
Unlike 2D scatterplots, which only visualize 2D data, 3D scatterplots have the advantage of showing an additional dimension of data. However, cluster analysis can be difficult for the viewer since it is challenging to perceive depth in 3D scatterplots. In addition, 3D scatterplots suffer from overdraw and require more time for perception than their 2D equivalents. As an approach to this issue, stereoscopic rendering of three-dimensional point-based scatterplots is evaluated through a user study. In detail, participants’ ability to make precise judgements about the positions of clusters was explored. 2D scatterplots were compared to non-stereoscopic 3D and stereoscopic 3D scatterplots. The results showed that performance in perception decreased when confronted with 3D scatterplots in general, as opposed to 2D scatterplots. A tendency towards an improvement of perception showed when comparing stereoscopic 3D scatterplots to non-stereoscopic 3D scatterplots.
In this paper, we present the design considerations of a scientific exhibition we recently realized. The exhibition presented the work of two large research projects related to computer simulations, which include scientific visualization as an essential part of the involved research. Consequently, visualization was also of central importance for our exhibition. It was not only used to illustrate the complex simulation data to convey information about the results from the application domains, but we also wanted to teach visitors about visualization itself. Therefore, explaining the purpose and the challenges of visualization research was a significant part of the exhibition. We describe how we developed an engaging experience of a highly theoretic topic using the same visualization tools we developed for the application scientists and how we integrated the venue into our design. Finally, we discuss our insights from the project as well as visitor feedback.
We present a concept for interactive rendering of multiple data sets of varying type, including geometry and volumetric data, in one scene with correct transparency. Typical visualization applicati ...
This paper presents a new approach for the Radial Basis Function (RBF) interpolation of a vector field. Standard approaches for interpolation randomly select points for interpolation. Our approach uses the knowledge of vector field topology and selects points for interpolation according to the critical points location. We presents the results of interpolation errors on a vector field generated from an analytical function.
We made a digital archive of SHISHIMAI using an AR Toolkit. We used paper craft, using two markers for an AR toolkit to recreate the appearance of SHISHIMAI. We chose the SHISHIMAI of Toyama to archive digitally. Thus, we proposed a new use of AR technology. In addition, using AR, we created opportunities for the public to easily touch a lion mask used for traditional entertainment.
We discuss the current status when it comes to real-time ray tracing of games as a full-scale alternative to renderers based on rasterization. Modern games include massive geometry, beautiful graph ...
Camera work parameters such as shot size, camera movement, and camera angle are crucial parts for creating digital contents such as movies and games. After creating a story that is to be conveyed to the audience, it is important to be able to present the intended feeling in the contents. By using the same content but by modifying the parameters, such as from a long distance shot to a close up, we can get a great difference in the impact of the viewer’s feelings. The purpose of this study is to analyze camera work parameters in horror movies and find features that can be used as reference in future research for automatically reproducing suitable camera work in digital contents.
This paper presents new methods for the generation of hexagonal patterns, based on cellular automata in smallsized regular hexagonal modular spaces. The patterns are intended to be used for procedural content generation in computer games, but could also be applied for diverse ends, such as logotype design and architecture.
We present an interactive exploration tool for 4D PC-MRI blood flow data that incorporates established rendering and filtering methods and combine them into one application. These methods include a ...
This paper proposes a simple approach for extracting texts from graphic regions in low quality color document images taken by smart phones or other mobile devices with cameras. An algorithm first computes an edge map by the Canny edge detector. All textual and non-textual regions are then analyzed heuristically based on their connected components(CC). A 2D histogram is calculated to estimate the frequent width and height of connected components. After grouping the CCs according to association rules, the CCs in which the width or height levels are then measured as extremely large or small are assigned as non-textual regions. The remaining CCs are then extracted as text regions. The results of our experimentations demonstrate that the proposed approach performs with plausible consistency.
Visualization of vector fields plays an important role in many applications. Vector fields can be described by differential equations. For classification null points, i.e. points where derivation is zero, are used. However, if vector field data are given in a discrete form, e.g. by data obtained by simulation or a measurement, finding of critical points is difficult due to huge amount of data to be processed and differential form usually used. This contribution describes a new approach for vector field null points detection and evaluation, which enables data compression and easier fundamental behavior visualization. The approach is based on implicit form representation of vector fields.
We have developed an application to produce Computer Graphics (CG) animations in TV talk show formatsautomatically from the Internet forum. First, an actual broadcasted talk show is analyzed to obt ...
Approximation of scattered data is often a task in many engineering problems. The Radial Basis Function (RBF) approximation is appropriate for large scattered datasets in d-dimensional space. It is non-separable approximation, as it is based on a distance between two points. This method leads to a solution of overdetermined linear system of equations. In this paper a new approach to the RBF approximation of large datasets is introduced and experimental results for different real datasets and different RBFs are presented with respect to the accuracy of computation. The proposed approach uses symmetry of matrix and partitioning matrix into blocks.
Triangulated irregular network (TIN) can produce terrain meshes with a reduced triangle count compared toregular grid. At the same time, TIN meshes are more challenging to optimize in real-time in comparison to otherapproaches. This paper explores efficient generation of view-dependent, adaptive TIN meshes for terrain duringruntime with no or minimal preprocessing. This is achieved by reducing the problem of mesh simplification to thatof inexpensive 2D Delaunay triangulation and lifting it back to 3D. The approach and its efficiency is validatedwith suitable datasets.
This paper presents our approach and experiences of transferring an introductory computer graphics course from the fixed-function OpenGL pipeline to modern shader-based OpenGL. We provide an overview of the selected course structure and the C++-based programming environment that we use for assignments and projects, and discuss some of the technical and pedagogical challenges, e.g., multiplatform support and shader debugging, that we ran into. Based on course evaluations and the outcome of programming assignments, we conclude that introducing shaders early and skipping the fixed-function pipeline completely is a sound and viable approach. It requires more initial effort from teachers and students because of the added complexity of setting up and using shaders and vertex buffers, but offers a more interactive and powerful programming environment, which we believe helps promoting the creativity of students.
We propose an exact minimum bounding sphere algorithm for large point sets in low dimensions. It aims to reduce the number of required passes by retrieving a well-balanced set of outliers in each l ...