Proposal to the NCSA for Virtual Environment and Power Challenge
Cluster Resources,
based on a funded
Proposal to the UIUC Research Board:
OBJECTIVES
The objectives of this project are to design and execute a series of
mathematical experiments in parallel and distributed supercomputing
and to exhibit the results as real-time interactive CAVE/console
animations (RTICA). These will all work on the IWALL and the IDESK as
well. Three prototypes for this new kind of
mathematical software were built last year by my illiView team
in the Virtual Environments Group of the NCSA and our extramural
collaborators. These constituted our
Laterna matheMagica exhibit
at the 1995 joint IEEE-ACM Supercomputing Conference, SC95.
Ours was one of only four mathematical entries among over 68 juried projects
in science and technology on the Global Information Infrastructure (GII)
Testbeds. Given that we have the unique opportunity at the NCSA to
work with the most advanced and powerful new supercomputing architectures,
there is an obligation to learn how to use such instruments in
experimental mathematics, and make this knowledge available to the
mathematical community as a whole.
Specifically, we intend complete and integrate the remaining,
more difficult parts of the Minimax Sphere Eversion project begun
last year. These parts were not needed for the ``proof of concept''
we demonstrated in the Laterna matheMagica at Supercomputing'95.
However, they are needed to bring the study to a satisfactory
scientific conclusion in the form of these five products:
- A software package consisting of an RTICA and database which
we will freely distribute.
- A high quality, general level videotape suitable for wide distribution.
- A paper on the mathematical results of the
experiment in optimal geometry.
- A technical paper on innovations in parallel supercomputing.
- A hypertext document on the World Wide Web for convenient cross reference.
In the remainder of this narrative we shall describe the Minimax
Sphere Eversion Project, indicating which parts are complete and which
are proposed. In particular, we shall outline why and how we intend
to use parallel, distributed supercomputing to achieve our ends,
and what we mean by these terms in the present context.
This discussion will reveal the need
to acquire a much deeper and effective understanding of geometrical
supercomputing. To acquire this knowledge we intend to address some related,
but conceptually simpler problems in simulating certain non-linear systems of
partial and ordinary differential equations.
For this purpose, the skill, patience and enthusiasm of graduate research
assistants are needed. In particular, I am counting on the assistance of
one senior and one junior member of my illiView team, both of whom have
made essential contributions to my research program. Both are available
this coming summer and one would be free to continue half-time through
the academic year. Their first task will be to join me in an effort to gain
some solid proficiency in parallel, distributed and scalable supercomputing.
DEFINITIONS
For our purposes, parallel shall mean that the main part of the
program spawns a number of subsidiary processes all of which have access
to the same shared memory. Thus when the CAVE Onyx animates three walls,
monitors the tracking system, and initiates the communication processes
with one or more remote supercomputers there is one shared memory,
and at least 4 processors
for all 6 processes. This is an instance of coarse grained
parallelism. When a second Onyx is enlisted to manage the fourth
wall, and two SGI Indys are contacted to run two soundservers (for stereo,
localization and reverberating sound) then this is an example o
f locally distributed
computing. If the real-time data, generated by one or more supercomputers
at a distant location, is conducted by the Internet or over an experimental
asynchronous transmission mode (ATM), it is globally distributed
computing. This is what we did for the Laterna matheMagica at SC95.
Fine grained parallelism for us shall mean that nearly identical
subprocesses are parcelled out to as many processors as are available
on the current shared memory Power Challenge. Such a program is scalable
if it can run many processes on few processors efficiently, if much more
slowly, than on many processors; and whose performance continues to
improve as more processors become available.
For us the term distributed shall mean that several independent
computers are working simultaneously with copies of the same code,
and communicate the results by whatever networking is available
( e.g. common Ethernet for development and debugging.) Implicit here
is that the mother program is capable of integrating the contributions
in real-time and interactively.
Our performance criterion is to maintain, at all times, animation speed on
the console and in the CAVE.
SPHERE EVERSIONS
To evert a sphere is to turn it inside out
by means of a continuous deformation, a regular
homotopy which allows the surface to pass through itself,
but forbids more serious singularities where the
curvature becomes locally infinite.
There have been many eversions since S. Smale
proved the possibility of this phenomenon forty years ago.
The extraordinary difficulty in visualizing an explicit eversion
has made it an effective challenge for a succession of both
mathematical and graphical innovations.
Our
sphere eversion
differs from all previous ones
in that it proceeds automatically through an optimization procedure.
We use the Surface Evolver, a computer program by Ken Brakke for
solving variational problems like finding the shape of soap films
and exploring the behavior of elastic foams.
We need only to specify the starting point and a general strategy
of energy minimization to the program. The starting point is one of
Bernard Morin's halfway models which is an immersed sphere
with four-fold orientation reversing rotational symmetry. This is
also an unstable critical point of the Willmore energy.
This is the integral of the squared mean curvature of the surface, or,
more precisely, a discrete approximation of it.
The regular homotopy
is automatically generated by flowing down the Willmore gradient from
the halfway model to the round sphere. The latter is an absolute minimum
of the Willmore energy. Actually, the strategy is considerably more
sophisticated. Steps using a conjugate gradient method of descent
are alternated with steps that compute the largest negative eigenvector
of the (discrete approximation) of the Hessian to move along.
The resulting minimax eversion is optimal in that it requires the
least bending at any stage and again, in that it has the least number
of ``catastrophes'' in the regular homotopy.
As in all good experiments, we did not know a priori
that the Evolver would be successful in producing a sphere eversion.
To our great pleasure, it not only succeeded, but also produced
an eversion which turned out to be among those designed by Bernard Morin
three decades earlier. That nature should choose, as an optimal geometry
for the eversion, the artifice envisioned by a blind topologist is
pure serendipity.
MORPHING
Successive stages in the evolution of a triangulated surface by
the Evolver do not, in general, have the same number of vertices
or facets. For the Minimax Sphere Eversion, the algorithm may
subdivide triangles if they become too large, or retriangulate
the four vertices of two adjacent triangles if that brings them
closer to being equilateral. Facets that become sufficiently
degenerate may be culled from the list.
Thus, the customary way of improving the smoothness of an animation
of the evolution is to calculate additional evolutionary steps based
on smaller variations. This may, however, prove too `costly', and
spoil the goal of real-time animation. An alternative is to devise
spatial interpolations which may be considered a type of 3-D morphing.
The general 3-D morphing problem between two arbitrary, triangulated
surfaces is not tractable in real-time. However, the evolver does
keep track of its modifications of the triangulations, and it may prove
that incorporating this information into a morphing algorithm is
sufficiently efficient to maintain animation speed. Or, for the
purposes of a very smooth animation for a video, this method may consume
fewer resources than the Evolver slowed down by a tiny stepsize.
The solution of this problem would be generally useful for all similar surface
deformation processes which do not use a global parametrization of the
vertices of triangulated surfaces.
SYMMETRY
Symmetry is frequently an essential part in the solution of a
geometrical problem. Even when it is not, symmetric solutions to
differential equations and to optimizing evolutions of structures
not only reduce computation but improve the visual perception of the
represention. Both aspects occurs in the Minimax Sphere Eversion.
But for the Evolver, enforcing symmetries increases the load
imposed by the constraints. The discrete,
rotational symmetries have largely been solved for the Evolver. There is
however a second, continuous group of conformal transformations,
the 3-dimensional Moebius transforms, which preserve the Willmore energy.
Finally, there is the infinite dimensional group of reparametrizations
(the gauge transformations for this problem) which account for
much of the useless thrashing and drifting of the surface as it moves
down the Willmore energy gradient.
All these improvements must not, however, slow down the evolution below
animation speed because the experimentor has to interact with the evolution
at times. It is necessary to find an appropriate mixture of first-order
and second-order energy minimization by hand, at least until the optimal
strategy has been identified and encoded.
Underlying all of these technical problems is a more serious one which
surfaced during the initial experiments. The author of the Evolver, Ken
Brakke, is an extramural collaborator of this project. He has done the
best he can to parallelize the Evolver, but there remain a number of
steps which are serial by their very nature, such as the calculation of
the largest negative eigenvalue of the Hessian of the Willmore energy.
Even the parallel portions of the evolution appear to reach scalability limits
around 7-8 processors\footnote{That is on a Power Challenge. On the Convex
Exemplar or on the non-shared memory IBM SSPs the situation was much worse.}
due to dataflow problems. There are alternative algorithms which are not
used by the Evolver and which could be amenable to fine-grained
parallelisation. These have been dormant since their initial development
and serial implementation on an Iris 4D/25GT by my PhD student Byoung Kim
a decade ago.
In order to develop the intuition and experience for the parallelizing
problem we intend to subject two somewhat simpler problems to the same
design. Each of these have considerable independent interest for
experimental mathematics. We will report our results this
summer at the
International Summer School on Scientific and
Mathematical Visualization, Freiburg, September 1996.
NONLINEAR WAVE MECHANICS
Early on in my learning how to use graphics computers to simulate
dynamical systems a colleague, the late Lee Rubel, stopped by
the Apple Lab and elaborated on a curious situation in experimental
mathematics. Whereas the linearized, 1-dimensional wave equation,
utt= k uxx
is solved exactly in every college differential
equations course, the non-linear equation,
utt=k uxx/(1+ux2)3/2
is suffiently
intractable in the abstract to have cost him an erroneous paper. Yet this
equation expresses the natural condition that the restoring force on a
violin string is proportional to its curvature. Now, we may finally have
the computing power to attack this problem in a succession of
dimensional generalizations
and conduct the experiments Rubel envisioned. The 1 and 2 dimensional cases
are straight forward and will enable us to develop the expertise at
fine-grained parallel programming. The 3 dimensional case may already
present unforseen difficulties, at least for real-time interactive purposes.
We are, however, interested in the 4 dimensional case for the following reason.
It is a classical result that the solutions to the even-dimensional
linear wave equation behave very differently from those we are
familiar with in 3 dimensions. For the example, the speed of propagation
is dependent on the pitch in even dimensions. It would be interesting to
see experimentally what the situation is when the force of displacement
is proportional to a suitable interpretation of curvature.
Thus, a subsidiary project which initially serves as a foil for learning
geometrical parallel supercomputing, leads to a good research project. We
hope to interest Prof. Robert Jerrard in a collaboration.
SYMPLECTIC GEOMETRY
Another colleague, Prof. Eugene Lerman, suggests the following problem
in mechanics. Consider two spinning tops, linked together by an
idealization of the universal joint\footnote{As in the automotive powertrain
of yesteryear.}. It is not known, for example, whether the
dynamical system associated with this physical problem is
integrable, or whether it is chaotic. Considerable theoretical
progress could be made if one had a real-time interactive simulation
of this system. With Prof. Lerman's collaboration, we could build
an RTICA. Since it is a ``fresh problem'' we will
code a fine-grained parallelisation into the powerShell prototype
right from the start. This will require good collaboration between
the graduate student programmer and the specialist in symplectic
geometry.
%I expect to serve as facilitator here.
ADDITIONAL BACKGROUND
From the beginning of the NCSA, I have been working on the
realization of an idea of using computer graphics
not just to create mathematically significant illustrations,
but to simulate processes such as populate the phase space
of dynamical systems, cellular automata, and homotopies of
curves and surfaces in 3 and 4 spatial dimensions.
For the Etruscan Venus Project, which was a multiyear collaboration
with computer artists Donna Cox and Ellen Sandor and graphics
programmer Ray Idaszak, I taught myself C, Unix and the SGI graphics
library. This permitted us to translate complex geometrical abstractions
into vivid light sculptures (Phscolograms) and visually stunning videotapes.
The SGI donation of Iris graphics computers (REL) to the NCSA,
and the regular opportunity to teach both graduate and undergraduate
courses in the REL, led to the illiView collection of real-time
interactive computer animations (RTICA).
The `C' in the acronym acquired new interpretations with the NCSA
installation of the CAVE, which is the virtual reality theater
invented by the faculty and students at the Electronic Visualization
Laboratory (EVL) at our sister campus in Chicago.
In preparation for a major exhibit at SIGGRAPH'94 using 3 CAVEs,
the illiView team created a style of programming, the illiShell
which permits very rapid development at the console of an Iris of
programs that recompile efficiently for the CAVE. The year I used the
illiShell in my REL courses, most of the projects in my
graduate course
and half of the projects in my
undergraduate course
were presented in the CAVE at
the end of the semester.
In preparation for Supercomputing'95 the following year the SGI
Power Challenge parallel supercomputers became available for use
with the CAVE. Once again, the illiView
team moved quickly and was able to demonstrate the usefulness of
remote supercomputing in descriptive topology.
The generally useful byproduct of this effort was the powerShell
This is a tightly articulated pair of model programs designed to be
easily customized for any particular application.
One part of the pShell is a scalable,
distributed `calculator' on a parallel computer such as the Power Challenge.
The other is the `viewer' powering the CAVE from an Onyx.
OTHER PROJECTS
There are a number of smaller projects, most of which we should
be able to complete during the summer.
1. Adaptation of the illiConic tutorial to run in the CAVE, IWALL and
IDESK. This was our very successful instrument for a teachers-workshop
at the NCSA in 1993.
2. The CAVE/Console template RTICA, illiShell, has successfully
been implemented in C++. This will be polished and documented for general
distribution. An OpenGL version is planned, if we can get the CAVE
libraries to cooperate.
3. The class notes and tutorials for my annual fall graduate course in
Geometrical Computer Graphics in REL will be revised to reflect the
current interest in the OpenGL graphics library, and the C++ structural
paradigm.
4. In addition,
I have also committed myself to develop a new course
UIMATH.grafiXlab
This course will be offered for the first time fall 1996,
and it will be taught by visiting Prof. J. Sullivan,
who is my chief collaborator on the illiVert project.
The course is an introduction to the use of advanced computer
graphics packages\footnote{Geomview from the Geometry Center
(University of Minnesota), Meshview (Indiana University),
Oorange (Technical University of Berlin) and our own illiView
(UIUC) developed at the NCSA.} in mathematics. The course has been proposed
for inclusion as a Computational Science and Engineering (CSE)
option in Mathematics. It is also part of a proposal for an
NSF Mathematical Sciences/Group Infrastructure Grant (GIG)
titled ``Mathematical Computation Program'', by John W. Gray,
PI, submitted 16 January 1996. It is important that the RA who
helps set up this software also be available for consulting
in the fall when I teach the course.
PUBLICATION LIST 7/94 to 3/96.
Andrew Hanson, Tamara Munzner, and George Francis. Interactive methods for
visualizable geometry. Computer, IEEE Computer Society, V.27, N.7 (1994), 73-83.
George Francis and Louis Kauffman. Air on the Dirac Strings. In W. Abikoff,
J. Birman, and K. Kuiken, eds. The Mathematical Legacy of Wilhelm Magnus.
Contemporary Mathematics, V.169, Amer. Math. Soc., Providence, RI. 1994.
John Hart, George Francis, Louis Kauffman. Visualizing quaternion rotation.
Assoc. Comp. Mach., Transactions on Graphics, V.13, N.3, (1994), 256-276.
George Francis. The Hypergraphics Honors Seminar at Illinois. In D. Thomas, ed..
Scientific Visualization in Mathematics and Science Teaching. Assoc. Adv.
Comp. in Educ., Charlottville, VA, 1995.
Randy Hudson, Charlie Gunn, George Francis, Daniel Sandin, Thomas DeFanti.
Mathenautics: Using VR to visit 3-D manifolds. Symposium on Interactive
3D Graphics, April 1995.
George Francis, John M. Sullivan, Robert B. Kusner, Kenneth A. Brakke,
Chris Hartman and Glenn Chappell. The Minimax Sphere Eversion. In
Konrad Polthier and Hans-Christian Hege, eds., Mathematics and Visualization.
Springer Verlag, Berlin, 1996.
Juried presentations at conferences:
Dan Sandin, Lou Kauffman, George Francis, Joanna Mason, Milana Huang.
Getting Physical in 4-Dimensions. Virtual Reality Room, SIGGRAPH'94.
George Francis, Chris Hartman, Glenn Chappell, Ulrike Axen, Paul McCreary,
Alma Arias. Post-Euclidean Walkabout. Virtual Reality Room, SIGGRAPH'94.
Marcus Wagner, Alex Bourd, Shankar Subramanian, George Francis.
Cellular Semiotics. GII Testbed, Supercomputing'95.
George Francis, John Sullivan, Ken Brakke, Rob Kusner, Dennis Roseman,
Alex Bourd, Chris Hartman, Glenn Chappell, Jason Rubenstein.
Laterna matheMagica: a 4-D Stereopticon. GII Testbed, Supercomputing'95.