6,434 research outputs found

    Simulation modelling and visualisation: toolkits for building artificial worlds

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    Simulations users at all levels make heavy use of compute resources to drive computational simulations for greatly varying applications areas of research using different simulation paradigms. Simulations are implemented in many software forms, ranging from highly standardised and general models that run in proprietary software packages to ad hoc hand-crafted simulations codes for very specific applications. Visualisation of the workings or results of a simulation is another highly valuable capability for simulation developers and practitioners. There are many different software libraries and methods available for creating a visualisation layer for simulations, and it is often a difficult and time-consuming process to assemble a toolkit of these libraries and other resources that best suits a particular simulation model. We present here a break-down of the main simulation paradigms, and discuss differing toolkits and approaches that different researchers have taken to tackle coupled simulation and visualisation in each paradigm

    3D APIs in Interactive Real-Time Systems: Comparison of OpenGL, Direct3D and Java3D.

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    Since the first display of a few computer-generated lines on a Cathode-ray tube (CRT) over 40 years ago, graphics has progressed rapidly towards the computer generation of detailed images and interactive environments in real time (Angel, 1997). In the last twenty years a number of Application Programmer's Interfaces (APIs) have been developed to provide access to three-dimensional graphics systems. Currently, there are numerous APIs used for many different types of applications. This paper will look at three of these: OpenGL, Direct3D, and one of the newest entrants, Java3D. They will be discussed in relation to their level of versatility, programability, and how innovative they are in introducing new features and furthering the development of 3D-interactive programming

    SIGGRAPHVRML 3D Ph.D. Conetree

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    This paper describes the work-in-progress of aVRML 3D conetree to visualize Ph.D. graduates and their Ph.D. thesis advisors in the field of computer graphics. As part of the SIGGRAPH history project chaired by Carl Machover, this VRML 3D conetree debuts publicly at the 25th conference celebration at SIGGRAPH 98, July 1998, in Orlando, FL. This conetree allows a VRML-enabled browser to visualize Ph.D. contributors to the field of computer graphics and to trace their influences and academic progeny. The database developed may seed further studies of the field\u27s contributors. The initial phase of this project (using Ph.D. advisors/graduates) provides a hierarchical (if arbitrary) view of part of SIGGRAPH\u27s academic structure

    Interactive 2D and 3D Graphics over the World-Wide Web with ActionScript

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    Many efforts have been made to provide a mechanism for delivering interactive 3D content over the World-Wide Web. The majority of the solutions put forward require the use of a proprietary plug-in on the client browser and none of these required plug-ins have so far become part of the standard browser installation package. The Macromedia Flash player has however achieved near ubiquitous status as the standard plug-in for displaying interactive multimedia and graphics content. Flash does not provide native support for 3D graphics but the recent addition of the Shape Drawing API opens up the possibility of developers using ActionScript for this purpose. This paper describes the development of an ActionScript graphics library that consists of a set of reusable classes for adding interactive 2D and 3D graphics to Flash content. We describe these classes in detail, show examples of programs developed using them, and discuss the advantages of this approach

    Image database system for glaucoma diagnosis support

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    Tato práce popisuje přehled standardních a pokročilých metod používaných k diagnose glaukomu v ranném stádiu. Na základě teoretických poznatků je implementován internetově orientovaný informační systém pro oční lékaře, který má tři hlavní cíle. Prvním cílem je možnost sdílení osobních dat konkrétního pacienta bez nutnosti posílat tato data internetem. Druhým cílem je vytvořit účet pacienta založený na kompletním očním vyšetření. Posledním cílem je aplikovat algoritmus pro registraci intenzitního a barevného fundus obrazu a na jeho základě vytvořit internetově orientovanou tři-dimenzionální vizualizaci optického disku. Tato práce je součásti DAAD spolupráce mezi Ústavem Biomedicínského Inženýrství, Vysokého Učení Technického v Brně, Oční klinikou v Erlangenu a Ústavem Informačních Technologií, Friedrich-Alexander University, Erlangen-Nurnberg.This master thesis describes a conception of standard and advanced eye examination methods used for glaucoma diagnosis in its early stage. According to the theoretical knowledge, a web based information system for ophthalmologists with three main aims is implemented. The first aim is the possibility to share medical data of a concrete patient without sending his personal data through the Internet. The second aim is to create a patient account based on a complete eye examination procedure. The last aim is to improve the HRT diagnostic method with an image registration algorithm for the fundus and intensity images and create an optic nerve head web based 3D visualization. This master thesis is a part of project based on DAAD co-operation between Department of Biomedical Engineering, Brno University of Technology, Eye Clinic in Erlangen and Department of Computer Science, Friedrich-Alexander University, Erlangen-Nurnberg.

    Mobile application platform heterogeneity: Android vs Windows phone vs iOS vs Firefox OS

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    Modern smartphones have a rich spectrum of increasingly sophisticated features, opening opportunities for software-led innovation. Of the large number of platforms to develop new software on, in this paper we look closely at three platforms identified as market leaders for the smartphone market by Gartner Group in 2013 and one platform, Firefox OS, representing a new paradigm for operating systems based on web technologies. We compare the platforms in several different categories, such as software architecture, application development, platform capabilities and constraints, and, finally, developer support. Using the implementation of a mobile version of the tic-tac-toe game on all the four platforms, we seek to investigate strengths, weaknesses and challenges of mobile application development on these platforms. Big differences are highlighted when inspecting community environments, hardware abilities and platform maturity. These inevitably impact upon developer choices when deciding on mobile platform development strategies
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