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Interactive visualization tools for topological exploration.

机译:用于拓扑探索的交互式可视化工具。

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This thesis concerns using computer graphics methods to visualize mathematical objects. Abstract mathematical concepts are extremely difficult to visualize, particularly when higher dimensions are involved; I therefore concentrate on subject areas such as the topology and geometry of four dimensions which provide a very challenging domain for visualization techniques.;In the first stage of this research, I applied existing three-dimensional computer graphics techniques to visualize projected four-dimensional mathematical objects in an interactive manner. I carried out experiments with direct object manipulation and constraint-based interaction and implemented tools for visualizing mathematical transformations. As an application, I applied these techniques to visualizing the conjecture known as Fermat's Last Theorem.;Four-dimensional objects would best be perceived through four-dimensional eyes. Even though we do not have four-dimensional eyes, we can use computer graphics techniques to simulate the effect of a virtual four-dimensional camera viewing a scene where four-dimensional objects are being illuminated by four-dimensional light sources. I extended standard three-dimensional lighting and shading methods to work in the fourth dimension. This involved replacing the standard "z-buffer" algorithm by a "w-buffer" algorithm for handling occlusion, and replacing the standard "scan-line" conversion method by a new "scan-plane" conversion method. Furthermore, I implemented a new "thickening" technique that made it possible to illuminate surfaces correctly in four dimensions. Our new techniques generate smoothly shaded, highlighted view-volume images of mathematical objects as they would appear from a four-dimensional viewpoint. These images reveal fascinating structures of mathematical objects that could not be seen with standard 3D computer graphics techniques. As applications, we generated still images and animation sequences for mathematical objects such as the Steiner surface, the four-dimensional torus, and a knotted 2-sphere. The images of surfaces embedded in 4D that have been generated using our methods are unique in the history of mathematical visualization.;Finally, I adapted these techniques to visualize volumetric data (3D scalar fields) generated by other scientific applications. Compared to other volume visualization techniques, this method provides a new approach that researchers can use to look at and manipulate certain classes of volume data.
机译:本文涉及使用计算机图形学方法可视化数学对象。抽象的数学概念非常难以可视化,尤其是在涉及到更高维度的情况下。因此,我专注于主题领域,例如四个维度的拓扑和几何,这为可视化技术提供了非常具有挑战性的领域。在本研究的第一阶段,我应用了现有的三维计算机图形技术来可视化投影的四维数学对象以交互方式。我进行了直接对象操作和基于约束的交互的实验,并实现了可视化数学转换的工具。作为应用程序,我将这些技术应用于可视化的费马最后定理猜想。最好通过四维眼睛感知四维物体。即使我们没有四维眼睛,我们也可以使用计算机图形技术来模拟虚拟四维相机查看四维光源照明四维物体的场景的效果。我将标准的三维照明和阴影方法扩展到了第四维。这涉及用用于处理遮挡的“ w-buffer”算法替换标准的“ z-buffer”算法,以及用新的“ scan-plane”转换方法替换标准的“ scan-line”转换方法。此外,我实现了一种新的“增厚”技术,从而可以在四个维度上正确地照明表面。我们的新技术可以生成数学对象的平滑阴影,突出显示的视图图像,就像它们从四维视点中出现一样。这些图像揭示了标准3D计算机图形技术无法看到的迷人的数学对象结构。作为应用程序,我们为数学对象(例如Steiner曲面,三维圆环和打结的2球)生成了静止图像和动画序列。使用我们的方法生成的嵌入4D的表面图像在数学可视化历史上是独一无二的。最后,我采用了这些技术来可视化其他科学应用程序生成的体积数据(3D标量场)。与其他体积可视化技术相比,此方法提供了一种新方法,研究人员可以使用它来查看和操纵某些类别的体积数据。

著录项

  • 作者

    Heng, Pheng Ann.;

  • 作者单位

    Indiana University.;

  • 授予单位 Indiana University.;
  • 学科 Computer science.;Mathematics.
  • 学位 Ph.D.
  • 年度 1992
  • 页码 200 p.
  • 总页数 200
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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