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1.
One of the standard techniques to visualize three‐dimensional flow is to use geometry primitives. This solution, when opaque primitives are used, results in high levels of occlusion, especially with dense streamline seeding. Using semi‐transparent geometry primitives can alleviate the problem of occlusion. However, with semi‐transparency some parts of the data set become too vague and blurry, while others are still heavily occluded. We conducted a user study that provided us with results on perceptual limits of using semi‐transparent geometry primitives for flow visualization. Texture models for semi‐transparent streamlines were introduced. Test subjects were shown multiple overlaying layers of streamlines and recorded how many different flow directions they were able to perceive. The user study allowed us to identify a set of top scoring textures. We discuss the results of the user study, provide guidelines on using semi‐transparency for three‐dimensional flow visualization and show how varying textures for different streamlines can further enhance the perception of dense streamlines. We also discuss the strategies for dealing with very high levels of occlusion. The strategies are per‐pixel filtering of flow directions, when only some of the streamlines are rendered at a particular pixel, and opacity normalization, a way of altering the opacity of overlapping streamlines with the same direction. We illustrate our results with a variety of visualizations.  相似文献   

2.
Monte‐Carlo path tracing techniques can generate stunning visualizations of medical volumetric data. In a clinical context, such renderings turned out to be valuable for communication, education, and diagnosis. Because a large number of computationally expensive lighting samples is required to converge to a smooth result, progressive rendering is the only option for interactive settings: Low‐sampled, noisy images are shown while the user explores the data, and as soon as the camera is at rest the view is progressively refined. During interaction, the visual quality is low, which strongly impedes the user's experience. Even worse, when a data set is explored in virtual reality, the camera is never at rest, leading to constantly low image quality and strong flickering. In this work we present an approach to bring volumetric Monte‐Carlo path tracing to the interactive domain by reusing samples over time. To this end, we transfer the idea of temporal antialiasing from surface rendering to volume rendering. We show how to reproject volumetric ray samples even though they cannot be pinned to a particular 3D position, present an improved weighting scheme that makes longer history trails possible, and define an error accumulation method that downweights less appropriate older samples. Furthermore, we exploit reprojection information to adaptively determine the number of newly generated path tracing samples for each individual pixel. Our approach is designed for static, medical data with both volumetric and surface‐like structures. It achieves good‐quality volumetric Monte‐Carlo renderings with only little noise, and is also usable in a VR context.  相似文献   

3.
We present a Direct Volume Rendering method that makes use of newly available Nvidia graphics hardware for Bounding Volume Hierarchies. Using BVHs for DVR has been overlooked in recent research due to build times potentially impeding interactive rates. We indicate that this is not necessarily the case, especially when a clustering algorithm is applied before the BVH build to reduce leaf‐node complexity. Our results show substantial render time improvements for full‐resolution DVR on GPU in comparison to a recent state‐of‐the‐art approach for empty‐space‐skipping. Furthermore, the use of a BVH for DVR allows seamless integration into popular surface‐based path‐tracing technologies like Nvidia's OptiX.  相似文献   

4.
When performing queries in web search engines, users often face difficulties choosing appropriate query terms. Search engines therefore usually suggest a list of expanded versions of the user query to disambiguate it or to resolve potential term mismatches. However, it has been shown that users find it difficult to choose an expanded query from such a list. In this paper, we describe the adoption of set‐based text visualization techniques to visualize how query expansions enrich the result space of a given user query and how the result sets relate to each other. Our system uses a linguistic approach to expand queries and topic modeling to extract the most informative terms from the results of these queries. In a user study, we compare a common text list of query expansion suggestions to three set‐based text visualization techniques adopted for visualizing expanded query results – namely, Compact Euler Diagrams, Parallel Tag Clouds, and a List View – to resolve ambiguous queries using interactive query expansion. Our results show that text visualization techniques do not increase retrieval efficiency, precision, or recall. Overall, users rate Parallel Tag Clouds visualizing key terms of the expanded query space lowest. Based on the results, we derive recommendations for visualizations of query expansion results, text visualization techniques in general, and discuss alternative use cases of set‐based text visualization techniques in the context of web search.  相似文献   

5.
Physically based rendering is a well‐understood technique to produce realistic‐looking images. However, different algorithms exist for efficiency reasons, which work well in certain cases but fail or produce rendering artefacts in others. Few tools allow a user to gain insight into the algorithmic processes. In this work, we present such a tool, which combines techniques from information visualization and visual analytics with physically based rendering. It consists of an interactive parallel coordinates plot, with a built‐in sampling‐based data reduction technique to visualize the attributes associated with each light sample. Two‐dimensional (2D) and three‐dimensional (3D) heat maps depict any desired property of the rendering process. An interactively rendered 3D view of the scene displays animated light paths based on the user's selection to gain further insight into the rendering process. The provided interactivity enables the user to guide the rendering process for more efficiency. To show its usefulness, we present several applications based on our tool. This includes differential light transport visualization to optimize light setup in a scene, finding the causes of and resolving rendering artefacts, such as fireflies, as well as a path length contribution histogram to evaluate the efficiency of different Monte Carlo estimators.  相似文献   

6.
Naïve linear methods for downsampling high‐resolution microflake volumes often produce inaccurate appearance, especially when input voxels are very opaque. Preserving correct appearance at all resolutions requires taking into account maskingshadowing effects that occur between and inside dense input voxels. We introduce a new microflake model whose additional parameters characterize self‐shadowing effects at a microscopic scale. We provide an anisotropic self‐shadowing function and microflake distributions for which the scattering coefficients and the phase functions of our model have closed‐form expressions. We use this model in a new downsampling approach in which scattering parameters are computed from local estimations of self‐shadowing probabilities in the input volume. Unlike previous work, our method handles datasets with spatially varying scattering parameters, semi‐transparent volumes and datasets with intricate silhouettes. We show that our method generates LoDs with correct transparency and consistent appearance through scales for a wide range of challenging datasets, allowing for huge memory savings and efficient distant rendering without loss of quality.  相似文献   

7.
The analysis of behavioral city dynamics, such as temporal patterns of visited places and citizens' mobility routines, is an essential task for urban and transportation planning. Social media applications such as Foursquare and Twitter provide access to large‐scale and up‐to‐date dynamic movement data that not only help to understand the social life and pulse of a city but also to maintain and improve urban infrastructure. However, the fast growth rate of this data poses challenges for conventional methods to provide up‐to‐date, flexible analysis. Therefore, planning authorities barely consider it. We present a system and design study to leverage social media data that assist urban and transportation planners to achieve better monitoring and analysis of city dynamics such as visited places and mobility patterns in large metropolitan areas. We conducted a goal‐and‐task analysis with urban planning experts. To address these goals, we designed a system with a scalable data monitoring back‐end and an interactive visual analytics interface. The monitoring component uses intelligent pre‐aggregation to allow dynamic queries in near real‐time. The visual analytics interface leverages unsupervised learning to reveal clusters, routines, and unusual behavior in massive data, allowing to understand patterns in time and space. We evaluated our approach based on a qualitative user study with urban planning experts which demonstrates that intuitive integration of advanced analytical tools with visual interfaces is pivotal in making behavioral city dynamics accessible to practitioners. Our interviews also revealed areas for future research.  相似文献   

8.
Origin‐destination (OD) trails describe movements across space. Typical visualizations thereof use either straight lines or plot the actual trajectories. To reduce clutter inherent to visualizing large OD datasets, bundling methods can be used. Yet, bundling OD trails in urban traffic data remains challenging. Two specific reasons hereof are the constraints implied by the underlying road network and the difficulty of finding good bundling settings. To cope with these issues, we propose a new approach called Route Aware Edge Bundling (RAEB). To handle road constraints, we first generate a hierarchical model of the road‐and‐trajectory data. Next, we derive optimal bundling parameters, including kernel size and number of iterations, for a user‐selected level of detail of this model, thereby allowing users to explicitly trade off simplification vs accuracy. We demonstrate the added value of RAEB compared to state‐of‐the‐art trail bundling methods on both synthetic and real‐world traffic data for tasks that include the preservation of road network topology and the support of multiscale exploration.  相似文献   

9.
Hierarchical embeddings, such as HSNE, address critical visual and computational scalability issues of traditional techniques for dimensionality reduction. The improved scalability comes at the cost of the need for increased user interaction for exploration. In this paper, we provide a solution for the interactive visual Focus+Context exploration of such embeddings. We explain how to integrate embedding parts from different levels of detail, corresponding to focus and context groups, in a joint visualization. We devise an according interaction model that relates typical semantic operations on a Focus+Context visualization with the according changes in the level‐of‐detail‐hierarchy of the embedding, including also a mode for comparative Focus+Context exploration and extend HSNE to incorporate the presented interaction model. In order to demonstrate the effectiveness of our approach, we present a use case based on the visual exploration of multi‐dimensional images.  相似文献   

10.
Visualization of sentiments and opinions extracted from or annotated in texts has become a prominent topic of research over the last decade. From basic pie and bar charts used to illustrate customer reviews to extensive visual analytics systems involving novel representations, sentiment visualization techniques have evolved to deal with complex multidimensional data sets, including temporal, relational and geospatial aspects. This contribution presents a survey of sentiment visualization techniques based on a detailed categorization. We describe the background of sentiment analysis, introduce a categorization for sentiment visualization techniques that includes 7 groups with 35 categories in total, and discuss 132 techniques from peer‐reviewed publications together with an interactive web‐based survey browser. Finally, we discuss insights and opportunities for further research in sentiment visualization. We expect this survey to be useful for visualization researchers whose interests include sentiment or other aspects of text data as well as researchers and practitioners from other disciplines in search of efficient visualization techniques applicable to their tasks and data.  相似文献   

11.
Multi‐Light Image Collections (MLICs), i.e., stacks of photos of a scene acquired with a fixed viewpoint and a varying surface illumination, provide large amounts of visual and geometric information. In this survey, we provide an up‐to‐date integrative view of MLICs as a mean to gain insight on objects through the analysis and visualization of the acquired data. After a general overview of MLICs capturing and storage, we focus on the main approaches to produce representations usable for visualization and analysis. In this context, we first discuss methods for direct exploration of the raw data. We then summarize approaches that strive to emphasize shape and material details by fusing all acquisitions in a single enhanced image. Subsequently, we focus on approaches that produce relightable images through intermediate representations. This can be done both by fitting various analytic forms of the light transform function, or by locally estimating the parameters of physically plausible models of shape and reflectance and using them for visualization and analysis. We finally review techniques that improve object understanding by using illustrative approaches to enhance relightable models, or by extracting features and derived maps. We also review how these methods are applied in several, main application domains, and what are the available tools to perform MLIC visualization and analysis. We finally point out relevant research issues, analyze research trends, and offer guidelines for practical applications.  相似文献   

12.
We propose ClustMe, a new visual quality measure to rank monochrome scatterplots based on cluster patterns. ClustMe is based on data collected from a human‐subjects study, in which 34 participants judged synthetically generated cluster patterns in 1000 scatterplots. We generated these patterns by carefully varying the free parameters of a simple Gaussian Mixture Model with two components, and asked the participants to count the number of clusters they could see (1 or more than 1). Based on the results, we form ClustMe by selecting the model that best predicts these human judgments among 7 different state‐of‐the‐art merging techniques (Demp ). To quantitatively evaluate ClustMe, we conducted a second study, in which 31 human subjects ranked 435 pairs of scatterplots of real and synthetic data in terms of cluster patterns complexity. We use this data to compare ClustMe's performance to 4 other state‐of‐the‐art clustering measures, including the well‐known Clumpiness scagnostics. We found that of all measures, ClustMe is in strongest agreement with the human rankings.  相似文献   

13.
Electroencephalography (EEG) coherence networks represent functional brain connectivity, and are constructed by calculating the coherence between pairs of electrode signals as a function of frequency. Visualization of such networks can provide insight into unexpected patterns of cognitive processing and help neuroscientists to understand brain mechanisms. However, visualizing dynamic EEG coherence networks is a challenge for the analysis of brain connectivity, especially when the spatial structure of the network needs to be taken into account. In this paper, we present a design and implementation of a visualization framework for such dynamic networks. First, requirements for supporting typical tasks in the context of dynamic functional connectivity network analysis were collected from neuroscience researchers. In our design, we consider groups of network nodes and their corresponding spatial location for visualizing the evolution of the dynamic coherence network. We introduce an augmented timeline‐based representation to provide an overview of the evolution of functional units (FUs) and their spatial location over time. This representation can help the viewer to identify relations between functional connectivity and brain regions, as well as to identify persistent or transient functional connectivity patterns across the whole time window. In addition, we introduce the time‐annotated FU map representation to facilitate comparison of the behaviour of nodes between consecutive FU maps. A colour coding is designed that helps to distinguish distinct dynamic FUs. Our implementation also supports interactive exploration. The usefulness of our visualization design was evaluated by an informal user study. The feedback we received shows that our design supports exploratory analysis tasks well. The method can serve as a first step before a complete analysis of dynamic EEG coherence networks.  相似文献   

14.
Several visual representations have been developed over the years to visualize molecular structures, and to enable a better understanding of their underlying chemical processes. Today, the most frequently used atom‐based representations are the Space‐filling, the Solvent Excluded Surface, the Balls‐and‐Sticks, and the Licorice models. While each of these representations has its individual benefits, when applied to large‐scale models spatial arrangements can be difficult to interpret when employing current visualization techniques. In the past it has been shown that global illumination techniques improve the perception of molecular visualizations; unfortunately existing approaches are tailored towards a single visual representation. We propose a general illumination model for molecular visualization that is valid for different representations. With our illumination model, it becomes possible, for the first time, to achieve consistent illumination among all atom‐based molecular representations. The proposed model can be further evaluated in real‐time, as it employs an analytical solution to simulate diffuse light interactions between objects. To be able to derive such a solution for the rather complicated and diverse visual representations, we propose the use of regression analysis together with adapted parameter sampling strategies as well as shape parametrization guided sampling, which are applied to the geometric building blocks of the targeted visual representations. We will discuss the proposed sampling strategies, the derived illumination model, and demonstrate its capabilities when visualizing several dynamic molecules.  相似文献   

15.
Sketching is a simple and natural way of expression and communication for humans. For this reason, it gains increasing popularity in human computer interaction, with the emergence of multitouch tablets and styluses. In recent years, sketch‐based interactive methods are widely used in many retrieval systems. In particular, a variety of sketch‐based 3D model retrieval works have been presented. However, almost all of these works focus on directly matching sketches with the projection views of 3D models, and they suffer from the large differences between the sketch drawing and the views of 3D models, leading to unsatisfying retrieval results. Therefore, in this paper, during the matching procedure in the retrieval, we propose to match the sketch with each 3D model from historical users instead of projection views. Yet since the sketches between the current user and the historical users can have big difference, we also aim to handle users' personalized deviations and differences. To this end, we leverage recommendation algorithms to estimate the drawing style characteristic similarity between the current user and historical users. Experimental results on the Large Scale Sketch Track Benchmark(SHREC14LSSTB) demonstrate that our method outperforms several state‐of‐the‐art methods.  相似文献   

16.
Image steganography is the technique of hiding secret information within images. It is an important research direction in the security field. Benefitting from the rapid development of deep neural networks, many steganographic algorithms based on deep learning have been proposed. However, two problems remain to be solved in which the most existing methods are limited by small image size and information capacity. In this paper, to address these problems, we propose a high capacity image steganographic model named HidingGAN. The proposed model utilizes a new secret information preprocessing method and Inception‐ResNet block to promote better integration of secret information and image features. Meanwhile, we introduce generative adversarial networks and perceptual loss to maintain the same statistical characteristics of cover images and stego images in the high‐dimensional feature space, thereby improving the undetectability. Through these manners, our model reaches higher imperceptibility, security, and capacity. Experiment results show that our HidingGAN achieves the capacity of 4 bits‐per‐pixel (bpp) at 256 × 256 pixels, improving over the previous best result of 0.4 bpp at 32 × 32 pixels.  相似文献   

17.
3D representations are potentially useful under many circumstances, but suffer from long known perception and interaction challenges. Current immersive technologies, which combine stereoscopic displays and natural interaction, are being progressively seen as an opportunity to tackle this issue, but new guidelines and studies are still needed, especially regarding information visualization. Many proposed approaches are impractical for actual usage, resulting in user discomfort or requiring too much time or space. In this work, we implement and evaluate an alternative data exploration metaphor where the user remains seated and viewpoint change is only realisable through physical movements. All manipulation is done directly by natural mid‐air gestures, with the data being rendered at arm's reach. The virtual reproduction of the analyst's desk aims to increase immersion and enable tangible interaction with controls and two dimensional associated information. A comparative user study was carried out against a desktop‐based equivalent, exploring a set of 9 perception and interaction tasks based on previous literature and a multidimensional projection use case. We demonstrate that our prototype setup, named VirtualDesk, presents excellent results regarding user comfort and immersion, and performs equally or better in all analytical tasks, while adding minimal or no time overhead and amplifying user subjective perceptions of efficiency and engagement. Results are also contrasted to a previous experiment employing artificial flying navigation, with significant observed improvements.  相似文献   

18.
The analysis of ocean and atmospheric datasets offers a unique set of challenges to scientists working in different application areas. These challenges include dealing with extremely large volumes of multidimensional data, supporting interactive visual analysis, ensembles exploration and visualization, exploring model sensitivities to inputs, mesoscale ocean features analysis, predictive analytics, heterogeneity and complexity of observational data, representing uncertainty, and many more. Researchers across disciplines collaborate to address such challenges, which led to significant research and development advances in ocean and atmospheric sciences, and also in several relevant areas such as visualization and visual analytics, big data analytics, machine learning and statistics. In this report, we perform an extensive survey of research advances in the visual analysis of ocean and atmospheric datasets. First, we survey the task requirements by conducting interviews with researchers, domain experts, and end users working with these datasets on a spectrum of analytics problems in the domain of ocean and atmospheric sciences. We then discuss existing models and frameworks related to data analysis, sense‐making, and knowledge discovery for visual analytics applications. We categorize the techniques, systems, and tools presented in the literature based on the taxonomies of task requirements, interaction methods, visualization techniques, machine learning and statistical methods, evaluation methods, data types, data dimensions and size, spatial scale and application areas. We then evaluate the task requirements identified based on our interviews with domain experts in the context of categorized research based on our taxonomies, and existing models and frameworks of visual analytics to determine the extent to which they fulfill these task requirements, and identify the gaps in current research. In the last part of this report, we summarize the trends, challenges, and opportunities for future research in this area. (see http://www.acm.org/about/class/class/2012 )  相似文献   

19.
We introduce a novel method for interactive generation of visually consistent, snow‐covered landscapes and provide control of their dynamic evolution over time. Our main contribution is the real‐time phenomenological simulation of avalanches and other user‐guided events, such as tracks left by Nordic skiing, which can be applied to interactively sculpt the landscape. The terrain is modeled as a height field with additional layers for stable, compacted, unstable, and powdery snow, which behave in combination as a semi‐viscous fluid. We incorporate the impact of several phenomena, including sunlight, temperature, prevailing wind direction, and skiing activities. The snow evolution includes snow‐melt and snow‐drift, which affect stability of the snow mass and the probability of avalanches. A user can shape landscapes and their evolution either with a variety of interactive brushes, or by prescribing events along a winter season time‐line. Our optimized GPU‐implementation allows interactive updates of snow type and depth across a large (10 × 10 km) terrain, including real‐time avalanches, making this suitable for visual assets in computer games. We evaluate our method through perceptual comparison against exiting methods and real snow‐depth data.  相似文献   

20.
This paper proposes a deep learning‐based image tone enhancement approach that can maximally enhance the tone of an image while preserving the naturalness. Our approach does not require carefully generated ground‐truth images by human experts for training. Instead, we train a deep neural network to mimic the behavior of a previous classical filtering method that produces drastic but possibly unnatural‐looking tone enhancement results. To preserve the naturalness, we adopt the generative adversarial network (GAN) framework as a regularizer for the naturalness. To suppress artifacts caused by the generative nature of the GAN framework, we also propose an imbalanced cycle‐consistency loss. Experimental results show that our approach can effectively enhance the tone and contrast of an image while preserving the naturalness compared to previous state‐of‐the‐art approaches.  相似文献   

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