5,049 research outputs found

    Management and display of four-dimensional environmental data sets using McIDAS

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    Over the past four years, great strides have been made in the areas of data management and display of 4-D meteorological data sets. A survey was conducted of available and planned 4-D meteorological data sources. The data types were evaluated for their impact on the data management and display system. The requirements were analyzed for data base management generated by the 4-D data display system. The suitability of the existing data base management procedures and file structure were evaluated in light of the new requirements. Where needed, new data base management tools and file procedures were designed and implemented. The quality of the basic 4-D data sets was assured. The interpolation and extrapolation techniques of the 4-D data were investigated. The 4-D data from various sources were combined to make a uniform and consistent data set for display purposes. Data display software was designed to create abstract line graphic 3-D displays. Realistic shaded 3-D displays were created. Animation routines for these displays were developed in order to produce a dynamic 4-D presentation. A prototype dynamic color stereo workstation was implemented. A computer functional design specification was produced based on interactive studies and user feedback

    Visibility computation through image generalization

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    This dissertation introduces the image generalization paradigm for computing visibility. The paradigm is based on the observation that an image is a powerful tool for computing visibility. An image can be rendered efficiently with the support of graphics hardware and each of the millions of pixels in the image reports a visible geometric primitive. However, the visibility solution computed by a conventional image is far from complete. A conventional image has a uniform sampling rate which can miss visible geometric primitives with a small screen footprint. A conventional image can only find geometric primitives to which there is direct line of sight from the center of projection (i.e. the eye) of the image; therefore, a conventional image cannot compute the set of geometric primitives that become visible as the viewpoint translates, or as time changes in a dynamic dataset. Finally, like any sample-based representation, a conventional image can only confirm that a geometric primitive is visible, but it cannot confirm that a geometric primitive is hidden, as that would require an infinite number of samples to confirm that the primitive is hidden at all of its points. ^ The image generalization paradigm overcomes the visibility computation limitations of conventional images. The paradigm has three elements. (1) Sampling pattern generalization entails adding sampling locations to the image plane where needed to find visible geometric primitives with a small footprint. (2) Visibility sample generalization entails replacing the conventional scalar visibility sample with a higher dimensional sample that records all geometric primitives visible at a sampling location as the viewpoint translates or as time changes in a dynamic dataset; the higher-dimensional visibility sample is computed exactly, by solving visibility event equations, and not through sampling. Another form of visibility sample generalization is to enhance a sample with its trajectory as the geometric primitive it samples moves in a dynamic dataset. (3) Ray geometry generalization redefines a camera ray as the set of 3D points that project at a given image location; this generalization supports rays that are not straight lines, and enables designing cameras with non-linear rays that circumvent occluders to gather samples not visible from a reference viewpoint. ^ The image generalization paradigm has been used to develop visibility algorithms for a variety of datasets, of visibility parameter domains, and of performance-accuracy tradeoff requirements. These include an aggressive from-point visibility algorithm that guarantees finding all geometric primitives with a visible fragment, no matter how small primitive\u27s image footprint, an efficient and robust exact from-point visibility algorithm that iterates between a sample-based and a continuous visibility analysis of the image plane to quickly converge to the exact solution, a from-rectangle visibility algorithm that uses 2D visibility samples to compute a visible set that is exact under viewpoint translation, a flexible pinhole camera that enables local modulations of the sampling rate over the image plane according to an input importance map, an animated depth image that not only stores color and depth per pixel but also a compact representation of pixel sample trajectories, and a curved ray camera that integrates seamlessly multiple viewpoints into a multiperspective image without the viewpoint transition distortion artifacts of prior art methods

    Cosmic cookery : making a stereoscopic 3D animated movie.

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    This paper describes our experience making a short stereoscopic movie visualizing the development of structure in the universe during the 13.7 billion years from the Big Bang to the present day. Aimed at a general audience for the Royal Society's 2005 Summer Science Exhibition, the movie illustrates how the latest cosmological theories based on dark matter and dark energy are capable of producing structures as complex as spiral galaxies and allows the viewer to directly compare observations from the real universe with theoretical results. 3D is an inherent feature of the cosmology data sets and stereoscopic visualization provides a natural way to present the images to the viewer, in addition to allowing researchers to visualize these vast, complex data sets. The presentation of the movie used passive, linearly polarized projection onto a 2m wide screen but it was also required to playback on a Sharp RD3D display and in anaglyph projection at venues without dedicated stereoscopic display equipment. Additionally lenticular prints were made from key images in the movie. We discuss the following technical challenges during the stereoscopic production process; 1) Controlling the depth presentation, 2) Editing the stereoscopic sequences, 3) Generating compressed movies in display speci¯c formats. We conclude that the generation of high quality stereoscopic movie content using desktop tools and equipment is feasible. This does require careful quality control and manual intervention but we believe these overheads are worthwhile when presenting inherently 3D data as the result is signi¯cantly increased impact and better understanding of complex 3D scenes

    Volumetric Medical Images Visualization on Mobile Devices

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    Volumetric medical images visualization is an important tool in the diagnosis and treatment of diseases. Through history, one of the most dificult tasks for Medicine Specialists has been the accurate location of broken bones and of the damaged tissues during Chemotherapy treatment, among other applications; like techniques used in Neurological Studies. Thus these situations enhance the need of visualization in Medicine. New technologies, the improvement and development of new hardware as well as software and the updating of old ones for graphic applications have resulted in specialized systems for medical visualization. However the use of these techniques in mobile devices has been poor due to its low performance. In our work, we propose a client-server scheme, where the model is compressed in the server side and is reconstructed in a nal thin-client device. The technique restricts the natural density values to achieve good bone visualization in medical models, transforming the rest of the data to zero. Our proposal uses a tridimensional Haar Wavelet Function locally applied inside units blocks of 16x16x16, similar to the Wavelet Based 3D Compression Scheme for Interactive Visualization of Very Large Volume Data approach. We also implement a quantization algorithm which handles error coeficients according to the frequency distributions of these coe cients. Finally, we made an evaluation of the volume visualization; on current mobile devices .We present the speci cations for the implementation of our technique in the Nokia n900 Mobile Phone

    Interactive Web-based Visualization of Atomic Position-time Series Data

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    Extracting and interpreting the information contained in large sets of time-varying three dimensional positional data for the constituent atoms of simulated material system is a challenging task. This thesis work reports our initial implementation of a web-based visualization system and its use-case study. The system allows the users to perform the desired visualization task on a web browser for the position-time series data extracted from the local or remote hosts. It involves a pre-processing step for data reduction, which involves skipping uninteresting parts of the data uniformly (at full atomic configuration level) or non-uniformly (at atomic species level or individual atom level). Atomic configuration at a given time step (snapshot) is rendered using the ball-stick representation and can be animated by rendering successive configurations. The entire atomic dynamics can be captured as the trajectories by rendering the atomic positions at all time steps together as points. The trajectories can be manipulated at both species and atomic levels so that we can focus on one or more trajectories of interest. They can be color-coded according to the additional information including the time elapsed and the distance traveled. The instantaneous atomic structure and the complete trajectories can be superimposed to help assess the 3D geometries and extents of the selected trajectories. The implementation was done using WebGL and Three.js for graphical rendering, HTML5 and Javascript for GUI, and Elasticsearch and JSON for data storage and retrieval within the Grails Framework. We have demonstrated the usefulness of our visualization system by analyzing the simulated position-time series for proton-bearing forsterite (Mg2SiO4) system – an abundant mineral of Earths upper mantle. Visualization reveals that protons (hydrogen ions) incorporated as interstitials are much more mobile than protons substituting the host Mg and Si cation sites. The proton diffusion appears to be anisotropic with high mobility along the x-direction, showing limited discrete jumps in other two directions. Our work at the present represents a simplistic (direct) web-based rendering of large atomic data sets. While the atomic structure can be animated at an interactive rate, the trajectory processing is slow, taking several minutes. We anticipate to further improve the system and use it in gaining useful structural and dynamical information from more materials simulation data

    Time-varying volume visualization

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    Volume rendering is a very active research field in Computer Graphics because of its wide range of applications in various sciences, from medicine to flow mechanics. In this report, we survey a state-of-the-art on time-varying volume rendering. We state several basic concepts and then we establish several criteria to classify the studied works: IVR versus DVR, 4D versus 3D+time, compression techniques, involved architectures, use of parallelism and image-space versus object-space coherence. We also address other related problems as transfer functions and 2D cross-sections computation of time-varying volume data. All the papers reviewed are classified into several tables based on the mentioned classification and, finally, several conclusions are presented.Preprin

    A three-dimensional geographic and storm surge data integration system for evacuation planning

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    Interactive Visual Analytics for Large-scale Particle Simulations

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    Particle based model simulations are widely used in scientific visualization. In cosmology, particles are used to simulate the evolution of dark matter in the universe. Clusters of particles (that have special statistical properties) are called halos. From a visualization point of view, halos are clusters of particles, each having a position, mass and velocity in three dimensional space, and they can be represented as point clouds that contain various structures of geometric interest such as filaments, membranes, satellite of points, clusters, and cluster of clusters. The thesis investigates methods for interacting with large scale data-sets represented as point clouds. The work mostly aims at the interactive visualization of cosmological simulation based on large particle systems. The study consists of three components: a) two human factors experiments into the perceptual factors that make it possible to see features in point clouds; b) the design and implementation of a user interface making it possible to rapidly navigate through and visualize features in the point cloud, c) software development and integration to support visualization
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