15 research outputs found

    Doctor of Philosophy

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    dissertationVisualization and exploration of volumetric datasets has been an active area of research for over two decades. During this period, volumetric datasets used by domain users have evolved from univariate to multivariate. The volume datasets are typically explored and classified via transfer function design and visualized using direct volume rendering. To improve classification results and to enable the exploration of multivariate volume datasets, multivariate transfer functions emerge. In this dissertation, we describe our research on multivariate transfer function design. To improve the classification of univariate volumes, various one-dimensional (1D) or two-dimensional (2D) transfer function spaces have been proposed; however, these methods work on only some datasets. We propose a novel transfer function method that provides better classifications by combining different transfer function spaces. Methods have been proposed for exploring multivariate simulations; however, these approaches are not suitable for complex real-world datasets and may be unintuitive for domain users. To this end, we propose a method based on user-selected samples in the spatial domain to make complex multivariate volume data visualization more accessible for domain users. However, this method still requires users to fine-tune transfer functions in parameter space transfer function widgets, which may not be familiar to them. We therefore propose GuideME, a novel slice-guided semiautomatic multivariate volume exploration approach. GuideME provides the user, an easy-to-use, slice-based user interface that suggests the feature boundaries and allows the user to select features via click and drag, and then an optimal transfer function is automatically generated by optimizing a response function. Throughout the exploration process, the user does not need to interact with the parameter views at all. Finally, real-world multivariate volume datasets are also usually of large size, which is larger than the GPU memory and even the main memory of standard work stations. We propose a ray-guided out-of-core, interactive volume rendering and efficient query method to support large and complex multivariate volumes on standard work stations

    Applied Visualization in the Neurosciences and the Enhancement of Visualization through Computer Graphics

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    The complexity and size of measured and simulated data in many fields of science is increasing constantly. The technical evolution allows for capturing smaller features and more complex structures in the data. To make this data accessible by the scientists, efficient and specialized visualization techniques are required. Maximum efficiency and value for the user can only be achieved by adapting visualization to the specific application area and the specific requirements of the scientific field. Part I: In the first part of my work, I address the visualization in the neurosciences. The neuroscience tries to understand the human brain; beginning at its smallest parts, up to its global infrastructure. To achieve this ambitious goal, the neuroscience uses a combination of three-dimensional data from a myriad of sources, like MRI, CT, or functional MRI. To handle this diversity of different data types and sources, the neuroscience need specialized and well evaluated visualization techniques. As a start, I will introduce an extensive software called \"OpenWalnut\". It forms the common base for developing and using visualization techniques with our neuroscientific collaborators. Using OpenWalnut, standard and novel visualization approaches are available to the neuroscientific researchers too. Afterwards, I am introducing a very specialized method to illustrate the causal relation of brain areas, which was, prior to that, only representable via abstract graph models. I will finalize the first part of my work with an evaluation of several standard visualization techniques in the context of simulated electrical fields in the brain. The goal of this evaluation was clarify the advantages and disadvantages of the used visualization techniques to the neuroscientific community. We exemplified these, using clinically relevant scenarios. Part II: Besides the data preprocessing, which plays a tremendous role in visualization, the final graphical representation of the data is essential to understand structure and features in the data. The graphical representation of data can be seen as the interface between the data and the human mind. The second part of my work is focused on the improvement of structural and spatial perception of visualization -- the improvement of the interface. Unfortunately, visual improvements using computer graphics methods of the computer game industry is often seen sceptically. In the second part, I will show that such methods can be applied to existing visualization techniques to improve spatiality and to emphasize structural details in the data. I will use a computer graphics paradigm called \"screen space rendering\". Its advantage, amongst others, is its seamless applicability to nearly every visualization technique. I will start with two methods that improve the perception of mesh-like structures on arbitrary surfaces. Those mesh structures represent second-order tensors and are generated by a method named \"TensorMesh\". Afterwards I show a novel approach to optimally shade line and point data renderings. With this technique it is possible for the first time to emphasize local details and global, spatial relations in dense line and point data.In vielen Bereichen der Wissenschaft nimmt die GrĂ¶ĂŸe und KomplexitĂ€t von gemessenen und simulierten Daten zu. Die technische Entwicklung erlaubt das Erfassen immer kleinerer Strukturen und komplexerer Sachverhalte. Um solche Daten dem Menschen zugĂ€nglich zu machen, benötigt man effiziente und spezialisierte Visualisierungswerkzeuge. Nur die Anpassung der Visualisierung auf ein Anwendungsgebiet und dessen Anforderungen erlaubt maximale Effizienz und Nutzen fĂŒr den Anwender. Teil I: Im ersten Teil meiner Arbeit befasse ich mich mit der Visualisierung im Bereich der Neurowissenschaften. Ihr Ziel ist es, das menschliche Gehirn zu begreifen; von seinen kleinsten Teilen bis hin zu seiner Gesamtstruktur. Um dieses ehrgeizige Ziel zu erreichen nutzt die Neurowissenschaft vor allem kombinierte, dreidimensionale Daten aus vielzĂ€hligen Quellen, wie MRT, CT oder funktionalem MRT. Um mit dieser Vielfalt umgehen zu können, benötigt man in der Neurowissenschaft vor allem spezialisierte und evaluierte Visualisierungsmethoden. ZunĂ€chst stelle ich ein umfangreiches Softwareprojekt namens \"OpenWalnut\" vor. Es bildet die gemeinsame Basis fĂŒr die Entwicklung und Nutzung von Visualisierungstechniken mit unseren neurowissenschaftlichen Kollaborationspartnern. Auf dieser Basis sind klassische und neu entwickelte Visualisierungen auch fĂŒr Neurowissenschaftler zugĂ€nglich. Anschließend stelle ich ein spezialisiertes Visualisierungsverfahren vor, welches es ermöglicht, den kausalen Zusammenhang zwischen Gehirnarealen zu illustrieren. Das war vorher nur durch abstrakte Graphenmodelle möglich. Den ersten Teil der Arbeit schließe ich mit einer Evaluation verschiedener Standardmethoden unter dem Blickwinkel simulierter elektrischer Felder im Gehirn ab. Das Ziel dieser Evaluation war es, der neurowissenschaftlichen Gemeinde die Vor- und Nachteile bestimmter Techniken zu verdeutlichen und anhand klinisch relevanter FĂ€lle zu erlĂ€utern. Teil II: Neben der eigentlichen Datenvorverarbeitung, welche in der Visualisierung eine enorme Rolle spielt, ist die grafische Darstellung essenziell fĂŒr das VerstĂ€ndnis der Strukturen und Bestandteile in den Daten. Die grafische ReprĂ€sentation von Daten bildet die Schnittstelle zum Gehirn des Menschen. Der zweite Teile meiner Arbeit befasst sich mit der Verbesserung der strukturellen und rĂ€umlichen Wahrnehmung in Visualisierungsverfahren -- mit der Verbesserung der Schnittstelle. Leider werden viele visuelle Verbesserungen durch Computergrafikmethoden der Spieleindustrie mit Argwohn beĂ€ugt. Im zweiten Teil meiner Arbeit werde ich zeigen, dass solche Methoden in der Visualisierung angewendet werden können um den rĂ€umlichen Eindruck zu verbessern und Strukturen in den Daten hervorzuheben. Dazu nutze ich ein in der Computergrafik bekanntes Paradigma: das \"Screen Space Rendering\". Dieses Paradigma hat den Vorteil, dass es auf nahezu jede existierende Visualiserungsmethode als Nachbearbeitunsgschritt angewendet werden kann. ZunĂ€chst fĂŒhre ich zwei Methoden ein, die die Wahrnehmung von gitterartigen Strukturen auf beliebigen OberflĂ€chen verbessern. Diese Gitter reprĂ€sentieren die Struktur von Tensoren zweiter Ordnung und wurden durch eine Methode namens \"TensorMesh\" erzeugt. Anschließend zeige ich eine neuartige Technik fĂŒr die optimale Schattierung von Linien und Punktdaten. Mit dieser Technik ist es erstmals möglich sowohl lokale Details als auch globale rĂ€umliche ZusammenhĂ€nge in dichten Linien- und Punktdaten zu erfassen

    Kimera: from SLAM to Spatial Perception with 3D Dynamic Scene Graphs

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    Humans are able to form a complex mental model of the environment they move in. This mental model captures geometric and semantic aspects of the scene, describes the environment at multiple levels of abstractions (e.g., objects, rooms, buildings), includes static and dynamic entities and their relations (e.g., a person is in a room at a given time). In contrast, current robots' internal representations still provide a partial and fragmented understanding of the environment, either in the form of a sparse or dense set of geometric primitives (e.g., points, lines, planes, voxels) or as a collection of objects. This paper attempts to reduce the gap between robot and human perception by introducing a novel representation, a 3D Dynamic Scene Graph(DSG), that seamlessly captures metric and semantic aspects of a dynamic environment. A DSG is a layered graph where nodes represent spatial concepts at different levels of abstraction, and edges represent spatio-temporal relations among nodes. Our second contribution is Kimera, the first fully automatic method to build a DSG from visual-inertial data. Kimera includes state-of-the-art techniques for visual-inertial SLAM, metric-semantic 3D reconstruction, object localization, human pose and shape estimation, and scene parsing. Our third contribution is a comprehensive evaluation of Kimera in real-life datasets and photo-realistic simulations, including a newly released dataset, uHumans2, which simulates a collection of crowded indoor and outdoor scenes. Our evaluation shows that Kimera achieves state-of-the-art performance in visual-inertial SLAM, estimates an accurate 3D metric-semantic mesh model in real-time, and builds a DSG of a complex indoor environment with tens of objects and humans in minutes. Our final contribution shows how to use a DSG for real-time hierarchical semantic path-planning. The core modules in Kimera are open-source.Comment: 34 pages, 25 figures, 9 tables. arXiv admin note: text overlap with arXiv:2002.0628

    Characterization of multiphase flows integrating X-ray imaging and virtual reality

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    Multiphase flows are used in a wide variety of industries, from energy production to pharmaceutical manufacturing. However, because of the complexity of the flows and difficulty measuring them, it is challenging to characterize the phenomena inside a multiphase flow. To help overcome this challenge, researchers have used numerous types of noninvasive measurement techniques to record the phenomena that occur inside the flow. One technique that has shown much success is X-ray imaging. While capable of high spatial resolutions, X-ray imaging generally has poor temporal resolution. This research improves the characterization of multiphase flows in three ways. First, an X-ray image intensifier is modified to use a high-speed camera to push the temporal limits of what is possible with current tube source X-ray imaging technology. Using this system, sample flows were imaged at 1000 frames per second without a reduction in spatial resolution. Next, the sensitivity of X-ray computed tomography (CT) measurements to changes in acquisition parameters is analyzed. While in theory CT measurements should be stable over a range of acquisition parameters, previous research has indicated otherwise. The analysis of this sensitivity shows that, while raw CT values are strongly affected by changes to acquisition parameters, if proper calibration techniques are used, acquisition parameters do not significantly influence the results for multiphase flow imaging. Finally, two algorithms are analyzed for their suitability to reconstruct an approximate tomographic slice from only two X-ray projections. These algorithms increase the spatial error in the measurement, as compared to traditional CT; however, they allow for very high temporal resolutions for 3D imaging. The only limit on the speed of this measurement technique is the image intensifier-camera setup, which was shown to be capable of imaging at a rate of at least 1000 FPS. While advances in measurement techniques for multiphase flows are one part of improving multiphase flow characterization, the challenge extends beyond measurement techniques. For improved measurement techniques to be useful, the data must be accessible to scientists in a way that maximizes the comprehension of the phenomena. To this end, this work also presents a system for using the Microsoft Kinect sensor to provide natural, non-contact interaction with multiphase flow data. Furthermore, this system is constructed so that it is trivial to add natural, non-contact interaction to immersive visualization applications. Therefore, multiple visualization applications can be built that are optimized to specific types of data, but all leverage the same natural interaction. Finally, the research is concluded by proposing a system that integrates the improved X-ray measurements, with the Kinect interaction system, and a CAVE automatic virtual environment (CAVE) to present scientists with the multiphase flow measurements in an intuitive and inherently three-dimensional manner

    Visuelle Analyse großer Partikeldaten

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    Partikelsimulationen sind eine bewĂ€hrte und weit verbreitete numerische Methode in der Forschung und Technik. Beispielsweise werden Partikelsimulationen zur Erforschung der KraftstoffzerstĂ€ubung in Flugzeugturbinen eingesetzt. Auch die Entstehung des Universums wird durch die Simulation von dunkler Materiepartikeln untersucht. Die hierbei produzierten Datenmengen sind immens. So enthalten aktuelle Simulationen Billionen von Partikeln, die sich ĂŒber die Zeit bewegen und miteinander interagieren. Die Visualisierung bietet ein großes Potenzial zur Exploration, Validation und Analyse wissenschaftlicher DatensĂ€tze sowie der zugrundeliegenden Modelle. Allerdings liegt der Fokus meist auf strukturierten Daten mit einer regulĂ€ren Topologie. Im Gegensatz hierzu bewegen sich Partikel frei durch Raum und Zeit. Diese Betrachtungsweise ist aus der Physik als das lagrange Bezugssystem bekannt. Zwar können Partikel aus dem lagrangen in ein regulĂ€res eulersches Bezugssystem, wie beispielsweise in ein uniformes Gitter, konvertiert werden. Dies ist bei einer großen Menge an Partikeln jedoch mit einem erheblichen Aufwand verbunden. DarĂŒber hinaus fĂŒhrt diese Konversion meist zu einem Verlust der PrĂ€zision bei gleichzeitig erhöhtem Speicherverbrauch. Im Rahmen dieser Dissertation werde ich neue Visualisierungstechniken erforschen, welche speziell auf der lagrangen Sichtweise basieren. Diese ermöglichen eine effiziente und effektive visuelle Analyse großer Partikeldaten

    Hierarchical Variance Reduction Techniques for Monte Carlo Rendering

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    Ever since the first three-dimensional computer graphics appeared half a century ago, the goal has been to model and simulate how light interacts with materials and objects to form an image. The ultimate goal is photorealistic rendering, where the created images reach a level of accuracy that makes them indistinguishable from photographs of the real world. There are many applications ñ visualization of products and architectural designs yet to be built, special effects, computer-generated films, virtual reality, and video games, to name a few. However, the problem has proven tremendously complex; the illumination at any point is described by a recursive integral to which a closed-form solution seldom exists. Instead, computer simulation and Monte Carlo methods are commonly used to statistically estimate the result. This introduces undesirable noise, or variance, and a large body of research has been devoted to finding ways to reduce the variance. I continue along this line of research, and present several novel techniques for variance reduction in Monte Carlo rendering, as well as a few related tools. The research in this dissertation focuses on using importance sampling to pick a small set of well-distributed point samples. As the primary contribution, I have developed the first methods to explicitly draw samples from the product of distant high-frequency lighting and complex reflectance functions. By sampling the product, low noise results can be achieved using a very small number of samples, which is important to minimize the rendering times. Several different hierarchical representations are explored to allow efficient product sampling. In the first publication, the key idea is to work in a compressed wavelet basis, which allows fast evaluation of the product. Many of the initial restrictions of this technique were removed in follow-up work, allowing higher-resolution uncompressed lighting and avoiding precomputation of reflectance functions. My second main contribution is to present one of the first techniques to take the triple product of lighting, visibility and reflectance into account to further reduce the variance in Monte Carlo rendering. For this purpose, control variates are combined with importance sampling to solve the problem in a novel way. A large part of the technique also focuses on analysis and approximation of the visibility function. To further refine the above techniques, several useful tools are introduced. These include a fast, low-distortion map to represent (hemi)spherical functions, a method to create high-quality quasi-random points, and an optimizing compiler for analyzing shaders using interval arithmetic. The latter automatically extracts bounds for importance sampling of arbitrary shaders, as opposed to using a priori known reflectance functions. In summary, the work presented here takes the field of computer graphics one step further towards making photorealistic rendering practical for a wide range of uses. By introducing several novel Monte Carlo methods, more sophisticated lighting and materials can be used without increasing the computation times. The research is aimed at domain-specific solutions to the rendering problem, but I believe that much of the new theory is applicable in other parts of computer graphics, as well as in other fields

    Ray tracing techniques for computer games and isosurface visualization

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    Ray tracing is a powerful image synthesis technique, that has been used for high-quality offline rendering since decades. In recent years, this technique has become more important for realtime applications, but still plays only a minor role in many areas. Some of the reasons are that ray tracing is compute intensive and has to rely on preprocessed data structures to achieve fast performance. This dissertation investigates methods to broaden the applicability of ray tracing and is divided into two parts. The first part explores the opportunities offered by ray tracing based game technology in the context of current and expected future performance levels. In this regard, novel methods are developed to efficiently support certain kinds of dynamic scenes, while avoiding the burden to fully recompute the required data structures. Furthermore, todays ray tracing performance levels are below what is needed for 3D games. Therefore, the multi-core CPU of the Playstation 3 is investigated, and an optimized ray tracing architecture presented to take steps towards the required performance. In part two, the focus shifts to isosurface raytracing. Isosurfaces are particularly important to understand the distribution of certain values in volumetric data. Since the structure of volumetric data sets is diverse, op- timized algorithms and data structures are developed for rectilinear as well as unstructured data sets which allow for realtime rendering of isosurfaces including advanced shading and visualization effects. This also includes tech- niques for out-of-core and time-varying data sets.Ray-tracing ist ein flexibles Bildgebungsverfahren, das schon seit Jahrzehnten fĂŒr hoch qualitative, aber langsame Bilderzeugung genutzt wird. In den letzten Jahren wurde Ray-tracing auch fĂŒr Echtzeitanwendungen immer interessanter, spielt aber in vielen Anwendungsbereichen noch immer eine untergeordnete Rolle. Einige der GrĂŒnde sind die RechenintensitĂ€t von Ray-tracing sowie die AbhĂ€ngigkeit von vorberechneten Datenstrukturen um hohe Geschwindigkeiten zu erreichen. Diese Dissertation untersucht Methoden um die Anwendbarkeit von Ray-tracing in zwei verschiedenen Bereichen zu erhöhen. Im ersten Teil dieser Dissertation werden die Möglichkeiten, die Ray- tracing basierte Spieletechnologie bietet, im Kontext mit aktueller sowie zukĂŒnftig erwarteten Geschwindigkeiten untersucht. DarĂŒber hinaus werden in diesem Zusammenhang Methoden entwickelt um bestimmte zeitverĂ€nderliche Szenen darstellen zu können ohne die dafĂŒr benötigen Datenstrukturen von Grund auf neu erstellen zu mĂŒssen. Da die Geschwindigkeit von Ray-tracing fĂŒr Spiele bisher nicht ausreichend ist, wird die Mehrkern- CPU der Playstation 3 untersucht, und ein optimiertes Ray-tracing System beschrieben, das Ray-tracing nĂ€her an die benötigte Geschwindigkeit heranbringt. Der zweite Teil beschĂ€ftigt sich mit der Darstellung von IsoflĂ€chen mittels Ray-tracing. IsoflĂ€chen sind insbesonders wichtig um die Verteilung einzelner Werte in volumetrischen DatensĂ€tzen zu verstehen. Da diese DatensĂ€tze verschieden strukturiert sein können, werden fĂŒr gitterförmige und unstrukturierte DatensĂ€tze optimierte Algorithmen und Datenstrukturen entwickelt, die die Echtzeitdarstellung von IsoflĂ€chen erlauben. Dies beinhaltet auch Erweiterungen fĂŒr extrem große und zeitverĂ€nderliche DatensĂ€tze

    ACUTA Journal of Telecommunications in Higher Education

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    In This Issue The Buzz on E-Biz Eliminating the Paper Trail SAM Comes to UMC B2B and Directory Services: Opportunities and Challenges Telecommunications and the Digital Campus Managing E-Business at UCSB Binghamton lnstalls a High- Speed Optical Fiber Network Amherst Takes to the Air Columns Intervie

    ACUTA Journal of Telecommunications in Higher Education

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    In This Issue The Buzz on E-Biz Eliminating the Paper Trail SAM Comes to UMC B2B and Directory Services: Opportunities and Challenges Telecommunications and the Digital Campus Managing E-Business at UCSB Binghamton lnstalls a High- Speed Optical Fiber Network Amherst Takes to the Air Columns Intervie

    Applications Technology Satellite ATS-6 experiment checkout and continuing spacecraft evaluation report

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    The activities of the ATS-6 spacecraft are reviewed. The following subsystems and experiments are summarized: (1) radio beacon experiments; (2) spacecraft attitude precision pointing and slewing adaptive control experiment; (3) satellite instruction television experiment; (4) thermal control subsystem; (5) spacecraft propulsion subsystem; (6) telemetry and control subsystem; (7) millimeter wave experiment; and (8) communications subsystem. The results of performance evaluation of its subsystems and experiments are presented
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