互动性是关键

W. Hibbard, D. Santek
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引用次数: 56

摘要

以动画速率渲染所提供的交互性是实现多变量时变体积数据可视化的关键。我们正在开发一个系统,用于使用图形超级计算机将地球科学数据可视化。我们提出了使用图形超级计算机进行实时纹理映射和体成像的简单算法。KEYIdORDS。”互动,纹理映射,体图像,地球科学。在空间科学与工程中心,我们关注的问题是帮助地球科学家将他们庞大的数据集可视化。一个大型天气模型输出数据集可能在一个五维数组中包含10亿个点,这些点由100 × 100的水平网格、30个垂直层次、100个时间步长和30个不同的物理变量组成。卫星、雷达和激光雷达等遥感仪器也能产生类似的大型数据集。在过去的六年里,我们一直在开发用于管理和可视化这些数据集的软件工具,作为空间科学与工程中心人机交互数据访问系统(MclDAS)的一部分。这些工具在IBM 4381上运行,并生成多变量三维图像的动画序列,这些图像可在我们的大型多帧工作站上查看。然而,每个图像需要10到30秒的CPU时间来分析和渲染,另外30秒加载到工作站帧存储,所以生产动画序列的周转时间可能是几个小时。图1是该系统生成的典型图像。我们已经应用该系统从至少二十个不同的模型仿真和遥感数据源生成动画。虽然我们的地球科学家合作者通常对结果感到满意,但他们都表达了希望以更快的反应改变动画的愿望。到目前为止,这是他们(和我们)的主要要求。因此,我们已经开始开发基于恒星GS-1000图形超级计算机的高度交互工作站。该系统可以实时从模型输出数据集生成三维图像,使科学家能够通过即时反馈控制图像生成。本文介绍了地球科学数据集,我们迄今为止在恒星GS1000上所做的工作,以及对进一步发展的一些想法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Interactivity is the key
The interactivity provided by rendering at the animation rate is the key to visualizing multivarite time varying volumetric data. We are developing a system for visualizing earth science data using a graphics supercomputer. We propose simple algorithms for real-time texture mapping and volume imaging using a graphics supercomputer. KEYIdORDS." Interactive, texture mapping, volume image, earth science. I N T R O D U C T I O N At the Space Science and Engineering Center we are concerned with the problem of helping earth scientists to visualize their huge data sets. A large weather model output data set may contain one billion points in a five-dimensional array, composed of a 100 by 100 horizontal grid, by 30 vertical levels, by 100 time steps, by 30 different physical variables. Remote sensing instruments such as satellites, radars and lidars produce similarly large data sets. During the last six years we have been developing software tools for managing and visualizing such data sets, as part of the Space Science and Engineering Center's Mancomputer Interactive Data Access System (MclDAS). These tools run on an IBM 4381 and produce animation sequences of multivariate three-dimensional images which are viewed on our large multiframe workstations. However, each image takes 10 to 30 seconds of CPU time to analyze and render, and another 30 seconds to load into the workstation frame store, so turnaround time for producing an animation sequence can be several hours. Figure 1 is a typical image produced by this system. We have applied this system to generate animations from at least twenty different model simulation and remote sensed data sources. Although our earth scientist collaborators are usually pleased with the results, they all express a desire to change the animations with quicker response. This is by far their (and our) primary request. Therefore we have begun developing a highly interactive workstation based on the Stellar GS-1000 graphics supercomputer. This system can produce three-dimensional images from model output data sets in real-time, giving the scientist control over the image generation with immediate feedback. This paper describes earth science data sets, the work we have done so far with the Stellar GS1000, and some thoughts on further development.
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