425 research outputs found

    Visualizing Large Procedural Volumetric Terrains Using Nested Clip-Boxes

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    Visualization of unsteady computational fluid dynamics

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    A brief summary of the computer environment used for calculating three dimensional unsteady Computational Fluid Dynamic (CFD) results is presented. This environment requires a super computer as well as massively parallel processors (MPP's) and clusters of workstations acting as a single MPP (by concurrently working on the same task) provide the required computational bandwidth for CFD calculations of transient problems. The cluster of reduced instruction set computers (RISC) is a recent advent based on the low cost and high performance that workstation vendors provide. The cluster, with the proper software can act as a multiple instruction/multiple data (MIMD) machine. A new set of software tools is being designed specifically to address visualizing 3D unsteady CFD results in these environments. Three user's manuals for the parallel version of Visual3, pV3, revision 1.00 make up the bulk of this report

    An interactive interface for NCAR Graphics

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    The NCAR Graphics package has been a valuable research tool for over 20 years. As a low level Fortran library, however, it was difficult to use for nonprogramming researchers. With this grant and NSF support, an interactive interface has been created which greatly facilitates use of the package by researchers of diverse computer skill levels

    A hybrid representation for modeling, interactive editing, and real-time visualization of terrains with volumetric features

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    Cataloged from PDF version of article.Terrain rendering is a crucial part of many real-time applications. The easiest way to process and visualize terrain data in real time is to constrain the terrain model in several ways. This decreases the amount of data to be processed and the amount of processing power needed, but at the cost of expressivity and the ability to create complex terrains. The most popular terrain representation is a regular 2D grid, where the vertices are displaced in a third dimension by a displacement map, called a heightmap. This is the simplest way to represent terrain, and although it allows fast processing, it cannot model terrains with volumetric features. Volumetric approaches sample the 3D space by subdividing it into a 3D grid and represent the terrain as occupied voxels. They can represent volumetric features but they require computationally intensive algorithms for rendering, and their memory requirements are high. We propose a novel representation that combines the voxel and heightmap approaches, and is expressive enough to allow creating terrains with caves, overhangs, cliffs, and arches, and efficient enough to allow terrain editing, deformations, and rendering in real time

    Efficient and High-Quality Rendering of Higher-Order Geometric Data Representations

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    Computer-Aided Design (CAD) bezeichnet den Entwurf industrieller Produkte mit Hilfe von virtuellen 3D Modellen. Ein CAD-Modell besteht aus parametrischen Kurven und FlĂ€chen, in den meisten FĂ€llen non-uniform rational B-Splines (NURBS). Diese mathematische Beschreibung wird ebenfalls zur Analyse, Optimierung und PrĂ€sentation des Modells verwendet. In jeder dieser Entwicklungsphasen wird eine unterschiedliche visuelle Darstellung benötigt, um den entsprechenden Nutzern ein geeignetes Feedback zu geben. Designer bevorzugen beispielsweise illustrative oder realistische Darstellungen, Ingenieure benötigen eine verstĂ€ndliche Visualisierung der Simulationsergebnisse, wĂ€hrend eine immersive 3D Darstellung bei einer Benutzbarkeitsanalyse oder der Designauswahl hilfreich sein kann. Die interaktive Darstellung von NURBS-Modellen und -Simulationsdaten ist jedoch aufgrund des hohen Rechenaufwandes und der eingeschrĂ€nkten HardwareunterstĂŒtzung eine große Herausforderung. Diese Arbeit stellt vier neuartige Verfahren vor, welche sich mit der interaktiven Darstellung von NURBS-Modellen und Simulationensdaten befassen. Die vorgestellten Algorithmen nutzen neue FĂ€higkeiten aktueller Grafikkarten aus, um den Stand der Technik bezĂŒglich QualitĂ€t, Effizienz und Darstellungsgeschwindigkeit zu verbessern. Zwei dieser Verfahren befassen sich mit der direkten Darstellung der parametrischen Beschreibung ohne Approximationen oder zeitaufwĂ€ndige Vorberechnungen. Die dabei vorgestellten Datenstrukturen und Algorithmen ermöglichen die effiziente Unterteilung, Klassifizierung, Tessellierung und Darstellung getrimmter NURBS-FlĂ€chen und einen interaktiven Ray-Casting-Algorithmus fĂŒr die IsoflĂ€chenvisualisierung von NURBSbasierten isogeometrischen Analysen. Die weiteren zwei Verfahren beschreiben zum einen das vielseitige Konzept der programmierbaren Transparenz fĂŒr illustrative und verstĂ€ndliche Visualisierungen tiefenkomplexer CAD-Modelle und zum anderen eine neue hybride Methode zur Reprojektion halbtransparenter und undurchsichtiger Bildinformation fĂŒr die Beschleunigung der Erzeugung von stereoskopischen Bildpaaren. Die beiden letztgenannten AnsĂ€tze basieren auf rasterisierter Geometrie und sind somit ebenfalls fĂŒr normale Dreiecksmodelle anwendbar, wodurch die Arbeiten auch einen wichtigen Beitrag in den Bereichen der Computergrafik und der virtuellen RealitĂ€t darstellen. Die Auswertung der Arbeit wurde mit großen, realen NURBS-DatensĂ€tzen durchgefĂŒhrt. Die Resultate zeigen, dass die direkte Darstellung auf Grundlage der parametrischen Beschreibung mit interaktiven Bildwiederholraten und in subpixelgenauer QualitĂ€t möglich ist. Die EinfĂŒhrung programmierbarer Transparenz ermöglicht zudem die Umsetzung kollaborativer 3D Interaktionstechniken fĂŒr die Exploration der Modelle in virtuellenUmgebungen sowie illustrative und verstĂ€ndliche Visualisierungen tiefenkomplexer CAD-Modelle. Die Erzeugung stereoskopischer Bildpaare fĂŒr die interaktive Visualisierung auf 3D Displays konnte beschleunigt werden. Diese messbare Verbesserung wurde zudem im Rahmen einer Nutzerstudie als wahrnehmbar und vorteilhaft befunden.In computer-aided design (CAD), industrial products are designed using a virtual 3D model. A CAD model typically consists of curves and surfaces in a parametric representation, in most cases, non-uniform rational B-splines (NURBS). The same representation is also used for the analysis, optimization and presentation of the model. In each phase of this process, different visualizations are required to provide an appropriate user feedback. Designers work with illustrative and realistic renderings, engineers need a comprehensible visualization of the simulation results, and usability studies or product presentations benefit from using a 3D display. However, the interactive visualization of NURBS models and corresponding physical simulations is a challenging task because of the computational complexity and the limited graphics hardware support. This thesis proposes four novel rendering approaches that improve the interactive visualization of CAD models and their analysis. The presented algorithms exploit latest graphics hardware capabilities to advance the state-of-the-art in terms of quality, efficiency and performance. In particular, two approaches describe the direct rendering of the parametric representation without precomputed approximations and timeconsuming pre-processing steps. New data structures and algorithms are presented for the efficient partition, classification, tessellation, and rendering of trimmed NURBS surfaces as well as the first direct isosurface ray-casting approach for NURBS-based isogeometric analysis. The other two approaches introduce the versatile concept of programmable order-independent semi-transparency for the illustrative and comprehensible visualization of depth-complex CAD models, and a novel method for the hybrid reprojection of opaque and semi-transparent image information to accelerate stereoscopic rendering. Both approaches are also applicable to standard polygonal geometry which contributes to the computer graphics and virtual reality research communities. The evaluation is based on real-world NURBS-based models and simulation data. The results show that rendering can be performed directly on the underlying parametric representation with interactive frame rates and subpixel-precise image results. The computational costs of additional visualization effects, such as semi-transparency and stereoscopic rendering, are reduced to maintain interactive frame rates. The benefit of this performance gain was confirmed by quantitative measurements and a pilot user study

    Shape Representations Using Nested Descriptors

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    The problem of shape representation is a core problem in computer vision. It can be argued that shape representation is the most central representational problem for computer vision, since unlike texture or color, shape alone can be used for perceptual tasks such as image matching, object detection and object categorization. This dissertation introduces a new shape representation called the nested descriptor. A nested descriptor represents shape both globally and locally by pooling salient scaled and oriented complex gradients in a large nested support set. We show that this nesting property introduces a nested correlation structure that enables a new local distance function called the nesting distance, which provides a provably robust similarity function for image matching. Furthermore, the nesting property suggests an elegant flower like normalization strategy called a log-spiral difference. We show that this normalization enables a compact binary representation and is equivalent to a form a bottom up saliency. This suggests that the nested descriptor representational power is due to representing salient edges, which makes a fundamental connection between the saliency and local feature descriptor literature. In this dissertation, we introduce three examples of shape representation using nested descriptors: nested shape descriptors for imagery, nested motion descriptors for video and nested pooling for activities. We show evaluation results for these representations that demonstrate state-of-the-art performance for image matching, wide baseline stereo and activity recognition tasks

    A heuristic algorithm for determining the part set in a powder-bed additive manufacturing machine.

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    The goal of this research is to develop a procedure for the placement of a priority part into a planned build in a powder-bed additive manufacturing machine. Toward that goal, a heuristic procedure was developed that seeks to maximize the revenue in a scheduled build, subject to due-date constraints; i.e., all parts with the closest due date will not only be included in the build, but will be placed near the bottom of the build. Likewise, any part in the scheduled build that does not have an immediate due date is a candidate for removal in order to accommodate a higher priority part, the order for which arrives after the build is underway. The build volume for this experiment with the SLS2500+ machine is 13-inch x 15-inch x 18-inch rectilinear container. To achieve this optimization of the build, the experiment for this research involved a penalty which is based on failure to meet the due date constraint. The m parts in the build are placed such that are placed the highest priority parts, including those with immediate due date constraints, are positioned near the bottom of the build volume. The focus of this study is to determine which “unbuilt” parts x(i) will be removed to make room for higher priority parts. Toward that end, each part is assigned a priority p(i), i = 1, 
,m until the build is full. If an order for a part having a higher priority p(i)than any of the parts in the build, the procedure developed here seeks to replace at least one of the parts in the scheduled build. Hence, the dimensions of the lower priority parts are key, since the part that is removed must provide sufficient space for the new part. Importantly, the enactment of the procedure developed here takes place in real time, with little or no interruption of the progress of the build. The resulting Excel file will be sorted as to place the immediate items at the bottom on the build. The solution is valid for a single and also for a multiple build. Simulations of this heuristic procedure were shown to substantially increase the revenue desired from the planned build by adding higher priority parts

    Hierarchical and Adaptive Filter and Refinement Algorithms for Geometric Intersection Computations on GPU

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    Geometric intersection algorithms are fundamental in spatial analysis in Geographic Information System (GIS). This dissertation explores high performance computing solution for geometric intersection on a huge amount of spatial data using Graphics Processing Unit (GPU). We have developed a hierarchical filter and refinement system for parallel geometric intersection operations involving large polygons and polylines by extending the classical filter and refine algorithm using efficient filters that leverage GPU computing. The inputs are two layers of large polygonal datasets and the computations are spatial intersection on pairs of cross-layer polygons. These intersections are the compute-intensive spatial data analytic kernels in spatial join and map overlay operations in spatial databases and GIS. Efficient filters, such as PolySketch, PolySketch++ and Point-in-polygon filters have been developed to reduce refinement workload on GPUs. We also showed the application of such filters in speeding-up line segment intersections and point-in-polygon tests. Programming models like CUDA and OpenACC have been used to implement the different versions of the Hierarchical Filter and Refine (HiFiRe) system. Experimental results show good performance of our filter and refinement algorithms. Compared to standard R-tree filter, on average, our filter technique can still discard 76% of polygon pairs which do not have segment intersection points. PolySketch filter reduces on average 99.77% of the workload of finding line segment intersections. Compared to existing Common Minimum Bounding Rectangle (CMBR) filter that is applied on each cross-layer candidate pair, the workload after using PolySketch-based CMBR filter is on average 98% smaller. The execution time of our HiFiRe system on two shapefiles, namely USA Water Bodies (contains 464K polygons) and USA Block Group Boundaries (contains 220K polygons), is about 3.38 seconds using NVidia Titan V GPU

    Applied Visualization in the Neurosciences and the Enhancement of Visualization through Computer Graphics

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    The complexity and size of measured and simulated data in many fields of science is increasing constantly. The technical evolution allows for capturing smaller features and more complex structures in the data. To make this data accessible by the scientists, efficient and specialized visualization techniques are required. Maximum efficiency and value for the user can only be achieved by adapting visualization to the specific application area and the specific requirements of the scientific field. Part I: In the first part of my work, I address the visualization in the neurosciences. The neuroscience tries to understand the human brain; beginning at its smallest parts, up to its global infrastructure. To achieve this ambitious goal, the neuroscience uses a combination of three-dimensional data from a myriad of sources, like MRI, CT, or functional MRI. To handle this diversity of different data types and sources, the neuroscience need specialized and well evaluated visualization techniques. As a start, I will introduce an extensive software called \"OpenWalnut\". It forms the common base for developing and using visualization techniques with our neuroscientific collaborators. Using OpenWalnut, standard and novel visualization approaches are available to the neuroscientific researchers too. Afterwards, I am introducing a very specialized method to illustrate the causal relation of brain areas, which was, prior to that, only representable via abstract graph models. I will finalize the first part of my work with an evaluation of several standard visualization techniques in the context of simulated electrical fields in the brain. The goal of this evaluation was clarify the advantages and disadvantages of the used visualization techniques to the neuroscientific community. We exemplified these, using clinically relevant scenarios. Part II: Besides the data preprocessing, which plays a tremendous role in visualization, the final graphical representation of the data is essential to understand structure and features in the data. The graphical representation of data can be seen as the interface between the data and the human mind. The second part of my work is focused on the improvement of structural and spatial perception of visualization -- the improvement of the interface. Unfortunately, visual improvements using computer graphics methods of the computer game industry is often seen sceptically. In the second part, I will show that such methods can be applied to existing visualization techniques to improve spatiality and to emphasize structural details in the data. I will use a computer graphics paradigm called \"screen space rendering\". Its advantage, amongst others, is its seamless applicability to nearly every visualization technique. I will start with two methods that improve the perception of mesh-like structures on arbitrary surfaces. Those mesh structures represent second-order tensors and are generated by a method named \"TensorMesh\". Afterwards I show a novel approach to optimally shade line and point data renderings. With this technique it is possible for the first time to emphasize local details and global, spatial relations in dense line and point data.In vielen Bereichen der Wissenschaft nimmt die GrĂ¶ĂŸe und KomplexitĂ€t von gemessenen und simulierten Daten zu. Die technische Entwicklung erlaubt das Erfassen immer kleinerer Strukturen und komplexerer Sachverhalte. Um solche Daten dem Menschen zugĂ€nglich zu machen, benötigt man effiziente und spezialisierte Visualisierungswerkzeuge. Nur die Anpassung der Visualisierung auf ein Anwendungsgebiet und dessen Anforderungen erlaubt maximale Effizienz und Nutzen fĂŒr den Anwender. Teil I: Im ersten Teil meiner Arbeit befasse ich mich mit der Visualisierung im Bereich der Neurowissenschaften. Ihr Ziel ist es, das menschliche Gehirn zu begreifen; von seinen kleinsten Teilen bis hin zu seiner Gesamtstruktur. Um dieses ehrgeizige Ziel zu erreichen nutzt die Neurowissenschaft vor allem kombinierte, dreidimensionale Daten aus vielzĂ€hligen Quellen, wie MRT, CT oder funktionalem MRT. Um mit dieser Vielfalt umgehen zu können, benötigt man in der Neurowissenschaft vor allem spezialisierte und evaluierte Visualisierungsmethoden. ZunĂ€chst stelle ich ein umfangreiches Softwareprojekt namens \"OpenWalnut\" vor. Es bildet die gemeinsame Basis fĂŒr die Entwicklung und Nutzung von Visualisierungstechniken mit unseren neurowissenschaftlichen Kollaborationspartnern. Auf dieser Basis sind klassische und neu entwickelte Visualisierungen auch fĂŒr Neurowissenschaftler zugĂ€nglich. Anschließend stelle ich ein spezialisiertes Visualisierungsverfahren vor, welches es ermöglicht, den kausalen Zusammenhang zwischen Gehirnarealen zu illustrieren. Das war vorher nur durch abstrakte Graphenmodelle möglich. Den ersten Teil der Arbeit schließe ich mit einer Evaluation verschiedener Standardmethoden unter dem Blickwinkel simulierter elektrischer Felder im Gehirn ab. Das Ziel dieser Evaluation war es, der neurowissenschaftlichen Gemeinde die Vor- und Nachteile bestimmter Techniken zu verdeutlichen und anhand klinisch relevanter FĂ€lle zu erlĂ€utern. Teil II: Neben der eigentlichen Datenvorverarbeitung, welche in der Visualisierung eine enorme Rolle spielt, ist die grafische Darstellung essenziell fĂŒr das VerstĂ€ndnis der Strukturen und Bestandteile in den Daten. Die grafische ReprĂ€sentation von Daten bildet die Schnittstelle zum Gehirn des Menschen. Der zweite Teile meiner Arbeit befasst sich mit der Verbesserung der strukturellen und rĂ€umlichen Wahrnehmung in Visualisierungsverfahren -- mit der Verbesserung der Schnittstelle. Leider werden viele visuelle Verbesserungen durch Computergrafikmethoden der Spieleindustrie mit Argwohn beĂ€ugt. Im zweiten Teil meiner Arbeit werde ich zeigen, dass solche Methoden in der Visualisierung angewendet werden können um den rĂ€umlichen Eindruck zu verbessern und Strukturen in den Daten hervorzuheben. Dazu nutze ich ein in der Computergrafik bekanntes Paradigma: das \"Screen Space Rendering\". Dieses Paradigma hat den Vorteil, dass es auf nahezu jede existierende Visualiserungsmethode als Nachbearbeitunsgschritt angewendet werden kann. ZunĂ€chst fĂŒhre ich zwei Methoden ein, die die Wahrnehmung von gitterartigen Strukturen auf beliebigen OberflĂ€chen verbessern. Diese Gitter reprĂ€sentieren die Struktur von Tensoren zweiter Ordnung und wurden durch eine Methode namens \"TensorMesh\" erzeugt. Anschließend zeige ich eine neuartige Technik fĂŒr die optimale Schattierung von Linien und Punktdaten. Mit dieser Technik ist es erstmals möglich sowohl lokale Details als auch globale rĂ€umliche ZusammenhĂ€nge in dichten Linien- und Punktdaten zu erfassen
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