10 research outputs found

    On in-situ visualization for strongly coupled partitioned fluid-structure interaction

    Get PDF
    We present an integrated in-situ visualization approach for partitioned multi-physics simulation of fluid-structure interaction. The simulation itself is treated as a black box and only the information at the fluid-structure interface is considered, and communicated between the fluid and solid solvers with a separate coupling tool. The visualization of the interface data is performed in conjunction with the fluid solver. Furthermore, we present new visualization techniques for the analysis of the interrelation of the two solvers , with emphasis on the involved error due to discretization in space and time and the reconstruction. Our visualization approach also enables the investigation of these errors with respect of their mutual influence on the two simulation codes and their space-time discretization. For efficient interactive visualization, we employ the concept of explorable spatiotemporal images, which also enables finite-time temporal navigation in an in-situ context. We demonstrate our overall approach and its utility by means of a fluid-structure simulation using OpenFOAM that is coupled by the preCICE software layer

    Visuelle Analyse großer Partikeldaten

    Get PDF
    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

    A Modular and Open-Source Framework for Virtual Reality Visualisation and Interaction in Bioimaging

    Get PDF
    Life science today involves computational analysis of a large amount and variety of data, such as volumetric data acquired by state-of-the-art microscopes, or mesh data from analysis of such data or simulations. The advent of new imaging technologies, such as lightsheet microscopy, has resulted in the users being confronted with an ever-growing amount of data, with even terabytes of imaging data created within a day. With the possibility of gentler and more high-performance imaging, the spatiotemporal complexity of the model systems or processes of interest is increasing as well. Visualisation is often the first step in making sense of this data, and a crucial part of building and debugging analysis pipelines. It is therefore important that visualisations can be quickly prototyped, as well as developed or embedded into full applications. In order to better judge spatiotemporal relationships, immersive hardware, such as Virtual or Augmented Reality (VR/AR) headsets and associated controllers are becoming invaluable tools. In this work we present scenery, a modular and extensible visualisation framework for the Java VM that can handle mesh and large volumetric data, containing multiple views, timepoints, and color channels. scenery is free and open-source software, works on all major platforms, and uses the Vulkan or OpenGL rendering APIs. We introduce scenery's main features, and discuss its use with VR/AR hardware and in distributed rendering. In addition to the visualisation framework, we present a series of case studies, where scenery can provide tangible benefit in developmental and systems biology: With Bionic Tracking, we demonstrate a new technique for tracking cells in 4D volumetric datasets via tracking eye gaze in a virtual reality headset, with the potential to speed up manual tracking tasks by an order of magnitude. We further introduce ideas to move towards virtual reality-based laser ablation and perform a user study in order to gain insight into performance, acceptance and issues when performing ablation tasks with virtual reality hardware in fast developing specimen. To tame the amount of data originating from state-of-the-art volumetric microscopes, we present ideas how to render the highly-efficient Adaptive Particle Representation, and finally, we present sciview, an ImageJ2/Fiji plugin making the features of scenery available to a wider audience.:Abstract Foreword and Acknowledgements Overview and Contributions Part 1 - Introduction 1 Fluorescence Microscopy 2 Introduction to Visual Processing 3 A Short Introduction to Cross Reality 4 Eye Tracking and Gaze-based Interaction Part 2 - VR and AR for System Biology 5 scenery — VR/AR for Systems Biology 6 Rendering 7 Input Handling and Integration of External Hardware 8 Distributed Rendering 9 Miscellaneous Subsystems 10 Future Development Directions Part III - Case Studies C A S E S T U D I E S 11 Bionic Tracking: Using Eye Tracking for Cell Tracking 12 Towards Interactive Virtual Reality Laser Ablation 13 Rendering the Adaptive Particle Representation 14 sciview — Integrating scenery into ImageJ2 & Fiji Part IV - Conclusion 15 Conclusions and Outlook Backmatter & Appendices A Questionnaire for VR Ablation User Study B Full Correlations in VR Ablation Questionnaire C Questionnaire for Bionic Tracking User Study List of Tables List of Figures Bibliography SelbststĂ€ndigkeitserklĂ€run

    Sampling-Based Exploration Strategies for Mobile Robot Autonomy

    Get PDF
    A novel, sampling-based exploration strategy is introduced for Unmanned Ground Vehicles (UGV) to efficiently map large GPS-deprived underground environments. It is compared to state-of-the-art approaches and performs on a similar level, while it is not designed for a specific robot or sensor configuration like the other approaches. The introduced exploration strategy, which is called Random-Sampling-Based Next-Best View Exploration (RNE), uses a Rapidly-exploring Random Graph (RRG) to find possible view points in an area around the robot. They are compared with a computation-efficient Sparse Ray Polling (SRP) in a voxel grid to find the next-best view for the exploration. Each node in the exploration graph built with RRG is evaluated regarding the ability of the UGV to traverse it, which is derived from an occupancy grid map. It is also used to create a topology-based graph where nodes are placed centrally to reduce the risk of collisions and increase the amount of observable space. Nodes that fall outside the local exploration area are stored in a global graph and are connected with a Traveling Salesman Problem solver to explore them later

    Visualization challenges in distributed heterogeneous computing environments

    Get PDF
    Large-scale computing environments are important for many aspects of modern life. They drive scientific research in biology and physics, facilitate industrial rapid prototyping, and provide information relevant to everyday life such as weather forecasts. Their computational power grows steadily to provide faster response times and to satisfy the demand for higher complexity in simulation models as well as more details and higher resolutions in visualizations. For some years now, the prevailing trend for these large systems is the utilization of additional processors, like graphics processing units. These heterogeneous systems, that employ more than one kind of processor, are becoming increasingly widespread since they provide many benefits, like higher performance or increased energy efficiency. At the same time, they are more challenging and complex to use because the various processing units differ in their architecture and programming model. This heterogeneity is often addressed by abstraction but existing approaches often entail restrictions or are not universally applicable. As these systems also grow in size and complexity, they become more prone to errors and failures. Therefore, developers and users become more interested in resilience besides traditional aspects, like performance and usability. While fault tolerance is well researched in general, it is mostly dismissed in distributed visualization or not adapted to its special requirements. Finally, analysis and tuning of these systems and their software is required to assess their status and to improve their performance. The available tools and methods to capture and evaluate the necessary information are often isolated from the context or not designed for interactive use cases. These problems are amplified in heterogeneous computing environments, since more data is available and required for the analysis. Additionally, real-time feedback is required in distributed visualization to correlate user interactions to performance characteristics and to decide on the validity and correctness of the data and its visualization. This thesis presents contributions to all of these aspects. Two approaches to abstraction are explored for general purpose computing on graphics processing units and visualization in heterogeneous computing environments. The first approach hides details of different processing units and allows using them in a unified manner. The second approach employs per-pixel linked lists as a generic framework for compositing and simplifying order-independent transparency for distributed visualization. Traditional methods for fault tolerance in high performance computing systems are discussed in the context of distributed visualization. On this basis, strategies for fault-tolerant distributed visualization are derived and organized in a taxonomy. Example implementations of these strategies, their trade-offs, and resulting implications are discussed. For analysis, local graph exploration and tuning of volume visualization are evaluated. Challenges in dense graphs like visual clutter, ambiguity, and inclusion of additional attributes are tackled in node-link diagrams using a lens metaphor as well as supplementary views. An exploratory approach for performance analysis and tuning of parallel volume visualization on a large, high-resolution display is evaluated. This thesis takes a broader look at the issues of distributed visualization on large displays and heterogeneous computing environments for the first time. While the presented approaches all solve individual challenges and are successfully employed in this context, their joint utility form a solid basis for future research in this young field. In its entirety, this thesis presents building blocks for robust distributed visualization on current and future heterogeneous visualization environments.Große Rechenumgebungen sind fĂŒr viele Aspekte des modernen Lebens wichtig. Sie treiben wissenschaftliche Forschung in Biologie und Physik, ermöglichen die rasche Entwicklung von Prototypen in der Industrie und stellen wichtige Informationen fĂŒr das tĂ€gliche Leben, beispielsweise Wettervorhersagen, bereit. Ihre Rechenleistung steigt stetig, um Resultate schneller zu berechnen und dem Wunsch nach komplexeren Simulationsmodellen sowie höheren Auflösungen in der Visualisierung nachzukommen. Seit einigen Jahren ist die Nutzung von zusĂ€tzlichen Prozessoren, z.B. Grafikprozessoren, der vorherrschende Trend fĂŒr diese Systeme. Diese heterogenen Systeme, welche mehr als eine Art von Prozessor verwenden, finden zunehmend mehr Verbreitung, da sie viele VorzĂŒge, wie höhere Leistung oder erhöhte Energieeffizienz, bieten. Gleichzeitig sind diese jedoch aufwendiger und komplexer in der Nutzung, da die verschiedenen Prozessoren sich in Architektur und Programmiermodel unterscheiden. Diese HeterogenitĂ€t wird oft durch Abstraktion angegangen, aber bisherige AnsĂ€tze sind hĂ€ufig nicht universal anwendbar oder bringen EinschrĂ€nkungen mit sich. Diese Systeme werden zusĂ€tzlich anfĂ€lliger fĂŒr Fehler und AusfĂ€lle, da ihre GrĂ¶ĂŸe und KomplexitĂ€t zunimmt. Entwickler sind daher neben traditionellen Aspekten, wie Leistung und Bedienbarkeit, zunehmend an WiderstandfĂ€higkeit gegenĂŒber Fehlern und AusfĂ€llen interessiert. Obwohl Fehlertoleranz im Allgemeinen gut untersucht ist, wird diese in der verteilten Visualisierung oft ignoriert oder nicht auf die speziellen UmstĂ€nde dieses Feldes angepasst. Analyse und Optimierung dieser Systeme und ihrer Software ist notwendig, um deren Zustand einzuschĂ€tzen und ihre Leistung zu verbessern. Die verfĂŒgbaren Werkzeuge und Methoden, um die erforderlichen Informationen zu sammeln und auszuwerten, sind oft vom Kontext entkoppelt oder nicht fĂŒr interaktive Szenarien ausgelegt. Diese Probleme sind in heterogenen Rechenumgebungen verstĂ€rkt, da dort mehr Daten fĂŒr die Analyse verfĂŒgbar und notwendig sind. FĂŒr verteilte Visualisierung ist zusĂ€tzlich RĂŒckmeldung in Echtzeit notwendig, um Interaktionen der Benutzer mit Leistungscharakteristika zu korrelieren und um die GĂŒltigkeit und Korrektheit der Daten und ihrer Visualisierung zu entscheiden. Diese Dissertation prĂ€sentiert BeitrĂ€ge fĂŒr all diese Aspekte. ZunĂ€chst werden zwei AnsĂ€tze zur Abstraktion im Kontext von generischen Berechnungen auf Grafikprozessoren und Visualisierung in heterogenen Umgebungen untersucht. Der erste Ansatz verbirgt Details verschiedener Prozessoren und ermöglicht deren Nutzung ĂŒber einheitliche Schnittstellen. Der zweite Ansatz verwendet pro-Pixel verkettete Listen (per-pixel linked lists) zur Kombination von Pixelfarben und zur Vereinfachung von ordnungsunabhĂ€ngiger Transparenz in verteilter Visualisierung. Übliche Fehlertoleranz-Methoden im Hochleistungsrechnen werden im Kontext der verteilten Visualisierung diskutiert. Auf dieser Grundlage werden Strategien fĂŒr fehlertolerante verteilte Visualisierung abgeleitet und in einer Taxonomie organisiert. Beispielhafte Umsetzungen dieser Strategien, ihre Kompromisse und ZugestĂ€ndnisse, und die daraus resultierenden Implikationen werden diskutiert. Zur Analyse werden lokale Exploration von Graphen und die Optimierung von Volumenvisualisierung untersucht. Herausforderungen in dichten Graphen wie visuelle Überladung, AmbiguitĂ€t und Einbindung zusĂ€tzlicher Attribute werden in Knoten-Kanten Diagrammen mit einer Linsenmetapher sowie ergĂ€nzenden Ansichten der Daten angegangen. Ein explorativer Ansatz zur Leistungsanalyse und Optimierung paralleler Volumenvisualisierung auf einer großen, hochaufgelösten Anzeige wird untersucht. Diese Dissertation betrachtet zum ersten Mal Fragen der verteilten Visualisierung auf großen Anzeigen und heterogenen Rechenumgebungen in einem grĂ¶ĂŸeren Kontext. WĂ€hrend jeder vorgestellte Ansatz individuelle Herausforderungen löst und erfolgreich in diesem Zusammenhang eingesetzt wurde, bilden alle gemeinsam eine solide Basis fĂŒr kĂŒnftige Forschung in diesem jungen Feld. In ihrer Gesamtheit prĂ€sentiert diese Dissertation Bausteine fĂŒr robuste verteilte Visualisierung auf aktuellen und kĂŒnftigen heterogenen Visualisierungsumgebungen

    Synthesizing play: exploring the use of artificial intelligence to evaluate game user experience

    Get PDF
    Digital games are a complex interactive medium providing a multitude of different experiences. The field of games user research (GUR) is dedicated to investigating and optimizing user experience in games. Such inquiries are of both commercial and academic importance, enhancing product quality and our understanding of human behaviour. A common GUR methodology is usertesting, where researchers gain insights from human users interacting with products. However, usertesting is expensive in terms of expert labour, time, and resource costs. To address these concerns, we developed PathOS, a free, open-source tool for game testing with AI agents. PathOS simulates player navigation in games using a basic model of human behaviour. We conducted an evaluation of PathOS with developers, finding that it provides valuable predictions of user behaviour in the iterative design process. Ultimately, we aim to give the game development community a useful and versatile augmentation to their testing processes
    corecore