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| 2 | Illuminator Distributed Visualization Library |
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| 3 | |
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| 4 | Adam Powell |
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| 5 | |
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| 6 | May 11, 2001 |
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| 7 | |
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| 8 | This is a quick hack put together to graph 3-D distributed arrays' iso-contour |
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| 9 | surfaces using Geomview. It is not at all "complete", rather a first cut, for |
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| 10 | example, it computes triangle locations in parallel, but then rather |
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| 11 | inefficiently gathers all of the triangles in the entire system to one node for |
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| 12 | rendering and viewing. A future version (someday) will redistribute the |
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| 13 | triangles from the processor where the data live to the processor(s) where it |
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| 14 | will be rendered, so the image can be divided into pieces and rendered in |
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| 15 | parallel. |
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| 16 | |
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| 17 | Long-term, there are other nice 3-D viewers out there such as Data Explorer |
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| 18 | from IBM, MayaVi, etc., some kind of unified front end to them would be nice. |
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| 19 | Furthermore, with parallel array storage, much more powerful parallel |
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| 20 | visualization concepts are possible. Like if we can assign to each point a |
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| 21 | certain luminoscity and transparency, it's easy to integrate those values along |
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| 22 | a line through the locally-stored part of the array to produce a total |
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| 23 | transparency and luminoscity for that line in the local array, then just |
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| 24 | combine that with other line integrals through the other local sections, and we |
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| 25 | have generated a total image in parallel. So then we have to decide where to |
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| 26 | put the lines, and do that with one line per pixel, with the lines converging |
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| 27 | for persective, and two sets of such lines for stereo imaging, etc. Or |
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| 28 | multiple sets of lines for flat 3-D displays... |
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| 29 | |
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| 30 | So there's lots of fun stuff we can do with this. But for now, this humble |
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| 31 | beginning. Share and enjoy. |
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| 32 | |
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| 33 | BUGS: |
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| 34 | |
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| 35 | If an isoquant surface happens to exactly intersect one or more of the |
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| 36 | vertices, the triangles on the adjacent tetrahedra may be generated with |
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| 37 | coordinates "nan nan nan". This is a problem, and I'll try to figure out a |
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| 38 | solution at some point. In the meantime, the workaround is to choose a |
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| 39 | slightly different isoquant surface value to avoid the intersection (e.g. if |
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| 40 | 1000 intersects a vertex, then try 999.999). |
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