Peter Lindstrom

Dr. Peter Lindstrom


Research Focus & Metrics

Academic Career Length

33Years (1994-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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6 November 2014 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
PLPeter Lindstrom
Peter Lindstrom
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.

20 November 2006 in IEEE Transactions on Visualization and Computer Graphics
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Journal Article
Closed access
PLPeter Lindstrom
Peter Lindstrom
MIMartin Isenburg
Martin Isenburg
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

1 August 1996
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Conference Paper
Open access
PDF file
PLPeter Lindstrom
Peter Lindstrom
DKDavid Koller
David Koller
WRWilliam Ribarsky
William Ribarsky
LHLarry F. Hodges
Larry F. Hodges
NFNick Faust
Nick Faust
GTGregory A. Turner
Gregory A. Turner

8 March 2019 in IEEE Transactions on Visualization and Computer Graphics
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Journal Article
Closed access
RBRafael Ballester-Ripoll
Rafael Ballester-Ripoll
PLPeter Lindstrom
Peter Lindstrom
RPRenato Pajarola
Renato Pajarola
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.

1 January 2000
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Conference Paper
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PLPeter Lindstrom
Peter Lindstrom

7 November 2002 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
PLPeter Lindstrom
Peter Lindstrom
VPV. Pascucci
V. Pascucci
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.