5,796 research outputs found

    A Rectangular Area Filling Display System Architecture

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    A display system architecture which has rectangular area filling as its primitive operation is presented. It is shown that lines can be drawn significantly faster while rendition of filled boxes shows an O(n^2) speed improvement. Furthermore filled polygons can be rendered with an O(n) speed improvement. Implementation of this rectangular area filling architecture is discussed and refined. A custom VLSI integrated circuit is currently being designed to implement this rectangular area filling architecture and at the same time reduce the display memory system video refresh bandwidth requirements

    Survey of currently available high-resolution raster graphics systems

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    Presented are data obtained on high-resolution raster graphics engines currently available on the market. The data were obtained through survey responses received from various vendors and also from product literature. The questionnaire developed for this survey was basically a list of characteristics desired in a high performance color raster graphics system which could perform real-time aircraft simulations. Several vendors responded to the survey, with most reporting on their most advanced high-performance, high-resolution raster graphics engine

    A survey of new technology for cockpit application to 1990's transport aircraft simulators

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    Two problems were investigated: inter-equipment data transfer, both on board the aircraft and between air and ground; and crew equipment communication via the cockpit displays and controls. Inter-equipment data transfer is discussed in terms of data bus and data link requirements. Crew equipment communication is discussed regarding the availability of CRT display systems for use in research simulators to represent flat panel displays of the future, and of software controllable touch panels

    The use of computer-generated color graphic images for transient thermal analysis

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    Color computer graphics techniques were investigated as a means of rapidly scanning and interpreting large sets of transient heating data. The data presented were generated to support the conceptual design of a heat-sink thermal protection system (TPS) for a hypersonic research airplane. Color-coded vector and raster displays of the numerical geometry used in the heating calculations were employed to analyze skin thicknesses and surface temperatures of the heat-sink TPS under a variety of trajectory flight profiles. Both vector and raster displays proved to be effective means for rapidly identifying heat-sink mass concentrations, regions of high heating, and potentially adverse thermal gradients. The color-coded (raster) surface displays are a very efficient means for displaying surface-temperature and heating histories, and thereby the more stringent design requirements can quickly be identified. The related hardware and software developments required to implement both the vector and the raster displays for this application are also discussed

    Real-time application of advanced three-dimensional graphic techniques for research aircraft simulation

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    Visual aids are valuable assets to engineers for design, demonstration, and evaluation. Discussed here are a variety of advanced three-dimensional graphic techniques used to enhance the displays of test aircraft dynamics. The new software's capabilities are examined and possible future uses are considered

    Development of preliminary design concept for a multifunction display and control system for the Orbiter crew station. Task 4: Design concept recommendation

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    Application of multifunction display and control systems to the NASA Orbiter spacecraft offers the potential for reducing crew workload and improving the presentation of system status and operational data to the crew. A design concept is presented for the application of a multifunction display and control system (MFDCS) to the Orbital Maneuvering System and Electrical Power Distribution and Control System on the Orbiter spacecraft. The MFDCS would provide the capability for automation of procedures, fault prioritization and software reconfiguration of the MFDCS data base. The MFDCS would operate as a stand-alone processor to minimize the impact on the current Orbiter software. Supervisory crew command of all current functions would be retained through the use of several operating modes in the system. Both the design concept and the processes followed in defining the concept are described

    Real-time graphics for the Space Station Freedom cupola, developed in the Systems Engineering Simulator

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    Among the Lyndon B. Johnson Space Center's responsibilities for Space Station Freedom is the cupola. Attached to the resource node, the cupola is a windowed structure that will serve as the space station's secondary control center. From the cupola, operations involving the mobile service center and orbital maneuvering vehicle will be conducted. The Systems Engineering Simulator (SES), located in building 16, activated a real-time man-in-the-loop cupola simulator in November 1987. The SES cupola is an engineering tool with the flexibility to evolve in both hardware and software as the final cupola design matures. Two workstations are simulated with closed-circuit television monitors, rotational and translational hand controllers, programmable display pushbuttons, and graphics display with trackball and keyboard. The displays and controls of the SES cupola are driven by a Silicon Graphics Integrated Raster Imaging System (IRIS) 4D/70 GT computer. Through the use of an interactive display builder program, SES, cupola display pages consisting of two dimensional and three dimensional graphics are constructed. These display pages interact with the SES via the IRIS real-time graphics interface. The focus is on the real-time graphics interface applications software developed on the IRIS

    Stereoscopic Sketchpad: 3D Digital Ink

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    --Context-- This project looked at the development of a stereoscopic 3D environment in which a user is able to draw freely in all three dimensions. The main focus was on the storage and manipulation of the ‘digital ink’ with which the user draws. For a drawing and sketching package to be effective it must not only have an easy to use user interface, it must be able to handle all input data quickly and efficiently so that the user is able to focus fully on their drawing. --Background-- When it comes to sketching in three dimensions the majority of applications currently available rely on vector based drawing methods. This is primarily because the applications are designed to take a users two dimensional input and transform this into a three dimensional model. Having the sketch represented as vectors makes it simpler for the program to act upon its geometry and thus convert it to a model. There are a number of methods to achieve this aim including Gesture Based Modelling, Reconstruction and Blobby Inflation. Other vector based applications focus on the creation of curves allowing the user to draw within or on existing 3D models. They also allow the user to create wire frame type models. These stroke based applications bring the user closer to traditional sketching rather than the more structured modelling methods detailed. While at present the field is inundated with vector based applications mainly focused upon sketch-based modelling there are significantly less voxel based applications. The majority of these applications focus on the deformation and sculpting of voxmaps, almost the opposite of drawing and sketching, and the creation of three dimensional voxmaps from standard two dimensional pixmaps. How to actually sketch freely within a scene represented by a voxmap has rarely been explored. This comes as a surprise when so many of the standard 2D drawing programs in use today are pixel based. --Method-- As part of this project a simple three dimensional drawing program was designed and implemented using C and C++. This tool is known as Sketch3D and was created using a Model View Controller (MVC) architecture. Due to the modular nature of Sketch3Ds system architecture it is possible to plug a range of different data structures into the program to represent the ink in a variety of ways. A series of data structures have been implemented and were tested for efficiency. These structures were a simple list, a 3D array, and an octree. They have been tested for: the time it takes to insert or remove points from the structure; how easy it is to manipulate points once they are stored; and also how the number of points stored effects the draw and rendering times. One of the key issues brought up by this project was devising a means by which a user is able to draw in three dimensions while using only two dimensional input devices. The method settled upon and implemented involves using the mouse or a digital pen to sketch as one would in a standard 2D drawing package but also linking the up and down keyboard keys to the current depth. This allows the user to move in and out of the scene as they draw. A couple of user interface tools were also developed to assist the user. A 3D cursor was implemented and also a toggle, which when on, highlights all of the points intersecting the depth plane on which the cursor currently resides. These tools allow the user to see exactly where they are drawing in relation to previously drawn lines. --Results-- The tests conducted on the data structures clearly revealed that the octree was the most effective data structure. While not the most efficient in every area, it manages to avoid the major pitfalls of the other structures. The list was extremely quick to render and draw to the screen but suffered severely when it comes to finding and manipulating points already stored. In contrast the three dimensional array was able to erase or manipulate points effectively while the draw time rendered the structure effectively useless, taking huge amounts of time to draw each frame. The focus of this research was on how a 3D sketching package would go about storing and accessing the digital ink. This is just a basis for further research in this area and many issues touched upon in this paper will require a more in depth analysis. The primary area of this future research would be the creation of an effective user interface and the introduction of regular sketching package features such as the saving and loading of images

    Computer-generated animation for analysis and design

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    The development of computer-generated animation techniques was reviewed and some examples of the current state of the art were described. A number of ways in which computer-generated animation can be used were examined in relation to the suitability for the engineering task at hand. The examples described are primarily concerned with attempting to combine two different types of simulation: that of superposition of an engineering design on the surrounding real world, and an evaluation of this simulation both from an engineering design and an aesthetic point of view

    Using treemaps for variable selection in spatio-temporal visualisation

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    We demonstrate and reflect upon the use of enhanced treemaps that incorporate spatial and temporal ordering for exploring a large multivariate spatio-temporal data set. The resulting data-dense views summarise and simultaneously present hundreds of space-, time-, and variable-constrained subsets of a large multivariate data set in a structure that facilitates their meaningful comparison and supports visual analysis. Interactive techniques allow localised patterns to be explored and subsets of interest selected and compared with the spatial aggregate. Spatial variation is considered through interactive raster maps and high-resolution local road maps. The techniques are developed in the context of 42.2 million records of vehicular activity in a 98 km(2) area of central London and informally evaluated through a design used in the exploratory visualisation of this data set. The main advantages of our technique are the means to simultaneously display hundreds of summaries of the data and to interactively browse hundreds of variable combinations with ordering and symbolism that are consistent and appropriate for space- and time- based variables. These capabilities are difficult to achieve in the case of spatio-temporal data with categorical attributes using existing geovisualisation methods. We acknowledge limitations in the treemap representation but enhance the cognitive plausibility of this popular layout through our two-dimensional ordering algorithm and interactions. Patterns that are expected (e.g. more traffic in central London), interesting (e.g. the spatial and temporal distribution of particular vehicle types) and anomalous (e.g. low speeds on particular road sections) are detected at various scales and locations using the approach. In many cases, anomalies identify biases that may have implications for future use of the data set for analyses and applications. Ordered treemaps appear to have potential as interactive interfaces for variable selection in spatio-temporal visualisation. Information Visualization (2008) 7, 210-224. doi: 10.1057/palgrave.ivs.950018
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