3,053 research outputs found

    On the uncertain future of the volumetric 3D display paradigm.

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    Volumetric displays permit electronically processed images to be depicted within a transparent physical volume and enable a range of cues to depth to be inherently associated with image content. Further, images can be viewed directly by multiple simultaneous observers who are able to change vantage positions in a natural way. On the basis of research to date, we assume that the technologies needed to implement useful volumetric displays able to support translucent image formation are available and so primarily focus on other issues that have impeded the broad commercialization and application of this display paradigm. This is of particular relevance given the recent resurgence of interest in developing commercially viable, general purpose, volumetric systems. We particularly consider image and display characteristics, usability issues and identify several advantageous attributes that need to be exploited in order to effectively capitalize on this display modality.N/

    Virtual reality based creation of concept model designs for CAD systems

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    This work introduces a novel method to overcome most of the drawbacks in traditional methods for creating design models. The main innovation is the use of virtual tools to simulate the natural physical environment in which freeform. Design models are created by experienced designers. Namely, the model is created in a virtual environment by carving a work piece with tools that simulate NC milling cutters. Algorithms have been developed to support the approach, in which the design model is created in a Virtual Reality (VR) environment and selection and manipulation of tools can be performed in the virtual space. The desianer\u27s hand movements generate the tool trajectories and they are obtained by recording the position and orientation of a hand mounted motion tracker. Swept volumes of virtual tools are generated from the geometry of the tool and its trajectories. Then Boolean operations are performed on the swept volumes and the initial virtual stock (work piece) to create the design model. Algorithms have been developed as a part of this work to integrate the VR environment with a commercial CAD/CAM system in order to demonstrate the practical applications of the research results. The integrated system provides a much more efficient and easy-to-implement process of freeform model creation than employed in current CAD/CAM software. It could prove to be the prototype for the next-generation CAD/CAM system

    Future Directions in Astronomy Visualisation

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    Despite the large budgets spent annually on astronomical research equipment such as telescopes, instruments and supercomputers, the general trend is to analyse and view the resulting datasets using small, two-dimensional displays. We report here on alternative advanced image displays, with an emphasis on displays that we have constructed, including stereoscopic projection, multiple projector tiled displays and a digital dome. These displays can provide astronomers with new ways of exploring the terabyte and petabyte datasets that are now regularly being produced from all-sky surveys, high-resolution computer simulations, and Virtual Observatory projects. We also present a summary of the Advanced Image Displays for Astronomy (AIDA) survey which we conducted from March-May 2005, in order to raise some issues pertitent to the current and future level of use of advanced image displays.Comment: 13 pages, 2 figures, accepted for publication in PAS

    Rzsweep: A New Volume-Rendering Technique for Uniform Rectilinear Datasets

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    A great challenge in the volume-rendering field is to achieve high-quality images in an acceptable amount of time. In the area of volume rendering, there is always a trade-off between speed and quality. Applications where only high-quality images are acceptable often use the ray-casting algorithm, but this method is computationally expensive and typically achieves low frame rates. The work presented here is RZSweep, a new volume-rendering algorithm for uniform rectilinear datasets, that gives high-quality images in a reasonable amount of time. In this algorithm a plane sweeps the vertices of the implicit grid of regular datasets in depth order, projecting all the implicit faces incident on each vertex. This algorithm uses the inherent properties of a rectilinear datasets. RZSweep is an object-order, back-toront, direct volume rendering, face projection algorithm for rectilinear datasets using the cell approach. It is a single processor serial algorithm. The simplicity of the algorithm allows the use of the graphics pipeline for hardware-assisted projection, and also, with minimum modification, a version of the algorithm that is graphics-hardware independent. Lighting, color and various opacity transfer functions are implemented for giving realism to the final resulting images. Finally, an image comparison is done between RZSweep and a 3D texture-based method for volume rendering using standard image metrics like Euclidian and geometric differences

    Multidimensional en-face OCT imaging of the retina.

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    Fast T-scanning (transverse scanning, en-face) was used to build B-scan or C-scan optical coherence tomography (OCT) images of the retina. Several unique signature patterns of en-face (coronal) are reviewed in conjunction with associated confocal images of the fundus and B-scan OCT images. Benefits in combining T-scan OCT with confocal imaging to generate pairs of OCT and confocal images similar to those generated by scanning laser ophthalmoscopy (SLO) are discussed in comparison with the spectral OCT systems. The multichannel potential of the OCT/SLO system is demonstrated with the addition of a third hardware channel which acquires and generates indocyanine green (ICG) fluorescence images. The OCT, confocal SLO and ICG fluorescence images are simultaneously presented in a two or a three screen format. A fourth channel which displays a live mix of frames of the ICG sequence superimposed on the corresponding coronal OCT slices for immediate multidimensional comparison, is also included. OSA ISP software is employed to illustrate the synergy between the simultaneously provided perspectives. This synergy promotes interpretation of information by enhancing diagnostic comparisons and facilitates internal correction of movement artifacts within C-scan and B-scan OCT images using information provided by the SLO channel

    Interactive visualization tools for topological exploration

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    Thesis (Ph.D.) - Indiana University, Computer Science, 1992This thesis concerns using computer graphics methods to visualize mathematical objects. Abstract mathematical concepts are extremely difficult to visualize, particularly when higher dimensions are involved; I therefore concentrate on subject areas such as the topology and geometry of four dimensions which provide a very challenging domain for visualization techniques. In the first stage of this research, I applied existing three-dimensional computer graphics techniques to visualize projected four-dimensional mathematical objects in an interactive manner. I carried out experiments with direct object manipulation and constraint-based interaction and implemented tools for visualizing mathematical transformations. As an application, I applied these techniques to visualizing the conjecture known as Fermat's Last Theorem. Four-dimensional objects would best be perceived through four-dimensional eyes. Even though we do not have four-dimensional eyes, we can use computer graphics techniques to simulate the effect of a virtual four-dimensional camera viewing a scene where four-dimensional objects are being illuminated by four-dimensional light sources. I extended standard three-dimensional lighting and shading methods to work in the fourth dimension. This involved replacing the standard "z-buffer" algorithm by a "w-buffer" algorithm for handling occlusion, and replacing the standard "scan-line" conversion method by a new "scan-plane" conversion method. Furthermore, I implemented a new "thickening" technique that made it possible to illuminate surfaces correctly in four dimensions. Our new techniques generate smoothly shaded, highlighted view-volume images of mathematical objects as they would appear from a four-dimensional viewpoint. These images reveal fascinating structures of mathematical objects that could not be seen with standard 3D computer graphics techniques. As applications, we generated still images and animation sequences for mathematical objects such as the Steiner surface, the four-dimensional torus, and a knotted 2-sphere. The images of surfaces embedded in 4D that have been generated using our methods are unique in the history of mathematical visualization. Finally, I adapted these techniques to visualize volumetric data (3D scalar fields) generated by other scientific applications. Compared to other volume visualization techniques, this method provides a new approach that researchers can use to look at and manipulate certain classes of volume data

    Collision Detection and Part Interaction Modeling to Facilitate Immersive Virtual Assembly Methods

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    Realistic part interaction is an important component of an effective virtual assembly application. Both collision detection and part interaction modeling are needed to simulate part-to-part and hand-to-part interactions. This paper examines several polygonal-based collision detection packages and compares their usage for virtual assembly applications with the Voxmap PointShell (VPS) software developed by the Boeing Company. VPS is a software developer’s toolkit for real-time collision and proximity detection, swept-volume generation, dynamic animation, and 6 degree-of-freedom haptics which is based on volumetric collision detection and physically based modeling. VPS works by detecting interactions between two parts: a dynamic object moving in the virtual environment, and a static object defined as a collection of all other objects in the environment. The method was found to provide realistic collision detection and physically-based modeling interaction, with good performance at the expense of contact accuracy. Results from several performance tests on VPS are presented. This paper concludes by presenting how VPS has been implemented to handle multiple dynamic part collisions and two-handed assembly using the 5DT dataglove in a projection screen virtual environment

    Assessment of VR Technology and its Applications to Engineering Problems

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    Virtual reality applications are making valuable contributions to the field of product realization. This paper presents an assessment of the hardware and software capabilities of VR technology needed to support a meaningful integration of VR applications in the product life cycle analysis. Several examples of VR applications for the various stages of the product life cycle engineering are presented as case studies. These case studies describe research results, fielded systems, technical issues, and implementation issues in the areas of virtual design, virtual manufacturing, virtual assembly, engineering analysis, visualization of analysis results, and collaborative virtual environments. Current issues and problems related to the creation, use, and implementation of virtual environments for engineering design, analysis, and manufacturing are also discussed
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