The one-to-one strategy of mapping each single data item into a graphical marker adopted in many visualization techniques has limited usefulness when the number of records and/or the dimensionality of the data set are...
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ISBN:
(纸本)0780387791
The one-to-one strategy of mapping each single data item into a graphical marker adopted in many visualization techniques has limited usefulness when the number of records and/or the dimensionality of the data set are very high. In this situation, the strong overlapping of graphical markers severely hampers the user's ability to identify patterns in the data from its visual representation. We tackle this problem here with a strategy that computes frequency or density information from the data set, and uses such information in parallel Coordinates visualizations to filter out the information to be presented to the user, thus reducing visual clutter and allowing the analyst to observe relevant patterns in the data. The algorithms to construct such visualizations, and the interaction mechanisms supported, inspired by traditional image processing techniques such as grayscale manipulation and thresholding are also presented. We also illustrate how such algorithms can assist users to effectively identify clusters in very noisy largedata sets.
The proceedings contain 17 papers. The topics discussed include: visualization challenges for a new cyberpharmaceutical computing paradigm;Delaunay based shape reconstruction from largedata;parallel point reprojectio...
ISBN:
(纸本)0780372239
The proceedings contain 17 papers. The topics discussed include: visualization challenges for a new cyberpharmaceutical computing paradigm;Delaunay based shape reconstruction from largedata;parallel point reprojection;visualizing ocean currents with color and dithering;parallel lagrangian visualization applied to natural convective flows;real-time out-of-core visualization of particle traces;a unified infrastructure for parallel out-of-core isosurface and volume rendering of unstructured grids;parallel view-dependent isosurface extraction using multi-pass occlusion culling;parallel rendering with k-way replication;sort-last parallel rendering for viewing extremely largedata sets on tile displays;multiresolution view-dependent splat based volume rendering of large irregular data;parallelizing a high accuracy hardware-assisted volume renderer for meshes with arbitrary polyhedra;and scalable interactive volume rendering using off-the-shelf components.
The tremendous amount of data generated by large-scale, parallel scientific and engineering simulations make the analysis and archiving of this data difficult. To address this problem, in previous work, we developed a...
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ISBN:
(纸本)0769521320
The tremendous amount of data generated by large-scale, parallel scientific and engineering simulations make the analysis and archiving of this data difficult. To address this problem, in previous work, we developed an efficient archival scheme based on the functional representation of simulation data - this approximation scheme can significantly reduce storage requirements. However, common visualization tools such as the marching cubes algorithm for isosurface generation cannot be directly applied with this data representation. Thus, in this paper we propose a new, efficient isosurface visualization algorithm that takes full advantage of the functional approximation of simulation data. This method is fundamentally different from the marching cubes approach in that the visualization of isosurface is achieved through the solution of sets of ordinary differential equations. We present computational results detailing the effectiveness of this new approach for a simulation modeling the fluid dynamics of a turbulent reacting flow. The results demonstrate that the method is efficient in a parallel environment and represents a promising approach for the visualization of isosurface in simulation data from large-scale scientific applications.
In this study, we explore a novel approach for visualizing the energetic turbulent structures in a flow field. The flow field is generated by a direct numerical simulation (DNS) of a stratified turbulent shear layer i...
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The 2D real time optimally adapting meshes (ROAM) algorithm has had wide success in the field of terrain visualization, because of its efficient error-controlling properties. In this paper, we propose a generalization...
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JuxtaView is a cluster-based application for viewing ultra-high-resolution images on scalable tiled displays. We present in JuxtaView, a new parallel computing and distributed memory approach for out-of-core montage v...
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ISBN:
(纸本)0780386949
JuxtaView is a cluster-based application for viewing ultra-high-resolution images on scalable tiled displays. We present in JuxtaView, a new parallel computing and distributed memory approach for out-of-core montage visualization, using LambdaRAM, a software-based network-level cache system. The ultimate goal of JuxtaView is to enable a user to interactively roam through potentially terabytes of distributed. spatially referenced image data such as those from electron microscopes, satellites and aerial photographs. In working towards this goal, we describe our first prototype implemented over a local area network, where the image is distributed using LambdaRAM, on the memory of all nodes of a PC cluster driving a tiled display wall. Aggressive pre-fetching schemes employed by LambdaRAM help to reduce latency involved in remote memory access.. We compare LambdaRAM with a more traditional memory-mapped file approach for out-of-core visualization.
We present a method for ray casting curved-quadratic elements in 3D. The advantages of this approach is that a curved element can be directly visualized. Conventionally, higher-order elements are tessellated with seve...
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Hardware-accelerated image composition for sort-last parallel rendering has received increasing attention as an effective solution to increased performance demands brought about by the recent advances in commodity gra...
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Hardware-accelerated image composition for sort-last parallel rendering has received increasing attention as an effective solution to increased performance demands brought about by the recent advances in commodity graphics accelerators. So far, several different hardware solutions for alpha and depth compositing have been proposed and a few of them have become commercially available. They share impressive compositing speed and high scalability. However, the cost makes it prohibitively expensive to build a largevisualization system. In this paper, we used a hardware image compositor marketed by Mitsubishi Precision Co., Ltd. (MPC) which is now available as an independent device enabling the building of our own visualization cluster. This device is based on binary compositing tree architecture, and the scalable cascade interconnection makes it possible to build a largevisualization system. However, we focused on a minimal configuration PC cluster using only one compositing device while taking cost into consideration. In order to emulate this cascade interconnection of MPC compositors, we propose and evaluate the hybrid hardware-assisted image composition method which uses the OpenGL alpha blending capability of the graphics boards for assisting the hardware image composition process. Preliminary experiments show that the use of graphics boards diminished the performance degradation when using an emulation based on image feedback through available interconnection network. We found that this proposed method becomes an important alternative for providing high performance image composition at a reasonable cost.
The use of triangle strips is a common method to compactly store and efficiently render large polygonal meshes. The advantages of triangle stripification also apply to tetrahedral meshes; therefore, tetrahedral strips...
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The use of triangle strips is a common method to compactly store and efficiently render large polygonal meshes. The advantages of triangle stripification also apply to tetrahedral meshes; therefore, tetrahedral strips are an attractive data structure for storing and volume rendering tetrahedral meshes as noted in several publications. However, tetrahedral strips are still not supported by current graphics hardware. In this paper, we present the first system to take advantage of tetrahedral strips in off-the-shelf graphics hardware. This is achieved by encoding tetrahedral strips in texture maps and rendering them with the help of a ray casting algorithm running solely on the graphics chip. Our data structure supports sequential and generalized tetrahedral strips by including a small amount of adjacency information, which allows us to access all face neighbors in constant time. Utilizing these texture-encoded tetrahedral strips, our enhanced graphics-hardware-based volume ray casting algorithm for tetrahedral meshes is capable of handling largedata sets. Additional improvements presented in this paper include support for multiple ray traversal steps in one rendering pass and the intrinsic support for non-convex meshes using a rendering technique similar to depth peeling.
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