Sport analytics in general and soccer analytics in particular constitute quickly growing markets when it comes to professional analyses and visualizations. From a data analysis research perspective, soccer is a rich s...
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ISBN:
(纸本)9781509057283
Sport analytics in general and soccer analytics in particular constitute quickly growing markets when it comes to professional analyses and visualizations. From a data analysis research perspective, soccer is a rich source of geospatial and temporal movement data, with high details and a controlled environment. However, soccer movement is complex as its compounds are actions and reactions of two opposing teams with inverse goals. Common analyses performed today are typically oriented towards statistical analysis and considering aggregate measurements. In this work, we propose a set of effective visual-interactive methods for investigating set plays as a first step towards semi-automated analysis of tactic behavior. In our analytic design, we follow the so-called Information-seeking Mantra by Ben Shneiderman by providing overview visualizations, interactive refinements, and detailed analysis views. We take an applied approach in showing case studies that give evidence for the applicability and merits of our proposed techniques.
Restoration of optical images degraded by atmospheric turbulence and various types of noise is still an open problem. In this paper, we propose an optical image restoration method based on a Reaction- Diffusion Equati...
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Creation of procedural 3D building models can significantly lessen the costs of modeling, since it allows generating a variety of similar shapes from one procedural description. The common field of application for pro...
Creation of procedural 3D building models can significantly lessen the costs of modeling, since it allows generating a variety of similar shapes from one procedural description. The common field of application for procedural modeling is modeling of straight building facades, which are very well suited for shape grammars – a special kind of procedural modeling system. In order to generate round building geometry, we present a way to setup different coordinate systems in shape grammars. Besides Cartesian, these are primarily cylindrical and spherical coordinate systems for generation of structures like towers or domes, that can procedurally adapt to different dimensions and parameters. The users can apply common splitting idioms from shape grammars in their familiar way, for creating round instead of straight geometry.
We propose a 3D object retrieval system which uses parametric templates as prior knowledge for the retrieval. A parametric template represents an object-domain and a semantic concept like 'chair' or 'plane...
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Procedural modeling is a technology that has great potential to make the abundant variety of shapes that have to be dealt with in Digital Humanities accessible and understandable. There is a gap, however, between tech...
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In this paper we present a novel method to evaluate guidance systems and navigation solutions for public infrastructures based on an immersive virtual environment in combination with a mobile eye tracking system. It o...
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In this paper we present a novel method to evaluate guidance systems and navigation solutions for public infrastructures based on an immersive virtual environment in combination with a mobile eye tracking system. It opens new opportunities for wayfinding studies in public infrastructures already during the planning phase. Our approach embeds an interface for natural locomotion in the virtual environment offering significant advantages related to the user's spatial perception as well as physical and cognitive demands. Accurate measurements of position, locomotion and gaze within the virtual environment enable a great simplification for the analysis of eye tracking data. We conducted a study with participants that included virtual and real world scenarios within a train station. First results exhibit similar behaviour of participants in the real and virtual environment, confirming the comparability and applicability of our method.
Ray tracing on massively parallel hardware allows for the computation of images with a high visual quality in an increasingly short time. However, apping the computations to such architectures in an efficient manner i...
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While the growing demand for new building models contained in virtual worlds, games, and movies, makes the easy and fast creation of modifiable models more and more important, 3D modeling of buildings can be a tedious...
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While the growing demand for new building models contained in virtual worlds, games, and movies, makes the easy and fast creation of modifiable models more and more important, 3D modeling of buildings can be a tedious task due to their sometimes complex geometry. For historic buildings, especially the roofs can be challenging. We present a new method of combining simple building solids to form more complex buildings, and give an emphasis on the blending of roof faces. This can be integrated in common pipelines for procedural modeling of buildings and will bring more expressiveness than existing methods.
In this paper, we present a novel approach for a tighter integration of 3D modeling and physically-based simulation. Instead of modeling 3D objects as surface models, we use a volumetric subdivision representation. Vo...
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In this paper, we present an algorithm to optimize a 3D stereoscopic display based on parallax barriers for a driving simulator. The main purpose of the simulator is to enable user studies in reproducible laboratory c...
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ISBN:
(纸本)9789898565464
In this paper, we present an algorithm to optimize a 3D stereoscopic display based on parallax barriers for a driving simulator. The main purpose of the simulator is to enable user studies in reproducible laboratory conditions to test and evaluate driving assistance systems. The main idea of our optimization approach is to determine by numerical analysis the best pattern for an autostereoscopic display with the best image separation for each eye, integrated into a virtual reality environment. Our implementation uses a differential evolution algorithm, which is a parallel, direct search method based on evolution strategies, because it converges fast and is inherently parallel. This allows an execution on a network of computers. The resulting algorithm allows optimizing the display and its corresponding pattern, such that a single user in the simulator environment sees a stereoscopic image without being supported by special eye-wear.
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