6 research outputs found

    scenery: Flexible Virtual Reality Visualization on the Java VM

    Full text link
    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. Visualization is often the first step in making sense of data, and a crucial part of building and debugging analysis pipelines. It is therefore important that visualizations 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 introduce scenery, a flexible VR/AR visualization 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 example applications, such as its use in VR for microscopy, in the biomedical image analysis software Fiji, or for visualizing agent-based simulations.Comment: Added IEEE DOI, version published at VIS 201

    Diva: A Declarative and Reactive Language for In-Situ Visualization

    Full text link
    The use of adaptive workflow management for in situ visualization and analysis has been a growing trend in large-scale scientific simulations. However, coordinating adaptive workflows with traditional procedural programming languages can be difficult because system flow is determined by unpredictable scientific phenomena, which often appear in an unknown order and can evade event handling. This makes the implementation of adaptive workflows tedious and error-prone. Recently, reactive and declarative programming paradigms have been recognized as well-suited solutions to similar problems in other domains. However, there is a dearth of research on adapting these approaches to in situ visualization and analysis. With this paper, we present a language design and runtime system for developing adaptive systems through a declarative and reactive programming paradigm. We illustrate how an adaptive workflow programming system is implemented using our approach and demonstrate it with a use case from a combustion simulation.Comment: 11 pages, 5 figures, 6 listings, 1 table, to be published in LDAV 2020. The article has gone through 2 major revisions: Emphasized contributions, features and examples. Addressed connections between DIVA and FRP. In sec. 3, we fixed a design flaw and addressed it in sec. 3.3-3.4. Re-designed sec. 5 with a more concrete example and benchmark results. Simplified the syntax of DIV

    Interactive web-based visualization

    Get PDF
    The visualization of large amounts of data, which cannot be easily copied for processing on a user’s local machine, is not yet a fully solved problem. Remote visualization represents one possible solution approach to the problem, and has long been an important research topic. Depending on the device used, modern hardware, such as high-performance GPUs, is sometimes not available. This is another reason for the use of remote visualization. Additionally, due to the growing global networking and collaboration among research groups, collaborative remote visualization solutions are becoming more important. The additional use of collaborative visualization solutions is eventually due to the growing global networking and collaboration among research groups. The attractiveness of web-based remote visualization is greatly increased by the wide availability of web browsers on almost all devices; these are available today on all systems - from desktop computers to smartphones. In order to ensure interactivity, network bandwidth and latency are the biggest challenges that web-based visualization algorithms have to solve. Despite the steady improvements in available bandwidth, these improvements are still significantly slower than, for example, processor performance, resulting in increasing the impact of this bottleneck. For example, visualization of large dynamic data in low-bandwidth environments can be challenging because it requires continuous data transfer. However, bandwidth improvement alone cannot improve the latency because it is also affected by factors such as the distance between server and client and network utilization. To overcome these challenges, a combination of techniques is needed to customize the individual processing steps of the visualization pipeline, from efficient data representation to hardware-accelerated rendering on the client side. This thesis first deals with related work in the field of remote visualization with a particular focus on interactive web-based visualization and then presents techniques for interactive visualization in the browser using modern web standards such as WebGL and HTML5. These techniques enable the visualization of dynamic molecular data sets with more than one million atoms at interactive frame rates using GPU-based ray casting. Due to the limitations which exist in a browser-based environment, the concrete implementation of the GPU-based ray casting had to be customized. Evaluation of the resulting performance shows that GPU-based techniques enable the interactive rendering of large data sets and achieve higher image quality compared to polygon-based techniques. In order to reduce data transfer times and network latency, and improve rendering speed, efficient approaches for data representation and transmission are used. Furthermore, this thesis introduces a GPU-based volume-ray marching technique based on WebGL 2.0, which uses progressive brick-wise data transfer, as well as multiple levels of detail in order to achieve interactive volume rendering of datasets stored on a server. The concepts and results presented in this thesis contribute to the further spread of interactive web-based visualization. The algorithmic and technological advances that have been achieved form a basis for further development of interactive browser-based visualization applications. At the same time, this approach has the potential for enabling future collaborative visualization in the cloud.Die Visualisierung großer Datenmengen, welche nicht ohne Weiteres zur Verarbeitung auf den lokalen Rechner des Anwenders kopiert werden können, ist ein bisher nicht zufriedenstellend gelöstes Problem. Remote-Visualisierung stellt einen möglichen Lösungsansatz dar und ist deshalb seit langem ein relevantes Forschungsthema. AbhĂ€ngig vom verwendeten EndgerĂ€t ist moderne Hardware, wie etwa performante GPUs, teilweise nicht verfĂŒgbar. Dies ist ein weiterer Grund fĂŒr den Einsatz von Remote-Visualisierung. Durch die zunehmende globale Vernetzung und Kollaboration von Forschungsgruppen gewinnt kollaborative Remote-Visualisierung zusĂ€tzlich an Bedeutung. Die AttraktivitĂ€t web-basierter Remote-Visualisierung wird durch die weitreichende VerfĂŒgbarkeit von Web-Browsern auf nahezu allen EndgerĂ€ten enorm gesteigert; diese sind heutzutage auf allen Systemen - vom Desktop-Computer bis zum Smartphone - vorhanden. Bei der GewĂ€hrleistung der InteraktivitĂ€t sind Bandbreite und Latenz der Netzwerkverbindung die grĂ¶ĂŸten Herausforderungen, welche von web-basierten Visualisierungs-Algorithmen gelöst werden mĂŒssen. Trotz der stetigen Verbesserungen hinsichtlich der verfĂŒgbaren Bandbreite steigt diese signifikant langsamer als beispielsweise die Prozessorleistung, wodurch sich die Auswirkung dieses Flaschenhalses immer weiter verstĂ€rkt. So kann beispielsweise die Visualisierung großer dynamischer Daten in Umgebungen mit geringer Bandbreite eine Herausforderung darstellen, da kontinuierlicher Datentransfer benötigt wird. Dennoch kann die alleinige Verbesserung der Bandbreite keine entsprechende Verbesserung der Latenz bewirken, da diese zudem von Faktoren wie der Distanz zwischen Server und Client sowie der Netzwerkauslastung beeinflusst wird. Um diese Herausforderungen zu bewĂ€ltigen, wird eine Kombination verschiedener Techniken fĂŒr die Anpassung der einzelnen Verarbeitungsschritte der Visualisierungspipeline benötigt, angefangen bei effizienter DatenreprĂ€sentation bis hin zu hardware-beschleunigtem Rendering auf der Client-Seite. Diese Doktorarbeit befasst sich zunĂ€chst mit verwandten Arbeiten auf dem Gebiet der Remote-Visualisierung mit besonderem Fokus auf interaktiver web-basierter Visualisierung und prĂ€sentiert danach Techniken fĂŒr die interaktive Visualisierung im Browser mit Hilfe moderner Web-Standards wie WebGL und HTML5. Diese Techniken ermöglichen die Visualisierung dynamischer molekularer DatensĂ€tze mit mehr als einer Million Atomen bei interaktiven Frameraten durch die Verwendung GPU-basierten Raycastings. Aufgrund der EinschrĂ€nkungen, welche in einer Browser-basierten Umgebung vorliegen, musste die konkrete Implementierung des GPU-basierten Raycastings angepasst werden. Die Evaluation der daraus resultierenden Performanz zeigt, dass GPU-basierte Techniken das interaktive Rendering von großen DatensĂ€tzen ermöglichen und eine im Vergleich zu Polygon-basierten Techniken höhere BildqualitĂ€t erreichen. Zur Verringerung der Übertragungszeiten, Reduktion der Latenz und Verbesserung der Darstellungsgeschwindigkeit werden effiziente AnsĂ€tze zur DatenreprĂ€sentation und ĂŒbertragung verwendet. Des Weiteren wird in dieser Doktorarbeit eine GPU-basierte Volumen-Ray-Marching-Technik auf Basis von WebGL 2.0 eingefĂŒhrt, welche progressive blockweise DatenĂŒbertragung verwendet, sowie verschiedene Detailgrade, um ein interaktives Volumenrendering von auf dem Server gespeicherten DatensĂ€tzen zu erreichen. Die in dieser Doktorarbeit prĂ€sentierten Konzepte und Resultate tragen zur weiteren Verbreitung von interaktiver web-basierter Visualisierung bei. Die erzielten algorithmischen und technologischen Fortschritte bilden eine Grundlage fĂŒr weiterfĂŒhrende Entwicklungen von interaktiven Visualisierungsanwendungen auf Browser-Basis. Gleichzeitig hat dieser Ansatz das Potential, zukĂŒnftig kollaborative Visualisierung in der Cloud zu ermöglichen

    Development and Specification of Virtual Environments

    Get PDF
    This thesis concerns the issues involved in the development of virtual environments (VEs). VEs are more than virtual reality. We identify four main characteristics of them: graphical interaction, multimodality, interface agents, and multi-user. These characteristics are illustrated with an overview of different classes of VE-like applications, and a number of state-of-the-art VEs. To further define the topic of research, we propose a general framework for VE systems development, in which we identify five major classes of development tools: methodology, guidelines, design specification, analysis, and development environments. Of each, we give an overview of existing best practices
    corecore