8,501 research outputs found
The Persint visualization program for the ATLAS experiment
The Persint program is designed for the three-dimensional representation of
objects and for the interfacing and access to a variety of independent
applications, in a fully interactive way. Facilities are provided for the
spatial navigation and the definition of the visualization properties, in order
to interactively set the viewing and viewed points, and to obtain the desired
perspective. In parallel, applications may be launched through the use of
dedicated interfaces, such as the interactive reconstruction and display of
physics events. Recent developments have focalized on the interfacing to the
XML ATLAS General Detector Description AGDD, making it a widely used tool for
XML developers. The graphics capabilities of this program were exploited in the
context of the ATLAS 2002 Muon Testbeam where it was used as an online event
display, integrated in the online software framework and participating in the
commissioning and debug of the detector system.Comment: 9 pages, 10 figures, proceedings of CHEP200
An Investigation into Animating Plant Structures within Real-time Constraints
This paper is an analysis of current developments in rendering botanical structures for scientic and entertainment purposes with a focus on visualising growth. The choices of practical investigations produce a novel approach for parallel parsing of difficult bracketed L-Systems, based upon the work of Lipp, Wonka and Wimmer (2010). Alongside this is a general overview of the issues involved when looking at growing systems, technical details involving programming for the Graphics Processing Unit (GPU) and other possible solutions for further work that also could achieve the project's goals
Utilizing a 3D game engine to develop a virtual design review system
A design review process is where information is exchanged between the designers and design reviewers to resolve any potential design related issues, and to ensure that the interests and goals of the owner are met. The effective execution of design review will minimize potential errors or conflicts, reduce the time for review, shorten the project life-cycle, allow for earlier occupancy, and ultimately translate into significant total project savings to the owner. However, the current methods of design review are still heavily relying on 2D paper-based format, sequential and lack central and integrated information base for efficient exchange and flow of information. There is thus a need for the use of a new medium that allow for 3D visualization of designs, collaboration among designers and design reviewers, and early and easy access to design review information. This paper documents the innovative utilization of a 3D game engine, the Torque Game Engine as the underlying tool and enabling technology for a design review system, the Virtual Design Review System for architectural designs. Two major elements are incorporated; 1) a 3D game engine as the driving tool for the development and implementation of design review processes, and 2) a virtual environment as the medium for design review, where visualization of design and design review information is based on sound principles of GUI design. The development of the VDRS involves two major phases; firstly, the creation of the assets and the assembly of the virtual environment, and secondly, the modification of existing functions or introducing new functionality through programming of the 3D game engine in order to support design review in a virtual environment. The features that are included in the VDRS are support for database, real-time collaboration across network, viewing and navigation modes, 3D object manipulation, parametric input, GUI, and organization for 3D objects
Requirements for a geometry programming language for CFD applications
A number of typical problems faced by the aerodynamicist in using computational fluid dynamics are presented to illustrate the need for a geometry programming language. The overall requirements for such a language are illustrated by examples from the Boeing Aero Grid and Paneling System (AGPS). Some of the problems in building such a system are also reviewed along with suggestions as to what to look for when evaluating new software problems
Declarative Ajax Web Applications through SQL++ on a Unified Application State
Implementing even a conceptually simple web application requires an
inordinate amount of time. FORWARD addresses three problems that reduce
developer productivity: (a) Impedance mismatch across the multiple languages
used at different tiers of the application architecture. (b) Distributed data
access across the multiple data sources of the application (SQL database, user
input of the browser page, session data in the application server, etc). (c)
Asynchronous, incremental modification of the pages, as performed by Ajax
actions.
FORWARD belongs to a novel family of web application frameworks that attack
impedance mismatch by offering a single unifying language. FORWARD's language
is SQL++, a minimally extended SQL. FORWARD's architecture is based on two
novel cornerstones: (a) A Unified Application State (UAS), which is a virtual
database over the multiple data sources. The UAS is accessed via distributed
SQL++ queries, therefore resolving the distributed data access problem. (b)
Declarative page specifications, which treat the data displayed by pages as
rendered SQL++ page queries. The resulting pages are automatically
incrementally modified by FORWARD. User input on the page becomes part of the
UAS.
We show that SQL++ captures the semi-structured nature of web pages and
subsumes the data models of two important data sources of the UAS: SQL
databases and JavaScript components. We show that simple markup is sufficient
for creating Ajax displays and for modeling user input on the page as UAS data
sources. Finally, we discuss the page specification syntax and semantics that
are needed in order to avoid race conditions and conflicts between the user
input and the automated Ajax page modifications.
FORWARD has been used in the development of eight commercial and academic
applications. An alpha-release web-based IDE (itself built in FORWARD) enables
development in the cloud.Comment: Proceedings of the 14th International Symposium on Database
Programming Languages (DBPL 2013), August 30, 2013, Riva del Garda, Trento,
Ital
A Concurrency-Agnostic Protocol for Multi-Paradigm Concurrent Debugging Tools
Today's complex software systems combine high-level concurrency models. Each
model is used to solve a specific set of problems. Unfortunately, debuggers
support only the low-level notions of threads and shared memory, forcing
developers to reason about these notions instead of the high-level concurrency
models they chose.
This paper proposes a concurrency-agnostic debugger protocol that decouples
the debugger from the concurrency models employed by the target application. As
a result, the underlying language runtime can define custom breakpoints,
stepping operations, and execution events for each concurrency model it
supports, and a debugger can expose them without having to be specifically
adapted.
We evaluated the generality of the protocol by applying it to SOMns, a
Newspeak implementation, which supports a diversity of concurrency models
including communicating sequential processes, communicating event loops,
threads and locks, fork/join parallelism, and software transactional memory. We
implemented 21 breakpoints and 20 stepping operations for these concurrency
models. For none of these, the debugger needed to be changed. Furthermore, we
visualize all concurrent interactions independently of a specific concurrency
model. To show that tooling for a specific concurrency model is possible, we
visualize actor turns and message sends separately.Comment: International Symposium on Dynamic Language
Mapping the Space of Genomic Signatures
We propose a computational method to measure and visualize interrelationships
among any number of DNA sequences allowing, for example, the examination of
hundreds or thousands of complete mitochondrial genomes. An "image distance" is
computed for each pair of graphical representations of DNA sequences, and the
distances are visualized as a Molecular Distance Map: Each point on the map
represents a DNA sequence, and the spatial proximity between any two points
reflects the degree of structural similarity between the corresponding
sequences. The graphical representation of DNA sequences utilized, Chaos Game
Representation (CGR), is genome- and species-specific and can thus act as a
genomic signature. Consequently, Molecular Distance Maps could inform species
identification, taxonomic classifications and, to a certain extent,
evolutionary history. The image distance employed, Structural Dissimilarity
Index (DSSIM), implicitly compares the occurrences of oligomers of length up to
(herein ) in DNA sequences. We computed DSSIM distances for more than
5 million pairs of complete mitochondrial genomes, and used Multi-Dimensional
Scaling (MDS) to obtain Molecular Distance Maps that visually display the
sequence relatedness in various subsets, at different taxonomic levels. This
general-purpose method does not require DNA sequence homology and can thus be
used to compare similar or vastly different DNA sequences, genomic or
computer-generated, of the same or different lengths. We illustrate potential
uses of this approach by applying it to several taxonomic subsets: phylum
Vertebrata, (super)kingdom Protista, classes Amphibia-Insecta-Mammalia, class
Amphibia, and order Primates. This analysis of an extensive dataset confirms
that the oligomer composition of full mtDNA sequences can be a source of
taxonomic information.Comment: 14 pages, 7 figures. arXiv admin note: substantial text overlap with
arXiv:1307.375
- …