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Bryson, Steve

Publications and source records attributed to Bryson, Steve.

30 records · Page 2

Exploring Gigabyte Datasets in Real Time: Architectures, Interfaces and Time-Critical Design

Architectures and Interfaces: The implications of real-time interaction on software architecture design: decoupling of interaction/graphics and computation into asynchronous processes. The performance requirements of graphics and computation for interaction. Time management in such an architecture. Examples of how visualization algorithms must be modified for high performance. Brief survey of interaction techniques and design, including direct manipulation and manipulation via widgets. talk discusses how human factors considerations drove the design and implementation of the virtual wind tunnel. Time-Critical Design: A survey of time-critical techniques for both computation and rendering. Emphasis on the assignment of a time budget to both the overall visualization environment and to each individual visualization technique in the environment. The estimation of the benefit and cost of an individual technique. Examples of the modification of visualization algorithms to allow time-critical control.

Bryson, Steve

Visualization in the Design of Modern Aircraft Aerodynamics

Modem aircraft design involves study of airflow through both windtunnel testing and computer simulation. These computer simulations result in often very large and complex sets of numbers, which contain information critical to the aircrafts performance. This talk will describe how visualization is used to understand these simulations, using a variety of techniques including low-level analysis such as simulated particles, high-level feature detection, and virtual-reality-based techniques for exploration. We will focus on the challenges of extremely large data sets, interactive performance, and information extraction. The talk will close with a vision of the future including the integration of simulation and visualization.

Bryson, Steve

Visualization of Computational Fluid Dynamics

Scientific visualization serves the dual purpose of exploration and exposition of the results of numerical simulations of fluid flow. Along with the basic visualization process which transforms source data into images, there are four additional components to a complete visualization system: Source Data Processing, User Interface and Control, Presentation, and Information Management. The requirements imposed by the desired mode of operation (i.e. real-time, interactive, or batch) and the source data have their effect on each of these visualization system components. The special requirements imposed by the wide variety and size of the source data provided by the numerical simulation of fluid flow presents an enormous challenge to the visualization system designer. We describe the visualization system components including specific visualization techniques and how the mode of operation and source data requirements effect the construction of computational fluid dynamics visualization systems.

Gerald-Yamasaki, Michael

Virtual Environments in Scientific Visualization

Virtual environment technology is a new way of approaching the interface between computers and humans. Emphasizing display and user control that conforms to the user's natural ways of perceiving and thinking about space, virtual environment technologies enhance the ability to perceive and interact with computer generated graphic information. This enhancement potentially has a major effect on the field of scientific visualization. Current examples of this technology include the Virtual Windtunnel being developed at NASA Ames Research Center. Other major institutions such as the National Center for Supercomputing Applications and SRI International are also exploring this technology. This talk will be describe several implementations of virtual environments for use in scientific visualization. Examples include the visualization of unsteady fluid flows (the virtual windtunnel), the visualization of geodesics in curved spacetime, surface manipulation, and examples developed at various laboratories.

Bryson, Steve

Virtual Environments in Scientific Visualization

Virtual environment technology is a new way of approaching the interface between computers and humans. Emphasizing display and user control that conforms to the user's natural ways of perceiving and thinking about space, virtual environment technologies enhance the ability to perceive and interact with computer generated graphic information. This enhancement potentially has a major effect on the field of scientific visualization. Current examples of this technology include the Virtual Windtunnel being developed at NASA Ames Research Center. Other major institutions such as the National Center for Supercomputing Applications and SRI International are also exploring this technology. This talk will be describe several implementations of virtual environments for use in scientific visualization. Examples include the visualization of unsteady fluid flows (the virtual windtunnel), the visualization of geodesics in curved spacetime, surface manipulation, and examples developed at various laboratories.

Bryson, Steve

Approaches to the Successful Design and Implementation of VR Applications

The successful design of virtual reality applications involves both "top-down" and "bottom-up" strategies. This talk will broadly outline these strategies: how bottom-up strategies are driven primarily by performance considerations; and how top-down strategies are driven primarily by the application task, the interaction metaphors, and the integration of the virtual environment. How to ensure these two approaches "meet in the middle" through Iterative design processes will be stressed. The discussion will be motivated by examples of both success and failure. The talk contains information bryson presented at SIGGRAPH '93 and Visualization '93, and is a high-level discussion of design principles for virtual reality. There will be essentially no discussion of virtual wind tunnel specific issues or any other matters relating to aerospace, the tutorial is a repeat of the tutorial Bryson and Steve Feiner presented at Visualization '93 In October 1993 in San Jose, CA, and will cite the virtual windtunnel only as an example.

Bryson, Steve

The virtual windtunnel: Visualizing modern CFD datasets with a virtual environment

This paper describes work in progress on a virtual environment designed for the visualization of pre-computed fluid flows. The overall problems involved in the visualization of fluid flow are summarized, including computational, data management, and interface issues. Requirements for a flow visualization are summarized. Many aspects of the implementation of the virtual windtunnel were uniquely determined by these requirements. The user interface is described in detail.

Bryson, Steve

Vector-bundle classes form powerful tool for scientific visualization

A vector-bundle data model is considered focusing on the mathematical structure of vector bundles and the object oriented implementation of the model. It is demonstrated that the object-oriented paradigm provides a number of mechanisms for capturing scientific abstractions directly in the code. The object-oriented approach is considered to be capable of substantially increasing the level of abstraction in future scientific codes.

Butler, David M.

The virtual wind tunnel

Consideration is given to the design and implementaion of a virtual environment linked to a graphics workstation for the visualization of complex fluid flows. The user wears a stereo head-tracked display which displays 3D information and an instrumented glove to intuitively position flow-visualization tools. The idea is to create for the user an illusion that he or she is actually in the flow manipulating visualization tools. The user's presence does not disturb the flow so that sensitive flow areas can be easily investigated. The flow is precomputed and can be investigated at any length scale and with control over time. Particular attention is given to the visualization structures and their interfaces in the virtual environment, hardware and software, and the performance of the virtual wind tunnel using flow past a tapered cylinder as an example.

Bryson, Steve

Measurement and calibration of static distortion of position data from 3D trackers

Three-dimensional trackers are becoming increasingly important as user inputs in interactive computer systems. These trackers output the three-dimensional position, and often the orientation, of a sensor in space. The three-dimensional tracking is often, however, highly distorted and inaccurate. The purpose of this paper is to discuss methods for the measurement and characterization of the static distortion of the position data. When the distortion is constant, various methods can be used to calibrate the data from the tracker to increase accuracy. Several preliminary methods are discussed in this paper, including polynomial and weighted lookup methods. The measurement and calibration methods are applied to the Polhemus electromagnetic tracking system, but are applicable to tracking systems based on other technologies.

Bryson, Steve

The distributed virtual windtunnel

An implementation of a distributed virtual environment for the shared interactive visualization of large unsteady three-dimensional flowfields is described. Computation of the visualizations is performed on a Convex C3240 computer, and the visualization data are transferred over a high-speed network to a Silicon Graphics Iris workstation for rendering. A boom-mounted six-degree-of-freedom head-position-sensitive stereo CRT (cathode ray tube) system is used for display. A hand-position-sensitive glove controller is used for controlling various tracers for the visualization of the flow. User commands are sent to the Convex, which interprets these commands and computes the corresponding visualization. With this architecture, several users may share and cooperatively control the visualization generated by the Convex. The distributed architecture is also interesting to those using conventional screen and mouse interfaces.

Bryson, Steve

Defining, modeling, and measuring system lag in virtual environments

In such real-time interactive computer environments as those used for virtual environments and simulators, system lag dramatically affects system usability. Attention is presently given to two types of lag: (1) transmission lag time, which is the difference between the moving of a sensing device and that device's motion on a graphic display, and (2) position lag, which is the difference between the actual position of a tracker in motion and the displayed position of a tracker at the same time. A method for measuring these types of lag using a video technique was developed for the NASA-Ames Virtual Interactive Environment Workstation. The position lag can be understood in terms of the transmission lag, so that optimizing a system for small transmission lag will also optimize for small position lag.

Bryson, Steve