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1.
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   

2.
3.
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   

4.
In this paper, we propose an efficient solution that addresses the performance problems of current single-pass GPU raycasting algorithms. Our paper provides more control over the rendering process by introducing tighter ray segments for raycasting, while at the same time avoiding the introduction of any new rendering artefacts. We achieve this by dynamically generating, on the GPU, a coarsely fitted proxy geometry, composed of spheres, for the active blocks. The spheres are then rasterised into two z-buffers by a single rendering pass. The resulting two z-buffers are used as the first-hit and last-hit points for the subsequent raycaster. With this approach, only the valid ray segments between the two z-buffers need to be sampled during raycasting. This also provides more coherent parallelism on the GPU due to more consistent ray length and avoidance of the overheads and dynamic branching of performing checks on a per-sample basis during the raycasting pass.
Our technique is ideal for dynamic data exploration in which both the transfer function and view parameters need to be changed frequently at runtime. The rendering results of our algorithm are identical to the general cube-based proxy geometry algorithm, but the performance can be up to 15.7 times faster. Furthermore, the approach can be adopted by any existing raycasting system in a straightforward way.  相似文献   

5.
We provide a novel visualization method for the comparison of hierarchically organized data. Our technique visualizes a pair of hierarchies that are to be compared and simultaneously depicts how these hierarchies are related by explicitly visualizing the relations between matching subhierarchies. Elements that are unique to each hierarchy are shown, as well as the way in which hierarchy elements are relocated, split or joined. The relations between hierarchy elements are visualized using Hierarchical Edge Bundles (HEBs). HEBs reduce visual clutter, they visually emphasize the aforementioned splits, joins, and relocations of subhierarchies, and they provide an intuitive way in which users can interact with the relations. The focus throughout this paper is on the comparison of different versions of hierarchically organized software systems, but the technique is applicable to other kinds of hierarchical data as well. Various data sets of actual software systems are used to show how our technique can be employed to easily spot splits, joins, and relocations of elements, how sorting both hierarchies with respect to each other facilitates comparison tasks, and how user interaction is supported.  相似文献   

6.
Visual analytics of multidimensional multivariate data is a challenging task because of the difficulty in understanding metrics in attribute spaces with more than three dimensions. Frequently, the analysis goal is not to look into individual records but to understand the distribution of the records at large and to find clusters of records with similar attribute values. A large number of (typically hierarchical) clustering algorithms have been developed to group individual records to clusters of statistical significance. However, only few visualization techniques exist for further exploring and understanding the clustering results. We propose visualization and interaction methods for analyzing individual clusters as well as cluster distribution within and across levels in the cluster hierarchy. We also provide a clustering method that operates on density rather than individual records. To not restrict our search for clusters, we compute density in the given multidimensional multivariate space. Clusters are formed by areas of high density. We present an approach that automatically computes a hierarchical tree of high density clusters. To visually represent the cluster hierarchy, we present a 2D radial layout that supports an intuitive understanding of the distribution structure of the multidimensional multivariate data set. Individual clusters can be explored interactively using parallel coordinates when being selected in the cluster tree. Furthermore, we integrate circular parallel coordinates into the radial hierarchical cluster tree layout, which allows for the analysis of the overall cluster distribution. This visual representation supports the comprehension of the relations between clusters and the original attributes. The combination of the 2D radial layout and the circular parallel coordinates is used to overcome the overplotting problem of parallel coordinates when looking into data sets with many records. We apply an automatic coloring scheme based on the 2D radial layout of the hierarchical cluster tree encoding hue, saturation, and value of the HSV color space. The colors support linking the 2D radial layout to other views such as the standard parallel coordinates or, in case data is obtained from multidimensional spatial data, the distribution in object space.  相似文献   

7.
This paper describes a fast rendering algorithm for verification of spectacle lens design. Our method simulates refraction corrections of astigmatism as well as myopia or presbyopia. Refraction and defocus are the main issues in the simulation. For refraction, our proposed method uses per-vertex basis ray tracing which warps the environment map and produces a real-time refracted image which is subjectively as good as ray tracing. Conventional defocus simulation was previously done by distribution ray tracing and a real-time solution was impossible. We introduce the concept of a blur field, which we use to displace every vertex according to its position. The blurring information is precomputed as a set of field values distributed to voxels which are formed by evenly subdividing the perspective projected space. The field values can be determined by tracing a wavefront from each voxel through the lens and the eye, and by evaluating the spread of light at the retina considering the best human accommodation effort. The blur field is stored as texture data and referred to by the vertex shader that displaces each vertex. With an interactive frame rate, blending the multiple rendering results produces a blurred image comparable to distribution ray tracing output.  相似文献   

8.
Fiber tracking is a standard tool to estimate the course of major white matter tracts from diffusion tensor magnetic resonance imaging (DT‐MRI) data. In this work, we aim at supporting the visual analysis of classical streamlines from fiber tracking by integrating context from anatomical data, acquired by a T1‐weighted MRI measurement. To this end, we suggest a novel visualization metaphor, which is based on data‐driven deformation of geometry and has been inspired by a technique for anatomical fiber preparation known as Klingler dissection. We demonstrate that our method conveys the relation between streamlines and surrounding anatomical features more effectively than standard techniques like slice images and direct volume rendering. The method works automatically, but its GPU‐based implementation allows for additional, intuitive interaction.  相似文献   

9.
This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in an interactive rendering application. Our basic strategy is to evaluate the shading in a low resolution buffer and, in a second rendering pass, resample this buffer at the desired screen resolution. The size of the lower resolution buffer provides a trade‐off between rendering time and the level of detail in the final shading. In order to reduce approximation error we use a feature‐preserving reconstruction technique that more faithfully approximates the shading near depth and normal discontinuities. We also demonstrate how intermediate components of the shading can be selectively resized to provide finer‐grained control over resource allocation. Finally, we introduce a simple control mechanism that continuously adjusts the amount of resizing necessary to maintain a target framerate. These techniques do not require any preprocessing, are straightforward to implement on modern GPUs, and are shown to provide significant performance gains for several pixel‐bound scenes.  相似文献   

10.
The rendering of large data sets can result in cluttered displays and non‐interactive update rates, leading to time consuming analyses. A straightforward solution is to reduce the number of items, thereby producing an abstraction of the data set. For the visual analysis to remain accurate, the graphical representation of the abstraction must preserve the significant features present in the original data. This paper presents a screen space quality method, based on distance transforms, that measures the visual quality of a data abstraction. This screen space measure is shown to better capture significant visual structures in data, compared with data space measures. The presented method is implemented on the GPU, allowing interactive creation of high quality graphical representations of multivariate data sets containing tens of thousands of items.  相似文献   

11.
Recent soft shadow mapping techniques based on back-projection can render high quality soft shadows in real time. However, real time high quality rendering of large penumbrae is still challenging, especially when multilayer shadow maps are used to reduce single light sample silhouette artifact. In this paper, we present an efficient algorithm to attack this problem. We first present a GPU-friendly packet-based approach rendering a packet of neighboring pixels together to amortize the cost of computing visibility factors. Then, we propose a hierarchical technique to quickly locate the contour edges, further reducing the computation cost. At last, we suggest a multi-view shadow map approach to reduce the single light sample artifact. We also demonstrate its higher image quality and higher efficiency compared to the existing depth peeling approaches.  相似文献   

12.
Reviewing literatures for a certain research field is always important for academics. One could use Google‐like information seeking tools, but oftentimes he/she would end up obtaining too many possibly related papers, as well as the papers in the associated citation network. During such a process, a user may easily get lost after following a few links for searching or cross‐referencing. It is also difficult for the user to identify relevant/important papers from the resulting huge collection of papers. Our work, called PaperVis, endeavors to provide a user‐friendly interface to help users quickly grasp the intrinsic complex citation‐reference structures among a specific group of papers. We modify the existing Radial Space Filling (RSF) and Bullseye View techniques to arrange involved papers as a node‐link graph that better depicts the relationships among them while saving the screen space at the same time. PaperVis applies visual cues to present node attributes and their transitions among interactions, and it categorizes papers into semantically meaningful hierarchies to facilitate ensuing literature exploration. We conduct experiments on the InfoVis 2004 Contest Dataset to demonstrate the effectiveness of PaperVis.  相似文献   

13.
Display devices, more than ever, are finding their ways into electronic consumer goods as a result of recent trends in providing more functionality and user interaction. Combined with the new developments in display technology towards higher reproducible luminance range, the mobility and variation in capability of display devices are constantly increasing. Consequently, in real life usage it is now very likely that the display emission to be distorted by spatially and temporally varying reflections, and the observer's visual system to be not adapted to the particular display that she is viewing at that moment. The actual perception of the display content cannot be fully understood by only considering steady-state illumination and adaptation conditions. We propose an objective method for display visibility analysis formulating the problem as a full-reference image quality assessment problem, where the display emission under "ideal" conditions is used as the reference for real-life conditions. Our work includes a human visual system model that accounts for maladaptation and temporal recovery of sensitivity. As an example application we integrate our method to a global illumination simulator and analyze the visibility of a car interior display under realistic lighting conditions.  相似文献   

14.
We present a real‐time method for rendering a depth‐of‐field effect based on the per‐pixel layered splatting where source pixels are scattered on one of the three layers of a destination pixel. In addition, the missing information behind foreground objects is filled with an additional image of the areas occluded by nearer objects. The method creates high‐quality depth‐of‐field results even in the presence of partial occlusion, without major artifacts often present in the previous real‐time methods. The method can also be applied to simulating defocused highlights. The entire framework is accelerated by GPU, enabling real‐time post‐processing for both off‐line and interactive applications.  相似文献   

15.
In this paper, we introduce a new representation – radiance transfer fields (RTF) – for rendering interreflections in dynamic scenes under low frequency illumination. The RTF describes the radiance transferred by an individual object to its surrounding space as a function of the incident radiance. An important property of RTF is its independence of the scene configuration, enabling interreflection computation in dynamic scenes. Secondly, RTFs naturally fit in with the rendering framework of precomputed shadow fields, incurring negligible cost to add interreflection effects. In addition, RTFs can be used to compute interreflections for both diffuse and glossy objects. We also show that RTF data can be highly compressed by clustered principal component analysis (CPCA), which not only reduces the memory cost but also accelerates rendering. Finally, we present some experimental results demonstrating our techniques.  相似文献   

16.
We present a novel algorithm for the efficient extraction and visualization of high‐quality ridge and valley surfaces from numerical datasets. Despite their rapidly increasing popularity in visualization, these so‐called crease surfaces remain challenging to compute owing to their strongly nonlinear and non‐orientable nature, and their complex boundaries. In this context, existing meshing techniques require an extremely dense sampling that is computationally prohibitive. Our proposed solution intertwines sampling and meshing steps to yield an accurate approximation of the underlying surfaces while ensuring the geometric quality of the resulting mesh. Using the computation power of the GPU, we propose a fast, parallel method for sampling. Additionally, we present a new front propagation meshing strategy that leverages CPU multiprocessing. Results are shown for synthetic, medical and fluid dynamics datasets.  相似文献   

17.
We present a novel approach for visualizing the positional and geometrical variability of isosurfaces in uncertain 3D scalar fields. Our approach extends recent work by Pöthkow and Hege [ [PH10] ] in that it accounts for correlations in the data to determine more reliable isosurface crossing probabilities. We introduce an incremental update‐scheme that allows integrating the probability computation into front‐to‐back volume ray‐casting efficiently. Our method accounts for homogeneous and anisotropic correlations, and it determines for each sampling interval along a ray the probability of crossing an isosurface for the first time. To visualize the positional and geometrical uncertainty even under viewing directions parallel to the surface normal, we propose a new color mapping scheme based on the approximate spatial deviation of possible surface points from the mean surface. The additional use of saturation enables to distinguish between areas of high and low statistical dependence. Experimental results confirm the effectiveness of our approach for the visualization of uncertainty related to position and shape of convex and concave isosurface structures.  相似文献   

18.
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   

19.
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   

20.
Prostate cancer is one of the most prevalent cancers among males, and the use of magnetic resonance imaging (MRI) has been suggested for its detection. A framework is presented for scoring and visualizing various MR data in an efficient and intuitive manner. A classification method is introduced where a cumulative score volume is created which takes into account each of three acquisition types. This score volume is integrated into a volume rendering framework which allows the user to view the prostate gland, the multi‐modal score values, and the surrounding anatomy. A visibility persistence mode is introduced to automatically avoid full occlusion of a selected score and indicate overlaps. The use of GPU‐accelerated multi‐modal single‐pass ray casting provides an interactive experience. User driven importance rendering allows the user to gain insight into the data and can assist in localization of the disease and treatment planning. We evaluate our results against pathology and radiologists'determinations.  相似文献   

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