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Proceedings Visualization 2000. VIS 2000 (Cat. No.00CH37145)最新文献

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Visualizing geodesics 可视化测地线
Pub Date : 2000-10-01 DOI: 10.1109/visual.2000.885710
I. Hotz, H. Hagen
One of the main research topics in scientific visualization is to "visualize the appropriate features" of a certain structure or data set. Geodesics are very important in geometry and physics, but there is one major problem which prevents scientists from using them as a visualization tool: the differential equations for geodesics are very complicated and in most cases numerical algorithms must be used. There is always a certain approximation error involved. How can you be sure to visualize the features and not only the approximation quality. The paper presents an algorithm to overcome this problem. It consists of two parts. In the first, a geometric method for the construction of geodesics of arbitrary surfaces is introduced. This method is based on the fundamental property that geodesics are a generalization of straight lines on plains. In the second part these geodesics are used to generate local nets on the surfaces.
科学可视化的主要研究课题之一是将特定结构或数据集的“适当特征”可视化。测地线在几何和物理中非常重要,但有一个主要问题阻碍了科学家将其作为可视化工具:测地线的微分方程非常复杂,在大多数情况下必须使用数值算法。总会有一定的近似误差。你怎么能确保可视化的特征,而不仅仅是近似质量。本文提出了一种克服这一问题的算法。它由两部分组成。首先,介绍了一种构造任意曲面测地线的几何方法。这种方法基于测地线是平原上直线的概括这一基本性质。在第二部分,这些测地线被用来在表面上生成局部网。
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引用次数: 25
Multi-user view-dependent rendering 多用户视图相关的渲染
Pub Date : 2000-10-01 DOI: 10.1109/VISUAL.2000.885713
Jihad El-Sana
We present a novel architecture which allows rendering of a large-shared dataset at interactive rates on an inexpensive workstation. The idea is based on view-dependent rendering on a client-server network. The server stores the large dataset and manages the selection of the various levels of detail while the inexpensive clients receive a stream of update operations that generate the appropriate level of detail in an incremental fashion. These update operations are based on changes in the clients' view-parameters. Our approach dramatically reduces the amount of memory needed by each client and the entire computing system since the dataset is stored only once on the server's local memory. In addition, it decreases the load on the network as results of the incremental update contributed by view-dependent rendering.
我们提出了一种新颖的架构,它允许在廉价的工作站上以交互速率呈现大型共享数据集。这个想法基于客户机-服务器网络上的视图相关呈现。服务器存储大型数据集并管理各种详细信息级别的选择,而价格低廉的客户端接收以增量方式生成适当详细信息级别的更新操作流。这些更新操作基于客户端视图参数的更改。我们的方法极大地减少了每个客户端和整个计算系统所需的内存量,因为数据集只在服务器的本地内存中存储一次。此外,由于依赖于视图的呈现所带来的增量更新,它减少了网络上的负载。
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引用次数: 7
Visualizing DIII-D Tokamak magnetic field lines 可视化DIII-D托卡马克磁力线
Pub Date : 2000-10-01 DOI: 10.1109/VISUAL.2000.885742
G. Schussman, K. Ma, D. Schissel, Todd Evans
We demonstrate the use of a combination of perceptually effective techniques for visualizing magnetic field data from the DIII-D Tokamak. These techniques can be implemented to run very efficiently on machines with hardware support for OpenGL. Interactive speeds facilitate clear communication of magnetic field structure, enhancing fusion scientists' understanding of their data, and thereby accelerating their research.
我们演示了使用感知有效的技术组合来可视化来自DIII-D托卡马克的磁场数据。这些技术可以在硬件支持OpenGL的机器上非常有效地运行。交互速度促进了磁场结构的清晰交流,增强了聚变科学家对数据的理解,从而加速了他们的研究。
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引用次数: 19
Toward a compelling sensation of telepresence: demonstrating a portal to a distant (static) office 向一个引人注目的远程呈现的感觉:演示一个门户到一个遥远的(静态)办公室
Pub Date : 2000-10-01 DOI: 10.1109/VISUAL.2000.885712
Wei-Chao Chen, H. Towles, L. Nyland, G. Welch, H. Fuchs
In 1998 we introduced the idea for a project we call the Office of the Future. Our long-term vision is to provide a better every-day working environment, with high-fidelity scene reconstruction for life-sized 3D tele-collaboration. In particular, we want a true sense of presence with our remote collaborator and their real surroundings. The challenges related to this vision are enormous and involve many technical tradeoffs. This is true in particular for scene reconstruction. Researchers have been striving to achieve real-time approaches, and while they have made respectable progress, the limitations of conventional technologies relegate them to relatively low resolution in a restricted volume. We present a significant step toward our ultimate goal, via a slightly different path. In lieu of low-fidelity dynamic scene modeling we present an exceedingly high fidelity reconstruction of a real but static office. By assembling the best of available hardware and software technologies in static scene acquisition, modeling algorithms, rendering, tracking and stereo projective display, we are able to demonstrate a portal to a real office, occupied today by a mannequin, and in the future by a real remote collaborator. We now have both a compelling sense of just how good it could be, and a framework into which we will later incorporate dynamic scene modeling, as we continue to head toward our ultimate goal of 3D collaborative telepresence.
1998年,我们提出了一个项目的想法,我们称之为“未来办公室”。我们的长期愿景是提供更好的日常工作环境,为真人大小的3D远程协作提供高保真场景重建。特别是,我们希望与我们的远程合作者和他们的真实环境有一种真实的存在感。与此愿景相关的挑战是巨大的,并且涉及许多技术权衡。这在场景重建中尤其适用。研究人员一直在努力实现实时方法,虽然他们取得了可观的进展,但传统技术的局限性使它们在有限的体积中具有相对较低的分辨率。我们通过一条稍微不同的路径,向我们的最终目标迈出了重要的一步。代替低保真动态场景建模,我们提出了一个非常高保真重建一个真实的,但静态的办公室。通过在静态场景采集、建模算法、渲染、跟踪和立体投影显示方面组装最好的可用硬件和软件技术,我们能够展示一个通往真实办公室的门户,今天由人体模型占用,未来由真正的远程合作者占用。我们现在都有一个令人信服的感觉,它可以是多么好,和一个框架,我们以后将纳入动态场景建模,因为我们继续朝着我们的3D协作远程呈现的最终目标前进。
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引用次数: 83
A continuous clustering method for vector fields 向量场的连续聚类方法
Pub Date : 2000-10-01 DOI: 10.1109/VISUAL.2000.885715
H. Garcke, T. Preußer, M. Rumpf, A. Telea, U. Weikard, J. V. Wijk
A new method for the simplification of flow fields is presented. It is based on continuous clustering. A well-known physical clustering model, the Cahn Hilliard model (J. Cahn and J. Hilliard, 1958), which describes phase separation, is modified to reflect the properties of the data to be visualized. Clusters are defined implicitly as connected components of the positivity set of a density function. An evolution equation for this function is obtained as a suitable gradient flow of an underlying anisotropic energy functional. Here, time serves as the scale parameter. The evolution is characterized by a successive coarsening of patterns: the actual clustering, and meanwhile the underlying simulation data specifies preferable pattern boundaries. The authors discuss the applicability of this new type of approach mainly for flow fields, where the cluster energy penalizes cross streamline boundaries, but the method also carries provisions in other fields as well. The clusters are visualized via iconic representations. A skeletonization algorithm is used to find suitable positions for the icons.
提出了一种新的流场简化方法。它是基于连续聚类的。著名的物理聚类模型Cahn Hilliard模型(J. Cahn and J. Hilliard, 1958)描述了相分离,该模型经过修改以反映待可视化数据的属性。聚类被隐式地定义为密度函数的正集合的连通分量。得到了该函数的演化方程,即底层各向异性能量泛函的合适梯度流。这里,时间作为尺度参数。进化的特点是模式的连续粗化:实际聚类,同时底层模拟数据指定优选的模式边界。作者主要讨论了这种新方法在流场中的适用性,在流场中,聚类能量惩罚跨流线边界,但该方法在其他领域也有规定。集群通过图标表示可视化。使用骨架化算法为图标找到合适的位置。
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引用次数: 35
Hardware-accelerated texture advection for unsteady flow visualization 非定常流显示的硬件加速纹理平流
Pub Date : 2000-10-01 DOI: 10.1109/VISUAL.2000.885689
B. Jobard, G. Erlebacher, M. Y. Hussaini
We present a novel hardware-accelerated texture advection algorithm to visualize the motion of two-dimensional unsteady flows. Making use of several proposed extensions to the OpenGL-1.2 specification, we demonstrate animations of over 65,000 particles at 2 frames/sec on an SGI Octane with EMXI graphics. High image quality is achieved by careful attention to edge effects, noise frequency, and image enhancement. We provide a detailed description of the hardware implementation, including temporal and spatial coherence techniques, dye advection techniques, and feature extraction.
我们提出了一种新的硬件加速纹理平流算法来可视化二维非定常流的运动。利用OpenGL-1.2规范的几个拟议扩展,我们用EMXI图形在SGI Octane上以2帧/秒的速度演示了超过65,000个粒子的动画。高图像质量是通过仔细注意边缘效果、噪声频率和图像增强来实现的。我们提供了硬件实现的详细描述,包括时间和空间相干技术,染料平流技术和特征提取。
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引用次数: 73
Pen-and-ink rendering in volume visualisation 体可视化中的笔墨渲染
Pub Date : 2000-10-01 DOI: 10.1109/VISUAL.2000.885696
Steve M. F. Treavett, Min Chen
Concerns the development of non-photorealistic rendering techniques for volume visualisation. In particular, we present two pen-and-ink rendering methods, a 3D method based on non-photorealistic solid textures, and a 2/sup +/D method that involves two rendering phases in the object space and the image space respectively. As both techniques utilize volume- and image-based data representations, they can be built upon a traditional volume rendering pipeline, and can be integrated with the photorealistic methods available in such a pipeline. We demonstrate that such an integration facilitates an effective mechanism for enhancing visualisation and its interpretation.
关注体可视化的非真实感渲染技术的发展。特别地,我们提出了两种笔墨渲染方法,一种是基于非真实感实体纹理的3D方法,另一种是2/sup +/D方法,它分别涉及物体空间和图像空间的两个渲染阶段。由于这两种技术都利用基于体和图像的数据表示,它们可以建立在传统的体渲染管道上,并且可以与这种管道中可用的逼真方法集成。我们证明,这种整合促进了增强可视化及其解释的有效机制。
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引用次数: 90
Vector fields simplification-a case study of visualizing climate modeling and simulation data sets 向量场简化——可视化气候建模和模拟数据集的案例研究
Pub Date : 2000-10-01 DOI: 10.1109/VISUAL.2000.885738
P. C. Wong, Harlan Foote, L. Leung, E. Jurrus, Dan Adams, James J. Thomas
In our study of regional climate modeling and simulation, we frequently encounter vector fields that are crowded with large numbers of critical points. A critical point in a flow is where the vector field vanishes. While these critical points accurately reflect the topology of the vector fields, in our study only a subset of them is worth further investigation. We present a filtering technique based on the vorticity of the vector fields to eliminate the less interesting and sometimes sporadic critical points in a multiresolution fashion. The neighboring regions of the preserved features, which are characterized by strong shear and circulation, are potential locations of weather instability. We apply our feature filtering technique to a regional climate modeling data set covering East Asia in the summer of 1991.
在区域气候建模与模拟的研究中,我们经常遇到由大量临界点组成的向量场。流中的临界点是矢量场消失的地方。虽然这些临界点准确地反映了向量场的拓扑结构,但在我们的研究中,只有其中的一个子集值得进一步研究。我们提出了一种基于矢量场涡度的滤波技术,以多分辨率的方式消除不太有趣的,有时是零星的临界点。保存地物的邻近区域以强切变和强环流为特征,是天气不稳定的潜在位置。将特征滤波技术应用于1991年夏季东亚地区的区域气候模拟数据集。
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引用次数: 19
Interactive visualization of particle-in-cell simulations 细胞内粒子模拟的交互式可视化
Pub Date : 2000-10-01 DOI: 10.1109/VISUAL.2000.885734
P. Ljung, M. Dieckmann, N. Andersson, A. Ynnerman
The authors present a visualization system for interactive real time animation and visualization of simulation results from a parallel Particle-in-Cell code. The system was designed and implemented for the Onyx2 Infinite Reality hardware. A number of different visual objects, such as volume rendered particle density functionals were implemented. To provide sufficient frame rates for interactive visualization, the system was designed to provide performance close to the hardware specifications both in terms of the I/O and graphics subsystems. The presented case study applies the developed system to the evolution of an instability that gives rise to a plasma surfatron, a mechanism which rapidly can accelerate particles to very high velocities and thus be of great importance in the context of electron acceleration in astrophysical shocks, in the solar corona and in particle accelerators. The produced visualizations have allowed us to identify a previously unknown saturation mechanism for the surfatron and direct research efforts into new areas of interest.
作者提出了一个可视化系统,用于交互式实时动画和并行粒子单元代码仿真结果的可视化。该系统是在Onyx2无限现实硬件上设计和实现的。实现了许多不同的视觉对象,例如体积渲染粒子密度函数。为了为交互式可视化提供足够的帧率,系统被设计为在I/O和图形子系统方面提供接近硬件规格的性能。所提出的案例研究将开发的系统应用于产生等离子体表面加速器的不稳定性的演化,等离子体表面加速器是一种能够迅速将粒子加速到非常高速度的机制,因此在天体物理冲击、太阳日冕和粒子加速器中的电子加速背景下非常重要。生成的可视化图像使我们能够识别出以前未知的表层膜饱和机制,并将研究工作直接引向新的感兴趣领域。
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引用次数: 10
Four-dimensional non-linear ray tracing as a visualization tool for gravitational physics 作为引力物理可视化工具的四维非线性光线追踪
Pub Date : 2000-10-01 DOI: 10.1109/VISUAL.2000.885728
D. Weiskopf
General relativistic ray tracing is presented as a tool for gravitational physics. It is shown how standard three-dimensional ray tracing can be extended to allow for general relativistic visualization. This visualization technique provides images as seen by an observer under the influence of a gravitational field and allows to probe space-time by null geodesics. Moreover, a technique is proposed for visualizing the caustic surfaces generated by a gravitational lens. The suitability of general relativistic ray tracing is demonstrated by means of two examples, namely the visualization of the rigidly rotating disk of dust and the warp drive metric.
广义相对论光线追踪是一种研究引力物理的工具。它显示了如何标准的三维光线追踪可以扩展到允许广义相对论可视化。这种可视化技术提供了观察者在引力场影响下看到的图像,并允许通过零测地线探测时空。此外,我们还提出了一种可视化由引力透镜产生的焦散曲面的技术。通过对尘埃刚性旋转盘的可视化和曲速驱动度规的可视化两个实例,论证了广义相对论射线追踪的适用性。
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引用次数: 30
期刊
Proceedings Visualization 2000. VIS 2000 (Cat. No.00CH37145)
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