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- animation techniques
- These techniques simulate continuous motion by rapidly
displaying images. The viewer is given the impression
that he is watching a continuous motion. To achieve this,
the graphical hardware needs image display rates of at
least 25 images per second, otherwise motion will look
shaky. Most graphical hardware can not reach that display
rate for moderate sized images, so one uses video
hardware.
- animation script
- An animation script is used to determine which image will
be the next one to be displayed and how long it will be
displayed.
- back-to-front order
- Compositing can also be done in front-to-back order
without altering the final result.
- camera and object movement
- A camera is a means to view data in a viewport.
An object represents the result of a
visualization or annotation tool, e.g. an isosurface, a
cutting plane, a bounding box, etc.
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- CGM
- A general image file format. The Computer Graphics
Metafile, has been an ISO standard since 1987. It has the
capability to encompass both graphical and image data.
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- color coding
- IThe use of colors (usually from red to blue), in most
visualization techniques, to reveal transitions in some
quantity.
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- computational steering
- To interactively change the simulation parameters and
immediately see the effect of this change through the new
data.
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- 'compute' modules
- One could of course, write these modules oneself.
However, writing an interpreter, as used in the Compute
module, requires great expertise.
- Cutting planes
- This technique makes it possible to view scalar data on a
cross-section of the data volume with a cutting plane.
One defines a regular, Cartesian grid on the plane and
the data values on this grid are found by interpolation
of the original data. A convenient colormap is used to
make the data visible.
- data browsing
- The use of visualization techniques to allow one to
easily browse and understand enormous quantities of data.
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- data manipulation or selection
- It is possible to sample a volume of interest (VOI), but
this VOI must be defined within the data file format.
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- data size
- We assume one floating point number to occupy 4 bytes.
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- data value
- This was done considering video limitations. Full
saturated colors cannot be represented well on video.
Hence we have taken less than full Saturation (90 %).
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- distributive processing
- As applied to scientific visualization, this is when the
computation is distributed over a set of high-performance
computers and the actual visualization is done on a
graphical workstation.
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- flipbook animation
- This is a well known animation technique. The generated
images are displayed one after the other. Its name is
attached to the thumbing or flipping through a series of
images.
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- GIF
- GIF, the Graphical Interchange Format , is quite
widespread and can encode a number of separate images of
different sizes and colors.
- the HDF format
- The Hierarchical Data Format was developed by NCSA,
University of Illinois, at Urbana-Champaign. It is a
multi-object file format for the transfer of graphical
and floating-point data between different hardware
platforms. Data Visualizer only supports HDF on Silicon
Graphics workstations.
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- high-performance computers
- These can be high-performance workstations or
supercomputers depending on what is available and what is
needed for the simulation.
- images in memory
- It is clear that the number of images that can be cached
in physical memory is limited. Increasing the number of
images will eventually lead to paging and hence to a
slower display rate.
- keyframe animation
- For this technique one only has to generate so-called keyframes.
Keyframes mark changes in the characteristics of the
motion, for example the sudden change in the direction of
motion of an electron due to a collision with an ion.
Interpolation techniques are used to generate a set of
images between two keyframes. The larger the interpolated
set of images the smoother the conversion from one
keyframe to the other will appear to the viewer.
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- Isosurfaces
- This technique produces surfaces in the domain of the
scalar quantity on which the scalar quantity has the same
value, the so-called isosurface value.
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- Lossless methods
- Lossless compression methods are methods for which the
original, uncompressed data can be recovered exactly.
Examples of this category are the Run Length Encoding,
and the Lempel-Ziv Welch algorithm.
- lossy methods
- In contrast to lossless compression, the original data
cannot be recovered exactly after a lossy compression of
the data. An example of this category is the Color Cell
Compression method.Lossy compression techniques can reach
reduction rates of 0.9, whereas lossless compression
techniques normally have a maximum reduction rate of 0.5
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- necessary information
- This information consists of connections, connection
element type, vertex (node) normals, and vertex (node)
colors.
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- the netCDF format
- The network Common Data Form is a data abstraction for
storing and retrieval of scientific data, in particular
multi-dimensional data. It is a distributed, machine
independent software library based on this data
abstraction which allows the creation, access and sharing
of data in a self-describing and network transparent
form. It is defined by Unidata.
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- reading netCDF format
- There are some restrictions. If the coordinate
grid is irregularly spaced some modifications in
the netCDF file have to be made.
- Orthogonal slicers
- Often one wants to focus on the influence of only two
independent variables (i.e. coordinates). Thus, the other
independent variables are kept constant. This is what the
orthogonal slicer method does.
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- parameter function editing in AVS
- The Compute module of DX can perform the same actions.
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- particle advection or streamlines
- A method for outlining the topology, i.e. the field
lines, of a vector field. One takes a set of starting
points, finds the vectors at these points by
interpolation, if necessary, and integrates the points
along the direction of the vector. At the new positions
the vector values are found by interpolation and one
integrates again. This process stops if a predetermined
number of integration steps has been reached or if the
points end up outside the data volume. The calculated
points are connected by lines. The particle advection
method places little spheres at the starting points
representing massless particles. The particles are also
integrated along the field lines. After every integration
step each particle is drawn together with a line or
ribbon tail indicating the direction in which the
particle is moving.
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- the PLOT3D format
- The PLOT3D format, defined by NASA, is a commonly used
data format in the computational fluid dynamics world.
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- PostScript
- PostScript or more specifically Encapsulated PostScript
Format (EPSF), is a page description language with
sophisticated text facilities . For graphics, as compared
to CGM, it tends to be expensive in terms of storage.
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- PPM, PGM, PBM
- PPPM, the Portable Pixmap Format (24 bits per pixel),
PGM, the Portable Greyscale Format (8 bits per pixel),
and PBM, the Portable Bitmap Format (1 bit per pixel)
formats are pixel based and are distributed with the the
X-Window system.
- property editor
- The property editor is used to set the material
properties of a geometrical object, like transparency,
diffusion coefficient, specular coefficient, specular
color, etc.
- Ray casting
- For every pixel in the output image a ray is shot into
the data volume. At a predetermined number of evenly
spaced locations along the ray the color and opacity
values are obtained by interpolation. The interpolated
colors and opacities are merged with each other and with
the background by compositing in back-to-front
order to yield the color of the pixel. These compositing
calculations are simply linear transformations.
Performing this in a back-to-front order, i.e. starting
at the background and moving towards the image plane,
will produce the pixel color. The opacity acts as a data
selector. Sample points with opacity values close to 1
(opaque) hide almost all information along the ray
between the background and opacity values close to 0
(transparent) transfer information almost unaltered.
- RGB
- RGB, the Red Green Blue format, is used by most
visualization software packages as the internal image
format. The format consist of a header containing the
dimensions of the image, followed by the actual image
data. The image data is stored as a 2D array of tupels.
Each tupel is a vector with 3 components: R, G, and B.
The RGB components determine the color of every pixel
(picture element) in the image.
- Scalar glyph
- Scalar glyphs is a technique which puts a sphere or a
diamond on every data point.
- scene
- A scene is an arrangement of objects, generated
by visualization techniques, geometries, and annotations
in 3D space that can be rendered.
- sequence number
- The sequence number of the first image in the sequence is
0000, the second is 0001, and so on. This format of the
sequence numbers has the considerable advantage of
producing the correct ordering of the sequence with the
UNIX ls command. For example, the ordering of ls
is used by a command that can write the sequence to laser
disk.
- splatting
- This technique was developed to improve the speed of
calculation of volume rendering techniques like ray
casting, at the price of less accurate rendering. It
differs from ray casting in the projection method.
Splatting projects voxels, i.e. volume elements, on the
2D viewing plane. It approximates this projection by a Gaussian
splat, which depends on the opacity and on the color
of the voxel (other splat types, like linear splats can
also be used ). A projection is made for every voxel and
the resulting splats are composited on top of each other
in back-to-front order to produce the final image.
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- surface rendering techniques
- We will stick to the names used in sections 2.3 and 2.4.
The names of the actual techniques in the visualization
packages may differ from them.
- streaklines
- A method for outlining the topology, i.e. the field
lines, of a vector field. One takes a set of starting
points, finds the vectors at these points by
interpolation, if necessary, and integrates the points
along the direction of the vector. At the new positions
the vector values are found by interpolation and one
integrates again. This process stops if a predetermined
number of integration steps has been reached or if the
points end up outside the data volume. The calculated
points are connected by lines. The streaklines technique
considers the vector field to be time dependent. Hence,
the streakline technique interpolates not only in the
spatial direction, but also in the time direction.
- streamlines
- A method for outlining the topology, i.e. the field
lines, of a vector field. One takes a set of starting
points, finds the vectors at these points by
interpolation, if necessary, and integrates the points
along the direction of the vector. At the new positions
the vector values are found by interpolation and one
integrates again. This process stops if a predetermined
number of integration steps has been reached or if the
points end up outside the data volume. The calculated
points are connected by lines. The streamlines technique
considers the vector field to be static.
- textures
- This is a technique to color arbitrary surfaces, e.g.
those generated by the isosurface techniques, according
to a 3D scalar field. An interpolation scheme is used to
determine the values of the scalar field on the surface.
A colormap is used to assign the color.
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- 3-dimensional dependences
- As we need the full 4D data sets with four variables per
grid point (v and OD) we have split the
data set into parts containing 100 time steps each.
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- turnkey application
- This kind of application allows the user to supply data
and select from a fixed set of operations, hence
functional extension is not supported. This is one of the
most severe drawbacks of turnkey systems. If none of the
operations suits the user's needs, the user can not
develop a desired operation himself and plug it into the
application, so that it would be accessible from within
the graphical user interface mode or the command language
mode.
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- vector glyphs
- This technique uses needle or arrow glyphs to represent
vectors at each data point. The direction of the glyph
corresponds to the direction of the vector and its
magnitude corresponds to the magnitude of the vector.
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- vector quantities
- Unless otherwise stated, it is implicitly assumed that a
vector has three components. So a vector is often written
(x, y, z), and x, y, and z are typically floating points
(scalar quantities).
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- velocity components
- The individual components of the velocity vector.
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- widgets
- A widget is a graphical representation of a logical input
device. There is a loose definition of a widget as a term
used to describe any abstract device.
- wireframe
- Wireframe rendering is a fast method in which objects are
drawn as if they have been made of wires, with only their
edges showing. All edges are drawn because hidden-edge
removal is not performed.
- XBM
- XBM is the X-Window one Bit image file format, which has
been standardized by the MIT X-consortium.A major
constraint on the use of the large data volume which has
to be dealt with. Large sets of image data can have
severe implications for storage, memory, and transmission
costs. Therefore, compression techniques are very
important. There are two categories, lossless and lossy
methods, based on whether or not it is possible to
reconstruct the initial picture after compression.
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