Computer Graphics & Visual Computing (CGVC) 2017
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Item 12DoF Interaction for Scientific Visualisation(The Eurographics Association, 2017) Turner, Martin J.; Morris, Tim; Sandoval, Mario; Tao Ruan Wan and Franck VidalThis short extended abstract investigates human-computer interactions in relation to a specific Six Degree of Freedom (6DoF) input device; described is the driver development and calibration required for a novel piece of hardware; and after initial user tests and a questionnaire of satisfaction, we consider areas for further research. This abstract concludes with a discussion of the design and use of dual-6DoF input devices and from feedback how new interaction modes will be exploited.Item Capacity Constrained Voronoi Tessellation Revisited(The Eurographics Association, 2017) Ahmed, Abdalla G. M.; Deussen, Oliver; Tao Ruan Wan and Franck VidalCapacity Constrained Voronoi Tessellation is an important concept that greatly influenced recent research on point sampling. The original concept was based on discretizing the sampled domain, and the algorithm was prohibitively slow, even with some proposed accelerations. We present a few improvements that make a real difference in the speed of the algorithm, bringing it back into presence.Item Cartographic Treemaps for Visualization of Public Healthcare Data(The Eurographics Association, 2017) Tong, Chao; Roberts, Richard; Laramee, Robert S.; Berridge, Damon; Thayer, Daniel; Tao Ruan Wan and Franck VidalThe National healthcare Service (NHS) in the UK collects a massive amount of high-dimensional, region-centric data concerning individual healthcare units throughout Great Britain. It is challenging to visually couple the large number of multivariate attributes about each region unit together with the geo-spatial location of the clinical practices for visual exploration, analysis, and comparison. We present a novel multivariate visualization we call a cartographic treemap that attempts to combine the space-filling advantages of treemaps for the display of hierarchical, multivariate data together with the relative geo-spatial location of NHS practices in the form of a modified cartogram. It offers both space filling and geospatial error metrics that provide the user with interactive control over the space-filling versus geographic error trade-off. The result is a visualization that offers users a more space efficient overview of the complex, multivariate healthcare data coupled with the relative geo-spatial location of each practice to enable and facilitate exploration, analysis, and comparison. We evaluate the two metrics and demonstrate the use of our approach on real, large high-dimensional NHS data and derive a number of multivariate observations based on healthcare in the UK as a result. We report the reaction of our software from two domain experts in health science.Item Colored AA Bitmaps(The Eurographics Association, 2017) Ahmed, Abdalla G. M.; Deussen, Oliver; Tao Ruan Wan and Franck VidalAA Bitmaps are ornamental monochrome bitmaps. We present an algorithm for colorizing a certain family of AA Bitmaps that relies on modular arithmetics.Item Computer Graphics and Visual Computing (CGVC) 2017: Frontmatter(Eurographics Association, 2017) Wan, Tao Ruan; Vidal, Franck; Tao Ruan Wan and Franck VidalItem Data Painter: A Tool for Colormap Interaction(The Eurographics Association, 2017) Nagoor, Omniah H.; Borgo, Rita; Jones, Mark W.; Tao Ruan Wan and Franck VidalThe choice of a mapping from data to color should involve careful consideration in order to maximize the user understanding of the underlying data. It is desirable for features within the data to be visually separable and identifiable. Current practice involves selecting a mapping from predefined colormaps or coding specific colormaps using software such as MATLAB. The purposes of this paper are to introduce interactive operations for colormaps that enable users to create more visually distinguishable pixel based visualizations, and to describe our tool, Data Painter, that provides a fast, easy to use framework for defining these color mappings. We demonstrate the use of the tool to create colormaps for various application areas and compare to existing color mapping methods. We present a new objective measure to evaluate their efficacyItem Efficient Remote Rendering Using Equirectangular Projection(The Eurographics Association, 2017) McNamee, Josh; Debattista, Kurt; Chalmers, Alan; Tao Ruan Wan and Franck VidalPresenting high quality Virtual Reality (VR) experiences on head-mounted displays (HMDs) requires significant computational requirements. To ensure a high-fidelity experience, the displayed images must be highly accurate, detailed and respond with a very low latency. In order to achieve high-fidelity realistic experiences, advantage needs to be taken of remote high performance computing resources. This paper presents a novel method of streaming high-fidelity graphics content from a remote physically accurate renderer to an HMD. In particular, an equirectangular projection is transmitted from the cloud to a client, so that latency-free 360° observations can be made within a viewpoint.Item gVirtualXRay: Virtual X-Ray Imaging Library on GPU(The Eurographics Association, 2017) Sujar, Aaron; Meuleman, Andreas; Villard, Pierre-Frederic; GarcÃa, Marcos; Vidal, Franck; Tao Ruan Wan and Franck VidalWe present an Open-source library called gVirtualXRay to simulate realistic X-ray images in realtime. It implements the attenuation law (also called Beer-Lambert) on GPU. It takes into account the polychromatism of the beam spectra as well as the finite size of X-ray tubes. The library is written in C++ using modern OpenGL. It is fully portable and works on most common desktop/laptop computers. It has been tested on MS Windows, Linux, and Mac OS X. It supports a wide range of windowing solutions, such as FLTK, GLUT, GLFW3, Qt4, and Qt5. The library also offers realistic visual rendering of anatomical structures, including bones, liver, diaphragm and lungs. The accuracy of the X-ray images produced by gVirtualXRay's implementation has been validated using Geant4, a well established state-of-the-art Monte Carlo simulation toolkit developed by CERN. gVirtualXRay can be used in a wide range of applications where fast and accurate X-ray simulations from polygon meshes are needed, e.g. medical simulators for training purposes, simulation of tomography data acquisition with patient motion to include artefacts in reconstructed CT images, and deformable registration. Our application example package includes real-time respiration and X-ray simulation, CT acquisition and reconstruction, and iso-surfacing of implicit functions using Marching Cubes.Item Human-in-the-Loop Visualisation Architecture for Monitoring Remote Compute(The Eurographics Association, 2017) Turner, Martin J.; Nagella, Srikanth; Fowler, Ron; Allan, Robert J.; Pasca, Edoarado; Yang, Erica; Tao Ruan Wan and Franck VidalThis paper describes the timeline of use cases of large and remote display VEs (Virtual Environments), hosted by STFC (Science and Technology Facilities Council), which were linked to HPC (High Performance Computing) systems. Considered is the development and use in the last few years of putting the human back into the HPC loop and clarifying the main types of interaction and collaboration that have been re-explored. It describes a set of specific common modes of use as well as stages of development, categorising and explaining how best practice may be achieved.Item Real-Time Rendering of Molecular Dynamics Simulation Data: A Tutorial(The Eurographics Association, 2017) Alharbi, Naif; Chavent, Matthieu; Laramee, Robert S.; Tao Ruan Wan and Franck VidalAchieving real-time molecular dynamics rendering is a challenge, especially when the rendering requires intensive computation involving a large simulation data-set. The task becomes even more challenging when the size of the data is too large to fit into random access memory (RAM) and the final imagery depends on the input and output (I/O) performance. The large data size and the complex computation processing per frame pose a number of challenges. i.e. the I/O performance bottleneck, the computational processing performance costs, and the fast rendering challenge. Handling these challenges separately consumes a significant portion of the total processing time which may result in low frame rates. We address these challenges by proposing an approach utilizing advanced memory management and bridging the Open Computing Language (OpenCL) and Open Graphics Library (OpenGL) drivers to optimize the final rendering frame rate. We illustrate the concept of the memory mapping technique and the hybrid OpenCL and OpenGL combination through a real molecular dynamics simulation example. The simulation data-set specifies the evolution of 336,260 particles over 1981 time steps occupying 8 Gigabyte of memory. The dynamics of the system including the lipid-protein interactions can be rendered at up to 40 FPS.Item Sketching for Real-time Control of Crowd Simulations(The Eurographics Association, 2017) Gonzalez, Luis Rene Montana; Maddock, Steve; Tao Ruan Wan and Franck VidalCrowd simulations are used in various fields such as entertainment, training systems and city planning. However, controlling the behaviour of the pedestrians typically involves tuning of the system parameters through trial and error, a time-consuming process relying on knowledge of a potentially complex parameter set. This paper presents an interactive graphical approach to control the simulation by sketching in the simulation environment. The user is able to sketch obstacles to block pedestrians and lines to force pedestrians to follow a specific path, as well as define spawn and exit locations for pedestrians. The obstacles and lines modify the underlying navigation representation and pedestrian trajectories are recalculated in real time. The FLAMEGPU framework is used for the simulation and the game engine Unreal is used for visualisation. We demonstrate the effectiveness of the approach using a range of scenarios, producing interactive editing and frame rates for tens of thousands of pedestrians. A comparison with the commercial software MassMotion is also given.Item Time-oriented Cartographic Treemaps for Visualization of Public Healthcare Data(The Eurographics Association, 2017) Tong, Chao; McNabb, Liam; Laramee, Robert S.; Lyons, Jane; Walters, Angharad; Berridge, Damon; Thayer, Daniel; Tao Ruan Wan and Franck VidalCartographic treemaps offer a way to explore and present hierarchical multi-variate data that combines the space-efficient advantages of treemaps for the display of hierarchical data together with relative geo-spatial location from maps in the form of a modified cartogram. They offer users a space-efficient overview of the complex, multi-variate data coupled with the relative geo-spatial location to enable and facilitate exploration, analysis, and comparison. In this paper, we introduce time as an additional variate, in order to develop time-oriented cartographic treemaps. We design, implement and compare a range of visual layout options highlighting advantages and disadvantage of each. We apply the method to the study of UK-centric electronic health records data as a case study. We use the results to explore the trends of a range of health diagnoses in each UK healthcare region over multiple years exploiting both static and animated visual designs. We provide several examples and user options to evaluate the performance in exploration, analysis, and comparison. We also report the reaction of domain experts from health science.Item Towards Real-Time Animation Optimisation in VR(The Eurographics Association, 2017) Henshall, Gareth I.; Teahan, William J.; Cenydd, Llyr ap; Tao Ruan Wan and Franck VidalThe advent of high-fidelity Virtual Reality (VR) allows us to experience virtual characters with an ever increasing sense of presence. VR is capable of enhancing the perception of many aspects of virtual characters, including their volume and texture, speed, weight and temperament. The intimate nature of such experiences also requires a greater attention to behavioural realism, player interaction and animation detail. In this paper, we describe our research in developing techniques for optimising complex procedural animation systems for VR. We start by describing a dolphin animation system and how we use crowd-sourcing and genetic algorithms to search the parameter space for realistic behaviour. We then explain some key differences we have found between dolphins optimised using a desktop monitor and ones optimised in VR. Finally, we describe our current work which aims to further enhance the speed and intuitiveness of animation optimisation in VR.Item A User Study on Quantisation Thresholds of Triangle Meshes(The Eurographics Association, 2017) Almutairi, Aeshah; Saarela, Toni; Ivrissimtzis, Ioannis; Tao Ruan Wan and Franck VidalWe present the results of a user study on estimating a quantisation threshold above which the quantised triangle mesh is perceived as indistinguishable from its unquantised original. The design of the experiment and the analysis of the results focus on the comparison between two different quantisation methods: rounding, in which all bits above the threshold are put to zero; and dithering, in which all bits above the threshold are randomised. The results show that dithered meshes require more bits per vertex coordinate in order to reach the indistinguishability threshold, and while the difference between the two methods is small, around one bit per vertex coordinate, it is nevertheless statistically significant.