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Bibliography
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Scientific Visualization: Collaborating to Predict the
Future
Donna
J. Cox
EDUCOM Review
Winter 1990, pp. 36-42
It
is my belief that the future is going to involve increased
collaboration and teamwork; Teamwork between the human
and the computer, between the artist and the scientist,
between academia and industry.
The History of Scientific Visualization
Visualization,
simply defined as the formation of mental visual images,
is best exemplified by a tribal depiction of the fertility
goddess Venus von Willendorf. Created 30,000 years ago
by a tribe in an effort to control fertility, the most
important thing to note about this image is that the
artists sought to record and make tangible optical reality.
This concept became more sophisticated during the Renaissance
with the works of Leonardo da Vinci, who revolutionized
anatomical and biological illustration.
During
the Renaissance, popular belief held that the visual
study of nature could, in fact, reveal the hidden laws
of nature. This prompted da Vinci and other artists
to look beneath the surface of the skin and to record
the anatomy in detail. This was quite a revolutionary
idea at the time. Artists and scientists began working
together to create books -- anatomy and botany books
-- and new disciplines were thus created that are still
important tools for physicians and scientists today.
This philosophy -- that you visually study nature to
reveal the hidden laws of nature -- was developed by
Renaissance artists and scientists, and it set the stage
for the scientific revolution. Galileo developed the
scientific methodology of visually and objectively recording
data that may lead to the formation of hypotheses, having
one's peers test these hypotheses, and eventually forming
a scientific theory. This is how scientists still work
today.
In
the fifteenth century, Johannes Gutenberg invented the
movable-type printing press, which resulted in an increased
flow of information and a contribution to both the Age
of Enlightenment and the Renaissance. Likewise, in the
industrial revolution in the last century, the invention
of the camera had a tremendous impact on our culture
in terms of visually communicating information in the
print media and through television and resulting in
the media-glutted society we have today.
Recently,
the electronics revolution -- including satellite communication
-- has created an increase in the flow of information
at an exponential rate, culminating in our computer
and supercomputer technology centers, in high-speed
networks, and in the process of scientific visualization.
Scientific visualization, of any form of visualization,
is a way of coupling the eye-brain system to increase
the flow of information to the human being from the
computer.
The
evolution of computer graphics is strikingly similar
to the evolution of art in Northern Europe from 30,000
BC to the Renaissance -- that being the copying of optical
reality to create illusions. Early history of computer
graphics research resulted in synthetic images, designed
using mathematics, with the absolute intent by researchers
to create photodigital, realistic-looking imagery. While
these researchers incorporated physics into the computer
graphics algorithms, their primary goal involved the
creation of images that copied optical reality and created
illusions.
Communication Through Visualization
Some
applications in computer graphics have gone beyond computer
synthetic imagery in order to visually communicate information
that he naked eye cannot see. The purpose here is to
enhance visual information rather than create illusion.
For example, an application used to transfer information
to the human eye-brain system is exemplified by the
digital image processing of faces. Digital image processing
can be used to distort or merge faces, such as those
produced by researchers at the University of Illinois
at Chicago, who have composited animal and human faces
to create interesting composites.
Another
example of image processing involves the work of Nancy
Burson, who organized an early Renaissance team in which
she, as an artist, began working with scientists at
MIT on a project to digitally composite a series of
faces. Composites of faces can be weighted according
to factors such as her Warhead I, 1983, where leaders
of individual countries were combined and their faces
weighted according to the number of nuclear-deployable
warheads from each country, including Ronald Reagan
(55%), Leonid Brezhnev (45%), and Margaret Thatcher
(less than 1%).
Burson
then developed the idea of projecting people's faces
into the future, thereby creating "age machines"
-- images that would determine what people might look
like in future years. This turned out to be an extremely
important application, particularly as it applies to
locating and identifying missing children. The process
of finding missing children can take many years, and
the morphology of their faces can change drastically
in that time. The capability to project a child's age
into the future has become one of the most successful
techniques for finding missing children and has had
very important social impact.
This
type of work has typically been compared to da Vinci's
exploration of bone structure, distortion of faces,
and the projection of faces into the future. In fact,
Burson's work has been compared to a photograph by Harold
Edgerton, in that she captures what the eye cannot see
by itself.
Predicting
Our Environment
Using
whatever resources or technology is at hand to capture
what the eye cannot see has been the basis of human
innovation for centuries. We use scanning electron microscopes
to enter into the strange world of mosquitoes; we peer
into our own blood cells; we freeze time and warp space.
From the frozen image of the crown on a milk splash
to the infinitesimally small cosmic ray crater on a
copper plate, to the image of a massive hole on Mars,
human beings continually seek to probe the universe
visually and to record every piece of visual information.
We can extrapolate across great amounts of time and
space in order to understand what a cosmic splash is.
We probe the universe, using satellites to gather data
and look back at our own planet, and then we take this
data and input it into a computer to better understand
it.
As
we study and visually capture the hierarchical organization
of living systems, we are now discovering symmetries
and understanding this self-similar universe. From new
computer technologies and methodologies developed within
this century, we humans are discovering new ways to
visually and numerically prove the universe. By using
computer and numerical techniques such as fractal geometry,
we see graphics imagery that echoes the dimensional
self-similar universe. Now we can numerically, as well
as visually, simulate reality with numerical models
and use computer graphics to gain insight into these
numerical models.
It
must be emphasized here that this capacity to predict
our environment by way of visualization techniques from
modeling does not mean the creation of illusion. Early
computer graphics research focused on illusionist, synthetic
algorithms. Thus, when Grumman Corporation computer
scientist G. Gardner modeled clouds, he admitted that
he was no concerned with simulating the complete physical
dynamics of cloud formations. In fact, he admitted that
he had learned a lot from artists, such as that one
doesn't have to model the backs of the clouds in order
to render realistic-looking images. On the other hand,
Figure 3, developed at the National Center for Supercomputing
Applications (NCSA), was created from large systems
of equations solved in a supercomputer simulation in
order to model and predict the behavior of severe thunderstorms.
This research by NCSA atmospheric scientist R. Wilhelmson
incorporates scientific visualization so the scientist
may record and study the numerical output of the supercomputer
simulation.
The
process through which this image was created includes
billions of numbers that are turned into meaningful
pictures for the purpose of gaining insight. The image
is not just a pretty picture; it actually couples the
brain system to the supercomputer in order to understand
the numbers. In other words, the simulation goes beneath
the surface of the visualization. Researchers can manipulate
the numbers and further understand the universe in ways
that human beings have never been able to before.
Using
this system, we have an opportunity to bring together
different disciplines using computer graphics, an important
tool for education. We are, in essence, bringing together
the left and right sides of the brain by teaming artists
and scientists. Knowledge, at this time in our history,
is so diversified and stratified, that it is crucial
that we bring together through collaboration people
with diverse talents and expertise.
Making
the Invisible Visible
Artists
and scientists have a common goal -- that of making
the invisible visible. Many of the images resulting
from collaborative scientific visualizations represent
a convergence of art and science. These images are yielding
some of the most beautiful, and meaningful, imagery
of our time. For example, Figure 4 is a slice from the
animation of a collision of two neutron starts. Yet
this image represents a beautiful marriage of good science
and aesthetic form. Likewise in Figure 5, the astrophysical
jet, which could be a thousand light years in length,
is an invisible phenomenon that has been made visible
through collaborative efforts in art, science, and technology.
Another
example of the marriage of art and science can be seen
in Figures 6 and 7. This is the image of a mathematical,
topological surface that was created in the mind's eye
of a blind mathematician. Bernard Morin, who became
blind at the age of 14, but was able to communicate
his thoughts and visualization through mathematical
formulas. Professor George Francis, a University of
Illinois descriptive topologist, adapted a computer
algorithm developed by a Morin graduate student, Francois
Apery. Professor Francis; Ray Idaszak, an NCSA computer
scientist, and I ran simulations to animate the mathematical
transformation.
The
cover of this issue of the "Review " is a
still from the animation. It shows an abstract surface
that is a shadow from a ten-dimensional space. Thus
we called this the Venus Project. We used this scientific
visualization of a mathematical homotopy to create a
video that we called "Venus and Milo." In
the process of our team efforts, the mathematician developed
new visual techniques, the computer scientist developed
new algorithms to render these one-sided mobius-strip
surfaces, and the artist used these simulations as a
sculpture machine to generate aesthetic forms.
My
students and I decided to create an animation using
Venus. I organized 13 graphic designers and artists,
4 computer scientists and engineers, and 1 music composition
Ph.D. candidate, and through the class year we created
a character animation using the topological homotopy.
The setting for this character animation -- and scientific
visualization -- is an art gallery. There is a Seurat
painting in the background, as well as an ancient vase,
which is a cross-cultural symbol for the female. We
also used Andy Warhol pictures of Marilyn Monroe, who
is a Venus goddess in her own right, and we included
an invisible character, Milo, who is a janitor. In one
frame (see cover) Milo is flanked by Marilyn, the Botticelli
Renaissance Venus, and the synthetic Venus. He becomes
interested in a box of chocolates, and the Venus becomes
interested in him and the chocolates. She chooses the
chocolates and infuses them with magical powers. They
become "intelligent" and begin to fly around
the room. The Venus goes through her mathematical homotopy
as part of the animation, which constitutes the scientific
visualization.
The
class became a large Renaissance team with the end goal
of producing a cross-disciplinary animation. The students
from the various disciplines learned skills such as
responsibility to and cooperation with their peers.
Conclusion
The
supercomputer Venus is very similar to the Paleolithic
Venus in Figure 1 from 30,000 years ago, the purpose
of which was to bring greater fertility to the tribe.
The difference is that the supercomputer Venus required
several cultures and many people in order to realize
this particular image. It is my belief that the future
is going to involve increased collaboration and teamwork:
teamwork between the human and the computer, between
the artist and the scientist, between academia and industry.
And I think this concept of teamwork is essential in
terms of our teaching our students how to collaborate.
Collaboration is as important as any other skill we
can teach students, the next generation of researchers.
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