In the summer of 2003, the 200 mph winds of a supertwister ripped
through tiny Manchester, South Dakota. The tornado's path of destruction
was caught by the HDTV crew of Tom Lucas, the producer of the "Hunt
for the Supertwisters" episode of NOVA. Knowing that weather
research combines both daredevil storm chasing and computational
simulation, he approached NCSA's Wilhelmson and Donna Cox, leader
of NCSA's experimental technologies division, about modeling and
visualizing that storm.
Researchers in Wilhelmson's convective modeling group got to work.
Starting with the recorded conditions near Manchester, the simulation
followed the erupting thunderstorm and resulting powerful tornado
as it evolved in a 100 x 100 x 25 kilometer domain. A number of
simulations were made using 250 meter and 100 meter horizontal resolution
in the active storm region. The result of these simulations was
the first ever simulation of a long-track tornado, defined as one
that spends 40 to 60 minutes on the ground with a pressure drop
of at least 50 millibars.
“The simulation of long-track tornadoes has remained elusive
for almost a decade," Wilhelmson says, "and these exciting
simulations have paved the way toward understanding the atmospheric
conditions that lead to their occurrence.”
The visualizations included the in the NOVA special were made from
a simulation performed on NCSA's IBM p690 computing cluster in November
2003. The simulation portrayed the development of a supercell and
subsequent tornado about two and a half hours of "storm time."
It was accomplished using 16 processors for approximately eight
days.
The simulation produced 650 billion bytes of data consisting of
snapshots of the evolving storm every second during the tornadic
storm phase. These snapshots include wind, temperature, pressure,
humidity, turbulence, water, and ice values on a three-dimensional
spatial lattice of grid points within the solution domain.
NCSA's visualization team -- Robert Patterson, Stuart Levy, Matt
Hall, Alex Betts, Lorne Leonard, and team director Donna Cox --
translated the data into a dynamic, high-definition animated visualization
of the tornado's birth and growth.
Levy was the first member of the visualization team to work with
the raw data from the simulation, computing the trajectories followed
by tracer particles to reveal the twister's swirling winds. For
the NOVA animations, simple glyphs such as balls and streamtubes
were used to represent various aspects of the storm, with variations
in color conveying additional information. Cones tilt and sway to
show wind speed and direction at ground level, while balls and tubes
of varying colors indicate the tornado's pressure and rotation rate.
Hall then worked to develop multiple isosurfaces, the transparent
grey-blue clouds that represent the storm cloud, as well as the
tilting cones. At each stage, Betts Developed Maya plugins and scripts
to read and control the rendering of the data.
Finally, Patterson tackled the integration and choreography of
the visualization, using the Maya software to make rendering choices
and to focus on the most significant data and events. Among other
daunting tasks, Patterson, in consultation with the storm team,
had to edit the thousands of computed trajectories -- which together
look like a plate of angel hair pasta -- down to the few most meaningful
trajectories in order to make the data visualization accessible
and useful for scientists.
Far from being a unidirectional assembly line, Cox says the visualization
process is actually "a very human-intensive, iterative process,"
in which the members of the visualization team frequently consult
with one another and with the storm team. At each stage of the process,
human intelligence and collaboration are required to make decisions
about what data are most descriptive and how best to draw meaning
from the data.
"This has been a very hard-working, collaborative renaissance
team," Cox says.
Go to Page 3
|