dc.contributor |
Hanson, Andrew J. |
|
dc.creator |
Heng, Pheng Ann |
|
dc.date |
2014-02-05T15:17:50Z |
|
dc.date |
2014-02-05T15:17:50Z |
|
dc.date |
1992-09 |
|
dc.date.accessioned |
2023-02-21T11:18:45Z |
|
dc.date.available |
2023-02-21T11:18:45Z |
|
dc.identifier |
http://hdl.handle.net/2022/17289 |
|
dc.identifier.uri |
http://localhost:8080/xmlui/handle/CUHPOERS/252948 |
|
dc.description |
Thesis (Ph.D.) - Indiana University, Computer Science, 1992 |
|
dc.description |
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. |
|
dc.language |
en_US |
|
dc.publisher |
[Bloomington, Ind.] : Indiana University |
|
dc.subject |
Applied sciences |
|
dc.subject |
Pure sciences |
|
dc.subject |
Computer science |
|
dc.subject |
Mathematics |
|
dc.subject |
Mathematical visualization |
|
dc.subject |
Four-dimensional rendering |
|
dc.subject |
Volume visualization |
|
dc.title |
Interactive visualization tools for topological exploration |
|
dc.type |
Doctoral Dissertation |
|