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1.
In this paper, we present an automated system for generating context‐preserving route maps that depict navigation routes as a path between nodes and edges inside a topographic network. Our application identifies relevant context information to support navigation and orientation, and generates customizable route maps according to design principles that communicate all relevant context information clearly visible on one single page. Interactive scaling allows seamless transition between the original undistorted map and our new map design, and supports user‐specified scaling of regions of interest to create personalized driving directions according to the drivers needs.  相似文献   

2.
Sound is an integral part of most movies and videos. In many situations, viewers of a video are unable to hear the sound track, for example, when watching it in a fast forward mode, viewing it by hearing‐impaired viewers or when the plot is given as a storyboard. In this paper, we present an automated visualization solution to such problems. The system first detects the common components (such as music, speech, rain, explosions, and so on) from a sound track, then maps them to a collection of programmable visual metaphors, and generates a composite visualization. This form of sound visualization, which is referred to as SoundRiver, can be also used to augment various forms of video abstraction and annotated key frames and to enhance graphical user interfaces for video handling software. The SoundRiver conveys more semantic information to the viewer than traditional graphical representations of sound illustration, such as phonoautographs, spectrograms or artistic audiovisual animations.  相似文献   

3.
Pixel‐based visualizations have become popular, because they are capable of displaying large amounts of data and at the same time provide many details. However, pixel‐based visualizations are only effective if the data set is not sparse and the data distribution not random. Single pixels – no matter if they are in an empty area or in the middle of a large area of differently colored pixels – are perceptually difficult to discern and may therefore easily be missed. Furthermore, trends and interesting passages may be camouflaged in the sea of details. In this paper we compare different approaches for visual boosting in pixel‐based visualizations. Several boosting techniques such as halos, background coloring, distortion, and hatching are discussed and assessed with respect to their effectiveness in boosting single pixels, trends, and interesting passages. Application examples from three different domains (document analysis, genome analysis, and geospatial analysis) show the general applicability of the techniques and the derived guidelines.  相似文献   

4.
Historically, rendering system development has been mainly focused on improving the numerical accuracy of the rendering algorithms and their runtime efficiency. In this paper, we propose a method to improve the correctness not of the algorithms themselves, but of their implementation. Specifically, we show that by combining static type checking and generic programming, rendering system and shader development can take advantage of compile‐time checking to perform dimensional analysis, i.e. to enforce the correctness of physical dimensions and units in light transport, and geometric space analysis, i.e. to ensure that geometric computations respect the spaces in which points, vectors and normals were defined. We demonstrate our methods by implementing a CPU path tracer and a GPU renderer which previews direct illumination. While we build on prior work to develop our implementations, the main contribution of our work is to show that dimensional analysis and geometric space checking can be successfully integrated into the development of rendering systems and shaders.  相似文献   

5.
Visualizations of hierarchical data can often be explored interactively. For example, in geographic visualization, there are continents, which can be subdivided into countries, states, counties and cities. Similarly, in models of viruses or bacteria at the highest level are the compartments, and below that are macromolecules, secondary structures (such as α‐helices), amino‐acids, and on the finest level atoms. Distinguishing between items can be assisted through the use of color at all levels. However, currently, there are no hierarchical and adaptive color mapping techniques for very large multi‐scale visualizations that can be explored interactively. We present a novel, multi‐scale, color‐mapping technique for adaptively adjusting the color scheme to the current view and scale. Color is treated as a resource and is smoothly redistributed. The distribution adjusts to the scale of the currently observed detail and maximizes the color range utilization given current viewing requirements. Thus, we ensure that the user is able to distinguish items on any level, even if the color is not constant for a particular feature. The coloring technique is demonstrated for a political map and a mesoscale structural model of HIV. The technique has been tested by users with expertise in structural biology and was overall well received.  相似文献   

6.
For surgical planning, the exploration of 3D visualizations and 2D slice views is essential. However, the generation of visualizations which support the specific treatment decisions is very tedious. Therefore, the reuse of once designed visualizations for similar cases can strongly accelerate the process of surgical planning. We present a new technique that enables the easy reuse of both medical visualization types: 3D scenes and 2D slice views. We introduce the keystates as a concept to describe the state of a visualization in a general manner. They can be easily applied to new datasets to create similar visualizations. Keystates can be shared between surgeons of one specialization to reproduce and document the planning process for collaborative work. Furthermore, animations can support the surgeon on individual exploration and are also useful in collaborative environments, where complex issues must be presented in a short time. Therefore, we provide a framework, where animations can be visually designed by surgeons during their exploration process without any programming or authoring skills. We discuss several transitions between different visualizations and present an application from clinical routine.  相似文献   

7.
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   

8.
This paper presents an interactive system for ink splattering, a form of abstract art that artists splat ink onto the canvas. The default input device of our system is a pressure‐sensitive 2D stylus, the most common sketching tool for digital artists, and we propose two interaction mode: ink‐flicking mode and ink‐dripping mode , that are designed to be analogous to the artistic techniques of ink splattering in real world. The core of our ink splattering system is a novel three‐stage ink splattering framework that simulates the physics‐based interaction of ink with different mediums including brush heads, air and paper. We have implemented the physical engine in CUDA and the whole simulation process runs at interactive speed.  相似文献   

9.
Lighting design plays a crucial role in indoor lighting design, computer cinematograph and many other applications. Computer‐assisted lighting design aims to find a lighting configuration that best approximates the illumination effect specified by designers. In this paper, we present an automatic approach for lighting design, in which discrete and continuous optimization of the lighting configuration, including the number, intensity, and position of lights, are achieved. Our lighting design algorithm consists of two major steps. The first step estimates an initial lighting configuration by light sampling and clustering. The initial light clusters are then recursively merged to form a light hierarchy. The second step optimizes the lighting configuration by alternatively selecting a light cut on the light hierarchy to determine the number of representative lights and optimizing the lighting parameters using the simplex method. To speed up the optimization computation, only illumination at scene vertices that are important to rendering are sampled and taken into account in the optimization. Using the proposed approach, we develop a lighting design system that can compute appropriate lighting configurations to generate the illumination effects iteratively painted and modified by a designer interactively.  相似文献   

10.
This paper presents an automatic method for producing stipple renderings from photographs, following the style of professional hedcut illustrations. For effective depiction of image features, we introduce a novel dot placement algorithm which adapts stipple dots to the local shapes. The core idea is to guide the dot placement along ‘feature flow’ extracted from the feature lines, resulting in a dot distribution that conforms to feature shapes. The sizes of dots are adaptively determined from the input image for proper tone representation. Experimental results show that such feature‐guided stippling leads to the production of stylistic and feature‐emphasizing dot illustrations.  相似文献   

11.
In this paper, we propose a technique to produce artistic strokes in a variety of drawing material based on example images. Our approach is to divide example strokes scanned from images into small pieces along their stroke directions and synthesize a novel stroke by rearranging them along a user specified curve. The visible quality of a synthesized stroke can be maintained by utilizing the connectivity information stored in a directed graph constructed in the preprocessing step. At run‐time, the graph is traversed to find a path best matching the user specification given as a curve and additional information. The results of our experiments shows that visually convincing strokes of various materials can be generated efficiently.  相似文献   

12.
We present a real‐time rendering algorithm for inhomogeneous, single scattering media, where all‐frequency shading effects such as glows, light shafts, and volumetric shadows can all be captured. The algorithm first computes source radiance at a small number of sample points in the medium, then interpolates these values at other points in the volume using a gradient‐based scheme that is efficiently applied by sample splatting. The sample points are dynamically determined based on a recursive sample splitting procedure that adapts the number and locations of sample points for accurate and efficient reproduction of shading variations in the medium. The entire pipeline can be easily implemented on the GPU to achieve real‐time performance for dynamic lighting and scenes. Rendering results of our method are shown to be comparable to those from ray tracing.  相似文献   

13.
This paper presents a realistic digital oil painting system, specifically targeted at the real‐time performance on highly resource‐constrained portable hardware such as tablets and iPads. To effectively use the limited computing power, we develop an efficient adaptation of the shallow water equations that models all the characteristic properties of oil paint. The pigments are stored in a multi‐layered structure to model the peculiar nature of pigment mixing in oil paint. The user experience ranges from thick shape‐retaining strokes to runny diluted paint that reacts naturally to the gravity set by tablet orientation. Finally, the paint is rendered in real time using a combination of carefully chosen efficient rendering techniques. The virtual lighting adapts to the tablet orientation, or alternatively, the front‐facing camera captures the lighting environment, which leads to a truly immersive user experience. Our proposed features are evaluated via a user study. In our experience, our system enables artists to quickly try out ideas and compositions anywhere when inspiration strikes, in a truly ubiquitous way. They do not need to carry expensive and messy oil paint supplies.  相似文献   

14.
This paper presents a procedural approach to generate furniture arrangements for large virtual indoor scenes. The interiors of buildings in 3D city scenes are often omitted. Our solution creates rich furniture arrangements for all rooms of complex buildings and even for entire cities. The key idea is to only furnish the rooms in the vicinity of the viewer while the user explores a building in real time. In order to compute the object layout we introduce an agent‐based solution and demonstrate the flexibility and effectiveness of the agent approach. Furthermore, we describe advanced features of the system, like procedural furniture geometry, persistent room layouts, and styles for high‐level control.  相似文献   

15.
Collaborative slide image viewing systems are becoming increasingly important in pathology applications such as telepathology and E‐learning. Despite rapid advances in computing and imaging technology, current digital pathology systems have limited performance with respect to remote viewing of whole slide images on desktop or mobile computing devices. In this paper we present a novel digital pathology client–server system that supports collaborative viewing of multi‐plane whole slide images over standard networks using multi‐touch‐enabled clients. Our system is built upon a standard HTTP web server and a MySQL database to allow multiple clients to exchange image and metadata concurrently. We introduce a domain‐specific image‐stack compression method that leverages real‐time hardware decoding on mobile devices. It adaptively encodes image stacks in a decorrelated colour space to achieve extremely low bitrates (0.8 bpp) with very low loss of image quality. We evaluate the image quality of our compression method and the performance of our system for diagnosis with an in‐depth user study.  相似文献   

16.
This paper presents an experience report on a novel approach for a course on intermediate and advanced computer graphics topics. The approach uses Teachlet Tutorials, a combination of traditional seminar–type teaching with interactive exploration of the content by the audience, plus development of self-contained tutorials on the topic. In addition to a presentation, an interactive software tool is developed by the students to assist the audience in learning and exploring the topic's details. This process is guided through set tasks. The resulting course material is developed for two different contexts: (a) for classroom presentation and (b) as an interactive, self-contained, self-learning tutorial. The overall approach results in a more thorough understanding of the topic both for the student teachers as well as for the class participants. In addition to detailing the Teachlet Tutorial approach, this paper presents our experiences implementing the approach in our Advanced Computer Graphics course and presents the resultant projects. Most of the final Teachlet Tutorials were surprisingly good and we had excellent feedback from the students on the approach and course.  相似文献   

17.
We propose a generic pigment model suitable for digital painting in a wide range of genres including traditional Chinese painting and water-based painting. The model embodies a simulation of the pigment-water solution and its interaction with the brush and the paper at the level of pigment particles; such a level of detail is needed for achieving highly intricate effects by the artist. The simulation covers pigment diffusion and sorption processes at the paper surface, and aspects of pigment particle deposition on the paper. We follow rules and formulations from quantitative studies of adsorption and diffusion processes in surface chemistry and the textile industry. The result is a pigment model that spans a continuum from the very wet to the very dry brush stroke effects. We also propose a new pigment mixing method based on machine learning techniques to emulate pigment mixing in real life as well as to support the creation of new artificial pigments. To experiment with the proposed model, we embedded the model in a sophisticated digital brush system. The combined system exhibits interactive speed on a modest PC platform. http://www.cs.hku.hk/~songhua/pigment provides supplementary materials for this paper.  相似文献   

18.
Interactive computation of global illumination is a major challenge in current computer graphics research. Global illumination heavily affects the visual quality of generated images. It is therefore a key attribute for the perception of photo‐realistic images. Path tracing is able to simulate the physical behaviour of light using Monte Carlo techniques. However, the computational burden of this technique prohibits interactive rendering times on standard commodity hardware in high‐quality. Trying to solve the Monte Carlo integration with fewer samples results in characteristic noisy images. Global illumination filtering methods take advantage of the fact that the integral for neighbouring pixels may be very similar. Averaging samples of similar characteristics in screen‐space may approximate the correct integral, but may result in visible outliers. In this paper, we present a novel path tracing pipeline based on an edge‐aware filtering method for the indirect illumination which produces visually more pleasing results without noticeable outliers. The key idea is not to filter the noisy path traced images but to use it as a guidance to filter a second image composed from characteristic scene attributes that do not contain noise by default. We show that our approach better approximates the Monte Carlo integral compared to previous methods. Since the computation is carried out completely in screen‐space it is therefore applicable to fully dynamic scenes, arbitrary lighting and allows for high‐quality path tracing at interactive frame rates on commodity hardware.  相似文献   

19.
Incense, candle smoke and cigarette smoke often exhibit smoke flows with a surface‐like appearance. Although delving into well‐known computational fluid dynamics may provide a solution to create such an appearance, we propose a much efficient alternative that combines a low‐resolution fluid simulation with explicit geometry provided by NURBS surfaces. Among a wide spectrum of fluid simulation, our algorithm specifically tailors to reproduce the semi‐transparent surface look and motion of the smoke. The main idea is that we follow the traces called streaklines created by the advected particles from a simulation and reconstruct NURBS surfaces passing through them. Then, we render the surfaces by applying an opacity map to each surface, where the opacity map is created by utilizing the smoke density and the characteristics of the surface contour. Augmenting the results from low‐resolution simulations such a way requires a low computational cost and memory usage by design.  相似文献   

20.
Many casually taken ‘tourist’ photographs comprise of architectural objects like houses, buildings, etc. Reconstructing such 3D scenes captured in a single photograph is a very challenging problem. We propose a novel approach to reconstruct such architectural scenes with minimal and simple user interaction, with the goal of providing 3D navigational capability to an image rather than acquiring accurate geometric detail. Our system, Peek‐in‐the‐Pic, is based on a sketch‐based geometry reconstruction paradigm. Given an image, the user simply traces out objects from it. Our system regards these as perspective line drawings, automatically completes them and reconstructs geometry from them. We make basic assumptions about the structure of traced objects and provide simple gestures for placing additional constraints. We also provide a simple sketching tool to progressively complete parts of the reconstructed buildings that are not visible in the image and cannot be automatically completed. Finally, we fill holes created in the original image when reconstructed buildings are removed from it, by automatic texture synthesis. Users can spend more time using interactive texture synthesis for further refining the image. Thus, instead of looking at flat images, a user can fly through them after some simple processing. Minimal manual work, ease of use and interactivity are the salient features of our approach.  相似文献   

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