21,327 research outputs found

    VolumeEVM: A new surface/volume integrated model

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    Volume visualization is a very active research area in the field of scien-tific visualization. The Extreme Vertices Model (EVM) has proven to be a complete intermediate model to visualize and manipulate volume data using a surface rendering approach. However, the ability to integrate the advantages of surface rendering approach with the superiority in visual exploration of the volume rendering would actually produce a very complete visualization and edition system for volume data. Therefore, we decided to define an enhanced EVM-based model which incorporates the volumetric information required to achieved a nearly direct volume visualization technique. Thus, VolumeEVM was designed maintaining the same EVM-based data structure plus a sorted list of density values corresponding to the EVM-based VoIs interior voxels. A function which relates interior voxels of the EVM with the set of densities was mandatory to be defined. This report presents the definition of this new surface/volume integrated model based on the well known EVM encoding and propose implementations of the main software-based direct volume rendering techniques through the proposed model.Postprint (published version

    View Direction, Surface Orientation and Texture Orientation for Perception of Surface Shape

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    Textures are commonly used to enhance the representation of shape in non-photorealistic rendering applications such as medical drawings. Textures that have elongated linear elements appear to be superior to random textures in that they can, by the way they conform to the surface, reveal the surface shape. We observe that shape following hache marks commonly used in cartography and copper-plate illustration are locally similar to the effect of the lines that can be generated by the intersection of a set of parallel planes with a surface. We use this as a basis for investigating the relationships between view direction, texture orientation and surface orientation in affording surface shape perception. We report two experiments using parallel plane textures. The results show that textures constructed from planes more nearly orthogonal to the line of sight tend to be better at revealing surface shape. Also, viewing surfaces from an oblique view is much better for revealing surface shape than viewing them from directly above

    Design Guidelines for Agent Based Model Visualization

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    In the field of agent-based modeling (ABM), visualizations play an important role in identifying, communicating and understanding important behavior of the modeled phenomenon. However, many modelers tend to create ineffective visualizations of Agent Based Models (ABM) due to lack of experience with visual design. This paper provides ABM visualization design guidelines in order to improve visual design with ABM toolkits. These guidelines will assist the modeler in creating clear and understandable ABM visualizations. We begin by introducing a non-hierarchical categorization of ABM visualizations. This categorization serves as a starting point in the creation of an ABM visualization. We go on to present well-known design techniques in the context of ABM visualization. These techniques are based on Gestalt psychology, semiology of graphics, and scientific visualization. They improve the visualization design by facilitating specific tasks, and providing a common language to critique visualizations through the use of visual variables. Subsequently, we discuss the application of these design techniques to simplify, emphasize and explain an ABM visualization. Finally, we illustrate these guidelines using a simple redesign of a NetLogo ABM visualization. These guidelines can be used to inform the development of design tools that assist users in the creation of ABM visualizations.Visualization, Design, Graphics, Guidelines, Communication, Agent-Based Modeling

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Visualization of and Access to CloudSat Vertical Data through Google Earth

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    Online tools, pioneered by the Google Earth (GE), are facilitating the way in which scientists and general public interact with geospatial data in real three dimensions. However, even in Google Earth, there is no method for depicting vertical geospatial data derived from remote sensing satellites as an orbit curtain seen from above. Here, an effective solution is proposed to automatically render the vertical atmospheric data on Google Earth. The data are first processed through the Giovanni system, then, processed to be 15-second vertical data images. A generalized COLLADA model is devised based on the 15-second vertical data profile. Using the designed COLLADA models and satellite orbit coordinates, a satellite orbit model is designed and implemented in KML format to render the vertical atmospheric data in spatial and temporal ranges vividly. The whole orbit model consists of repeated model slices. The model slices, each representing 15 seconds of vertical data, are placed on the CloudSat orbit based on the size, scale, and angle with the longitude line that are precisely and separately calculated on the fly for each slice according to the CloudSat orbit coordinates. The resulting vertical scientific data can be viewed transparently or opaquely on Google Earth. Not only is the research bridged the science and data with scientists and the general public in the most popular way, but simultaneous visualization and efficient exploration of the relationships among quantitative geospatial data, e.g. comparing the vertical data profiles with MODIS and AIRS precipitation data, becomes possible

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Using visualization for visualization : an ecological interface design approach to inputting data

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    Visualization is experiencing growing use by a diverse community, with continuing improvements in the availability and usability of systems. In spite of these developments the problem of how first to get the data in has received scant attention: the established approach of pre-defined readers and programming aids has changed little in the last two decades. This paper proposes a novel way of inputting data for scientific visualization that employs rapid interaction and visual feedback in order to understand how the data is stored. The approach draws on ideas from the discipline of ecological interface design to extract and control important parameters describing the data, at the same time harnessing our innate human ability to recognize patterns. Crucially, the emphasis is on file format discovery rather than file format description, so the method can therefore still work when nothing is known initially of how the file was originally written, as is often the case with legacy binary data. © 2013 Elsevier Ltd
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