EG UK Theory and Practice of Computer Graphics
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Browsing EG UK Theory and Practice of Computer Graphics by Subject "Application packages"
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Item 12DoF Interaction for Scientific Visualisation(The Eurographics Association, 2017) Turner, Martin J.; Morris, Tim; Sandoval, Mario; Tao Ruan Wan and Franck VidalThis short extended abstract investigates human-computer interactions in relation to a specific Six Degree of Freedom (6DoF) input device; described is the driver development and calibration required for a novel piece of hardware; and after initial user tests and a questionnaire of satisfaction, we consider areas for further research. This abstract concludes with a discussion of the design and use of dual-6DoF input devices and from feedback how new interaction modes will be exploited.Item Collaborative Computational Projects - Visualisation Applications Survey(The Eurographics Association, 2016) Turner, Martin J.; Fowler, Ron; Morris, Tim; Cagatay Turkay and Tao Ruan WanThis extended abstract presents initial outcomes from three visualisation user needs surveys, and includes an invitation for new communities to engage with follow-on surveys. Statistical and text cluster analysis have been used to assist specific computational groups; in order to select certain visualisation application packages for software development and to select which new algorithms to implement. This analysis is now also available for advising and creating recommendations to build a long term visualisation support service. The focus of these surveys and this work has been on looking at the use of software toolkits and application packages rather then surveying specific visualisation algorithm techniques.Item Comparative Visualization and Analysis of Time-Dependent, 2D Foam Simulation Data(The Eurographics Association, 2014) Lipsa, Dan R.; Laramee, Robert S.; Cox, Simon; Davies, I. Tudur; Rita Borgo and Wen TangLiquid foams have important practical applications. To analyze the dependence of foam behavior on material properties, and to improve foam models, foam scientists work with dozens of related simulations obtained by varying these material properties as well as parameters such as foam attributes, properties of objects interacting with foam or shape of foam containers. We present visualization solutions, developed in close collaboration with foam scientists, designed to compare and analyze related simulations.We evaluate our solutions by deploying them at the scientists' site. We demonstrate their effectiveness through results obtained by domain experts using our tool which include new findings and new approaches to analyze foam simulations. We propose a novel interaction and processing technique that enables the comparison of related events in different simulations and facilitates the examination of the temporal context for the events.Item gVirtualXRay: Virtual X-Ray Imaging Library on GPU(The Eurographics Association, 2017) Sujar, Aaron; Meuleman, Andreas; Villard, Pierre-Frederic; GarcÃa, Marcos; Vidal, Franck; Tao Ruan Wan and Franck VidalWe present an Open-source library called gVirtualXRay to simulate realistic X-ray images in realtime. It implements the attenuation law (also called Beer-Lambert) on GPU. It takes into account the polychromatism of the beam spectra as well as the finite size of X-ray tubes. The library is written in C++ using modern OpenGL. It is fully portable and works on most common desktop/laptop computers. It has been tested on MS Windows, Linux, and Mac OS X. It supports a wide range of windowing solutions, such as FLTK, GLUT, GLFW3, Qt4, and Qt5. The library also offers realistic visual rendering of anatomical structures, including bones, liver, diaphragm and lungs. The accuracy of the X-ray images produced by gVirtualXRay's implementation has been validated using Geant4, a well established state-of-the-art Monte Carlo simulation toolkit developed by CERN. gVirtualXRay can be used in a wide range of applications where fast and accurate X-ray simulations from polygon meshes are needed, e.g. medical simulators for training purposes, simulation of tomography data acquisition with patient motion to include artefacts in reconstructed CT images, and deformable registration. Our application example package includes real-time respiration and X-ray simulation, CT acquisition and reconstruction, and iso-surfacing of implicit functions using Marching Cubes.Item Human-in-the-Loop Visualisation Architecture for Monitoring Remote Compute(The Eurographics Association, 2017) Turner, Martin J.; Nagella, Srikanth; Fowler, Ron; Allan, Robert J.; Pasca, Edoarado; Yang, Erica; Tao Ruan Wan and Franck VidalThis paper describes the timeline of use cases of large and remote display VEs (Virtual Environments), hosted by STFC (Science and Technology Facilities Council), which were linked to HPC (High Performance Computing) systems. Considered is the development and use in the last few years of putting the human back into the HPC loop and clarifying the main types of interaction and collaboration that have been re-explored. It describes a set of specific common modes of use as well as stages of development, categorising and explaining how best practice may be achieved.Item Visualizing a Spherical Geological Discrete Element Model of Fault Evolution(The Eurographics Association, 2012) Longshaw, Stephen M.; Turner, Martin J.; Finch, Emma; Hamish Carr and Silvester CzannerDiscrete Element Modelling (DEM) is a numerical technique that uses a system of interacting discrete bodies to simulate the movement of material being exposed to external forces. This technique is often used to simulate granular systems; however by adding further elements that inter-connect the bodies, it can be used to simulate the deformation of a large volume of material. This method has precedent for use in the Earth Sciences and recently, with the increase of available computing power, it has been put to good use simulating the evolution of extensional faults in large scale crustal experiments that involve over half a million individual spherical bodies. An interactive environment that provides high quality rendering is presented, showing that interactivity is key in allowing the intelligent application of visualization methods such as colour-mapping and visibility thresholds in order to extract fault information from a geological DEM. It is also shown that glyph representation alone is not sufficient to provide full insight into the complex three dimensional geometries of the faults found within the model. To overcome this, a novel use of the MetaBall method is described, which results in implicit surface representations of sphere sub-sets. The surfaces produced are shown to provide greater insight into the faults found within the data but also raise questions as to their meaning.