525 research outputs found

    Cross-Platform Presentation of Interactive Volumetric Imagery

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    Volume data is useful across many disciplines, not just medicine. Thus, it is very important that researchers have a simple and lightweight method of sharing and reproducing such volumetric data. In this paper, we explore some of the challenges associated with volume rendering, both from a classical sense and from the context of Web3D technologies. We describe and evaluate the pro- posed X3D Volume Rendering Component and its associated styles for their suitability in the visualization of several types of image data. Additionally, we examine the ability for a minimal X3D node set to capture provenance and semantic information from outside ontologies in metadata and integrate it with the scene graph

    Autonomous Unmanned Vehicle (AUV) Workbench Rehearsal and Replay: Mapping Diverse Vehicle Telemetry Outputs to Common XML Data Archives

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    15th International Symposium on Unmanned Untethered Submersible Technology (UUST), Autonomous Undersea Systems Institute (AUSI), Durham New Hampshire, 19-22 August 2007.NPS AUV Workbench: Paper

    Snap2Diverse: Coordinating Information Visualizations and Virtual Environments

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    The field of Information Visualization is concerned with improving with how users perceive, understand, and interact with visual representations of data sets. Immersive Virtual Environments (VEs) excel at providing researchers and designers a greater comprehension of the spatial features and relations of their data, models, and scenes. This project addresses the intersection of these two fields where information is visualized in a virtual environment. Specifically we are interested in visualizing abstract information in relation to spatial information in the context of a virtual environment. We describe a set of design issues for this type of integrated visualization and demonstrate a coordinated, multiple-views system supporting 2D and 3D visualization tasks such as overview, navigation, details-on-demand, and brushing-and-linking selection. Software architecture issues are discussed with details of our implementation applied to the domain of chemical information and visualization. Lastly, we subject our system to an informal usability evaluation and identify usability issues with interaction and navigation that may guide future work in these situations

    Automatic visualization and control of arbitrary numerical simulations

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    Authors’ preprint version as submitted to ECCOMAS Congress 2016, Minisymposium 505 - Interactive Simulations in Computational Engineering. Abstract: Visualization of numerical simulation data has become a cornerstone for many industries and research areas today. There exists a large amount of software support, which is usually tied to specific problem domains or simulation platforms. However, numerical simulations have commonalities in the building blocks of their descriptions (e. g., dimensionality, range constraints, sample frequency). Instead of encoding these descriptions and their meaning into software architecures we propose to base their interpretation and evaluation on a data-centric model. This approach draws much inspiration from work of the IEEE Simulation Interoperability Standards Group as currently applied in distributed (military) training and simulation scenarios and seeks to extend those ideas. By using an extensible self-describing protocol format, simulation users as well as simulation-code providers would be able to express the meaning of their data even if no access to the underlying source code was available or if new and unforseen use cases emerge. A protocol definition will allow simulation-domain experts to describe constraints that can be used for automatically creating appropriate visualizations of simulation data and control interfaces. Potentially, this will enable leveraging innovations on both the simulation and visualization side of the problem continuum. We envision the design and development of algorithms and software tools for the automatic visualization of complex data from numerical simulations executed on a wide variety of platforms (e. g., remote HPC systems, local many-core or GPU-based systems). We also envisage using this automatically gathered information to control (or steer) the simulation while it is running, as well as providing the ability for fine-tuning representational aspects of the visualizations produced

    Distributed VR for collaborative design and manufacturing

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    Virtual Manufacturing (VM) applies Virtual Reality (VR) technology to provide a digital manufacturing solution in both 3D visual and interactive ways. It makes VR no longer a state-of-the art but rather an innovation technology to support modern industry. With the rapid growth of network technology and Web 3D graphics techniques, we propose a cost-effective distributed VM system for Small and Medium-sized Enterprises (SMEs) with limited equipment, funds and technical capabilities. The system enables SMEs to perform collaborative tasks including product design, manufacturing and resources sharing through the World Wide Web (WWW) in lower cost. This paper describes the design and critical integration issues of the system and the use of the Web 3D technology - X3D. It also evaluates the distributed VM system by comparing it to the conventional standalone CAD/CAM system

    Automatic visualization and control of arbitrary numerical simulations

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    Authors’ preprint version as submitted to ECCOMAS Congress 2016, Minisymposium 505 - Interactive Simulations in Computational Engineering. Abstract: Visualization of numerical simulation data has become a cornerstone for many industries and research areas today. There exists a large amount of software support, which is usually tied to specific problem domains or simulation platforms. However, numerical simulations have commonalities in the building blocks of their descriptions (e. g., dimensionality, range constraints, sample frequency). Instead of encoding these descriptions and their meaning into software architecures we propose to base their interpretation and evaluation on a data-centric model. This approach draws much inspiration from work of the IEEE Simulation Interoperability Standards Group as currently applied in distributed (military) training and simulation scenarios and seeks to extend those ideas. By using an extensible self-describing protocol format, simulation users as well as simulation-code providers would be able to express the meaning of their data even if no access to the underlying source code was available or if new and unforseen use cases emerge. A protocol definition will allow simulation-domain experts to describe constraints that can be used for automatically creating appropriate visualizations of simulation data and control interfaces. Potentially, this will enable leveraging innovations on both the simulation and visualization side of the problem continuum. We envision the design and development of algorithms and software tools for the automatic visualization of complex data from numerical simulations executed on a wide variety of platforms (e. g., remote HPC systems, local many-core or GPU-based systems). We also envisage using this automatically gathered information to control (or steer) the simulation while it is running, as well as providing the ability for fine-tuning representational aspects of the visualizations produced

    Ontology of a scene based on Java 3D architecture

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    The present article seeks to make an approach to the class hierarchy of a scene built with the architecture Java 3D, to develop an ontology of a scene as from the semantic essential components for the semantic structuring of the Web3D. Java was selected because the language recommended by the W3C Consortium for the Development of the Web3D oriented applications as from X3D standard is Xj3D which compositionof their Schemas is based the architecture of Java3D In first instance identifies the domain and scope of the ontology, defining classes and subclasses that comprise from Java3D architecture and the essential elements of a scene, as its point of origin, the field of rotation, translation The limitation of the scene and the definition of shaders, then define the slots that are declared in RDF as a framework for describing the properties of the classes established from identifying the domain and range of each class, then develops composition of the OWL ontology on SWOOP Finally, be perform instantiations of the ontology building for a Iconosphere object as from class expressions defined
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