81 research outputs found
A Performant Web-Based Visualization, Assessment, and Collaboration Tool for Multidimensional Biosignals
Biosignal-based research is often multidisciplinary and benefits greatly from multi-site collaboration. This requires appropriate tooling that supports collaboration, is easy to use, and is accessible. However, current software tools do not provide the necessary functionality, usability, and ubiquitous availability. The latter is particularly crucial in environments, such as hospitals, which often restrict users' permissions to install software. This paper introduces a new web-based application for interactive biosignal visualization and assessment. A focus has been placed on performance to allow for handling files of any size. The proposed solution can load local and remote files. It parses data locally on the client, and harmonizes channel labels. The data can then be scored, annotated, pseudonymized and uploaded to a clinical data management system for further analysis. The data and all actions can be interactively shared with a second party. This lowers the barrier to quickly visually examine data, collaborate and make informed decisions
To âSketch-a-Scratchâ
A surface can be harsh and raspy, or smooth and silky, and everything in between. We are used to sense these features with our fingertips as well as with our eyes and ears: the exploration of a surface is a multisensory experience. Tools, too, are often employed in the interaction with surfaces, since they augment our manipulation capabilities. âSketch-a-Scratchâ is a tool for the multisensory exploration and sketching of surface textures. The userâs actions drive a physical sound model of real materialsâ response to interactions such as scraping, rubbing or rolling. Moreover, different input signals can be converted into 2D visual surface profiles, thus enabling to experience them visually, aurally and haptically
Doctor of Philosophy in Computing
dissertationThe aim of direct volume rendering is to facilitate exploration and understanding of three-dimensional scalar fields referred to as volume datasets. Improving understanding is done by improving depth perception, whereas facilitating exploration is done by speeding up volume rendering. In this dissertation, improving both depth perception and rendering speed is considered. The impact of depth of field (DoF) on depth perception in direct volume rendering is evaluated by conducting a user study in which the test subjects had to choose which of two features, located at different depths, appeared to be in front in a volume-rendered image. Whereas DoF was expected to improve perception in all cases, the user study revealed that if used on the back feature, DoF reduced depth perception, whereas it produced a marked improvement when used on the front feature. We then worked on improving the speed of volume rendering on distributed memory machines. Distributed volume rendering has three stages: loading, rendering, and compositing. In this dissertation, the focus is on image compositing, more specifically, trying to optimize communication in image compositing algorithms. For that, we have developed the Task Overlapped Direct Send Tree image compositing algorithm, which works on both CPU- and GPU-accelerated supercomputers, which focuses on communication avoidance and overlapping communication with computation; the Dynamically Scheduled Region-Based image compositing algorithm that uses spatial and temporal awareness to efficiently schedule communication among compositing nodes, and a rendering and compositing pipeline that allows both image compositing and rendering to be done on GPUs of GPU-accelerated supercomputers. We tested these on CPU- and GPU-accelerated supercomputers and explain how these improvements allow us to obtain better performance than image compositing algorithms that focus on load-balancing and algorithms that have no spatial and temporal awareness of the rendering and compositing stages
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THINC: A Virtual and Remote Display Architecture for Desktop Computing and Mobile Devices
THINC is a new virtual and remote display architecture for desktop computing. It has been designed to address the limitations and performance shortcomings of existing remote display technology, and to provide a building block around which novel desktop architectures can be built. THINC is architected around the notion of a virtual display device driver, a software-only component that behaves like a traditional device driver, but instead of managing specific hardware, enables desktop input and output to be intercepted, manipulated, and redirected at will. On top of this architecture, THINC introduces a simple, low-level, device-independent representation of display changes, and a number of novel optimizations and techniques to perform efficient interception and redirection of display output. This dissertation presents the design and implementation of THINC. It also introduces a number of novel systems which build upon THINC's architecture to provide new and improved desktop computing services. The contributions of this dissertation are as follows: - A high performance remote display system for LAN and WAN environments. This system differs from existing remote display technologies in that it focuses on the architecture of the system as a mechanism to improve performance, and not just on the remote display protocol and compression techniques. - A novel mechanism to natively support multimedia content in a remote display system in a way that is both transparent to applications and format independent. - pTHINC, a system to deliver improved remote display support for mobile devices, both in terms of performance and usability, and provide a competitive, and in some cases superior, alternative to native mobile applications. - MobiDesk, a desktop utility computing infrastructure that enables service providers to host desktop sessions in fully virtualized environments. Hosted sessions can be remotely accessed using THINC, they can be migrated across computers to provide high-availability, and can be effectively and efficiently protected from denial of service attacks. - Moving beyond remote display, we show how THINC's architecture can be used to provide continuous, low overhead recording of a desktop. Alongside, we introduce a novel way to leverage desktop accessibility services to allow users to search their recording based on captured text content. We have implemented prototypes for these systems, and evaluated their performance in a number of scenarios, and compared it to representative alternatives whenever possible. Our results demonstrate that THINC can provide superior remote display performance, and can be successfully used as a fundamental building block for new and improved desktop applications and services
Methods for Real-time Visualization and Interaction with Landforms
This thesis presents methods to enrich data modeling and analysis in the geoscience domain with a particular focus on geomorphological applications. First, a short overview of the relevant characteristics of the used remote sensing data and basics of its processing and visualization are provided. Then, two new methods for the visualization of vector-based maps on digital elevation models (DEMs) are presented. The first method uses a texture-based approach that generates a texture from the input maps at runtime taking into account the current viewpoint. In contrast to that, the second method utilizes the stencil buffer to create a mask in image space that is then used to render the map on top of the DEM. A particular challenge in this context is posed by the view-dependent level-of-detail representation of the terrain geometry. After suitable visualization methods for vector-based maps have been investigated, two landform mapping tools for the interactive generation of such maps are presented. The user can carry out the mapping directly on the textured digital elevation model and thus benefit from the 3D visualization of the relief. Additionally, semi-automatic image segmentation techniques are applied in order to reduce the amount of user interaction required and thus make the mapping process more efficient and convenient. The challenge in the adaption of the methods lies in the transfer of the algorithms to the quadtree representation of the data and in the application of out-of-core and hierarchical methods to ensure interactive performance. Although high-resolution remote sensing data are often available today, their effective resolution at steep slopes is rather low due to the oblique acquisition angle. For this reason, remote sensing data are suitable to only a limited extent for visualization as well as landform mapping purposes. To provide an easy way to supply additional imagery, an algorithm for registering uncalibrated photos to a textured digital elevation model is presented. A particular challenge in registering the images is posed by large variations in the photos concerning resolution, lighting conditions, seasonal changes, etc. The registered photos can be used to increase the visual quality of the textured DEM, in particular at steep slopes. To this end, a method is presented that combines several georegistered photos to textures for the DEM. The difficulty in this compositing process is to create a consistent appearance and avoid visible seams between the photos. In addition to that, the photos also provide valuable means to improve landform mapping. To this end, an extension of the landform mapping methods is presented that allows the utilization of the registered photos during mapping. This way, a detailed and exact mapping becomes feasible even at steep slopes
To âSketch-a-Scratchâ
A surface can be harsh and raspy, or smooth and silky, and everything in between. We are used to sense these features with our fingertips as well as with our eyes and ears: the exploration of a surface is a multisensory experience.
Tools, too, are often employed in the interaction with surfaces, since they augment our manipulation capabilities.
âSketch-a-Scratchâ is a tool for the multisensory exploration and sketching of surface textures. The userâs actions drive a physical sound model of real materialsâ response to interactions such as scraping, rubbing or rolling.
Moreover, different input signals can be converted into 2D visual surface profiles, thus enabling to experience them visually, aurally and haptically
Capturing and viewing gigapixel images
We present a system to capture and view "Gigapixel images": very high resolution, high dynamic range, and wide angle imagery consisting of several billion pixels each. A specialized camera mount, in combination with an automated pipeline for alignment, exposure compensation, and stitching, provide the means to acquire Gigapixel images with a standard camera and lens. More importantly, our novel viewer enables exploration of such images at interactive rates over a network, while dynamically and smoothly interpolating the projection between perspective and curved projections, and simultaneously modifying the tone-mapping to ensure an optimal view of the portion of the scene being viewed.publishe
To Sketch-a-Scratch
A surface can be harsh and raspy, or smooth and silky, and everything in between. We are used to sense these features with our fingertips as well as with our eyes and ears: the exploration of a surface is a multisensory experience. Tools, too, are often employed in the interaction with surfaces, since they augment our manipulation capabilities. âSketch-a-Scratchâ is a tool for the multisensory exploration and sketching of surface textures. The userâs actions drive a physical sound model of real materialsâ response to interactions such as scraping, rubbing or rolling. Moreover, different input signals can be converted into 2D visual surface profiles, thus enabling to experience them visually, aurally and haptically
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