Advancing Water Resources Research and Management |
| Symposium on Water Resources and the World Wide Web |
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| Seattle, Washington, December 5-9, 1999 |
Nancy N. Soreide
NOAA Pacific Marine Environmental Laboratory
Click
for details
[http://www.mids.org/mapsale/data/trends/trends-199907/sld003.htm]
3D Visualization
Technology trends include an expansion of 2D visualization to an increasing
use of 3D visualization. Three dimensional renderings become more
important as data sets and model outputs become larger and more complex.
The expanding market for home computer games has made 3D video cards more
available and affordable. Advances in the 3D graphics cards, coupled
with increases in the power of desktop computers and a wider availability
of software for 3D visualizations has made 3D visualization more
affordable and available to the desktop of a working scientist.
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Click for larger image |
Example of effect use of 3D visualization. Discrete element soil model of a mine plow indicating stress on soil particles as the simulated plow moves through a soil mass. [Scientific Visualization Center, Corps of Engineers Waterways Experiment Station Major Shared Resource Center (CEWES MSRC)] http://www.wes.hpc.mil/ |
Interactive and immersive visualization and virtual reality
As 3D visualization becomes more available and more commonly used, emerging
technologies, such as interactive and immersive visualization tools are
becoming an important part of the scientific process. Interactive
and immersive visualizations provide unparalleled power to explore
data sets and to communicate what we learn in very new ways.
One very affordable example is the Virtual Reality Modeling Language (VRML).
VRML is a scene description language which allows users to access,
navigate, explore and interact with environmental data in three dimensions
with either with a web browser plug-in or with stand-alone, desktop software.
A VRML world consists of virtual objects, such as contoured
'slices', vector fields, bathymetry or topography, and textured surfaces.
These objects can be touched, rotated, or animated using controls that
the browser provides. This relatively new technology has been developed
only over the last few years, and an international open standard has been
accepted as of December, 1997. Shown below are two examples of successful
applications of VRML to environmental datasets. The figures show
static 3D images, but when viewed with a web browser and the appropriate
(free) plug-in, the user can interact with the visualization by moving
into it, rotating it or animating it.
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Interactive VRML Atlas showing location of section lines collected during the Chesapeake Bay LMER project, called Trophic Interactions in Estuarine Systems, or TIES, began in 1995 and is scheduled to run until the year 2000. The project uses Chesapeake Bay to investigate mechanisms controlling secondary product ion in estuarine ecosystems. [Dr. Cathy M. Lascara, Old Dominion University] |
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An animated, interactive VRML representation of Fisheries Oceanography model output showing bathymetry and fish larvae drift paths in the Shelikof Strait pollock spawning grounds. The spheres are a primitive VRML geometry and their position, orientation, and color can be manipulated to reflect the modeled movement of fish in this coastal region. [Dr. Al Hermann, NOAA/PMEL Fisheries Oceanography Coordinated Investigations (FOCI)] |
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This is a view from an animation of the current El Nino / La Nina evolving in the tropical Pacific Ocean. You are looking westward, across the equator in the Pacific Ocean, from a vantage point somewhere in the Andes Mountains in South America, in December 1998, in La Nina conditions. The colored surfaces show TAO ocean temperatures. The top surface is the sea-surface, from 8°N to 8°S and from 137°E to 95°W. The shape of the sea surface is determined by TAO Dynamic Height data. The wide vertical surface is at 8°S and extends to 500 meters depth. The narrower vertical surface is at 95°W. The animation frames show monthly values for the last 48 months. All of these data come from the Tropical Atmosphere Ocean (TAO) network of moored ocean buoys in Equatorial Pacific. [Dai McClurg, NOAA/PMEL/TAO) |
Stereographic visualizations
Today, 3D, interactive virtual reality visualizations are not difficult
for a scientist to create or to view, from the web or from the desktop,
and the effect can be enhanced dramatically by including the capability
of stereographic viewing. With a low cost PC, and very inexpensive
red/blue glasses, the scientist can view these interactive 3D visualizations
in stereo. Although using the red/blue glasses requires the images
to be viewed in grayscale rather than in color, the technique is highly
effective. For example, stereographic viewing allows one to easily
distinguish the x- y- and z- direction of vectors, which is not easily
determined, even with a 3D rendering, if it does not include stereo (below).
Shutter glasses are a powerful device for stereo viewing. Using shutter
glasses, still images and animations appear in glorious 3D color on the
user's monitor. The price is still quite modest, requiring an inexpensive
PC, a 3D graphics card, and Crystal Eyes glasses. An excellent discussion
of the scientific value of 3D stereo imaging and low cost techniques
for utilizing it has been provided on the web by Dr. Al Hermann, at http://www.pmel.noaa.gov/~hermann/vrml/stereo.html.
Velocity vectors in a submarine canyon Dr. Al Hermann, NOAA/PMEL/FOCI http://www.pmel.noaa.gov/~hermann/vrml/stereo.html. |
Stereo version View with red/blue glasses (red on right eye) to see the images in 3D and stereo. Click to see a larger image. |
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Screen snapshots of a fisheries oceanography model output
displayed on an ImmersaDesk at Old Dominion University. Additional screen
snapshots at:
http://ccpo.odu.edu/~ramey/for_al.html. [Dr.
Al Hermann, NOAA/PMEL,
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Defined as a key enabling technology by the Next Generation Internet project, collaborative virtual environments (CVEs) allow multiple participants to collaborate using high-speed networks connecting heterogeneous computing resources and large data stores. As such, CVEs extend the human/computer paradigm to include human/computer/human collaborations. The CVEs being developed today are prototyping the information infrastructure of the next century in terms of advanced networking, virtual reality, high performance computing, data mining, and human/computer interactions.
Today, collaboration technologies allow scientists to utilize fast networks
to share a data visualization, animation or electronic document when the
scientists are geographically separated. Emerging collaboration technologies
include video conferencing, Microsoft NetMeeting, Habanero, Tango and CORBA.
A very simple example illustrating the use of collaboration tools might
be two scientists at two geographically separated universities wishing
to discuss the quality of an environmental dataset. In a collaborative
environment, both scientists join the networked environment from the screens
of their workstation (PC, Unix or Mac). One scientist may select
a dataset, and plot it - the plot appears on the screen for both scientists.
Then the second scientist wishes to point out a feature on the graph by
pointing to it with a 'collaborative pointer', which is visible on both
computer screens. Either scientist can add more data to the plots and point
to features on the plots. Other plots or documents (for example,
related data, or calibration information) can be brought into the collaborative
session by either scientist. Functionally, this process is exactly
the same as two scientists sitting together in a room holding pieces of
paper and pointing to features on graphs as they talk. The process
is quite intuitive for the participants. The screen snapshot below
is an example of a such a collaborative tool in the Habanero environment:
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OceanShare is a collaborative tool for integrated browsing of oceanographic and meteorological data from multiple geographically distributed archives. OceanShare combines interactive Java graphics, Java RMI/CORBA network connections and the NCSA Habanero product to |
Collaborative Virtual Environments
The word "collaboratory" was coined to describe these networked collaboration processes:
"The fusion of computers and electronic communications has the potential to dramatically enhance the output and productivity of U. S. researchers. A major step toward realizing that potential can come from combining the interests of the scientific community at large with those of the computer science and engineering community to create integrated, tool-oriented computing and communication systems to support scientific collaboration. Such systems can be called "collaboratories."
National Collaboratories - Applying Information Technology for Scientific Research. Committee on a National Collaboratory, National Research Council. National Academy Press, Washington, D. C., 1993.
Collaborative virtual environments have been defined as a key enabling
technology by the Next Generation Internet (NGI) project. A collaborative
virtual environment allows multiple participants to collaborate using high
speed networks to connect large, complex computing facilities and data
stores.
The science research community will not be alone in utilizing these technologies in the environmental sciences. Others, including policy and decision makers, the educational community and the public will participate as well. Just as the emergence of the web rivals the impact of TV, telephone or radio on information dissemination, so is the development of high speed networks, advanced visualization and collaboration technologies having a similar impact on the way research science is conducted, and communicated."...greater connectivity will increase researcher demand for remote access to fully interactive 3D visualization and collaborative visualization sessions among groups of distributed researchers."
Trends in Graphics and Visualization. DoD HPC Modernization Program, January 1998.
http://www.ncsa.uiuc.edu/Vis/Publications/trends.html
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