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Over the past years, an increasing number of publications in information visualization, especially within the field of visual analytics, have mentioned the term “embedding” when describing the computational approach. Within this context, embeddings are usually (relatively) low-dimensional, distributed representations of various data types (such as texts or graphs), and since they have proven to be extremely useful for a variety of data analysis tasks across various disciplines and fields, they have become widely used. Existing visualization approaches aim to either support exploration and interpretation of the embedding space through visual representation and interaction, or aim to use embeddings as part of the computational pipeline for addressing downstream analytical tasks. To the best of our knowledge, this is the first survey that takes a detailed look at embedding methods through the lens of visual analytics, and the purpose of our survey article is to provide a systematic overview of the state of the art within the emerging field of embedding visualization. We design a categorization scheme for our approach, analyze the current research frontier based on peer-reviewed publications, and discuss existing trends, challenges, and potential research directions for using embeddings in the context of visual analytics. Furthermore, we provide an interactive survey browser for the collected and categorized survey data, which currently includes 122 entries that appeared between 2007 and 2023. 相似文献
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We introduce a reliable method to generate offset meshes from input triangle meshes or triangle soups. Our method proceeds in two steps. The first step performs a Dual Contouring method on the offset surface, operating on an adaptive octree that is refined in areas where the offset topology is complex. Our approach substantially reduces memory consumption and runtime compared to isosurfacing methods operating on uniform grids. The second step improves the output Dual Contouring mesh with an offset-aware remeshing algorithm to reduce the normal deviation between the mesh facets and the exact offset. This remeshing process reconstructs concave sharp features and approximates smooth shapes in convex areas up to a user-defined precision. We show the effectiveness and versatility of our method by applying it to a wide range of input meshes. We also benchmark our method on the Thingi10k dataset: watertight and topologically 2-manifold offset meshes are obtained for 100% of the cases. 相似文献
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Mohammad Amin Aliari Andre Beauchamp Tiberiu Popa Eric Paquette 《Computer Graphics Forum》2023,42(2):269-279
We propose an approach for interactive 3D face editing based on deep generative models. Most of the current face modeling methods rely on linear methods and cannot express complex and non-linear deformations. In contrast to 3D morphable face models based on Principal Component Analysis (PCA), we introduce a novel architecture based on variational autoencoders. Our architecture has multiple encoders (one for each part of the face, such as the nose and mouth) which feed a single decoder. As a result, each sub-vector of the latent vector represents one part. We train our model with a novel loss function that further disentangles the space based on different parts of the face. The output of the network is a whole 3D face. Hence, unlike part-based PCA methods, our model learns to merge the parts intrinsically and does not require an additional merging process. To achieve interactive face modeling, we optimize for the latent variables given vertex positional constraints provided by a user. To avoid unwanted global changes elsewhere on the face, we only optimize the subset of the latent vector that corresponds to the part of the face being modified. Our editing optimization converges in less than a second. Our results show that the proposed approach supports a broader range of editing constraints and generates more realistic 3D faces. 相似文献
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When individuals encounter new information (data), that information is incorporated with their existing beliefs (prior) to form a new belief (posterior) in a process referred to as belief updating. While most studies on rational belief updating in visual data analysis elicit beliefs immediately after data is shown, we posit that there may be critical movement in an individual's beliefs when elicited immediately after data is shown v. after a temporal delay (e.g., due to forgetfulness or weak incorporation of the data). Our paper investigates the hypothesis that posterior beliefs elicited after a time interval will “decay” back towards the prior beliefs compared to the posterior beliefs elicited immediately after new data is presented. In this study, we recruit 101 participants to complete three tasks where beliefs are elicited immediately after seeing new data and again after a brief distractor task. We conduct (1) a quantitative analysis of the results to understand if there are any systematic differences in beliefs elicited immediately after seeing new data or after a distractor task and (2) a qualitative analysis of participants' reflections on the reasons for their belief update. While we find no statistically significant global trends across the participants beliefs elicited immediately v. after the delay, the qualitative analysis provides rich insight into the reasons for an individual's belief movement across 9 prototypical scenarios, which includes (i) decay of beliefs as a result of either forgetting the information shown or strongly held prior beliefs, (ii) strengthening of confidence in updated beliefs by positively integrating the new data and (iii) maintaining a consistently updated belief over time, among others. These results can guide subsequent experiments to disambiguate when and by what mechanism new data is truly incorporated into one's belief system. 相似文献
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The heart consists of densely packed muscle fibres. The orientation of these fibres can be acquired by using Diffusion Tensor Imaging (DTI) ex vivo. A good way to visualize the fibre structure in a cross section of the heart is by showing short line segments originating from the cross section and aligned with the local direction of the fibres. If the line segments are placed dense enough, one can see how the fibre orientations change. However, generation of the line segments takes time and thus the user has to wait for new geometry to be generated when the plane defining the cross section is changed. We present a new direct rendering method for the visualization of the 3D vector field in a 2D user‐definable cross section of a heart. On the intersection of the plane with the vector field, the full 3D vectors are rendered as 3D line segments with a local ray casting approach. No preprocessing of the data is needed and no geometry is generated. This technique allows a fast inspection of the data to identify interesting areas where further analysis is necessary (e.g. quantification or generation of streamlines). We also show how the technique is generalized to other glyph shapes than line segments by implementing ellipsoids. 相似文献
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