121 research outputs found

    A Framework for Dynamic Terrain with Application in Off-road Ground Vehicle Simulations

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    The dissertation develops a framework for the visualization of dynamic terrains for use in interactive real-time 3D systems. Terrain visualization techniques may be classified as either static or dynamic. Static terrain solutions simulate rigid surface types exclusively; whereas dynamic solutions can also represent non-rigid surfaces. Systems that employ a static terrain approach lack realism due to their rigid nature. Disregarding the accurate representation of terrain surface interaction is rationalized because of the inherent difficulties associated with providing runtime dynamism. Nonetheless, dynamic terrain systems are a more correct solution because they allow the terrain database to be modified at run-time for the purpose of deforming the surface. Many established techniques in terrain visualization rely on invalid assumptions and weak computational models that hinder the use of dynamic terrain. Moreover, many existing techniques do not exploit the capabilities offered by current computer hardware. In this research, we present a component framework for terrain visualization that is useful in research, entertainment, and simulation systems. In addition, we present a novel method for deforming the terrain that can be used in real-time, interactive systems. The development of a component framework unifies disparate works under a single architecture. The high-level nature of the framework makes it flexible and adaptable for developing a variety of systems, independent of the static or dynamic nature of the solution. Currently, there are only a handful of documented deformation techniques and, in particular, none make explicit use of graphics hardware. The approach developed by this research offloads extra work to the graphics processing unit; in an effort to alleviate the overhead associated with deforming the terrain. Off-road ground vehicle simulation is used as an application domain to demonstrate the practical nature of the framework and the deformation technique. In order to realistically simulate terrain surface interactivity with the vehicle, the solution balances visual fidelity and speed. Accurately depicting terrain surface interactivity in off-road ground vehicle simulations improves visual realism; thereby, increasing the significance and worth of the application. Systems in academia, government, and commercial institutes can make use of the research findings to achieve the real-time display of interactive terrain surfaces

    Survey of semi-regular multiresolution models for interactive terrain rendering

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    Rendering high quality digital terrains at interactive rates requires carefully crafted algorithms and data structures able to balance the competing requirements of realism and frame rates, while taking into account the memory and speed limitations of the underlying graphics platform. In this survey, we analyze multiresolution approaches that exploit a certain semi-regularity of the data. These approaches have produced some of the most efficient systems to date. After providing a short background and motivation for the methods, we focus on illustrating models based on tiled blocks and nested regular grids, quadtrees and triangle bin-trees triangulations, as well as cluster-based approaches. We then discuss LOD error metrics and system-level data management aspects of interactive terrain visualization, including dynamic scene management, out-of-core data organization and compression, as well as numerical accurac

    Space-optimized texture atlases

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    Texture atlas parameterization provides an effective way to map a variety of colour and data attributes from 2D texture domains onto polygonal surface meshes. Most of the existing literature focus on how to build seamless texture atlases for continuous photometric detail, but little e ort has been devoted to devise e cient techniques for encoding self-repeating, uncontinuous signals such as building facades. We present a perception-based scheme for generating space-optimized texture atlases speci cally designed for intentionally non-bijective parameterizations. Our scheme combines within-chart tiling support with intelligent packing and perceptual measures for assigning texture space in accordance to the amount of information contents of the image and on its saliency. We demonstrate our optimization scheme in the context of real-time navigation through a gigatexel urban model of an European city. Our scheme achieves signi cant compression ratios and speed-up factors with visually indistinguishable results. We developed a technique that generates space-optimized texture atlases for the particular encoding of uncontinuous signals projected onto geometry. The scene is partitioned using a texture atlas tree that contains for each node a texture atlas. The leaf nodes of the tree contain scene geometry. The level of detail is controlled by traversing the tree and selecting the appropriate texture atlas for a given viewer position and orientation. In a preprocessing step, textures associated to each texture atlas node of the tree are packed. Textures are resized according to a given user-de ned texel size and the size of the geometry that are projected onto. We also use perceptual measures to assign texture space in accordance to image detail. We also explore different techniques for supporting texture wrapping of uncontinuous signals, which involved the development of e cient techniques for compressing texture coordinates via the GPU. Our approach supports texture ltering and DXTC compression without noticeable artifacts. We have implemented a prototype version of our space-optimized texture atlases technique and used it to render the 3D city model of Barcelona achieving interactive rendering frame rates. The whole model was composed by more than three million triangles and contained more than twenty thousand different textures representing the building facades with an average original resolution of 512 pixels per texture. Our scheme achieves up 100:1 compression ratios and speed-up factors of 20 with visually indistinguishable results

    Procedural Generation and Rendering of Realistic, Navigable Forest Environments: An Open-Source Tool

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    Simulation of forest environments has applications from entertainment and art creation to commercial and scientific modelling. Due to the unique features and lighting in forests, a forest-specific simulator is desirable, however many current forest simulators are proprietary or highly tailored to a particular application. Here we review several areas of procedural generation and rendering specific to forest generation, and utilise this to create a generalised, open-source tool for generating and rendering interactive, realistic forest scenes. The system uses specialised L-systems to generate trees which are distributed using an ecosystem simulation algorithm. The resulting scene is rendered using a deferred rendering pipeline, a Blinn-Phong lighting model with real-time leaf transparency and post-processing lighting effects. The result is a system that achieves a balance between high natural realism and visual appeal, suitable for tasks including training computer vision algorithms for autonomous robots and visual media generation.Comment: 14 pages, 11 figures. Submitted to Computer Graphics Forum (CGF). The application and supporting configuration files can be found at https://github.com/callumnewlands/ForestGenerato

    Real-time simulation and visualization of deformations on heightfields

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    Ankara : The Department of Computer Engineering and The Institute of Engineering and Science of Bilkent University, 2010.Thesis (Master's) -- Bilkent University, 2010.Includes bibliographical references leaves 117-121.The applications of computer graphics raise new expectations, such as realistic rendering, real-time dynamic scenes and physically correct simulations. The aim of this thesis is to investigate these problems on the height eld structure, an extended 2D model that can be processed e ciently by data-parallel architectures. This thesis presents methods for simulation of deformations on height eld as caused by triangular objects, physical simulation of objects interacting with height eld and advanced visualization of deformations. The height eld is stored in two di erent resolutions to support fast rendering and precise physical simulations as required. The methods are implemented as part of a large-scale height- eld management system, which applies additional level of detail and culling optimizations for the proposed methods and data structures. The solutions provide real-time interaction and recent graphics hardware (GPU) capabilities are utilized to achieve real-time results. All the methods described in this thesis are demonstrated by a sample application and performance characteristics and results are presented to support the conclusions.Yalçın, M AdilM.S

    Interactive Visualization on High-Resolution Tiled Display Walls with Network Accessible Compute- and Display-Resources

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    Papers number 2-7 and appendix B and C of this thesis are not available in Munin: 2. Hagen, T-M.S., Johnsen, E.S., Stødle, D., Bjorndalen, J.M. and Anshus, O.: 'Liberating the Desktop', First International Conference on Advances in Computer-Human Interaction (2008), pp 89-94. Available at http://dx.doi.org/10.1109/ACHI.2008.20 3. Tor-Magne Stien Hagen, Oleg Jakobsen, Phuong Hoai Ha, and Otto J. Anshus: 'Comparing the Performance of Multiple Single-Cores versus a Single Multi-Core' (manuscript)4. Tor-Magne Stien Hagen, Phuong Hoai Ha, and Otto J. Anshus: 'Experimental Fault-Tolerant Synchronization for Reliable Computation on Graphics Processors' (manuscript) 5. Tor-Magne Stien Hagen, Daniel Stødle and Otto J. Anshus: 'On-Demand High-Performance Visualization of Spatial Data on High-Resolution Tiled Display Walls', Proceedings of the International Conference on Imaging Theory and Applications and International Conference on Information Visualization Theory and Applications (2010), pages 112-119. Available at http://dx.doi.org/10.5220/0002849601120119 6. Bård Fjukstad, Tor-Magne Stien Hagen, Daniel Stødle, Phuong Hoai Ha, John Markus Bjørndalen and Otto Anshus: 'Interactive Weather Simulation and Visualization on a Display Wall with Many-Core Compute Nodes', Para 2010 – State of the Art in Scientific and Parallel Computing. Available at http://vefir.hi.is/para10/extab/para10-paper-60 7. Tor-Magne Stien Hagen, Daniel Stødle, John Markus Bjørndalen, and Otto Anshus: 'A Step towards Making Local and Remote Desktop Applications Interoperable with High-Resolution Tiled Display Walls', Lecture Notes in Computer Science (2011), Volume 6723/2011, 194-207. Available at http://dx.doi.org/10.1007/978-3-642-21387-8_15The vast volume of scientific data produced today requires tools that can enable scientists to explore large amounts of data to extract meaningful information. One such tool is interactive visualization. The amount of data that can be simultaneously visualized on a computer display is proportional to the display’s resolution. While computer systems in general have seen a remarkable increase in performance the last decades, display resolution has not evolved at the same rate. Increased resolution can be provided by tiling several displays in a grid. A system comprised of multiple displays tiled in such a grid is referred to as a display wall. Display walls provide orders of magnitude more resolution than typical desktop displays, and can provide insight into problems not possible to visualize on desktop displays. However, their distributed and parallel architecture creates several challenges for designing systems that can support interactive visualization. One challenge is compatibility issues with existing software designed for personal desktop computers. Another set of challenges include identifying characteristics of visualization systems that can: (i) Maintain synchronous state and display-output when executed over multiple display nodes; (ii) scale to multiple display nodes without being limited by shared interconnect bottlenecks; (iii) utilize additional computational resources such as desktop computers, clusters and supercomputers for workload distribution; and (iv) use data from local and remote compute- and data-resources with interactive performance. This dissertation presents Network Accessible Compute (NAC) resources and Network Accessible Display (NAD) resources for interactive visualization of data on displays ranging from laptops to high-resolution tiled display walls. A NAD is a display having functionality that enables usage over a network connection. A NAC is a computational resource that can produce content for network accessible displays. A system consisting of NACs and NADs is either push-based (NACs provide NADs with content) or pull-based (NADs request content from NACs). To attack the compatibility challenge, a push-based system was developed. The system enables several simultaneous users to mirror multiple regions from the desktop of their computers (NACs) onto nearby NADs (among others a 22 megapixel display wall) without requiring usage of separate DVI/VGA cables, permanent installation of third party software or opening firewall ports. The system has lower performance than that of a DVI/VGA cable approach, but increases flexibility such as the possibility to share network accessible displays from multiple computers. At a resolution of 800 by 600 pixels, the system can mirror dynamic content between a NAC and a NAD at 38.6 frames per second (FPS). At 1600x1200 pixels, the refresh rate is 12.85 FPS. The bottleneck of the system is frame buffer capturing and encoding/decoding of pixels. These two functional parts are executed in sequence, limiting the usage of additional CPU cores. By pipelining and executing these parts on separate CPU cores, higher frame rates can be expected and by a factor of two in the best case. To attack all presented challenges, a pull-based system, WallScope, was developed. WallScope enables interactive visualization of local and remote data sets on high-resolution tiled display walls. The WallScope architecture comprises a compute-side and a display-side. The compute-side comprises a set of static and dynamic NACs. Static NACs are considered permanent to the system once added. This type of NAC typically has strict underlying security and access policies. Examples of such NACs are clusters, grids and supercomputers. Dynamic NACs are compute resources that can register on-the-fly to become compute nodes in the system. Examples of this type of NAC are laptops and desktop computers. The display-side comprises of a set of NADs and a data set containing data customized for the particular application domain of the NADs. NADs are based on a sort-first rendering approach where a visualization client is executed on each display-node. The state of these visualization clients is provided by a separate state server, enabling central control of load and refresh-rate. Based on the state received from the state server, the visualization clients request content from the data set. The data set is live in that it translates these requests into compute messages and forwards them to available NACs. Results of the computations are returned to the NADs for the final rendering. The live data set is close to the NADs, both in terms of bandwidth and latency, to enable interactive visualization. WallScope can visualize the Earth, gigapixel images, and other data available through the live data set. When visualizing the Earth on a 28-node display wall by combining the Blue Marble data set with the Landsat data set using a set of static NACs, the bottleneck of WallScope is the computation involved in combining the data sets. However, the time used to combine data sets on the NACs decreases by a factor of 23 when going from 1 to 26 compute nodes. The display-side can decode 414.2 megapixels of images per second (19 frames per second) when visualizing the Earth. The decoding process is multi-threaded and higher frame rates are expected using multi-core CPUs. WallScope can rasterize a 350-page PDF document into 550 megapixels of image-tiles and display these image-tiles on a 28-node display wall in 74.66 seconds (PNG) and 20.66 seconds (JPG) using a single quad-core desktop computer as a dynamic NAC. This time is reduced to 4.20 seconds (PNG) and 2.40 seconds (JPG) using 28 quad-core NACs. This shows that the application output from personal desktop computers can be decoupled from the resolution of the local desktop and display for usage on high-resolution tiled display walls. It also shows that the performance can be increased by adding computational resources giving a resulting speedup of 17.77 (PNG) and 8.59 (JPG) using 28 compute nodes. Three principles are formulated based on the concepts and systems researched and developed: (i) Establishing the end-to-end principle through customization, is a principle stating that the setup and interaction between a display-side and a compute-side in a visualization context can be performed by customizing one or both sides; (ii) Personal Computer (PC) – Personal Compute Resource (PCR) duality states that a user’s computer is both a PC and a PCR, implying that desktop applications can be utilized locally using attached interaction devices and display(s), or remotely by other visualization systems for domain specific production of data based on a user’s personal desktop install; and (iii) domain specific best-effort synchronization stating that for distributed visualization systems running on tiled display walls, state handling can be performed using a best-effort synchronization approach, where visualization clients eventually will get the correct state after a given period of time. Compared to state-of-the-art systems presented in the literature, the contributions of this dissertation enable utilization of a broader range of compute resources from a display wall, while at the same time providing better control over where to provide functionality and where to distribute workload between compute-nodes and display-nodes in a visualization context

    Adaptively Synchronous Scalable Spread Spectrum (A4S) Data-Hiding Strategy for Three-Dimensional Visualization

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    International audienceWe propose an adaptively synchronous scalable spread spectrum (A4S) data-hiding strategy to integrate disparate data, needed for a typical 3-D visualization, into a single JPEG2000 for- mat file. JPEG2000 encoding provides a standard format on one hand and the needed multiresolution for scalability on the other. The method has the potential of being imperceptible and robust at the same time. While the spread spectrum (SS) methods are known for the high robustness they offer, our data-hiding strategy is removable at the same time, which ensures highest possible visualization qual- ity. The SS embedding of the discrete wavelet transform (DWT)- domain depth map is carried out in transform domain YCrCb com- ponents from the JPEG2000 coding stream just after the DWT stage. To maintain synchronization, the embedding is carried out while taking into account the correspondence of subbands. Since security is not the immediate concern, we are at liberty with the strength of embedding. This permits us to increase the robustness and bring the reversibility of our method. To estimate the maximum tolerable error in the depth map according to a given viewpoint, a human visual system (HVS)-based psychovisual analysis is also presented

    Virtual Reality Methods for Research in the Geosciences

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    In the presented work, I evaluate if and how Virtual Reality (VR) technologies can be used to support researchers working in the geosciences by providing immersive, collaborative visualization systems as well as virtual tools for data analysis. Technical challenges encountered in the development of theses systems are identified and solutions for these are provided. To enable geologists to explore large digital terrain models (DTMs) in an immersive, explorative fashion within a VR environment, a suitable terrain rendering algorithm is required. For realistic perception of planetary curvature at large viewer altitudes, spherical rendering of the surface is necessary. Furthermore, rendering must sustain interactive frame rates of about 30 frames per second to avoid sensory confusion of the user. At the same time, the data structures used for visualization should also be suitable for efficiently computing spatial properties such as height profiles or volumes in order to implement virtual analysis tools. To address these requirements, I have developed a novel terrain rendering algorithm based on tiled quadtree hierarchies using the HEALPix parametrization of a sphere. For evaluation purposes, the system is applied to a 500 GiB dataset representing the surface of Mars. Considering the current development of inexpensive remote surveillance equipment such as quadcopters, it seems inevitable that these devices will play a major role in future disaster management applications. Virtual reality installations in disaster management headquarters which provide an immersive visualization of near-live, three-dimensional situational data could then be a valuable asset for rapid, collaborative decision making. Most terrain visualization algorithms, however, require a computationally expensive pre-processing step to construct a terrain database. To address this problem, I present an on-the-fly pre-processing system for cartographic data. The system consists of a frontend for rendering and interaction as well as a distributed processing backend executing on a small cluster which produces tiled data in the format required by the frontend on demand. The backend employs a CUDA based algorithm on graphics cards to perform efficient conversion from cartographic standard projections to the HEALPix-based grid used by the frontend. Measurement of spatial properties is an important step in quantifying geological phenomena. When performing these tasks in a VR environment, a suitable input device and abstraction for the interaction (a “virtual tool”) must be provided. This tool should enable the user to precisely select the location of the measurement even under a perspective projection. Furthermore, the measurement process should be accurate to the resolution of the data available and should not have a large impact on the frame rate in order to not violate interactivity requirements. I have implemented virtual tools based on the HEALPix data structure for measurement of height profiles as well as volumes. For interaction, a ray-based picking metaphor was employed, using a virtual selection ray extending from the user’s hand holding a VR interaction device. To provide maximum accuracy, the algorithms access the quad-tree terrain database at the highest available resolution level while at the same time maintaining interactivity in rendering. Geological faults are cracks in the earth’s crust along which a differential movement of rock volumes can be observed. Quantifying the direction and magnitude of such translations is an essential requirement in understanding earth’s geological history. For this purpose, geologists traditionally use maps in top-down projection which are cut (e.g. using image editing software) along the suspected fault trace. The two resulting pieces of the map are then translated in parallel against each other until surface features which have been cut by the fault motion come back into alignment. The amount of translation applied is then used as a hypothesis for the magnitude of the fault action. In the scope of this work it is shown, however, that performing this study in a top-down perspective can lead to the acceptance of faulty reconstructions, since the three-dimensional structure of topography is not considered. To address this problem, I present a novel terrain deformation algorithm which allows the user to trace a fault line directly within a 3D terrain visualization system and interactively deform the terrain model while inspecting the resulting reconstruction from arbitrary perspectives. I demonstrate that the application of 3D visualization allows for a more informed interpretation of fault reconstruction hypotheses. The algorithm is implemented on graphics cards and performs real-time geometric deformation of the terrain model, guaranteeing interactivity with respect to all parameters. Paleoceanography is the study of the prehistoric evolution of the ocean. One of the key data sources used in this research are coring experiments which provide point samples of layered sediment depositions at the ocean floor. The samples obtained in these experiments document the time-varying sediment concentrations within the ocean water at the point of measurement. The task of recovering the ocean flow patterns based on these deposition records is a challenging inverse numerical problem, however. To support domain scientists working on this problem, I have developed a VR visualization tool to aid in the verification of model parameters by providing simultaneous visualization of experimental data from coring as well as the resulting predicted flow field obtained from numerical simulation. Earth is visualized as a globe in the VR environment with coring data being presented using a billboard rendering technique while the time-variant flow field is indicated using Line-Integral-Convolution (LIC). To study individual sediment transport pathways and their correlation with the depositional record, interactive particle injection and real-time advection is supported

    Monitoring and Detection of Hotspots using Satellite Images

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    Nowadays, the usage of optical remote sensing NOAA-AVHRR satellite data is getting familiar as it is known can save cost in order to capture a wide coverage of ground image. The captured images are meaningful after several processes done over it to produce hotspot detection. Developing a specific database to store information of Hotspots (LAC images) would make datamanagement and archiving purpose in more efficient and systematic way. Real-time data gathered are monitored countries such as Malaysia, Thailand, Singapore, Indonesia and Brunei within the region of NOAA Satellite coverage area. PostGIS, PostgreSQL, Mapserver and Autodesk MapGuide Studio software are to be studied as a guide to develop a system with simple database using object-relational database management system to store raster and vector images. This paper describes a solution for efficient handling of large raster image data sets in a standard object-relational database management system. By means of adequate indexing, retrieval techniques and multi resolution cell indexing (Quad-Tree) can be achieved using a standard DBMS, even for very large satellite images. Single image will be divided equally into 64 small squares (3 levels of image hierarchy - each level has 4 sub images of the higher image). Partial information of Daily Haze report (processed Hotspot on image map) produces by NREB can be viewed using web-based application. The final product of this project is a web-based application for displaying Hotspots on maps (combination of raster and vector images) with the ability to search record from database and functions to zoom in or zoom out the map. The objective of this paper is also to show the way satellite images and descriptive information are combined and amalgamated to form an Internet or Intranet application
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