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Garyfallidis committed Jul 20, 2021
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25 changes: 2 additions & 23 deletions paper.bib
Expand Up @@ -66,9 +66,9 @@ @article{harris2020array
}

@article{harris2009cuda,
title={Cuda fluid simulation in nvidia physx},
title={CUDA Fluid Simulation in NVIDIA PhysX},
author={Harris, Mark},
journal={Siggraph Asia},
journal={SIGGRAPH Asia},
year={2009}
}

Expand Down Expand Up @@ -112,7 +112,6 @@ @inproceedings{paszke2019pytorch
author={Paszke, Adam and Gross, Sam and Massa, Francisco and Lerer, Adam and Bradbury, James and Chanan, Gregory and Killeen, Trevor and Lin, Zeming and Gimelshein, Natalia and Antiga, Luca and Desmaison, Alban and Kopf, Andreas and Yang, Edward and DeVito, Zachary and Raison, Martin and Tejani, Alykhan and Chilamkurthy, Sasank and Steiner, Benoit and Fang, Lu and Bai, Junjie and Chintala, Soumith},
booktitle={Advances in Neural Information Processing Systems},
editor={H. Wallach and H. Larochelle and A. Beygelzimer and F. d\textquotesingle Alch\'{e}-Buc and E. Fox and R. Garnett},
pages={},
year={2019},
volume={32},
publisher={Curran Associates, Inc.},
Expand Down Expand Up @@ -155,8 +154,6 @@ @inproceedings{schroeder1996visualization
booktitle={Proceedings of Seventh Annual IEEE Visualization '96},
title={The design and implementation of an object-oriented toolkit for 3D graphics and visualization},
year={1996},
volume={},
number={},
pages={93-100},
doi={10.1109/VISUAL.1996.567752}
}
Expand Down Expand Up @@ -202,21 +199,3 @@ @inproceedings{klimeck2011network
organization={IEEE},
doi={10.1109/nmdc.2011.6155316}
}

@misc{BulletRe79:online,
author = {},
title = {Bullet Real-Time Physics Simulation | Home of Bullet and PyBullet: physics simulation for games, visual effects, robotics and reinforcement learning.},
howpublished = {\url{https://pybullet.org/wordpress/}},
month = {},
year = {},
note = {(Accessed on 02/23/2021)}
}

@misc{PhysXSDK48:online,
author = {},
title = {PhysX SDK V3.0 | NVIDIA Developer Zone},
howpublished = {\url{https://web.archive.org/web/20110524145446/http://developer.nvidia.com/physx-sdk-v30}},
month = {},
year = {},
note = {(Accessed on 02/23/2021)}
}
4 changes: 2 additions & 2 deletions paper.md
Expand Up @@ -75,7 +75,7 @@ FURY is built to be modular, scalable, and to respect software engineering princ
![The FURY framework contains multiple interconnected engines to bring forward advanced visualization capabilities. Additionally, it contains an integrated user interface module and an extendable I/O module. One of the most important classes is the Scene Manager that connects the actors to the shaders, animations, and interactors for picking 3D objects. The actors are directly connected to NumPy arrays with vertices, triangles, and connectivity information that is provided by the core engine. These are then connected to the physics and networks engines.\label{fig:architecture}](https://raw.githubusercontent.com/fury-gl/fury-communication-assets/main/fury_paper/architecture.png)


**Rendering Engine**: This engine includes managers like scene, animation, shader, and picking manager. The scene manager allows the visual objects to appear on a canvas. The picking manager allows selecting specific objects in the scene. The animation manager allows users to script their own 3D animations and videos with timelines allowing objects to act in specific times. Furthermore, only a few tools allow researchers to demonstrate their work in an easy way. OpenGL provides powerful tools which are not accessible easily to researchers: GLSL Shaders. Our shader manager makes it easier for the developers to connect new shader snippets to the existing shaders.
**Rendering Engine**: This engine includes managers like scene, animation, shader, and picking manager. The scene manager allows the visual objects to appear on a canvas. The picking manager allows selecting specific objects in the scene. The animation manager allows users to script their own 3D animations and videos with timelines allowing objects to act in specific times. Lastly, the shader manager provides several interfaces to different elements in the OpenGL rendering pipeline. This manager allows developers to add customized shaders snippets to the existing shaders included in the API.

**Core Engine**: This engine contains utilities for building actors from primitives and transforming them. A primitive is an object that describes its shape and connectivity with elements such as vertices and triangles.

Expand All @@ -89,7 +89,7 @@ FURY is built to be modular, scalable, and to respect software engineering princ

**Interoperability**: FURY can be used together with projects such as SciPy [@virtanen2020scipy], Matplotlib [@hunter2007matplotlib], pandas [@mckinney2010data], scikit-learn [@pedregosa2011scikit], NetworkX [@hagberg2008exploring], PyTorch [@paszke2019pytorch] and TensorFlow [@abadi2016tensorflow].

FURY’s visualization API can be compared with VisPy [@campagnola2015vispy], glumpy [@rougier2015glumpy], Mayavi [@ramachandran2011mayavi], and others. VisPy and glumpy directly connect to OpenGL. FURY uses OpenGL through Python VTK which can be advantageous because it can use the large stack of visualization algorithms available in VTK. This is similar to Mayavi however FURY provides an easy and efficient way to ease interaction with 3D scientific data via integrated user interface elements and allows to reprogram the low-level shaders for the creation of stunning effects (see \autoref{fig:features}) not available in VTK. Historically, FURY had also a different path than these libraries as it was originally created for heavy-duty medical visualization purposes for DIPY [@garyfallidis2014dipy]. As the project grew it spinned off as an independent project with applications across the domains of science and engineering including visualization of nanomaterials and robotics simulations.
FURY’s visualization API can be compared with VisPy [@campagnola2015vispy], glumpy [@rougier2015glumpy], Mayavi [@ramachandran2011mayavi], and others. VisPy and glumpy directly connect to OpenGL. FURY uses OpenGL through Python VTK, which can be advantageous because it can use the large stack of visualization algorithms available in VTK. This is similar to Mayavi, however, FURY provides an easy and efficient way to ease interaction with 3D scientific data via integrated user interface elements and allows to reprogram the low-level shaders for the creation of stunning effects (see \autoref{fig:features}) not available in VTK. Historically, FURY had also a different path than these libraries as it was originally created for heavy-duty medical visualization purposes for DIPY [@garyfallidis2014dipy]. As the project grew it spinned off as an independent project with applications across the domains of science and engineering including visualization of nanomaterials and robotics simulations.



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