and smaller memory footprints.
Martin Isenburg, Peter Lindstrom 0001, Stefan Gumhold, Jack Snoeyink
IEEE Visualization2
2003 Out-of-core Compression and Decompression of Large n-dimensional Scalar Fields
abstract
Abstract We present a simple method for compressing very large and regularly sampled scalar fields. Our method is particularlyattractive when the entire data set does not fit in memory and when the sampling rate is high relative to thefeature size of the scalar field in all dimensions. Although we report results for and data sets, the proposedapproach may be applied to higher dimensions. The method is based on the new Lorenzo predictor, introducedhere, which estimates the value of the scalar field at each sample from the values at processed neighbors. The predictedvalues are exact when the n‐dimensional scalar field is an implicit polynomial of degree n − 1 . Surprisingly,when the residuals (differences between the actual and predicted values) are encoded using arithmetic coding,the proposed method often outperforms wavelet compression in an L ∞ sense. The proposed approach may beused both for lossy and lossless compression and is well suited for out‐of‐core compression and decompression,because a trivial implementation, which sweeps through the data set reading it once, requires maintaining only asmall buffer in core memory, whose size barely exceeds a single ( n −1)‐ dimensional slice of the data. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Compression, scalar fields,out‐of‐core.
Lawrence Ibarria, Peter Lindstrom 0001, Jarek Rossignac, Andrzej Szymczak
Comput. Graph. Forum2
2002 Interactive View-Dependent Rendering of Large IsoSurfaces
abstract
We present an algorithm for interactively extracting and rendering isosurfaces of large volume datasets in a view-dependent fashion. A recursive tetrahedral mesh refinement scheme, based on longest edge bisection, is used to hierarchically decompose the data into a multiresolution structure. This data structure allows fast extraction of arbitrary isosurfaces to within user specified view-dependent error bounds. A data layout scheme based on hierarchical space filling curves provides access to the data in a cache coherent manner that follows the data access pattern indicated by the mesh refinement.
Benjamin F. Gregorski, Mark A. Duchaineau, Peter Lindstrom 0001, Valerio Pascucci, Kenneth I. Joy
IEEE Visualization3
2002 Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization
abstract
We describe a general framework for out-of-core rendering and management of massive terrain surfaces. The two key components of this framework are: view-dependent refinement of the terrain mesh and a simple scheme for organizing the terrain data to improve coherence and reduce the number of paging events from external storage to main memory. Similar to several previously proposed methods for view-dependent refinement, we recursively subdivide a triangle mesh defined over regularly gridded data using longest-edge bisection. As part of this single, per-frame refinement pass, we perform triangle stripping, view frustum culling, and smooth blending of geometry using geomorphing. Meanwhile, our refinement framework supports a large class of error metrics, is highly competitive in terms of rendering performance, and is surprisingly simple to implement. Independent of our refinement algorithm, we also describe several data layout techniques for providing coherent access to the terrain data. By reordering the data in a manner that is more consistent with our recursive access pattern, we show that visualization of gigabyte-size data sets can be realized even on low-end, commodity PCs without the need for complicated and explicit data paging techniques. Rather, by virtue of dramatic improvements in multilevel cache coherence, we rely on the built-in paging mechanisms of the operating system to perform this task. The end result is a straightforward, simple-to-implement, pointerless indexing scheme that dramatically improves the data locality and paging performance over conventional matrix-based layouts.
Peter Lindstrom 0001, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.1
2001 Visualization of Large Terrains Made Easy
abstract
We present an elegant and simple to implement framework for performing out-of-core visualization and view-dependent refinement of large terrain surfaces. Contrary to the trend of increasingly elaborate algorithms for large-scale terrain visualization, our algorithms and data structures have been designed with the primary goal of simplicity and efficiency of implementation. Our approach to managing large terrain data also departs from more conventional strategies based on data tiling. Rather than emphasizing how to segment and efficiently bring data in and out of memory, we focus on the manner in which the data is laid out to achieve good memory coherency for data accesses made in a top-down (coarse-to-fine) refinement of the terrain. We present and compare the results of using several different data indexing schemes, and propose a simple to compute index that yields substantial improvements in locality and speed over more commonly used data layouts. Our second contribution is a new and simple, yet easy to generalize method for view-dependent refinement. Similar to several published methods in this area, we use longest edge bisection in a top-down traversal of the mesh hierarchy to produce a continuous surface with subdivision connectivity. In tandem with the refinement, we perform view frustum culling and triangle stripping. These three components are done together in a single pass over the mesh. We show how this framework supports virtually any error metric, while still being highly memory and compute efficient.
Peter Lindstrom 0001, Valerio Pascucci
IEEE Visualization1
2001 A Memory Insensitive Technique for Large Model Simplification
abstract
The authors propose three simple, but significant improvements to the OoCS (Out-of-Core Simplification) algorithm of P. Lindstrom (2000) which increase the quality of approximations and extend the applicability of the algorithm to an even larger class of compute systems. The original OoCS algorithm has memory complexity that depends on the size of the output mesh, but no dependency on the size of the input mesh. That is, it can be used to simplify meshes of arbitrarily large size, but the complexity of the output mesh is limited by the amount of memory available. Our first contribution is a version of OoCS that removes the dependency of having enough memory to hold (even) the simplified mesh. With our new algorithm, the whole process is made essentially independent of the available memory on the host computer. Our new technique uses disk instead of main memory, but it is carefully designed to avoid costly random accesses. Our two other contributions improve the quality of the approximations generated by OoCS. We propose a scheme for preserving surface boundaries which does not use connectivity information, and a scheme for constraining the position of the "representative vertex" of a grid cell to an optimal position inside the cell.
Peter Lindstrom 0001, Cláudio T. Silva
IEEE Visualization1
2000 Out-of-core simplification of large polygonal models
abstract
We present an algorithm for out-of-core simplification of large polygonal datasets that are too complex to fit in main memory. The algorithm extends the vertex clustering scheme of Rossignac and Borrel [13] by using error quadric information for the placement of each cluster's representative vertex, which better preserves fine details and results in a low mean geometric error. The use of quadrics instead of the vertex grading approach in [13] has the additional benefits of requiring less disk space and only a single pass over the model rather than two. The resulting linear time algorithm allows simplification of datasets of arbitrary complexity.
Peter Lindstrom 0001
SIGGRAPH1
2000 Image-driven simplification
abstract
We introduce the notion of image-driven simplification , a framework that uses images to decide which portions of a model to simplify. This is a departure from approaches that make polygonal simplification decisions based on geometry. As with many methods, we use the edge collapse operator to make incremental changes to a model. Unique to our approach, however, is the use at comparisons between images of the original model against those of a simplified model to determine the cost of an ease collapse. We use common graphics rendering hardware to accelerate the creation of the required images. As expected, this method produces models that are close to the original model according to image differences. Perhaps more surprising, however, is that the method yields models that have high geometric fidelity as well. Our approach also solves the quandary of how to weight the geometric distance versus appearance properties such as normals, color, and texture. All of these trade-offs are balanced by the image metric. Benefits of this approach include high fidelity silhouettes, extreme simplification of hidden portions of a model, attention to shading interpolation effects, and simplification that is sensitive to the content of a texture. In order to better preserve the appearance of textured models, we introduce a novel technique for assigning texture coordinates to the new vertices of the mesh. This method is based on a geometric heuristic that can be integrated with any edge collapse algorithm to produce high quality textured surfaces.
Peter Lindstrom 0001, Greg Turk
ACM Trans. Graph.1
1999 Evaluation of Memoryless Simplification
abstract
We investigate the effectiveness of the memoryless simplification approach described by Lindstrom and Turk (1998). Like many polygon simplification methods, this approach reduces the number of triangles in a model by performing a sequence of edge collapses. It differs from most recent methods, however, in that it does not retain a history of the geometry of the original model during simplification. We present numerical comparisons showing that the memoryless method results in smaller mean distance measures than many published techniques that retain geometric history. We compare a number of different vertex placement schemes for an edge collapse in order to identify the aspects of the memoryless simplification that are responsible for its high level of fidelity. We also evaluate simplification of models with boundaries, and we show how the memoryless method may be tuned to trade between manifold and boundary fidelity. We found that the memoryless approach yields consistently low mean errors when measured by the Metro mesh comparison tool. In addition to using complex models for the evaluations, we also perform comparisons using a sphere and portions of a sphere. These simple surfaces turn out to match the simplification behaviors for the more complex models that we used.
Peter Lindstrom 0001, Greg Turk
IEEE Trans. Vis. Comput. Graph.1
1998 Fast and memory efficient polygonal simplification
abstract
Conventional wisdom says that in order to produce high-quality simplified polygonal models, one must retain and use information about the original model during the simplification process. We demonstrate that excellent simplified models can be produced without the need to compare against information from the original geometry while performing local changes to the model. We use edge collapses to perform simplification, as do a number of other methods. We select the position of the new vertex so that the original volume of the model is maintained and we minimize the per-triangle change in volume of the tetrahedra swept out by those triangles that are moved. We also maintain surface area near boundaries and minimize the per-triangle area changes. Calculating the edge collapse priorities and the positions of the new vertices requires only the face connectivity and the the vertex locations in the intermediate model. This approach is memory efficient, allowing the simplification of very large polygonal models, and it is also fast. Moreover, simplified models created using this technique compare favorably to a number of other published simplification methods in terms of mean geometric error.
Peter Lindstrom 0001, Greg Turk
IEEE Visualization1
1996 Real-Time, Continuous Level of Detail Rendering of Height Fields
abstract
We present an algorithm for real-time level of detail reduction and display of high-complexity polygonal surface data. The algorithm uses a compact and efficient regular grid representation, and employs a variable screen-space threshold to bound the maximum error of the projected image. A coarse level of simplification is performed to select discrete levels of detail for blocks of the surface mesh, followed by further simplification through repolygonalization in which individual mesh vertices are considered for removal. These steps compute and generate the appropriate level of detail dynamically in real-time, minimizing the number of rendered polygons and allowing for smooth changes in resolution across areas of the surface. The algorithm has been implemented for approximating and rendering digital terrain models and other height fields, and consistently performs at interactive frame rates with high image quality. 1 INTRODUCTION Modern graphics workstations allow the display of thousa...
Peter Lindstrom 0001, David Koller, William Ribarsky, Larry F. Hodges, Nickolas Faust, Gregory A. Turner
SIGGRAPH1
1995 Virtual GIS: A Real-Time 3D Geographic Information System
abstract
Advances in computer graphics hardware and algorithms, visualization, and interactive techniques for analysis offer the components for a highly integrated, efficient real-time 3D Geographic Information System. We have developed "Virtual GIS", a system with truly immersive capability for navigating and understanding complex and dynamic terrain-based databases. The system provides the means for visualizing terrain models consisting of elevation and imagery data, along with GIS raster layers, protruding features, buildings, vehicles, and other objects. We have implemented window-based and virtual reality versions and in both cases provide a direct manipulation, visual interface for accessing the GIS data. Unique terrain data structures and algorithms allow rendering of large, high resolution datasets at interactive rates.
David Koller, Peter Lindstrom 0001, William Ribarsky, Larry F. Hodges, Nickolas Faust, Gregory A. Turner
IEEE Visualization2