A Prototype of Augmented Reality for Visualising Large Sensors’ Datasets

In this paper we discuss the development of an Augmented Reality (AR) - based scientific visualization system prototype that supports identification, localisation, and 3D visualisation of oil leakages sensors datasets. Sensors generates significant amount of multivariate datasets during normal and leak situations. Therefore we have developed a data model to effectively manage such data and enhance the computational support needed for the effective data explorations. A challenge of this approach is to reduce the data inefficiency powered by the disparate, repeated, inconsistent and missing attributes of most available sensors datasets. To handle this challenge, this paper aim to develop an AR-based scientific visualization interface which automatically identifies, localise and visualizes all necessary data relevant to a particularly selected region of interest (ROI) along the virtual pipeline network. Necessary system architectural supports needed as well as the interface requirements for such visualizations are also discussed in this paper.

3D Oil Reservoir Visualisation Using Octree Compression Techniques Utilising Logical Grid Co-Ordinates

Octree compression techniques have been used for several years for compressing large three dimensional data sets into homogeneous regions. This compression technique is ideally suited to datasets which have similar values in clusters. Oil engineers represent reservoirs as a three dimensional grid where hydrocarbons occur naturally in clusters. This research looks at the efficiency of storing these grids using octree compression techniques where grid cells are broken into active and inactive regions. Initial experiments yielded high compression ratios as only active leaf nodes and their ancestor, header nodes are stored as a bitstream to file on disk. Savings in computational time and memory were possible at decompression, as only active leaf nodes are sent to the graphics card eliminating the need of reconstructing the original matrix. This results in a more compact vertex table, which can be loaded into the graphics card quicker and generating shorter refresh delay times.