• John
  • Felde
  • University of Maryland
  • USA

Latest Posts

  • James
  • Doherty
  • Open University
  • United Kingdom

Latest Posts

  • Flip
  • Tanedo
  • USA

Latest Posts

  • CERN
  • Geneva
  • Switzerland

Latest Posts

  • Aidan
  • Randle-Conde
  • Université Libre de Bruxelles
  • Belgium

Latest Posts

  • Laura
  • Gladstone
  • University of Wisconsin, Madison
  • USA

Latest Posts

  • Richard
  • Ruiz
  • Univ. of Pittsburgh
  • U.S.A.

Latest Posts

  • Seth
  • Zenz
  • Imperial College London
  • UK

Latest Posts

  • Michael
  • DuVernois
  • Wisconsin IceCube Particle Astrophysics Center
  • USA

Latest Posts

  • Jim
  • Rohlf
  • USA

Latest Posts

  • Emily
  • Thompson
  • Switzerland

Latest Posts

  • Ken
  • Bloom
  • USA

Latest Posts

Laura Gladstone | University of Wisconsin, Madison | USA

View Blog | Read Bio

Why We Need an Event Viewer

There’s a software tool I use almost every day, for almost any work situation. It’s good for designing event selections, for brainstorming about systematic errors, and for mesmerizing kids at outreach events. It’s good anytime you want to build intuition about the detector. It’s our event viewer. In this post, I explain a bit about how I use our event viewer, and also share the perspective of code architect Steve Jackson, who put the code together.

Steamshovel event viewer showing the event Mr. Snuffleupagus

The IceCube detector is buried in the glacier under the South Pole. The signals can only be read out electronically; there’s no way to reach the detector modules after the ice freezes around them. In designing the detector, we carefully considered what readout we would need to describe what happens in the ice, and now we’re at the stage of interpreting that data. A signal from one detector module might tell us the time, amplitude, and duration of light arriving at that detector, and we put those together into a picture of the detector. From five thousand points of light (or darkness), we have to answer: where did this particle come from? Does the random detector noise act the way we think it acts? Is the disruption from dust in the ice the same in all directions? All these questions are answerable, but the answers take some teasing out.

To help build our intuition, we use event viewer software to make animated views of interesting events. It’s one of our most useful tools as physicist-programmers. Like all bits of our software, it’s written within the collaboration, based on lots of open-source software, and unique to our experiment. It’s called “steamshovel,” a joke on the idea that you use it to dig through ice (actually, dig through IceCube data – but that’s the joke).

Meet Steve Jackson and Steamshovel

IceCube data from the event Mr. Snuffleupagus

Steve Jackson’s job on IceCube was originally maintaining the central software, a very broad job description. His background is in software including visualizations, and he’s worked as The Software Guy in several different physics contexts, including medical, nuclear, and astrophysics. After becoming acquainted with IceCube software needs, he narrowed his focus to building an upgraded version of the event viewer from scratch.

The idea of the new viewer, Steamshovel, was to write a general core in the programming language C++, and then higher-level functionality in Python. This splits up the problem of drawing physics in the detector into two smaller problems: how to translate physics into easily describable shapes, like spheres and lines, and how to draw those spheres and lines in the most useful way. Separating these two levels makes the code easier to maintain, easier to update the core, and easier for other people to add new physics ideas, but it doesn’t make it easier to write in the first place. (I’ll add: that’s why we hire a professional!) Steve says the process took about as long as he could have expected, considering Hofstadter’s Law, and he’s happy with the final product.

A Layer of Indirection 

As Steve told me, “Every problem in computer science can be addressed by adding a layer of indirection: some sort of intermediate layer where you abstract the relevant concepts into a higher level.” The extra level here is the set of lines and spheres that get passed from the Python code to the C++ code. By separating the defining from the drawing, this intermediate level makes it simpler to define new kinds of objects to draw.

A solid backbone, written with OpenGL in C++, empowers the average grad student to write software visualization “artists” as python classes. These artists can connect novel physics ideas, written in Python, to the C++ backbone, without the grad student having to get into the details of OpenGL, or, hopefully, any C++.

Here’s a test of that simplicity: as part of our week-long, whirlwind introduction to IceCube software, we taught new students how to write a new Steamshovel artist. With just a week of software training, they were able to produce them, a testament to the usability of the Steamshovel backbone.

This separation also lets the backbone include important design details that might not occur to the average grad student, but make the final product more elegant. One such detail is that the user can specify zoom levels much more easily, so graphics are not limited to the size of your computer screen. Making high-resolution graphics suitable for publication is possible and easy. Using these new views, we’ve made magazine covers, t-shirts, even temporary tatoos.

Many Platforms, Many People

IceCube has an interesting situation that we support (and have users) running our software on many different UNIX operating systems: Mac, Ubuntu, Red Hat, Fedora, Scientific Linux, even FreeBSD. But we don’t test our software on Windows, which is the standard for many complex visualization packages: yet another good reason to use the simpler OpenGL. “For cross-platform 3D graphics,” Steve says, “OpenGL is the low-level drawing API.”

As visualization software goes, the IceCube case is relatively simple. You can describe all the interesting things with lines and spheres, like dots for detector modules, lines and cylinders for the cables connecting them or for particle tracks, and spheres of configurable color and size for hits within the detector. There’s relatively little motion beyond appearing, disappearing, and changing sizes. The light source never moves. I would add that this is nothing – nothing! – like Pixar. These simplifications mean that the more complex software packages that Steve had the option to use were unnecessarily complex, full of options that he would never use, and the simple, open-source openGL was perfectly sufficient.

The process of writing Steamshovel wasn’t just one-man job (even though I only talked to one person for this post). Steve solicited, and received, ideas for features from all over the collaboration. I personally remember that when he started working here, he took the diligent and kind step of sitting and talking to several of us while we used the old event viewer, just to see what the workflow was like, the good parts and the bad. One particularly collaborative sub-project started when one IceCube grad student, Jakob, had the clever idea of displaying Monte Carlo true Cherenkov cones. We know where the simulated light emissions are, and how the light travels through the ice – could we display the light cone arriving at the detector modules and see whether a particular hit occurred at the same time? Putting together the code to make this happen involved several people (mainly Jakob and Steve), and wouldn’t have been possible coding in isolation.

Visual Cortex Processing

The moment that best captured the purpose of a good event viewer, Steve says, was when he animated an event for the first time. Specifically, he made the observed phototube pulses disappear as the charge died away, letting him see what happens on a phototube after the first signal. Animating the signal pulses made the afterpulsing “blindingly obvious.”

We know, on an intellectual level, that phototubes display afterpulsing, and it’s especially strong and likely after a strong signal pulse. But there’s a difference between knowing, intellectually, that a certain fraction of pulses will produce afterpulses and seeing those afterpulses displayed. We process information very differently if we can see it directly than if we have to construct a model in our heads based on interpreting numbers, or even graphs. An animation connects more deeply to our intuition and natural instinctive processes.

As Steve put it: “It brings to sharp relief something you only knew about in sort of a complex, long thought out way. The cool thing about visualization is that you can get things onto a screen that your brain will notice pre-cognitively; you don’t even have to consciously think to distinguish between a red square and a blue square. So even if you know that two things are different, from having looked carefully through the math, if you see those things in a picture, the difference jumps out without you even having to think about it. Your visual cortex does the work for you. [...] That was one of the coolest moments for me, when these people who understood the physics in a deep way nonetheless were able to get new insights on it just by seeing the data displayed in a new way. “

And that’s why need event viewers.


Tags: , ,

Leave a Reply

Commenting Policy