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1.
In this paper we present a new continuous multiresolution approach which has been developed for the interactive visualization of meshes in real-time applications. Our interest is to offer an efficient solution which considers submeshes, textures, normals and bones for skeletal animations. The model has been designed to give view-independent continuous levels-of-detail and uses triangle strips for exploiting vertex cache and coherence for minimizing bus traffic. Furthermore, its data structures allow for an efficient extraction process where all unnecessary information is eliminated and also for progressive transmission. A new simplification strategy has also been developed, which preserves appearance and attributes. In the results section we present different images to show the visual quality obtained with this simplification method, as well as a study of the storage and rendering costs.  相似文献   

2.
Visualization techniques for mining large databases: a comparison   总被引:9,自引:0,他引:9  
Visual data mining techniques have proven to be of high value in exploratory data analysis, and they also have a high potential for mining large databases. In this article, we describe and evaluate a new visualization-based approach to mining large databases. The basic idea of our visual data mining techniques is to represent as many data items as possible on the screen at the same time by mapping each data value to a pixel of the screen and arranging the pixels adequately. The major goal of this article is to evaluate our visual data mining techniques and to compare them to other well-known visualization techniques for multidimensional data: the parallel coordinate and stick-figure visualization techniques. For the evaluation of visual data mining techniques, the perception of data properties counts most, while the CPU time and the number of secondary storage accesses are only of secondary importance. In addition to testing the visualization techniques using real data, we developed a testing environment for database visualizations similar to the benchmark approach used for comparing the performance of database systems. The testing environment allows the generation of test data sets with predefined data characteristics which are important for comparing the perceptual abilities of visual data mining techniques  相似文献   

3.
In this paper, we present an efficient (topology preserving) multiresolution meshing framework for interactive level-of-detail (LOD) generation and rendering of large triangle meshes. More specifically, the presented approach, called FastMesh, provides view-dependent LOD generation and real-time mesh simplification that minimizes visual artifacts. Multiresolution triangle mesh representations are an important tool for reducing triangle mesh complexity in interactive rendering environments. Ideally, for interactive visualization, a triangle mesh is simplified to the maximal tolerated visible error and, thus, mesh simplification is view-dependent. This paper introduces an efficient hierarchical multiresolution triangulation framework based on a half-edge triangle mesh data structure and presents optimized implementations of several view-dependent or visual mesh simplification heuristics within that framework. Despite being optimized for performance, these error heuristics provide conservative error bounds. The presented framework is highly efficient both in space and time cost and needs only a fraction of the time required for rendering to perform the error calculations and dynamic mesh updates.  相似文献   

4.
In many information visualization techniques, labels are an essential part to communicate the visualized data. To preserve the expressiveness of the visual representation, a placed label should neither occlude other labels nor visual representatives (e.g., icons, lines) that communicate crucial information. Optimal, non-overlapping labeling is an NP-hard problem. Thus, only a few approaches achieve a fast non-overlapping labeling in highly interactive scenarios like information visualization. These approaches generally target the point-feature label placement (PFLP) problem, solving only label-label conflicts. This paper presents a new, fast, solid and flexible 2D labeling approach for the PFLP problem that additionally respects other visual elements and the visual extent of labeled features. The results (number of placed labels, processing time) of our particle-based method compare favorably to those of existing techniques. Although the esthetic quality of non-real-time approaches may not be achieved with our method, it complies with practical demands and thus supports the interactive exploration of information spaces. In contrast to the known adjacent techniques, the flexibility of our technique enables labeling of dense point clouds by the use of nonoccluding distant labels. Our approach is independent of the underlying visualization technique, which enables us to demonstrate the application of our labeling method within different information visualization scenarios.  相似文献   

5.
We propose an efficient approach for authoring dynamic and realistic waterfall scenes based on an acquired video sequence. Traditional video based techniques generate new images by synthesizing 2D samples, i.e., texture sprites chosen from a video sequence. However, they are limited to one fixed viewpoint and cannot provide arbitrary walkthrough into 3D scenes. Our approach extends this scheme by synthesizing dynamic 2D texture sprites and projecting them into 3D space. We first generate a set of basis texture sprites, which capture the representative appearance and motions of waterfall scenes contained in the video sequence. To model the shape and motion of a new waterfall scene, we interactively construct a set of flow lines taking account of physical principles. Along each flow line, the basis texture sprites are manipulated and animated dynamically, yielding a sequence of dynamic texture sprites in 3D space. These texture sprites are displayed using the point splatting technique, which can be accelerated efficiently by graphics hardware. By choosing varied basis texture sprites, waterfall scenes with different appearance and shapes can be conveniently simulated. The experimental results demonstrate that our approach achieves realistic effects and real‐time frame rates on consumer PC platforms. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

6.
采用专门用于实时3D图形开发的视景管理软件OpenGVS,结合面向对象技术开发出三维消防预案仿真系统,对视点方式的规划方法、碰撞检测和路径规划算法等关键问题进行阐述.实验表明所开发的视景仿真系统具有良好的实时性和交互性.  相似文献   

7.
针对全局静态路径规划算法无法有效躲避动态障碍物、局部动态路径规划算法缺少全局环境信息指导规划路径质量差或无法成功到达目标点等问题,提出了一种结合改进蚁群算法和动态窗口法的全局动态路径规划算法,实现在动态环境中的全局最优路径实时规划.对传统蚁群算法提出了初始信息素不均匀、双向分布、引入放大系数A增大相邻栅格启发信息差异、...  相似文献   

8.
In this paper, we present a systematization of techniques that use quality metrics to help in the visual exploration of meaningful patterns in high-dimensional data. In a number of recent papers, different quality metrics are proposed to automate the demanding search through large spaces of alternative visualizations (e.g., alternative projections or ordering), allowing the user to concentrate on the most promising visualizations suggested by the quality metrics. Over the last decade, this approach has witnessed a remarkable development but few reflections exist on how these methods are related to each other and how the approach can be developed further. For this purpose, we provide an overview of approaches that use quality metrics in high-dimensional data visualization and propose a systematization based on a thorough literature review. We carefully analyze the papers and derive a set of factors for discriminating the quality metrics, visualization techniques, and the process itself. The process is described through a reworked version of the well-known information visualization pipeline. We demonstrate the usefulness of our model by applying it to several existing approaches that use quality metrics, and we provide reflections on implications of our model for future research.  相似文献   

9.
提出一种硬件加速的算法模拟三维场景中的卡通风格雨,利用图形处理器的并行性和可编程性实现了实时交互.该算法采用碰撞检测、定制纹理及旋转point sprite的方法模拟雨点的泼溅效果;基于牛顿动力学自由地控制雨点粒子的运动,以模拟风力作用的效果,还可以使用不同纹理或改变point sprite大小,动态地控制雨点的大小.实验结果表明:该算法可有效地解决复杂地理环境中卡通风格雨的实时模拟问题.  相似文献   

10.
Interactive visual analysis of a patient’s anatomy by means of computer-generated 3D imagery is crucial for diagnosis, pre-operative planning, and surgical training. The task of visualization is no longer limited to producing images at interactive rates, but also includes the guided extraction of significant features to assist the user in the data exploration process. An effective visualization module has to perform a problem-specific abstraction of the dataset, leading to a more compact and hence more efficient visual representation. Moreover, many medical applications, such as surgical training simulators and pre-operative planning for plastic and reconstructive surgery, require the visualization of datasets that are dynamically modified or even generated by a physics-based simulation engine.  相似文献   

11.
In this paper we describe a GPU-based technique for creating illustrative visualization through interactive manipulation of volumetric models. It is partly inspired by medical illustrations, where it is common to depict cuts and deformation in order to provide a better understanding of anatomical and biological structures or surgical processes, and partly motivated by the need for a real-time solution that supports the specification and visualization of such illustrative manipulation. We propose two new feature-aligned techniques, namely surface alignment and segment alignment, and compare them with the axis-aligned techniques which was reported in previous work on volume manipulation. We also present a mechanism for defining features using texture volumes, and methods for computing correct normals for the deformed volume in respect to different alignments. We describe a GPU-based implementation to achieve real-time performance of the techniques and a collection of manipulation operators including peelers, retractors, pliers and dilators which are adaptations of the metaphors and tools used in surgical procedures and medical illustrations. Our approach is directly applicable in medical and biological illustration, and we demonstrate how it works as an interactive tool for focus+context visualization, as well as a generic technique for volume graphics.  相似文献   

12.
随着全球环境气候的日益严峻,迫切需要通过环境信息化手段来为政府相关部门在保护环境、规划社会发展等方面提供决策支持,环境质量数据可视化与可视分析技术在环境信息化过程中起着举足轻重的作用。本文主要从可视化和可视分析的角度介绍所设计和实现的系统的体系结构和功能,并对系统的关键技术进行重点讨论。实例结果表明,该系统在多源环境质量数据的可视化建模、组织方式和数据的二三维可视化展现以及数据的动态调度、三维场景的实时渲染等方面都有独特的解决方案,系统可以全方位地展现环境质量数据中的信息,实现对综合多源环境质量数据进行分析。  相似文献   

13.
一种大规模地形的高效绘制算法   总被引:3,自引:0,他引:3  
大规模地形的实时可视化是仿真和虚拟地理环境系统的重要问题。文章提出了一种基于规则网格的视点相关的地形模型实时生成及绘制算法。该算法采用类似于纹理多重映射的技术,以屏幕误差作为细分的依据,通过基于地形小块的自顶向下的细分来实时生成地形连续LO D模型。在PⅣ1.7G、集成显卡、256M B RAM的硬件平台上,本算法可实现对257×257个采样点地形的实时漫游.实验表明,该算法具有较低的时间、空间开销,适于大规模地形的实时可视化。  相似文献   

14.
钱宇 《软件学报》2008,19(8):1965-1979
可视化技术的发展极大地提高了传统数据挖掘技术的效率.通过结合人类识别模式的能力,计算机程序能够更有效的发现隐藏在数据中的规律和信息.作为聚类分析的重要步骤,噪音消除一直都是困绕数据挖掘研究者的问题,尤其对于不同领域的应用,由于噪音的模型和定义不同,单一的数据处理方法无法有效而准确地去除域相关的噪音.本文针对这一问题,提出了一个新型的可视化噪音处理方法CLEAN.CLEAN的独特之处在于它设计的噪音处理技术和提出的可视化方法有机地结合在一起.噪音处理算法为可视化模型生成所需数据,同时针对噪音处理算法选择可视化方法,从而达到提高整个数据处理系统性能的目的.这样不仅降低了噪音去除过程中主观因素的影响,还可以帮助数据挖掘程序去除领域相关的噪音.同时源数据的质量,算法参数的选择和不同噪音去除算法的精确性都可以在所使用的可视化模型中反映出来.实验表明CLEAN能够有效地帮助空间数据聚类算法在噪音环境下发现数据的自然聚类.  相似文献   

15.
Techniques are presented that are used for the perspective visualization of natural landscapes in the field of environmental planning and civil engineering. In order to obtain a photo-realistic visual simulation, we use digital elevation models (DEM) and images generated by remote sensing techniques. The remote sensing systems used in this work include Landsat Thematic Mapper, SPOT HRV, and aerial photography. To achieve high quality perspective views, we first have to pay attention to an appropriate preprocessing of the remote sensing imagery. This includes radiometric corrections and image enhancement procedures as well as a precise geometric correction that is executed to achieve accurate coregistration of the different images with the terrain model. A mosaic of several images at different resolutions is stored, together with the DEM, in a database covering an extensive area. Projection software permits the user to specify all interior and exterior orientation parameters of a virtual camera to compute any perspective view. To obtain greater realism, atmospheric effects can also be simulated. Our visual simulation approach using a virtual scene permits automated image montage of 3D simulated objects. The achieved results show that this technology can be used in many different domains where terrain visualization is required.  相似文献   

16.
We present a novel approach for the evaluation of 2D flow visualizations based on the visual reconstructability of the input vector fields. According to this metric, a visualization has high quality if the underlying data can be reliably reconstructed from the image. This approach provides visualization creators with a cost‐effective means to assess the quality of visualization results objectively. We present a vision‐based reconstruction system for the three most commonly‐used visual representations of vector fields, namely streamlines, arrow glyphs, and line integral convolution. To demonstrate the use of visual reconstructability as a quality metric, we consider a selection of vector fields obtained from numerical simulations, containing typical flow features. We apply the three types of visualization to each dataset, and compare the visualization results based on their visual reconstructability of the original vector field.  相似文献   

17.
三角形条带为三角形网格提供了一种紧凑的表示方法,使快速的绘制和传输三角形网格成为可能,因此对由三角形条带构成的网格压缩进行研究具有重要的意义.本文使用Triangle Fixer方法对三角形条带构成的三维模型拓扑信息进行了压缩,并采用3阶自适应算术编码进一步提高压缩率;同时结合量化、平行四边形顶点坐标预测以及算术编码来实现三角形网格几何信息的压缩,在几何模型质量基本没有损失的情况下,获得了很好的压缩性能.  相似文献   

18.
对矿产地形进行三维可视化建模,指导地质勘探,提出基于倾斜摄影测量的矿产地形三维可视化建模方法,采用倾斜摄影测量进行矿产地形的三维图形重建,提取矿产地形的三维边缘轮廓特征量,采用稀疏性的模板特征匹配方法进行矿产地形三维可视化的块匹配,构建矿产地形的边界分布轮廓线,采用不规则三角网重建方法进行矿产地形三维可视化图像的视觉重构,结合倾斜摄影测量方法实现对矿产地形的三维离散点数据重构,提高对矿产地形三维可视化建模的精度。仿真结果表明,采用该方法进行矿产地形三维可视化建模的精度较高,视觉重构效果较好。  相似文献   

19.
基于分形技术的多分辨率三维地景建模方法研究   总被引:16,自引:0,他引:16       下载免费PDF全文
介绍了多分辨率分形地景生成方法,以及地景的不同区域具有不同细节层次特点的研究成果。其基本思想是以视点在水平面的投影为参考起来,来生成一个很小的原始数据集,进一步构成多分辨率三角形网络,用以确定地形基座的形状,并用分形技术中的中点位移法及三角形边线细分方案对地形进行递归细分,从而生成自然的地形景观,其多分分辨率基座的构造方法在不需要额外开销的情况下,解决了不同细节层次区域间的空间连续性和时间连续性的  相似文献   

20.
Trace visualization is a viable approach for gaining insight into the behavior of complex distributed real-time systems. Grasp is a versatile trace visualization toolset. Its flexible plugin infrastructure allows for easy extension with custom visualization and analysis techniques for automatic trace verification. This paper presents its visualization capabilities for hierarchical multiprocessor systems, including partitioned and global multiprocessor scheduling with migrating tasks and jobs, communication between jobs via shared memory and message passing, and hierarchical scheduling in combination with multiprocessor scheduling. For tracing distributed systems with asynchronous local clocks Grasp also supports the synchronization of traces from different processors during the visualization and analysis.  相似文献   

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