Information visualization has been defined as the use of computer-supported, interactive, visual representations of abstract data to amplify cognition. Many intriguing visualizations help deal with the data overload p...
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Information visualization has been defined as the use of computer-supported, interactive, visual representations of abstract data to amplify cognition. Many intriguing visualizations help deal with the data overload problem. Examples include visual tools based on similarity, relevance, explicit entity relationships, patterns in citations, and patterns in metadata. The literature describing creative visual approaches and prototype implementations is large and growing. However, little has been published on usage experiences with such tools. The In-Spire visualization tool based on the previous Spire system uses statistical word patterns to characterize documents based on their text content. Among its tools are two visualizations that show document themes, similarities, and differences: document-centric Galaxy uses a dot plot metaphor, and collection-centric ThemeView uses a landscape metaphor. People targeted several additional In-Spire analytic features explicitly at the user community. Their goal in developing In-Spire was to provide a data visualization tool that let users deal with many documents, reducing the amount of time spent crafting queries and the chance of eliminating useful material before the user can see it. It also needed capabilities that let users understand a collection of material at an overview level first, instead of launching immediately into reading individual documents. The tool needed to support analytic demands for both convergent focusing on a particular set of information, relationships, or thesis in depth and divergent seeking alternative explanations and remaining open to other potentially interesting information or relationships understanding methods.
A ''package''-module of commented source code-for the computer program Mathematica has been designed to reconstruct surfaces from curves, collected in parallel serial sections through these surfaces. T...
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A ''package''-module of commented source code-for the computer program Mathematica has been designed to reconstruct surfaces from curves, collected in parallel serial sections through these surfaces. The package contains routines to interpolate digitized curves using continuous functions, to interpolate transversally between the resulting continuous curves, and to render the results of this later operation as a parametrized surface in three dimensions. This paper provides a listing of the package and an example of surface reconstruction using curves which were collected from serial thin sections through a garnet porphyroblast with spiral-shaped inclusion trails.
Structural biology needs sensitive tools to detect homology between proteins of low sequence identity, but with closely related 3-D structures. Using a conventional dotplot method, we therefore introduced 2 concepts t...
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Structural biology needs sensitive tools to detect homology between proteins of low sequence identity, but with closely related 3-D structures. Using a conventional dotplot method, we therefore introduced 2 concepts to improve the search for similarities between secondary structures of analyzed proteins: 'hydrophobic neighboring homology' (HNH) and 'amino acid degeneracy classes'. The amino acids are grouped into 3 subsets: hydrophobic, hydrophilic and mimetic, A 'Neighboring Similarity Index' (NSI) is calculated for every residue pair and quantifies its neighbor homology. By thresholding the homology matrix and filtering the dotplot, the homologous patterns are extracted. We have evaluated the efficiency and limits of the method using 21 protein pairs extracted from the Protein Data Bank (PDB), or selected from the recent literature. Globally, we again find the homologous structures (alpha-helices and beta-strands) of these pair proteins, The introduction of neighbor residue hydrophobicity in the conventional dotplot improves the alignment of proteins with low sequence identity (< 25%). HNH, written in standard ANSI C with the graphic library X11, under UNIX, is available on request.
Distributed ray tracing algorithms are widely used when rendering massive scenes, where data utilization and load balancing are the keys to improving performance. One essential observation is that rays are temporally ...
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Distributed ray tracing algorithms are widely used when rendering massive scenes, where data utilization and load balancing are the keys to improving performance. One essential observation is that rays are temporally coherent, which indicates that temporal information can be used to improve computational efficiency. In this paper, we use temporal coherence to optimize the performance of distributed ray tracing. First, we propose a temporal coherence-based scheduling algorithm to guide the task/data assignment and scheduling. Then, we propose a virtual portal structure to predict the radiance of rays based on the previous frame, and send the rays with low radiance to a precomputed simplified model for further tracing, which can dramatically reduce the traversal complexity and the overhead of network data transmission. The approach was validated on scenes of sizes up to 355 GB. Our algorithm can achieve a speedup of up to 81% compared to previous algorithms, with a very small mean squared error.
A generalized method is presented for analyzing the fringe patterns frequently encountered in experimental mechanics. By utilizing digital-image-processing and computer-graphics techniques, a set of menu-driven softwa...
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A generalized method is presented for analyzing the fringe patterns frequently encountered in experimental mechanics. By utilizing digital-image-processing and computer-graphics techniques, a set of menu-driven software is developed for interactively implementing the fringe processing. Tests of this software on the images obtained experimentally by photoelasticity, holographic interferometry and speckle interferometry demonstrate its usefulness. Good agreement between the experimental and theoretical results is established.
A description is given of MML, a special-purpose programming language developed for procedural models. The language is used to specify both the generation of the model and the motion of the objects in the model. A mot...
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A description is given of MML, a special-purpose programming language developed for procedural models. The language is used to specify both the generation of the model and the motion of the objects in the model. A motion specification technique that works well with natural phenomena is presented. It has the advantages of being independent of the detailed structure of the object and lending itself to the construction of good user interfaces for animation systems. The MML language can be used to produce both interactive and batch animation programs. The user interface for the interactive animation programs is automatically constructed by the MML system. Several examples of the use of MML are given.
Social Snapshot is a system for temporally coupled social photography. It leverages computer graphics and computer vision advances, along with the ubiquity of consumer-level programmable cell phone cameras, to activel...
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Social Snapshot is a system for temporally coupled social photography. It leverages computer graphics and computer vision advances, along with the ubiquity of consumer-level programmable cell phone cameras, to actively acquire time-varying spatial data. Social Snapshot enables spatiotemporal 3D photography using commodity devices, assisted by their auxiliary sensors and network functionality. The end result is a set of locally optimized 2.5D meshes—one for each input photograph—created with a novel mesh generation technique. Although these models could be globally inconsistent, the navigation model uses the recovered camera-pose information and view interpolation techniques to smoothly navigate the reconstruction interactively.
The design of a graphical-display system with advanced facilities for assisting the user and minimising computational equirements is described. Pictures of good quality are produced. They require a minimum of store ac...
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The design of a graphical-display system with advanced facilities for assisting the user and minimising computational equirements is described. Pictures of good quality are produced. They require a minimum of store accesses to draw, and can be constructed and modified easily. Facilities include the association of light-pen ‘hits’ with display-file and data-base information, the ability to nest subpictures to any level, a special symbol generator, and the ability to modify certain picture parameters. The hardware is modular in construction and makes use of a novel type of ‘ring’ highway. It is shown that this is particularly suitable in the graphical-display environment.
Since the shape of a soft object changes in response to its surroundings, it is difficult to give a single position in space as the location of the object. Indeed objects can and do break dynamically into subobjects. ...
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Since the shape of a soft object changes in response to its surroundings, it is difficult to give a single position in space as the location of the object. Indeed objects can and do break dynamically into subobjects. This means that you cannot map a solid texture onto such an object simply by using a function of the space coordinates. We have taken a different approach. Our soft objects are modeled as the volume enclosed by an isosurf ace of a field calculated from a set of key points. For each key point, we describe an abstract texture space. Any point on the surface of an object has, associated with each key point, a position in this space and a field contribution. A vector sum of these positions, weighted by the field contributions, is used to select a surface specification from the texture space. Textures mapped with this process retain their consistency during distortion and metamorphoses of objects, permitting a great variety of animation effects.
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