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1.
Interactive computation of global illumination is a major challenge in current computer graphics research. Global illumination heavily affects the visual quality of generated images. It is therefore a key attribute for the perception of photo‐realistic images. Path tracing is able to simulate the physical behaviour of light using Monte Carlo techniques. However, the computational burden of this technique prohibits interactive rendering times on standard commodity hardware in high‐quality. Trying to solve the Monte Carlo integration with fewer samples results in characteristic noisy images. Global illumination filtering methods take advantage of the fact that the integral for neighbouring pixels may be very similar. Averaging samples of similar characteristics in screen‐space may approximate the correct integral, but may result in visible outliers. In this paper, we present a novel path tracing pipeline based on an edge‐aware filtering method for the indirect illumination which produces visually more pleasing results without noticeable outliers. The key idea is not to filter the noisy path traced images but to use it as a guidance to filter a second image composed from characteristic scene attributes that do not contain noise by default. We show that our approach better approximates the Monte Carlo integral compared to previous methods. Since the computation is carried out completely in screen‐space it is therefore applicable to fully dynamic scenes, arbitrary lighting and allows for high‐quality path tracing at interactive frame rates on commodity hardware.  相似文献   

2.
The derivation, manipulation and verification of analytical models from raw data is a process which requires a transformation of information across different levels of abstraction. We introduce a concept for the coupling of data classification and interactive visualization in order to make this transformation visible and steerable for the human user. Data classification techniques generate mappings that formally group data items into categories. Interactive visualization includes the user into an iterative refinement process. The user identifies and selects interesting patterns to define these categories. The following step is the transformation of a visible pattern into the formal definition of a classifier. In the last step the classifier is transformed back into a pattern that is blended with the original data in the same visual display. Our approach allows in intuitive assessment of a formal classifier and its model, the detection of outliers and the handling of noisy data using visual pattern‐matching. We instantiated the concept using decision trees for classification and KVMaps as the visualization technique. The generation of a classifier from visual patterns and its verification is transformed from a cognitive to a mostly pre‐cognitive task.  相似文献   

3.
We present a design technique for colors with the purpose of lowering the energy consumption of the display device. Our approach is based on a screen space variant energy model. The result of our design is a set of distinguishable iso-lightness colors guided by perceptual principles. We present two variations of our approach. One is based on a set of discrete user-named (categorical) colors, which are analyzed according to their energy consumption. The second is based on the constrained continuous optimization of color energy in the perceptually uniform CIELAB color space. We quantitatively compare our two approaches with a traditional choice of colors, demonstrating that we typically save approximately 40 percent of the energy. The color sets are applied to examples from the 2D visualization of nominal data and volume rendering of 3D scalar fields.  相似文献   

4.
Visualizing Summary Statistics and Uncertainty   总被引:1,自引:0,他引:1  
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5.
Molecular dynamics simulations are a principal tool for studying molecular systems. Such simulations are used to investigate molecular structure, dynamics, and thermodynamical properties, as well as a replacement for, or complement to, costly and dangerous experiments. With the increasing availability of computational power the resulting data sets are becoming increasingly larger, and benchmarks indicate that the interactive visualization on desktop computers poses a challenge when rendering substantially more than millions of glyphs. Trading visual quality for rendering performance is a common approach when interactivity has to be guaranteed. In this paper we address both problems and present a method for high‐quality visualization of massive molecular dynamics data sets. We employ several optimization strategies on different levels of granularity, such as data quantization, data caching in video memory, and a two‐level occlusion culling strategy: coarse culling via hardware occlusion queries and a vertex‐level culling using maximum depth mipmaps. To ensure optimal image quality we employ GPU raycasting and deferred shading with smooth normal vector generation. We demonstrate that our method allows us to interactively render data sets containing tens of millions of high‐quality glyphs.  相似文献   

6.
We present a GPU accelerated volume ray casting system interactively driving a multi‐user light field display. The display, driven by a single programmable GPU, is based on a specially arranged array of projectors and a holographic screen and provides full horizontal parallax. The characteristics of the display are exploited to develop a specialized volume rendering technique able to provide multiple freely moving naked‐eye viewers the illusion of seeing and manipulating virtual volumetric objects floating in the display workspace. In our approach, a GPU ray‐caster follows rays generated by a multiple‐center‐of‐projection technique while sampling pre‐filtered versions of the dataset at resolutions that match the varying spatial accuracy of the display. The method achieves interactive performance and provides rapid visual understanding of complex volumetric data sets even when using depth oblivious compositing techniques.  相似文献   

7.
The analysis of research data plays a key role in data‐driven areas of science. Varieties of mixed research data sets exist and scientists aim to derive or validate hypotheses to find undiscovered knowledge. Many analysis techniques identify relations of an entire dataset only. This may level the characteristic behavior of different subgroups in the data. Like automatic subspace clustering, we aim at identifying interesting subgroups and attribute sets. We present a visual‐interactive system that supports scientists to explore interesting relations between aggregated bins of multivariate attributes in mixed data sets. The abstraction of data to bins enables the application of statistical dependency tests as the measure of interestingness. An overview matrix view shows all attributes, ranked with respect to the interestingness of bins. Complementary, a node‐link view reveals multivariate bin relations by positioning dependent bins close to each other. The system supports information drill‐down based on both expert knowledge and algorithmic support. Finally, visual‐interactive subset clustering assigns multivariate bin relations to groups. A list‐based cluster result representation enables the scientist to communicate multivariate findings at a glance. We demonstrate the applicability of the system with two case studies from the earth observation domain and the prostate cancer research domain. In both cases, the system enabled us to identify the most interesting multivariate bin relations, to validate already published results, and, moreover, to discover unexpected relations.  相似文献   

8.
Depth-of-Field Rendering by Pyramidal Image Processing   总被引:1,自引:0,他引:1  
We present an image-based algorithm for interactive rendering depth-of-field effects in images with depth maps. While previously published methods for interactive depth-of-field rendering suffer from various rendering artifacts such as color bleeding and sharpened or darkened silhouettes, our algorithm achieves a significantly improved image quality by employing recently proposed GPU-based pyramid methods for image blurring and pixel disocclusion. Due to the same reason, our algorithm offers an interactive rendering performance on modern GPUs and is suitable for real-time rendering for small circles of confusion. We validate the image quality provided by our algorithm by side-by-side comparisons with results obtained by distributed ray tracing.  相似文献   

9.
In this paper we present a novel image based algorithm to render visually plausible anti‐aliased soft shadows in a robust and efficient manner. To achieve both high visual quality and high performance, it employs an accurate shadow map filtering method which guarantees smooth penumbrae and high quality anisotropic anti‐aliasing of the sharp transitions. Unlike approaches based on pre‐filtering approximations, our approach does not suffer from light bleeding or losing contact shadows. Discretization artefacts are avoided by creating virtual shadow maps on the fly according to a novel shadow map resolution prediction model. This model takes into account the screen space frequency of the penumbrae via a perceptual metric which has been directly established from an appropriate user study. Consequently, our algorithm always generates shadow maps with minimal resolutions enabling high performance while guarantying high quality. Thanks to this perceptual model, our algorithm can sometimes be faster at rendering soft shadows than hard shadows. It can render game‐like scenes at very high frame rates, and extremely large and complex scenes such as CAD models at interactive rates. In addition, our algorithm is highly scalable, and the quality versus performance trade‐off can be easily tweaked.  相似文献   

10.
To assist wayfinding and navigation, the display of maps and driving directions on mobile devices is nowadays commonplace. While existing system can naturally exploit GPS information to facilitate orientation, the inherently limited screen space is often perceived as a drawback compared to traditional street maps as it constrains the perception of contextual information. Moreover, occlusion issues add to this problem if the environment is shown from the popular egocentric perspective. In this paper we describe an interactive visualization system that addresses these problems by reallocating the available screen space. At the heart of our system are three novel visualization techniques: First, we propose a non‐standard perspective that allows to blend between the familiar pedestrian perspective and a standard map depiction with reduced occlusion. Second, we derive an efficient deformation technique that allows an interactive allocation of screen space to areas of interest like e.g. nearby touristic attractions. Finally, a path adaptive isometric perspective is proposed that reveals otherwise hidden facades in top‐down views. We describe efficient implementations of all techniques and exemplify our interactive system on real world urban models.  相似文献   

11.
We introduce image-space radiosity and a hierarchical variant as a method for interactively approximating diffuse indirect illumination in fully dynamic scenes. As oft observed, diffuse indirect illumination contains mainly low-frequency details that do not require independent computations at every pixel. Prior work leverages this to reduce computation costs by clustering and caching samples in world or object space. This often involves scene preprocessing, complex data structures for caching, or wasted computations outside the view frustum. We instead propose clustering computations in image space, allowing the use of cheap hardware mipmapping and implicit quadtrees to allow coarser illumination computations. We build on a recently introduced multiresolution splatting technique combined with an image-space lightcut algorithm to intelligently choose virtual point lights for an interactive, one-bounce instant radiosity solution. Intelligently selecting point lights from our reflective shadow map enables temporally coherent illumination similar to results using more than 4096 regularly-sampled VPLs.  相似文献   

12.
Multidimensional projection has emerged as an important visualization tool in applications involving the visual analysis of high‐dimensional data. However, high precision projection methods are either computationally expensive or not flexible enough to enable feedback from user interaction into the projection process. A built‐in mechanism that dynamically adapts the projection based on direct user intervention would make the technique more useful for a larger range of applications and data sets. In this paper we propose the Piecewise Laplacian‐based Projection (PLP), a novel multidimensional projection technique, that, due to the local nature of its formulation, enables a versatile mechanism to interact with projected data and to allow interactive changes to alter the projection map dynamically, a capability unique of this technique. We exploit the flexibility provided by PLP in two interactive projection‐based applications, one designed to organize pictures visually and another to build music playlists. These applications illustrate the usefulness of PLP in handling high‐dimensional data in a flexible and highly visual way. We also compare PLP with the currently most promising projections in terms of precision and speed, showing that it performs very well also according to these quality criteria.  相似文献   

13.
Researchers and analysts in modern industrial and academic environments are faced with a daunting amount of multi‐dimensional data. While there has been significant development in the areas of data mining and knowledge discovery, there is still the need for improved visualizations and generic solutions. The state‐of‐the‐art in visual analytics and exploratory data visualization is to incorporate more profound analysis methods while focusing on fast interactive abilities. The common trend in these scenarios is to either visualize an abstraction of the data set or to better utilize screen‐space. This paper presents a novel technique that combines clustering, dimension reduction and multi‐dimensional data representation to form a multivariate data visualization that incorporates both detail and overview. This amalgamation counters the individual drawbacks of common projection and multi‐dimensional data visualization techniques, namely ambiguity and clutter. A specific clustering criterion is used to decompose a multi‐dimensional data set into a hierarchical tree structure. This decomposition is embedded in a novel Dimensional Anchor visualization through the use of a weighted linear dimension reduction technique. The resulting Structural Decomposition Tree (SDT) provides not only an insight of the data set's inherent structure, but also conveys detailed coordinate value information. Further, fast and intuitive interaction techniques are explored in order to guide the user in highlighting, brushing, and filtering of the data.  相似文献   

14.
This paper describes a fast rendering algorithm for verification of spectacle lens design. Our method simulates refraction corrections of astigmatism as well as myopia or presbyopia. Refraction and defocus are the main issues in the simulation. For refraction, our proposed method uses per-vertex basis ray tracing which warps the environment map and produces a real-time refracted image which is subjectively as good as ray tracing. Conventional defocus simulation was previously done by distribution ray tracing and a real-time solution was impossible. We introduce the concept of a blur field, which we use to displace every vertex according to its position. The blurring information is precomputed as a set of field values distributed to voxels which are formed by evenly subdividing the perspective projected space. The field values can be determined by tracing a wavefront from each voxel through the lens and the eye, and by evaluating the spread of light at the retina considering the best human accommodation effort. The blur field is stored as texture data and referred to by the vertex shader that displaces each vertex. With an interactive frame rate, blending the multiple rendering results produces a blurred image comparable to distribution ray tracing output.  相似文献   

15.
2D Confocal Raman Microscopy (CRM) data consist of high dimensional per‐pixel spectral data of 1000 bands and allows for complex spectral and spatial‐spectral analysis tasks, i.e., in material discrimination, material thickness, and spatial material distributions. Currently, simple integral methods are commonly applied as visual analysis solutions to CRM data which exhibit restricted discrimination power in various regards. In this paper we present a novel approach for the visual analysis of 2D multispectral CRM data using multi‐variate visualization techniques. Due to the large amount of data and the demand of an explorative approach without a‐priori restriction, our system allows for arbitrary interactive (de)selection of varaibles w/o limitation and an unrestricted online definition/construction of new, combined properties. Our approach integrates CRM specific quantitative measures and handles material‐related features for mixed materials in a quantitative manner. Technically, we realize the online definition/construction of new, combined properties as semi‐automatic, cascaded, 1D and 2D multidimensional transfer functions (MD‐TFs). By interactively incorporating new (raw or derived) properties, the dimensionality of the MD‐TF space grows during the exploration procedure and is virtually unlimited. The final visualization is achieved by an enhanced color mixing step which improves saturation and contrast.  相似文献   

16.
Display devices, more than ever, are finding their ways into electronic consumer goods as a result of recent trends in providing more functionality and user interaction. Combined with the new developments in display technology towards higher reproducible luminance range, the mobility and variation in capability of display devices are constantly increasing. Consequently, in real life usage it is now very likely that the display emission to be distorted by spatially and temporally varying reflections, and the observer's visual system to be not adapted to the particular display that she is viewing at that moment. The actual perception of the display content cannot be fully understood by only considering steady-state illumination and adaptation conditions. We propose an objective method for display visibility analysis formulating the problem as a full-reference image quality assessment problem, where the display emission under "ideal" conditions is used as the reference for real-life conditions. Our work includes a human visual system model that accounts for maladaptation and temporal recovery of sensitivity. As an example application we integrate our method to a global illumination simulator and analyze the visibility of a car interior display under realistic lighting conditions.  相似文献   

17.
This paper presents novel techniques and metaphors for on-demand visual workspaces in everyday office environments, providing space-efficient, flexible and highly interactive graphical user interfaces using projected displays. For increased resolution, contents personalization and interactive visualization, the users can augment the large-scale projections with dynamic high-resolution foveal enhancements using a pocket light metaphor. To further optimize the presentation at a given resolution, the design of the displays can be modified interactively, and like a jigsaw puzzle, the layout can be customized using an adaptive compositing approach which supports free-form focus-and-context rendering. With a unified intensity-based tracking approach, we allow for natural multi-touch interaction with the information space through bare hands, pointers and pens on arbitrary surfaces.  相似文献   

18.
Visual analytics of multidimensional multivariate data is a challenging task because of the difficulty in understanding metrics in attribute spaces with more than three dimensions. Frequently, the analysis goal is not to look into individual records but to understand the distribution of the records at large and to find clusters of records with similar attribute values. A large number of (typically hierarchical) clustering algorithms have been developed to group individual records to clusters of statistical significance. However, only few visualization techniques exist for further exploring and understanding the clustering results. We propose visualization and interaction methods for analyzing individual clusters as well as cluster distribution within and across levels in the cluster hierarchy. We also provide a clustering method that operates on density rather than individual records. To not restrict our search for clusters, we compute density in the given multidimensional multivariate space. Clusters are formed by areas of high density. We present an approach that automatically computes a hierarchical tree of high density clusters. To visually represent the cluster hierarchy, we present a 2D radial layout that supports an intuitive understanding of the distribution structure of the multidimensional multivariate data set. Individual clusters can be explored interactively using parallel coordinates when being selected in the cluster tree. Furthermore, we integrate circular parallel coordinates into the radial hierarchical cluster tree layout, which allows for the analysis of the overall cluster distribution. This visual representation supports the comprehension of the relations between clusters and the original attributes. The combination of the 2D radial layout and the circular parallel coordinates is used to overcome the overplotting problem of parallel coordinates when looking into data sets with many records. We apply an automatic coloring scheme based on the 2D radial layout of the hierarchical cluster tree encoding hue, saturation, and value of the HSV color space. The colors support linking the 2D radial layout to other views such as the standard parallel coordinates or, in case data is obtained from multidimensional spatial data, the distribution in object space.  相似文献   

19.
This paper presents methods for photo‐realistic rendering using strongly spatially variant illumination captured from real scenes. The illumination is captured along arbitrary paths in space using a high dynamic range, HDR, video camera system with position tracking. Light samples are rearranged into 4‐D incident light fields (ILF) suitable for direct use as illumination in renderings. Analysis of the captured data allows for estimation of the shape, position and spatial and angular properties of light sources in the scene. The estimated light sources can be extracted from the large 4D data set and handled separately to render scenes more efficiently and with higher quality. The ILF lighting can also be edited for detailed artistic control.  相似文献   

20.
We present a real‐time method for rendering a depth‐of‐field effect based on the per‐pixel layered splatting where source pixels are scattered on one of the three layers of a destination pixel. In addition, the missing information behind foreground objects is filled with an additional image of the areas occluded by nearer objects. The method creates high‐quality depth‐of‐field results even in the presence of partial occlusion, without major artifacts often present in the previous real‐time methods. The method can also be applied to simulating defocused highlights. The entire framework is accelerated by GPU, enabling real‐time post‐processing for both off‐line and interactive applications.  相似文献   

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