56 research outputs found

    Visualizing the inner structure of N-body data

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    N-body simulations produce a large amount of data that must be visualized in order to extract interesting features. This data consists of thousands of particles, each with a number of properties such as velocity, mass, and acceleration, that are persisted across hundreds of time steps. Rendering these points using traditional means quickly leads to a image that is satu- rated because the number of particles is greater than the number of pixels available. Volume rendering, and particularly splatting, seeks to remedy this and allows one to see inside the volume and discern the inner structure. The definition of inner structure itself can vary and is usually determined using one of the observable properties of the particles

    A Data Structure for Spatio-Temporal Databases

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    The advantages and applications of spatial mechanisms are well documented; however, there are very few being designed. The principal hinderance to the design of spatial mechanisms is the great difficulty involved in specifying spatial problems and in interpreting spatial solutions. Similarly, the development of spatial codes to implement these techniques is held back by the lack of means to easily visualize and verify solutions, particularly in the realm of relational databases. If spatial mechanisms are to be successful, the designer must be able to synthesize, analyse and evaluate, as well as load and extract information, using a single code representing a spatial structure. This entails the implementation of spatial relationships involving spatial data structures. It is with this in mind that the Canadian Hydrographic Service database group embarked on the development of a new type of spatial database structure based on the quadtree concept

    Dynamic point-region quadtrees for particle simulations

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    Cataloged from PDF version of article.We propose an algorithm for dynamically updating point-region (PR) quadtrees. Our algorithm is optimized for simultaneous update of data points comprising a quadtree. The intended application area focuses on simulating continuum phenomena, such as crowds, fluids, and smoke. We minimize the number of tree updates by making use of small changes in the positions of data points. We compare the efficiency of the proposed algorithm with two other approaches for updating a quadtree. One of these techniques creates the tree from scratch at each time-step. The second technique subsequently deletes a data point from the tree and reinserts it in its updated position. We achieve significant performance gains with our method in both cases. (C) 2012 Elsevier Inc. All rights reserved

    Sparse Volumetric Deformation

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    Volume rendering is becoming increasingly popular as applications require realistic solid shape representations with seamless texture mapping and accurate filtering. However rendering sparse volumetric data is difficult because of the limited memory and processing capabilities of current hardware. To address these limitations, the volumetric information can be stored at progressive resolutions in the hierarchical branches of a tree structure, and sampled according to the region of interest. This means that only a partial region of the full dataset is processed, and therefore massive volumetric scenes can be rendered efficiently. The problem with this approach is that it currently only supports static scenes. This is because it is difficult to accurately deform massive amounts of volume elements and reconstruct the scene hierarchy in real-time. Another problem is that deformation operations distort the shape where more than one volume element tries to occupy the same location, and similarly gaps occur where deformation stretches the elements further than one discrete location. It is also challenging to efficiently support sophisticated deformations at hierarchical resolutions, such as character skinning or physically based animation. These types of deformation are expensive and require a control structure (for example a cage or skeleton) that maps to a set of features to accelerate the deformation process. The problems with this technique are that the varying volume hierarchy reflects different feature sizes, and manipulating the features at the original resolution is too expensive; therefore the control structure must also hierarchically capture features according to the varying volumetric resolution. This thesis investigates the area of deforming and rendering massive amounts of dynamic volumetric content. The proposed approach efficiently deforms hierarchical volume elements without introducing artifacts and supports both ray casting and rasterization renderers. This enables light transport to be modeled both accurately and efficiently with applications in the fields of real-time rendering and computer animation. Sophisticated volumetric deformation, including character animation, is also supported in real-time. This is achieved by automatically generating a control skeleton which is mapped to the varying feature resolution of the volume hierarchy. The output deformations are demonstrated in massive dynamic volumetric scenes

    CUDB: An improved decomposition model for orthogonal pseudo-polyhedra

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    We present a new decomposition model for Orthogonal Pseudo-Polyhedra (OPP): the Compact Union of Disjoint Boxes. This model is an improved version of the Ordered Union of Disjoint Boxes model. Our model has many desirable features versus the OUDB, such as less storage size and a better efficiency in the connected-component labeling (CCL) process. CCL is a very important operation for manipulating volume data where multiple disconnected components that compose a volume need to be identify. We present the algorithms for conversion to and from the Extreme Vertices Model, which is closely related to the OUDB, and for CCL. The performance of the CUDB is experimentally analyzed with 2D and 3D datasets.Postprint (published version

    Incremental Construction of Generalized Voronoi Diagrams on Pointerless Quadtrees

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    In robotics, Generalized Voronoi Diagrams (GVDs) are widely used by mobile robots to represent the spatial topologies of their surrounding area. In this paper we consider the problem of constructing GVDs on discrete environments. Several algorithms that solve this problem exist in the literature, notably the Brushfire algorithm and its improved versions which possess local repair mechanism. However, when the area to be processed is very large or is of high resolution, the size of the metric matrices used by these algorithms to compute GVDs can be prohibitive. To address this issue, we propose an improvement on the current algorithms, using pointerless quadtrees in place of metric matrices to compute and maintain GVDs. Beyond the construction and reconstruction of a GVD, our algorithm further provides a method to approximate roadmaps in multiple granularities from the quadtree based GVD. Simulation tests in representative scenarios demonstrate that, compared with the current algorithms, our algorithm generally makes an order of magnitude improvement regarding memory cost when the area is larger than 210Ă—210. We also demonstrate the usefulness of the approximated roadmaps for coarse-to-fine pathfinding tasks

    Workshop on the Integration of Finite Element Modeling with Geometric Modeling

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    The workshop on the Integration of Finite Element Modeling with Geometric Modeling was held on 12 May 1987. It was held to discuss the geometric modeling requirements of the finite element modeling process and to better understand the technical aspects of the integration of these two areas. The 11 papers are presented except for one for which only the abstract is given

    Mesh generation using a correspondence distance field

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    The central tool of this work is a correspondence distance field to discrete surface points embedded within a quadtree data structure. The theory, development, and implementation of the distance field tool are described, and two main applications to two-dimensional mesh generation are presented with extension to three-dimensional capabilities in mind. First is a method for surface-oriented mesh generation from a sufficiently dense set of discrete surface points without connectivity information. Contour levels of distance from the body are specified and correspondences oriented normally to the contours are created. Regions of merging fronts inside and between objects are detected in the correspondence distance field and incorporated automatically. Second, the boundaries in a Voronoi diagram between specified coordinates are detected adaptively and used to make Delaunay tessellation. Tessellation of regions with holes is performed using ghost nodes. Images of meshed for each method are given for a sample set of test cases. Possible extensions, future work, and CFD applications are also discussed

    Compact union of disjoint boxes: An efficient decomposition model for binary volumes

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    This paper presents in detail the CompactUnion of Disjoint Boxes (CUDB), a decomposition modelfor binary volumes that has been recently but brieflyintroduced. This model is an improved version of aprevious model called Ordered Union of Disjoint Boxes(OUDB). We show here, several desirable features thatthis model has versus OUDB, such as less unitary basicelements (boxes) and thus, a better efficiency in someneighborhood operations. We present algorithms forconversion to and from other models, and for basiccomputations as area (2D) or volume (3D). We alsopresent an efficient algorithm for connected-componentlabeling (CCL) that does not follow the classical two-passstrategy. Finally we present an algorithm for collision (oradjacency) detection in static environments. We test theefficiency of CUDB versus existing models with severaldatasets.Peer ReviewedPostprint (published version
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