Slope-Dependent Rendering of Parallel Coordinates to Reduce Density Distortion and Ghost Clusters

David Pomerenke, Frederik L. Dennig, D. Keim, J. Fuchs, M. Blumenschein
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引用次数: 7

Abstract

Parallel coordinates are a popular technique to visualize multidimensional data. However, they face a significant problem influencing the perception and interpretation of patterns. The distance between two parallel lines differs based on their slope. Vertical lines are rendered longer and closer to each other than horizontal lines. This problem is inherent in the technique and has two main consequences: (1) clusters which have a steep slope between two axes are visually more prominent than horizontal clusters. (2) Noise and clutter can be perceived as clusters, as a few parallel vertical lines visually emerge as a ghost cluster. Our paper makes two contributions: First, we formalize the problem and show its impact. Second, we present a novel technique to reduce the effects by rendering the polylines of the parallel coordinates based on their slope: horizontal lines are rendered with the default width, lines with a steep slope with a thinner line. Our technique avoids density distortions of clusters, can be computed in linear time, and can be added on top of most parallel coordinate variations. To demonstrate the usefulness, we show examples and compare them to the classical rendering.
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斜度相关的平行坐标渲染以减少密度失真和鬼影簇
平行坐标是一种流行的多维数据可视化技术。然而,他们面临着一个影响模式感知和解释的重大问题。两条平行线之间的距离因其斜率不同而不同。垂直线比水平线呈现得更长更近。这个问题是技术固有的,有两个主要后果:(1)在两个轴之间有一个陡坡的簇在视觉上比水平的簇更突出。(2)噪声和杂波可以被视为集群,因为一些平行的垂直线在视觉上出现为幽灵集群。我们的论文有两个贡献:首先,我们将问题形式化并展示了其影响。其次,我们提出了一种新的技术,通过基于其斜率渲染平行坐标的折线来减少效果:水平线以默认宽度渲染,斜率较大的线以较细的线渲染。我们的技术避免了簇的密度扭曲,可以在线性时间内计算,并且可以在大多数平行坐标变化的顶部添加。为了演示其实用性,我们将展示一些示例,并将它们与经典呈现进行比较。
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