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% Documentation for rView
% (C) 1998-2002 FORWISS, Andreas Dehmel

\def\rview{\textsf{rView}}
\def\rman{\textsf{RasDaMan}}
\def\wxwin{\textsf{wxWindows}}
\def\dollar{\$} % stupid emacs colouring problem with $
\def\realnumbers{\mbox{I}\!\mbox{R}}

\documentclass[11pt]{article}
\usepackage{a4wide}
\usepackage{parskip}

\title{\hrule \vspace{10mm} \Huge rView 2.0\\A visual frontend to the \rman\ DBMS}

\author{Andreas Dehmel}

\date{07 Jan 2002}

\frenchspacing
\sloppy
\setcounter{secnumdepth}{5}
\setcounter{tocdepth}{5}

\begin{document}

\maketitle

\vspace{10mm}
\hrule

\thispagestyle{empty}

%\newpage

\tableofcontents

\newpage

\section{Introduction}

\rview\ is a frontend to the \rman\ DBMS for visualizing multidimensional raster
data and generally making it easier to use the database. It is based on the
freely available, portable \wxwin\ GUI
(\texttt{http://web.ukonline.co.uk/julian.smart/wxwin/}).\\
No text displayed in any of its windows is hard-coded into the program, instead
it uses labels which are read in on startup and dereferenced at run-time. The
labels are looked up in a file called \texttt{labels.txt} which \rview\ tries to open as
\texttt{\dollar RVIEWHOME/labels.txt} or, failing that, \texttt{./labels.txt}. If
no \texttt{labels.txt} file could be found, all text displayed in \rview's windows
will default to \texttt{???}. The \texttt{labels.txt} file can contain three types of
lines:

\begin{description}
\item[Empty lines:] only whitespace (space, tabs)
\item[Commentary lines:] a \# Symbol preceded by nothing or whitespace and followed
by any text.
\item[Label definitions:] These have the form "\texttt{\textsl{label}:\textsl{text associated
with label}}". There must be no whitespace between the label and the colon; whitespace
following the colon will not be stripped. Being line-based, label text may not contain
linefeeds, all other characters are legal.
\end{description}

Configurations are stored in the file \texttt{.rviewrc} which will be looked for in
\texttt{\dollar HOME}, the current directory and \texttt{\dollar RVIEWHOME} in that order.
The current configurations are saved to \texttt{\dollar HOME/.rviewrc} automatically on
exit. The old \texttt{.rviewrc} file (if existent) will be renamed to \texttt{.rviewrc$\sim$}
before being overwritten so in case the new preferences file is corrupted for some
reason the last settings can be easily restored. Serious errors like segmentation violations
are handled by \rview\ and result in any open databases being closed before the program
is aborted.


\section{The Main Window}
\label{MainWindow}

The main window allows you to enter information about a database and open or
close it; furthermore the following menus are available:

\subsection{The \texttt{File} Menu}

The \texttt{File} Menu offers functionality that is available even with the
database closed:

\begin{description}

\item[Query:] Opens a query shell. See \ref{QueryWindow}.

\item[Prefs:] Opens the preferences editor. See \ref{PreferencesEditor}.

\item[Exit:] Exit \rview. If a database was opened, close it first.

\end{description}


\subsection{The \texttt{Viewers} Menu}

The \texttt{Viewers} Menu allows you to open / close viewers directly:

\begin{description}

\item[Open:] Opens a file. Currently this allows you to open TIFF images
and display them in an image viewer window (\ref{ImageDisplayMode}).

\item[Close all:] Closes all open viewers (\ref{ObjectViewers}) and \texttt{Results}
windows (\ref{ResultWindow}).

\end{description}


\subsection{The \texttt{Collections} Menu}

The \texttt{Collections} Menu combines operations on database collections. Its
members can therefore only be called once a database has been opened. After
selecting an item a small dialog-window pops up in which you have to enter
the collection name.

\begin{description}

\item[Lookup:] Load a collection of objects from the database into client
memory. On success a \emph{Results}-Window containing all the objects
in the collection is opened (see \ref{ResultWindow}).

\item[LU scaled:] Load a scaled object from the database. On success a viewer
window similar to flat image mode is opened (see \ref{ImageModeScaled}).

\item[LU ortho:] Load a 3D object from the database into a partial
\emph{Orthosection} viewer (see \ref{ImageModeOrtho}). In contrast, a
full orthosection viewer is available from the \emph{Results} window.

\item[Create:] Create an empty collection.

\item[Delete:] Delete a named collection.

\end{description}


\section{The Query Window}
\label{QueryWindow}

The query window allows you to write and edit database queries as well as load
and save them. On disk, queries are identified by a \texttt{.ql} extension as well
as the headline "\texttt{-- rview-Query}" which will not be displayed in the query
window.\\
The \texttt{File} menu allows you to \texttt{Open} a query on disk, \texttt{Save} the
current query to disk or \texttt{Close} the query window. The \texttt{Edit} menu
operates on selections, allowing you to \texttt{Cut}, \texttt{Copy} or \texttt{Paste} the
current selection.\\
The \texttt{List} menu provides a shortcut to all the queries stored in the
directory described by the \texttt{query path} variable (see \ref{PreferencesEditor}).
To achieve this the entire directory is scanned for files named
\texttt{*.ql}. The resulting set of files is then appended to the \texttt{List} menu
in alphabetical order. The \texttt{List} menu is built every time a query
window is opened or a query is loaded from / saved to a different directory.
This behaviour is new in version 1.8, formerly it was only built when a new
query window was opened.\\
At the bottom of the query editor are three buttons for query control:
\texttt{Clear} deletes the current query and provides you with an empty window.
\texttt{Execute} executes the query (requires an open database). Errors
during execution are reported to the user; the error position is displayed
by selecting the erroneous parts of the query. If the query was executed
without any errors and the resulting collection is not empty, a result window is
opened (see \ref{ResultWindow} for MDD, \ref{ResultStrings} for scalar return
types). \texttt{Update Data} opens a TIFF image for use as \texttt{\dollar 1} argument
in an update query. If a query window has update data associated with it a string
of the form \texttt{q$n_q$d$n_d$} is appended to its title where \texttt{$n_q$} is a
decimal number representing the query window and \texttt{$n_d$} is a decimal number
representing the image viewer. Likewise a string of the form \texttt{d$n_d$q$n_q$} is
appended to the image viewer's title. If a query window or its update data
window is closed this information string is removed from the remaining window's
title bar. If new update data is opened the title bars of the old data viewer and
the query window are updated accordingly.


\section{The Preferences Window}
\label{PreferencesEditor}

The preferences window can be used to configure many aspects of the program.
Its upper part is a scrollable window with the actual configuration items
while the bottom row contains \texttt{OK} and \texttt{Cancel} buttons. Changes
made to the preferences only become active after clicking on the \texttt{OK}
button or pressing \texttt{<return>} in one of the text widgets. Clicking on
\texttt{Cancel} discards all changes made to the preferences since the window
was opened. Preferences are automatically saved when \rview\ is quit.

\subsection{Misc Prefs}

\begin{description}

\item[Pathname of data files:] the full pathname of the directory \rview\ will
use by default when loading / saving images and similar data. This field will
also be updated automatically to the last directory accessed.

\item[Pathname of query files:] the full pathname of the directory
containing the query files (file extension \texttt{.ql}). This path will also
be updated automatically to the last directory accessed in a query load
or save operation.

\item[Font used for queries:] here you can specify the font that should
be used in the query windows (\ref{QueryWindow}). Fonts are specified like this:\\
\begin{tabular}{rcl}
\textsl{font} & = & \lbrack \textsl{keyword} \rbrack * \\
\textsl{keyword} & = & \textsl{family} $\vert$ \textsl{style} $\vert$ \textsl{weight} $\vert$ \textsl{psize}\\
\textsl{family} & = & \lbrack decorative $\vert$ default $\vert$ modern $\vert$ roman $\vert$ script $\vert$ swiss $\vert$ teletype \rbrack\\
\textsl{style} & = & \lbrack italic $\vert$ slant \rbrack\\
\textsl{weight} & = & \lbrack bold $\vert$ light \rbrack\\
\textsl{psize} & = & \lbrack 0-9 \rbrack +\\
\end{tabular}
\\
where \texttt{psize} is the point-size of the font. The default font is \texttt{default 12}.
Changes take effect the next time a query window is opened. See also \ref{Platforms}.

\item[Maximum width, Maximum height:] The maximum dimensions of viewer windows.
At the moment this is used to limit the size of an image viewer window (\ref{ImageDisplayMode}).
The size specified here should under no circumstances exceed the screen size.

\item[Convertor parameters:] parameter string for convertors (TIFF, VFF). This allows
to e.g.\ determine the TIFF compression type (e.g.\ \texttt{comptype=lzw}) or the default
VFF dimension ordering (e.g.\ \texttt{dorder=xyz}). For a list of parameters see the
conversion module documentation.
\end{description}

\subsection{Images}

\begin{description}

\item[Dither images:] This option makes a difference on displays with $\le$ 8bpp only.
When selected, images are converted to the display using error-diffused dithering
instead of a simple match to the closest colour. This results in much better quality
at the expense of speed. Changes take effect the next time an image viewer is opened
or the size of an existing image changes.
\item[Dither best:] If this option is disabled, dithering may not have the highest
possible quality but will be fast enough even for animations. Using \texttt{Dither best}
involves a substantial amount of computational overhead and is therefore \emph{not}
recommended for large images.
\item[RGBSpace:] The default settings for colourspace mapping (see \ref{ColourspaceMapping}).
You can choose between three range models which will be explained in \ref{ColourspaceMapping},
or switch it off by default.
\item[Edit:] This lets you edit the default settings of the colourspace mapping
(see \ref{ColourspaceMapping}).

\item[Image mode:] The default mode to use in image viewers. See
\ref{ImageDisplayMode}.

\item[Movie mode:] The default action to take when a movie has ended. The options are
\texttt{Once} (stop playback), \texttt{Same dir} (restart the movie using the same playback
direction) and \texttt{Switch dir} (switch playback direction). See \ref{ImageDisplayMode}.

\item[Scaling factor:] The default scaling factor to use when opening a viewer for
scaled images (see \ref{ImageModeScaled}).

\item[Renderer:] Various settings for the renderers (surface, voxel) in image viewers.
If the \texttt{For type} box is checked the voxel settings specified here (threshold values,
weight quantisation and voxel colours) are ignored and base type specific defaults are used
instead. See \ref{Renderers}.

\item[Height fields:] Default settings for heightfield rendering. See
\ref{HeightFieldRenderer}.

\item[Orthosections:] Default settings for orthosection viewers. See
\ref{ImageModeOrtho}.

\item[Thumbnails:] Default settings for the thumbnail viewers. See
\ref{ThumbnailDisplayMode}.

\end{description}

\subsection{Charts}
Default settings for the chart viewer. See \ref{ChartDisplayMode}.

\subsection{Tables}
Default settings for the table viewer. A value of -1 for \texttt{Step X} and \texttt{Step Y}
means the viewer will make a guess at the grid size depending on the base type of the
object. See \ref{TableDisplayMode}.

\subsection{Sound}
Default settings for the sound player. See \ref{SoundDisplayMode}.

\subsection{Communication}

Settings for the data formats to use for data transfer and data storage. The
transfer data format is always used to send MDD \emph{to} the server. When
loading data from the server, it's normally a suggested format that's used
in case the data is uncompressed, but can also be enforced if the transfer
parameters contain the tuple \texttt{exactformat=1}. The available options are 
the same for transfer and storage. If both data formats differ, the data
will be converted in the server to the storage format prior to actual
storage. Usually a light-weight data format should be chosen as transfer
format (e.g.\ \texttt{RLE} or even raw data \texttt{Array}). It's important to
note that no lossy compression scheme should be used for transfering MDD
to the server because the server might have to retile the data, meaning
it'll be decompressed and recompressed with a potential accumulation of
loss. Using a lossy format as storage format only avoids this problem
because the storage format will only be applied to the actual tiles
stored.\\
The data formats currently available are the following, but they may be extended
any time:

\begin{description}
\item[Lossless:]\ \\
\vspace{-6mm}
\begin{description}
\item[Array:] raw data transfer, no compression
\item[RLE:] Run Length Encoding
\item[ZLib:] ZLib compression
\item[SepRLE:] Run Length Encoding with base type separation
\item[SepZLib:] ZLib compression with base type separation
\item[HaarWave:] Haar Wavelet compression
\end{description}
\item[Lossy:] (the numbers shown in the list widget are the filter lengths)\\
\vspace{-6mm}
\begin{description}
\item[Daubechies*Wavelet:] the standard Daubechies wavelet series
\item[LeastAsym*Wavelet:] the least asymmetric Daubechies wavelet series
\item[Coiflet*Wavelet:] the Coiflet wavelet series
\end{description}
\end{description}

In addition, the compression algorithms can be configured considerably by
writing parameters as a comma-separated list over primitive tuples of the
form \textsl{keyword=value} into the corresponding parameter window. Newlines
are allowed and there is no length limit on the parameter list. String
values can be written without quotes if they don't contain spaces or commas,
otherwise the string must be embedded in (double) quotes. Currently
available parameters can be seen in figures
\mbox{\ref{FigureParamsComm} -- \ref{FigureParamsZerotree}}.

\newcommand{\BeginKeyTable}{%
  \begin{figure}[hptb]\begin{center}\begin{tabular}{|c|c|c|p{90mm}|}%
  \hline%
  \textbf{Keyword} & \textbf{Type} & \textbf{Default} & \textbf{Description}\\%
  \hline%
}
\newcommand{\EndKeyTable}[2]{%
  \hline%
  \end{tabular}%
  \caption{#1} #2%
  \end{center}\end{figure}%
}

\BeginKeyTable
\texttt{exactformat} & int & 0 &
If \texttt{exactformat} is 0, the transfer format will be used by the server for
data stored in uncompressed format only; it it's $\ne$ 0, the server will always
repack the data to the exact format requested by the client\\
\EndKeyTable{Keywords for client-server communication}{\label{FigureParamsComm}}

\BeginKeyTable
\texttt{predinter} & string & --- &
The name of the interchannel predictor which correlates cells across channels
($\rightarrow$ atomic types within structured types). Possible values:
\texttt{delta} (normal difference) and \texttt{scaledelta} (rescale to same
dynamic range, then use difference)\\
\texttt{predintra} & string & --- &
The name of the intrachannel predictor which correlates cells to its spatial
neighbours. Possible values: \texttt{hyperplane} (predict from previous hyperplane,
e.g.\ previous scanline in a 2D image), \texttt{neighbours} (predict from arithmetic
average of all neighbouring cells already seen) and \texttt{weighted} (additionally
weigh the neighbouring cell values according to their offset in each dimension)\\
\texttt{intermap} & string & --- &
Comma-separated list of channel mappings of the form
\texttt{\textit{ch-num}:\textit{pred-num}} where \texttt{\textit{ch-num}} is the
number of the channel being mapped and \texttt{\textit{pred-num}} is the number
of the channel it's predicted by. e.g.\ typical for RGB images where green predicts
red and blue: \texttt{0:1,2:1}\\
\texttt{intralist} & string & --- &
Comma-separated list of channel numbers where intrachannel prediction is used.
If the first character is an exclamation mark, the inverse list is used.\\
\texttt{hypernorm} & int & 0 &
For intrachannel \texttt{hyperplane} prediction: the number of the dimension
orthogonal to the (moving) predictor hyperplane, i.e.\ the direction in which
prediction takes place\\
\texttt{predweight} & double & 0.5 &
For intrachannel \texttt{weighted} prediction: the amount by which a cell weight
decreases for each offset $\ne$ 0 in a dimension\\
\EndKeyTable{Keywords for predictors}{\label{FigureParamsPredict}}

\BeginKeyTable
\texttt{zlevel} & int & 6 &
The zlib compression level ($0\ldots9$)\\
\EndKeyTable{Keywords for ZLib compression stream}{\label{FigureParamsZLib}}

\BeginKeyTable
\texttt{wavestr} & string  & \texttt{zlib} &
The compression stream name to use: \texttt{none}, \texttt{rle}, \texttt{zlib} or
\texttt{arith}\\
\texttt{mrlevels} & int & 0 &
Maximum number of hierarchical levels to do multiresolution analysis on.
0 means all levels\\
\texttt{banditer} & string & \texttt{leveldet} &
The name of the band iterator. Possible values: \texttt{isolevel}, \texttt{leveldet}
and \texttt{isodetail}\\
\EndKeyTable{Keywords for wavelets}{\label{FigureParamsWavelet}}

\BeginKeyTable
\texttt{wqtype} & string & \texttt{zerotree} &
The quantization type to use. Possible values are \texttt{perband} and \texttt{zerotree}.
\texttt{zerotree} is much more efficient regarding storage space but involves rather
much overhead. \texttt{perband} is simpler but compresses worse and is harder to
configure.\\
\texttt{enhancelv} & int & 0 &
Number of hierarchical levels (starting from coarsest one) over which to enhance
wavelet-coefficients at the boundary (to avoid boundary artifacts at low rates).
0 disables it.\\
\texttt{qwavdbg} & int & 0 &
Level for debug-version: perform additional statistics during encoding;
higher levels do everything lower levels do. 1: residuum and logarithmic
histogram; 2: linear histogram for all bands; 3: effect of zeroing each
band on signal-to-noise ratio\\
\EndKeyTable{Keywords for lossy wavelets}{\label{FigureParamsQWavelet}}

\BeginKeyTable
\texttt{qrtype} & string & \texttt{const} &
The quantizer type (statistics module), setting the bits per band. Values
are \texttt{const}, \texttt{linear}, \texttt{expnt}, \texttt{gauss} and \texttt{custom}
where \texttt{custom} can't be selected directly\\
\texttt{qntype} & string & \texttt{linear} &
The quantization type, either \texttt{linear} or \texttt{expnt}\\
\texttt{bitscale} & double & 1.0 &
Set the scaling factor of the bit allocation curve relative to the size of
the base type\\
\texttt{cutoff} & double & 1.0 &
The band number relative to the total number of wavelet subbands starting
from which all bands are ignored (quantized to 0)\\
\texttt{nullzone} & double & 0.0 &
Coefficients whose absolute value is smaller than \texttt{nullzone} are set to 0\\
\texttt{relqbits} & string & --- &
The string is a comma-separated ($\Rightarrow$ the string must be enclosed in
double quotes) list of floating point values, encoding the number of bits
relative to the number of bits in the base type each wavelet band should be
encoded with. Implicitly sets the quantizer type to \texttt{custom}.\\
\EndKeyTable{Keywords for \emph{perband} lossy wavelet compression}{\label{FigureParamsPerband}}

\BeginKeyTable
\texttt{zttype} & string & \texttt{band1} &
The type of the zerotree encoding to use. \texttt{band1} is one-pass with a four symbol
alphabet whereas \texttt{band2} is two-pass with dominant pass (four symbol alphabet) and
a subordinate pass (two symbol alphabet).\\
\texttt{psnr} & double & 100.0 &
The signal-to-noise ratio to use during encoding. Higher values mean better
quality\\
\EndKeyTable{Keywords for \emph{zerotree} lossy wavelet compression}{\label{FigureParamsZerotree}}

The \texttt{exactformat} parameter must be added to the parameters for the
transfer format, not the one for the storage format. Transfer- and storage
formats are used like this:

\begin{center}
\begin{tabular}{|c|p{70mm}|p{50mm}|}
\hline
\textbf{Direction} & \textbf{Transfer format} & \textbf{Storage format}\\
\hline
Insert & Used for transfer to the server & Used for actually storing the data\\
\hline
Retrieval & Depending on the value of \texttt{exactformat}:
\begin{itemize}
\item
= 0: used for data stored in uncompressed format, ignored for all
other data.
\item
$\ne$ 0: used for all data, repacking on the server if necessary
\end{itemize}
& ignored\\
\hline
\end{tabular}
\end{center}

\pagebreak[4]


\section{The Results Window}
\label{ResultWindow}

This window is the starting point for visualizing MDD objects downloaded from
the database as a result of selecting \texttt{Collections->Lookup} from the
main window (\ref{MainWindow}) or executing a query (\ref{QueryWindow}). All
MDD objects are owned by this window, so closing viewers does not remove any
data but the viewers' own from memory. Double-clicking on an entry in the results
list opens a viewer of the type set by \texttt{Display Mode}. Currently available
display modes are

\begin{description}

\item[Image modes:]\ \\
\begin{description}
\item[Flat image] is a 2D mode and means a simple orthogonal projection that works
with data of any dimensionality (see \ref{ImageModeFlat}).
\item[Volumetric] can only be used to visualize volumetric data (i.e.\ 3D) like tomograms.
It consists of two renderer types, a surface-oriented renderer which only displays the
textured surfaces of the data\-cube and is therefore very fast and a voxel renderer that
can also display the inner structure of a data cube at the expense of a substantial amount
of computational overhead. You may switch between these two modes any time (see
\ref{ImageModeVolumetric}).
\item[Orthosection] can only be used to visualize volumetric data which is rendered
as three orthogonal slices with user-configurable thickness  through the volume
(see \ref{ImageModeOrtho}).
\item[Height field] is a heightfield renderer that displays arbitrarily dimensioned data as a
shaded 3D heightfield (see \ref{HeightFieldRenderer}).
\end{description}

\item[Other modes:]\ \\
\begin{description}
\item[Chart] is a 1D mode that can display data as simple chart diagrams (see
\ref{ChartDisplayMode}).
\item[Table] is the most generic of all modes in that can display data of any
dimensionality and base type as a table of numeric values (see \ref{TableDisplayMode}).
\item[Sound] can be used to play MDD objects as sound samples (see \ref{SoundDisplayMode}).
\end{description}

\end{description}

There can only be one open viewer for each object for each display mode, so opening an
object in flat image and height field or chart mode is possible whereas opening two flat
image viewers on one object is not.\\
There are two menus available here:\\

\subsection{Item}

This menu offers three items: \texttt{Open all} opens viewers of the type specified by
\texttt{Display Mode} for all objects in the results list. \texttt{Thumbnail All} opens
a thumbnail viewer window containing all objects in the results list. \texttt{Close}
closes the results window and all its viewer windows and frees all memory
allocated by the objects in the results list.

\subsection{Selection}

The operations in this menu deal with selections of objects. The available menu
items are

\begin{description}
\item[Select all:] Mark all objects in the collection as selected.
\item[Clear:] Clear the current selection.
\item[Open:] Open the selected objects in the viewer mode specified by \texttt{Display
Mode}.
\item[Thumbnails:] Open a thumbnail viewer containing only the selected objects
rather than the entire collection.
\item[Delete:] Delete the selected objects and thus free the memory allocated to
them. Use this if you're short on memory and only need a part of the collection
for future work. This does not affect persistent objects in the database.
\item[Change Endian:] Changes the endianness of the selected objects.
\item[Type Manager:] Allows you to change the base types of the selected objects
by building new objects consisting only of selected type members. See
\ref{TypeManager}.
\item[Info:] Additional information about the selected objects. Not yet implemented.
\end{description}


\subsection{Other options}

You can also scale the selected objects using the \texttt{Scale/Resample} widgets to the
right of the control field. The writable field contains comma- or space-separated
scaling factors for each dimension. If there are fewer scaling factors than dimensions,
the last scaling factor available will be used for all dimensions that don't have
an explicit scaling factor assigned to them. e.g.\ resampling a 3D object using
\texttt{"2.0"} scales the entire object by 2 in all dimensions, \texttt{"2.0, 3.0, 4.0"}
scales the object by 2 in the first dimension, by 3 in the second and by 4 in the
third while  \texttt{"2.0, 1.5"} scales the object by 2 in the first dimension and
by 1.5 in the second and third dimension.\\
Different algorithms are used for simple scaling, upsampling and downsampling.
Simple scaling just uses nearest neighbours and is therefore very fast. The downsides
are blockiness when scaling up and aliasing when scaling down. Resampling addresses
these problems at the expense of speed. Downsampling averages over subcubes whereas
upsampling performs n-linear interpolation. Therefore care should be taken when
resampling that the scaling factors specified are either all larger or all smaller
than 1.0. Also note that especially upsampling is very time- and memory-consuming.

\subsection{The Type Manager} \label{TypeManager}

The Type Manager allows you to build new mdd objects out of existing ones by
copying selected member variables of the source objects only. The Type Manager
can be opened by selecting a menu entry from the \texttt{Results window}
(\ref{ResultWindow}). This will open a new window which graphically represents
the base type of the selected object(s). There is a checkbox for each member
variable; each checkbox is labeled "\textsl{varname} (\textsl{type})" where \textsl{varname}
is the name of the member variable (if available) and \textsl{type} is the type of
this member variable. Structures are recursively grouped together and bounded by
a rectangular box each. The member variables that should be copied into the
newly created object have to be selected using the mouse. If the conversion
is executed and the resulting base type is not known to \rview, the user is
requested to enter a type name. Unless the resulting object is intended to
be written into the database again, the name doesn't matter. \rview's visualization
techniques recognize all atomic types and a structure containing 3 bytes
(interpreted as RGB).


\section{Scalar results} \label{ResultStrings}

If the result of a query is a (collection of) scalar(s) or an interval,
it will be displayed as a scrollable window where each line shows the
string-representation of a value. There are no further operations possible
on results of this type.


\section{Object viewers}
\label{ObjectViewers}

All object viewers share certain basic components which will be explained here before
the individual modes are examined in more detail.\\
Most importantly there's the projection string which lets you specify the dimensions
to visualize as well as pick areas of interest only rather than the entire object.
The projection string is of the form
\\

\begin{tabular}{rcl}
\textsl{projection} & = & $\underbrace{\mbox{\textsl{dim\_desc}}, \ldots , \mbox{\textsl{dim\_desc}}}_{\mbox{\textsl{dimension} times}}$ \\
\textsl{dim\_desc} & = & \textsl{desc} $\vert$ \textsl{desc:desc} \lbrack\textsl{map\_dim}\rbrack\\
\textsl{desc} & = & \textsl{coordinate} $\vert$ *\\
\textsl{coordinate} & = & \lbrack 0-9 \rbrack +\\
\textsl{map\_dim} & = & \lbrack 0-9 \rbrack +\\
\end{tabular}

where * and *:* are synonymous, meaning the entire range of this dimension. If
$\mbox{\textsl{dim\_desc}}_i$ is of the form \textsl{coordinate} a projection to this coordinate in
dimension $i$ is performed; dimension $i$ is a \emph{fixed dimension}. If
$\mbox{\textsl{dim\_desc}}_i$ is of the form \textsl{desc:desc} this is interpreted as \textsl{low:high}
pair of coordinates in dimension $i$ and the entire range between \textsl{low} and \textsl{high}
is selected; dimension $i$ is a \emph{free dimension}. The optional addition of \textsl{map\_dim}
in square brackets allows re-ordering dimensions in \emph{some modes} (e.g.\ flat images and
tables); in this case \textsl{map\_dim} is the number of the dimension that should be associated
with this interval, starting from 0. This mechanism allows things like transposing. If the
number of free dimensions is not equal to the dimensionality of the display mode an error
in the projection string is reported.\\
\textbf{Examples:} Assuming a 3D-object with the spatial domain
\lbrack 0:200, 100:400, 200:600 \rbrack\  the following projection strings result in \ldots\\

\begin{description}
\item[*:*, *:*, *:*] -- Everything (3D).
\item[0, *:*, *:*] -- A projection to 0 in the first dimension and all data in the other
two dimensions, i.e.\ an object [100:400, 200:600] (2D).
\item[0, 200, *:*] -- A projection to 0 in the first and 200 in the second dimension,
all data in the third dimension (1D).
\item[100:150, *:300, 300:*] -- The coordinates 100 to 150 in the first dimension,
100 to 300 in the second dimension and 300 to 600 in the third dimension (3D).
\item[0, *:*\lbrack 2\rbrack, *:*\lbrack 1\rbrack] -- Like the 2nd example but transposed,
i.e.\ an object [200:600, 100:400].
\end{description}

Pressing \texttt{<return>} in the projection string widget or clicking on the \texttt{OK}-button
next to it updates the display accordingly. If there is at least one fixed dimension, clicking
on the + and - buttons increases or decreases the value of a fixed dimension, allowing you
to move through a datacube along a given axis. If there is more than one fixed dimension,
the writable field between the + and - buttons can be used to specify which one should
be affected by the + and - buttons. Enter the number of the dimension along which you want
to move here, starting from 0.\\
\\
All but the thumbnail viewers (see \ref{ThumbnailDisplayMode}) also provide the following
menu entries, listed under \texttt{Data}:

\begin{description}
\item[Insert:] Insert the entire object into the database. This will pop up a
dialog box asking you for the name of the collection the object should be stored in.

\item[Insert proj:] Insert the object's current projection only into the
database.

\item[Save:] Save the raw MDD to disk. The resulting file is just the array data
without any spatial information, therefore this option should only be used on
1-dimensional data, e.g.\ TIFF-encoded images.

\item[Close:] Close the viewer.

\end{description}

Additionally, all but the thumbnail viewer have a \texttt{View} menu with at
least two entries \texttt{Load} and \texttt{Save}. A "view" contains all meta
information required to visualize the current MDD as it is displayed in the
viewer's visualization area, e.g.\ renderer configuration, colourspace mapping
parameters, current rotation etc.; this meta information can be saved to and loaded
from a file with these two menu entries. A view is specific to one viewer type,
so a volumetric viewer's view file can not be loaded into a height field renderer.
Views can be used to easily memorize efficient visualization parameters for later
use (such as a good viewing angle for voxel rendering), or for visualizing the
effects of signal processing algorithms on an MDD as a sequence of images of the
same size/rotation/lighting/$\ldots$.\\
Note that a view may contain very MDD-specific properties, such as the
MDD's numeric range used by the colourspace mapper or the spatial extent
for the projection string. Therefore a view should only be used for either
the same MDD or MDD with sufficiently similar properties, otherwise unwanted
side-effects may occur.\\
Most modes also offer additional menus for specific features, such as saving the
current visualization to a TIFF image, or displaying the current rotation
numerically.\\
Now follows a detailed description of the currently available display modes.


\subsection{Image viewers}
\label{ImageDisplayMode}

The image display modes are the primary modes for graphical representation of MDD
objects. Next to simple orthogonal projections for displaying 2D images it also
includes 3D renderers which are described in more detail in \ref{Renderers}.\\
There are various additional menus in this mode. \texttt{Data} contains the new
entry \texttt{Save TIFF} which saves the currently visible image to disk as a TIFF file.
The \texttt{Settings} menu contains configuration options dependent on the image
mode. The one entry available in all modes is the \textbf{Colourspace} menu, see
\ref{ColourspaceMapping}. Another possible entry, \textbf{Movie playback}, is
shared in flat and height field modes (sections \ref{ImageModeFlat},
\ref{HeightFieldRenderer}) and allows the following choices on what to do
when the end of the movie has been reached (using \texttt{a = \textsl{start}} and
\texttt{b = \textsl{end}} of the movie):

\begin{description}
\item[Once:] Just stop playback.
\item[Same direction:] Rewind the movie and restart using the same playback direction,
thus the sequence is \texttt{a $\rightarrow$ b, a $\rightarrow$ b, $\ldots$} or
\texttt{b $\rightarrow$ a, b $\rightarrow$ a, $\ldots$}, depending on the initial playback
direction.
\item[Switch direction:] Switch playback direction so the movie oscillates between
end-points and the sequence is \texttt{a $\rightarrow$ b, b $\rightarrow$ a, $\ldots$} or
\texttt{b $\rightarrow$ a, a $\rightarrow$ b, $\ldots$}, depending on the initial playback
direction.
\end{description}

Movie mode is possible whenever the dimensionality of the MDD object exceeds the
dimensionality of the visualization mode (both flat and height field images are 2D,
therefore movies are possible if the MDD object has dimensionality three or higher).
The actual movie playback can be controlled with additional buttons created below
the projection string's +/- buttons. These new buttons,
which can only be used in \texttt{Flat} and \texttt{Height} mode, behave like auto-repeating
+/- buttons and allow displaying a datacube as a movie. "$<$" corresponds to "-"
and "$>$" corresponds to "+". In case of more than one free dimension the same
rules apply that are used for the +/- buttons (see \ref{ObjectViewers}).

In all image modes except for the one for scaled images (see \ref{ImageModeScaled}) you
can mark a rectangle by dragging its outline while holding down the \texttt{ctrl} key.
The pixel coordinates of the dragged box relative to the upper left corner of the image
will be displayed in the upper left corner of the box in the format
$x_{low}:x_{high}, y_{low}:y_{high}$. Using the left mouse button for the
drag will always start a new box, using the right mouse button will adjust the size of
the existing box by moving the nearest corner to the position of the mouse pointer. To
remove the box simply click inside the image with the \texttt{ctrl} key held down.


\subsubsection{Flat Images} \label{ImageModeFlat}

This mode visualizes orthogonal 2D projections of the MDD object. There are no
restrictions on dimensionality, but only two dimensions can be displayed
simultaneously. The scale slider can be used to scale the image by any factor
between 0\% and 500\% using a simple nearest neighbour algorithm which is
much faster than the resampling procedure available in the Results window
(\ref{ResultWindow}) but also of considerably worse quality. The size of the image
and hence the redraw time is determined by the size given by the projection string
times the scaling factor and is therefore independent of the view window size.
Flat mode is the recommended viewing mode for actual 2D images or movies
whereas for 3D data one the the volumetric renderers is the better choice
(see \ref{ImageModeVolumetric}).
%In flat mode the orientation of the horizontal axis is from top-to-bottom.


\subsubsection{Scaled Images} \label{ImageModeScaled}

This class is very similar to flat images (see \ref{ImageModeFlat}) in that it
performs orthogonal 2D projections of the MDD object. This mode is intended
for very large MDD objects that are only transfered in part and/or scaled down
from the server but never reside in client memory in their entirety. Hence there
is no scale slider nor movie controls.\\
In contrast to the other image modes, a box is dragged without holding down the
\texttt{ctrl} key and the dragged box will always have the same aspect ratio
as the visible image. The available functionality is represented by four buttons
below the projection string,

\begin{description}
\item[To Box:] scale up the image within the dragged box to fill the entire
area currently visible.
\item[Back:] return to the previous view.
\item[Zoom In:] magnify the currently visible image by 2 without changing the
size of the resulting image, i.e.\ the area of the unscaled image covered by the
new view is only $\frac{1}{4}$th that of the original view. The upper left corner
remains the same for both views.
\item[Zoom Out:] the inverse operation of \texttt{Zoom In}. The visible image
of the new view can become smaller than in the previous view, however.
\end{description}

A \emph{view} comprises all meta data that uniquely identifies a visualization
of an MDD object, i.e.\ a scaling factor, a bounding box (n-D interval) and
the two free dimensions. Whenever either parameter is changed, the currently
active view is saved on a stack before the new view is activated. Pressing the
\texttt{Back} button retrieves just this meta data from the stack in client memory
whereas the corresponding data is reloaded from the \rman\ server; except for
the view meta data no data is cached by \rview. There is no limit on the depth
of the view stack.\\
Note that the projection string is for the entire, unscaled object, whereas the
drag box coordinates are relative to the current view. Any changes to the projection
string  will be translated to the current view before they're applied. Also,
changing the projection string equals the definition of a new view and
stacking of the previous one.


\subsubsection{The Renderers}
\label{Renderers}

For the various renderers, some new functionality is available in the viewer
window. The \texttt{BBox} checkbox determines whether the renderer should draw the object's
bounding box as well. Also there are two new menu entries in the \texttt{Settings}
menu:

\begin{description}
\item[Renderer:] Allows changing parameters needed by the 3D renderers. See
\ref{RendererModel}.
\item[Renderer controls:] Allows animating rendered images by continuous
rotation (see \ref{RendererControls}).

\end{description}       % settings menu

Renderers also have an additional entry \texttt{Show} in the \texttt{View} menu
which displays the current rotation matrix, z-offset and scale in a small window.
The rotation matrix ($3\times 3$) is represented by three rotations around the
coordinate axes, first $x$, then $y$, then $z$; the angles are in units of $\pi$
rather than degrees. All entries in this window can also be altered manually.\\
The renderers always use an image the size of the view window, so it's not a good
idea to make the view window substantially larger than the area covered by the
object's bounding box, because although the renderers don't operate outside the
object's bounding box the image will be larger than necessary and therefore take
longer to display, in particular when the display is remote over a network.

\paragraph{Renderer Basics} \label{RendererModel}	% hardspace to make linefeed possible
\ \\
First let's specify the coordinate system: x is the
horizontal axis, oriented left to right, y is the vertical axis, oriented bottom to
top and z is the depth axis (parallel to the screen normal), oriented into the screen.
The observer is at position $(0, 0, 0)$ where the line $(0, 0, x)$ is projected to
the pixel in the image center. All renderers use perspective projection of
the data cube to the \emph{projection plane}, a plane parallel to the screen surface
that intersects the z-axis at position $(0, 0, z_p), \quad z_p > 0$. The value of $z_p$
determines how much effect perspective projection will have, i.e.\ how quickly an object
gets smaller as its $z$ component increases. The smaller the value of $z_p$
the higher the impact of perspective projection. Values between $256$ and $512$
generally produce good results, with larger values recommended for large objects.
The value of $z_p$ can be changed in the \texttt{Image settings} window which is
opened by selecting the \texttt{Settings $\rightarrow$ Renderer} menu available
in the image viewer.\\
Parts of the data cube lying too close to (or even behind) the viewer can't be
rendered, therefore the cube has to be clipped. In order to do this the intersection
of the cube with the \emph{clipping plane} has to be calculated. The clipping plane
is a plane parallel to the projection plane, intersecting the z-axis at position
$(0, 0, c_z), \quad c_z > 0$. In effect the cube is "cut open" so data formerly inside the
cube will be mapped to the new surface. Generally speaking, the value of $c_z$ should
be smaller than $z_p$. Values in the area of $\frac{z_p}{2}$ give good results, but
if you want to slice through the cube without moving it closer to the viewer this
can be achieved easily by incrementing the value of $c_z$ in the \texttt{Image
Settings} window.\\
Using the \texttt{Scale} slider scales the data cube itself, not the rendered
image which means that you can also get z-clipping effects by scaling the
cube. It also means that you still get smooth edges in an upscaled renderer
display and the texels aren't as noticable as their edges are parallel
to the data cube's edges rather than parallel to the coordinate system.\\
You can switch on/off lighting in the \texttt{Image settings} window; currently
this will only have an effect in voxel mode. Let $l$ be the normalized vector
from the voxel to the light source, $n$ the outward-oriented surface normal and
$\alpha$ the angle between the two ($\cos\alpha = l \cdot n$). Furthermore let
$\beta$ be the \emph{light angle} and $\gamma$ the \emph{scintillation angle}
specified in the \texttt{Image settings} window; both describe the range of angles
$\alpha$ for which the corresponding parameter should have any effect:

\begin{center}
\begin{tabular}{rlrl}
$\lbrack \beta, 180 \rbrack$ & ambient light only & $\lbrack \gamma, 180 \rbrack$ & no scintillation \\
$\lbrack 0, \beta )$ & ambient light + shading & $\lbrack 0, \gamma )$ & scintillation \\
\end{tabular}
\end{center}

One way to express this with normalized weighting factors would be

\begin{displaymath}
w_l(\alpha,\beta) = \left\lbrace\begin{array}{rl}
\frac{\cos\alpha - \cos\beta}{1 - \cos\beta} & \mbox{if} \cos\alpha > \cos\beta\\
0 & \mbox{otherwise}\\
\end{array} \right. , \qquad
w_s(\alpha,\gamma) = \left\lbrace\begin{array}{rl}
\frac{\cos\alpha - \cos\gamma}{1 - \cos\gamma} & \mbox{if} \cos\alpha > \cos\gamma\\
0 & \mbox{otherwise}\\
\end{array} \right.
\end{displaymath}

Note that values greater than 90 (degrees) for $\beta$ or $\gamma$ are unphysical;
they do help to bring out details in dark areas, however. It is advisable to
decrease the level of ambient light when increasing the light angle.
Using these weighting factors a voxel is shaded according to the equation
\begin{displaymath}
pixel = voxel \cdot (amb + w_l(\alpha,\beta) \cdot (1 - amb)) + voxel_{grey} \cdot gain \cdot w_s(\alpha,\gamma).
\end{displaymath}
The $amb$ parameter determines the level of ambient light and should be in the
interval \hbox{\lbrack 0, 1\rbrack} where 0 means no ambient light (surfaces not hit
by the light source are totally black) and 1 means full intensity provided by ambient
light (which is equivalent to shading off). The first part of the formula thus
performs a darkening of the actual voxel colour by giving it a base intensity
determined by $amb$ and additional intensity depending on the surface orientation.
$voxel_{grey}$ is the greyscale value associated with the voxel colour which,
when multiplied by $w_s(\alpha,\gamma)$, produces a shaded greyscale version of the voxel,
so the second part of the formula adds a weighted version of the shaded greyscale
voxel scaled by $gain$ to the shaded voxel. The $gain$ parameter has to be $\ge 0$ and the
higher it is the brighter those surfaces where $\alpha < \gamma$ will become. This
also influences the actual colour of a voxel by forcing a shift towards white the
more directly the voxel is facing the light source.\\
The position of the light source is described by the \texttt{Direction} and \texttt{Distance}
fields in the \texttt{Image settings} window. The possible directions are encoded as a string
consisting of arbitrary combinations of direction aliases or $\epsilon$ (the empty
word) for each dimension. Those aliases are \texttt{l, r} (left, right) for the first dimension,
\texttt{d, u} (down, up) for the second dimension and \texttt{f, b} (front, back) for the
third dimension. Only one direction alias may be specified for each dimension, so \texttt{l}
and \texttt{r} are mutually exclusive. Thus the direction string lets you specify the
26 vertices on the surface of a 3D cube bisected in each dimension through its center
(plus the 27th vertex
in the center, but that choice wouldn't be very sensible). Examples would be \texttt{ur}
(corresponding to $(1,1,0)^T$), \texttt{uf} ($(0,1,-1)^T$) or \texttt{dlb} ($(-1,-1,1)^T$).
Use the \texttt{Distance} field to determine at which distance from the origin along the
direction vector the light source should be situated.\\
For more tuning parameters regarding normal approximation see section \ref{VoxelRenderer}
about the voxel renderer.

\paragraph{Navigating} \label{RenderNavigation}
\ \\*
The data cube can be rotated by moving the mouse while holding down the left
mouse button. Moving the mouse horizontally rotates around the y-axis (positive
angles by moving to the right), moving the mouse vertically rotates around the
x-axis (positive angles by moving to the bottom). This system may be improved
to something more intuitive in the future.\\
The cube can be moved along the z-axis by moving the mouse vertically while
holding down the right mouse button. Moving upwards brings the cube closer
to the viewer while moving downwards takes to object further away.

\paragraph{The Renderer Controls} \label{RendererControls}
\ \\*
This window is opened using the \texttt{Settings $\rightarrow$ Renderer Controls} menu
in an image viewer and makes it possible
to animate rendered images. The window consists of three sliders representing the
three rotation axes with a button labeled "0" to the right of each. Clicking on one of
the "0" buttons resets the corresponding slider to 0, thus terminating rotation around
that axis. Rotation starts when you click the lower left button labeled \texttt{Start} which
will then change to \texttt{Stop}. The slider values can be changed at any time, even
after animation has been started; dragging the cube directly with the mouse is
still possible when animation is in progress, too. You can stop the animation by clicking
on the \texttt{Stop} button in the \texttt{Renderer controls} window or by clicking on the
button labeled \texttt{\lbrack \rbrack} in the image viewer window which is also used
for stopping movie playback.

\paragraph{Volumetric renderers} \label{ImageModeVolumetric}
\ \\
The volumetric renderers can only handle 3D data with base type sizes of 1 to 4 or
8 bytes where base types of size 4 may be \texttt{long} or \texttt{float} and a base type
of size 8 is interpreted as double. Two volumetric renderers are combined in
one image viewer and the user may freely switch between modes by using the new
menu \texttt{Modes}. The third is an orthosection viewer (see \ref{ImageModeOrtho})
which is uses a separate window.

\subparagraph{Surface renderer} \noindent \label{SurfaceRenderer}
\ \\*
The surface renderer only visualizes the surfaces of the data cube by texture-mapping
the data on the cube's surface to the polygons representing it (which may be
rotated and scaled in any way). While this is very fast it has the drawback that
data inside the cube can not be visualized at all unless z-clipping is applied
to the cube (see the basic model). This mode is recommended for rotating or
positioning the cube before switching to a better but more time-consuming
mode like the voxel renderer, for instance. It's also the mode of choice for
data where not all three dimensions are spatial (e.g.\ movies).

\subparagraph{Voxel renderer} \noindent \label{VoxelRenderer}
\ \\*
The voxel renderer is recommended for visualizing data where all three dimensions
are spatial (i.e.\ volume data). Data is visualized by casting rays through
the volume and calculating the frontmost intersection of each ray with a 
non-empty pixel. In order to get good results over a wide range of input
data a lot of configuration options are available in the \texttt{Renderer}
menu.\\
A few definitions first: an \emph{empty pixel} is one whose value lies outside
the threshold interval
$$ti = \lbrack pixel\_threshold\_low, pixel\_threshold\_high \rbrack .$$
These threshold values are base type dependent; if you specified \texttt{For mode}
in the preferences window, \rview\ tries to find sensible defaults for these
parameters, depending on the type, otherwise the values given in the preferences
are used. A special case is the RGB base type where there are two thresholding 
models: a pixel is interpreted as empty if all its colour components are outside
the threshold interval (\texttt{RGB brightness} off) or it's considered empty if the
average of its colour components is outside the threshold interval
(\texttt{RGB brightness} on).\\
Since data obtained by computer tomograms and similar techniques usually
includes a fair amount of noise the naive approach of simply using the
frontmost non-empty pixel intersected by the ray usually doesn't produce
any meaningful results. What's needed is some kind of averaging procedure that
makes the ray penetrate deeper into the data until a weight criterium is met
and then average over the non-empty pixels that were intersected. Simply
adding these pixel values produced poor results as well, however. A technique
that gave very good results was first calculating a weight for each pixel
using the formula $w = \vert \frac{v + 2^q - 1}{2^q} \vert$ for integers and
$w = \vert \frac{v}{2^q} \vert$ for floating point types, where $v$ is the
pixel value (in RGB mode this is the average of the colour components) and $q$
is the \emph{weight quantisation}. Thus the weight is proportional to the pixel
value and inversely proportional to $2^q$. The weighted sum of pixels $s$ is updated
using $s = s + w*p$ where $p$ is the pixel value; note that in RGB mode $s$ and
$p$ are 3D vectors over the RGB colourspace. Since $w$ was proportional
to $v$ the update value is proportional to $v^2$, i.e.\ "brighter" pixels have
a much stronger influence on $s$ than "darker" ones. Additionally the sum of
weights $n$ is updated using $n = n + w$. If $n$ overflows the \emph{weight
threshold} $w_{max}$, the ray is terminated and the pixel value used in this
position is $\frac{s}{n}$, otherwise the search for the next non-empty pixel
continues. If there are no more non-empty pixels and the pixel value $\frac{s}{n}$
computed so far is bigger than the lower pixel threshold, this pixel value is
used, otherwise the pixel is considered transparent.\\
Summarizing: $q$ determines how much the weight is correlated with the pixel
value where small values of $q$ mean a strong dependence and large values
a weak dependence (since
$\lim_{q \longrightarrow \infty}{\vert \frac{v + 2^q - 1}{2^q} \vert} = 1$ and
$\lim_{q \longrightarrow \infty}{\vert \frac{v}{2^q} \vert} = 0$, both of which
are monotonous decreasing in $q$).
The default value of 4 gives good results with most tomograms. The weight threshold
$w_{max}$ determines how far the ray will penetrate into the volume. If that
value is too small, normally invisible noise will prematurely abort the ray and
thus have a noticable effect on the display (seemingly random, dark blotches instead
of a smooth surface). Another problem is that typically the pixel colour doesn't
change rapidly from one pixel to its neighbour but rather slowly over a number
of pixels, so for instance a white object on a black background is usually surrounded
by several layers of grey-level pixels. When $w_{max}$ is too small the ray will stop
in those grey-levels rather than in the white object. Trying to remedy this by just increasing
the lower pixel threshold doesn't work well and even with large values the results
still look poor. So if you can't see far enough into the cube you should first try
increasing $w_{max}$. If $w_{max}$ is too large, on the other hand, you get an x-ray
effect where the entire object becomes transparent. Also note that the further the
ray penetrates into the volume the longer the rendering takes.\\
If you're using lighting there are some more tuning parameters available from the
\texttt{Image settings} window in the voxel section which deal with normal approximation,
namely \texttt{Kernel size} and \texttt{Kernel type}. The kernel is a symmetric
function that will be folded with the sample values, thus producing a smoothed
normal vector that can compensate for sample noise. The kernel type determines how
this smoothing is performed. \texttt{Average} gives each sample the same weight, the other
two are functions over the distance $d$ (L$_2$-norm) of a cell from the kernel center.
\texttt{Linear} is the function $1 - \frac{d}{s \sqrt{3}}$ and \texttt{Gauss} is the function
$e^{-\frac{d}{2}}$ where $s$ is the kernel size.\\
The kernel size parameter is the maximum distance of a point in the kernel from the
kernel center using the L$_{\infty}$ norm. Therefore a kernel size of $n$ results in a
kernel cube of size $(2n + 1)^3$. A kernel size of 0 means no smoothing (and hence the
kernel type is irrelevant), the normal is approximated directly from the sample values,
therefore this mode produces very bad results with noisy data. For typical samples a
kernel size of 1 or 2 is much more recommended, although the rendering will take
substantially longer due to the kernel cube's size (27 cells for a kernel size of 1,
125 cells for a kernel size of 2). In theory the normal vectors could be cached, however
this would require 12 bytes of storage for each cell, so a greyscale tomogram of size
10MB would require 120MB for the normal vector field which seems excessive.\\
One problem when shading volumetric data is that the entire image tends to darken
considerably. This is a problem especially when plotting isosurfaces. To overcome
this limitation there's the option to ignore the voxel colours and assign the same
intensity to each voxel instead, which should be a bright colour (e.g.\ white); in this case
the sample values are only used to approximate the object's surface but not for texturing
it as well. Of course this only makes sense when shading is active since otherwise only
the object's outline could be seen, therefore this option is ignored with lighting
deactivated. The colour to assign to each voxel can be specified in the \texttt{Voxel colour}
field; this is a floating point number in order to be able to handle all base types.
The default value of this parameter depends upon the setting of
\texttt{For mode} in the preferences window (i.e.\ when on \rview\ tries to find a sensible
default for the MDD's base type). A value of 255 for a greyscale image is pure white,
for instance. A more complicated example is RGB: in that case the colour is encoded as
a number with the red component in bits 0-7, the green component in bits 8-15
and the blue component in bits 16-23, so red is 255, green is 65280, blue is
16711680 and pure white (the default) is 16777215. Alternatively you can specify
the voxel colour as a hexadecimal value starting with a \texttt{0x} prefix which is
easier for selecting RGB colours (e.g.\ \texttt{0xff00} for green).\\
\emph{Tuning}: bad image quality when rendering with lighting is usually the cause of the
kernel size being too small or the pixel/weight threshold values being wrong. If the
ray doesn't penetrate deep enough you get the aliasing effects described above. If
on the other hand the ray penetrates too deep the surface normal will get approximated
wrongly because the ray terminated a substantial distance away from the actual surface.
If the image is too dark you should try ignoring the voxel colour and using a very
bright default colour instead. Only experimentation will result in the best compromise of all
parameters.\\
Examples:\\
For \texttt{tomo\_cubed} use \texttt{pixelThresholdLow = 16}, \texttt{weightThreshold = 16} and
\texttt{kernelSize = 2}. When ignoring the voxel colours set \texttt{lAngle = 180},
\texttt{Ambient = 0} and \texttt{Gain = 0.5}. For \texttt{frog\_cubed} set \texttt{pixelThresholdLow = 32},
\texttt{weightThreshold = 8} and \texttt{kernelSize = 2}. When ignoring the voxel colours set
\texttt{lAngle = 180}, \texttt{Ambient = 0.0} and \texttt{Gain = 0.0}.


\subparagraph{Orthosection renderer} \label{ImageModeOrtho}
\ \\
This viewer mode renders volume images as three orthogonal sections through the
volume, as commonly used in the visualization of medical images. The resulting
image can be rotated and translated along the z-axis by using the mouse like in
the other rendered modes.\\
This viewer comes in two variants, depending on how it's opened:

\begin{description}
\item[partial:] when opened from the main window's \emph{Collections} menu
(see \ref{MainWindow}); in this mode only the data for the three sections currently
visible is held in main memory and new data is loaded from the database
when required (but not during a drag operation).
\item[full:] when opened from the results window (see \ref{ResultWindow}); in
this mode the data for the entire MDD is present in main memory and therefore
sections can be changed arbitrarily without requiring further database accesses.
\end{description}

For both modes there are several new widgets in the control area:

\begin{itemize}
\item
For each of the three dimensions there's a slider representing the position where each
hyperplane intersects the axis orthogonal to it. To the right of the slider is a
text widget where positions can be entered manually. As soon as the mouse pointer
touches the slider's well (that area within which the bar slides), the section it
represents is crossed out in the display to facilitate navigation; the cross is
removed when the mouse pointer leaves the well. The slider is dragged as usual
by holding down the left (or right) mouse button. Depending on the mode (\emph{partial}
or \emph{full}), the dragged section is displayed as a solid grey area or the actual
image data.
\item
Towards the bottom right is a text widget labelled \emph{Thick} where the thickness
of a section in cells can be entered. Note that the handling of thick sections is
not optimized in any way and in case the viewer is used in partial mode the cells
intersected by several sections are loaded from the database for each slice, leading
to an expansion of the data volume transferred by a factor of 3 in the worst case
(although the amount of overlap is neglectable for thin slices). If you want to
work with thick sections extensively, use the viewer in \emph{full} mode.
\item
Below the thickness widget are two more widgets labelled \emph{Auto} and
\emph{Load}. These determine how the display is updated in partial mode
when sections have changed. Dragging a section in partial mode displays
the section as a filled grey surface to show that the cell values are
unknown. If \emph{Auto} is checked, the new section is automatically loaded
from the database after the mouse button used to drag the slider is released,
otherwise the display is not updated automatically. The \emph{Load} button can
be used to explicitly request an update at any time; this is necessary in case
\emph{Auto} isn't checked or the database was closed during the drag and the
new data couldn't be loaded when the mouse button was released.
\end{itemize}

\textbf{Current limitations of the Partial mode:}
\begin{itemize}
\item
There is no section cache, so moving the slider will always access the database,
no matter whether the sections were already loaded at an earlier time in the session.
\item
Colourspace mapping in any but \emph{type range} mode is problematic because due to
the partial character, there is no information about the value range of the entire
MDD, so some defaults are assumed. This can be easily remedied manually by opening
the colourspace editor and entering min/max values to use for the translation, but
it isn't done automatically yet; automatic updates could also lead to unwanted
side-effects because if a new slice changed the min/max values currently used,
the colours of the other two sections would be affected as well.
\end{itemize}



\paragraph{Height field renderer} \label{HeightFieldRenderer}
\ \\
This mode can be used on data of any dimensionality $d$ with an atomic base type. It
performs a mapping of the form $y_i = f(x_{1,i}, \ldots, x_{d,i})$ where all but two
of the $x_{j,i}$ are constant, namely $x_{m,i}$ and $x_{n,i}$ (i.e.\ $m$ and $n$ are
free dimensions as described in \ref{ObjectViewers} and have to be given by the
projection string). In other words the value of the cell at position
$(x_{1,i}, \ldots, x_{d,i})$ is interpreted as height information.
When connecting all the vertices $(x_{m,i},y_i,x_{n,i})$ 
thus obtained, a surface in 3D space is created which is rendered using shaded
polygons, the colour of which can be set via \texttt{VoxelColour} (see the
\texttt{Image settings} window). Note that this field also accepts hexadecimal
numbers starting with a \texttt{0x} prefix. If the value of the colour is less then
256 it will be interpreted as a grey level, otherwise a colour of the form
\texttt{0xbbggrr}. You can force RGB mode on by setting bit 24 of the colour
value (required for pure reds). Forcing on RGB mode overrides colourspace mapping,
if it was turned on.\\
A primitive light model is always used, namely $pixel = colour \cdot \frac{cos(\alpha)+1}{2}$
where $\alpha$ is the angle between the surface normal and the light source. When
switching on lighting the full lighting model described in section \ref{RendererModel} is used.
Further options for this mode are the grid size $g$ and the height scaling factor $s$
which are used to create the set of surface vertices
$S = \lbrace (i \cdot g, j \cdot g, s \cdot m(i,j) \quad \vert \quad l_0 \le i \le h_0, l_1 \le j \le h_1 \rbrace$
where $m$ is the given 2D projection with the domain $\lbrack l_0:h_0, l_1:h_1 \rbrack$
of the original nD data $M$ ($m \subseteq M$).\\
You can also do animations with this mode when the dimensionality of the MDD object
is higher than 2. Using the movie playback buttons (or +/-) you can slice through the
data like in \texttt{flat} mode, but with a different rendering technique.\\
This mode should not be used on large data sets because the number of polygons to render
is $2 (h_0 - l_0) (h_1 - l_1)$, so even a moderately sized image containing 512*512
pixels would result in over half a million polygons which take several seconds to
render. As a general rule of thumb a size of 100*100 should not be exceeded (which
still requires about 20000 polygons). In case of bigger data it's recommended to scale
it down prior to using the height field renderer, e.g.\ by using the scaling functionality
provided in the \texttt{Results Window} (\ref{ResultWindow}).


\subsubsection{Colourspace mapping}
\label{ColourspaceMapping}

Colourspace mapping can be used for visualizing MDD objects of all atomic base types.
The idea is to map an object's data $d$ of the data type $D$ with a potentially very
large range to the RGB colour space using a function $f_{cm}: D \rightarrow (r,g,b)$,
often with the restriction that small changes in the object values result in small
changes of the resulting colour, i.e.\ for a given $C \in \realnumbers$

$$\| f_{cm}(v_2) - f_{cm}(v_1) \|_2 \le C \vert v_2 - v_1 \vert \qquad \forall v_1, v_2 \in d .$$

This is achieved by using a transfer function $f_{tf}(x, \mu, \sigma)$ for each colour component
that maps a number $x \in D$ to the interval $\lbrack 0, 1 \rbrack$ where $\mu$ is the
position of the peak and $\sigma$ is the variation. The colourspace mapping is then
described by the equation

\begin{displaymath}
f_{cm}(x) =
\left( \begin{array}{c}
r(x) \\ g(x) \\ b(x)
\end{array} \right)
=
\left( \begin{array}{c}
f_{tf}(x, \mu_r, \sigma_r) \\
f_{tf}(x, \mu_g, \sigma_g) \\
f_{tf}(x, \mu_b, \sigma_b) \\
\end{array} \right) .
\end{displaymath}

In most cases it is desirable that $f_{tf}$ has a single, global maximum so a colour can
be easily associated with an intensity range. These thoughts led to modelling the default
transfer function $f^{gauss}_{tf}$. All in all there are four transfer functions available,
but not all of them meet all the criteria mentioned above:

\begin{itemize}
\item
$f^{gauss}_{tf}(x, \mu, \sigma) = e^\frac{-(x - \mu)^2}{\sigma^2}$\\
a standard gaussian. In this case
$C = \sqrt{\frac{6}{e}} \mbox{max}_{i \in \{r,g,b\}} \vert \frac{1}{\sigma_i} \vert$
(see appendix \ref{CalculateC}). This function is symmetric, smooth and has a distinct
peak.

\item
$f^{linear}_{tf}(x, \mu, \sigma) = \left\lbrace \begin{array}{rl}
1 - \left|\frac{x - \mu}{\sigma} \right| & | x - \mu | < \sigma\\
0 & \mbox{otherwise}\\
\end{array} \right.$\\
a triangular spike that can for instance be used to perform
a mapping to greyscales directly proportional to the input value. The function
is symmetric and has a distinct peak but isn't smooth.

\item
$f^{rect}_{tf}(x, \mu, \sigma) = \left\lbrace \begin{array}{rl}
1 & | x - \mu | < \sigma\\
0 & \mbox{otherwise}\\
\end{array} \right.$\\
a rectangular pulse in case quantisation effects are
explicitly wanted. The function is symmetric, has an extended peak but is
neither smooth nor continuous.

\item
$f^{asympt}_{tf}(x, \mu, \sigma) = \left\lbrace \begin{array}{rl}
0 & x < \mu\\
1 - e^\frac{-(x - \mu)}{\sigma} & \mbox{otherwise}
\end{array} \right.$\\
an asymmetric mapping function that starts at position
$\mu$ and converges to 1 for $x \rightarrow \infty$. The function is smooth and
continuous but asymmetric and without a peak.

\end{itemize}

You can choose the mapping function you wish by using the widget in the lower right
of the colourspace mapping editor. It's quite easy to extend \rview\ to support
many more mapping functions.\\
The default values for the $\mu$ and $\sigma$ are

$$\mu_r = max, \quad \mu_g = min + \frac{2(max-min)}{3}, \quad \mu_b = min + \frac{max-min}{3}
\qquad \mbox{and}$$
$$\sigma_r = \sigma_g = \sigma_b = \frac{max-min}{6 \sqrt{\ln 2}}$$

where $max$ and $min$ can be either the extreme values present in the entire object
(default), the extreme values the base type can represent (\texttt{Full range} on) or the
extreme values that occur in the currently selected projection of the object (\texttt{Proj range}
on). The default values of the $\sigma$-parameters are chosen in such a way that the sum of two
neighbouring gaussians halfway between their mean values is 1, i.e.\ apart from areas of the
input range that don't lie between two means the intensity doesn't change drastically.\\
Colourspace mapping is available in Image and Thumbnail viewers (\ref{ImageDisplayMode},
\ref{ThumbnailDisplayMode}). The parameters can be changed using the
\texttt{Settings $\rightarrow$ Colourspace} menu which will become available once colourspace
mapping has been enabled and results in the \texttt{Colourspace setup} window being opened.
This window contains a canvas showing the three mapping functions that make up the normalized
mapping function $f_{cm}^{norm}: \lbrack 0,1 \rbrack \rightarrow (r,g,b)$, each
plotted in the colour it encodes. If \texttt{Draw sum} is checked the sum of the three
mapping functions will also be plotted in black, scaled to $\frac{1}{3}$ the height of
each of the mapping functions with the dotted line representing the value 1. The relation
between $f_{cm}^{norm}$ and $f_{cm}$ is that $\mu_i = min + (max - min)*\mu_i^{norm}$ and
$\sigma_i = (max - min)*\sigma_i^{norm}$ for $i \in \{r, g, b\}$.\\
In the lower half of the
window are widgets displaying the values of the $\mu_i^{norm}$ (E$(x)$), the
$\sigma_i^{norm}$ (s$(x)$), $i \in \{r,g,b\}$ and the values of $max$ and $min$ currently
used. Values can be changed by either entering the new values in the widgets directly
and pressing \texttt{<return>} or by dragging the curves. For a drag the mouse pointer has
to be close to the mean value of the curve you want to drag; if the curves are very close
together, red takes precedence over green, which in turn takes precedence over blue.
Holding down the left mouse button and moving left/right moves the function's mean value.
Holding down the right mouse button and moving up/down increases/decreases the function's
variance. The functions will be immediately redrawn to reflect your latest changes.\\
If the \texttt{Update} checkbox in the lower half of the window is checked these changes
will also be propagated to the viewer window owning this colourspace mapper. If this
viewer's image is very big or the display mode very time-consuming (e.g.\ the Voxel
renderer) this might take too long so it is advisable to disable the immediate update
in these situations.\\
Clicking \texttt{OK} makes the current setup permanent for this viewer and closes the
\texttt{Colourspace setup} window. \texttt{Cancel} discards the changes, reverts the
viewer to the state it had before editing and also closes the window.


\subsection{Chart viewers}
\label{ChartDisplayMode}

This is a 1D mode that visualizes the data as a $(x, f(x))$ graph. There are three
modes available from the \texttt{Modes} menu:

\begin{description}
\item[Bar:] Bar chart, every value is represented by a filled rectangle.
\item[Line:] Consecutive values are connected by straight lines.
\item[Spline:] The values are connected using spline interpolation, thereby
making it a smooth curve.
\end{description}

\texttt{Chart} mode is available for all atomic base types. A special case is
the RGB type where the three components are plotted slightly shifted against
each other in their corresponding colours.\\
\texttt{Step} is the width in pixels of two consecutive values on the horizontal
axis, so larger values will stretch the graph horizontally; in \texttt{Bar} mode this
is also the width of each bar. A coordinate system is plotted optionally, depending
on the value of \texttt{CO-System}. In case a coordinate system is requested it can
be configured in the following ways: \texttt{Y markers} is the step size of the markers
on the vertical axis. Since the base type may be in a floating point format this is
a floating point number. \texttt{X markers} does the same for the markers on the horizontal
axis but is an integer number because all coordinates are integers. You have to press
\texttt{<return>} in the corresponding widget for changes to have any effect.


\subsection{Table viewers}
\label{TableDisplayMode}

This is a 2D mode that displays the data numerically. In contrast to the other display
modes this one is totally independent of the base type and can display any MDD object
for which schema information exists. The first free dimension is mapped to the horizontal,
the second free dimension to the vertical axis by default. The current grid size in pixels
is displayed as \texttt{Step X} and \texttt{Step Y}. If the default values given in the
preferences (\ref{PreferencesEditor}) are -1, \rview\ will
make a guess at the grid size based on font size and base type. The grid size can
be changed by explicitly entering new values into the corresponding widgets and
pressing \texttt{<return>}. If \texttt{CO-System} is checked the coordinate system will
be displayed.\\
There are three number bases available from the \texttt{Base} menu: \texttt{Decimal}, \texttt{Octal}
and \texttt{Hex}. The grid size will be adapted automatically if the default grid size
was -1. \texttt{Octal} and \texttt{Hex} are also available for floating point types; in
the case of a \texttt{double} base type the format is two numbers separated by a colon.


\subsection{Sound viewers}
\label{SoundDisplayMode}

This is a 1D mode that can play digital sound samples. 2D data is allowed and will
be interpreted as multichannel sound where the second free dimension describes the
channels. There are six buttons for controlling playback. The meaning of each, from left
to right, is:

\begin{description}
\item[{\boldmath $\ll$}] Set playback position to start
\item[{\boldmath $\|$}] Pause/resume playback
\item[{\boldmath $>$}] Start playback (from beginning)
\item[{\boldmath $\lbrack\rbrack$}] Stop playback
\item[{\boldmath $\gg$}] Set playback position to end
\item[{\boldmath $\longrightarrow$ \mbox{\rm or} $\longleftrightarrow$}] Toggle between normal and looped playback. When in
loop mode the sample will be repeated indefinitely (until loop mode is switched off
or playback is stopped manually).
\end{description}

Below these playback controls are options concerning the sample format and the latency.
Enter the \texttt{Frequency} in Hz in the writable field to the left. Standard sample frequencies
are 8000Hz, 11025Hz, 22050Hz, 44100Hz and 48000Hz and the sound hardware may have trouble
handling anything else. The \texttt{Format} widget can be used to specify the sample format.
You can only select formats where the size of a sample is the same as the size of the MDD
base type. Currently four formats are supported:

\begin{description}
\item[8 bit sl:] 8 bit signed linear, sample midpoint is at \texttt{0x00}
\item[8 bit usl:] 8 bit unsigned linear, sample midpoint is at \texttt{0x80}
\item[8 bit ulaw:] 8 bit $\mu$-law (a logarithmic format used e.g.\ in ISDN)
\item[16 bit sl:] 16 bit signed linear, sample midpoint is at \texttt{0x0000}
\end{description}

The \texttt{Latency} widget determines how many samples will be created ahead of the
actual playback. Small values have the advantage that playback reacts to user
input with no noticeable delays; however they make playback very vulnerable to
jitter in the buffer fill code which will be most noticeable on a machine
under load, leading to audible dropouts. Large values have the advantage of
being very stable regarding dropouts but are slow to react to user input
(i.e.\ the sound will keep playing a little after a stop or pause). A good compromise
is usually between 100ms and 300ms, depending on the machine and its load.\\
The slider at the bottom of the window represents the position of the currently
audible signal in the sample. You can also drag it to an arbitrary position during
playback to set the playback position there. Like with stop and pause there will
be a small delay between the dragging and the playback actually changing due to
latency.


\subsection{Thumbnail viewers}
\label{ThumbnailDisplayMode}

This mode is unusual in that it can contain images of any number of objects as well
as a series of images created from one object. By default one thumbnail image of each object
is displayed, scaled to be \texttt{Thumbnail width} pixels wide while maintaining the
aspect ratio (i.e.\ an object of size 400*600 and a thumbnail width of 100 will result
in a thumbnail image of 100*150 pixels). It's also possible to restrict the thumbnails
to part of the objects using the projection string (e.g.\ \texttt{30:70, 20:80} instead
of \texttt{*:*, *:*}). \texttt{Thumbnail width} may have any value between 10 and 2000, so
in most cases it can be used to produce magnified views as well as small thumbnails.
\texttt{Thumbnail columns} specifies how many thumbnails should be fitted on one
row.\\
Objects with more than two dimensions can also be displayed as a series of thumbnails,
similar to the movie mode in the image viewers (see \ref{ImageDisplayMode}). In order
to do this the number of free dimensions has to be three, where two are needed for the
image and one for the dimension to iterate over. By default the first two free
dimensions are used for the image and the third for the iteration. This behaviour
can be changed by setting \texttt{ProjDim} to the number of the dimension that should
be iterated over, starting from 0 (e.g.\ with a projection string of
\texttt{10:100, *:*, 5, 1:*} the default dimension to iterate over is described by
\texttt{1:*}, setting \texttt{ProjDim} to 1 would change that to \texttt{*:*}). The iteration
step can be set using \texttt{ProjStep}; this is the number the coordinate of the
iteration dimension should be incremented by after each thumbnail image. The larger
this number the fewer thumbnails will be created for each object.\\
Beneath each thumbnail is a small descriptive text of the form \texttt{MDD \textsl{mdd}
\lbrack \textsl{view} \rbrack} where \textsl{mdd} is the number of the MDD object in
the same order as listed in the results window (\ref{ResultWindow}), starting from 0,
and \textsl{view} is the number of the view in case the object was displayed as a series
of thumbnails. Note that \texttt{ProjStep} will also be reflected by \textsl{view}.\\
Thumbnail viewers also provide colourspace mapping for objects of atomic base types
(\ref{ColourspaceMapping}); use and configuration is identical to image viewers
(\ref{ImageDisplayMode}) but due to the nature of the thumbnail mode as a container
of many objects, \texttt{Proj range} is not available.


\section{Platform specifics}
\label{Platforms}

\subsection{Unix}

\begin{itemize}
\item
Changing the font to use for query windows (\ref{QueryWindow}) has no effect. This is
a bug of the X-version of \wxwin.
\end{itemize}

\subsection{NT}

\begin{itemize}
\item
Exiting \rview\ with an open database crashes the program.
\end{itemize}


\hrule


% Appendix
\newpage

\begin{appendix}

\section{Colourspace mapping smoothness constant C}
\label{CalculateC}

Let $g_i(x) = e^{-\frac{(x - \mu_i)^2}{\sigma_i^2}}, \quad i \in \{r,g,b\}$. Then

$$\| f_{cm}(v_2) - f_{cm}(v_1) \|_2 = \sqrt{\sum\limits_{i \in \{r,g,b\}} (g_i(v_2) - g_i(v_1))^2}$$

According to the mean value theorem $g_i(v_2) - g_i(v_1) = g'_i(\xi) (v_2 - v_1), \quad
\xi \in \lbrack v_1, v_2 \rbrack$, so the above can be rewritten to
$$\sqrt{\sum\limits_{i \in\{r,g,b\}} (g'_i(\xi_i)(v_2 - v_1))^2} \le 
\sqrt{3} \cdot \vert g'_{max} \vert \cdot \vert v_2 - v_1 \vert, \quad
\mbox{i.e.} \quad C = \sqrt{3} \cdot \vert g'_{max} \vert \quad$$
$$\mbox{where} \quad \vert g'_{max} \vert = \mbox{max}_{i \in \{r,g,b\}, x \in \realnumbers} \vert g'_i(x) \vert.$$

$g'_i(x) = -2\frac{x - \mu_i}{\sigma_i^2} g_i(x)$ and
$g''_i(x) = -\frac{2}{\sigma_i^2} g_i(x) + 4\frac{(x - \mu_i)^2}{\sigma_i^4}g_i(x) =
\frac{2}{\sigma_i^2} g_i(x) (2\frac{(x - \mu_i)^2}{\sigma_i^2} - 1)$. $g'_i(x)$ has
a local extreme value where $g''_i(x) = 0$,
i.e.\ $2\frac{(x - \mu_i)^2}{\sigma_i^2} = 1 \Longleftrightarrow x_{0,1} = \mu_i \pm \frac{\sigma_i}{\sqrt{2}}.$
Due to the symmetry $\vert g'_i(\mu_i + x) \vert = \vert g'_i(\mu_i - x) \vert$ it suffices to
examine the value of $g'_i(x)$ on one of these points only, e.g.\ $x_0 = \mu_i + \frac{\sigma_i}{\sqrt{2}}$:
$\vert g'_i(x_0) \vert = \vert \frac{\sqrt{2}}{\sigma_i} e^{-\frac{1}{2}} \vert =
\sqrt{\frac{2}{e}} \vert \frac{1}{\sigma_i} \vert$. Therefore the solution to the problem is
$C = \sqrt{\frac{6}{e}} \mbox{max}_{i \in \{r,g,b\}} \vert \frac{1}{\sigma_i} \vert$.

\end{appendix}

\end{document}