Large Scale Structure of the Universe - PowerPoint PPT Presentation

1 / 23
About This Presentation
Title:

Large Scale Structure of the Universe

Description:

By studying these, astronomers hope to develop a better ... Maintaining a target frame-rate (Funkhouser and S quin, 1993) Fixed level of interactivity ... – PowerPoint PPT presentation

Number of Views:104
Avg rating:3.0/5.0
Slides: 24
Provided by: carlhul
Category:

less

Transcript and Presenter's Notes

Title: Large Scale Structure of the Universe


1
Large Scale Structure of the Universe
  • Sameshan Perumal
  • and
  • Carl Hultquist

2
Motivation
  • 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.

3
The Bath-Sponge
  • Prototype visualisation of 2dF data

4
Data Representation
  • Image taken from 2dF Movie II

5
Data 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

6
Data Representation
  • Use minimal spanning trees
  • Split space into neighbourhoods
  • Store only critical information
  • Keep coordinate data close to OpenGL standard

7
Structure 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

8
Percolated Spheres
9
Density Calculations
  • Image taken from 2dF Movie II

10
Surface Generation
  • Uses results from Structure Identification
  • Construct surfaces around structures
  • Triangulate surfaces
  • Pass data through to rendering engine

11
Surface Generation I
  • Image generated by SurfGen, astro-ph/020136 v1,
    6 October 2002.

12
Surface Generation II
  • Image generated by SurfGen, astro-ph/020136 v1,
    6 October 2002.

13
Statistical 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

14
N-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

15
Graphical 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.

16
GUI ? 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

17
GUI ? 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.

18
GUI ? 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
19
GUI ? Efficiency (1)
  • Varying levels of detail (Clark, 1976)

Images from Progressive Meshes by Hugues Hoppe
20
GUI ? 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.
21
GUI ? Efficiency (3)
  • Bill-boarding

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.
22
GUI ? 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

23
Outcomes
  • 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
Write a Comment
User Comments (0)
About PowerShow.com