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 0 毫秒
1.
Visualizing Summary Statistics and Uncertainty   总被引:1,自引:0,他引:1  
  相似文献   

2.
    
We introduce a multifield comparison measure for scalar fields that helps in studying relations between them. The comparison measure is insensitive to noise in the scalar fields and to noise in their gradients. Further, it can be computed robustly and efficiently. Results from the visual analysis of various data sets from climate science and combustion applications demonstrate the effective use of the measure.  相似文献   

3.
    
We present a dimension reduction and feature extraction method for the visualization and analysis of function field data. Function fields are a class of high-dimensional, multi-variate data in which data samples are one-dimensional scalar functions. Our approach focuses upon the creation of high-dimensional range-space segmentations, from which we can generate meaningful visualizations and extract separating surfaces between features. We demonstrate our approach on high-dimensional spectral imagery, and particulate pollution data from air quality simulations.  相似文献   

4.
    
Material interface reconstruction (MIR) is the task of constructing boundary interfaces between regions of homogeneous material, while satisfying volume constraints, over a structured or unstructured spatial domain. In this paper, we present a discrete approach to MIR based upon optimizing the labeling of fractional volume elements within a discretization of the problem's original domain. We detail how to construct and initially label a discretization, and introduce a volume conservative swap move for optimization. Furthermore, we discuss methods for extracting and visualizing material interfaces from the discretization. Our technique has significant advantages over previous methods: we produce interfaces between multiple materials that are continuous across cell boundaries for time‐varying and static data in arbitrary dimension with bounded error.  相似文献   

5.
    
This paper proposes a compact method to represent isotropic spectral BRDFs. In the first step, we perform a Fourier transform in the wavelength dimension. The resulting Fourier coefficients of the same order depend on three angles: the polar angle of the incident light, and the polar and azimuth angles of the outgoing light. In the second step, given an incident light angle, when the Fourier coefficients of the same order have an insensitive dependency on the outgoing direction, we represent these Fourier coefficients using a linear combination of spherical harmonics. Otherwise, we first decompose these Fourier coefficients into a smooth background that corresponds to diffuse component and a sharp lobe that corresponds to specular component. The smooth background is represented using a linear combination of spherical harmonics, and the sharp lobe using a Gaussian function. The representation errors are evaluated using spectral BRDFs obtained from measurement or generated from the Phong model. While maintaining sufficient accuracy, the proposed representation method has achieved data compression over a hundred of times. Examples of spectral rendering using the proposed method are also shown.  相似文献   

6.
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   

7.
A Survey of Haptic Rendering Techniques   总被引:3,自引:0,他引:3  
Computer Graphics technologies have developed considerably over the past decades. Realistic virtual environments can be produced incorporating complex geometry for graphical objects and utilising hardware acceleration for per pixel effects. To enhance these environments, in terms of the immersive experience perceived by users, the human's sense of touch, or haptic system, can be exploited. To this end haptic feedback devices capable of exerting forces on the user are incorporated. The process of determining a reaction force for a given position of the haptic device is known as haptic rendering. For over a decade users have been able to interact with a virtual environment with a haptic device. This paper focuses on the haptic rendering algorithms which have been developed to compute forces as users manipulate the haptic device in the virtual environment.  相似文献   

8.
Inappropriate lighting is often responsible for poor quality video. In most offices and homes, lighting is not designed for video conferencing. This can result in unevenly lit faces, distracting shadows, and unnatural colors. We present a method for relighting faces that reduces the effects of uneven lighting and color. Our setup consists of a compact lighting rig and a camera that is both inexpensive and inconspicuous to the user. We use unperceivable infrared (IR) lights to obtain an illumination bases of the scene. Our algorithm computes an optimally weighted combination of IR bases to minimize lighting inconsistencies in foreground areas and reduce the effects of colored monitor light. However, IR relighting alone results in images with an unnatural ghostly appearance, thus a retargeting technique is presented which removes the unnatural IR effects and produces videos that have substantially more balanced intensity and color than the original video.  相似文献   

9.
To assist wayfinding and navigation, the display of maps and driving directions on mobile devices is nowadays commonplace. While existing system can naturally exploit GPS information to facilitate orientation, the inherently limited screen space is often perceived as a drawback compared to traditional street maps as it constrains the perception of contextual information. Moreover, occlusion issues add to this problem if the environment is shown from the popular egocentric perspective. In this paper we describe an interactive visualization system that addresses these problems by reallocating the available screen space. At the heart of our system are three novel visualization techniques: First, we propose a non‐standard perspective that allows to blend between the familiar pedestrian perspective and a standard map depiction with reduced occlusion. Second, we derive an efficient deformation technique that allows an interactive allocation of screen space to areas of interest like e.g. nearby touristic attractions. Finally, a path adaptive isometric perspective is proposed that reveals otherwise hidden facades in top‐down views. We describe efficient implementations of all techniques and exemplify our interactive system on real world urban models.  相似文献   

10.
    
We present an unbiased method for generating caustic lighting using importance sampled Path Tracing with Caustic Forecasting. Our technique is part of a straightforward rendering scheme which extends the Illumination by Weak Singularities method to allow for fully unbiased global illumination with rapid convergence. A photon shooting preprocess, similar to that used in Photon Mapping, generates photons that interact with specular geometry. These photons are then clustered, effectively dividing the scene into regions which will contribute similar amounts of caustic lighting to the image. Finally, the photons are stored into spatial data structures associated with each cluster, and the clusters themselves are organized into a spatial data structure for fast searching. During rendering we use clusters to decide the caustic energy importance of a region, and use the local photons to aid in importance sampling, effectively reducing the number of samples required to capture caustic lighting.  相似文献   

11.
Multidimensional projection has emerged as an important visualization tool in applications involving the visual analysis of high‐dimensional data. However, high precision projection methods are either computationally expensive or not flexible enough to enable feedback from user interaction into the projection process. A built‐in mechanism that dynamically adapts the projection based on direct user intervention would make the technique more useful for a larger range of applications and data sets. In this paper we propose the Piecewise Laplacian‐based Projection (PLP), a novel multidimensional projection technique, that, due to the local nature of its formulation, enables a versatile mechanism to interact with projected data and to allow interactive changes to alter the projection map dynamically, a capability unique of this technique. We exploit the flexibility provided by PLP in two interactive projection‐based applications, one designed to organize pictures visually and another to build music playlists. These applications illustrate the usefulness of PLP in handling high‐dimensional data in a flexible and highly visual way. We also compare PLP with the currently most promising projections in terms of precision and speed, showing that it performs very well also according to these quality criteria.  相似文献   

12.
This paper presents three controlled perceptual studies investigating the visualization of the cerebral aneurysm anatomy with embedded flow visualization. We evaluate and compare the common semitransparent visualization technique with a ghosted view and a ghosted view with depth enhancement technique. We analyze the techniques’ ability to facilitate and support the shape and spatial representation of the aneurysm models as well as evaluating the smart visibility characteristics. The techniques are evaluated with respect to the participants accuracy, response time and their personal preferences. We used as stimuli 3D aneurysm models of five clinical datasets. There was overwhelming preference for the two ghosted view techniques over the semitransparent technique. Since smart visibility techniques are rarely evaluated, this paper may serve as orientation for further studies.  相似文献   

13.
    
In this paper, we propose a novel framework to represent visual information. Extending the notion of conventional image-based rendering, our framework makes joint use of both light fields and holograms as complementary representations. We demonstrate how light fields can be transformed into holograms, and vice versa. By exploiting the advantages of either representation, our proposed dual representation and processing pipeline is able to overcome the limitations inherent to light fields and holograms alone. We show various examples from synthetic and real light fields to digital holograms demonstrating advantages of either representation, such as speckle-free images, ghosting-free images, aliasing-free recording, natural light recording, aperture-dependent effects and real-time rendering which can all be achieved using the same framework. Capturing holograms under white light illumination is one promising application for future work.  相似文献   

14.
In this paper, we propose a novel approach for automatic generation of visualizations from domain‐specific data available on the web. We describe a general system pipeline that combines ontology mapping and probabilistic reasoning techniques. With this approach, a web page is first mapped to a Domain Ontology, which stores the semantics of a specific subject domain (e.g., music charts). The Domain Ontology is then mapped to one or more Visual Representation Ontologies, each of which captures the semantics of a visualization style (e.g., tree maps). To enable the mapping between these two ontologies, we establish a Semantic Bridging Ontology, which specifies the appropriateness of each semantic bridge. Finally each Visual Representation Ontology is mapped to a visualization using an external visualization toolkit. Using this approach, we have developed a prototype software tool, SemViz, as a realisation of this approach. By interfacing its Visual Representation Ontologies with public domain software such as ILOG Discovery and Prefuse, SemViz is able to generate appropriate visualizations automatically from a large collection of popular web pages for music charts without prior knowledge of these web pages.  相似文献   

15.
In this paper, a novel concept, Affective Modelling, is introduced to encapsulate the idea of creating 3D models based on the emotional responses that they may invoke. Research on perceptually‐related issues in Computer Graphics focuses mostly on the rendering aspect. Low‐level perceptual criteria taken from established Psychology theories or identified by purposefully‐designed experiments are utilised to reduce rendering effort or derive quality evaluation schemes. For modelling, similar ideas have been applied to optimise the level of geometrical details. High‐level cognitive responses such as emotions/feelings are less addressed in graphics literatures. This paper investigates the possibility of incorporating emotional/affective factors for 3D model creations. Using a glasses frame model as our test case, we demonstrate a methodological framework to build the links between human emotional responses and geometrical features. We design and carry out a factorial experiment to systematically analyse how certain shape factors individually and interactively influence the viewer's impression of the shape of glasses frames. The findings serve as a basis for establishing computational models that facilitate emotionally‐guided 3D modelling.  相似文献   

16.
Creating long motion sequences is a time‐consuming task even when motion capture equipment or motion editing tools are used. In this paper, we propose a system for creating a long motion sequence by combining elementary motion clips. The user is asked to first input motions on a timeline. The system then automatically generates a continuous and natural motion. Our system employs four motion synthesis methods: motion transition, motion connection, motion adaptation, and motion composition. Based on the constraints between the feet of the animated character and the ground, and the timing of the input motions, the appropriate method is determined for each pair of overlapped or sequential motions. As the user changes the arrangement of the motion clips, the system interactively changes the output motion. Alternatively, the user can make the system execute an input motion as soon as possible so that it follows the previous motion smoothly. Using our system, users can make use of existing motion clips. Because the entire process is automatic, even novices can easily use our system. A prototype system demonstrates the effectiveness of our approach.  相似文献   

17.
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   

18.
    
Synthesizing and exploring large‐scale realistic urban road networks is beneficial to 3D content creation, traffic animation and urban planning. In this paper, we present an interactive tool that allows untrained users to design roads with complex realistic details and styles. Roads are generated by growing a geometric graph. During a sketching phase, the user specifies the target area and the examples. During a growing phase, two types of growth are effectively applied to generate roads in the target area; example‐based growth uses patches extracted from the source example to generate roads that preserve some interesting structures in the example road networks; procedural‐based growth uses the statistical information of the source example while effectively adapting the roads to the underlying terrain and the already generated roads. User‐specified warping, blending and interpolation operations are used at will to produce new road network designs that are inspired by the examples. Finally, our method computes city blocks, individual parcels and plausible building and tree geometries. We have used our approach to create road networks covering up to 200 and containing over 3500 km of roads.  相似文献   

19.
In this paper, we present a rapid prototyping framework for GPU‐based volume rendering. Therefore, we propose a dynamic shader pipeline based on the SuperShader concept and illustrate the design decisions. Also, important requirements for the development of our system are presented. In our approach, we break down the rendering shader into areas containing code for different computations, which are defined as freely combinable, modularized shader blocks. Hence, high‐level changes of the rendering configuration result in the implicit modification of the underlying shader pipeline. Furthermore, the prototyping system allows inserting custom shader code between shader blocks of the pipeline at run‐time. A suitable user interface is available within the prototyping environment to allow intuitive modification of the shader pipeline. Thus, appropriate solutions for visualization problems can be interactively developed. We demonstrate the usage and the usefulness of our framework with implementations of dynamic rendering effects for medical applications.  相似文献   

20.
Modeling natural elements such as trees in a plausible way, while offering simple and rapid user control, is a challenge. This paper presents a method based on a new structure from silhouettes paradigm. We claim that sketching the silhouettes of foliage at multiple scales is quicker and more intuitive for a user than having to sketch each branch of a tree. This choice allows us to incorporate botanical knowledge, enabling us to infer branches that connect in a plausible way to their parent branch and have a correct distribution in 3D. We illustrate these ideas by presenting a seamless sketch-based interface, used for sketching foliage silhouettes from the scale of an entire tree to the scale of a leaf. Each sketch serves for inferring both the branches at that level and construction lines to serve as support for sub-silhouette refinement. When the user finally zooms out, the style inferred for the branching systems he has refined (in terms of branch density, angle, length distribution and shape) is duplicated to the unspecified branching systems at the same level. Meanwhile, knowledge from botany is again used for extending the branch distribution to 3D, resulting in a full, plausible 3D tree that fits the user-sketched contours. As our results show, this system can be of interest to both experts and novice users. While experts can fully specify all parts of a tree and over-sketch specific branches if required, any user can design a basic 3D tree in one or two minutes, as easily as sketching it with paper and pen.  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