使用 Unity 实现科学可视化,作为基于课程的本科生研究体验。

Idunnuoluwa Adeniji, Lark Bancairen, Cymantha Blackmon, Michael Casarona, Melissa Menzel, Matthew G Niepielko, Leonard Bielory, Nan Perigo, Joseph Insley, David Joiner
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引用次数: 0

摘要

我们围绕三维可视化和虚拟现实技术在科学可视化中的应用,为学生开发了一系列基于课程的本科生研究体验,并将其融入课程设置中。其中一个项目涉及创建和使用超叠加图像的体积渲染器,并将其与共聚焦显微镜的生物学项目相结合。学生们致力于开发和测试基于头显和 CAVE 虚拟现实平台的共聚焦显微镜可视化虚拟现实工具。报告介绍了该工具的两个应用:果蝇原始生殖细胞的渲染与自动检测和计数,以及花粉粒三维渲染数据库的开发。另一个项目涉及点云渲染器的开发和测试。学生工作的重点是在一系列二维和三维硬件(包括本地 Quest 应用程序)上进行性能测试和增强。在开发这些工具的过程中,学生们了解了科学可视化概念,同时获得了编程、软件工程、图形、着色器编程和跨平台设计方面的实践经验。
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Using Unity for Scientific Visualization as a Course-based Undergraduate Research Experience.

We have developed a series of course-based undergraduate research experiences for students integrated into course curriculum centered around the use of 3D visualization and virtual reality for science visualization. One project involves the creation and use of a volumetric renderer for hyperstack images, paired with a biology project in confocal microscopy. Students have worked to develop and test VR enabled tools for confocal microscopy visualization across headset based and CAVE based VR platforms. Two applications of the tool are presented: a rendering of Drosophila primordial germ cells coupled with automated detection and counting, and a database in development of 3D renderings of pollen grains. Another project involves the development and testing of point cloud renderers. Student work has focused on performance testing and enhancement across a range of 2D and 3D hardware, including native Quest apps. Through the process of developing these tools, students are introduced to scientific visualization concepts, while gaining practical experience with programming, software engineering, graphics, shader programming, and cross-platform design.

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