The proceedings contain 32 papers. The topics discussed include: professional course offered within a technical academy concerning the innovative BIM technology;heatmap matrix: using reordering, discretization and fil...
ISBN:
(纸本)9789898704429
The proceedings contain 32 papers. The topics discussed include: professional course offered within a technical academy concerning the innovative BIM technology;heatmap matrix: using reordering, discretization and filtering resources to assist multidimensional data analysis;BIM teaching and programing in dynamo applied in the maintenance of buildings;3D pose estimation by grouped feature fusion and motion amplitude encoding;identifying wear particles with their shape attribute;using reorderable heatmaps as a support for data assimilation in petroleum reservoir management and development processes;detection of fashion landmarks based on pose estimation and human parsing;design elements extraction based on unsupervised segmentation and compact vectorization;domain adaptation in image dehazing: exploring the usage of images from virtual scenarios;and interpolation and context magnification framework for classification of scene images.
The proceedings contain 35 papers. The topics discussed include: data-driven approach for generating colormaps of scientific simulation data;a 3D-shockwave volume rendering algorithm based on feature boundary detectio...
ISBN:
(纸本)9789898704214
The proceedings contain 35 papers. The topics discussed include: data-driven approach for generating colormaps of scientific simulation data;a 3D-shockwave volume rendering algorithm based on feature boundary detection;using reorderable matrices to compare risk curves of representative models in oil reservoir development and management activities;laser spot detection and characteristic analysis in plasma interaction simulation;hybrid sort a pattern-focused matrix reordering approach based on classification;data interpolation based on contextual analysis for generating tomographic images in concrete specimen;graphical user interface personalization: user study of image frequency preferences;evaluation of color spaces for unsupervised and deep learning skin lesion segmentation;and repeated pattern extraction with knowledge-based attention and semantic embeddings.
IEEE computergraphics and Applications (CG&A) bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed f...
IEEE computergraphics and Applications (CG&A) bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments, including product announcements. Special applications sidebars relate research stories to commercial development. A cover story focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computergraphics technology and its applications in everything from business to the arts.
Reproducibility is a cornerstone of good scientific practice;however, the ongoing "reproducibility crisis" shows that we still need to improve the way we are doing research currently. Reproducibility is cruc...
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Reproducibility is a cornerstone of good scientific practice;however, the ongoing "reproducibility crisis" shows that we still need to improve the way we are doing research currently. Reproducibility is crucial because it enables both the comparison to existing techniques as well as the composition and improvement of existing approaches. It can also increase trust in the respective results, which is paramount for adoption in further research and applications. While there are already many initiatives and approaches with different complexity aimed at enabling reproducible research in the context of visualization, we argue for an alternative, lightweight approach that documents the most relevant parameters with minimal overhead. It still complements complex approaches well, and integration with any existing tool or system is simple. Our approach uses the images produced by visualizations and seamlessly piggy-backs everyday communication and research collaborations, publication authoring, public outreach, and internal note-taking. We exemplify how our approach supports day-to-day work and discuss limitations and how they can be countered.
Situated visualizations are a type of visualization where data is presented next to its physical referent (i.e., the physical object, space, or person it refers to), often using augmented-reality displays. While situa...
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Situated visualizations are a type of visualization where data is presented next to its physical referent (i.e., the physical object, space, or person it refers to), often using augmented-reality displays. While situated visualizations can be beneficial in various contexts and have received research attention, they are typically designed with the assumption that the physical referent is visible. However, in practice, a physical referent may be obscured by another object, such as a wall, or may be outside the user's visual field. In this paper, we propose a conceptual framework and a design space to help researchers and user interface designers handle non-visible referents in situated visualizations. We first provide an overview of techniques proposed in the past for dealing with non-visible objects in the areas of 3D user interfaces, 3D visualization, and mixed reality. From this overview, we derive a design space that applies to situated visualizations and employ it to examine various trade-offs, challenges, and opportunities for future research in this area.
The vorticity-streamfunction formulation for incompressible inviscid fluids is the basis for many fluid simulation methods in computergraphics, including vortex methods, streamfunction solvers, spectral methods, and ...
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The vorticity-streamfunction formulation for incompressible inviscid fluids is the basis for many fluid simulation methods in computergraphics, including vortex methods, streamfunction solvers, spectral methods, and Monte Carlo methods. We point out that current setups in the vorticity-streamfunction formulation are insufficient at simulating fluids on general non-simply-connected domains. This issue is critical in practice, as obstacles, periodic boundaries, and nonzero genus can all make the fluid domain multiply connected. These scenarios introduce nontrivial cohomology components to the flow in the form of harmonic fields. The dynamics of these harmonic fields have been previously overlooked. In this paper, we derive the missing equations of motion for the fluid cohomology components. We elucidate the physical laws associated with the new equations, and show their importance in reproducing physically correct behaviors of fluid flows on domains with general topology.
Professional roles for data visualization designers are growing in popularity, and interest in relationships between the academic research and professional practice communities is gaining traction. However, despite th...
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Professional roles for data visualization designers are growing in popularity, and interest in relationships between the academic research and professional practice communities is gaining traction. However, despite the potential for knowledge sharing between these communities, we have little understanding of the ways in which practitioners design in real-world, professional settings. Inquiry in numerous design disciplines indicates that practitioners approach complex situations in ways that are fundamentally different from those of researchers. In this work, I take a practice-led approach to understanding visualization design practice on its own terms. Twenty data visualization practitioners were interviewed and asked about their design process, including the steps they take, how they make decisions, and the methods they use. Findings suggest that practitioners do not follow highly systematic processes, but instead rely on situated forms of knowing and acting in which they draw from precedent and use methods and principles that are determined appropriate in the moment. These findings have implications for how visualization researchers understand and engage with practitioners, and how educators approach the training of future data visualization designers.
Augmented reality (AR) is increasingly considered to support scenarios of co-located and remote collaboration. Thus far, the core goal has been advancing the supporting technologies and assessing how they perform to i...
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Augmented reality (AR) is increasingly considered to support scenarios of co-located and remote collaboration. Thus far, the core goal has been advancing the supporting technologies and assessing how they perform to inform design and development, thus providing support toward their maturity. Nevertheless, while understanding the performance and impact of supporting technology is indisputable groundwork, we argue that the field needs to adopt a framework that moves from answering questions about the proposed methods and technologies to a more holistic view, also encompassing collaboration. However, moving toward this goal challenges how evaluations are designed, adding complexity and raising several questions about what needs to be considered. In this article, we briefly examine the different dimensions entailed in collaborative AR and argue in favor of a distinctive evaluation framework that goes beyond current practice and sets its eyes on the elements that allow judging how collaboration unfolds while informing the role of the supporting technology.
In theory, efficient and high-quality rendering of unstructured data should greatly benefit from modern GPUs, but in practice, GPUs are often limited by the large amount of memory that large meshes require for element...
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In theory, efficient and high-quality rendering of unstructured data should greatly benefit from modern GPUs, but in practice, GPUs are often limited by the large amount of memory that large meshes require for element representation and for sample reconstruction acceleration structures. We describe a memory-optimized encoding for large unstructured meshes that efficiently encodes both the unstructured mesh and corresponding sample reconstruction acceleration structure, while still allowing for fast random-access sampling as required for rendering. We demonstrate that for large data our encoding allows for rendering even the 2.9 billion element Mars Lander on a single off-the-shelf GPU-and the largest 6.3 billion version on a pair of such GPUs.
With the rapid development of computer technology. Many scholars pay close attention to computergraphics algorithms, which makes computergraphics widely used in various fields and enters a new revolutionary era. The...
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