2,377 research outputs found
Using high resolution displays for high resolution cardiac data
The ability to perform fast, accurate, high resolution visualization is fundamental
to improving our understanding of anatomical data. As the volumes of data
increase from improvements in scanning technology, the methods applied to rendering
and visualization must evolve. In this paper we address the interactive display of
data from high resolution MRI scanning of a rabbit heart and subsequent histological
imaging. We describe a visualization environment involving a tiled LCD panel
display wall and associated software which provide an interactive and intuitive user
interface.
The oView software is an OpenGL application which is written for the VRJuggler
environment. This environment abstracts displays and devices away from the
application itself, aiding portability between different systems, from desktop PCs to
multi-tiled display walls. Portability between display walls has been demonstrated
through its use on walls at both Leeds and Oxford Universities. We discuss important
factors to be considered for interactive 2D display of large 3D datasets,
including the use of intuitive input devices and level of detail aspects
From Big Data to Big Displays: High-Performance Visualization at Blue Brain
Blue Brain has pushed high-performance visualization (HPV) to complement its
HPC strategy since its inception in 2007. In 2011, this strategy has been
accelerated to develop innovative visualization solutions through increased
funding and strategic partnerships with other research institutions.
We present the key elements of this HPV ecosystem, which integrates C++
visualization applications with novel collaborative display systems. We
motivate how our strategy of transforming visualization engines into services
enables a variety of use cases, not only for the integration with high-fidelity
displays, but also to build service oriented architectures, to link into web
applications and to provide remote services to Python applications.Comment: ISC 2017 Visualization at Scale worksho
Scalable Interactive Volume Rendering Using Off-the-shelf Components
This paper describes an application of a second generation implementation of the Sepia architecture (Sepia-2) to interactive volu-metric visualization of large rectilinear scalar fields. By employingpipelined associative blending operators in a sort-last configuration a demonstration system with 8 rendering computers sustains 24 to 28 frames per second while interactively rendering large data volumes (1024x256x256 voxels, and 512x512x512 voxels). We believe interactive performance at these frame rates and data sizes is unprecedented. We also believe these results can be extended to other types of structured and unstructured grids and a variety of GL rendering techniques including surface rendering and shadow map-ping. We show how to extend our single-stage crossbar demonstration system to multi-stage networks in order to support much larger data sizes and higher image resolutions. This requires solving a dynamic mapping problem for a class of blending operators that includes Porter-Duff compositing operators
Factors influencing visual attention switch in multi-display user interfaces: a survey
Multi-display User Interfaces (MDUIs) enable people to take advantage of the different characteristics of different display categories. For example, combining mobile and large displays within the same system enables users to interact with user interface elements locally while simultaneously having a large display space to show data. Although there is a large potential gain in performance and comfort, there is at least one main drawback that can override the benefits of MDUIs: the visual and physical separation between displays requires that users perform visual attention switches between displays. In this paper, we present a survey and analysis of existing data and classifications to identify factors that can affect visual attention switch in MDUIs. Our analysis and taxonomy bring attention to the often ignored implications of visual attention switch and collect existing evidence to facilitate research and implementation of effective MDUIs.Postprin
Are tiled display walls needed for astronomy?
Clustering commodity displays into a Tiled Display Wall (TDW) provides a
cost-effective way to create an extremely high resolution display, capable of
approaching the image sizes now gen- erated by modern astronomical instruments.
Astronomers face the challenge of inspecting single large images, many similar
images simultaneously, and heterogeneous but related content. Many research
institutions have constructed TDWs on the basis that they will improve the
scientific outcomes of astronomical imagery. We test this concept by presenting
sample images to astronomers and non- astronomers using a standard desktop
display (SDD) and a TDW. These samples include standard English words, wide
field galaxy surveys and nebulae mosaics from the Hubble telescope. These
experiments show that TDWs provide a better environment for searching for small
targets in large images than SDDs. It also shows that astronomers tend to be
better at searching images for targets than non-astronomers, both groups are
generally better when employing physical navigation as opposed to virtual
navigation, and that the combination of two non-astronomers using a TDW rivals
the experience of a single astronomer. However, there is also a large
distribution in aptitude amongst the participants and the nature of the content
also plays a significant role is success.Comment: 19 pages, 15 figures, accepted for publication in PASA (Publications
of the Astronomical Society of Australia
Understanding Next-Generation VR: Classifying Commodity Clusters for Immersive Virtual Reality
Commodity clusters offer the ability to deliver higher performance computer graphics at lower prices than traditional graphics supercomputers. Immersive virtual reality systems demand notoriously high computational requirements to deliver adequate real-time graphics, leading to the emergence of commodity clusters for immersive virtual reality. Such clusters deliver the graphics power needed by leveraging the combined power of several computers to meet the demands of real-time interactive immersive computer graphics.However, the field of commodity cluster-based virtual reality is still in early stages of development and the field is currently adhoc in nature and lacks order. There is no accepted means for comparing approaches and implementers are left with instinctual or trial-and-error means for selecting an approach.This paper provides a classification system that facilitates understanding not only of the nature of different clustering systems but also the interrelations between them. The system is built from a new model for generalized computer graphics applications, which is based on the flow of data through a sequence of operations over the entire context of the application. Prior models and classification systems have been too focused in context and application whereas the system described here provides a unified means for comparison of works within the field
- …