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From Dashboard Zoo to Census: A Case Study With Tableau Public. 从仪表盘动物园到人口普查:使用 Tableau Public 的案例研究。
Pub Date : 2024-11-06 DOI: 10.1109/TVCG.2024.3490259
Arjun Srinivasan, Joanna Purich, Michael Correll, Leilani Battle, Vidya Setlur, Anamaria Crisan

Dashboards remain ubiquitous tools for analyzing data and disseminating the findings. Understanding the range of dashboard designs, from simple to complex, can support development of authoring tools that enable end-users to meet their analysis and communication goals. Yet, there has been little work that provides a quantifiable, systematic, and descriptive overview of dashboard design patterns. Instead, existing approaches only consider a handful of designs, which limits the breadth of patterns that can be surfaced. More quantifiable approaches, inspired by machine learning (ML), are presently limited to single visualizations or capture narrow features of dashboard designs. To address this gap, we present an approach for modeling the content and composition of dashboards using a graph representation. The graph decomposes dashboard designs into nodes featuring content "blocks'; and uses edges to model "relationships", such as layout proximity and interaction, between nodes. To demonstrate the utility of this approach, and its extension over prior work, we apply this representation to derive a census of 25,620 dashboards from Tableau Public, providing a descriptive overview of the core building blocks of dashboards in the wild and summarizing prevalent dashboard design patterns. We discuss concrete applications of both a graph representation for dashboard designs and the resulting census to guide the development of dashboard authoring tools, making dashboards accessible, and for leveraging AI/ML techniques. Our findings underscore the importance of meeting users where they are by broadly cataloging dashboard designs, both common and exotic.

仪表盘仍然是分析数据和传播结果的常用工具。了解从简单到复杂的各种仪表盘设计,有助于开发能帮助最终用户实现分析和交流目标的制作工具。然而,对仪表盘设计模式进行量化、系统化和描述性概述的工作还很少。相反,现有的方法只考虑了少数几种设计,这就限制了可浮现的模式的广度。受机器学习(ML)启发的更多量化方法目前仅限于单一的可视化或捕捉仪表盘设计的狭隘特征。为了弥补这一不足,我们提出了一种使用图表示仪表盘内容和组成的建模方法。该图将仪表盘设计分解为以内容 "块 "为特征的节点,并使用边来模拟节点之间的 "关系",如布局接近性和交互性。为了证明这种方法的实用性及其对先前工作的扩展,我们应用这种表示法对 Tableau Public 中的 25,620 个仪表盘进行了普查,提供了对主流仪表盘核心构件的描述性概述,并总结了流行的仪表盘设计模式。我们讨论了仪表盘设计图表表示法的具体应用以及由此产生的普查,以指导仪表盘制作工具的开发、仪表盘的可访问性以及人工智能/ML 技术的利用。我们的发现强调了通过对常见和奇特的仪表盘设计进行广泛编目来满足用户需求的重要性。
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引用次数: 0
Authoring Data-Driven Chart Animations. 制作数据驱动的图表动画
Pub Date : 2024-11-05 DOI: 10.1109/TVCG.2024.3491504
Yuancheng Shen, Yue Zhao, Yunhai Wang, Tong Ge, Haoyan Shi, Bongshin Lee

We present an authoring tool, called CAST+ (Canis Studio Plus), that enables the interactive creation of chart animations through the direct manipulation of keyframes. It introduces the visual specification of chart animations consisting of keyframes that can be played sequentially or simultaneously, and animation parameters (e.g., duration, delay). Building on Canis [1], a declarative chart animation grammar that leverages data-enriched SVG charts, CAST+ supports auto-completion for constructing both keyframes and keyframe sequences. It also enables users to refine the animation specification (e.g., aligning keyframes across tracks to play them together, adjusting delay) with direct manipulation. We report a user study conducted to assess the visual specification and system usability with its initial version. We enhanced the system's expressiveness and usability: CAST+ now supports the animation of multiple types of visual marks in the same keyframe group with new auto-completion algorithms based on generalized selection. This enables the creation of more expressive animations, while reducing the number of interactions needed to create comparable animations. We present a gallery of examples and four usage scenarios to demonstrate the expressiveness of CAST+. Finally, we discuss the limitations, comparison, and potentials of CAST+ as well as directions for future research.

我们介绍了一种名为 CAST+ (Canis Studio Plus)的创作工具,它可以通过直接操作关键帧来交互式创建图表动画。它引入了图表动画的可视化规范,包括可连续或同时播放的关键帧和动画参数(如持续时间、延迟)。CAST+ 基于 Canis [1](一种利用数据丰富的 SVG 图表的声明式图表动画语法),支持自动完成关键帧和关键帧序列的构建。它还能让用户通过直接操作来完善动画规范(例如,跨轨道对齐关键帧以一起播放,调整延迟)。我们报告了一项用户研究,目的是评估可视化规范和初始版本系统的可用性。我们增强了系统的表现力和可用性:CAST+ 现在支持在同一关键帧组中使用多种类型的视觉标记动画,并采用了基于广义选择的新自动完成算法。这样就能创建更具表现力的动画,同时减少创建类似动画所需的交互次数。我们介绍了一系列示例和四个使用场景,以展示 CAST+ 的表现力。最后,我们讨论了 CAST+ 的局限性、比较和潜力,以及未来的研究方向。
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引用次数: 0
Iceberg Sensemaking: A Process Model for Critical Data Analysis. 冰山感知:关键数据分析过程模型。
Pub Date : 2024-11-04 DOI: 10.1109/TVCG.2024.3486613
Charles Berret, Tamara Munzner

We offer a new model of the sensemaking process for data analysis and visualization. Whereas past sensemaking models have been grounded in positivist assumptions about the nature of knowledge, we reframe data sensemaking in critical, humanistic terms by approaching it through an interpretivist lens. Our three-phase process model uses the analogy of an iceberg, where data is the visible tip of underlying schemas. In the Add phase, the analyst acquires data, incorporates explicit schemas from the data, and absorbs the tacit schemas of both data and people. In the Check phase, the analyst interprets the data with respect to the current schemas and evaluates whether the schemas match the data. In the Refine phase, the analyst considers the role of power, articulates what was tacit into explicitly stated schemas, updates data, and formulates findings. Our model has four important distinguishing features: Tacit and Explicit Schemas, Schemas First and Always, Data as a Schematic Artifact, and Schematic Multiplicity. We compare the roles of schemas in past sensemaking models and draw conceptual distinctions based on a historical review of schemas in different academic traditions. We validate the descriptive and prescriptive power of our model through four analysis scenarios: noticing uncollected data, learning to wrangle data, downplaying inconvenient data, and measuring with sensors. We conclude by discussing the value of interpretivism, the virtue of epistemic humility, and the pluralism this sensemaking model can foster.

我们为数据分析和可视化的感知建立过程提供了一个新模型。以往的感知建立模型都是基于实证主义对知识本质的假设,而我们则从批判性和人文主义的角度重新构建数据感知建立模型,通过解释主义的视角来看待它。我们的三阶段流程模型使用了冰山的比喻,数据是潜在图式的可见顶端。在 "添加 "阶段,分析师获取数据,纳入数据中的显性图式,并吸收数据和人的隐性图式。在检查阶段,分析师根据当前模式解释数据,并评估模式是否与数据相符。在 "完善 "阶段,分析师会考虑权力的作用,将隐性图式转化为显性图式,更新数据,并得出结论。我们的模型有四个重要特征:隐性和显性模式、模式优先且始终、数据作为模式人工制品以及模式多重性。我们比较了图式在过去的感性认识模型中的作用,并基于对不同学术传统中图式的历史回顾,得出了概念上的区别。我们通过四种分析情景验证了我们模型的描述性和规范性能力:注意到未收集的数据、学会处理数据、淡化不方便的数据以及使用传感器进行测量。最后,我们将讨论解释主义的价值、认识论谦逊的美德以及这一感知模型所能促进的多元化。
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引用次数: 0
Super-NeRF: View-consistent Detail Generation for NeRF Super-resolution. 超级 NeRF:针对 NeRF 超级分辨率的视图一致性细节生成。
Pub Date : 2024-11-04 DOI: 10.1109/TVCG.2024.3490840
Yuqi Han, Tao Yu, Xiaohang Yu, Di Xu, Binge Zheng, Zonghong Dai, Changpeng Yang, Yuwang Wang, Qionghai Dai

The neural radiance field (NeRF) achieved remarkable success in modeling 3D scenes and synthesizing high-fidelity novel views. However, existing NeRF-based methods focus more on making full use of high-resolution images to generate high-resolution novel views, but less considering the generation of high-resolution details given only low-resolution images. In analogy to the extensive usage of image super-resolution, NeRF super-resolution is an effective way to generate low-resolution-guided high-resolution 3D scenes and holds great potential applications. Up to now, such an important topic is still under-explored. In this paper, we propose a NeRF super-resolution method, named Super-NeRF, to generate high-resolution NeRF from only low-resolution inputs. Given multi-view low-resolution images, Super-NeRF constructs a multi-view consistency-controlling super-resolution module to generate various view-consistent high-resolution details for NeRF. Specifically, an optimizable latent code is introduced for each input view to control the generated reasonable high-resolution 2D images satisfying view consistency. The latent codes of each low-resolution image are optimized synergistically with the target Super-NeRF representation to utilize the view consistency constraint inherent in NeRF construction. We verify the effectiveness of Super-NeRF on synthetic, real-world, and even AI-generated NeRFs. Super-NeRF achieves state-of-the-art NeRF super-resolution performance on high-resolution detail generation and cross-view consistency.

神经辐射场(NeRF)在三维场景建模和合成高保真新视图方面取得了巨大成功。然而,现有的基于 NeRF 的方法更侧重于充分利用高分辨率图像生成高分辨率的新视图,而较少考虑在仅有低分辨率图像的情况下生成高分辨率的细节。与图像超分辨率的广泛应用类似,NeRF 超分辨率是生成由低分辨率引导的高分辨率三维场景的有效方法,具有巨大的应用潜力。迄今为止,这一重要课题仍未得到充分探索。在本文中,我们提出了一种 NeRF 超分辨率方法,命名为 "Super-NeRF",用于仅从低分辨率输入生成高分辨率 NeRF。给定多视角低分辨率图像后,Super-NeRF 构建了一个多视角一致性控制超分辨率模块,为 NeRF 生成各种视角一致的高分辨率细节。具体来说,为每个输入视图引入一个可优化的潜码,以控制生成的合理高分辨率二维图像满足视图一致性。每个低分辨率图像的潜码都与目标超级 NeRF 表示协同优化,以利用 NeRF 构建中固有的视图一致性约束。我们在合成、真实世界甚至人工智能生成的 NeRF 上验证了 Super-NeRF 的有效性。在高分辨率细节生成和跨视图一致性方面,Super-NeRF 实现了最先进的 NeRF 超分辨率性能。
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引用次数: 0
CATOM : Causal Topology Map for Spatiotemporal Traffic Analysis with Granger Causality in Urban Areas. CATOM:用于城市地区格兰杰因果关系时空交通分析的因果拓扑图。
Pub Date : 2024-10-31 DOI: 10.1109/TVCG.2024.3489676
Chanyoung Jung, Soobin Yim, Giwoong Park, Simon Oh, Yun Jang

The transportation network is an important element in an urban system that supports daily activities, enabling people to travel from one place to another. One of the key challenges is the network complexity, which is composed of many node pairs distributed over the area. This spatial characteristic results in the high dimensional network problem in understanding the 'cause' of problems such as traffic congestion. Recent studies have proposed visual analytics systems aimed at understanding these underlying causes. Despite these efforts, the analysis of such causes is limited to identified patterns. However, given the intricate distribution of roads and their mutual influence, new patterns continuously emerge across all roads within urban transportation. At this stage, a well-defined visual analytics system can be a good solution for transportation practitioners. In this paper, we propose a system, CATOM (Causal Topology Map), for the cause-effect analysis of traffic patterns based on Granger causality for extracting causal topology maps. CATOM discovers causal relationships between roads through the Granger causality test and quantifies these relationships through the causal density. During the design process, the system was developed to fully utilize spatial information with visualization techniques to overcome the previous problems in the literature. We also evaluate the usability of our approach by conducting a SUS(System Usability Scale) test and traffic cause analysis with the real-world data from two study sites in collaboration with domain experts.

交通网络是城市系统的重要组成部分,它支持人们的日常活动,使人们能够从一个地方前往另一个地方。主要挑战之一是网络的复杂性,它由分布在整个区域的许多节点对组成。这一空间特征导致了在理解交通拥堵等问题的 "成因 "方面存在高维网络问题。最近的研究提出了旨在了解这些根本原因的可视化分析系统。尽管做出了这些努力,但对这些原因的分析仅限于已识别的模式。然而,由于道路分布错综复杂且相互影响,城市交通中的所有道路都会不断出现新的模式。在这个阶段,一个定义明确的可视化分析系统可以为交通从业人员提供一个很好的解决方案。本文提出了一种基于格兰杰因果关系的交通模式因果分析系统 CATOM(因果拓扑图),用于提取因果拓扑图。CATOM 通过格兰杰因果检验发现道路之间的因果关系,并通过因果密度量化这些关系。在设计过程中,系统充分利用了空间信息和可视化技术,克服了以往文献中存在的问题。我们还与领域专家合作,通过对两个研究地点的真实数据进行 SUS(系统可用性量表)测试和交通原因分析,评估了我们方法的可用性。
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引用次数: 0
High-Fidelity and High-Efficiency Talking Portrait Synthesis With Detail-Aware Neural Radiance Fields. 利用感知细节的神经辐射场实现高保真、高效的会话肖像合成。
Pub Date : 2024-10-31 DOI: 10.1109/TVCG.2024.3488960
Muyu Wang, Sanyuan Zhao, Xingping Dong, Jianbing Shen

In this paper, we propose a novel rendering framework based on neural radiance fields (NeRF) named HH-NeRF that can generate high-resolution audio-driven talking portrait videos with high fidelity and fast rendering. Specifically, our framework includes a detail-aware NeRF module and an efficient conditional super-resolution module. Firstly, a detail-aware NeRF is proposed to efficiently generate a high-fidelity low-resolution talking head, by using the encoded volume density estimation and audio-eye-aware color calculation. This module can capture natural eye blinks and high-frequency details, and maintain a similar rendering time as previous fast methods. Secondly, we present an efficient conditional super-resolution module on the dynamic scene to directly generate the high-resolution portrait with our low-resolution head. Incorporated with the prior information, such as depth map and audio features, our new proposed efficient conditional super resolution module can adopt a lightweight network to efficiently generate realistic and distinct high-resolution videos. Extensive experiments demonstrate that our method can generate more distinct and fidelity talking portraits on high resolution (900 × 900) videos compared to state-of-the-art methods. Our code is available at https://github.com/muyuWang/HHNeRF.

在本文中,我们提出了一种基于神经辐射场(NeRF)的新型渲染框架,名为 HH-NeRF,它可以生成高保真、快速渲染的高分辨率音频驱动人像视频。具体来说,我们的框架包括一个细节感知 NeRF 模块和一个高效的条件超分辨率模块。首先,我们提出了一个细节感知 NeRF 模块,通过使用编码体积密度估算和音频眼睛感知颜色计算,高效生成高保真低分辨率的对话头像。该模块可以捕捉自然的眨眼和高频细节,并保持与以往快速方法相似的渲染时间。其次,我们在动态场景上提出了一个高效的条件超分辨率模块,利用低分辨率头部直接生成高分辨率人像。结合深度图和音频特征等先验信息,我们新提出的高效条件超分辨率模块可以采用轻量级网络,高效生成逼真、独特的高分辨率视频。广泛的实验证明,与最先进的方法相比,我们的方法能在高分辨率(900 × 900)视频上生成更清晰、更逼真的说话肖像。我们的代码见 https://github.com/muyuWang/HHNeRF。
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引用次数: 0
SceneExplorer: An Interactive System for Expanding, Scheduling, and Organizing Transformable Layouts. SceneExplorer:用于扩展、调度和组织可变换布局的交互式系统
Pub Date : 2024-10-30 DOI: 10.1109/TVCG.2024.3488744
Shao-Kui Zhang, Jia-Hong Liu, Junkai Huang, Zi-Wei Chi, Hou Tam, Yong-Liang Yang, Song-Hai Zhang

Nowadays, 3D scenes are not merely static arrangements of objects. With the development of transformable modules, furniture objects can be translated, rotated, and even reshaped to achieve scenes with different functions (e.g., from a bedroom to a living room). Transformable domestic space, therefore, studies how a layout can change its function by reshaping and rearranging transformable modules, resulting in various transformable layouts. In practice, a rearrangement is dynamically conducted by reshaping/translating/rotating furniture objects with proper schedules, which can consume more time for designers than static scene design. Due to changes in objects' functions, potential transformable layouts may also be extensive, making it hard to explore desired layouts. We present a system for exploring transformable layouts. Given a single input scene consisting of transformable modules, our system first attempts to derive more layouts by reshaping and rearranging the modules. The derived scenes are organized into a graph-like hierarchy according to their functions, where edges represent functional evolutions (e.g., a living room can be reshaped to a bedroom), and nodes represent layouts that are dynamically transformable through translating/rotating/reshaping modules. The resulting hierarchy lets scene designers interactively explore possible scene variants and preview the animated rearrangement process. Experiments show that our system is efficient for generating transformable layouts, sensible for organizing functional hierarchies, and inspiring for providing ideas during interactions.

如今,三维场景已不仅仅是物体的静态排列。随着可变换模块的发展,家具物体可以平移、旋转甚至重塑,从而实现不同功能的场景(如从卧室到客厅)。因此,可变换的家居空间研究的是如何通过对可变换模块的重新塑造和重新排列来改变布局的功能,从而形成各种可变换的布局。在实践中,重新布局是通过重新塑造/转换/旋转家具对象,并按照适当的时间表动态进行的,这可能会比静态场景设计耗费设计师更多的时间。由于物体功能的变化,潜在的可变换布局也可能非常广泛,因此很难探索出理想的布局。我们提出了一种探索可变换布局的系统。给定一个由可变换模块组成的单一输入场景,我们的系统首先会尝试通过重塑和重新排列模块来推导出更多布局。导出的场景根据其功能被组织成一个类似图的层次结构,其中边代表功能演变(例如,客厅可以被重塑为卧室),节点代表通过平移/旋转/重塑模块进行动态变换的布局。由此产生的层次结构可以让场景设计者交互式地探索可能的场景变体,并预览动画重组过程。实验表明,我们的系统在生成可变换布局方面很有效,在组织功能层次结构方面很合理,在交互过程中提供创意方面也很有启发性。
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引用次数: 0
Deciphering Explicit and Implicit Features for Reliable, Interpretable, and Actionable User Churn Prediction in Online Video Games. 解读显性和隐性特征,为在线视频游戏提供可靠、可解释和可操作的用户流失预测。
Pub Date : 2024-10-29 DOI: 10.1109/TVCG.2024.3487974
Xiyuan Wang, Laixin Xie, He Wang, Xingxing Xing, Wei Wan, Ziming Wu, Xiaojuan Ma, Quan Li

The burgeoning online video game industry has sparked intense competition among providers to both expand their user base and retain existing players, particularly within social interaction genres. To anticipate player churn, there is an increasing reliance on machine learning (ML) models that focus on social interaction dynamics. However, the prevalent opacity of most ML algorithms poses a significant hurdle to their acceptance among domain experts, who often view them as "black boxes". Despite the availability of eXplainable Artificial Intelligence (XAI) techniques capable of elucidating model decisions, their adoption in the gaming industry remains limited. This is primarily because non-technical domain experts, such as product managers and game designers, encounter substantial challenges in deciphering the "explicit" and "implicit" features embedded within computational models. This study proposes a reliable, interpretable, and actionable solution for predicting player churn by restructuring model inputs into explicit and implicit features. It explores how establishing a connection between explicit and implicit features can assist experts in understanding the underlying implicit features. Moreover, it emphasizes the necessity for XAI techniques that not only offer implementable interventions but also pinpoint the most crucial features for those interventions. Two case studies, including expert feedback and a within-subject user study, demonstrate the efficacy of our approach.

蓬勃发展的在线视频游戏行业引发了供应商之间的激烈竞争,他们既要扩大用户群,又要留住现有玩家,尤其是社交互动类型的游戏。为了预测玩家流失率,人们越来越依赖于关注社交互动动态的机器学习(ML)模型。然而,大多数 ML 算法普遍不透明,这严重阻碍了该领域专家对它们的接受,他们通常将这些算法视为 "黑盒子"。尽管可解释人工智能(XAI)技术能够阐明模型决策,但其在游戏行业的应用仍然有限。这主要是因为非技术领域专家(如产品经理和游戏设计师)在解读蕴含在计算模型中的 "显性 "和 "隐性 "特征时遇到了巨大挑战。本研究通过将模型输入重组为显性和隐性特征,为预测玩家流失率提出了一种可靠、可解释和可操作的解决方案。它探讨了在显性特征和隐性特征之间建立联系如何有助于专家理解潜在的隐性特征。此外,它还强调了 XAI 技术的必要性,这些技术不仅能提供可实施的干预措施,还能为这些干预措施指出最关键的特征。包括专家反馈和主体内用户研究在内的两个案例研究证明了我们方法的有效性。
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引用次数: 0
GVVST: Image-Driven Style Extraction From Graph Visualizations for Visual Style Transfer. GVVST:从图形可视化中提取图像驱动的风格,实现可视化风格转移。
Pub Date : 2024-10-24 DOI: 10.1109/TVCG.2024.3485701
Sicheng Song, Yipeng Zhang, Yanna Lin, Huamin Qu, Changbo Wang, Chenhui Li

Incorporating automatic style extraction and transfer from existing well-designed graph visualizations can significantly alleviate the designer's workload. There are many types of graph visualizations. In this paper, our work focuses on node-link diagrams. We present a novel approach to streamline the design process of graph visualizations by automatically extracting visual styles from well-designed examples and applying them to other graphs. Our formative study identifies the key styles that designers consider when crafting visualizations, categorizing them into global and local styles. Leveraging deep learning techniques such as saliency detection models and multi-label classification models, we develop end-to-end pipelines for extracting both global and local styles. Global styles focus on aspects such as color scheme and layout, while local styles are concerned with the finer details of node and edge representations. Through a user study and evaluation experiment, we demonstrate the efficacy and time-saving benefits of our method, highlighting its potential to enhance the graph visualization design process.

从现有设计良好的图形可视化中自动提取和转移样式,可以大大减轻设计者的工作量。图形可视化有多种类型。在本文中,我们的工作重点是节点链接图。我们提出了一种简化图形可视化设计流程的新方法,即自动从设计良好的示例中提取视觉风格,并将其应用于其他图形。我们的形成性研究确定了设计师在设计可视化时所考虑的关键风格,并将其分为全局风格和局部风格。利用显著性检测模型和多标签分类模型等深度学习技术,我们开发了用于提取全局和局部风格的端到端管道。全局风格侧重于配色方案和布局等方面,而局部风格则关注节点和边缘表示的更细微之处。通过用户研究和评估实验,我们证明了我们的方法的功效和省时的优势,突出了它在增强图形可视化设计流程方面的潜力。
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引用次数: 0
Visual Boundary-Guided Pseudo-Labeling for Weakly Supervised 3D Point Cloud Segmentation in Indoor Environments. 用于室内环境中弱监督三维点云分割的视觉边界引导伪标签技术
Pub Date : 2024-10-22 DOI: 10.1109/TVCG.2024.3484654
Zhuo Su, Lang Zhou, Yudi Tan, Boliang Guan, Fan Zhou

Accurate segmentation of 3D point clouds in indoor scenes remains a challenging task, often hindered by the labor-intensive nature of data annotation. While weakly supervised learning approaches have shown promise in leveraging partial annotations, they frequently struggle with imbalanced performance between foreground and background elements due to the complex structures and proximity of objects in indoor environments. To address this issue, we propose a novel foreground-aware label enhancement method utilizing visual boundary priors. Our approach projects 3D point clouds onto 2D planes and applies 2D image segmentation to generate pseudo-labels for foreground objects. These labels are subsequently back-projected into 3D space and used to train an initial segmentation model. We further refine this process by incorporating prior knowledge from projected images to filter the predicted labels, followed by model retraining. We introduce this technique as the Foreground Boundary Prior (FBP), a versatile, plug-and-play module designed to enhance various weakly supervised point cloud segmentation methods. We demonstrate the efficacy of our approach on the widely-used 2D-3D-Semantic dataset, employing both random-sample and bounding-box based weak labeling strategies. Our experimental results show significant improvements in segmentation performance across different architectural backbones, highlighting the method's effectiveness and portability.

对室内场景中的三维点云进行精确分割仍然是一项极具挑战性的任务,通常会受到数据注释这一劳动密集型工作的阻碍。虽然弱监督学习方法在利用部分注释方面已显示出前景,但由于室内环境中物体的复杂结构和邻近性,这些方法经常会在前景和背景元素之间的不平衡表现中挣扎。为了解决这个问题,我们提出了一种利用视觉边界先验的新型前景感知标签增强方法。我们的方法将三维点云投影到二维平面上,并应用二维图像分割为前景物体生成伪标签。这些标签随后被反向投射到三维空间,并用于训练初始分割模型。我们通过结合投影图像中的先验知识来过滤预测的标签,然后对模型进行再训练,从而进一步完善这一过程。我们将这种技术称为前景边界先验知识(FBP),它是一种通用的即插即用模块,旨在增强各种弱监督点云分割方法。我们在广泛使用的 2D-3D-Semantic 数据集上展示了这种方法的功效,并采用了随机样本和基于边界框的弱标记策略。实验结果表明,在不同的架构骨干上,我们的分割性能都有显著提高,突出了该方法的有效性和可移植性。
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引用次数: 0
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IEEE transactions on visualization and computer graphics
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