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Parallel MDOM for light transport in participating media 平行MDOM轻传输参与媒体
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508261
Ajit Hakke Patil, D. Bernabei, Chaly Collins, Ke Chen, S. Pattanaik, F. Ganovelli
We present a novel technique for physically based rendering of participating media like cloud, smoke, wax, marble, etc. We solve the radiative transfer equation (RTE) for participating media using the Modified Discrete Ordinate Method (MDOM), which computes the final solution as a combination of a direct and an indirect component. We propose a scalable GPU based parallel pipeline, for solving the RTE using the MDOM. This parallel RTE solver is capable of rendering intermediate results such as single scattering approximation. We overcome GPU memory size limitations by using low resolution radiance storage while doing high resolution radiance propagation. Furthermore, we achieve scalability by implementing an efficient volumetric data streaming mechanism. Our results demonstrate the ability of our method to render high quality multiple scattering effects.
我们提出了一种基于物理渲染的新技术,用于参与媒体,如云,烟,蜡,大理石等。我们使用修正离散坐标法(MDOM)求解参与介质的辐射传递方程(RTE),该方法将直接分量和间接分量结合计算最终解。我们提出了一种基于可扩展GPU的并行管道,用于使用MDOM解决RTE问题。该并行RTE求解器能够给出单散射近似等中间结果。在进行高分辨率辐射传播的同时,我们通过使用低分辨率辐射存储来克服GPU内存大小的限制。此外,我们通过实现高效的容量数据流机制来实现可扩展性。我们的结果证明了我们的方法能够呈现高质量的多重散射效果。
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引用次数: 1
Contextual Snapshots: Enriched Visualization with Interactive Spatial Annotations 上下文快照:丰富的可视化与交互式空间注释
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508251
P. Mindek, S. Bruckner, E. Gröller
Spatial selections are a ubiquitous concept in visualization. By localizing particular features, they can be analyzed and compared in different views. However, the semantics of such selections are often dependent on other parameter settings and it can be difficult to reconstruct them without additional information. In this paper, we present the concept of contextual snapshots as an effective means for managing spatial selections in visualized data. The selections are automatically associated with the context in which they have been created. Contextual snapshots can be also used as the basis for interactive integrated and linked views, which enable in-place investigation and comparison of multiple visual representations of data. Our approach is implemented as a flexible toolkit with well-defined interfaces for integration into existing systems. We demonstrate the power and generality of our techniques by applying them to several distinct scenarios such as the visualization of simulation data and the analysis of historical documents.
空间选择是可视化中普遍存在的概念。通过定位特定的特征,可以从不同的角度对它们进行分析和比较。然而,这些选择的语义通常依赖于其他参数设置,如果没有额外的信息,很难重建它们。在本文中,我们提出了上下文快照的概念,作为管理可视化数据中的空间选择的有效手段。选择将自动与创建它们的上下文关联起来。上下文快照还可以用作交互式集成和链接视图的基础,从而支持对数据的多种可视化表示进行就地调查和比较。我们的方法是作为一个灵活的工具包实现的,该工具包具有良好定义的接口,用于集成到现有系统中。我们将这些技术应用于几个不同的场景,例如模拟数据的可视化和历史文档的分析,从而展示了这些技术的强大功能和通用性。
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引用次数: 7
Seamless Visual Abstraction of Molecular Surfaces 分子表面的无缝视觉抽象
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508258
J. Parulek, T. Ropinski, I. Viola
Molecular visualization is often challenged with rendering of large sequences of molecular simulations in real time. We introduce a novel approach that enables us to show even large protein complexes over time in real-time. Our method is based on the level-of-detail concept, where we exploit three different molecular surface models, solvent excluded surface (SES), Gaussian kernels and van der Waals spheres combined in one visualization. We introduce three shading levels that correspond to their geometric counterparts and a method for creating seamless transition between these representations. The SES representation with full shading and added contours stands in focus while on the other side a sphere representation with constant shading and without contours provide the context. Moreover, we introduce a methodology to render the entire molecule directly using the A-buffer technique, which further improves the performance. The rendering performance is evaluated on series of molecules of varying atom counts.
分子可视化经常面临实时绘制大序列分子模拟的挑战。我们引入了一种新颖的方法,使我们能够实时显示大的蛋白质复合物。我们的方法是基于细节级概念,其中我们利用三种不同的分子表面模型,溶剂排除表面(SES),高斯核和范德华球结合在一个可视化中。我们介绍了三个与几何对应的阴影级别,以及在这些表示之间创建无缝过渡的方法。具有完整阴影和添加轮廓的SES表示处于焦点位置,而在另一边,具有恒定阴影且没有轮廓的球体表示提供上下文。此外,我们还介绍了一种使用a缓冲技术直接渲染整个分子的方法,这进一步提高了性能。在一系列不同原子数的分子上评估渲染性能。
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引用次数: 13
From Visualization to Association Rules: an automatic approach 从可视化到关联规则:一种自动方法
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508252
Gwenael Bothorel, M. Serrurier, C. Hurter
The main goal of Data Mining is the research of relevant information from a huge volume of data. It is generally achieved either by automatic algorithms or by the visual exploration of data. Thanks to algorithms, an exhaustive set of patterns matching specific measures can be found. But the volume of extracted information can be greater than the volume of initial data. Visual Data Mining allows the specialist to focus on a specific area of data that may describe interesting patterns. However, it is often limited by the difficulty to deal with a great number of multi dimensional data. In this paper, we propose to mix an automatic and a manual method, by driving the automatic extraction using a data scatter plot visualization. This visualization affects the number of rules found and their construction. We illustrate our method on two databases. The first describes one month French air traffic and the second stems from 2012 KDD Cup database.
数据挖掘的主要目标是从海量数据中研究相关信息。它通常是通过自动算法或通过数据的可视化探索来实现的。多亏了算法,可以找到一组详尽的模式来匹配特定的度量。但是提取的信息量可能大于初始数据的信息量。可视化数据挖掘允许专家专注于可能描述有趣模式的特定数据区域。然而,由于难以处理大量的多维数据,它往往受到限制。在本文中,我们提出了一种混合的自动和手动方法,通过使用数据散点图可视化驱动自动提取。这种可视化会影响找到的规则的数量及其构造。我们在两个数据库上演示了我们的方法。第一个描述了一个月的法国空中交通,第二个来自2012年的KDD杯数据库。
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引用次数: 3
Doppler-based 3D Blood Flow Imaging and Visualization 基于多普勒的三维血流成像与可视化
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508259
Åsmund Birkeland, D. M. Ulvang, K. Nylund, T. Hausken, O. Gilja, I. Viola
Blood flow is a very important part of human physiology. In this paper, we present a new method for estimating and visualizing 3D blood flow on-the-fly based on Doppler ultrasound. We add semantic information about the geometry of the blood vessels in order to recreate the actual velocities of the blood. Assuming a laminar flow, the flow direction is related to the general direction of the vessel. Based on the center line of the vessel, we create a vector field representing the direction of the vessel at any given point. The actual flow velocity is then estimated from the Doppler ultrasound signal by back-projecting the velocity in the measured direction, onto the vessel direction. Additionally, we estimate the flux at user-selected cross-sections of the vessel by integrating the velocities over the area of the cross-section. In order to visualize the flow and the flux, we propose a visualization design based on traced particles colored by the flux. The velocities are visualized by animating particles in the flow field. Further, we propose a novel particle velocity legend as a means for the user to estimate the numerical value of the current velocity. Finally, we perform an evaluation of the technique where the accuracy of the velocity estimation is measured using a 4D MRI dataset as a basis for the ground truth.
血液流动是人体生理的重要组成部分。本文提出了一种基于多普勒超声的三维血流动态估计和可视化方法。我们添加了血管几何形状的语义信息,以重现血液的实际速度。假设层流,流动方向与容器的大方向有关。基于船只的中心线,我们创建了一个向量场,表示船只在任何给定点的方向。然后根据多普勒超声信号将测量方向上的流速反向投影到血管方向上,估计出实际流速。此外,我们通过对横截面面积上的速度进行积分来估计用户选择的船舶横截面上的通量。为了可视化流动和通量,我们提出了一种基于被通量着色的追踪粒子的可视化设计。速度是通过流场中的粒子动画来显示的。此外,我们提出了一个新的粒子速度图例,作为用户估计当前速度数值的手段。最后,我们对该技术进行了评估,其中使用4D MRI数据集作为地面真相的基础来测量速度估计的准确性。
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引用次数: 3
Visdom Mobile: Decision Support On-site Using Visual Simulation Control Visdom移动:使用可视化仿真控制的现场决策支持
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508257
Bernhard Sadransky, Hrvoje Ribicic, Robert Carnecky, J. Waser
The power of fast flooding simulations has not yet been used to enhance on-site decision making. In this paper, we present the case study of a mobile user interface which provides remote access to a simulation-powered decision support system. The proposed interface allows users to explore multiple alternative flooding scenarios directly on-site. Different views are used for this purpose. Scenario and time navigation is done through a temporal view, while a spatial view is used to navigate through space via a 3D rendering of a scenario. Using the touch-sensitive mobile device, the user can create alternative scenarios by sketching changes directly onto the rendering. The mobile interface acts as a thin client in a distributed environment where the server performs simulation and rendering. The approach was presented to a group of domain experts in the field of hydrology, who consider it to be a useful step forward. Further tests were done with a simulation engineer who considers the interface to be intuitive and useful.
快速洪水模拟的能力还没有被用来加强现场决策。在本文中,我们提出了一个移动用户界面的案例研究,它提供了对仿真驱动的决策支持系统的远程访问。拟议的界面允许用户直接在现场探索多种替代的洪水场景。为此目的使用了不同的视图。场景和时间导航通过时间视图完成,而空间视图通过场景的3D渲染用于在空间中导航。使用触摸敏感的移动设备,用户可以通过直接在渲染上绘制变化来创建替代场景。移动接口充当分布式环境中的瘦客户机,服务器在其中执行模拟和呈现。该方法已提交给一组水文学领域的专家,他们认为这是向前迈出的有益一步。进一步的测试是由一个仿真工程师完成的,他认为界面是直观和有用的。
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引用次数: 2
Improved Computation of Attenuated Light with Application in Scenes with Many Light Sources 在多光源场景中改进的衰减光计算
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508262
T. Milet, J. Navrátil, A. Herout, P. Zemčík
This paper presents and investigates methods for fast and accurate illumination of scenes containing many light sources that have limited spatial influence, e.g. point light sources. For speeding up the computation, current graphics applications use an assumption that the light sources range can be limited using bounding spheres due to their limited spatial influence and illumination is computed only if a surface lies within the sphere. Therefore, we explore the differences in illumination between scenes illuminated with spatially limited light sources and physically more correct computation where the light radius is infinite. We show that the difference can be small if we add appropriate ambient lighting. The contribution of the paper is the method for fast estimation of ambient lighting in scenes illuminated by numerous light sources. We also propose a method for elimination of color discontinuities at the edges of the bounding spheres. Our solution is tested on two different scenes: a procedurally generated city and the Sibenik cathedral. Our approach allows for correct lighting computation in scenes with numerous light sources without any modification of the scene graph or other data structures or rendering procedures. It thus can be applied in various systems without any structural modifications.
本文提出并研究了包含许多空间影响有限的光源(如点光源)的场景快速准确照明的方法。为了加快计算速度,当前的图形应用程序使用一个假设,即光源范围可以使用边界球来限制,因为它们的空间影响有限,并且只有当表面位于球体内时才计算照明。因此,我们探讨了空间有限的光源照明场景与物理上更正确的光半径无限计算场景之间的照度差异。我们表明,如果我们添加适当的环境照明,差异可以很小。本文的贡献是在多光源照明的场景中快速估计环境照明的方法。我们还提出了一种消除边界球边缘颜色不连续的方法。我们的解决方案在两个不同的场景中进行了测试:程序生成的城市和Sibenik大教堂。我们的方法允许在有许多光源的场景中进行正确的照明计算,而不需要修改场景图或其他数据结构或渲染过程。因此,它可以应用于各种系统,而无需任何结构修改。
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引用次数: 1
Visualizing dynamics of object oriented programs with time context 具有时间背景的面向对象程序的可视化动态
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508253
Filip Grznár, Peter Kapec
Software visualization has been in focus of researchers for several decades. Although many interesting software visualization systems have been developed very few have managed to become part of common development process. In this paper we focus on program runtime visualization and present our visualization system that interactively presents 3D visualizations visually similar to UML sequence diagrams and we show several example visualizations.
几十年来,软件可视化一直是研究人员关注的焦点。尽管已经开发了许多有趣的软件可视化系统,但很少有能够成为通用开发过程的一部分。在本文中,我们着重于程序运行时可视化,并介绍了我们的可视化系统,该系统可以在视觉上类似于UML序列图交互式地呈现三维可视化,并给出了几个可视化示例。
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引用次数: 4
Design and Detection of Local Geometric Features for Deformable Marker Fields 可变形标记场的局部几何特征设计与检测
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508254
Z. Horváth, A. Herout, Istvan Szentandrasi, Michal Zacharias
A major limitation of contemporary fiduciary markers is that they are either very small (they try to represent a single point in the space) or they must be planar in order to be reasonably detectable. A deformable large-scale marker or marker field that would be efficiently detectable is the objective of this work. We propose a design of such a marker field -- the Honeycomb Marker Field. It is composed of symmetric hexagons, whose triplets of modules meet at "Y-junctions". We present an efficient detector of these image features -- the Y-junctions. Thanks to the specific appearance of these synthetic image features, the algorithm can be very efficient -- it only visits a small fraction of the image pixels in order to detect the Y-junctions reliably. The experiments show that compared to a general feature point detector (FAST was tested), the specialized Y-junctions detector offers better detection reliability.
当代信义标记的一个主要限制是,它们要么非常小(它们试图代表空间中的单个点),要么必须是平面的,以便合理地检测。一个可变形的大规模标记或标记场将被有效地检测是这项工作的目标。我们提出了这样一个标记场的设计——蜂巢标记场。它由对称六边形组成,其模块的三联体在“y结点”处相遇。我们提出了一种有效的图像特征检测器——y结。由于这些合成图像特征的具体外观,该算法可以非常高效——它只访问图像像素的一小部分,以便可靠地检测y结点。实验表明,与一般的特征点检测器(FAST进行了测试)相比,专门的y结点检测器具有更好的检测可靠性。
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引用次数: 5
Dynamic Texture Enlargement 动态纹理放大
Pub Date : 2013-05-01 DOI: 10.1145/2508244.2508245
M. Haindl, Radek Richtr
A simple fast approach for dynamic texture synthesize that realistically matches given color or multispectral texture appearance and respects its original optic flow is presented. The method generalizes the prominent static double toroid-shaped texture modeling method to the dynamic texture synthesis domain. The analytical part of the method is based on optimal overlapping tiling and subsequent minimum boundary cut. The optimal toroid-shaped dynamic texture patches are created in each spatial and time dimension, respectively. The time dimension tile border is derived from the optical flow of the modeled texture. The toroid-shaped tiles are created in the analytical step which is completely separated from the synthesis part. Thus the presented method is extremely fast and capable to enlarge a learned natural dynamic texture spatially and temporally in real-time.
提出了一种既能真实匹配给定颜色或多光谱纹理外观,又能尊重其原始光流的动态纹理合成方法。该方法将传统的静态双环形纹理建模方法推广到动态纹理合成领域。该方法的分析部分是基于最优重叠平铺和随后的最小边界切割。在每个空间和时间维度上分别创建最优的环形动态纹理斑块。时间维度瓦片边界由建模纹理的光流导出。环形瓦片是在与合成部分完全分离的分析步骤中创建的。因此,所提出的方法速度非常快,并且能够实时地在空间和时间上放大学习到的自然动态纹理。
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引用次数: 3
期刊
Spring conference on Computer graphics
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