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1.
Visualizing Summary Statistics and Uncertainty   总被引:1,自引:0,他引:1  
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2.
    
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   

3.
    
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   

4.
    
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   

5.
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   

6.
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   

7.
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   

8.
    
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   

9.
Large datasets of 3D objects require an intuitive way to browse and quickly explore shapes from the collection. We present a dynamic map of shapes where similar shapes are placed next to each other. Similarity between 3D models exists in a high dimensional space which cannot be accurately expressed in a two dimensional map. We solve this discrepancy by providing a local map with pan capabilities and a user interface that resembles an online experience of navigating through geographical maps. As the user navigates through the map, new shapes appear which correspond to the specific navigation tendencies and interests of the user, while maintaining a continuous browsing experience. In contrast with state of the art methods which typically reduce the search space by selecting constraints or employing relevance feedback, our method enables exploration of large sets without constraining the search space, allowing the user greater creativity and serendipity. A user study evaluation showed a strong preference of users for our method over a standard relevance feedback method.  相似文献   

10.
We developed an interactive system to design a customized cover for a given three‐dimensional (3D) object such as a camera, teapot, or car. The system first computes the convex hull of the input geometry. The user segments it into several cloth patches by drawing on the 3D surface. This paper provides two technical contributions. First, it introduces a specialized flattening algorithm for cover patches. It makes each two‐dimensional edge in the flattened pattern equal to or longer than the original 3D edge; a smaller patch would fail to cover the object, and a larger patch would result in extra wrinkles. Second, it introduces a mechanism to verify that the user‐specified opening would be large enough for the object to be removed. Starting with the initial configuration, the system virtually “pulls” the object out of the cover while avoiding excessive stretching of cloth patches. We used the system to design real covers and confirmed that it functions as intended.  相似文献   

11.
The generation of inbetween frames that interpolate a given set of key frames is a major component in the production of a 2D feature animation. Our objective is to considerably reduce the cost of the inbetweening phase by offering an intuitive and effective interactive environment that automates inbetweening when possible while allowing the artist to guide, complement, or override the results. Tight inbetweens, which interpolate similar key frames, are particularly time‐consuming and tedious to draw. Therefore, we focus on automating these high‐precision and expensive portions of the process. We have designed a set of user‐guided semi‐automatic techniques that fit well with current practice and minimize the number of required artist‐gestures. We present a novel technique for stroke interpolation from only two keys which combines a stroke motion constructed from logarithmic spiral vertex trajectories with a stroke deformation based on curvature averaging and twisting warps. We discuss our system in the context of a feature animation production environment and evaluate our approach with real production data.  相似文献   

12.
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   

13.
Matrix Trees     
We propose a new data representation for octrees and kd‐trees that improves upon memory size and algorithm speed of existing techniques. While pointerless approaches exploit the regular structure of the tree to facilitate efficient data access, their memory footprint becomes prohibitively large as the height of the tree increases. Pointerbased trees require memory consumption proportional to the number of tree nodes, thus exploiting the typical sparsity of large trees. Yet, their traversal is slowed by the need to follow explicit pointers across the different levels. Our solution is a pointerless approach that represents each tree level with its own matrix, as opposed to traditional pointerless trees that use only a single vector. This novel data organization allows us to fully exploit the tree's regular structure and improve the performance of tree operations. By using a sparse matrix data structure we obtain a representation that is suited for sparse and dense trees alike. In particular, it uses less total memory than pointer‐based trees even when the data set is extremely sparse. We show how our approach is easily implemented on the GPU and illustrate its performance in typical visualization scenarios.  相似文献   

14.
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   

15.
In this paper we present several techniques to interactively explore representations of 2D vector fields. Through a set of simple hand postures used on large, touch‐sensitive displays, our approach allows individuals to custom‐design glyphs (arrows, lines, etc.) that best reveal patterns of the underlying dataset. Interactive exploration of vector fields is facilitated through freedom of glyph placement, glyph density control, and animation. The custom glyphs can be applied individually to probe specific areas of the data but can also be applied in groups to explore larger regions of a vector field. Re‐positionable sources from which glyphs—animated according to the local vector field—continue to emerge are used to examine the vector field dynamically. The combination of these techniques results in an engaging visualization with which the user can rapidly explore and analyze varying types of 2D vector fields, using a virtually infinite number of custom‐designed glyphs.  相似文献   

16.
We introduce a method to dynamically construct highly concurrent linked lists on modern graphics processors. Once constructed, these data structures can be used to implement a host of algorithms useful in creating complex rendering effects in real time. We present a straightforward way to create these linked lists using generic atomic operations available in APIs such as OpenGL 4.0 and DirectX 11. We also describe several possible applications of our algorithm. One example uses per‐pixel linked lists for order‐independent transparency; as a consequence, we are able to directly implement fully programmable blending, which frees developers from the restrictions imposed by current graphics APIs. The second uses linked lists to implement real‐time indirect shadows.  相似文献   

17.
In this paper we study the comprehensive effects on volume rendered images due to numerical errors caused by the use of finite precision for data representation and processing. To estimate actual error behavior we conduct a thorough study using a volume renderer implemented with arbitrary floating‐point precision. Based on the experimental data we then model the impact of floating‐point pipeline precision, sampling frequency and fixed‐point input data quantization on the fidelity of rendered images. We introduce three models, an average model, which does not adapt to different data nor varying transfer functions, as well as two adaptive models that take the intricacies of a new data set and transfer function into account by adapting themselves given a few different images rendered. We also test and validate our models based on new data that was not used during our model building.  相似文献   

18.
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   

19.
In this paper we analyze normal vector representations. We derive the error of the most widely used representation, namely 3D floating‐point normal vectors. Based on this analysis, we show that, in theory, the discretization error inherent to single precision floating‐point normals can be achieved by 250.2 uniformly distributed normals, addressable by 51 bits. We review common sphere parameterizations and show that octahedron normal vectors perform best: they are fast and stable to compute, have a controllable error, and require only 1 bit more than the theoretical optimal discretization with the same error.  相似文献   

20.
Ray–based representations can model complex light transport but are limited in modeling diffraction effects that require the simulation of wavefront propagation. This paper provides a new paradigm that has the simplicity of light path tracing and yet provides an accurate characterization of both Fresnel and Fraunhofer diffraction. We introduce the concept of a light field transformer at the interface of transmissive occluders. This generates mathematically sound, virtual, and possibly negative‐valued light sources after the occluder. From a rendering perspective the only simple change is that radiance can be temporarily negative. We demonstrate the correctness of our approach both analytically, as well by comparing values with standard experiments in physics such as the Young's double slit. Our implementation is a shader program in OpenGL that can generate wave effects on arbitrary surfaces.  相似文献   

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