Particle-based flow visualization techniques are used for the investigation of huge, complex data sets from computational fluid dynamics (CFD). Particle tracing requires the interpolation of local velocity inside a di...
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Particle-based flow visualization techniques are used for the investigation of huge, complex data sets from computational fluid dynamics (CFD). Particle tracing requires the interpolation of local velocity inside a discretized data set and the numerical integration, to find succeeding spatial positions of the moving particles. More and more often, CFD-data is computed on unstructured Finite Element grids, which makes interpolation and integration difficult. One strategy is to resample the unstructured volume data to a regular one. In contrast to this, this article describes how particle tracing can be performed directly inside unstructured grids, thereby preserving the quality and size of the original data for visualization: The basic idea is to perform the integration in the computational space of the individual cells of the grid. This leads to a faster computation of the particle's new position and an easier determination of the corresponding new cell into which the particle has moved. The proposed algorithms allow an interactive investigation with real-time computation of particle trajectories of huge data sets that are organized on unstructured grids.
Until recently work in the area of User Interface development has been almost entirely ad hoc. Implementors have had to rely on their own judgement not only in the area of the interface appearance and dynamics, butals...
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Until recently work in the area of User Interface development has been almost entirely ad hoc. Implementors have had to rely on their own judgement not only in the area of the interface appearance and dynamics, butalso in the internal structure of interaction management. Considerable confusion exists in defining what constitutes a goodUser Interface, and in the management processes required to construct them. Insufficient software foundations and a lack offormalisms, tools and methodologies are contributing factors. To some extent these problems have been addressed by the UserInterface Management System (UIMS) community, primarily for those working on large systems. This paper describes a methodology,developed as part of the design of a User Interface Manager, aimed at providing implementors with a structure for buildinginterfaces which are separable from their underlying *** July 1988. revised May 1989.
The Command Support At-Sea Experiment (CS@SE) provides experimental advanced graphics display systems consisting of large screen color displays and operator console color displays in the combat information center (CIC...
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The Command Support At-Sea Experiment (CS@SE) provides experimental advanced graphics display systems consisting of large screen color displays and operator console color displays in the combat information center (CIC) of an Aegis cruiser and in the tactical flag command center (TFCC) of an aircraft carrier. CS@SE systems are designed to prototype potential command support capabilities in an at-sea environment to validate and refine requirements for planned production system upgrades. These systems use sophisticated color graphics techniques to provide real-time tactical displays that improve the availability of information to an operator by reducing clutter through the use of color, area fill, transparen overlays and intensity coding of track symbols. Interfaces wen developed with the Aegis Display System (ADS), Shipboarc Gridlock System with Auto-correlation (SGS/AC), Flag Dats Display System (FDDS) and Tomahawk Engagement Planning and Exercise Evaluation System (TEPEE) that provided the data for the presentation of a tactical display. Display elements included both real-time and over-the-horizon (OTH) surface track data, velocity leaders, tags, uncertainty ellipses, and history trails. The display also included filled land masses, country boundaries, commercial airways, cities, graphics overlays (i.e., operational areas), weapon system missile performance contours, and engagement plans. This paper describes the experiment, its installation and integration into the shipboard environments of an Aegis cruiser (USS Leyte Gulf ) and an aircraft carrier (USS America , its usage by the ships companies and embarked staffs, and the experiment result! and findings. Key conclusions of the experiment are: 1 Advanced graphics color displays can significantly enhance the ability of the warfighter to assimilate a complex tactical display. 2 Both ships reported a requirement for a correlated OTH and real-time track display with the ability to clearly differentiate the two types
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