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  • 1.
    Hassler, Lovisa
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Heppich, Agnes
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Interactive 3D Visualization of the NASA Deep Space Network activity2019Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    A visualization of the NASA Deep Space Network activity. Implemented in an interactive 3D environment. A thesis work by students from the Media technology and engineering program at Linköping University.

    Ladda ner fulltext (pdf)
    Interactive 3D Visualization of the NASA Deep Space Network activity
  • 2.
    Huy Nikkilä, Sovanny
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Kollberg, Axel
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Today's Space Weather in the Planetarium: visualization and feature extraction pipeline for astrophysical observation and simulation data2019Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This thesis describes the work of two students in collaboration with OpenSpace and the Community Coordinated Modelling Center (CCMC). The need expressed by both parties is a way to more accessibly visualize space weather data from the CCMC in OpenSpace. Firstly, space weather data is preprocessed for downloading and visualizing, a process that involves reducing the size of the data whilst keeping important features. Secondly, a pipeline is created for dynamically fetching the time varying data from the web during runtime of OpenSpace. A sliding window technique is employed to manage the downloading of the data. The results show a complete and working system for downloading data during runtime. Measurements of the performance of running the space weather visualizations by dynamically downloading versus running them locally, show that the new system impacts the frame time marginally. The results also show a visualization of space weather data with enhanced features, which facilitate the exploration of the data, and creates a more comprehensible representation of the data. Data is originally kept in a tabular FITS file format, and file sizes after data reduction and feature extractionare approximately 3% of the original file sizes.

    Ladda ner fulltext (pdf)
    fulltext
  • 3.
    Fransson, Jonathan
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Olsson, Elon
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Visualization of Space Debris using Orbital Representation and Volume Rendering2019Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This report covers a master’s thesis project done at the University Of Utah for the OpenSpace project. OpenSpace is a open-source astronomy visualization software and the thesis focus was to visualize the ever-increasing number of man-made space debris. Two different visualization methods have been used in this thesis. One was a volume rendering and it was evaluated how it works in relation to an orbital trail representation, which was the other method. If the volumetric representation would reduce cluttering, is one of the aspects that will be evaluated, as well as a more open ended exploratory question which is if the volumetric representation can provide any new insights about the data. In short, will a volumetric representation give anything that an orbital representation cannot? A volume rendering can use different types of grids. The thesis evaluates the pros and cons of a cartesian- and spherical grid, as well as the different resolution of the grid and tweaks in the transfer function.

    An orbital trail representation was previously implemented in OpenSpace (which will be called the individual scene graph node implementation in this report) that had its pros. One con, however, was that it did not scale very well with increasing number of data elements. Visualizing all the data sets containing each trackable piece of space debris simultaneously using this implementation causes the software to slow down significantly. An alternative implementation (which will be called single draw call implementation in this report) was therefore tested in hopes to solve this issue. To see the performance difference, tests were performed where frame time for the whole scene was measured.

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    Visualization of Space Debris using Orbital Representation and Volume Rendering
  • 4.
    Fransson, Jonathan
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Olsson, Elon
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Visualization of Space Debris using Orbital Representation and Volume Rendering2019Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This report covers a master’s thesis project done at the University Of Utah for theOpenSpace project. OpenSpace is a open-source astronomy visualization software and thethesis focus was to visualize the ever-increasing number of man-made space debris. Twodifferent visualization methods have been used in this thesis. One was a volume renderingand it was evaluated how it works in relation to an orbital trail representation, which wasthe other method. If the volumetric representation would reduce cluttering, is one of theaspects that will be evaluated, as well as a more open ended exploratory question whichis if the volumetric representation can provide any new insights about the data. In short,will a volumetric representation give anything that an orbital representation cannot? Avolume rendering can use different types of grids. The thesis evaluates the pros and consof a cartesian- and spherical grid, as well as the different resolution of the grid and tweaksin the transfer function.An orbital trail representation was previously implemented in OpenSpace (which will becalled the individual scene graph node implementation in this report) that had its pros.One con, however, was that it did not scale very well with increasing number of data elements.Visualizing all the data sets containing each trackable piece of space debris simultaneouslyusing this implementation causes the software to slow down significantly. Analternative implementation (which will be called single draw call implementation in thisreport) was therefore tested in hopes to solve this issue. To see the performance difference,tests were performed where frame time for the whole scene was measured.

    Ladda ner fulltext (pdf)
    fulltext
  • 5.
    Marcinkowski, Michal
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Contextualization of Autonomous Spaceflight Operations for deep space planetary encounters2018Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This work concerns the research and application of data visualization techniques to depict ongoing activities in mankind’s investigation of space as part of a larger open-source visualization- and science-outreach software known as OpenSpace. It involves the construction of a physically accurate virtual environment of our local star group and solar system so as to facilitate development of a robust and generalized solution capable of articulating mission-science to its viewers. The research part is focused on deploying data visualization methods suitable for contextualizing scientific findings towards the general public in a pedagogical manner, with the end goal to provide a fully operational New Horizons visualization on the day of encounter with Pluto for the first public broadcast of OpenSpace across the globe.

    Ladda ner fulltext (pdf)
    Contextualization of Autonomous Spaceflight Operations for deep space planetary encounters
  • 6.
    Reidarman, Karin
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Exoplanets: Interactive Visualization of Data and Discovery Method2018Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This report provides a description of the development and implementation of an Exoplanet visualization within the interactive astro-visualization software OpenSpace. Orbital Data from The Exoplanet Orbit Database were used to render the planetary systems around stars known to have exoplanets in orbit. The uncertainties of the data in the database were incorporated into the design of the visualization. A feature that visualizes the discovery method of exoplanets was also implemented.

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    Exoplanets: Interactive Visualization of Data and Discovery Method
  • 7.
    Sixtensson, Julia
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Ynnerman, Andrea
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Formgivning inom musikbranschen - Hur en logotyp kan utformas för en ny artist2018Självständigt arbete på grundnivå (kandidatexamen), 10,5 poäng / 16 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Idag framställs en musikartist visuellt på sociala medier och musiktjänster där v arumärkesimage, såsom som logotyper, i många fall avgör om målgruppen blir intresserad av en specifik artist. Författarna har kommit i kontakt med artisten Chelsea Muco som är en ny svensk sångerska som är i behov av en visuell identitet i form av en logotyp innan hon ska släppa sin musik för första gången. Rapporten syftar till att undersöka hur en logotyp för en musikartist kan utformas för att skapa rätt associationer och överensstämma med artistens värdeord samt önskade positionering. Utifrån en förstudie med artisten konstaterades artistens önskade positionering samt värdeorden glädje, frihet och kaxighet . För att besvara syftet skapades tre olika logotyper som värderades med en enkätundersökning. För att sammanställa analysen värderades logotypen utifrån kriterierna minnesvärd, meningsfull, älskvärd, originalitet, skalbarhet/mångsidighet/överförbarhet, utförande samt positionering. För att framhäva värdeorden kaxighet, glädje och frihet visar studien hur val av färg och teckensnitt kan skapa positiva associationer och framhäva värdeorden. Färgerna röd och rosa samt ett snedställt teckensnitt kan användas för att lyfta fram värdeordet glädje , en kalligrafisk skrift som teckensnitt kan framhäva värdeordet kaxighet . För att värdeordet frihet ska lyftas fram visar studien att ett snedställt teckensnitt kan användas. För att rätt associationer ska kopplas till ett varumärke, bör positionering och värdeord bestämmas tidigt i designprocessen och sedan ligga till grund för utformningen av logotyp. Vidare visar studien att kriterierna för positionering, utförande, älskbarhet, meddelande och meningsfullhet samt minnesvärd och minnesvärdhet är viktiga för att skapa rätt associationer till ett varumärke.

    Ladda ner fulltext (pdf)
    Formgivning inom musikbranschen - Hur en logotyp kan utformas för en ny artist
  • 8.
    Johansson, Hanna
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Khullar, Sofie
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Graphical User Interfaces for Multi-Touch Displays supporting Public Exploration and Guided Storytelling of Astronomical Visualizations2018Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This report presents the development and implementation of a graphical user interface (GUI) for multi-touch displays as well as an application programming interface (API) for guided storytelling of astronomical visualizations. The GUI and the API is built using web technologies and the GUI is rendered in an OpenGL environment. The API is meant to provide the infrastructure needed to create different stories for the public, based on astronomical data. Both the resulting GUI and the API is developed such that it can be further developed and customized for different purposes.

    Ladda ner fulltext (pdf)
    Graphical User Interfaces for Multi-Touch Displays supporting Public Exploration and Guided Storytelling of Astronomical Visualizations
  • 9.
    Berg, Matthias
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Grangien, Jonathan
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Implementing an Interactive Simulation Data Pipeline for Space Weather Visualization2018Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This thesis details work carried out by two students working as contractors at the Community Coordinated Modelling Center at Goddard Space Flight Center of the National Aeronautics and Space Administration. The thesis is made possible by and aims to contribute to the OpenSpace project. The first track of the work implemented is the handling of and putting together new data for a visualization of coronal mass ejections in OpenSpace. The new data allows for observation of coronal mass ejections at their origin by the surface of the Sun, whereas previous data visualized them from 30 solar radii out from the Sun and outwards. Previously implemented visualization techniques are used together to visualize different volume data and fieldlines, which together with a synoptic magnetogram of the Sun gives a multi-layered visualization. The second track is an experimental implementation of a generalized and less user involved process for getting new data into OpenSpace, with a priority on volume data as that was a subject of experience. The results show a space weather model visualization, and how one such model can be adapted to fit within the parameters of the OpenSpace project. Additionally, the results show how a GUI connected to a series of background events can form a data pipeline to make complicated space weather models more easily available.

    Ladda ner fulltext (pdf)
    Implementing an Interactive Simulation Data Pipeline for Space Weather Visualization
  • 10.
    Alsegård, Adam
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Interactive out-of-core rendering and filtering of one billion stars measured by the ESA Gaia mission2018Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    The purpose of this thesis was to visualize the 1.7 billion stars released by the European Space Agency, as the second data release (DR2) of their Gaia mission, in the open source software OpenSpace with interactive framerates and also to be able to filter the data in real-time. An additional implementation goal was to streamline the data pipeline so that astronomers could use OpenSpace as a visualization tool in their research.

    An out-of-core rendering technique has been implemented where the data is streamed from disk during runtime. To be able to stream the data it first has to be read, sorted into an octree structure and then stored as binary files in a preprocess. The results of this report show that the entire DR2 dataset can be read from multiple files in a folder and stored as binary values in about seven hours. This step determines what values the user will be able to filter by and only has to be done once for a specific dataset. Then an octree can be created in about 5 to 60 minutes where the user can define if the stars should be filtered by any of the previously stored values. Only values used in the rendering will be stored in the octree. If the created octree can fit in the computer’s working memory then the entire octree will be loaded asynchronously on start-up otherwise only a binary file with the structure of the octree will be read during start-up while the actual star data will be streamed from disk during runtime.

    When the data have been loaded it is streamed to the GPU. Only stars that are visible are uploaded and the application also keeps track of which nodes that already have been uploaded to eliminate redundant updates. The inner nodes of the octree store the brightest stars in all its descendants as a level-of-detail cache that can be used when the nodes are small enough in screen space.

    The previous star rendering in OpenSpace has been improved by dividing the rendering phase into two passes. The first pass renders into a framebuffer object while the second pass then performs a tonemapping of the values. The rendering can be done either with billboard instancing or point splatting. The latter is generally the faster alternative. The user can also switch between using VBOs or SSBOs when updating the buffers. The latter is faster but requires OpenGL 4.3, which Apple products do not currently support.

    The rendering runs with interactive framerates for both flat and curved screen, such as domes/planetariums. The user can also switch dataset during render as well as render technique, buffer objects, color settings and many other properties. It is also possible to turn time on and see the stars move with their calculated space velocity, or transverse velocity if the star lacks radial velocity measurements. The calculations omits the gravitational rotation. The purpose of the thesis has been fulfilled as it is possible to fly through the entire DR2 dataset on a moderate desktop computer and filter the data in real-time. However, the main contribution of the project may be that the ground work has been laid in OpenSpace for astronomers to actually use it as a tool when visualizing their own datasets and also for continuing to explore the coming Gaia releases.

    Ladda ner fulltext (pdf)
    Interactive out-of-core rendering and filtering of one billion stars measured by the ESA Gaia mission
  • 11.
    Eskilson, Klas
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Creating User Interfaces Using Web-based Technologies to Support Rapid Prototyping in a Desktop Astrovisualization Software2017Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    In this report, the development and implementation of a desktop user interface framework is presented. It is built using web technologies and the Javascript framework React together with a web socket server to render the graphical user interface in an OpenGL environment. This is done by using the open-source framework Chromium Embedded Framework (CEF). The resulting framework and implementation has proven successful, with promising results both from a performance perspective and from a development rapidness perspective.

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    Creating User Interfaces Using Web-based Technologies to Support Rapid Prototyping in a Desktop Astrovisualization Software
  • 12.
    Bosson, Jonathan
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Multi-Touch Interfaces for Public Exploration and Navigation in Astronomical Visualizations2017Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    OpenSpace is an interactive data visualization software system that portrays the entire known universe in a 3D simulation. Current navigation interface requires explanations, which prohibits OpenSpace to be displayed effectively in public exhibitions. Research has been shown that using large tangible touch surfaces with a multi-touch navigation interface is more engaging to users than mouse and keyboard as well as enhances the understanding of navigation control, thus decreasing the required instructions to learn the systems user interface. This thesis shows that combining a velocity-based interaction model together with a screen-space direct-manipulation formulation produces a user-friendly interface. Giving the user precise control of objects and efficient travels in between in the vastness of space. This thesis presents the work of integrating a multi-touch navigation interface with a combined formulation of velocity-based interaction and screen-space direct-manipulation into the software framework OpenSpace.

    Ladda ner fulltext (pdf)
    Multi-Touch Interfaces for Public Exploration and Navigation in Astronomical Visualizations
  • 13.
    Strandstedt, Jonas
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Multi-Volume Rendering in OpenSpace Using A-Buffers for Space Weather Visualizations2017Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    The work described in this thesis is part of the initial development of the open-source visualization software OpenSpace, a collaborative project between Linköping University (LiU), the National Aeronautics and Space Administration (NASA) and the American Museum of Natural History (AMNH). The report covers the background and implementation of a rendering system that enables OpenSpace to interactively visualize multiple overlapping space weather events. The system works much like a Deferred Renderer by rendering all objects once and then resolves the final image in a second rendering step. To render a mix of opaque and translucent objects and volumes simultaneously, order-independent transparency solutions are implemented. Performance is compared against traditional methods and possible improvements are discussed. The implemented rendering system is currently powering the OpenSpace visualizations, this gives scientists an interactive tool for studying multiple space weather events, education and public outreach.

    Ladda ner fulltext (pdf)
    Multi-Volume Rendering in OpenSpace Using A-Buffers for Space Weather Visualizations
  • 14.
    Carlbaum, Oskar
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Novén, Michael
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Real-Time Magnetohydrodynamic Space Weather Visualization2017Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This work describes the design and implementation of space weather related phenomena within the interactive astro-visualization software OpenSpace. Data sets from the Community Coordinated Modelling Center (CCMC) at the National Aeronautics and Space Administration (NASA) were used to implement time-varying high-resolution solar imagery from space observatory spacecraft and time-varying field lines from the different models produced at the CCMC. The obtained results were used to take an audience on an interactive journey through the solar system, at the world’s first ever live planetarium show about space weather.

    Ladda ner fulltext (pdf)
    Real-Time Magnetohydrodynamic Space Weather Visualization
  • 15.
    Nilsson, Michael
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Piwell, Sebastian
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Bridging the Gap: Providing Public Science Dissemination through Expert Tools2016Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This thesis aims to provide public science dissemination of space weather data by integrating a space weather analysis system used by experts in the field into an interactive visualization software called OpenSpace; designed to visualize the entire known Universe. Data and images from complex space weather models were processed and used as textures on different surface geometries, which are then positioned, oriented and scaled correctly relative other planets in the solar system. The obtained results were within the goals of the thesis and has successfully incorporated several features that will help understanding of space weather phenomena.

    Ladda ner fulltext (pdf)
    Bridging the Gap: Providing Public Science Dissemination through Expert Tools
  • 16.
    Bladin, Kalle
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Broberg, Erik
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Design and Implementation of an Out-of-Core Globe Rendering System Using Multiple Map Services2016Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This thesis focuses on the design and implementation of a software system enabling out-of-core rendering of multiple map datasets mapped on virtual globes around our solar system. Challenges such as precision, accuracy, curvature and massive datasets were considered. The result is a globe visualization software using a chunked level of detail approach for rendering. The software can render texture layers of various sorts to aid in scientific visualization on top of height mapped geometry, yielding accurate visualizations rendered at interactive frame rates. The project was conducted at the American Museum of Natural History (AMNH), New York and serves the goal of implementing a planetary visualization software to aid in public presentations and bringing space science to the public. The work is part of the development of the software OpenSpace, which is the result of a collaboration between Linköping University, AMNH and the National Aeronautics and Space Administration (NASA) among others.

    Ladda ner fulltext (pdf)
    fulltext
  • 17.
    Axelsson, Emil
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Forsyth Rosin, Tomas
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Spatial-temporal multi-modal visualization of volumetric simulation and in situ satellite data2015Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This thesis describes the work done by two students from Link¨oping University during a five month stay at Community Coordinated Modelling Center (CCMC) at the National Aeronautics and Space Administration (NASA). The work includes the implementation of algorithms for rendering time-varying volume simulation data from space weather simulations hosted by the CCMC, as well as visualizing photo sequences taken by the Solar Dynamics Observatory (SDO) satellite orbiting Earth. Both these capabilities are added to the OpenSpace software to create a multi-modal visualization where scientists, as well as museum audiences, can observe the Sun’s activity and its effects on the heliosphere as a whole.

    Both the simulation data and the image sequence provided by the SDO are typically larger than what can be fitted into the main memory of modern computers, which requires the data to be streamed from disk. Due to limitations caused by disk and GPU bandwidth, it is not possible to stream the full resolution data sets in interactive frame rates.

    A multi-resolution bricking scheme is implemented to allow for interactive visualization of the large volumetric data sets. To decrease GPU memory usage and minimize data streaming, subvolumes are represented using different spatial and temporal resolution depending on their relative importance to the visual quality. By introducing the concept of a memory budget and a streaming budget, the algorithm allows the user to control how the limited memory and streaming resources are utilized.

    To decrease the amount of data to be streamed when visualizing image sequences from SDO, a simpler multi-resolution bricking scheme has been implemented. Spatial resolution of different subregions of the image is varied based on their visibility and projected size on the screen. Results show that the presented implementations enable interactive visualization of volumetric space weather data and satellite data. By varying the streaming budget and memory budget for a volumetric simulation, frame rate can be traded against visual quality.

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    Spatial-temporal multi-modal visualization of volumetric simulation and in situ satellite data
  • 18.
    Sand, Victor
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Dynamic Visualization of Space Weather Simulation Data2014Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    The work described in this thesis is part of the Open Space project, a collaboration between Linköping University, NASA and the American Museum of Natural History. The long-term goal of Open Space is a multi-purpose, open-source scientific visualization software. The thesis covers the research and implementation of a pipeline for preparing and rendering volumetric data. The developed pipeline consists of three stages: A data formatting stage which takes data from various sources and prepares it for the rest of the pipeline, a pre-processing stage which builds a tree structure of of the raw data, and finally an interactive rendering stage which draws a volume using ray-casting. The pipeline is a fully working proof-of-concept for future development of Open Space, and can be used as-is to render space weather data using a combination of suitable data structures and an efficient data transfer pipeline. Many concepts and ideas from this work can be utilized in the larger-scale software project.

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  • 19.
    Helltegen, Hans-Christian
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Visualizing Space Weather: Acquiring and Rendering Data of Earth's Magnetosphere2014Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This thesis aims to describe the work and results of an intership at NASA’s Goddard Space Flight Center and part of the OpenSpace project. The project is a collaboration between Linköping University in Norrköping, the American Museum of Natural History in New York and the Community Coordinated Modeling Center at NASA outside Washington D.C. The work done during this intership has been to research and implement visualizations for Earth’s magnetosphere based on data from scientific space weather models. An interface was developed to access and read the data sets into the OpenSpace software, where the data is be rendered using volume ray-casting and fieldline tracing. The fieldlines are a major part of this thesis and every step of the way from the seed points to the rendering are presented and discussed. All of these features and functionality have been implemented in the OpenSpace software which will continue to grow towards its goal of being able to interactively visualize space in a multi-screen environment in real time.

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    Visualizing Space Weather: Acquiring and Rendering Data of Earth's Magnetosphere
  • 20.
    Törnros, Martin
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik. Linköpings universitet, Tekniska högskolan.
    Interactive visualization of space weather data2013Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This work serves to present the background, approach, and selected results for the initial master thesis and prototyping phase of Open Space, a joint visualization software development project by National Aeronautics and Space Administration (NASA), Linköping University (LiU) and the American Museum of Natural History (AMNH). The thesis report provides a theoretical introduction to heliophysics, modeling of space weather events, volumetric rendering, and an understanding of how these relate in the bigger scope of Open Space. A set of visualization tools that are currently used at NASA and AMNH are presented and discussed. These tools are used to visualize global heliosphere models, both for scientific studies and for public presentations, and are mainly making use of geometric rendering techniques. The paper will, in detail, describe a new approach to visualize the science models with volumetric rendering to better represent the volumetric structure of the data. Custom processors have been developed for the open source volumetric rendering engine Voreen, to load and visualize science models provided by the Community Coordinated Modeling Center (CCMC) at NASA Goddard Space Flight Center (GSFC). Selected parts of the code are presented by C++ code examples. To best represent models that are defined in non-Cartesian space, a new approach to volumetric rendering is presented and discussed. Compared to the traditional approach of transforming such models to Cartesian space, this new approach performs no such model transformations, and thus minimizes the amount of empty voxels and introduces less interpolation artifacts. Final results are presented as rendered images and are discussed from a scientific visualization perspective, taking into account the physics representation, potential rendering artifacts, and the rendering performance.

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  • 21.
    Lagergren, Mattias
    Linköpings universitet, Institutionen för teknik och naturvetenskap, Visuell informationsteknologi och applikationer.
    GPU accelerated SPH simulation of fluids for VFX2010Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Fluids are important to the Visual Effects Industry but extremely hard to control and simulate because of the complexity of the governing equations. Fluid solvers can be divided into two categories, those of the Eulerian point of reference and those of the Lagrangian. Both categories have different advantages and weaknesses and hybrid methods are popular. This thesis examines Smoothed Particle Hydrodynamics, a Lagrangian method for physically based uid simulations. To allow the artist the exibility given by shorter simulation times and increased number of iterations, the performance of the solver is key. In order to maximize the speed of the solver it is implemented entirely on the GPU, including collisions, volumetric force fields, sinks and other artist tools. To understand the implementation decisions, it is important to be familiar with the CUDA programming model. Thus, a brief explanation of CUDA is given before the exact implementation of the methods are explained. The results are presented along with a performance comparison as well as a discussion of the different parameters which can be fed to the solver. Some thoughts on possible future extensions can be found in the conclusion.

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  • 22.
    Lindberg, Adrian
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    Simulation of feathers for animation of birds in SFX2009Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    A study at Fido Film in autumn 2008 evaluated different methods of simulating feather coats for visually appealing results. The report discusses various approaches with a focus on a more general solution. It will be shown that in order to create a good feather simulation, collision detection needs to be used as opposed to interference testing. The difference being that the first is time continuous and the other is time discrete i.e. a collision might have already occurred during the test phase. For a time continuous solution, aspects of handling simultaneous collisions in a efficient way are discussed. Alternative approaches are explored and finally recommendations for further study are given.

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  • 23.
    Karlsson, Mikael
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    The Virtual Telescope in Uniview2009Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Den här rapporten handlar om ett examensarbete där ny visualiseringsfunktionalitet implementerats i det befintliga visualiseringssystemet Uniview - en produkt av Sciss AB. Funktionaliteten presenterades som möjligheten att zooma in och ut på utomjordliga objekt och formationer långt borta i världsrymden genom ett virtuellt teleskop. Zoom-funktionaliteten kan visa delar av eller hela 2D-bilder med hög upplösning och låta användaren av systemet navigera genom det.

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  • 24.
    Käck, David
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    Lindström, Eric
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    Analysis of car simulator data2008Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Simulators are being used for a wide variety of purposes, not least for vehicle simulation as an aid in driver behaviour analysis. Common values to be measured are reaction times such as brake and steer reaction time. One problem with monitored simulator studies is that there are a limited number of test drivers. With only 50-100 test drivers, presented reaction times from the studies are often mean values. From a safety analytic perspective, it would be more interesting to show the entire distribution of values. The unmanned simulator at Universeum gives a large number of test drivers (~40k / year) which makes it possible to investigate entire distributions of values.

    Another benefit with the unmanned study at Universeum is that drivers tends to act more natural than in a monitored study, where drivers are aware of that they are being observed. On the other hand, the fact that users are not being observed, lead to a lot of questionable data. Drivers are exploring and do not behave as they would in real traffic.

    The main objective with our thesis project has been to find algorithms to extract trustworthy data from the simulator. It has been proven that there are large amounts of data that can be used for driver behaviour analysis. Methods to calculate common measures used in traffic safety analysis have been developed.

    An updated simulator software, better adjusted for an unmonitored study, has been developed and installed in the Universeum simulator. Summaries from the different scenarios in the simulator

    K2 Summary There are quite few drivers in the K2 scenario where a brake signal has not been registered at all. This is the main issue with the scenario and the explanation to this is that the scenario is very sensitive to the speed kept by the user. Speeding drivers will not experience the situation at all and since so many drivers are speeding, a lot of data is lost. By adapting the speed of the mover to the speed of the driver this problem would be reduced. The sensitivity to speed is also noticeable in the plots as the BRT seems to have very little influence on the results. The BRTs span from ~0.4 seconds to 2 seconds which is in range with other studies. [P1] There are some drivers steering but they are not many enough to draw any valid conclusions.

    K3 Summary The K3 scenario works much better than the other crossing scenarios, producing measurable data at a much higher rate than the other scenarios. This is probably thanks to the MeetAtPoint function which takes the drivers speed into consideration. The wider acceptance to speeds in the scenario gives better possibilities to analyse the impact of BRT and deceleration on the result. There are some drivers steering but they are too few to present any valid distributions.

    K5 Summary This scenario gives the least percentage of valid files among the K-scenarios. This is due to the very high urgency in the scenario. This together with the fact that the speed of the mover is not adapted to the speed of the driver allows very few drivers to actually experience the scenario at all. By adapting the speed of the mover to the speed of the driver, drivers will be able to experience the situation at a much higher rate than before. There are very few drivers steering instead of braking. Interesting is that, remembering that there are very few entries to investigate, the steering option has been quite successful in this scenario compared to the other K scenarios.

    U1 Summary The percentage of valid files from this scenario is at the same level as the other scenarios, i.e. quite low. The reason to the low percentage in this scenario is however not the speed kept. One big loss is the drivers which chooses to overtake the braking lead car and therefore fails to enter the situation as intended. The other problem is the distance between the lead car and the driver. The distance between them as the lead car brakes varies a lot and the BRT´s will therefore also vary. There are almost no drivers that try to steer away from the car instead of braking.

    U4 Summary The percentage of files where a brake signal has been registered is in level with the other scenarios. One explanation to the few registered brake signals is, as in the U1 scenario, that a lot of drivers choose to overtake the lead car and will therefore not experience the scenario at all. Overall the U4 data and results are questionable. Even when normalising the BRT by TTC no satisfying distributions can be found. The amount of files holding the U4 scenario (1761 or 23 % of all scenario files) are also remarkable high. And apart from the files holding a full scenario, there are a lot of files that holds only U4 start messages without any stop messages. This indicates that the U4 trigger points are trigged even when they are not supposed to. This will be investigated and discussed in chapter 3.1.5. There are a few drivers steering, an option that has proven quite successful in this scenario.

    M1 Summary The urgency in the scenario is low, which makes it possible for drivers to avoid a collision without steering. The lane position does not play any significant role on the type of reaction, but many drivers have a lane position to the right. A high amount of drivers have an offset which gives them a position more than 0.5 meters out on the road verge. The road verge is 3.2meters wide, which is much wider than in reality. The explanation to the high number of drivers that drives on the road verge can be that the width of the lane (3.2 meters) corresponds to the width of a road with speed limit 70km/h. Drivers may experience the road as narrow at a speed around 90km/h and therefore sometimes choose to drive on the road verge, which looks perfectly fine to drive on. [D] If the verge were less wide and looked less appealing to drive on this behaviour would probably be reduced. In reality the road verge on a road with a speed limit of 90km/h is 50cm. [I5]

    It was not possible to use the SWRR measure to analyse the driver behaviour. The SWRR is higher on parts of the road where it is more difficult for the driver to follow the road as in long turns. The SWRR increases linear as the speed increases but are too spread to make any conclusions from.

    M2 Summary The urgency in the scenario is high. It is hard to avoid a collision without steering. The lane position does not play any significant role on the type of reaction, but many drivers have a lane position to the right. It is not a normal behaviour to drive on the road verge and the meeting situation occurs in a left curve and a lane position to the right is not expected as many drivers would like to cut the curve, giving a lane position to the left. Despite the initial lane position, the most common type of reaction is steering right. 3,6% of all drivers are out on the grass (out of road). This can be considered as a high amount and probably depends on the wide road verge and the flat grass area, which looks perfectly fine to drive on. As in the M1 scenario, the wide, fully driveable, road verge is probably the reason to why 78% of the drivers choose to drive a least 50cm out on the road verge as they try to avoid the situation. Another explanation to the high number of drivers that drives on the road verge can be that the width of the lane (3.2m) corresponds to the width of a road with speed limit 70km/h. Drivers may experience the road as narrow at a speed around 90km/h and therefore sometimes choose to drive on the road verge, which looks perfectly fine to drive on. [D]

    It was not possible to use the SWRR measure to analyse the driver behaviour. The SWRR is higher on parts of the road where it is more difficult for the driver to follow the road as in long turns. The SWRR increases linear as the speed increases but are too spread to make any conclusions from.

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  • 25.
    Åkerlund, Oskar
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    Clustered Importance Sampling for Fast Reflectance Rendering2008Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    In realistic image synthesis, a major challenge is how to account for largescale, complex lighting environments in an ecient and robust way. This thesis presents a simple and ecient method for bidirectional importance sampling from large-scale illumination sources.

    The method is based on a clustered representation of the potential light source samples. Combined with an ecient BRDF sampling strategy, an importance function can rapidly be constructed and used to select the lighting samples that will contribute the most in the rendering equation. Most existing methods similar to the one presented in this thesis are restricted to environment lighting only; in contrast, the proposed algorithm can also be used in local lighting scenarios where the illumination exists on an unstructured point set, which may not have the same natural parameterization as an environment map.

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  • 26.
    Hagvall, Anders
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    Equalized MR Grayscale Mapping2008Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    MR images are crucial for health care today and the application areas are continuously increasing. A major problem regarding visualization of these data sets is that there is no absolute scale for the data values. Even for the same type of examination the scale varies from patient to patient, from time to time, and from scanner model to scanner model. This thesis addresses the challenge of automatically generating visualization parameters for these data sets, eqalizing visual appearance and interactions to diversities in data set distributions. Main objectives are to achieve reasonably good starting visualizations and to ensure consistent interaction behaviour.

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  • 27.
    Frishert, Willem Jan
    Linköpings universitet, Institutionen för teknik och naturvetenskap.
    Interactive Visualization Of Large Scale Time-Varying Datasets2008Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats
    Abstract [en]

    Visualization of large scale time-varying volumetric datasets is an active topic of research. Technical limitations in terms of bandwidth and memory usage become a problem when visualizing these datasets on commodity computers at interactive frame rates. The overall objective is to overcome these limitations by adapting the methods of an existing Direct Volume Rendering pipeline. The objective is considered to be a proof of concept to assess the feasibility of visualizing large scale time-varying datasets using this pipeline. The pipeline consists of components from previous research, which make extensive use of graphics hardware to visualize large scale static data on commodity computers.

    This report presents a diploma work, which adapts the pipeline to visualize flow features concealed inside the large scale Computational Fluid Dynamics dataset. The work provides a foundation to address the technical limitations of the commodity computer to visualize time-varying datasets. The report describes the components making up the Direct Volume Rendering pipeline together with the adaptations. It also briefly describes the Computational Fluid Dynamics simulation, the flow features and an earlier visualization approach to show the system’s limitations when exploring the dataset.

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    FULLTEXT01
  • 28.
    Lindholm, Stefan
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    Large fused GPU volume rendering2008Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This master thesis describes the underlying theory and implementation of a fused GPU volume rendering pipeline. The open source framework of XIP, largely developed at Siemens Corporate Research, is extended with fusion capabilities through a Binary Space Partitioning approach. Regions in the intersection pattern of multiple volumes are identified and subsequently rendered using either Texture Slicing or Raycasting in a cell based fashion. Results demonstrate interactive frame rates for reasonable scenes and are encouraging as the implementation can be extended by several key acceleration methods.

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  • 29.
    Towfeek, Ajden
    Linköpings universitet, Institutionen för teknik och naturvetenskap.
    Multi-Resolution Volume Rendering of Large Medical Data Sets on the GPU2008Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats
    Abstract [en]

    Volume rendering techniques can be powerful tools when visualizing medical data sets. The characteristics of being able to capture 3-D internal structures make the technique attractive. Scanning equipment is producing medical images, with rapidly increasing resolution, resulting in heavily increased size of the data set. Despite the great amount of processing power CPUs deliver, the required precision in image quality can be hard to obtain in real-time rendering. Therefore, it is highly desirable to optimize the rendering process.

    Modern GPUs possess much more computational power and is available for general purpose programming through high level shading languages. Efficient representations of the data are crucial due to the limited memory provided by the GPU. This thesis describes the theoretical background and the implementation of an approach presented by Patric Ljung, Claes Lundström and Anders Ynnerman at Linköping University. The main objective is to implement a fully working multi-resolution framework with two separate pipelines for pre-processing and real-time rendering, which uses the GPU to visualize large medical data sets.

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    FULLTEXT01
  • 30.
    Nises, Joel
    Linköpings universitet, Institutionen för teknik och naturvetenskap.
    Protein Visualization and Haptics2008Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats
    Abstract [sv]

    Applikationen Chemical Force Feedback (CFF) för haptisk och visuell molekylrendering som har utvecklats på Linköpings Universitet för att testa nyttan av haptik för undervisning av protein-ligand dockning för molekylär livsvetenskap behöver förbättras på ett antal punkter för att bättre kunna fungera som ett komplett

    molekylvisualiserings-verktyg. Tidigare projekt som utvecklat applikationen har fokuserat mestadels på den haptiska delen av programmet, vilket gjort att den visuella aspekten kommit efter. Det här examensarbetet har implementerat diverse ny funktionalitet både för att förbättra direkt kännbara aspekter av programmet, samt att lägga grunden för framtida utökningar.

    De huvudsakliga förbättringarna som det här exjobbet resulterat i inkluderar: För det första, integration av DSSP-algoritmen i programmet har gjort information om sekundärstrukturen hos protein tillgänglig för visualisering. För det andra, ett nytt renderings-system tillåter rendering av semitransparenta ytor på ett korrekt sätt samtidigt som det skapar en program-struktur som bättre lämpar sig för implementation av nya molekylrepresentationer. För det tredje, en filvals-komponent som fungerar i den haptiska scengrafen har designats för att göra programmets användargränssnitt mer tillgängligt.

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    FULLTEXT01
  • 31.
    Sievert, Andreas
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    Tools and Algorithms for Classification in Volume Rendering of Dual Energy Data Sets2008Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    In the last few years, technology within the medical imaging sector has made many advances, which in turn has opened many new possibilities. One such recent advance is the development of imaging with data from dual energy computed tomography, CT, scanners. However, with new possibilities come new challenges.

    One challenge, that is discussed in this thesis, is rendering of images created from two volumes in an efficient way with respect to the classification of the data. Focus lies on investigating how dual energy data sets can be classified in order to fully use the potential of having volumes from two different energy levels. A critical asset in this investigation is the ability to utilize a transfer function description that extends into two dimensions. One such transfer function description is presented in detail.

    With this two-dimensional description comes the need for a new way to interact with the transfer function. How the interaction between a user and the transfer function description is implemented for Siemens Corporate Research in Princeton, NJ will also be discussed in this thesis as well as the classification results of rendering dual energy data. These results show that it is possible to classify blood vessels correctly when rendering dual energy computed tomography angiography, CTA, data.

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  • 32.
    Sabe, Emelie
    Linköpings universitet, Institutionen för teknik och naturvetenskap.
    A Haptic Guidance System for Stroke Rehabilitation2007Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Stroke är den tredje största dödsorsaken i Sverige. Under år 2005 ck 30.000 svenskar en stroke. Följderna av en stroke kan variera, men vanligast är försämrad rörlighet i en sida av kroppen, vilket också är den främsta orsaken till begränsningar i dagliga aktiviteter för  strokepatienter. Rehabilitering är nödvändig för att kunna återkomma till sitt vanliga liv.

    Fysisk guidning är något som sjukgymnaster och arbetsterapeuter använder sig av i rehabiliteringen för att hjälpa en patient t.ex. genom en svår rörelse. Denna hjälp är något som idag är begränsad till medicinsk personal. Med teknologi som virtuella miljöer och haptik – kraftåterkoppling från en dator – finns det möjligheter att skapa guidning som inte kräver medicinsk personal. Detta ska fungera som ett komplement till den traditionella rehabiliteringen.

    Avsikten med det här arbetet är att skapa ett osynligt guidningsfält som ska guida en patients hand till ett önskat rörelsemönster, d.v.s. hjälpa patienten att utföra en övning i en virtuell miljö med haptik. Denna guidning ska läggas in i ett redan existerande utvärderingsverktyg, som nns i Curictus ABs rehabiliteringssystem. Guidningssystemet är implementerat i SenseGraphics ABs H3D API.

    För att skapa känslan av guidning och guidningsfältet användes the Volume Haptics Toolkit, utvecklat av dr. Karljohan Lundin Palmerius vid Linköpings Universitet. Algoritmen är byggd på att för varje position, beräkna en riktningsvektor dit guidningen ska guida patienten via en haptikenhet. Guidningen, som anpassas efter patientens rörelser, guidar hela tiden mot målet i en mjuk rörelsebana.

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  • 33.
    Högberg, Nils
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    Larsson, Per
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    Building a Pipeline for Gathering and Rendering With Spatially Variant Incident Illumination Using Real Time Video Light Probes2007Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Lighting plays an important part in computer graphics. When making photo realistic renderings the ultimate goal is to generate an image that would be indistinguishable from a real photograph or to seamlessly integrate a synthetic object into a photo. One of the key elements is to get correct lighting and shading in the rendering since the human vision is very well attuned to subtile variations of the lighting.

    Recent image based techniques has been developed that uses high dynamic range omni directional images, light probes, from the real world as light information to illuminate synthetic objects. Such images are capturing the incident light information in the point it was taken. By using these images as lighting information the objects illuminated will integrate seamlessly into a background photography of the scene. However these techniques assumes that the lighting is spatially constant throughout the scene.

    By using more light probes spatial variations in the scene can be captured. We will here present a pipeline for capturing and rendering with spatially variant light probes using a device that can capture light probes at very high dynamic range. Using this pipeline we have captured high frequency variations in a scene and scenes with complex real world lighting and used this information to render objects representing these variations.

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  • 34.
    Bäcklinder Werf, Karl
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    Gomez Arteaga, Jorge Antonio Anvar
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    ForShore Navigation2007Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Rapporten beskriver ett möjligt sätt för datafusion mellan vektor och rasterdata för att skapa ett tredimensionellt interaktivt kustlandskap. Datan är insamlad av två olika myndigheter och representerar ett utsnitt av verkliga mätningar. Vektordata utgörs av information som tidigare extraherats från ett ENC sjökort samt information från lantmäteriests webtjänst det Digitala Kartbiblioteket. Rasterdata kommer i form utav höjddata och ortobild från digitala kartbiblioteket. OpenSceneGraph har används för att visualisera sjökortet och wxWindows som bas för användargränssnittet. Den metod som används vid skapandet av terräng ger ett resultat som avviker som mest 0.07 meter från det extraherade sjökortet. Punkter där detta fel uppstår är lätt identifierbara.

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  • 35.
    Engström, Philip
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    Interactive GPU-based Volume Rendering2006Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Modern GPUs possess enormous computational capabilities, power that has just become available for general purpose programming via the development of highly programmable shaders. This thesis investigates ways to use this power for the purpose of medical visualization.

    The project was carried out in collaboration with Sectra Imtec, a Linköpingbased medical imaging company. The problem to be solved was how best to render high quality images at interactive frame rates for the purpose of previewing a medical data set. Two different GPU-accelerated volume rendering approaches were investigated and implemented. One approach based on textured slices of proxy geometry, and one based on ray casting.

    It is shown that the ray casting implementation presented far superior image quality. Because of this, most of the work during the project concerned improving the method enough to make the visualization interactive. In particular, an empty space skipping method via a complex bounding geometry was implemented and is described in detail.

    This report also presents important background facts regarding volume rendering and modern graphics cards, so that it is accessible for any reader with basic computer graphics knowledge.

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  • 36.
    Bernhardsson, Magnus
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    Sörensen, Christian
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    Realtime Volume Visualization of Time Evolving Nebulae for Immersive Environments2006Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This paper presents the result of our master thesis work in media technology, which is an implementation of a realtime volume rendering engine capable of visualizing reflection nebulae. The engine is using scattering and emission properties of time evolving volumetric data, created by astrophysicists at the Hayden Planetarium, New York. The visualization is designed towards full dome planetarium displays. Using the latest GPU based techniques for volume rendering and impostor techniques we are able to interactively fly around as well as animate several nebulae embedded in their true astronomical content.

    This paper is aimed towards fellow media technology students and people interested in the area of realtime volume renderings. It is written with the presumption that the reader has the same knowledge as we did when starting our thesis work, which implies good confidence in modern 3D computer graphics, some experience in object-oriented programming and basic knowledge of algebra and calculus. It is our hope that this report can be enjoyed even if skipping some of the more technical parts.

    Ladda ner fulltext (pdf)
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  • 37.
    Dickens, Erik
    Linköpings universitet, Institutionen för teknik och naturvetenskap.
    Towards automatic detection and visualization of tissues in medical volume rendering2006Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats
    Abstract [en]

    The technique of volume rendering can be a powerful tool when visualizing 3D medical data sets. Its characteristic of capturing 3D internal structures within a 2D rendered image makes it attractive in the analysis. However, the applications that implement this technique fail to reach out to most of the supposed end-users at the clinics and radiology departments of today. This is primarily due to problems centered on the design of the Transfer Function (TF), the tool that makes tissues visually appear in the rendered image. The interaction with the TF is too complex for a supposed end-user and its capability of separating tissues is often insufficient. This thesis presents methods for detecting the regions in the image volume where tissues are contained. The tissues that are of interest can furthermore be identified among these regions. This processing and classification is possible thanks to the use of a priori knowledge, i.e. what is known about the data set and its domain in advance. The identified regions can finally be visualized using tissue adapted TFs that can create cleaner renderings of tissues where a normal TF would fail to separate them. In addition an intuitive user control is presented that allows the user to easily interact with the detection and the visualization.

    Ladda ner fulltext (pdf)
    FULLTEXT01
  • 38.
    Gunnarsson, Ann-Sofie
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    Rauhala, Malinda
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    Visualisation of Sensor Data using Handheld Augmented Reality2006Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    In this project we have developed a prototype application for a Symbian Series 60 smartphone. The application is aimed for the viewing and analysing of moisture content within building elements. The sensor data is retrieved from a ZigBee network and by using the mobile phone the data read is displayed as an Augmented Reality visualisation. The background information is captured by the integrated camera and the application augments the view of the real world with a visualisation of the moisture levels and their distribution.

    Our thesis work involves areas like wireless communication, sensors, analysis and visualisation of data, mobile computer graphic and interaction techniques. The mobile development is built upon on Symbian Series 60 and the communication is accomplished using ZigBee and Bluetooth.

    Ladda ner fulltext (pdf)
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  • 39.
    Persson, Anders
    Linköpings universitet, Institutionen för teknik och naturvetenskap.
    Large planetary data visualization using ROAM 2.02005Självständigt arbete på grundnivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats
    Abstract [en]

    The problem of estimating an adequate level of detail for an object for a specific view is one of the important problems in computer 3d-graphics and is especially important in real-time applications. The well-known continuous level-of-detail technique, Real-time Optimally Adapting Meshes (ROAM), has been employed with success for almost 10 years but has at present, due to rapid development of graphics hardware, been found to be inadequate. Compared to many other level-of-detail techniques it cannot benefit from the higher triangle throughput available on graphics cards of today.

    This thesis will describe the implementation of the new version of ROAM (informally known as ROAM 2.0) for the purpose of massive planetary data visualization. It will show how the problems of the old technique can be bridged to be able to adapt to newer graphics card while still benefiting from the advantages of ROAM. The resulting implementation that is presented here is specialized on spherical objects and handles both texture and geometry data of arbitrary large sizes in an efficient way.

    Ladda ner fulltext (pdf)
    FULLTEXT01
  • 40.
    Olsson, Sebastian
    et al.
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    Strömberg, Sofie
    Linköpings universitet, Institutionen för teknik och naturvetenskap. Linköpings universitet, Tekniska högskolan.
    Modellering av 3D-miljöer utifrån geografisk data2005Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [sv]

    Simuleringar används i många sammanhang för att underlätta förståelsen för händelser och förlopp som annars kan vara svåra att överblicka. Ofta är det mycket data som ska förmedlas till användaren.

    I de fall visuella representationer av simuleringen ska visas i realtid måste data sållas bort så att en interaktiv bildfrekvens uppnås samtidigt som betydelsefull information inte får försvinna.

    Vid Totalförsvarets forskningsinstitut, FOI, används simulering och visualisering som ett verktyg för att studera de komplexa duellsituationerna mellan medel och motmedel (telekrigduellen). Ett verktyg har i detta arbete tagits fram för att kunna använda sig av de stora geografiska områden som behövs i simuleringarna.

    Resultatet av arbetet är en applikation som utifrån geografisk kartdata skapar ett 3D-landskap som lämpar sig för realtidssimulering.

    Ladda ner fulltext (pdf)
    fulltext
  • 41.
    Limsäter, Fredrik
    Linköpings universitet, Institutionen för teknik och naturvetenskap.
    REACT - Crowd Simulation System for Visual Effects2004Självständigt arbete på avancerad nivå (magisterexamen), 20 poäng / 30 hpStudentuppsats
    Abstract [en]

    By using existing knowledge from the game community, which have had a long experience from game artificial intelligence, and new research

    from the field of artificial intelligence I have implemented REACT, a crowd simulation system for visual effects. REACT is based on high-level behaviour that uses an underlying layer of low-level behaviour. The high-level capabilities gives the digital character means to reasoning about how to achieve certain goals based on a knowledge base of rules and facts that are present in the virtual world. This gives the digital character a degree of autonomous intelligent behaviour.

    REACT is designed to integrate directly into the 3D animation package Maya as a plug-in. This means that the animators can continue to animate their characters via their animation package of choice, rather than having to learn a new technology. In addition, many animators are already familiar with the workflow of Maya, so learning curves are reduced.

    REACT is already in use in the visual effects industry where it has proven itself to be a worthy competitor to the existing systems on the market.

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    FULLTEXT01
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