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Book Reviews [Two books reviewed] 书评 [评论两本书]
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-02-12 DOI: 10.1109/mcg.1991.10011
Stuart Hungerford
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引用次数: 0
EIC's Editorial EIC 的社论
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-26 DOI: 10.1109/mcg.2023.3337469
André Stork
Dear readers, welcome to the New Year. I hope you started 2024 well and I wish you all the best for the months ahead!
亲爱的读者,欢迎来到新年。我希望你们在 2024 年有个好的开始,并祝愿你们在未来的几个月里一切顺利!
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引用次数: 0
Call for Papers: IEEE Computer Society 征集论文:电气和电子工程师学会计算机协会
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-25 DOI: 10.1109/mcg.2023.3348702
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引用次数: 0
A Workflow to Visually Assess Interobserver Variability in Medical Image Segmentation. 可视化评估医学图像分割中观察者间差异性的工作流程。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-01 DOI: 10.1109/MCG.2023.3333475
Hannah Clara Bayat, Manuela Waldner, Renata G Raidou, Mike Potel

We introduce a workflow for the visual assessment of interobserver variability in medical image segmentation. Image segmentation is a crucial step in the diagnosis, prognosis, and treatment of many diseases. Despite the advancements in autosegmentation, clinical practice widely relies on manual delineations performed by radiologists. Our work focuses on designing a solution for understanding the radiologists' thought processes during segmentation and for unveiling reasons that lead to interobserver variability. To this end, we propose a visual analysis tool connecting multiple radiologists' delineation processes with their outcomes, and we demonstrate its potential in a case study.

我们介绍了一种可视化评估医学影像分割中观察者间差异性的工作流程。图像分割是许多疾病诊断、预后和治疗的关键步骤。尽管自动分割技术不断进步,但临床实践仍广泛依赖于放射科医生的手动分割。我们的工作重点是设计一种解决方案,以了解放射科医生在分割过程中的思维过程,并揭示导致观察者之间差异的原因。为此,我们提出了一种可视化分析工具,将多位放射科医生的划线过程与结果联系起来,并通过案例研究证明了这一工具的潜力。
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引用次数: 0
2022 IEEE Scientific Visualization Contest Winner: Multifield Analysis of Vorticity-Driven Lateral Spread in Wildfire Ensembles. 2022 年 IEEE 科学可视化竞赛优胜者:野火集群中涡度驱动的侧向蔓延的多场分析。
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-01 Epub Date: 2024-01-25 DOI: 10.1109/MCG.2023.3310298
Gabriel Borrelli, Lars Hagemann, Jannik Steinkuhler, Adrian Derstroff, Marina Evers, Karim Huesmann, Simon Leistikow, Hennes Rave, Reyhaneh Sabbagh Gol, Lars Linsen

We present an interactive visual analysis tool for analyzing the spread of wildfires and what influences their evolution. Multiple time-varying 3-D scalar and vector fields are investigated and related to each other to identify causes of atypical fire spread. We present a visual analysis approach that allows for a comparative analysis of multiple runs of a simulation ensemble on different levels of detail. Overview visualizations combined with volume renderings and flow visualizations provide an intuitive understanding of the fire spread.

我们介绍了一种交互式可视分析工具,用于分析野火的蔓延及其演变的影响因素。对多个时变三维标量场和矢量场进行研究,并将其相互联系起来,以确定非典型火灾蔓延的原因。我们提出了一种可视化分析方法,可对模拟组合的多个运行在不同细节级别上进行比较分析。概览可视化与体积渲染和流量可视化相结合,让人直观地了解火势蔓延情况。
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引用次数: 0
Rendering the Bluish Appearance of Snow: When Light Transmission Matters. 渲染雪的蓝色外观:当透光率很重要时
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-01 Epub Date: 2024-01-25 DOI: 10.1109/MCG.2023.3307517
Petri M Varsa, Gladimir V G Baranoski

Material appearance is largely determined by complex light attenuation processes. The distinct bluish colorations that can be observed when light is transmitted through snow are among the most striking outcomes of these processes. In this article, we present a method for the predictive rendering of this phenomenon taking into account the variability of snow's physical and morphological characteristics. To achieve that, we employ an approach centered on the effective use of spectral transmittance data obtained using a first-principles light transport model for snow. The suitability of the proposed method to rendering applications is illustrated through the synthesis of images depicting the bluish appearance of snow under different illumination conditions.

材料的外观主要由复杂的光衰减过程决定。当光线透过积雪时,可以观察到明显的淡蓝色,这就是这些过程最显著的结果之一。在本文中,我们介绍了一种预测渲染这种现象的方法,其中考虑到了雪的物理和形态特征的可变性。为此,我们采用了一种方法,其核心是有效利用利用第一原理雪光传输模型获得的光谱透射率数据。通过合成描述不同光照条件下雪的蓝色外观的图像,说明了所提出的方法在渲染应用中的适用性。
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引用次数: 0
Lexcube: Interactive Visualization of Large Earth System Data Cubes. Lexcube:大型地球系统数据立方体的交互式可视化。
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-01 Epub Date: 2024-01-25 DOI: 10.1109/MCG.2023.3321989
Maximilian Sochting, Miguel D Mahecha, David Montero, Gerik Scheuermann

Many subsystems of Earth are constantly monitored in space and time and undergo continuous anthropogenic interventions. However, research into this transformation remains largely inaccessible to the public due to the complexity of the Big Data generated by models and Earth observation. To overcome this barrier, we present the Leipzig Explorer of Earth Data Cubes (lexcube.org), an interactive Earth data visualization that allows users to explore terabyte-scale datasets with minimal latency through space, time, variables, and model variants. With over 2800 users and 163,000 API requests since its public release in May 2022, lexcube.org is a novel interactive data cube visualization that embraces the concept of "data cubes," enabling an equal treatment of space and time. We expect this development to be particularly relevant for the emerging exascale Digital Twins of Earth, as interactive visualizations in real-time could remove access barriers and help democratize Earth system sciences.

地球的许多子系统在空间和时间上不断受到监测,并经历持续的人为干预。然而,由于模型和地球观测(EO)生成的大数据的复杂性,公众在很大程度上仍然无法对这种转变进行研究。为了克服这一障碍,我们推出了莱比锡地球数据立方体探索者(lexcuborg),这是一种交互式地球数据可视化,允许用户在空间、时间、变量和模型变体中以最小的延迟探索TB级的数据集。自2022年5月公开发布以来,lexcubeorg拥有超过2800个用户和16.3万个API请求,是一种新颖的交互式数据立方体可视化,包含“数据立方体”的概念,能够平等处理空间和时间。我们预计这一发展将与新兴的exa规模的地球数字双胞胎特别相关,因为实时交互式可视化可以消除访问障碍,并有助于地球系统科学的民主化。
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引用次数: 0
"Feels Like an Indie Game"-Evaluation of a Virtual Field Trip Prototype on Radioactive Waste Management Research for University Education. “感觉像一个独立的游戏”——对大学教育放射性废物管理研究的虚拟实地考察原型的评估。
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-01 Epub Date: 2024-01-25 DOI: 10.1109/MCG.2023.3328169
Nico Graebling, Melanie Althaus, Ozgur Ozan Sen, Thomas Reimann, Tuanny Cajuhi, Gerik Scheuermann, Olaf Kolditz, Karsten Rink

This article describes the design and evaluation of a virtual field trip on the topic of radioactive waste management research for university education. We created an interactive virtual tour through the Mont Terri underground research laboratory by enhancing the virtual experiment information system, designed for domain experts, with background information, illustrations, tasks, tests, and an improved user interface. To put the tour's content into context, a conventional introductory presentation on the final disposal of radioactive waste was added. A user study with 22 participants proved a good perceived usability of the virtual tour and the virtual field trip's ability to transfer knowledge. These results suggest a benefit of employing virtual field trips in geoscientific university courses. In addition, it is conceivable to use the virtual field trip as a tool for science communication in the context of participatory processes during nuclear waste disposal site selection processes.

本文描述了一个针对大学教育的放射性废物管理研究主题的虚拟实地考察的设计和评估。我们通过增强为领域专家设计的虚拟实验信息系统,通过背景信息、插图、任务、测试和改进的用户界面,创建了一个穿越蒙特里地下研究实验室的交互式虚拟之旅。为了将参观的内容放在上下文中,增加了一个关于放射性废物最终处置的传统介绍性介绍。一项由22名参与者参与的用户研究证明了虚拟旅行的良好可用性和虚拟实地考察传递知识的能力。这些结果表明,在地球科学大学课程中使用虚拟实地考察有好处。此外,可以设想在核废料处理场选择过程中的参与过程中,将虚拟实地考察作为科学交流的工具。
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引用次数: 0
Panoramic Ray Tracing for Interactive Mixed Reality Rendering Based on 360° RGBD Video. 基于360°RGBD视频的交互式混合现实渲染全景光线跟踪。
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-01 Epub Date: 2024-01-25 DOI: 10.1109/MCG.2023.3327383
Jian Wu, Lili Wang

This article presents an interactive panoramic ray tracing method for rendering real-time realistic lighting and shadow effects when virtual objects are inserted in 360$^{circ }$∘ RGBD videos. First, we approximate the geometry of the real scene. We propose a sparse sampling ray generation method to speed up the tracing process by reducing the number of rays that need to be emitted in ray tracing. After that, an irradiance estimation channel is introduced to generate noisy Monte Carlo images. Finally, the final result is smoothed and synthesized by interpolation, temporal filtering, and differential rendering. We tested our method in a number of natural and synthesized scenes and compared our method with results from ground truth and image-based illumination methods. The results show that our method can generate visually realistic frames for dynamic virtual objects in 360$^{circ }$∘ RGBD videos in real time, making the rendering results more natural and believable.

本文提出了一种交互式全景光线跟踪方法,用于在360°RGBD视频中插入虚拟对象时渲染实时逼真的光影效果。首先,我们近似真实场景的几何图形。我们提出了一种稀疏采样光线生成方法,通过减少光线跟踪中需要发射的光线数量来加快跟踪过程。然后,引入辐照度估计通道来生成有噪声的蒙特卡罗图像。最后,通过插值、时间滤波和差分渲染对最终结果进行平滑和合成。我们在许多自然和合成场景中测试了我们的方法,并将我们的方法与地面实况和基于图像的照明方法的结果进行了比较。结果表明,我们的方法可以实时生成360°RGBD视频中动态虚拟对象的视觉逼真帧,使渲染结果更加自然可信。
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引用次数: 0
New Insights in Smooth Occluding Contours for Nonphotorealistic Rendering. 非逼真渲染中平滑遮挡轮廓的新见解
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-01 DOI: 10.1109/MCG.2023.3338784
Aaron Hertzmann, Rajesh Sharma

Computing occluding contours is often a crucial step in stroke-based artistic 3-D stylization for movies, video games, and visualizations. However, many existing applications use only simple curve stylization techniques, such as thin black lines or hand-animated strokes. This is because sophisticated procedural stylization requires accurate curve topology, which has long been an unsolved research problem. This article describes a recent theoretical breakthrough in the topology problem. Specifically, the new theory points out that existing contour algorithms often generate curves that cannot have any valid visibility, and new algorithms show how to correct the problem. This article surveys classes of algorithms that can compute contours accurately and identifies new research opportunities.

计算遮挡轮廓通常是电影、视频游戏和可视化中基于笔触的艺术三维造型的关键步骤。然而,许多现有的应用程序只使用简单的曲线造型技术,如黑色细线或手工动画笔触。这是因为复杂的程序化造型需要精确的曲线拓扑,而这一直是一个悬而未决的研究难题。本文介绍了拓扑问题的最新理论突破。具体来说,新理论指出,现有的轮廓算法生成的曲线往往不可能有任何有效的可见性,而新算法则展示了如何纠正这一问题。本文对能准确计算轮廓的算法类别进行了调查,并指出了新的研究机会。
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IEEE Computer Graphics and Applications
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