22 research outputs found

    Case study of isosurface extraction algorithm performance

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    Journal ArticleIsosurface extraction is an important and useful visualization method. Over the past ten years, the field has seen numerous isosurface techniques published, leaving the user in a quandary about which one should be used. Some papers have published complexity analysis of the techniques, yet empirical evidence comparing different methods is lacking. This case study presents a comparative study of several representative isosurface extraction algorithms. It reports and analyzes empirical measurements of execution times and memory behavior for each algorithm. The results show that asymptotically optimal techniques may not be the best choice when implemented on modern computer architectures

    Computational field visualization

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    ManuscriptToday, scientists, engineers, and medical researchers routinely use computers to simulate complex physical phenomena. Such simulations present new challenges for computational scientists, including the need to effectively analyze and visualize complex three-dimensional data. As simulations become more complex and produce larger amounts of data, the effectiveness of utilizing such high resolution data will hinge upon the ability of human experts to interact with their data and extract useful information. Here we describe recent work at the SCI Institute in large-scale scalar, vector, and tensor visualization techniques. We end with a discussion of ideas for the integration of techniques for creating computational multi-field visualizations

    Isosurface Extraction in the Visualization Toolkit Using the Extrema Skeleton Algorithm

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    Generating isosurfaces is a very useful technique in data visualization for understanding the distribution of scalar data. Often, when the size of the data set is really large, as in the case with data produced by medical imaging applications, engineering simulations or geographic information systems applications, the use of traditional methods like marching cubes makes repeated generation of isosurfaces a very time consuming task. This thesis investigated the use of the Extrema Skeleton algorithm to speed up repeated isosurface generation in the visualization package, Visualization Toolkit (VTK). The objective was to reduce the number of non-isosurface cells visited to generate isosurfaces, and to compare the Extrema Skeleton method with the Marching Cubes method by monitoring parameters like time taken for the isosurfacing process and number of cells visited. The results of this investigation showed that the Extrema Skeleton method was faster for most of the datasets tested. For simple datasets with less than 10% isosurface cells and complex datasets with less than 5% isosurface cells, the Extrema Skeleton method was found to be significantly faster than the Marching Cubes method. The time gained by the Extrema Skeleton method for datasets with greater than 15% isosurface cells was found to be insignificant. Based on the results of this study, implementing the Extrema Skeleton method for the VTK software is a change worth making because typical VTK users deal with datasets for which the Extrema Skeleton method is significantly faster and also with datasets for which it is marginally faster than the Marching Cubes method

    Interactive simulation and visualization

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    Journal ArticleMost of us perform data analysis and visualization only after everything else is finished, which often means that we don't discover errors invalidating the results of our simulation until postprocessing. A better approach would be to improve the integration of simulation and visualization into the entire process so that you can make adjustments along the way. We call this approach computational steering. Computational steering is the capacity to control all aspects of the computational science pipeline-the succession of steps required to solve computational science and engineering problems. When you interactively explore a simulation in time and space, you steer it. In this sense, you can rely on steering to assist in debugging and to modify the computational aspects of your application

    Accelerated isosurface extraction in time-varying fields

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    Journal ArticleFor large time-varying data sets, memory and disk limitations can lower the performance of visualization applications. Algorithms and data structures must be explicitly designed to handle these data sets in order to achieve more interactive rates. The Temporal Branch-on-Need Octree (T-BON) extends the three-dimensional branch-on-need octree for time-varying isosurface extraction. This data structure minimizes the impact of the I/O bottleneck by reading from disk only those portions of the search structure and data necessary to construct the current isosurface

    Eyelet particle tracing - steady visualization of unsteady flow

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    It is a challenging task to visualize the behavior of time-dependent 3D vector fields. Most of the time an overview of unsteady fields is provided via animations, but, unfortunately, animations provide only transient impressions of momentary flow. In this paper we present two approaches to visualize time varying fields with fixed geometry. Path lines and streak lines represent such a steady visualization of unsteady vector fields, but because of occlusion and visual clutter it is useless to draw them all over the spatial domain. A selection is needed. We show how bundles of streak lines and path lines, running at different times through one point in space, like through an eyelet, yield an insightful visualization of flow structure ('eyelet lines'). To provide a more intuitive and appealing visualization we also explain how to construct a surface from these lines. As second approach, we use a simple measurement of local changes of a field over time to determine regions with strong changes. We visualize these regions with isosurfaces to give an overview of the activity in the dataset. Finally we use the regions as a guide for placing eyelets

    Fast and Exact Fiber Surfaces for Tetrahedral Meshes

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    Isosurfaces are fundamental geometrical objects for the analysis and visualization of volumetric scalar fields. Recent work has generalized them to bivariate volumetric fields with fiber surfaces, the pre-image of polygons in range space. However, the existing algorithm for their computation is approximate, and is limited to closed polygons. Moreover, its runtime performance does not allow instantaneous updates of the fiber surfaces upon user edits of the polygons. Overall, these limitations prevent a reliable and interactive exploration of the space of fiber surfaces. This paper introduces the first algorithm for the exact computation of fiber surfaces in tetrahedral meshes. It assumes no restriction on the topology of the input polygon, handles degenerate cases and better captures sharp features induced by polygon bends. The algorithm also allows visualization of individual fibers on the output surface, better illustrating their relationship with data features in range space. To enable truly interactive exploration sessions, we further improve the runtime performance of this algorithm. In particular, we show that it is trivially parallelizable and that it scales nearly linearly with the number of cores. Further, we study acceleration data-structures both in geometrical domain and range space and we show how to generalize interval trees used in isosurface extraction to fiber surface extraction. Experiments demonstrate the superiority of our algorithm over previous work, both in terms of accuracy and running time, with up to two orders of magnitude speedups. This improvement enables interactive edits of range polygons with instantaneous updates of the fiber surface for exploration purpose. A VTK-based reference implementation is provided as additional material to reproduce our results

    Diamond-based models for scientific visualization

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    Hierarchical spatial decompositions are a basic modeling tool in a variety of application domains including scientific visualization, finite element analysis and shape modeling and analysis. A popular class of such approaches is based on the regular simplex bisection operator, which bisects simplices (e.g. line segments, triangles, tetrahedra) along the midpoint of a predetermined edge. Regular simplex bisection produces adaptive simplicial meshes of high geometric quality, while simplifying the extraction of crack-free, or conforming, approximations to the original dataset. Efficient multiresolution representations for such models have been achieved in 2D and 3D by clustering sets of simplices sharing the same bisection edge into structures called diamonds. In this thesis, we introduce several diamond-based approaches for scientific visualization. We first formalize the notion of diamonds in arbitrary dimensions in terms of two related simplicial decompositions of hypercubes. This enables us to enumerate the vertices, simplices, parents and children of a diamond. In particular, we identify the number of simplices involved in conforming updates to be factorial in the dimension and group these into a linear number of subclusters of simplices that are generated simultaneously. The latter form the basis for a compact pointerless representation for conforming meshes generated by regular simplex bisection and for efficiently navigating the topological connectivity of these meshes. Secondly, we introduce the supercube as a high-level primitive on such nested meshes based on the atomic units within the underlying triangulation grid. We propose the use of supercubes to associate information with coherent subsets of the full hierarchy and demonstrate the effectiveness of such a representation for modeling multiresolution terrain and volumetric datasets. Next, we introduce Isodiamond Hierarchies, a general framework for spatial access structures on a hierarchy of diamonds that exploits the implicit hierarchical and geometric relationships of the diamond model. We use an isodiamond hierarchy to encode irregular updates to a multiresolution isosurface or interval volume in terms of regular updates to diamonds. Finally, we consider nested hypercubic meshes, such as quadtrees, octrees and their higher dimensional analogues, through the lens of diamond hierarchies. This allows us to determine the relationships involved in generating balanced hypercubic meshes and to propose a compact pointerless representation of such meshes. We also provide a local diamond-based triangulation algorithm to generate high-quality conforming simplicial meshes
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