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Quantitative data visualization with interactive KDE surfaces 使用交互式KDE曲面的定量数据可视化
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925068
Martin Florek, H. Hauser
Kernel density estimation (KDE) is an established statistical concept for assessing the distributional characteristics of data that also has proven its usefulness for data visualization. In this work, we present several enhancements to such a KDE-based visualization that aim (a) at an improved specificity of the visualization with respect to the communication of quantitative information about the data and its distribution and (b) at an improved integration of such a KDE-based visualization in an interactive visualization setting, where, for example, linking and brushing is easily possible both from and to such a visualization. With our enhancements to KDE-based visualization, we can extend the utilization of this great statistical concept in the context of interactive visualization.
核密度估计(Kernel density estimation, KDE)是一种已建立的统计概念,用于评估数据的分布特征,也证明了它对数据可视化的有用性。在这项工作中,我们对这种基于kde的可视化进行了几项增强,其目的是(a)在数据及其分布的定量信息的交流方面提高可视化的特异性,以及(b)在交互式可视化设置中改进基于kde的可视化的集成,例如,在这种可视化设置中,链接和刷刷都很容易实现。通过对基于kde的可视化的增强,我们可以在交互式可视化上下文中扩展这个伟大的统计概念的使用。
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引用次数: 11
Delaunay space division for RBF image reconstruction 基于Delaunay空间分割的RBF图像重建
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925080
Petr Vanecek
The Radial Basis Function method (RBF) provides a generic mathematical tool for various interpolation and smoothing problems in computer graphics and vision, such as surface reconstruction from scattered data, smoothing of noisy data, filling gaps and restoring missing data. As the radial function uses distances in the data set, it does not depend on the dimension of the problem. Thus, RBF can be used for 2D data processing (images, height fields), 3D data processing (surfaces, volumes), 4D data processing (time-varying data) or even higher. In this paper, we present a novel RBF based approach for reconstruction of images and height fields from highly corrupted data, which can handle large images in feasible time, while being very simple to program. Our approach uses an image partitioning via Delaunay triangulation of the dataset. The advantage of our approach is that it can be combined with fast evaluation of RBF using R-expansion [Zandifar et al. 2004] of the basis function.
径向基函数方法(RBF)为计算机图形学和视觉中的各种插值和平滑问题提供了一种通用的数学工具,如从分散数据中重建表面、噪声数据的平滑、填充间隙和恢复缺失数据。由于径向函数使用数据集中的距离,它不依赖于问题的维度。因此,RBF可以用于二维数据处理(图像、高度场)、三维数据处理(曲面、体)、四维数据处理(时变数据)甚至更高。本文提出了一种新的基于RBF的图像和高度域重构方法,该方法可以在可行的时间内处理大量图像,而且编程非常简单。我们的方法通过Delaunay三角剖分对数据集进行图像分割。我们的方法的优点是,它可以与使用基函数的r -展开[Zandifar et al. 2004]的RBF快速评估相结合。
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引用次数: 4
A standardised polarisation visualisation for images 一个标准化的图像极化可视化
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925070
A. Wilkie, A. Weidlich
We discuss issues surrounding the visualisation of the polarisation properties of light stored in the pixels of an image. In order to facilitate comparisons between the work of different researchers, and in order to aid the development and debugging of polarisation-capable rendering systems, we propose a set of four standardised, easily comprehensible visualisations. These cover all aspects of polarisation that are relevant for rendering research, but also for optical design tasks. However, the so-called luminance scaled overlay form of the proposed visualisations is conceivably also useful and instructive to a wider, non-technical audience, and can be used for educational purposes.
我们讨论的问题周围的可视化极化属性的光存储在一个图像的像素。为了便于比较不同研究人员的工作,也为了帮助开发和调试具有极化能力的渲染系统,我们提出了一套四种标准化的、易于理解的可视化方法。这些涵盖了与渲染研究相关的偏光的所有方面,也包括光学设计任务。然而,所提出的可视化的所谓亮度缩放叠加形式对更广泛的非技术观众也很有用和有指导意义,并且可以用于教育目的。
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引用次数: 16
Front-to-back blending with early fragment discarding 前后混合,早期碎片丢弃
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925075
Adam Vlcek, Jirí Havel, A. Herout
Alpha-blending is a frequently used technique implemented in graphics hardware to achieve effects like transparency, volume rendering, displaying particle systems and others. A common approach to using blending is to sort objects from the furthest to closest (back-to-front) and render them in this order. However, the inverse order can be used with some small modifications to the blending process. This paper introduces an approach to use the front-to-back rendering order to discard fragments of rendered polygons that would not influence the visual result and thus speed the rendering up. The speed gain and visual compromises are measured in several scenarios simulating practical situations and the measured results are discussed and conclusions are drawn.
alpha混合是一种在图形硬件中实现的常用技术,用于实现透明度,体积渲染,显示粒子系统等效果。使用混合的一种常用方法是从最远到最近(从后到前)对对象进行排序,并按此顺序呈现它们。然而,相反的顺序可以通过对混合过程进行一些小的修改来使用。本文介绍了一种采用前后渲染顺序来丢弃渲染多边形中不影响视觉效果的碎片,从而加快渲染速度的方法。在模拟实际情况的几种情况下测量了速度增益和视觉折衷,并对测量结果进行了讨论,得出了结论。
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引用次数: 0
Tiling of ortho-rectified facade images 正校正立面图像的平铺
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925081
Przemyslaw Musialski, Meinrad Recheis, S. Maierhofer, Peter Wonka, W. Purgathofer
Typical building facades consist of regular structures such as windows arranged in a predominantly grid-like manner. We propose a method that handles precisely such facades and assumes that there must be horizontal and vertical repetitions of similar patterns. Using a Monte Carlo sampling approach, this method is able to segment repetitive patterns on orthogonal images along the axes even if the pattern is partially occluded. Additionally, it is very fast and can be used as a preprocessing step for finer segmentation stages.
典型的建筑立面由规则结构组成,如以网格状方式布置的窗户。我们提出了一种精确处理这种立面的方法,并假设必须有类似图案的水平和垂直重复。使用蒙特卡罗采样方法,该方法能够沿着轴线分割正交图像上的重复图案,即使图案部分遮挡。此外,它非常快,可以用作更精细分割阶段的预处理步骤。
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引用次数: 14
Adaptive sampling for environment mapping 环境映射的自适应采样
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925073
L. Szécsi, László Szirmay-Kalos, Murat Kurt, B. Csébfalvi
This paper proposes an adaptive sampling algorithm for environment mapping. Unlike importance sampling, adaptive sampling does not try to mimic the integrand with analytically integrable and invertible densities, but approximates the integrand with analytically integrable functions, thus it is more appropriate for complex integrands, which correspond to difficult lighting conditions and sophisticated BRDF models. We develop an adaptation scheme that is based on ray differentials and does not require neighbor finding and complex data structures in higher dimensions. As a side result of the adaptation criterion, the algorithm also provides error estimates, which are essential in predictive rendering applications.
提出了一种用于环境映射的自适应采样算法。与重要采样不同,自适应采样并不试图用解析可积和可逆的密度模拟被积函数,而是用解析可积函数逼近被积函数,因此它更适合于复杂的被积函数,这对应于困难的光照条件和复杂的BRDF模型。我们开发了一种基于射线微分的自适应方案,不需要在高维中寻找邻居和复杂的数据结构。作为自适应准则的附带结果,该算法还提供了预测渲染应用中必不可少的误差估计。
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引用次数: 2
Real-time spectral scattering in large-scale natural participating media 大规模自然参与介质中的实时光谱散射
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925074
Oskar Elek, P. Kmoch
Real-time rendering of participating media in nature presents a difficult problem. The reason is that realistic reproduction of such media requires a proper physical simulation in all cases. In our work we focus on real-time rendering of planetary atmospheres and large areas of water. We first formulate a physically-based model for simulation of light transport in these environments. This model accounts for all necessary light contributions --- direct illumination, indirect illumination caused by the scattered light and interreflections between the planetary surface and the atmospheric volume, as well as reflections from the seabed. We adopt the precomputation scheme presented in the previous works to precompute the colours of the arbitrarily dense atmosphere and large-scale water surfaces into a set of lookup tables. All these computations are fully spectral, which increases the realism. Finally we utilize these tables in a GPU-based algorithm that is capable of rendering a whole planet with its atmosphere from all viewpoints above the planetary surface. This approach is capable to achieve hundreds of frames per second on today's graphics hardware.
参与媒体在自然界的实时渲染是一个难题。原因是,这种媒体的真实再现需要在所有情况下进行适当的物理模拟。在我们的工作中,我们专注于实时渲染行星大气和大面积的水。我们首先制定了一个基于物理的模型来模拟光在这些环境中的传输。该模型考虑了所有必要的光贡献——直接照明、由散射光和行星表面与大气体积之间的相互反射引起的间接照明,以及来自海底的反射。我们采用之前作品中提出的预计算方案,将任意稠密大气和大尺度水面的颜色预计算成一组查找表。所有这些计算都是全光谱的,这增加了真实感。最后,我们在基于gpu的算法中利用这些表,该算法能够从行星表面以上的所有视点渲染整个行星及其大气。这种方法能够在今天的图形硬件上实现每秒数百帧。
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引用次数: 26
Community photo collections 社区图片集
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925063
M. Goesele
With the recent rise in popularity of Internet photo sharing sites, community photo collections-collections of images contributed by users online-have emerged as a powerful new type of image data set for computer vision and computer graphics research. Community photo collections are both a challenge and an opportunity: Compared to standard data sets captured under laboratory conditions, community photo collections show an extreme variability since the images were captured by a large number of photographers with various cameras and at different times. On the other hand, they are a tremendous resource since they give us access to a wide variety of images and associated meta information. In this talk, I will first give an overview over community photo collections. I will then describe several different projects done in my group that use community photo collections for reconstruction, rendering, and other purposes. Finally, I will close with an outlook on open research problems in the area.
随着最近互联网图片分享网站的普及,社区图片集——由在线用户提供的图像集合——已经成为计算机视觉和计算机图形学研究的一种强大的新型图像数据集。社区照片收集既是挑战也是机遇:与在实验室条件下捕获的标准数据集相比,社区照片收集显示出极端的可变性,因为图像是由大量摄影师使用各种相机在不同时间捕获的。另一方面,他们是一个巨大的资源,因为他们让我们访问各种各样的图像和相关的元信息。在这次演讲中,我将首先概述社区图片集。然后,我将描述在我的小组中完成的几个不同的项目,这些项目使用社区图片集进行重建、渲染和其他目的。最后,我将对该领域的开放性研究问题进行展望。
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引用次数: 3
Approximate implicitization of triangular Bézier surfaces 三角形bsamizier曲面的近似隐式化
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925084
O. Barrowclough, T. Dokken
We discuss how Dokken's methods of approximate implicitization can be applied to triangular Bézier surfaces in both the original and weak forms. The matrices D and M that are fundamental to the respective forms of approximate implicitization are shown to be constructed essentially by repeated multiplication of polynomials and by matrix multiplication. A numerical approach to weak approximate implicitization is also considered and we show that symmetries within this algorithm can be exploited to reduce the computation time of M. Explicit examples are presented to compare the methods and to demonstrate properties of the approximations.
我们讨论了如何将Dokken的近似隐式化方法应用于原始形式和弱形式的三角形bsamizier曲面。矩阵D和M是近似隐式化各自形式的基础,它们本质上是由多项式的重复乘法和矩阵乘法构造的。我们还考虑了一种弱近似隐式化的数值方法,并证明了该算法中的对称性可以用来减少m的计算时间。显式的例子给出了比较方法和证明近似的性质。
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引用次数: 6
Visualizing software artifacts using hypergraphs 使用超图可视化软件工件
Pub Date : 2010-05-13 DOI: 10.1145/1925059.1925067
Peter Kapec
In this paper we present an alternative software visualization approach that is based on hypergraphs. Hypergraphs are used in all steps of the visualization process -- as a data model for representing software artifacts, trough a query mechanism based on hypergraphs up to the visualization level where we utilize interactive well known 3D graph visualizations methods. The proposed visualization aims to provide a visual programming environment for software developers. We also present visualizations of existing software projects.
在本文中,我们提出了一种基于超图的替代软件可视化方法。在可视化过程的所有步骤中都使用超图——作为表示软件工件的数据模型,通过基于超图的查询机制一直到可视化级别,其中我们利用交互式众所周知的3D图形可视化方法。所提出的可视化旨在为软件开发人员提供一个可视化的编程环境。我们还展示了现有软件项目的可视化。
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引用次数: 15
期刊
Spring conference on Computer graphics
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