38,728 research outputs found

    Interactive problem solving via algorithm visualization

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    COMIND is a tool for conceptual design of industrial products. It helps designers define and evaluate the initial design space by using search algorithms to generate sets of feasible solutions. Two algorithm visualization techniques, Kaleidoscope and Lattice, and one visualization of n-dimensional data, MAP, are used to externalize the machine's problem solving strategies and the tradeoffs as a result of using these strategies. After a short training period, users are able to discover tactics to explore design space effectively, evaluate new design solutions, and learn important relationships among design criteria, search speed, and solution quality. We thus propose that visualization can serve as a tool for interactive intelligence, i.e., human-machine collaboration for solving complex problems

    Optical tomography using the SCIRun problem solving environment: Preliminary results for three-dimensional geometries and parallel processing

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    We present a 3D implementation of the UCL imaging package for absorption and scatter reconstruction from time-resolved data (TOAST), embedded in the SCIRun interactive simulation and visualization package developed at the University of Utah. SCIRun is a scientific programming environment that allows the interactive construction, debugging, and steering of large-scale scientific computations. While the capabilities of SCIRun's interactive approach are not yet fully exploited in the current TOAST implementation, an immediate benefit of the combined TOAST/SCIRun package is the availability of optimized parallel finite element forward solvers, and the use of SCIRun's existing 3D visualisation tools. A reconstruction of a segmented 3D head model is used as an example for demonstrating the capability of TOAST/SCIRun of simulating anatomically shaped meshes

    Flux-Limited Diffusion for Multiple Scattering in Participating Media

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    For the rendering of multiple scattering effects in participating media, methods based on the diffusion approximation are an extremely efficient alternative to Monte Carlo path tracing. However, in sufficiently transparent regions, classical diffusion approximation suffers from non-physical radiative fluxes which leads to a poor match to correct light transport. In particular, this prevents the application of classical diffusion approximation to heterogeneous media, where opaque material is embedded within transparent regions. To address this limitation, we introduce flux-limited diffusion, a technique from the astrophysics domain. This method provides a better approximation to light transport than classical diffusion approximation, particularly when applied to heterogeneous media, and hence broadens the applicability of diffusion-based techniques. We provide an algorithm for flux-limited diffusion, which is validated using the transport theory for a point light source in an infinite homogeneous medium. We further demonstrate that our implementation of flux-limited diffusion produces more accurate renderings of multiple scattering in various heterogeneous datasets than classical diffusion approximation, by comparing both methods to ground truth renderings obtained via volumetric path tracing.Comment: Accepted in Computer Graphics Foru
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