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1.
Weather conditions affect multiple aspects of human life such as economy, safety, security, and social activities. For this reason, weather forecast plays a major role in society. Currently weather forecasts are based on Numerical Weather Prediction (NWP) models that generate a representation of the atmospheric flow. Interactive visualization of geo‐spatial data has been widely used in order to facilitate the analysis of NWP models. This paper presents a visualization system for the analysis of spatio‐temporal patterns in short‐term weather forecasts. For this purpose, we provide an interactive visualization interface that guides users from simple visual overviews to more advanced visualization techniques. Our solution presents multiple views that include a timeline with geo‐referenced maps, an integrated webmap view, a forecast operation tool, a curve‐pattern selector, spatial filters, and a linked meteogram. Two key contributions of this work are the timeline with geo‐referenced maps and the curve‐pattern selector. The latter provides novel functionality that allows users to specify and search for meaningful patterns in the data. The visual interface of our solution allows users to detect both possible weather trends and errors in the weather forecast model. We illustrate the usage of our solution with a series of case studies that were designed and validated in collaboration with domain experts.  相似文献   

2.
Color, as one of the most effective visual variables, is used in many techniques to encode and group data points according to different features. Relations between features and groups appear as visual patterns in the visualization. However, optical illusions may bias the perception at the first level of the analysis process. For instance, in pixel‐based visualizations contrast effects make pixels appear brighter if surrounded by a darker area, which distorts the encoded metric quantity of the data points. Even if we are aware of these perceptual issues, our visual cognition system is not able to compensate these effects accurately. To overcome this limitation, we present a color optimization algorithm based on perceptual metrics and color perception models to reduce physiological contrast or color effects. We evaluate our technique with a user study and find that the technique doubles the accuracy of users comparing and estimating color encoded data values. Since the presented technique can be used in any application without adaption to the visualization itself, we are able to demonstrate its effectiveness on data visualizations in different domains.  相似文献   

3.
This paper presents a digital storytelling approach that generates automatic animations for time‐varying data visualization. Our approach simulates the composition and transition of storytelling techniques and synthesizes animations to describe various event features. Specifically, we analyze information related to a given event and abstract it as an event graph, which represents data features as nodes and event relationships as links. This graph embeds a tree‐like hierarchical structure which encodes data features at different scales. Next, narrative structures are built by exploring starting nodes and suitable search strategies in this graph. Different stages of narrative structures are considered in our automatic rendering parameter decision process to generate animations as digital stories. We integrate this animation generation approach into an interactive exploration process of time‐varying data, so that more comprehensive information can be provided in a timely fashion. We demonstrate with a storm surge application that our approach allows semantic visualization of time‐varying data and easy animation generation for users without special knowledge about the underlying visualization techniques.  相似文献   

4.
Feature‐based time‐varying volume visualization is combined with illustrative visualization to tell the story of how mesoscale ocean eddies form in the Gulf Stream and transport heat and nutrients across the ocean basin. The internal structure of these three‐dimensional eddies and the kinematics with which they move are critical to a full understanding of ocean eddies. In this work, we apply a feature‐based method to track instances of ocean eddies through the time steps of a high‐resolution multi‐decadal regional ocean model and generate a series of eddy paths which reflect the life cycle of individual eddy instances. Based on the computed metadata, several important geometric and physical properties of eddy are computed. Illustrative visualization techniques, including visual effectiveness enhancement, focus+context, and smart visibility, are combined with the extracted volume features to explore eddy characteristics at different levels. An evaluation by domain experts indicates that combining our feature‐based techniques with illustrative visualization techniques provides an insight into the role eddies play in ocean circulation. The domain experts expressed a preference for our methods over existing tools.  相似文献   

5.
6.
Higher‐order finite element methods have emerged as an important discretization scheme for simulation. They are increasingly used in contemporary numerical solvers, generating a new class of data that must be analyzed by scientists and engineers. Currently available visualization tools for this type of data are either batch oriented or limited to certain cell types and polynomial degrees. Other approaches approximate higher‐order data by resampling resulting in trade‐offs in interactivity and quality. To overcome these limitations, we have developed a distributed visualization system which allows for interactive exploration of non‐conforming unstructured grids, resulting from space‐time discontinuous Galerkin simulations, in which each cell has its own higher‐order polynomial solution. Our system employs GPU‐based raycasting for direct volume rendering of complex grids which feature non‐convex, curvilinear cells with varying polynomial degree. Frequency‐based adaptive sampling accounts for the high variations along rays. For distribution across a GPU cluster, the initial object‐space partitioning is determined by cell characteristics like the polynomial degree and is adapted at runtime by a load balancing mechanism. The performance and utility of our system is evaluated for different aeroacoustic simulations involving the propagation of shock fronts.  相似文献   

7.
Most 3D vector field visualization techniques suffer from the problem of visual clutter, and it remains a challenging task to effectively convey both directional and structural information of 3D vector fields. In this paper, we present a novel visualization framework that combines the advantages of clustering methods and illustrative rendering techniques to generate a concise and informative depiction of complex flow structures. Given a 3D vector field, we first generate a number of streamlines covering the important regions based on an entropy measurement. Then we decompose the streamlines into different groups based on a categorization of vector information, wherein the streamline pattern in each group is ensured to be coherent or nearly coherent. For each group, we select a set of representative streamlines and render them in an illustrative fashion to enhance depth cues and succinctly show local flow characteristics. The results demonstrate that our approach can generate a visualization that is relatively free of visual clutter while facilitating perception of salient information of complex vector fields.  相似文献   

8.
A perceptual study of four tensor glyphs for symmetric, real, traceless tensors was performed. Each glyph encodes three properties of the system: Orientation, uniaxiality (alignment along the direction of orientation), and biaxiality (alignment along a vector orthogonal to the orientation). Thirty users over two studies were asked to identify these three properties for each glyph type under a variety of permutations in order to evaluate the effectiveness of visually communicating the properties; response time was also measured. We discuss the significant differences found between the methods as guidance to the use of these glyphs for traceless tensor visualization.  相似文献   

9.
We present novel visual and interactive techniques for exploratory visualization of animal kinematics using instantaneous helical axes (IHAs). The helical axis has been used in orthopedics, biomechanics, and structural mechanics as a construct for describing rigid body motion. Within biomechanics, recent imaging advances have made possible accurate high‐speed measurements of individual bone positions and orientations during experiments. From this high‐speed data, instantaneous helical axes of motion may be calculated. We address questions of effective interactive, exploratory visualization of this high‐speed 3D motion data. A 3D glyph that encodes all parameters of the IHA in visual form is presented. Interactive controls are used to examine the change in the IHA over time and relate the IHA to anatomical features of interest selected by a user. The techniques developed are applied to a stereoscopic, interactive visualization of the mechanics of pig mastication and assessed by a team of evolutionary biologists who found interactive IHA‐based analysis a useful addition to more traditional motion analysis techniques.  相似文献   

10.
Word clouds are proliferating on the Internet and have received much attention in visual analytics. Although word clouds can help users understand the major content of a document collection quickly, their ability to visually compare documents is limited. This paper introduces a new method to create semantic‐preserving word clouds by leveraging tailored seam carving, a well‐established content‐aware image resizing operator. The method can optimize a word cloud layout by removing a left‐to‐right or top‐to‐bottom seam iteratively and gracefully from the layout. Each seam is a connected path of low energy regions determined by a Gaussian‐based energy function. With seam carving, we can pack the word cloud compactly and effectively, while preserving its overall semantic structure. Furthermore, we design a set of interactive visualization techniques for the created word clouds to facilitate visual text analysis and comparison. Case studies are conducted to demonstrate the effectiveness and usefulness of our techniques.  相似文献   

11.
Probabilistic weather forecasts are amongst the most popular ways to quantify numerical forecast uncertainties. The analog regression method can quantify uncertainties and express them as probabilities. The method comprises the analysis of errors from a large database of past forecasts generated with a specific numerical model and observational data. Current visualization tools based on this method are essentially automated and provide limited analysis capabilities. In this paper, we propose a novel approach that breaks down the automatic process using the experience and knowledge of the users and creates a new interactive visual workflow. Our approach allows forecasters to study probabilistic forecasts, their inner analogs and observations, their associated spatial errors, and additional statistical information by means of coordinated and linked views. We designed the presented solution following a participatory methodology together with domain experts. Several meteorologists with different backgrounds validated the approach. Two case studies illustrate the capabilities of our solution. It successfully facilitates the analysis of uncertainty and systematic model biases for improved decision‐making and process‐quality measurements.  相似文献   

12.
In this paper, we develop an interactive analysis and visualization tool for probabilistic segmentation results in medical imaging. We provide a systematic approach to analyze, interact and highlight regions of segmentation uncertainty. We introduce a set of visual analysis widgets integrating different approaches to analyze multivariate probabilistic field data with direct volume rendering. We demonstrate the user's ability to identify suspicious regions (e.g. tumors) and correct the misclassification results using a novel uncertainty‐based segmentation editing technique. We evaluate our system and demonstrate its usefulness in the context of static and time‐varying medical imaging datasets.  相似文献   

13.
Color is one of the most effective visual variables and is frequently used to encode metric quantities. Contrast effects are considered harmful in data visualizations since they significantly bias our perception of colors. For instance, a gray patch appears brighter on a black background than on a white background. Accordingly, the perception of color‐encoded data items depends on the surround in the rendered visualization. A method that compensates for contrast effects has been presented previously, which significantly improves the users’ accuracy in reading and comparing color encoded data. The method utilizes established perception models to compensate for contrast effects, assuming an average human observer. In this paper, we provide experiments that show a significant difference in the perception of users. We introduce methods to personalize contrast effect compensation and show that this outperforms the original method with a user study. We, further, overcome the major limitation of the original method, which is a runtime of several minutes. With the use of efficient optimization and surrogate models, we are able to reduce runtime to milliseconds, making the method applicable in interactive visualizations.  相似文献   

14.
Many processing operations are nowadays applied on 3D meshes like compression, watermarking, remeshing and so forth; these processes are mostly driven and/or evaluated using simple distortion measures like the Hausdorff distance and the root mean square error, however these measures do not correlate with the human visual perception while the visual quality of the processed meshes is a crucial issue. In that context we introduce a full‐reference 3D mesh quality metric; this metric can compare two meshes with arbitrary connectivity or sampling density and produces a score that predicts the distortion visibility between them; a visual distortion map is also created. Our metric outperforms its counterparts from the state of the art, in term of correlation with mean opinion scores coming from subjective experiments on three existing databases. Additionally, we present an application of this new metric to the improvement of rate‐distortion evaluation of recent progressive compression algorithms.  相似文献   

15.
Pathline glyphs     
Visualization of pathlines is common and highly relevant for the analysis of unsteady flow. However, pathlines can intersect, leading to visual clutter and perceptual issues. This makes it intrinsically difficult to provide expressive visualizations of the entire domain by an arrangement of multiple pathlines, in contrast to well‐established streamline placement techniques. We present an approach to reduce these problems. It is inspired by glyph‐based visualization and small multiples: we partition the domain into cells, each corresponding to a downscaled version of the entire domain. Inside these cells, a single downscaled pathline is drawn. On the overview scale, our pathline glyphs lead to emergent visual patterns that provide insight into time‐dependent flow behavior. Zooming‐in allows us to analyze individual pathlines in detail and compare neighboring lines. The overall approach is complemented with a context‐preserving zoom lens and interactive pathline‐based exploration. While we primarily target the visualization of 2D flow, we also address the extension to 3D. Our evaluation includes several examples, comparison to other flow visualization techniques, and a user study with domain experts.  相似文献   

16.
17.
Image‐based rendering (IBR) techniques allow users to create interactive 3D visualizations of scenes by taking a few snapshots. However, despite substantial progress in the field, the main barrier to better quality and more efficient IBR visualizations are several types of common, visually objectionable artifacts. These occur when scene geometry is approximate or viewpoints differ from the original shots, leading to parallax distortions, blurring, ghosting and popping errors that detract from the appearance of the scene. We argue that a better understanding of the causes and perceptual impact of these artifacts is the key to improving IBR methods. In this study we present a series of psychophysical experiments in which we systematically map out the perception of artifacts in IBR visualizations of façades as a function of the most common causes. We separate artifacts into different classes and measure how they impact visual appearance as a function of the number of images available, the geometry of the scene and the viewpoint. The results reveal a number of counter‐intuitive effects in the perception of artifacts. We summarize our results in terms of practical guidelines for improving existing and future IBR techniques.  相似文献   

18.
This survey gives an overview of the current state of the art in GPU techniques for interactive large‐scale volume visualization. Modern techniques in this field have brought about a sea change in how interactive visualization and analysis of giga‐, tera‐ and petabytes of volume data can be enabled on GPUs. In addition to combining the parallel processing power of GPUs with out‐of‐core methods and data streaming, a major enabler for interactivity is making both the computational and the visualization effort proportional to the amount and resolution of data that is actually visible on screen, i.e. ‘output‐sensitive’ algorithms and system designs. This leads to recent output‐sensitive approaches that are ‘ray‐guided’, ‘visualization‐driven’ or ‘display‐aware’. In this survey, we focus on these characteristics and propose a new categorization of GPU‐based large‐scale volume visualization techniques based on the notions of actual output‐resolution visibility and the current working set of volume bricks—the current subset of data that is minimally required to produce an output image of the desired display resolution. Furthermore, we discuss the differences and similarities of different rendering and data traversal strategies in volume rendering by putting them into a common context—the notion of address translation. For our purposes here, we view parallel (distributed) visualization using clusters as an orthogonal set of techniques that we do not discuss in detail but that can be used in conjunction with what we present in this survey.  相似文献   

19.
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   

20.
We present a novel L4RW (Laziness‐based Realistic Real‐time Responsive Rebalance in Walking) technique to synthesize 4RW animations under unexpected external perturbations with minimal locomotion effort. We first devise a lazy dynamic rebalance model, which specifies the dynamic balance conditions, defines the rebalance effort, and selects the suitable rebalance strategy automatically using the laziness law after an unexpected perturbation. Based on the model, L4RW searches over a motion capture (mocap) database for an appropriate motion segment to follow, and the transition‐to motions is generated by interpolating the active response dynamic motion. A support vector machine (SVM) based training, classification, and predication algorithm is applied to reduce the search space, and it is trained offline only once. Our algorithm classifies the mocap database into many rebalance strategy‐specified subsets and then online predicts responsive motions in the subset according to the selected strategy. The rebalance effort, the ‘extrapolated center of mass’ (XCoM) and environment constraints are selected as feature attributes for the SVM feature vector. Furthermore, the subset's segments are sorted through the rebalance effort, then our algorithm searches for an acceptable segment starting from the least‐effort segment. Compared with previous methods, our search increases speed by over two orders of magnitude, and our algorithm creates more realistic and smooth 4RW animation.  相似文献   

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