Title: Large Scale Structure of the Universe
1Large Scale Structure of the Universe
- Sameshan Perumal
- and
- Carl Hultquist
2Motivation
- Two major repositories of galaxy information the
Sloan Digital Sky Survey and the 2dF Galaxy
Redshift Survey. - Galaxies group to form large-scale structures.
- By studying these, astronomers hope to develop a
better understanding of the devlopment of the
universe. - Due to large amounts of data, suitable software
is needed to conduct these studies.
3The Bath-Sponge
- Prototype visualisation of 2dF data
4Data Representation
- Image taken from 2dF Movie II
5Data Representation
- Potentially huge volume of data to represent
- Large overhead to process
- Must be efficiently used by OpenGL Renderer
- Memory constraints must be considered 100 000
galaxies ? 256 bytes 24 Mb
6Data Representation
- Use minimal spanning trees
- Split space into neighbourhoods
- Store only critical information
- Keep coordinate data close to OpenGL standard
7Structure Identification
- Attempt to extract structure from raw data
- Density calculations offer quick approximation
- Percolating spheres are accurate
- Grow sphere of given radius around galaxy
- Compute intersections between neighbours
- Connect intersecting galaxies
8Percolated Spheres
9Density Calculations
- Image taken from 2dF Movie II
10Surface Generation
- Uses results from Structure Identification
- Construct surfaces around structures
- Triangulate surfaces
- Pass data through to rendering engine
11Surface Generation I
- Image generated by SurfGen, astro-ph/020136 v1,
6 October 2002.
12Surface Generation II
- Image generated by SurfGen, astro-ph/020136 v1,
6 October 2002.
13Statistical Feedback
- Use generated surfaces
- Compute various statistical measures
- Volume, Area, Density
- Can be used to refine results
- Most useful to compensate for Diminishing Data
Density
14N-Body Simulations
- Simulate the evolution of the Universe
- Uses finite number of bodies
- Evolution occurs within a bounded box
- Attempt to analyse data using system
- Possibly run N-Body simulations
15Graphical User Interface (GUI)
- Allow for flying around the universe.
- Clearly depict galaxies, large-scale structures
and spheres of percolation. - Allow for customisation of view
- Choosing which types of objects should be
displayed - Choosing what method should be used to display
objects - Allow for individual structures of galaxies to be
selected and queried for data. - Allow for parameters affecting structure
identification to be modified.
16GUI ? Aims
- Usable
- Accessible
- Sound HCI principles
- Realistic and adaptive
- Shading techniques
- User immersion
- Efficient
- Varying levels of detail
- Maintaining a target frame-rate
- Bill-boarding
- Programmable vertex and pixel pipelines
17GUI ? Usability
- Accessible
- Cross-platform
- C
- OpenGL
- wxWindows toolkit for dialogs, buttons, etc. that
are native to the environment - Sound HCI principles
- Familiar icons
- Intuitive interface
- Possibly develop more than one interface (or make
interface adaptive) and assess usability by means
of a poll amongst several users.
18GUI ? Realism and Adaptivity
- Shading techniques
- 3D surfaces
- Probability of accurate structure identification
- User immersion
- Use of ChromadepthTM
A pair of ChromaDepth lenses
A ChromaDepth image of the Death Valley
Earthquake Fault
19GUI ? Efficiency (1)
- Varying levels of detail (Clark, 1976)
Images from Progressive Meshes by Hugues Hoppe
20GUI ? Efficiency (2)
- Maintaining a target frame-rate (Funkhouser and
Séquin, 1993) - Fixed level of interactivity
- Maximises level of detail by placing an upper
bound on the cost of rendering a scene
Images that appear larger contribute more to
the image.
21GUI ? Efficiency (3)
Left explanation of bill-boarding. Courtesy of
Lighthouse 3Ds Bill-boarding Tutorial.
Right an prototype developed by us that renders
the 2dF galaxy data by drawing each galaxy as a
bill-board, using the image of a sphere as a
texture.
22GUI ? Efficiency (4)
- Programmable vertex and pixel pipelines
- Vertex shaders
- Morph continuously between different levels of
detail (Southern Gain, 2002) - General purpose GPU-based transformations rather
than CPU-based - Pixel shaders
- Shading of surfaces
23Outcomes
- Create library to
- Efficiently identify large-scale structures
- Generate surfaces around structures
- Refine structures, provide statistical feedback
- Effective GUI which uses the above to
- Interactively visualise large-scale structures
- Allow the user to manipulate structure
identification - View information about structures