|
Home
IRIS Links
*
News
Current
Projects
Events
Overview
Scene
Building
Scene
Description
Data
Visualization
People
Faculty
Research
Staff
Current
Students
Grad.
Assistants
Former
Students
Resources
Facilities
Equipment
Sponsors
Collaborations
National
International
Publications
Papers
Books
*
CDs/DVDs
*
Theses
Academics
Opportunities
Contact Us
Maps
* Password
required
| |
 |
| |
Data Visualization
Data Visualization refers to
the process of displaying photo-realistic models. The issues of efficient
display of large, multi-modal data sets are addressed. Construction of
multi-resolution, object-based scenes allow control of an object and its
resolution separately from the others. This new description of the data
allows the user to maintain a high level of interactivity with the data
being displayed. For instance, a view-dependent display strategy can select
the amount of data that is necessary to represent each object as a function
of the user viewpoint; occluded objects can thus be ignored during display.
The display strategy must allow selection of the multi-modal information
associated with the geometry of the model. Data visualization requires
research in:
Virtual Reality Displays
A walk-through environment is to be built to test system
performance and to allow the user to display and manipulate large data
sets. The display set-up allows user interaction with the data through
input devices such as a track-ball or a cyber-glove. The user is immersed
into a virtual environment where the data surrounds him/her. The user's
needs are taken into account to make decisions concerning the amount of
data to display.
Hardware, Object, and View Dependent Display
Efficient manipulation of
models necessitates both displaying a detailed view and obtaining an
overview. The detail of objects in the scene may reveal one very small
radioactive barrel in the corner of a large room or a detail in a large
flat object like an aircraft wing. The overview allows the user to perform
fast selection of areas of interest and make decisions on the orientation
of the model. Therefore, the minimum requirement for a walk-through
environment is to maintain constant frame-rate and hardware dependent
interactivity during display. A more complex display strategy is needed
when displaying extremely large multi-modal scenes. An object-based scene,
where the object resolutions can be controlled, allows resolution
selection for each object according to hardware performance and the user's
view location. During display, the system inputs the user's needs and the
hardware performance is computed to select the appropriate resolution to
be displayed.
|
| |
|