3,049 research outputs found

    Waltz User Manual

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    This Document describes relevant information to understand and control the Waltz Visualization System. Waltz is a tool to visualize three dimensional data and reads special reference files containing details of the data file, path name, dimensions and aspect ratios of the data. Waltz (as the name suggests) contains three parts: Generalization, Specialization and Abstraction. The Generalization Process splits the data into spatially connected groups. A specialization is formed from a subset (selection) of these groups. The results are displayed in multiple abstract views of the same data. These abstractions are formed by losing or augmenting the data to facilitate in the understanding of the data

    Sticky Pixels: Evolutionary Growth by Random Drop Ballistic Aggregation

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    Over the years many techniques have been developed for simulating and modelling trees, ferns, crystals and natural structures. Indeed, many complex and realistic images have been formed. Often, these rely on rule based systems to create the structure, they start with a simple form and progressively refine it into a more complex form by applying rules. We use the notion of Sticky Pixels to form textures. The pixels (or objects) move around the space, when they touch another object they stick together to form a larger cluster. The objects aggregate and stop at the place and position where they first touched. Such an aggregation generates neighbourhoods of pixels that form natural looking shapes. The pixels may randomly walk around (such as using Brownian motion), or be guided along pre-defined routes (often described as ballistic), to obtain different structures. We use a ballistic aggregation technique, where the particles are randomly dropped onto a canvas, migrate and stick onto the closest position of the nearest cluster. We present Sticky Pixels, explain different parameters and describe our algorithm

    An Overview of Rendering from Volume Data --- including Surface and Volume Rendering

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    Volume rendering is a title often ambiguously used in science. One meaning often quoted is: `to render any three volume dimensional data set'; however, within this categorisation `surface rendering'' is contained. Surface rendering is a technique for visualising a geometric representation of a surface from a three dimensional volume data set. A more correct definition of Volume Rendering would only incorporate the direct visualisation of volumes, without the use of intermediate surface geometry representations. Hence we state: `Volume Rendering is the Direct Visualisation of any three dimensional Volume data set; without the use of an intermediate geometric representation for isosurfaces'; `Surface Rendering is the Visualisation of a surface, from a geometric approximation of an isosurface, within a Volume data set'; where an isosurface is a surface formed from a cross connection of data points, within a volume, of equal value or density. This paper is an overview of both Surface Rendering and Volume Rendering techniques. Surface Rendering mainly consists of contouring lines over data points and triangulations between contours. Volume rendering methods consist of ray casting techniques that allow the ray to be cast from the viewing plane into the object and the transparency, opacity and colour calculated for each cell; the rays are often cast until an opaque object is `hit' or the ray exits the volume

    Publishing Time Dependent Oceanographic Visualizations using VRML

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    Oceanographic simulations generate time dependent data; thus, visualizations of this data should include and realize the variable `time'. Moreover, the oceanographers are located across the world and they wish to conveniently communicate and exchange these temporal realizations. This publication of material may be achieved using different methods and languages. VRML provides one convenient publication medium that allows the visualizations to be easily viewed and exchanged between users. Using VRML as the implementation language, we describe five categories of operation. The strategies are determined by the level of calculation that is achieved at the generation stage compared to the playing of the animation. We name the methods: 2D movie, 3D spatial, 3D flipbook, key frame deformation and visualization program

    Waltz - An exploratory visualization tool for volume data, using multiform abstract displays

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    Although, visualization is now widely used, misinterpretations still occur. There are three primary solutions intended to aid a user interpret data correctly. These are: displaying the data in different forms (Multiform visualization); simplifying (or abstracting) the structure of the viewed information; and linking objects and views together (allowing corresponding objects to be jointly manipulated and interrogated). These well-known visualization techniques, provide an emphasis towards the visualization display. We believe however that current visualization systems do not effectively utilise the display, for example, often placing it at the end of a long visualization process. Our visualization system, based on an adapted visualization model, allows a display method to be used throughout the visualization process, in which the user operates a 'Display (correlate) and Refine' visualization cycle. This display integration provides a useful exploration environment, where objects and Views may be directly manipulated; a set of 'portions of interest' can be selected to generate a specialized dataset. This may subsequently be further displayed, manipulated and filtered

    Generating Surface Geometry in Higher Dimensions using Local Cell Tilers

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    In two dimensions contour elements surround two dimensional objects, in three dimensions surfaces surround three dimensional objects and in four dimensions hypersurfaces surround hyperobjects. These surfaces can be represented by a collection of connected simplices, hence, continuous n dimensional surfaces can be represented by a lattice of connected n-1 dimensional simplices. The lattice of connected simplices can be calculated over a set of adjacent n-dimensional cubes, via for example the Marching Cubes Algorithm. These algorithms are often named local cell tilers. We propose that the local-cell tiling method can be usefully-applied to four dimensions and potentially to N-dimensions. We present an algorithm for the generation of major cases (cases that are topologically invariant under standard geometrical transformations) and introduce the notion of a sub-case which simplifies their representations. Each sub-case can be easily subdivided into simplices for rendering and we describe a backtracking tetrahedronization algorithm for the four dimensional case. An implementation for surfaces from the fourth dimension is presented and we describe and discuss ambiguities inherent within this and related algorithms

    Alternative Archaeological Representations within Virtual Worlds

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    Traditional VR methods allow the user to tour and view the virtual world from different perspectives. Increasingly, more interactive and adaptive worlds are being generated, potentially allowing the user to interact with and affect objects in the virtual world. We describe and compare four models of operation that allow the publisher to generate views, with the client manipulating and affecting specific objects in the world. We demonstrate these approaches through a problem in archaeological visualization

    Towards Coordination-Intensive Visualization Software

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    Most coordination realizations in current visualization systems are ''last-minute'' ad-hoc and rely on the richness of the chosen implementation language. Moreover, very few visualization models implicitly consider coordination. If coordination is contemplated from the design point of view, it is usually only regarded as part of the communication protocol and is generally dealt with within that restricted domain. Coordinated multiple views are beneficial and a flexible model for coordination will ensure easy embedding of coordination in such exploratory environments. This paper compares different approaches to coordination in exploratory visualization (EV). We recognize the need for a coordination model and for that we formalize aspects of coordination in EV. Furthermore, our work draws on the findings of the interdisciplinary study of coordination by various researchers

    The Isometries of Low-Energy Heterotic M-Theory

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    We study the effective D=4, N=1 supergravity description of five-dimensional heterotic M-theory in the presence of an M5 brane, and derive the Killing vectors and isometry group for the Kahler moduli-space metric. The group is found to be a non-semisimple maximal parabolic subgroup of Sp(4,R), containing a non-trivial SL(2,R) factor. The underlying moduli-space is then naturally realised as the group space Sp(4,R)/U(2), but equipped with a nonhomogeneous metric that is invariant only under that maximal parabolic group. This nonhomogeneous metric space can also be derived via field truncations and identifications performed on Sp(8,R)/U(4) with its standard homogeneous metric. In a companion paper we use these symmetries to derive new cosmological solutions from known ones.Comment: 11 pages, 1 table; two foonotes added, minor corrections to conten
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