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。
{"title":"Quantitative data visualization with interactive KDE surfaces","authors":"Martin Florek, H. Hauser","doi":"10.1145/1925059.1925068","DOIUrl":"https://doi.org/10.1145/1925059.1925068","url":null,"abstract":"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.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-05-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128713598","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Delaunay space division for RBF image reconstruction","authors":"Petr Vanecek","doi":"10.1145/1925059.1925080","DOIUrl":"https://doi.org/10.1145/1925059.1925080","url":null,"abstract":"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.\u0000 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.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-05-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124602661","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"A standardised polarisation visualisation for images","authors":"A. Wilkie, A. Weidlich","doi":"10.1145/1925059.1925070","DOIUrl":"https://doi.org/10.1145/1925059.1925070","url":null,"abstract":"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.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"111 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-05-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127118143","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Front-to-back blending with early fragment discarding","authors":"Adam Vlcek, Jirí Havel, A. Herout","doi":"10.1145/1925059.1925075","DOIUrl":"https://doi.org/10.1145/1925059.1925075","url":null,"abstract":"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.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-05-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127110655","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Tiling of ortho-rectified facade images","authors":"Przemyslaw Musialski, Meinrad Recheis, S. Maierhofer, Peter Wonka, W. Purgathofer","doi":"10.1145/1925059.1925081","DOIUrl":"https://doi.org/10.1145/1925059.1925081","url":null,"abstract":"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.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-05-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117349983","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Adaptive sampling for environment mapping","authors":"L. Szécsi, László Szirmay-Kalos, Murat Kurt, B. Csébfalvi","doi":"10.1145/1925059.1925073","DOIUrl":"https://doi.org/10.1145/1925059.1925073","url":null,"abstract":"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.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-05-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124918138","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Real-time spectral scattering in large-scale natural participating media","authors":"Oskar Elek, P. Kmoch","doi":"10.1145/1925059.1925074","DOIUrl":"https://doi.org/10.1145/1925059.1925074","url":null,"abstract":"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.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"13 12","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-05-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120897973","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Community photo collections","authors":"M. Goesele","doi":"10.1145/1925059.1925063","DOIUrl":"https://doi.org/10.1145/1925059.1925063","url":null,"abstract":"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.\u0000 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.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"350 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-05-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116129910","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Approximate implicitization of triangular Bézier surfaces","authors":"O. Barrowclough, T. Dokken","doi":"10.1145/1925059.1925084","DOIUrl":"https://doi.org/10.1145/1925059.1925084","url":null,"abstract":"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.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-05-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127124860","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Visualizing software artifacts using hypergraphs","authors":"Peter Kapec","doi":"10.1145/1925059.1925067","DOIUrl":"https://doi.org/10.1145/1925059.1925067","url":null,"abstract":"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.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-05-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125020652","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}