5,014 research outputs found

    Stereoscopic Sketchpad: 3D Digital Ink

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    --Context-- This project looked at the development of a stereoscopic 3D environment in which a user is able to draw freely in all three dimensions. The main focus was on the storage and manipulation of the ‘digital ink’ with which the user draws. For a drawing and sketching package to be effective it must not only have an easy to use user interface, it must be able to handle all input data quickly and efficiently so that the user is able to focus fully on their drawing. --Background-- When it comes to sketching in three dimensions the majority of applications currently available rely on vector based drawing methods. This is primarily because the applications are designed to take a users two dimensional input and transform this into a three dimensional model. Having the sketch represented as vectors makes it simpler for the program to act upon its geometry and thus convert it to a model. There are a number of methods to achieve this aim including Gesture Based Modelling, Reconstruction and Blobby Inflation. Other vector based applications focus on the creation of curves allowing the user to draw within or on existing 3D models. They also allow the user to create wire frame type models. These stroke based applications bring the user closer to traditional sketching rather than the more structured modelling methods detailed. While at present the field is inundated with vector based applications mainly focused upon sketch-based modelling there are significantly less voxel based applications. The majority of these applications focus on the deformation and sculpting of voxmaps, almost the opposite of drawing and sketching, and the creation of three dimensional voxmaps from standard two dimensional pixmaps. How to actually sketch freely within a scene represented by a voxmap has rarely been explored. This comes as a surprise when so many of the standard 2D drawing programs in use today are pixel based. --Method-- As part of this project a simple three dimensional drawing program was designed and implemented using C and C++. This tool is known as Sketch3D and was created using a Model View Controller (MVC) architecture. Due to the modular nature of Sketch3Ds system architecture it is possible to plug a range of different data structures into the program to represent the ink in a variety of ways. A series of data structures have been implemented and were tested for efficiency. These structures were a simple list, a 3D array, and an octree. They have been tested for: the time it takes to insert or remove points from the structure; how easy it is to manipulate points once they are stored; and also how the number of points stored effects the draw and rendering times. One of the key issues brought up by this project was devising a means by which a user is able to draw in three dimensions while using only two dimensional input devices. The method settled upon and implemented involves using the mouse or a digital pen to sketch as one would in a standard 2D drawing package but also linking the up and down keyboard keys to the current depth. This allows the user to move in and out of the scene as they draw. A couple of user interface tools were also developed to assist the user. A 3D cursor was implemented and also a toggle, which when on, highlights all of the points intersecting the depth plane on which the cursor currently resides. These tools allow the user to see exactly where they are drawing in relation to previously drawn lines. --Results-- The tests conducted on the data structures clearly revealed that the octree was the most effective data structure. While not the most efficient in every area, it manages to avoid the major pitfalls of the other structures. The list was extremely quick to render and draw to the screen but suffered severely when it comes to finding and manipulating points already stored. In contrast the three dimensional array was able to erase or manipulate points effectively while the draw time rendered the structure effectively useless, taking huge amounts of time to draw each frame. The focus of this research was on how a 3D sketching package would go about storing and accessing the digital ink. This is just a basis for further research in this area and many issues touched upon in this paper will require a more in depth analysis. The primary area of this future research would be the creation of an effective user interface and the introduction of regular sketching package features such as the saving and loading of images

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    Adaptive remote visualization system with optimized network performance for large scale scientific data

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    This dissertation discusses algorithmic and implementation aspects of an automatically configurable remote visualization system, which optimally decomposes and adaptively maps the visualization pipeline to a wide-area network. The first node typically serves as a data server that generates or stores raw data sets and a remote client resides on the last node equipped with a display device ranging from a personal desktop to a powerwall. Intermediate nodes can be located anywhere on the network and often include workstations, clusters, or custom rendering engines. We employ a regression model-based network daemon to estimate the effective bandwidth and minimal delay of a transport path using active traffic measurement. Data processing time is predicted for various visualization algorithms using block partition and statistical technique. Based on the link measurements, node characteristics, and module properties, we strategically organize visualization pipeline modules such as filtering, geometry generation, rendering, and display into groups, and dynamically assign them to appropriate network nodes to achieve minimal total delay for post-processing or maximal frame rate for streaming applications. We propose polynomial-time algorithms using the dynamic programming method to compute the optimal solutions for the problems of pipeline decomposition and network mapping under different constraints. A parallel based remote visualization system, which comprises a logical group of autonomous nodes that cooperate to enable sharing, selection, and aggregation of various types of resources distributed over a network, is implemented and deployed at geographically distributed nodes for experimental testing. Our system is capable of handling a complete spectrum of remote visualization tasks expertly including post processing, computational steering and wireless sensor network monitoring. Visualization functionalities such as isosurface, ray casting, streamline, linear integral convolution (LIC) are supported in our system. The proposed decomposition and mapping scheme is generic and can be applied to other network-oriented computation applications whose computing components form a linear arrangement

    Graph layout for applications in compiler construction

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    We address graph visualization from the viewpoint of compiler construction. Most data structures in compilers are large, dense graphs such as annotated control flow graph, syntax trees, dependency graphs. Our main focus is the animation and interactive exploration of these graphs. Fast layout heuristics and powerful browsing methods are needed. We give a survey of layout heuristics for general directed and undirected graphs and present the browsing facilities that help to manage large structured graph

    BARD: Better Automated Redistricting

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    BARD is the first (and at time of writing, only) open source software package for general redistricting and redistricting analysis. BARD provides methods to create, display, compare, edit, automatically refine, evaluate, and profile political districting plans. BARD aims to provide a framework for scientific analysis of redistricting plans and to facilitate wider public participation in the creation of new plans. BARD facilitates map creation and refinement through command-line, graphical user interface, and automatic methods. Since redistricting is a computationally complex partitioning problem not amenable to an exact optimization solution, BARD implements a variety of selectable metaheuristics that can be used to refine existing or randomly-generated redistricting plans based on user-determined criteria. Furthermore, BARD supports automated generation of redistricting plans and profiling of plans by assigning different weights to various criteria, such as district compactness or equality of population. This functionality permits exploration of trade-offs among criteria. The intent of a redistricting authority may be explored by examining these trade-offs and inferring which reasonably observable plans were not adopted. Redistricting is a computationally-intensive problem for even modest-sized states. Performance is thus an important consideration in BARD's design and implementation. The program implements performance enhancements such as evaluation caching, explicit memory management, and distributed computing across snow clusters.

    Development of an interactive computer graphics system with application to data fitting

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    The work reported in this thesis is organized into two parts. Part I presents a review study of the existing graphics facilities in terms of hardware and software (Chapter 2), interactive input techniques (Chapter 3) and the organization of graphics output processes and application data structures (Chapter 4). Finally, in Part I, a full account is presented concerning the development and implementation of the basic graphics software package LIGHT. Part II contains a detailed discussion of the implementation of several application programs which employ the basic graphics software developed in Part I. The applications cover the following problem areas: (1) Interpolatory Data Fitting (IDF); (2) Interactive Contour Tracing (ICT); (3) Triangular Mesh Generation (TMG). Finally, full program listings of the basic software and the application modules are given in the Appendices accompanying this thesis

    Concurrent Probabilistic Simulation of High Temperature Composite Structural Response

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    A computational structural/material analysis and design tool which would meet industry's future demand for expedience and reduced cost is presented. This unique software 'GENOA' is dedicated to parallel and high speed analysis to perform probabilistic evaluation of high temperature composite response of aerospace systems. The development is based on detailed integration and modification of diverse fields of specialized analysis techniques and mathematical models to combine their latest innovative capabilities into a commercially viable software package. The technique is specifically designed to exploit the availability of processors to perform computationally intense probabilistic analysis assessing uncertainties in structural reliability analysis and composite micromechanics. The primary objectives which were achieved in performing the development were: (1) Utilization of the power of parallel processing and static/dynamic load balancing optimization to make the complex simulation of structure, material and processing of high temperature composite affordable; (2) Computational integration and synchronization of probabilistic mathematics, structural/material mechanics and parallel computing; (3) Implementation of an innovative multi-level domain decomposition technique to identify the inherent parallelism, and increasing convergence rates through high- and low-level processor assignment; (4) Creating the framework for Portable Paralleled architecture for the machine independent Multi Instruction Multi Data, (MIMD), Single Instruction Multi Data (SIMD), hybrid and distributed workstation type of computers; and (5) Market evaluation. The results of Phase-2 effort provides a good basis for continuation and warrants Phase-3 government, and industry partnership
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