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1.
We investigate semi‐stochastic tilings based on Wang or corner tiles for the real‐time synthesis of example‐based textures. In particular, we propose two new tiling approaches: (1) to replace stochastic tilings with pseudo‐random tilings based on the Halton low‐discrepancy sequence, and (2) to allow the controllable generation of tilings based on a user‐provided probability distribution. Our first method prevents local repetition of texture content as common with stochastic approaches and yields better results with smaller sets of utilized tiles. Our second method allows to directly influence the synthesis result which—in combination with an enhanced tile construction method that merges multiple source textures—extends synthesis tasks to globally‐varying textures. We show that both methods can be implemented very efficiently in connection with tile‐based texture mapping and also present a general rule that allows to significantly reduce resulting tile sets.  相似文献   

2.
We present a hybrid visualization technique for compound graphs (i.e. networks with a hierarchical clustering defined on the nodes) that combines the use of adjacency matrices, node‐link and arc diagrams to show the graph, and also combines the use of nested inclusion and icicle diagrams to show the hierarchical clustering. The graph visualized with our technique may have edges that are weighted and/or directed. We first explore the design space of visualizations of compound graphs and present a taxonomy of hybrid visualization techniques. We then present our prototype, which allows clusters (i.e. subtrees) of nodes to be grouped into matrices or split apart using a radial menu. We also demonstrate how our prototype can be used in the software engineering domain, and compare it to the commercial matrix‐based visualization tool Lattix using a qualitative user study.  相似文献   

3.
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   

4.
Graph visualizations encode relationships between objects. Abstracting the objects into group structures provides an overview of the data. Groups can be disjoint or overlapping, and might be organized hierarchically. However, the underlying graph still needs to be represented for analyzing the data in more depth. This work surveys research in visualizing group structures as part of graph diagrams. A particular focus is the explicit visual encoding of groups, rather than only using graph layout to indicate groups implicitly. We introduce a taxonomy of visualization techniques structuring the field into four main categories: visual node attributes vary properties of the node representation to encode the grouping, juxtaposed approaches use two separate visualizations, superimposed techniques work with two aligned visual layers, and embedded visualizations tightly integrate group and graph representation. The derived taxonomies for group structure and visualization types are also applied to group visualizations of edges. We survey group‐only, group–node, group–edge and group–network tasks that are described in the literature as use cases of group visualizations. We discuss results from evaluations of existing visualization techniques as well as main areas of application. Finally, we report future challenges based on interviews we conducted with leading researchers of the field.  相似文献   

5.
Salience detection is a principle mechanism to facilitate visual attention. A good visualization guides the observer's attention to the relevant aspects of the representation. Hence, the distribution of salience over a visualization image is an essential measure of the quality of the visualization. We describe a method for computing such a metric for a visualization image in the context of a given dataset. We show how this technique can be used to analyze a visualization's salience, improve an existing visualization, and choose the best representation from a set of alternatives. The usefulness of this proposed metric is illustrated using examples from information visualization, volume visualization and flow visualization.  相似文献   

6.
Interactive information visualization systems rely on widgets to allow users to interact with the data and modify the representation. We define interactive legends as a class of controls combining the visual representation of static legends and interaction mechanisms of widgets. As interactive legends start to appear in popular websites, we categorize their designs for common data types and evaluate their effectiveness compare to standard widgets. Results suggest that 1) interactive legends can lead to faster perception of the mapping between data values and visual encodings and 2) interaction time is affected differently depending on the data type. Additionally, our study indicates superiority both in terms of perception and interaction of ordinal controls over numerical ones. Numerical techniques are mostly used in today's systems. By providing solutions to allowing users to modify ranges interactively, we believe that interactive legends make it possible to increase the use of ordinal techniques for visual exploration.  相似文献   

7.
Tile maps are an important tool in thematic cartography with distinct qualities (and limitations) that distinguish them from better‐known techniques such as choropleths, cartograms and symbol maps. Specifically, tile maps display geographic regions as a grid of identical tiles so large regions do not dominate the viewer's attention and small regions are easily seen. Furthermore, complex data such as time series can be shown on each tile in a consistent format, and the grid layout facilitates comparisons across tiles. Whilst a small number of handcrafted tile maps have become popular, the time‐consuming process of creating new tile maps limits their wider use. To address this issue, we present an algorithm that generates a tile map of the specified type (e.g. square, hexagon, triangle) from raw shape data. Since the ‘best’ tile map depends on the specific geography visualized and the task to be performed, the algorithm generates and ranks multiple tile maps and allows the user to choose the most appropriate. The approach is demonstrated on a range of examples using a prototype browser‐based application.  相似文献   

8.
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   

9.
Collections of objects such as images are often presented visually in a grid because it is a compact representation that lends itself well for search and exploration. Most grid layouts are sorted using very basic criteria, such as date or filename. In this work we present a method to arrange collections of objects respecting an arbitrary distance measure. Pairwise distances are preserved as much as possible, while still producing the specific target arrangement which may be a 2D grid, the surface of a sphere, a hierarchy, or any other shape. We show that our method can be used for infographics, collection exploration, summarization, data visualization, and even for solving problems such as where to seat family members at a wedding. We present a fast algorithm that can work on large collections and quantitatively evaluate how well distances are preserved.  相似文献   

10.
Spatial selections are a ubiquitous concept in visualization. By localizing particular features, they can be analysed and compared in different views. However, the semantics of such selections often depend on specific parameter settings and it can be difficult to reconstruct them without additional information. In this paper, we present the concept of contextual snapshots as an effective means for managing spatial selections in visualized data. The selections are automatically associated with the context in which they have been created. Contextual snapshots can also be used as the basis for interactive integrated and linked views, which enable in‐place investigation and comparison of multiple visual representations of data. Our approach is implemented as a flexible toolkit with well‐defined interfaces for integration into existing systems. We demonstrate the power and generality of our techniques by applying them to several distinct scenarios such as the visualization of simulation data, the analysis of historical documents and the display of anatomical data.  相似文献   

11.
State‐of‐the‐art density estimation methods for rendering participating media rely on a dense photon representation of the radiance distribution within a scene. A critical bottleneck of such kernel‐based approaches is the excessive number of photons that are required in practice to resolve fine illumination details, while controlling the amount of noise. In this paper, we propose a parametric density estimation technique that represents radiance using a hierarchical Gaussian mixture. We efficiently obtain the coefficients of this mixture using a progressive and accelerated form of the Expectation‐Maximization algorithm. After this step, we are able to create noise‐free renderings of high‐frequency illumination using only a few thousand Gaussian terms, where millions of photons are traditionally required. Temporal coherence is trivially supported within this framework, and the compact footprint is also useful in the context of real‐time visualization. We demonstrate a hierarchical ray tracing‐based implementation, as well as a fast splatting approach that can interactively render animated volume caustics.  相似文献   

12.
Social networks collected by historians or sociologists typically have a large number of actors and edge attributes. Applying social network analysis (SNA) algorithms to these networks produces additional attributes such as degree, centrality, and clustering coefficients. Understanding the effects of this plethora of attributes is one of the main challenges of multivariate SNA. We present the design of GraphDice, a multivariate network visualization system for exploring the attribute space of edges and actors. GraphDice builds upon the ScatterDice system for its main multidimensional navigation paradigm, and extends it with novel mechanisms to support network exploration in general and SNA tasks in particular. Novel mechanisms include visualization of attributes of interval type and projection of numerical edge attributes to node attributes. We show how these extensions to the original ScatterDice system allow to support complex visual analysis tasks on networks with hundreds of actors and up to 30 attributes, while providing a simple and consistent interface for interacting with network data.  相似文献   

13.
14.
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   

15.
Providing tools that make visualization authoring accessible to visualization non‐experts is a major research challenge. Currently the most common approach to generating a visualization is to use software that quickly and automatically produces visualizations based on templates. However, it has recently been suggested that constructing a visualization with tangible tiles may be a more accessible method, especially for people without visualization expertise. There is still much to be learned about the differences between these two visualization authoring practices. To better understand how people author visualizations in these two conditions, we ran a qualitative study comparing the use of software to the use of tangible tiles, for the creation of bar charts. Close observation of authoring activities showed how each of the following varied according to the tool used: 1) sequences of action; 2) distribution of time spent on different aspects of the InfoVis pipeline; 3) pipeline task separation; and 4) freedom to manipulate visual variables. From these observations, we discuss the implications of the variations in activity sequences, noting tool design considerations and pointing to future research questions.  相似文献   

16.
Poisson‐disk sampling is a popular sampling method because of its blue noise power spectrum, but generation of these samples is computationally very expensive. In this paper, we propose an efficient method for fast generation of a large number of blue noise samples using a small initial patch of Poisson‐disk samples that can be generated with any existing approach. Our main idea is to convolve this set of samples with another to generate our final set of samples. We use the convolution theorem from signal processing to show that the spectrum of the resulting sample set preserves the blue noise properties. Since our method is approximate, we have error with respect to the true Poisson‐disk samples, but we show both mathematically and practically that this error is only a function of the number of samples in the small initial patch and is therefore bounded. Our method is parallelizable and we demonstrate an implementation of it on a GPU, running more than 10 times faster than any previous method and generating more than 49 million 2D samples per second. We can also use the proposed approach to generate multidimensional blue noise samples.  相似文献   

17.
In this paper, we investigate compressed sensing principles to devise an in‐situ data reduction framework for visualization of volumetric datasets. We exploit the universality of the compressed sensing framework and show that the proposed method offers a refinable data reduction approach for volumetric datasets. The accurate reconstruction is obtained from partial Fourier measurements of the original data that are sensed without any prior knowledge of specific feature domains for the data. Our experiments demonstrate the superiority of surfacelets for efficient representation of volumetric data. Moreover, we establish that the accuracy of reconstruction can further improve once a more effective basis for a sparser representation of the data becomes available.  相似文献   

18.
Flow visualization is recognized as an essential tool for many scientific research fields and different visualization approaches are proposed. Several studies are also conducted to evaluate their effectiveness but these studies rarely examine the performance from the perspective of visual perception. In this paper, we aim at exploring how users’ visual perception is influenced by different 2D flow visualization methods. An eye tracker is used to analyze users’ visual behaviors when they perform the free viewing, advection prediction, flow feature detection, and flow feature identification tasks on the flow field images generated by different visualizations methods. We evaluate the illustration capability of five representative visualization algorithms. Our results show that the eye‐tracking‐based evaluation provides more insights to quantitatively analyze the effectiveness of these visualization methods.  相似文献   

19.
We present Lyra, an interactive environment for designing customized visualizations without writing code. Using drag‐and‐drop interactions, designers can bind data to the properties of graphical marks to author expressive visualization designs. Marks can be moved, rotated and resized using handles; relatively positioned using connectors; and parameterized by data fields using property drop zones. Lyra also provides a data pipeline interface for iterative, visual specification of data transformations and layout algorithms. Visualizations created with Lyra are represented as specifications in Vega, a declarative visualization grammar that enables sharing and reuse. We evaluate Lyra's expressivity and accessibility through diverse examples and studies with journalists and visualization designers. We find that Lyra enables users to rapidly develop customized visualizations, covering a design space comparable to existing programming‐based tools.  相似文献   

20.
Environment‐mapped rendering of Lambertian isotropic surfaces is common, and a popular technique is to use a quadratic spherical harmonic expansion. This compact irradiance map representation is widely adopted in interactive applications like video games. However, many materials are anisotropic, and shading is determined by the local tangent direction, rather than the surface normal. Even for visualization and illustration, it is increasingly common to define a tangent vector field, and use anisotropic shading. In this paper, we extend spherical harmonic irradiance maps to anisotropic surfaces, replacing Lambertian reflectance with the diffuse term of the popular Kajiya‐Kay model. We show that there is a direct analogy, with the surface normal replaced by the tangent. Our main contribution is an analytic formula for the diffuse Kajiya‐Kay BRDF in terms of spherical harmonics; this derivation is more complicated than for the standard diffuse lobe. We show that the terms decay even more rapidly than for Lambertian reflectance, going as l–3, where l is the spherical harmonic order, and with only 6 terms (l = 0 and l = 2) capturing 99.8% of the energy. Existing code for irradiance environment maps can be trivially adapted for real‐time rendering with tangent irradiance maps. We also demonstrate an application to offline rendering of the diffuse component of fibers, using our formula as a control variate for Monte Carlo sampling.  相似文献   

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