FAQ
- What is D3D
- How can I get D3D
- Who is using D3D
- Is there a D3D mailing list
- What is the timetable for having D3D utilize hardware rendering
- We ran into a problem installing D3D on a Linxu/PC running RedHat 7.2.
The program complained about a compatiability issue with a library.
- How do I bring other models into the D3D Volume Browser
- When adjusting the opacity of an isosurface the surface
is very blotchy, why
What is D3D?
Display 3-Dimensional (D3D) is part of the WFO-Advanced system development aimed at providing an advanced operational workstation to operational forecasters. It allows users to view model output and real-time meteorological data in a three-dimensional interactive display.
How can I get D3D?
D3D is available to NWS Forecast Offices and others.
Note: D3D reads netCDF data files from the AWIPS database, only.
Who is using D3D?
A visual image show the
of field deployment locations and status of D3D users.
Is there a D3D mailing list
There are two D3D email addresses for users to interact with the D3D community:
d3d@fsl.noaa.gov: to direct questions to the D3D developers
at the Forecast Systems Lab.
d3d-list@fsl.noaa.gov: to communicate with users of D3D,
those interested in D3D, D3D developers and onlookers.
If you would like to join (or leave) the mailing, read how.
What is the timetable for having D3D utilize hardware rendering?
We are looking into this.
We ran into a problem installing D3D on a Linxu/PC running RedHat 7.2.
The program complained about a compatiability issue with a library.
D3D can fail on Red Hat 7.2 because of a shared library file.
The 7.2 operating system looks for shared library files ending in ".so"
and appears to tack this onto the end of our shared library fui_ipc.sl
A system administrator cleverly decided to set up a symbolic link from the
existing file to a filename that the system wanted. And, volia -- D3D works.
Change to the tcl/tclD3D/fui_ipc directory:
cd d3d/d3d_demo/app/tcl/tclD3D/fui_ipc
Create a symbolic link to the expected file from the existing file:
ln -s fui_ipc.sl fui_ipc.sl.so
How do I bring other models into the D3D Volume Browser
The answer assumes that D2D can read the model. I'll use an
example to help illustrate. Say we wanted to add a regional model
called "mesoEta212".
First, make sure you know the model 'key lookup name' in the
D2D grid look up tables. (Or, search for it the following way.
'find /awips/fxa/data/ -name browserSourceMenu_3.txt'
where /awips/fxa/data/ is your FXA_HOME)
Second, add the keyname to the list of models for the Volume Browser.
In this example, the model fits on the Regional Scale so edit
d3d/d3d_demo/localization/FSL/config/browserSourceMenu_3.txt
and add the keyname.
Third, create a model configuration file. These are located in
d3d/d3d_demo/localization/FSL/data and named, by convention,
v5d_keyname.fxa. In this example is would be called v5d_mesoEta212.fxa.
To create this file copy a similar file and edit it appropriately.
Line 1 is always FXA
Line 2 is keyname keyname
Line 3 is Nx Ny Nz
Lines 4 to Nz+4 are all the specific Nz pressure levels
Lines (Nz+4)+1 sources the common variables list. If you wanted
your own list I can send you more info. Basically, you
declare the number of variables and list them, but need
to include the a
Line N-1 from the last line is the topo file
Line N the political boundary file. Usually a bcd file
found in d3d/d3d_demo/localization/FSL/topo
When adjusting the opacity of an isosurface the surface
What you are seeing are artifacts from the rendering process when
a portion of a transparent surface is viewed through another portion
of the same surface. When a relatively smooth isosurface (like one
of theta) is viewed from above, it will look pretty good. But if it
has a significant wave in it and it is viewed obliquely so that one
side of the wave is viewed through another side, the artifacts (or
"blotches") will appear. These artifacts will also occur with a
transparent "blobby" isosurface (like one of wind speed) since this
type of isosurface is closed and will almost always have a side
viewed through another. These artifacts seem to only occur when
viewing a transparent isosurface through itself, but not when viewing
one transparent isosurface through another. Consequently, the
amount of blotchiness will be a function of the parameter whose
isosurface is viewed and the value of the isosurface. Perhaps
during training, you were just smart (or lucky) and picked good
isosurfaces ;-).
If simulated (or dithered) transparency is used rather than "alpha"
transparency, these troublesome artifacts disappear. However, there
is less control of transparency values (the only effective values
are multiples of 0.25). The type of transparency is toggled with
Options->Transparency.
Since supporting hardware rendering for D3D would be difficult with
the resources that we have, we have opted to use software rendering
only. As a result, we are using the Mesa software rendering library.
I _think_ that the source of the artifacts is in the way the Mesa
library handles alpha transparency. This as been an annoyance for
a while, but I've never had the time that it would take to pull
the library apart and try to fix it (if, in fact, this is where the
problem lies). The library is a rather hefty piece of code with
which I am totally unfamilar, so fixing it will probably take a
lot of time. I'll get to it when and if I can.
Last updated:
Tue 20 Feb 2002