This paper proposes a unified software architecture for visualization and simulation based on a design targeting an $N$-dimensional space. The contribution of this work lies in presenting an architectural configuration that integrates multiple processes into a single software architecture: Quickhull-based convex hull mesh generation, Boolean operations, coordinate transformations for high-dimensional exploration (including orientation and view transformations), and hyperplane slicing for visualization. The proposed approach adopts an approximate implementation that tolerates numerical errors and prioritizes implementation transparency over guarantees of numerical rigor. The experimental results and evaluations presented in this paper are limited to a 4D implementation; no evaluation is conducted for $N>4$, and the discussion is restricted to stating that the architecture itself has a dimension-independent structure. This paper also proposes an interaction design for high-dimensional exploration based on FPS navigation. As an input example involving shape changes over time, a non-rigid body simulation based on XPBD (Extended Position Based Dynamics) is integrated into the 4D implementation. Experimental results confirm that the 4D implementation runs on a single PC.
翻译:本文提出了一种基于N维空间设计的可视化与仿真统一软件架构。本工作的贡献在于提出了一种将多个处理流程集成至单一软件架构的体系结构配置:基于Quickhull的凸包网格生成、布尔运算、用于高维探索的坐标变换(包括朝向与视图变换)以及用于可视化的超平面切片。所提方法采用容忍数值误差的近似实现,优先考虑实现透明度而非数值严谨性保证。本文展示的实验结果与评估仅限于四维实现;未对N>4的情况进行评估,且讨论仅限于说明该架构本身具有维度无关的结构。本文还提出了一种基于FPS导航的高维探索交互设计。作为涉及形状随时间变化的输入示例,将基于XPBD(扩展位置动力学)的非刚体仿真集成至四维实现中。实验结果证实该四维实现可在单台个人计算机上运行。