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Dive into the research topics where Carson Brownlee is active.

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Featured researches published by Carson Brownlee.


IEEE Transactions on Visualization and Computer Graphics | 2017

OSPRay - A CPU Ray Tracing Framework for Scientific Visualization

Ingo Wald; Gregory P. Johnson; Jefferson Amstutz; Carson Brownlee; Aaron Knoll; J. Jeffers; J. Gunther; Paul A. Navrátil

Scientific data is continually increasing in complexity, variety and size, making efficient visualization and specifically rendering an ongoing challenge. Traditional rasterization-based visualization approaches encounter performance and quality limitations, particularly in HPC environments without dedicated rendering hardware. In this paper, we present OSPRay, a turn-key CPU ray tracing framework oriented towards production-use scientific visualization which can utilize varying SIMD widths and multiple device backends found across diverse HPC resources. This framework provides a high-quality, efficient CPU-based solution for typical visualization workloads, which has already been integrated into several prevalent visualization packages. We show that this system delivers the performance, high-level API simplicity, and modular device support needed to provide a compelling new rendering framework for implementing efficient scientific visualization workflows.


eurographics workshop on parallel graphics and visualization | 2011

Real-time ray tracer for visualizing massive models on a cluster

Thiago Ize; Carson Brownlee; Charles D. Hansen

We present a state of the art read-only distributed shared memory (DSM) ray tracer capable of fully utilizing modern cluster hardware to render massive out-of-core polygonal models at real-time frame rates. Achieving this required adapting a state of the art packetized BVH acceleration structure for use with DSM and modifying the mesh and BVH data layouts to minimize communication costs. Furthermore, several design decisions and optimizations were made to take advantage of InfiniBand interconnects and multi-core machines.


IEEE Transactions on Visualization and Computer Graphics | 2011

Physically-Based Interactive Flow Visualization Based on Schlieren and Interferometry Experimental Techniques

Carson Brownlee; Vincent Pegoraro; Siddharth Shankar; Patrick S. McCormick; Charles D. Hansen

Understanding fluid flow is a difficult problem and of increasing importance as computational fluid dynamics (CFD) produces an abundance of simulation data. Experimental flow analysis has employed techniques such as shadowgraph, interferometry, and schlieren imaging for centuries, which allow empirical observation of inhomogeneous flows. Shadowgraphs provide an intuitive way of looking at small changes in flow dynamics through caustic effects while schlieren cutoffs introduce an intensity gradation for observing large scale directional changes in the flow. Interferometry tracks changes in phase-shift resulting in bands appearing. The combination of these shading effects provides an informative global analysis of overall fluid flow. Computational solutions for these methods have proven too complex until recently due to the fundamental physical interaction of light refracting through the flow field. In this paper, we introduce a novel method to simulate the refraction of light to generate synthetic shadowgraph, schlieren and interferometry images of time-varying scalar fields derived from computational fluid dynamics data. Our method computes physically accurate schlieren and shadowgraph images at interactive rates by utilizing a combination of GPGPU programming, acceleration methods, and data-dependent probabilistic schlieren cutoffs. Applications of our method to multifield data and custom application-dependent color filter creation are explored. Results comparing this method to previous schlieren approximations are finally presented.


2008 IEEE Symposium on Interactive Ray Tracing | 2008

Towards interactive global illumination effects via sequential Monte Carlo adaptation

Vincent Pegoraro; Carson Brownlee; Peter Shirley; Steven G. Parker

This paper presents a novel method that effectively combines both control variates and importance sampling in a sequential Monte Carlo context while handling general single-bounce global illumination effects. The radiance estimates computed during the rendering process are cached in an adaptive per-pixel structure that defines dynamic predicate functions for both variance reduction techniques and guarantees well-behaved PDFs, yielding continually increasing efficiencies thanks to a marginal computational overhead. While remaining unbiased, the technique is effective within a single pass as both estimation and caching are done online, exploiting the coherency in illumination while being independent of the actual scene representation. The method is relatively easy to implement and to tune via a single parameter, and we demonstrate its practical benefits with important gains in convergence rate and applications to both off-line and progressive interactive rendering.


eurographics workshop on parallel graphics and visualization | 2013

Image-parallel ray tracing using OpenGL interception

Carson Brownlee; Thiago Ize; Charles D. Hansen

CPU Ray tracing in scientific visualization has been shown to be an efficient rendering algorithm for large-scale polygonal data on distributed-memory systems by using custom integrations which modify the source code of existing visualization tools or by using OpenGL interception to run without source code modification to existing tools. Previous implementations in common visualization tools use existing data-parallel work distribution with sort-last compositing algorithms and exhibited sub-optimal performance scaling across multiple nodes due to the inefficiencies of data-parallel distributions of the scene geometry. This paper presents a solution which uses efficient ray tracing through OpenGL interception using an image-parallel work distribution implemented on top of the data-parallel distribution of the host program while supporting a paging system for access to non-resident data. Through a series of scaling studies, we show that using an image-parallel distribution often provides superior scaling performance which is more independent of the data distribution and view, while also supporting secondary rays for advanced rendering effects.


ieee pacific visualization symposium | 2012

Combined surface and volumetric occlusion shading

Matthias O. Schott; Tobias Martin; A. V. Pascal Grosset; Carson Brownlee; Thomas Höllt; Benjamin P. Brown; Sean T. Smith; Charles D. Hansen

In this paper, a method for interactive direct volume rendering is proposed that computes ambient occlusion effects for visualizations that combine both volumetric and geometric primitives, specifically tube shaped geometric objects representing streamlines, magnetic field lines or DTI fiber tracts. The proposed algorithm extends the recently proposed Directional Occlusion Shading model to allow the rendering of those geometric shapes in combination with a context providing 3D volume, considering mutual occlusion between structures represented by a volume or geometry.


ieee pacific visualization symposium | 2010

Physically-based interactive schlieren flow visualization

Carson Brownlee; Vincent Pegoraro; Singer Shankar; Patrick S. McCormick; Charles D. Hansen

Understanding fluid flow is a difficult problemand of increasing importance as computational fluid dynamics produces an abundance of simulation data. Experimental flow analysis has employed techniques such as shadowgraph and schlieren imaging for centuries which allow empirical observation of inhomogeneous flows. Shadowgraphs provide an intuitive way of looking at small changes in flow dynamics through caustic effects while schlieren cutoffs introduce an intensity gradation for observing large scale directional changes in the flow. The combination of these shading effects provides an informative global analysis of overall fluid flow. Computational solutions for these methods have proven too complex until recently due to the fundamental physical interaction of light refracting through the flow field. In this paper, we introduce a novel method to simulate the refraction of light to generate synthetic shadowgraphs and schlieren images of time-varying scalar fields derived from computational fluid dynamics (CFD) data. Our method computes physically accurate schlieren and shadowgraph images at interactive rates by utilizing a combination of GPGPU programming, acceleration methods, and data-dependent probabilistic schlieren cutoffs. Results comparing this method to previous schlieren approximations are presented.


Computers & Graphics | 2008

Practical global illumination for interactive particle visualization

Christiaan P. Gribble; Carson Brownlee; Steven G. Parker

Particle-based simulation methods are used to model a wide range of complex phenomena and to solve time-dependent problems of various scales. Effective visualizations of the resulting state will communicate subtle changes in the three-dimensional structure, spatial organization, and qualitative trends within a simulation as it evolves. We present two algorithms targeting upcoming, highly parallel multicore desktop systems to enable interactive navigation and exploration of large particle data sets with global illumination effects. Monte Carlo path tracing and texture mapping are used to capture computationally expensive illumination effects such as soft shadows and diffuse interreflection. The first approach is based on precomputation of luminance textures and removes expensive illumination calculations from the interactive rendering pipeline. The second approach is based on dynamic luminance texture generation and decouples interactive rendering from the computation of global illumination effects. These algorithms provide visual cues that enhance the ability to perform analysis and feature detection tasks while interrogating the data at interactive rates. We explore the performance of these algorithms and demonstrate their effectiveness using several large data sets.


eurographics workshop on parallel graphics and visualization | 2017

Progressive CPU Volume Rendering with Sample Accumulation.

Will Usher; Jefferson Amstutz; Carson Brownlee; Aaron Knoll; Ingo Wald

We present a new method for progressive volume rendering by accumulating object-space samples over successively rendered frames. Existing methods for progressive refinement either use image space methods or average pixels over frames, which can blur features or integrate incorrectly with respect to depth. Our approach stores samples along each ray, accumulates new samples each frame into a buffer, and progressively interleaves and integrates these samples. Though this process requires additional memory, it ensures interactivity and is well suited for CPU architectures with large memory and cache. This approach also extends well to distributed rendering in cluster environments. We implement this technique in Intel’s open source OSPRay CPU ray tracing framework and demonstrate that it is particularly useful for rendering volumetric data with costly sampling functions.


eurographics workshop on parallel graphics and visualization | 2015

Visualizing groundwater flow through Karst limestone

Carson Brownlee; Aaron Knoll; Paul A. Navrátil; Kevin J. Cunningham; Michael C. Sukop; Sadé Garcia

Water management is critical in Florida where freshwater is often rare or, in times of flooding, overabundant and seawater frequently contaminates available sources. Professor Michael Sukop from Florida International University, his student, Sade Garcia, and Dr. Kevin Cunningham of the United States Geological Survey are developing techniques to better understand flow through aquifers in South Florida, which are vital sources of freshwater. 3D flow simulations of groundwater through Computed Tomography (CT) data from samples of karst limestone allowed them to more accurately predict the permeability values of the rock in their tests than existing laboratory measurement techniques. Researchers at TACC visualized these simulations by developing a rendering library which can render photo-realistic images using a path tracer built with Intels Embree ray tracing kernels by intercepting calls to the OpenGL API. Using this software, they were able to generate significant improvements over native OpenGL rendering in existing tools and better illustrate the flow through thumb-sized holes in the limestone.

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Benjamin P. Brown

University of Wisconsin-Madison

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Christopher Mitchell

Los Alamos National Laboratory

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James P. Ahrens

Los Alamos National Laboratory

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John Patchett

Los Alamos National Laboratory

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Patrick S. McCormick

Los Alamos National Laboratory

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