scholarly journals eBits: Compact stream of mesh refinements for remote visualization

2016 ◽  
Vol 78 ◽  
pp. 168-178 ◽  
Author(s):  
Mukul Sati ◽  
Peter Lindstrom ◽  
Jarek Rossignac
Author(s):  
SHUJUN LI ◽  
KARLIS KAUGARS ◽  
ELISE DE DONCKER

In this article, we introduce a new function visualization method and demonstrate that numerical integration and visualization of multi-dimensional functions are closely related. Adaptive numerical integration is utilized to reduce the number of function evaluations, and generate time series data. The integration region is partitioned into a uniform grid. A grid cell can be sampled many times, or is not sampled at all, depending on the function properties and the integration rule. Function properties are extracted during the process of function evaluation. An aging technique helps visualize functions by retaining the most recently sampled areas and making the older ones transparent. This also results in giving the non-smooth areas more attention than the smooth areas. The new function visualization method gives a view of the whole function while elaborating on important areas such as ridges and troughs, which are critical in many fields, including numerical integration. A Grid service, called Integration Service, is used to solve computationally intensive integration problems. Remote visualization based on the adaptive method helps monitor the progress of a computation, and can be utilized for computational steering. The data are filtered by the server and transferred to the client, which is responsible for visualization mapping and rendering.


2016 ◽  
Vol 88 ◽  
pp. 57-65 ◽  
Author(s):  
Finian Mwalongo ◽  
Michael Krone ◽  
Michael Becher ◽  
Guido Reina ◽  
Thomas Ertl

Author(s):  
Sid'Ali Kalem ◽  
Assia Kourgli

The following paper proposes an alternative approach to the real-time adaptive triangulation problem. A new region-based multi-resolution approach for terrain rendering is described which improves on-the-fly the distribution of the density of triangles inside the tile after selecting appropriate Level-Of-Detail by an adaptive sampling. This proposed approach organizes the heightmap into a QuadTree of tiles that are processed independently. This technique combines the benefits of both Triangular Irregular Network approach and region-based multi-resolution approach by improving the distribution of the density of triangles inside the tile. Our technique morphs the initial regular grid of the tile to deformed grid in order to minimize approximation error. The proposed technique strives to combine large tile size and real-time processing while guaranteeing an upper bound on the screen space error. Thus, this approach adapts terrain rendering process to local surface characteristics and enables on-the-fly handling of large amount of terrain data. Morphing is based-on the multi-resolution wavelet analysis. The use of the D2WT multi-resolution analysis of the terrain height-map speeds up processing and permits to satisfy an interactive terrain rendering. Tests and experiments demonstrate that Haar B-Spline wavelet, well known for its properties of localization and its compact support, is suitable for fast and accurate redistribution. Such technique could be exploited in client-server architecture for supporting interactive high-quality remote visualization of very large terrain.


2004 ◽  
Vol 164 (1-3) ◽  
pp. 402-407
Author(s):  
Svetlana Shasharina ◽  
Robert Eger ◽  
John Cary
Keyword(s):  

2008 ◽  
Vol 08 (02) ◽  
pp. 189-207
Author(s):  
JINGHUA GE ◽  
DANIEL J. SANDIN ◽  
TOM PETERKA ◽  
ROBERT KOOIMA ◽  
JAVIER I. GIRADO ◽  
...  

High speed interactive virtual reality (VR) exploration of scientific datasets is a challenge when the visualization is computationally expensive. This paper presents a point-based remote visualization pipeline for real-time virtual reality (VR) with asynchronous client-server coupling. Steered by the client-end frustum request, the remote server samples the original dataset into 3D point samples and sends them back to the client for view updating. From every view updating frame, the client incrementally builds up a point-based geometry under an octree-based space partition hierarchy. At every view-reconstruction frame, the client continuously splats the available points onto the screen with efficient occlusion culling and view-dependent level of detail (LOD) control. An experimental visualization framework with a server-end computer cluster and a client-end head-tracked autostereo VR desktop display is used to visualize large-scale mesh datasets and ray-traced 4D Julia set datasets. The overall performance of the VR view reconstruction is about 15 fps and independent of the original dataset complexity.


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