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CoreWall Prototype. Presented by Arun Rao @ EVL’s Tech Meeting 8/25/04. Background. What is a “core”?. Background. Received training as a core lab technician Made to understand “the process” Sensor scans on whole cores Splitting cores Imaging cores Sensor scans on split cores

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Corewall prototype

CoreWall Prototype

Presented by Arun Rao

@ EVL’s Tech Meeting

8/25/04


Background
Background

  • What is a “core”?


Background1
Background

  • Received training as a core lab technician

  • Made to understand “the process”

    • Sensor scans on whole cores

    • Splitting cores

    • Imaging cores

    • Sensor scans on split cores

    • Initial Core Description (ICD)



So what s the problem
So what’s the problem?

  • Line Scan Images of Cores are “big”

    • 50 MB on average

    • 10 pixels/mm resolution

  • Scientists desire to look at images and data right next to each other


Solution
Solution?

  • Use available libraries for loading different image formats

  • Draw over multiple screens using a multi-headed video card

  • Try a couple ideas to get a starting point

  • Keep a notebook in hand for random thoughts!!!!


Prototype 1
Prototype 1

  • Done by drawing pixels every frame

  • Results: Slow!!


Prototype 2
Prototype 2

  • Take a textured polygon approach to drawing images

    • Has advantages over drawing pixels every frame

    • Has drawbacks


Textured polygon rendering of images
Textured Polygon Rendering of Images

  • Textures stored in local video memory

    • Often in Least Recently Used paging system

    • Can be compressed and decompressed by video card hardware

  • Texture Quadtree

    • For dynamic allocation textures (actually not yet implemented)

    • Acts as a multi-resolution control to be able to make better use of available memory


Problems
Problems?

  • Multiheaded cards are on the PCI bus

    • Paging textures to video cards can be slow

    • Code is far from optimized causing pointless cache misses for texture usage/lookup

  • “Too many” OpenGL contexts

    • 4 OpenGL contexts on a single machine

    • Extra time chewed up by context switching


User interface
User Interface?

  • Needed a way to bring in tables, graphs and images easily

  • Needed a way to organize tables, images, graphs

    • One way suitable for testing slight differences in rendering approaches

    • One way suitable for controlling/modifying data based on user events


Features finished for florida
Features Finished For Florida

  • Natural organization of core data and images

  • Ability to:

    • Load multiple images of different core sections

    • Load multiple sets of data tables

    • Create and display graphs of data relative to a core section

    • Move whole groups of cores

    • Move individual core sections and have the graphs move with them

  • It can make coffee too!


The future
The Future

  • Incorporate rendering technique into next JuxtaView

    • Use LambdaRAM and Optistore (or similar types of services)

    • Obtain experimental data for variable controls (e.g. texture dimensions)

  • Lots of late nights



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