Visualization, Spring'98, Yap
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LECTURE 8: ACTIVE VISUALIZATION
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INTRODUCTION
We address the problem of visualization large and
complex geometric models.
Our approach will try to exploit some
basic properties of human vision. This lecture gives some
background.
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REFERENCES
We will shortly distribute some papers for your reading.
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What is Active Visualization?
We use this term to describe an interactive
computer-aided visualization of a synthetic scene or
a computer artifact.
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"Interactivity" here implies the user is
selecting/suppressing details to be seen,
making viewing decisions in both space and time.
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We say "active" because the viewer can freely move
(body or head) through the model.
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But "active" here includes another
kind of motion: independent eye motions.
Furthermore, we assume that
our images will have variable resolution, roughly
tracking the eye.
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Besides "pure visualization", we include situations where
the visualization is combined with other
activities or objectives (e.g. navigation,
mapping activities, disease diagnosis in
medical visualization).
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The computer artifact need not be a static
model, but could be a time-sequence model.
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SCENARIOS OF ACTIVE VISUALIZATION
- (A) Architectural Walkthroughs:
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E.g., a model of an environment or city.
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E.g., the interior of a building, submarine or airplane.
- (B) Browsing and viewing an internet gallery
or image archive:
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we need access to images of varying
scales (thumbnail images to full-blown images,
say, 10K by 10K pixels),
and across the logical organization of the images in the database.
- (C) Geographical Information System (GIS):
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this include simple map servers.
- (D) Viewing a movie of a computer simulated
phenomena:
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E.g., impact of a comet collision,
or oil spill.
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The user not only wants arbitrary playbacks, but the ability to
choose and compose the images.
- (E) Visualizing volumetric data:
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Again, we require "projection" of 3D data to 2D, but
these projections are more complicated and varied.
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Medical imageries are often based on volumetric data.
- (F) Artificial Reality
We are allowed some preprocessing of the models.
In some applications, we may allow the user super-human
visualization capabilities (e.g., X-ray vision).
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ABSTRACT FORMULATION OF PROBLEM
``Given a model M (mainly geometric),
and a class P of projections (i.e.,
maps from M into images),
to construct a data structure and algorithms
which facilitates the rapid formation of any sequence of
projections.''
--Geometric means the model basically lives
in Euclidean space (R^2, R^3 typically).
--The projections P often has a natural topology
(e.g., it can be identified with
the class of linear maps from R^3 to R^2).
"Coherence" of projections can then be exploited.
--It is useful to separate (as in computer graphics)
each projections in P into two parts:
- Linear Transformation of Space
- Picture composition parameters (such as
"camera parameters" and foveation parameters).
-- Verify that the above scenarios fit this formulation.
What is M and P in each case?
-- The problem can be viewed as a "preprocessing data structure"
problem, common in Computational Geometry.
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Some Research Issues
We need to achieve realtime frame rates (say, 15-30 frames
per second).
We cannot afford to throw the entire model into the
graphics rendering pipeline -- even with dedicated
hardware and parallel computing power.
Some useful techniques include:
- Visibility culling
- Database management and predictive data motions
- Hierarchical level-of-detail (LOD) models
- Precomputation of radiosity (or other light models)
- Foveated image rendering
- Preprocessing for fast view projection
- Online scheduling problems (RESERVATION PROBLEMS)
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Human Visual System
Visualization is complex but it
is ultimately a psycho-physiological process.
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As such, some limits and parameters of the
human visual system can be exploited.
- The human eye
- The Neuro-anatomy of the visual system
- Eye Movements
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Eye Tracking
Do we need it?
In visualization, the user is motivated to give us the needed information.
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Active Vision
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Space Variant Images
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