首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
In this paper we present a new technique and prototype graph visualization system, stereoscopic highlighting, to help answer accessibility and adjacency queries when interacting with a node-link diagram. Our technique utilizes stereoscopic depth to highlight regions of interest in a 2D graph by projecting these parts onto a plane closer to the viewpoint of the user. This technique aims to isolate and magnify specific portions of the graph that need to be explored in detail without resorting to other highlighting techniques like color or motion, which can then be reserved to encode other data attributes. This mechanism of stereoscopic highlighting also enables focus+context views by juxtaposing a detailed image of a region of interest with the overall graph, which is visualized at a further depth with correspondingly less detail. In order to validate our technique, we ran a controlled experiment with 16 subjects comparing static visual highlighting to stereoscopic highlighting on 2D and 3D graph layouts for a range of tasks. Our results show that while for most tasks the difference in performance between stereoscopic highlighting alone and static visual highlighting is not statistically significant, users performed better when both highlighting methods were used concurrently. In more complicated tasks, 3D layout with static visual highlighting outperformed 2D layouts with a single highlighting method. However, it did not outperform the 2D layout utilizing both highlighting techniques simultaneously. Based on these results, we conclude that stereoscopic highlighting is a promising technique that can significantly enhance graph visualizations for certain use cases.  相似文献   

2.

Depth image based rendering (DIBR) is a popular technique for rendering virtual 3D views in stereoscopic and autostereoscopic displays. The quality of DIBR-synthesized images may decrease due to various factors, e.g., imprecise depth maps, poor rendering techniques, inaccurate camera parameters. The quality of synthesized images is important as it directly affects the overall user experience. Therefore, the need arises for designing algorithms to estimate the quality of the DIBR-synthesized images. The existing 2D image quality assessment metrics are found to be insufficient for 3D view quality estimation because the 3D views not only contain color information but also make use of disparity to achieve the real depth sensation. In this paper, we present a new algorithm for evaluating the quality of DIBR generated images in the absence of the original references. The human visual system is sensitive to structural information; any deg radation in structure or edges affects the visual quality of the image and is easily noticeable for humans. In the proposed metric, we estimate the quality of the synthesized view by capturing the structural and textural distortion in the warped view. The structural and textural information from the input and the synthesized images is estimated and used to calculate the image quality. The performance of the proposed quality metric is evaluated on the IRCCyN IVC DIBR images dataset. Experimental evaluations show that the proposed metric outperforms the existing 2D and 3D image quality metrics by achieving a high correlation with the subjective ratings.

  相似文献   

3.
Visualization of high‐dimensional data requires a mapping to a visual space. Whenever the goal is to preserve similarity relations a frequent strategy is to use 2D projections, which afford intuitive interactive exploration, e.g., by users locating and selecting groups and gradually drilling down to individual objects. In this paper, we propose a framework for projecting high‐dimensional data to 3D visual spaces, based on a generalization of the Least‐Square Projection (LSP). We compare projections to 2D and 3D visual spaces both quantitatively and through a user study considering certain exploration tasks. The quantitative analysis confirms that 3D projections outperform 2D projections in terms of precision. The user study indicates that certain tasks can be more reliably and confidently answered with 3D projections. Nonetheless, as 3D projections are displayed on 2D screens, interaction is more difficult. Therefore, we incorporate suitable interaction functionalities into a framework that supports 3D transformations, predefined optimal 2D views, coordinated 2D and 3D views, and hierarchical 3D cluster definition and exploration. For visually encoding data clusters in a 3D setup, we employ color coding of projected data points as well as four types of surface renderings. A second user study evaluates the suitability of these visual encodings. Several examples illustrate the framework's applicability for both visual exploration of multidimensional abstract (non‐spatial) data as well as the feature space of multi‐variate spatial data.  相似文献   

4.
Depth and visual hulls are useful for quick reconstruction and rendering of a 3D object based on a number of reference views. However, for many scenes, especially multi‐object, these hulls may contain significant artifacts known as phantom geometry. In depth hulls the phantom geometry appears behind the scene objects in regions occluded from all the reference views. In visual hulls the phantom geometry may also appear in front of the objects because there is not enough information to unambiguously imply the object positions. In this work we identify which parts of the depth and visual hull might constitute phantom geometry. We define the notion of reduced depth hull and reduced visual hull as the parts of the corresponding hull that are phantom‐free. We analyze the role of the depth information in identification of the phantom geometry. Based on this, we provide an algorithm for rendering the reduced depth hull at interactive frame‐rates and suggest an approach for rendering the reduced visual hull. The rendering algorithms take advantage of modern GPU programming techniques. Our techniques bypass explicit reconstruction of the hulls, rendering the reduced depth or visual hull directly from the reference views.  相似文献   

5.
6.
In this paper, we first introduce an algorithm for estimating the visual contrast on a 3D mesh. We then perform a series of psychophysical experiments to study the effects of contrast sensitivity and contrast discrimination of the human visual system for the task of differentiating between two contrasts on a 3D mesh. The results of these experiments allow us to propose a perceptual model that is able to predict whether a change in local contrast on 3D mesh, induced by a local geometric distortion, is visible or not. Finally, we illustrate the utility of the proposed perceptual model in a number of applications: we compute the Just Noticeable Distortion (JND) profile for smooth‐shaded 3D meshes and use the model to guide mesh processing algorithms.  相似文献   

7.
In 3D visualization of terrain, occlusion has detrimental impact on discovering, accessing, and spatially relating embedded data. This can lead to significant loss of information. To address this issue, we introduce visibility widgets: compact auxiliary views that visualize occluded data, their locations, and related properties, and thus support users in revealing hidden information. The widgets comprise different occlusion management strategies for detecting and analyzing invisible data inside as well as outside of the field of view. In addition, each widget is designed complementary and transient to facilitate interactive exploration and navigation while not monopolizing the user’s attention. We demonstrate the application of visibility widgets focusing the visual exploration of weather data in 3D terrain.  相似文献   

8.
基于三维几何视觉重要性的纹理图像选择压缩算法   总被引:1,自引:0,他引:1  
不同于传统二维图像,映射到三维模型上的纹理图像隐式包含了三维几何视觉信息. 然而,目前已有的纹理图像压缩方法并未考虑此特性. 本文提出了一种与三维模型几何视觉特性相关的纹理图像选择压缩算法. 首先给出一种结合纹理图像的显著性及其纹理走样的视觉重要性图构建方法, 将纹理图像划分为具有不同优先级别区域.之后,利用提出的选择压缩方法对它们进行不同比例压缩. 实验结果表明当选择本压缩算法时,纹理化三维模型能够获取较好的视觉效果.  相似文献   

9.
Describes MGV (Massive Graph Visualizer), an integrated visualization and exploration system for massive multidigraph navigation. It adheres to the visual information-seeking mantra: overview first, zoom and filter, then details on demand. MGV's only assumption is that the vertex set of the underlying digraph corresponds to the set of leaves of a pre-determined tree T. MGV builds an out-of-core graph hierarchy and provides mechanisms to plug in arbitrary visual representations for each graph hierarchy slice. Navigation from one level to another of the hierarchy corresponds to the implementation of a drill-down interface. In order to provide the user with navigation control and interactive response, MGV incorporates a number of visualization techniques like interactive pixel-oriented 2D and 3D maps, statistical displays, color maps, multi-linked views and a zoomable label-based interface. This makes the association of geographic information and graph data very natural. To automate the creation of the vertex set hierarchy for MGV, we use the notion of graph sketches. They can be thought of as visual indices that guide the navigation of a multigraph too large to fit on the available display. MGV follows the client-server paradigm and it is implemented in C and Java-3D. We highlight the main algorithmic and visualization techniques behind the tools and, along the way, point out several possible application scenarios. Our techniques are being applied to multigraphs defined on vertex sets with sizes ranging from 100 million to 250 million vertices  相似文献   

10.
We describe two studies that were aimed towards increasing our understanding of how the visibility of distortions on stereoscopically viewed 3D images is affected by scene content and distortion types. By assuming that subjects' performance would be highly correlated with the visibility of local distorted patches, we analyzed subjects' performance in locating distortion patches when viewing stereoscopic 3D images. Subjects' performances are measured by whether they successfully locate a local distorted patch, the times they spent to finish the task, and subjective quality ratings given by subjects. The visual data used in this work are co‐registered stereo images with co‐registered “ground truth” range (depth) data. Varied statistical analysis methods were used to discuss the significance of our observations. Three observations are drawn from our analyses. First, blur, JPEG, and JP2K distortions in stereo 3D images may be suppressed if one of the left or right views is undistorted. Second, contrast masking a does not occur, or is reduced, while viewing white noise distorted stereo 3D images. Third, there is no depth/disparity masking effect when viewing stereo 3D images, but there may be (conversely) depth‐related facilitation b effects for blur, JPEG, and JP2K distorted stereo 3D images.  相似文献   

11.
3D object retrieval based on range image queries that represent partial views of real 3D objects is presented. The complete 3D models of the database are described by a set of panoramic views, and a Bag-of-Visual-Words model is built using SIFT features extracted from them. To address the problem of partial matching, we suggest a histogram computation scheme, on the panoramic views, that represents local information by taking into account spatial context. Furthermore, a number of optimization techniques are applied throughout the process for enhancing the retrieval performance. Its superior performance is shown by evaluating it against state-of-the-art methods on standard datasets.  相似文献   

12.
Difering from common 2D images,a texture map,since it is used to project onto a 3D model in 3D space,not only contains 2D texture information,but also implicitly associates certain 3D geometric information.Related to this,an efective 3D geometry-dependent texture map compression method with hybrid region of interest(ROI)coding is proposed in this paper.We regard the visually important area of the texture map as the ROI.To acquire the visually important areas of the texture map,we take into account information from both the 3D geometry and 2D texture maps,depicting the saliency of the textured model,distortion of the texture mapping,and boundary of the texture atlas.These visually important areas are expressed as a visual importance map.According to the particularity of the texture map,a hybrid ROI coding method that utilizes Max-Shift and an improved post compression rate distortion(PCRD)technique is presented,guided by this visual importance map.To find the exact wavelet coefcients pertaining to these ROIs before carrying out the hybrid ROI coding,this paper proposes a stochastic coefcient priority mask map computational method.Experimental results show that the visually important areas of the texture image have a better visual efect and that a good rendering result can be obtained from the texture mapping.  相似文献   

13.
Nonlinear projections and implementations are largely unexplored in 3D environments. A technique for generating deformed 3D visual effects using nonlinear perspective projections allows real-time navigation of 3D environments. The authors derive their deformation algorithms from 3D nonlinear perspective projections, which consider factors such as depth, view angle, and camera position-parameters 2D distortion algorithms don't consider. Distortion from the methods is more realistic than that of the 2D image distortion. In addition, the algorithms allow partially linear magnification or nonlinear deformation of 3D views in real time with less performance degradation. The authors also developed an experimental system that lets one deform 3D virtual worlds for real-time navigation. This article is available with a short video documentary on CD-ROM.  相似文献   

14.
One of the main characteristics of Internet era is the free and online availability of extremely large collections of images located on distributed and heterogeneous platforms over the web. The proliferation of millions of shared photographs spurred the emergence of new image retrieval techniques based not only on images’ visual information, but on geo-location tags and camera exif data. These huge visual collections provide a unique opportunity for cultural heritage documentation and 3D reconstruction. The main difficulty, however, is that the internet image datasets are unstructured containing many outliers. For this reason, in this paper a new content-based image filtering is proposed to discard image outliers that either confuse or significantly delay the followed e-documentation tools, such as 3D reconstruction of a cultural heritage object. The presented approach exploits and fuses two unsupervised clustering techniques: DBSCAN and spectral clustering. DBSCAN algorithm is used to remove outliers from the initially retrieved dataset and spectral clustering discriminate the noise free image dataset into different categories each representing characteristic geometric views of cultural heritage objects. To discard the image outliers, we consider images as points onto a multi-dimensional manifold and the multi-dimensional scaling algorithm is adopted to relate the space of the image distances with the space of Gram matrices through which we are able to compute the image coordinates. Finally, structure from motion is utilized for 3D reconstruction of cultural heritage landmarks. Evaluation on a dataset of about 31,000 cultural heritage images being retrieved from internet collections with many outliers indicate the robustness and cost effectiveness of the proposed method towards a reliable and just-in-time 3D reconstruction than existing state-of-the-art techniques.  相似文献   

15.
Digital Earth is a global reference model for integrating, processing and visualizing geospatial datasets. In this reference model, various data-types, including Digital Elevation Models (DEM) and imagery (orthophotos), are universally and openly available for the entire globe. However, 3D content such as detailed terrains with features, man-made structures, 3D water bodies and 3D vegetation are not commonly available in Digital Earth. In this paper, we present an interactive system for the rapid creation and integration of these types of 3D content to augment Digital Earth. The inputs to our system include available data sources, such as DEM and imagery information depicting landscapes and urban environments. The proposed system employs sketch-based and image-assisted tools to support interactive creation of textured 3D content. For adding terrain features visible in orthophotos, and also the basin of water bodies, we use a multiscale least square surface fitting to generate an adaptive triangular subdivision. For modeling forests and vegetation, we use image-based techniques and take advantage of visible regions and colors of forests in orthophotos. For 3D man-made structures, starting from a single photograph, we provide a simple image-assisted sketching tool to extract these objects, correct for perspective distortion and place them into desired locations.  相似文献   

16.
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   

17.
18.
The analysis of protein‐ligand interactions is complex because of the many factors at play. Most current methods for visual analysis provide this information in the form of simple 2D plots, which, besides being quite space hungry, often encode a low number of different properties. In this paper we present a system for compact 2D visualization of molecular simulations. It purposely omits most spatial information and presents physical information associated to single molecular components and their pairwise interactions through a set of 2D InfoVis tools with coordinated views, suitable interaction, and focus+context techniques to analyze large amounts of data. The system provides a wide range of motifs for elements such as protein secondary structures or hydrogen bond networks, and a set of tools for their interactive inspection, both for a single simulation and for comparing two different simulations. As a result, the analysis of protein‐ligand interactions of Molecular Simulation trajectories is greatly facilitated.  相似文献   

19.
目的 符合用户视觉特性的3维图像体验质量评价方法有助于准确、客观地体现用户观看3D图像或视频时的视觉感知体验,从而给优化3维内容提供一定的思路。现有的评价方法仅从图像失真、深度感知和视觉舒适度中的一个维度或两个维度出发对立体图像进行评价,评价结果的准确性有待进一步提升。为了更加全面和准确地评价3D图像的视觉感知体验,提出了一种用户多维感知的3D图像体验质量评价算法。方法 首先对左右图像的差异图像和融合图像提取自然场景统计参数表示失真特征;然后对深度图像提取敏感区域,对敏感区域绘制失真前后深度变换直方图,统计深度变化情况以及利用尺度不变特征变换(SIFT)关键点匹配算法计算匹配点数目,两者共同表示深度感知特征;接下来对视觉显著区域提取视差均值、幅值表示舒适度特征;最后综合考虑图像失真、深度感知和视觉舒适度3个维度特征,将3个维度特征归一化后联合成体验质量特征向量,采用支持向量回归(SVR)训练评价模型,并得到最终的体验质量得分。结果 在LIVE和Waterloo IVC数据库上的实验结果表明,所提出的方法与人们的主观感知的相关性达到了0.942和0.858。结论 该方法充分利用了立体图像的特性,评价结果优于比较的几种经典算法,所构建模型的评价结果与用户的主观体验有更好的一致性。  相似文献   

20.
Computation of trajectories for ligand binding and unbinding via protein tunnels and channels is important for predicting possible protein–ligand interactions. These highly complex processes can be simulated by several software tools, which provide biochemists with valuable information for drug design or protein engineering applications. This paper focuses on aiding this exploration process by introducing the DockVis visual analysis tool. DockVis operates with the multivariate output data from one of the latest available tools for the prediction of ligand transport, CaverDock. DockVis provides the users with several linked views, combining the 2D abstracted depictions of ligands and their surroundings and properties with the 3D view. In this way, we enable the users to perceive the spatial configurations of ligand passing through the protein tunnel. The users are initially visually directed to the most relevant parts of ligand trajectories, which can be then explored in higher detail by the follow-up analyses. DockVis was designed in tight collaboration with protein engineers developing the CaverDock tool. However, the concept of DockVis can be extended to any other tool predicting ligand pathways by the molecular docking. DockVis will be made available to the wide user community as part of the Caver Analyst 3.0 software package ( www.caver.cz ).  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号