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1.
We propose a method for rendering volumetric data sets at interactive frame rates while supporting dynamic ambient occlusion as well as an approximation to color bleeding. In contrast to ambient occlusion approaches for polygonal data, techniques for volumetric data sets have to face additional challenges, since by changing rendering parameters, such as the transfer function or the thresholding, the structure of the data set and thus the light interactions may vary drastically. Therefore, during a preprocessing step which is independent of the rendering parameters we capture light interactions for all combinations of structures extractable from a volumetric data set. In order to compute the light interactions between the different structures, we combine this preprocessed information during rendering based on the rendering parameters defined interactively by the user. Thus our method supports interactive exploration of a volumetric data set but still gives the user control over the most important rendering parameters. For instance, if the user alters the transfer function to extract different structures from a volumetric data set the light interactions between the extracted structures are captured in the rendering while still allowing interactive frame rates. Compared to known local illumination models for volume rendering our method does not introduce any substantial rendering overhead and can be integrated easily into existing volume rendering applications. In this paper we will explain our approach, discuss the implications for interactive volume rendering and present the achieved results.  相似文献   

2.
Faster isosurface ray tracing using implicit KD-trees   总被引:2,自引:0,他引:2  
The visualization of high-quality isosurfaces at interactive rates is an important tool in many simulation and visualization applications. Today, isosurfaces are most often visualized by extracting a polygonal approximation that is then rendered via graphics hardware or by using a special variant of preintegrated volume rendering. However, these approaches have a number of limitations in terms of the quality of the isosurface, lack of performance for complex data sets, or supported shading models. An alternative isosurface rendering method that does not suffer from these limitations is to directly ray trace the isosurface. However, this approach has been much too slow for interactive applications unless massively parallel shared-memory supercomputers have been used. In this paper, we implement interactive isosurface ray tracing on commodity desktop PCs by building on recent advances in real-time ray tracing of polygonal scenes and using those to improve isosurface ray tracing performance as well. The high performance and scalability of our approach will be demonstrated with several practical examples, including the visualization of highly complex isosurface data sets, the interactive rendering of hybrid polygonal/isosurface scenes, including high-quality ray traced shading effects, and even interactive global illumination on isosurfaces.  相似文献   

3.
We present a novel method to adaptively apply modifications to scene data stored in GPU memory. Such modifications may include interactive painting and sculpting operations in an authoring tool, or deformations resulting from collisions between scene objects detected by a physics engine. We only allocate GPU memory for the faces affected by these modifications to store fine‐scale colour or displacement values. This requires dynamic GPU memory management in order to assign and adaptively apply edits to individual faces at runtime. We present such a memory management technique based on a scan‐operation that is efficiently parallelizable. Since our approach runs entirely on the GPU, we avoid costly CPU–GPU memory transfer and eliminate typical bandwidth limitations. This minimizes runtime overhead to under a millisecond and makes our method ideally suited to many real‐time applications such as video games and interactive authoring tools. In addition, our algorithm significantly reduces storage requirements and allows for much higher resolution content compared to traditional global texturing approaches. Our technique can be applied to various mesh representations, including Catmull–Clark subdivision surfaces, as well as standard triangle and quad meshes. In this paper, we demonstrate several scenarios for these mesh types where our algorithm enables adaptive mesh refinement, local surface deformations and interactive on‐mesh painting and sculpting.  相似文献   

4.
5.
In this paper we propose an approach in which interactive visualization and analysis are combined with batch tools for the processing of large data collections. Large and heterogeneous data collections are difficult to analyze and pose specific problems to interactive visualization. Application of the traditional interactive processing and visualization approaches as well as batch processing encounter considerable drawbacks for such large and heterogeneous data collections due to the amount and type of data. Computing resources are not sufficient for interactive exploration of the data and automated analysis has the disadvantage that the user has only limited control and feedback on the analysis process. In our approach, an analysis procedure with features and attributes of interest for the analysis is defined interactively. This procedure is used for off-line processing of large collections of data sets. The results of the batch process along with "visual summaries" are used for further analysis. Visualization is not only used for the presentation of the result, but also as a tool to monitor the validity and quality of the operations performed during the batch process. Operations such as feature extraction and attribute calculation of the collected data sets are validated by visual inspection. This approach is illustrated by an extensive case study, in which a collection of confocal microscopy data sets is analyzed.  相似文献   

6.
This article presents a framework for designing network security visualization systems as well as results from the end-to-end design and implementation of two highly interactive systems. In this article, we provide multiple contributions: we present the results of our survey of security professionals, the design framework, and lessons learned from the design of our systems as well as an evaluation of their effectiveness. Our results indicate that both systems effectively present significantly more information when compared to traditional textual approaches. We believe that the interactive, graphical techniques that we present will have broad applications in other domains seeking to deal with information overload.  相似文献   

7.
The use of interactive media has already gained considerable popularity. Interactivity gives viewers VCR controls like slow-motion, pause, fast-forward, and instant replay. However, traditional server-based or client-based approaches for supporting interactivity either consume too much network bandwidth or require large client buffering; and hence they are economically unattractive. We propose the architecture and design of an interactive media proxy (IMP) server that transforms noninteractive broadcast or multicast streams into interactive ones for servicing a large number of end users. For IMP to work cost-effectively, it must carefully manage its storage devices, which are needed for caching voluminous media data. In this regard, we propose a fine-grained device management strategy consisting of three complementary components: disk profiler, data placement, and IO scheduler. Through quantitative analysis and experiments, we show that these fine-grained strategies considerably improve device throughput under various workload scenarios.  相似文献   

8.
The introduction of integrative approaches to biomedical research (integrative biology, physiome, Virtual Physiological Human, etc.) poses original problems to computer aided medicine: the need to operate with large amounts of data that are strongly heterogeneous in structure, format and even in the knowledge domain that generated them; the need to integrate all of these data into a coherent whole; the further complication imposed by the fact that more and more frequently these data are captured at very different dimensional and/or temporal scales. The present study describes a first attempt at providing an interactive visualisation environment for homogeneous biomedical data defined over radically different spatial or temporal scales. In particular, we describe new strategies for the management of the dimensional information of highly heterogeneous data types; the management of temporal multiscaling; for 3D unstructured spatial multiscale visualisation and the related interaction paradigms and user interface. Preliminary results with a prototype implementation based on the OpenMAF application framework (http://www.openmaf.org) indicate that it is possible to develop effective environments for interactive visualisation of multiscale biomedical data.  相似文献   

9.
Interactive Cutaway Illustrations   总被引:2,自引:0,他引:2  
In this paper we discuss different approaches to generate cutaway illustrations. The purpose of such a drawingis to allow the viewer to have a look into an otherwise solid opaque object. Traditional methods to draw thesekinds of illustrations are evaluated to extract a small and effective set of rules for a computer‐based renderingof cutaway illustrations. We show that our approaches are not limited to a specific rendering style but can besuccessfully combined with a great variety of well‐known artistic or technical illustration techniques. All methodsof this paper make use of modern graphics hardware functionality to achieve interactive frame rates.  相似文献   

10.
11.
Natural-neighbor interpolation methods, such as Sibson's method, are well-known schemes for multivariate data fitting and reconstruction. Despite its many desirable properties, Sibson's method is computationally expensive and difficult to implement, especially when applied to higher-dimensional data. The main reason for both problems is the method's implementation based on a Voronoi diagram of all data points. We describe a discrete approach to evaluating Sibson's interpolant on a regular grid, based solely on finding nearest neighbors and rendering and blending d-dimensional spheres. Our approach does not require us to construct an explicit Voronoi diagram, is easily implemented using commodity three-dimensional graphics hardware, leads to a significant speed increase compared to traditional approaches, and generalizes easily to higher dimensions. For large scattered data sets, we achieve two-dimensional (2D) interpolation at interactive rates and 3D interpolation (3D) with computation times of a few seconds.  相似文献   

12.
Shape interpolation has many applications in computer graphics such as morphing for computer animation. In this paper, we propose a novel data‐driven mesh interpolation method. We adapt patch‐based linear rotational invariant coordinates to effectively represent deformations of models in a shape collection, and utilize this information to guide the synthesis of interpolated shapes. Unlike previous data‐driven approaches, we use a rotation/translation invariant representation which defines the plausible deformations in a global continuous space. By effectively exploiting the knowledge in the shape space, our method produces realistic interpolation results at interactive rates, outperforming state‐of‐the‐art methods for challenging cases. We further propose a novel approach to interactive editing of shape morphing according to the shape distribution. The user can explore the morphing path and select example models intuitively and adjust the path with simple interactions to edit the morphing sequences. This provides a useful tool to allow users to generate desired morphing with little effort. We demonstrate the effectiveness of our approach using various examples.  相似文献   

13.
We present an efficient Graphics Processing Unit GPU‐based implementation of the Projected Tetrahedra (PT) algorithm. By reducing most of the CPU–GPU data transfer, the algorithm achieves interactive frame rates (up to 2.0 M Tets/s) on current graphics hardware. Since no topology information is stored, it requires substantially less memory than recent interactive ray casting approaches. The method uses a two‐pass GPU approach with two fragment shaders. This work includes extended volume inspection capabilities by supporting interactive transfer function editing and isosurface highlighting using a Phong illumination model.  相似文献   

14.
Efficient Glossy Global Illumination with Interactive Viewing   总被引:1,自引:0,他引:1  
The ability to perform interactive walkthroughs of global illumination solutions including glossy effects is a challenging open problem. In this paper we overcome certain limitations of previous approaches. We first introduce a novel, memory- and compute-efficient representation of incoming illumination, in the context of a hierarchical radiance clustering algorithm. We then represent outgoing radiance with an adaptive hierarchical basis, in a manner suitable for interactive display. Using appropriate refinement and display strategies, we achieve walkthroughs of glossy solutions at interactive rates for non-trivial scenes. In addition, our implementation has been developed to be portable and easily adaptable as an extension to existing, diffuse-only, hierarchical radiosity systems. We present results of the implementation of glossy global illumination in two independent global illumination systems.  相似文献   

15.
Hibbard  W. Santek  D. 《Computer》1989,22(8):53-57
The authors describe the capabilities of McIDAS , an interactive visualization system that is vastly increasing the ability of earth scientists to manage and analyze data from remote sensing instruments and numerical simulation models. McIDAS provides animated three-dimensional images and highly interactive displays. The software can manage, analyze, and visualize large data sets that span many physical variables (such as temperature, pressure, humidity, and wind speed), as well as time and three spatial dimensions. The McIDAS system manages data from at least 100 different sources. The data management tools consist of data structures for storing different data types in files, libraries of routines for accessing these data structures, system commands for performing housekeeping functions on the data files, and reformatting programs for converting external data to the system's data structures. The McIDAS tools for three-dimensional visualization of meteorological data run on an IBM mainframe and can load up to 128-frame animation sequences into the workstations. A highly interactive version of the system can provide an interactive window into data sets containing tens of millions of points produced by numerical models and remote sensing instruments. The visualizations are being used for teaching as well as by scientists  相似文献   

16.
Live music-making using interactive systems is not completely amenable to traditional HCI evaluation metrics such as task-completion rates. In this paper we discuss quantitative and qualitative approaches which provide opportunities to evaluate the music-making interaction, accounting for aspects which cannot be directly measured or expressed numerically, yet which may be important for participants. We present case studies in the application of a qualitative method based on Discourse Analysis, and a quantitative method based on the Turing Test. We compare and contrast these methods with each other, and with other evaluation approaches used in the literature, and discuss factors affecting which evaluation methods are appropriate in a given context.  相似文献   

17.
The labeling of data sets is a time‐consuming task, which is, however, an important prerequisite for machine learning and visual analytics. Visual‐interactive labeling (VIAL) provides users an active role in the process of labeling, with the goal to combine the potentials of humans and machines to make labeling more efficient. Recent experiments showed that users apply different strategies when selecting instances for labeling with visual‐interactive interfaces. In this paper, we contribute a systematic quantitative analysis of such user strategies. We identify computational building blocks of user strategies, formalize them, and investigate their potentials for different machine learning tasks in systematic experiments. The core insights of our experiments are as follows. First, we identified that particular user strategies can be used to considerably mitigate the bootstrap (cold start) problem in early labeling phases. Second, we observed that they have the potential to outperform existing active learning strategies in later phases. Third, we analyzed the identified core building blocks, which can serve as the basis for novel selection strategies. Overall, we observed that data‐based user strategies (clusters, dense areas) work considerably well in early phases, while model‐based user strategies (e.g., class separation) perform better during later phases. The insights gained from this work can be applied to develop novel active learning approaches as well as to better guide users in visual interactive labeling.  相似文献   

18.
Image segmentation is one of the most important topics in the field of computer vision. As a result, many image segmentation approaches have been proposed, and interactive methods based on energy minimization such as GrabCut, have shown successful results. Automating the entire segmentation process is, however, very difficult because virtually all interactive methods require a considerable amount of user interaction. We believe that if additional information is provided to users in order to guide them effectively, the amount of interaction required can be reduced. Consequently, in this paper we propose an efficient foreground extraction algorithm, which utilizes depth information from RGB-D sensors such as Microsoft Kinect and offers users guidance in the foreground extraction process. Our approach can be applied as a pre-processing step for interactive and energy-minimization-based segmentation approaches. Our proposed method is able to segment the foreground from images and give hints that reduce interaction with users. In our method, we make use of the characteristics of depth information captured by RGB-D sensors and describe them using information from the structure tensor. Further, we show experimentally that our proposed method separates foreground from background sufficiently well for real world images.  相似文献   

19.
基于多策略的交互式智能辅助翻译平台总体设计   总被引:4,自引:0,他引:4  
为了改善实用机器翻译系统的翻译处理效果,提出一种基于多策略的交互式智能辅助翻译平台的总体设计方案.该系统基于多知识一体化表示、多种翻译处理策略、多种翻译知识获取方式、多策略译文选优等,并采用面向对象的多类型知识数据库管理,有效实现了多策略、多知识的交互式智能处理.平台实现基于规则分析、基于类比推理和统计知识的多翻译模式集成处理,提供人机交互接口,实现人工对翻译结果的干预,以及面向对象的工程、任务管理和用户管理.  相似文献   

20.
A growing research community is working toward employing drama management components in story‐based games. These components gently guide the story toward a narrative arc that improves the player's gaming experience. In this article we evaluate a novel drama management approach deployed in an interactive fiction game called Anchorhead. This approach uses player's feedback as the basis for guiding the personalization of the interaction. The results indicate that adding our Case‐based Drama manaGer (C‐DraGer) to the game guides the players through the interaction and provides a better overall player experience. Unlike previous approaches to drama management, this article focuses on exhibiting the success of our approach by evaluating results using human players in a real game implementation. Based on this work, we report several insights on drama management which were possible only due to an evaluation with real players.  相似文献   

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