Toward 3D data visualization using virtual reality tools

2021 ◽  
Vol 92 (3) ◽  
pp. 033528
Author(s):  
J. L. Kline ◽  
P. L. Volegov
2019 ◽  
Vol 214 ◽  
pp. 02013
Author(s):  
Bianchi Riccardo Maria ◽  
Claire Adam Bourdarios ◽  
Michael Hovdesven ◽  
Ilija Vukotic

Interactive 3D data visualization plays a key role in HEP experiments, as it is used in many tasks at different levels of the data chain. Outside HEP, for interactive 3D graphics, the game industry makes heavy use of so-called “game engines”, modern software frameworks offering an extensive set of powerful graphics tools and cross-platform deployment. Recently, a very strong support for Virtual Reality (VR) technology has been added to such engines. In this talk we explore the usage of game engines and VR for HEP data visualization, discussing the needs, the challenges and the issues of using such technologies. We will also make use of ATLASrift, a VR application developed by the ATLAS experiment, to discuss the lessons learned while developing it using the game engine Unreal Engine, and the feedback on the use of Virtual Reality we got from users while using it at many demonstrations and public events.


Author(s):  
Elliot Bentley

Exploring the types of graphics made possible by the web, including interactive dataviz, games and virtual reality (VR).


2019 ◽  
Vol 46 ◽  
pp. 101439
Author(s):  
Jia-xin Hou ◽  
Ya-dong Wu ◽  
Yang-jie Xu ◽  
Xue-jun Li ◽  
Song Wang ◽  
...  

2015 ◽  
Vol 3 (3) ◽  
pp. SX29-SX39 ◽  
Author(s):  
Carl Byers ◽  
Andrew Woo

The ability to integrate diverse data types from multiple live and simulated sources, manipulate them dynamically, and deploy them in integrated, visual formats and in mobile settings provides significant advantages. We have reviewed some of the benefits of volume graphics and the use of big data in the context of 3D visualization case studies, in which inherent features, such as representation efficiencies, dynamic modifications, cross sectioning, and others, could improve interpretation processes and workflows.


Author(s):  
Gregorio Soria ◽  
L. M. Ortega Alvarado ◽  
Francisco R. Feito

Augmented reality (AR) has experienced a breakthrough in many areas of application thanks to cheaper hardware and a strong industry commitment. In the field of management of urban facilities, this technology allows virtual access and interaction with hidden underground elements. This paper presents a new approach to enable AR in mobile devices such as Google Tango, which has specific capabilities to be used outdoors. The first objective is to provide full functionality in the life-cycle management of subsoil infrastructures through this technology. This implies not only visualization, interaction, and free navigation, but also editing, deleting, and inserting elements ubiquitously. For this, a topological data model for three-dimensional (3D) data has been designed. Another important contribution of the paper is getting exact location and orientation performed in only a few minutes, using no additional markers or hardware. This accuracy in the initial positioning, together with the device sensing, avoids the usual errors during the navigation process in AR. Similar functionality has also been implemented in a nonubiquitous way to be supported by any other device through virtual reality (VR). The tests have been performed using real data of the city of Jaén (Spain).


2019 ◽  
Vol 31 (2) ◽  
pp. 167-176 ◽  
Author(s):  
Brendan Cassidy ◽  
Gavin Sim ◽  
David Wayne Robinson ◽  
Devlin Gandy

Abstract This paper describes a Virtual Reality (VR) prototype developed to help archaeologists and other stakeholders explore and analyse archaeological data in a more immersive context. We describe a VR reconstruction of Pleito Cave, a fragile world class rock-art site with accessibility limitation. Key stakeholders are identified and a prototype is described that provides a VR platform for visualizing and interacting with complex archaeological data (gathered from techniques such as decorrelation stretch and X-ray fluorescence) virtually ‘in situ’, in a way that would not be possible at the real site. The prototype allows multiple remote users to interact with the cave together remotely providing opportunities for collaborative interpretation and analysis of archaeological data. We also present a survey-based evaluation in which both archaeologists and Native American stakeholders indicate positive responses for measures of both engagement and value. Research Highlights An interactive, multi-user, immersive archaeological data visualization tool is described. Survey evaluation elicits insights into where the system provides value and engagement for key stakeholders. Thematic Analysis provides further design insights for future development of immersive archaeological data visualization tools.


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