38-Issue 1
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Item Superpixel Generation by Agglomerative Clustering With Quadratic Error Minimization(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Dong, Xiao; Chen, Zhonggui; Yao, Junfeng; Guo, Xiaohu; Chen, Min and Benes, BedrichSuperpixel segmentation is a popular image pre‐processing technique in many computer vision applications. In this paper, we present a novel superpixel generation algorithm by agglomerative clustering with quadratic error minimization. We use a quadratic error metric (QEM) to measure the difference of spatial compactness and colour homogeneity between superpixels. Based on the quadratic function, we propose a bottom‐up greedy clustering algorithm to obtain higher quality superpixel segmentation. There are two steps in our algorithm: merging and swapping. First, we calculate the merging cost of two superpixels and iteratively merge the pair with the minimum cost until the termination condition is satisfied. Then, we optimize the boundary of superpixels by swapping pixels according to their swapping cost to improve the compactness. Due to the quadratic nature of the energy function, each of these atomic operations has only (1) time complexity. We compare the new method with other state‐of‐the‐art superpixel generation algorithms on two datasets, and our algorithm demonstrates superior performance.Superpixel segmentation is a popular image pre‐processing technique in many computer vision applications. In this paper, we present a novel superpixel generation algorithm by agglomerative clustering with quadratic error minimization. We use a quadratic error metric (QEM) to measure the difference of spatial compactness and colour homogeneity between superpixels. Based on the quadratic function, we propose a bottom‐up greedy clustering algorithm to obtain higher quality superpixel segmentation. There are two steps in our algorithm: merging and swapping. First, we calculate the merging cost of two superpixels and iteratively merge the pair with the minimum cost until the termination condition is satisfied. Then, we optimize the boundary of superpixels by swapping pixels according to their swapping cost to improve the compactness. Due to the quadratic nature of the energy function, each of these atomic operations has only O(1) time complexity. We compare the new method with other state‐of‐the‐art superpixel generation algorithms on two datasets, and our algorithm demonstrates superior performance.Item Stylized Image Triangulation(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Lawonn, Kai; Günther, Tobias; Chen, Min and Benes, BedrichThe art of representing images with triangles is known as image triangulation, which purposefully uses abstraction and simplification to guide the viewer's attention. The manual creation of image triangulations is tedious and thus several tools have been developed in the past that assist in the placement of vertices by means of image feature detection and subsequent Delaunay triangulation. In this paper, we formulate the image triangulation process as an optimization problem. We provide an interactive system that optimizes the vertex locations of an image triangulation to reduce the root mean squared approximation error. Along the way, the triangulation is incrementally refined by splitting triangles until certain refinement criteria are met. Thereby, the calculation of the energy gradients is expensive and thus we propose an efficient rasterization‐based GPU implementation. To ensure that artists have control over details, the system offers a number of direct and indirect editing tools that split, collapse and re‐triangulate selected parts of the image. For final display, we provide a set of rendering styles, including constant colours, linear gradients, tonal art maps and textures. Finally, we demonstrate temporal coherence for animations and compare our method with existing image triangulation tools.Item Issue Information CGF38-1(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Chen, Min and Benes, BedrichItem A Probabilistic Steering Parameter Model for Deterministic Motion Planning Algorithms(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Agethen, Philipp; Gaisbauer, Felix; Rukzio, Enrico; Chen, Min and Benes, BedrichThe simulation of two‐dimensional human locomotion in a bird's eye perspective is a key technology for various domains to realistically predict walk paths. The generated trajectories, however, are frequently deviating from reality due to the usage of simplifying assumptions. For instance, common deterministic motion planning algorithms predominantly utilize a set of static steering parameters (e.g. maximum acceleration or velocity of the agent) to simulate the walking behaviour of a person. This procedure neglects important influence factors, which have a significant impact on the spatio‐temporal characteristics of the finally resulting motion—such as the operator's physical conditions or the probabilistic nature of the human locomotor system. In overcome this drawback, this paper presents an approach to derive probabilistic motion models from a database of captured human motions. Although being initially designed for industrial purposes, this method can be applied to a wide range of use cases while considering an arbitrary number of dependencies (input) and steering parameters (output). To underline its applicability, a probabilistic steering parameter model is implemented, which models velocity, angular velocity and acceleration as a function of the travel distances, path curvature and height of a respective person. Finally, the technical performance and advantages of this model are demonstrated within an evaluation.The simulation of two‐dimensional human locomotion in a bird's eye perspective is a key technology for various domains to realistically predict walk paths. The generated trajectories, however, are frequently deviating from reality due to the usage of simplifying assumptions. For instance, common deterministic motion planning algorithms predominantly utilize a set of static steering parameters (e.g. maximum acceleration or velocity of the agent) to simulate the walking behaviour of a person. This procedure neglects important influence factors, which have a significant impact on the spatio‐temporal characteristics of the finally resulting motion—such as the operator's physical conditions or the probabilistic nature of the human locomotor system. In overcome this drawback, this paper presents an approach to derive probabilistic motion models from a database of captured human motions. Although being initially designed for industrial purposes, this method can be applied to a wide range of use cases while considering an arbitrary number of dependencies (input) and steering parameters (output).Item Optimal Sample Weights for Hemispherical Integral Quadratures(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Marques, Ricardo; Bouville, Christian; Bouatouch, Kadi; Chen, Min and Benes, BedrichThis paper proposes optimal quadrature rules over the hemisphere for the shading integral. We leverage recent work regarding the theory of quadrature rules over the sphere in order to derive a new theoretical framework for the general case of hemispherical quadrature error analysis. We then apply our framework to the case of the shading integral. We show that our quadrature error theory can be used to derive optimal sample weights (OSW) which account for both the features of the sampling pattern and the bidirectional reflectance distribution function (BRDF). Our method significantly outperforms familiar Quasi Monte Carlo (QMC) and stochastic Monte Carlo techniques. Our results show that the OSW are very effective in compensating for possible irregularities in the sample distribution. This allows, for example, to significantly exceed the regular convergence rate of stochastic Monte Carlo while keeping the exact same sample sets. Another important benefit of our method is that OSW can be applied whatever the sampling points distribution: the sample distribution need not follow a probability density function, which makes our technique much more flexible than QMC or stochastic Monte Carlo solutions. In particular, our theoretical framework allows to easily combine point sets derived from different sampling strategies (e.g. targeted to diffuse and glossy BRDF). In this context, our rendering results show that our approach overcomes MIS (Multiple Importance Sampling) techniques.This paper proposes optimal quadrature rules over the hemisphere for the shading integral. We leverage recent work regarding the theory of quadrature rules over the sphere in order to derive a new theoretical framework for the general case of hemispherical quadrature error analysis. We then apply our framework to the case of the shading integral. We show that our quadrature error theory can be used to derive optimal sample weights (OSW) which account for both the features of the sampling pattern and the material reflectance function (BRDF). Our method significantly outperforms familiar Quasi Monte Carlo (QMC) and stochastic Monte Carlo techniques. Our results show that the OSW are very effective in compensating for possible irregularities in the sample distribution. This allows, for example, to significantly exceed the regular convergence rate of stochastic Monte Carlo while keeping the exact same sample sets.Item Autonomous Particles for Interactive Flow Visualization(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Engelke, Wito; Lawonn, Kai; Preim, Bernhard; Hotz, Ingrid; Chen, Min and Benes, BedrichWe present an interactive approach to analyse flow fields using a new type of particle system, which is composed of autonomous particles exploring the flow. While particles provide a very intuitive way to visualize flows, it is a challenge to capture the important features with such systems. Particles tend to cluster in regions of low velocity and regions of interest are often sparsely populated. To overcome these disadvantages, we propose an automatic adaption of the particle density with respect to local importance measures. These measures are user defined and the systems sensitivity to them can be adjusted interactively. Together with the particle history, these measures define a probability for particles to multiply or die, respectively. There is no communication between the particles and no neighbourhood information has to be maintained. Thus, the particles can be handled in parallel and support a real‐time investigation of flow fields. To enhance the visualization, the particles' properties and selected field measures are also used to specify the systems rendering parameters, such as colour and size. We demonstrate the effectiveness of our approach on different simulated vector fields from technical and medical applications.We present an interactive approach to analyse flow fields using a new type of particle system, which is composed of autonomous particles exploring the flow. While particles provide a very intuitive way to visualize flows, it is a challenge to capture the important features with such systems. Particles tend to cluster in regions of low velocity and regions of interest are often sparsely populated. To overcome these disadvantages, we propose an automatic adaption of the particle density with respect to local importance measures. These measures are user defined and the systems sensitivity to them can be adjusted interactively. Together with the particle history, these measures define a probability for particles to multiply or die, respectively. There is no communication between the particles and no neighbourhood information has to be maintained. Thus, the particles can be handled in parallel and support a real‐time investigation of flow fields. To enhance the visualization, the particles' properties and selected field measures are also used to specify the systems rendering parameters, such as colour and size. We demonstrate the effectiveness of our approach on different simulated vector fields from technical and medical applications.Item Ballet(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Lawonn, Kai; Günther, Tobias; Chen, Min and Benes, BedrichItem Urban Walkability Design Using Virtual Population Simulation(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Mathew, C. D. Tharindu; Knob, Paulo R.; Musse, Soraia Raupp; Aliaga, Daniel G.; Chen, Min and Benes, BedrichWe present a system to generate a procedural environment that produces a desired crowd behaviour. Instead of altering the behavioural parameters of the crowd itself, we automatically alter the environment to yield such desired crowd behaviour. This novel inverse approach is useful both to crowd simulation in virtual environments and to urban crowd planning applications. Our approach tightly integrates and extends a space discretization crowd simulator with inverse procedural modelling. We extend crowd simulation by goal exploration (i.e. agents are initially unaware of the goal locations), variable‐appealing sign usage and several acceleration schemes. We use Markov chain Monte Carlo to quickly explore the solution space and yield interactive design. We have applied our method to a variety of virtual and real‐world locations, yielding one order of magnitude faster crowd simulation performance over related methods and several fold improvement of crowd indicators.Item A Survey of Simple Geometric Primitives Detection Methods for Captured 3D Data(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Kaiser, Adrien; Ybanez Zepeda, Jose Alonso; Boubekeur, Tamy; Chen, Min and Benes, BedrichThe amount of captured 3D data is continuously increasing, with the democratization of consumer depth cameras, the development of modern multi‐view stereo capture setups and the rise of single‐view 3D capture based on machine learning. The analysis and representation of this ever growing volume of 3D data, often corrupted with acquisition noise and reconstruction artefacts, is a serious challenge at the frontier between computer graphics and computer vision. To that end, segmentation and optimization are crucial analysis components of the shape abstraction process, which can themselves be greatly simplified when performed on lightened geometric formats. In this survey, we review the algorithms which extract simple geometric primitives from raw dense 3D data. After giving an introduction to these techniques, from the acquisition modality to the underlying theoretical concepts, we propose an application‐oriented characterization, designed to help select an appropriate method based on one's application needs and compare recent approaches. We conclude by giving hints for how to evaluate these methods and a set of research challenges to be explored.Item Editorial 2019 CGF 38-1(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Chen, Min; Benes, Bedrich; Chen, Min and Benes, BedrichItem Applying Visual Analytics to Physically Based Rendering(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Simons, G.; Herholz, S.; Petitjean, V.; Rapp, T.; Ament, M.; Lensch, H.; Dachsbacher, C.; Eisemann, M.; Eisemann, E.; Chen, Min and Benes, BedrichPhysically based rendering is a well‐understood technique to produce realistic‐looking images. However, different algorithms exist for efficiency reasons, which work well in certain cases but fail or produce rendering artefacts in others. Few tools allow a user to gain insight into the algorithmic processes. In this work, we present such a tool, which combines techniques from information visualization and visual analytics with physically based rendering. It consists of an interactive parallel coordinates plot, with a built‐in sampling‐based data reduction technique to visualize the attributes associated with each light sample. Two‐dimensional (2D) and three‐dimensional (3D) heat maps depict any desired property of the rendering process. An interactively rendered 3D view of the scene displays animated light paths based on the user's selection to gain further insight into the rendering process. The provided interactivity enables the user to guide the rendering process for more efficiency. To show its usefulness, we present several applications based on our tool. This includes differential light transport visualization to optimize light setup in a scene, finding the causes of and resolving rendering artefacts, such as fireflies, as well as a path length contribution histogram to evaluate the efficiency of different Monte Carlo estimators.Few tools allow a user to gain insight into the algorithmic processes of physically‐based rendering. In this work, we present such a tool, which combines techniques from information visualization and visual analytics with physically based rendering.Item Generation and Visual Exploration of Medical Flow Data: Survey, Research Trends and Future Challenges(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Oeltze‐Jafra, S.; Meuschke, M.; Neugebauer, M.; Saalfeld, S.; Lawonn, K.; Janiga, G.; Hege, H.‐C.; Zachow, S.; Preim, B.; Chen, Min and Benes, BedrichSimulations and measurements of blood and airflow inside the human circulatory and respiratory system play an increasingly important role in personalized medicine for prevention, diagnosis and treatment of diseases. This survey focuses on three main application areas. (1) Computational fluid dynamics (CFD) simulations of blood flow in cerebral aneurysms assist in predicting the outcome of this pathologic process and of therapeutic interventions. (2) CFD simulations of nasal airflow allow for investigating the effects of obstructions and deformities and provide therapy decision support. (3) 4D phase‐contrast (4D PC) magnetic resonance imaging of aortic haemodynamics supports the diagnosis of various vascular and valve pathologies as well as their treatment. An investigation of the complex and often dynamic simulation and measurement data requires the coupling of sophisticated visualization, interaction and data analysis techniques. In this paper, we survey the large body of work that has been conducted within this realm. We extend previous surveys by incorporating nasal airflow, addressing the joint investigation of blood flow and vessel wall properties and providing a more fine‐granular taxonomy of the existing techniques. From the survey, we extract major research trends and identify open problems and future challenges. The survey is intended for researchers interested in medical flow but also more general, in the combined visualization of physiology and anatomy, the extraction of features from flow field data and feature‐based visualization, the visual comparison of different simulation results and the interactive visual analysis of the flow field and derived characteristics.Simulations and measurements of blood and airflow inside the human circulatory and respiratory system play an increasingly important role in personalized medicine for prevention, diagnosis and treatment of diseases. This survey focuses on three main application areas. (1) Computational fluid dynamics (CFD) simulations of blood flow in cerebral aneurysms assist in predicting the outcome of this pathologic process and of therapeutic interventions. (2) CFD simulations of nasal airflow allow for investigating the effects of obstructions and deformities and provide therapy decision support. (3) 4D phase‐contrast (4D PC) magnetic resonance imaging of aortic haemodynamics supports the diagnosis of various vascular and valve pathologies as well as their treatment. An investigation of the complex and often dynamic simulation and measurement data requires the coupling of sophisticated visualization, interaction and data analysis techniques.Item An Adaptive Multi‐Grid Solver for Applications in Computer Graphics(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Kazhdan, Misha; Hoppe, Hugues; Chen, Min and Benes, BedrichA key processing step in numerous computer graphics applications is the solution of a linear system discretized over a spatial domain. Often, the linear system can be represented using an adaptive domain tessellation, either because the solution will only be sampled sparsely, or because the solution is known to be ‘interesting’ (e.g. high frequency) only in localized regions. In this work, we propose an adaptive, finite elements, multi‐grid solver capable of efficiently solving such linear systems. Our solver is designed to be general‐purpose, supporting finite elements of different degrees, across different dimensions and supporting both integrated and pointwise constraints. We demonstrate the efficacy of our solver in applications including surface reconstruction, image stitching and Euclidean Distance Transform calculation.A key processing step in numerous computer graphics applications is the solution of a linear system discretized over a spatial domain. Often, the linear system can be represented using an adaptive domain tessellation, either because the solution will only be sampled sparsely, or because the solution is known to be ‘interesting’ (e.g. high frequency) only in localized regions. In this work, we propose an adaptive, finite elements, multi‐grid solver capable of efficiently solving such linear systems. Our solver is designed to be general‐purpose, supporting finite elements of different degrees, across different dimensions and supporting both integrated and pointwise constraints.Item Style Invariant Locomotion Classification for Character Control(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Boehs, G.E.; Vieira, M.L.H.; Chen, Min and Benes, BedrichWe present a real‐time system for character control that relies on the classification of locomotive actions in skeletal motion capture data. Our method is both progress dependent and style invariant. Two deep neural networks are used to correlate body shape and implicit dynamics to locomotive types and their respective progress. In comparison to related work, our approach does not require a setup step and enables the user to act in a natural, unconstrained manner. Also, our method displays better performance than the related work in scenarios where the actor performs sharp changes in direction and highly stylized motions while maintaining at least as good performance in other scenarios. Our motivation is to enable character control of non‐bipedal characters in virtual production and live immersive experiences, where mannerisms in the actor's performance may be an issue for previous methods.We present a real‐time system for character control that relies on the classification of locomotive actions in skeletal motion capture data. Our method is both progress dependent and style invariant. Two deep neural networks are used to correlate body shape and implicit dynamics to locomotive types and their respective progress. In comparison to related work, our approach does not require a setup step and enables the user to act in a natural, unconstrained manner. Also, our method displays better performance than the related work in scenarios where the actor performs sharp changes in direction and highly stylized motions while maintaining at least as good performance in other scenarios. Our motivation is to enable character control of non‐bipedal characters in virtual production and live immersive experiences, where mannerisms in the actor's performance may be an issue for previous methods.Item Visualization of Neural Network Predictions for Weather Forecasting(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Roesch, Isabelle; Günther, Tobias; Chen, Min and Benes, BedrichRecurrent neural networks are prime candidates for learning evolutions in multi‐dimensional time series data. The performance of such a network is judged by the loss function, which is aggregated into a scalar value that decreases during training. Observing only this number hides the variation that occurs within the typically large training and testing data sets. Understanding these variations is of highest importance to adjust network hyper‐parameters, such as the number of neurons, number of layers or to adjust the training set to include more representative examples. In this paper, we design a comprehensive and interactive system that allows users to study the output of recurrent neural networks on both the complete training data and testing data. We follow a coarse‐to‐fine strategy, providing overviews of annual, monthly and daily patterns in the time series and directly support a comparison of different hyper‐parameter settings. We applied our method to a recurrent convolutional neural network that was trained and tested on 25 years of climate data to forecast meteorological attributes, such as temperature, pressure and wind velocity. We further visualize the quality of the forecasting models, when applied to various locations on the Earth and we examine the combination of several forecasting models.Recurrent neural networks are prime candidates for learning evolutions in multi‐dimensional time series data. We describe a comprehensive and interactive system to visually analyse and compare time series predictions that were generated by convolutional and recurrent neural networks in the context of weather forecasting.Item Realtime Performance‐Driven Physical Simulation for Facial Animation(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Barrielle, V.; Stoiber, N.; Chen, Min and Benes, BedrichWe present the first realtime method for generating facial animations enhanced by physical simulation from realtime performance capture data. Unlike purely data‐based techniques, our method is able to produce physical effects on the fly through the simulation of volumetric skin behaviour, lip contacts and sticky lips. It remains however practical as it does not require any physical/medical data which are complex to acquire and process, and instead relies only on the input of a blendshapes model. We achieve realtime performance on the CPU by introducing an efficient progressive Projective Dynamics solver to efficiently solve the physical integration steps even when confronted to constantly changing constraints. Also key to our realtime performance is a new Taylor approximation and memoization scheme for the computation of the Singular Value Decompositions required for the simulation of volumetric skin. We demonstrate the applicability of our method by animating blendshape characters from a simple webcam feed .We present the first realtime method for generating facial animations enhanced by physical simulation from realtime performance capture data. Unlike purely data‐based techniques, our method is able to produce physical effects on the fly through the simulation of volumetric skin behaviour, lip contacts and sticky lips. It remains however practical as it does not require any physical/medical data which are complex to acquire and process, and instead relies only on the input of a blendshapes model. We achieve realtime performance on the CPU by introducing an efficient progressive Projective Dynamics solver to efficiently solve the physical integration steps even when confronted to constantly changing constraints. Also key to our realtime performance is a new Taylor approximation and memoization scheme for the computation of the Singular Value Decompositions required for the simulation of volumetric skin. We demonstrate the applicability of our method by animating blendshape characters from a simple webcam feed.Item Shading‐Based Surface Recovery Using Subdivision‐Based Representation(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Deng, Teng; Zheng, Jianmin; Cai, Jianfei; Cham, Tat‐Jen; Chen, Min and Benes, BedrichThis paper presents subdivision‐based representations for both lighting and geometry in shape‐from‐shading. A very recent shading‐based method introduced a per‐vertex overall illumination model for surface reconstruction, which has advantage of conveniently handling complicated lighting condition and avoiding explicit estimation of visibility and varied albedo. However, due to its discrete nature, the per‐vertex overall illumination requires a large amount of memory and lacks intrinsic coherence. To overcome these problems, in this paper we propose to use classic subdivision to define the basic smooth lighting function and surface, and introduce additional independent variables into the subdivision to adaptively model sharp changes of illumination and geometry. Compared to previous works, the new model not only preserves the merits of the per‐vertex illumination model, but also greatly reduces the number of variables required in surface recovery and intrinsically regularizes the illumination vectors and the surface. These features make the new model very suitable for multi‐view stereo surface reconstruction under general, unknown illumination condition. Particularly, a variational surface reconstruction method built upon the subdivision representations for lighting and geometry is developed. The experiments on both synthetic and real‐world data sets have demonstrated that the proposed method can achieve memory efficiency and improve surface detail recovery.This paper presents subdivision‐based representations for both lighting and geometry in shape‐from‐shading. A very recent shading‐based method introduced a per‐vertex overall illumination model for surface reconstruction, which has advantage of conveniently handling complicated lighting condition and avoiding explicit estimation of visibility and varied albedo. However, due to its discrete nature, the per‐vertex overall illumination requires a large amount of memory and lacks intrinsic coherence. To overcome these problems, in this paper we propose to use classic subdivision to define the basic smooth lighting function and surface, and introduce additional independent variables into the subdivision to adaptively model sharp changes of illumination and geometry. Compared to previous works, the new model not only preserves the merits of the per‐vertex illumination model, but also greatly reduces the number of variables required in surface recovery and intrinsically regularizes the illumination vectors and the surface. These features make the new model very suitable for multi‐view stereo surface reconstruction under general, unknown illumination condition. Particularly, a variational surface reconstruction method built upon the subdivision representations for lighting and geometry is developed. The experiments on both synthetic and real‐world data sets have demonstrated that the proposed method can achieve memory efficiency and improve surface detail recovery.Item A Survey of Information Visualization Books(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Rees, D.; Laramee, R. S.; Chen, Min and Benes, BedrichInformation visualization is a rapidly evolving field with a growing volume of scientific literature and texts continually published. To keep abreast of the latest developments in the domain, survey papers and state‐of‐the‐art reviews provide valuable tools for managing the large quantity of scientific literature. Recently, a survey of survey papers was published to keep track of the quantity of refereed survey papers in information visualization conferences and journals. However, no such resources exist to inform readers of the large volume of books being published on the subject, leaving the possibility of valuable knowledge being overlooked. We present the first literature survey of information visualization books that addresses this challenge by surveying the large volume of books on the topic of information visualization and visual analytics. This unique survey addresses some special challenges associated with collections of books (as opposed to research papers) including searching, browsing and cost. This paper features a novel two‐level classification based on both books and chapter topics examined in each book, enabling the reader to quickly identify to what depth a topic of interest is covered within a particular book. Readers can use this survey to identify the most relevant book for their needs amongst a quickly expanding collection. In indexing the landscape of information visualization books, this survey provides a valuable resource to both experienced researchers and newcomers in the data visualization discipline.We present the first literature survey of information visualization books, providing a resource to both experienced researchers and newcomers in the data visualization discipline. This paper features a novel two‐level classification based on both books and chapter topics examined in each book, enabling the reader to quickly identify to what depth a topic of interest is covered within a book. Readers can use this survey to identify the most relevant book for their needs amongst a quickly expanding collection.Item MegaViews: Scalable Many‐View Rendering With Concurrent Scene‐View Hierarchy Traversal(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Kol, Timothy R.; Bauszat, Pablo; Lee, Sungkil; Eisemann, Elmar; Chen, Min and Benes, BedrichWe present a scalable solution to render complex scenes from a large amount of viewpoints. While previous approaches rely either on a scene or a view hierarchy to process multiple elements together, we make full use of both, enabling sublinear performance in terms of views and scene complexity. By concurrently traversing the hierarchies, we efficiently find shared information among views to amortize rendering costs. One example application is many‐light global illumination. Our solution accelerates shadow map generation for virtual point lights, whose number can now be raised to over a million while maintaining interactive rates.Item VisFM: Visual Analysis of Image Feature Matchings(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Li, Chenhui; Baciu, George; Chen, Min and Benes, BedrichFeature matching is the most basic and pervasive problem in computer vision and it has become a primary component in big data analytics. Many tools have been developed for extracting and matching features in video streams and image frames. However, one of the most basic tools, that is, a tool for simply visualizing matched features for the comparison and evaluation of computer vision algorithms is not generally available, especially when dealing with a large number of matching lines. We introduce VisFM, an integrated visual analysis system for comprehending and exploring image feature matchings. VisFM presents a matching view with an intuitive line bundling to provide useful insights regarding the quality of matched features. VisFM is capable of showing a summarization of the features and matchings through group view to assist domain experts in observing the feature matching patterns from multiple perspectives. VisFM incorporates a series of interactions for exploring the feature data. We demonstrate the visual efficacy of VisFM by applying it to three scenarios. An informal expert feedback, conducted by our collaborator in computer vision, demonstrates how VisFM can be used for comparing and analysing feature matchings when the goal is to improve an image retrieval algorithm.Feature matching is the most basic and pervasive problem in computer vision and it has become a primary component in big data analytics. Many tools have been developed for extracting and matching features in video streams and image frames. However, one of the most basic tools, that is, a tool for simply visualizing matched features for the comparison and evaluation of computer vision algorithms is not generally available, especially when dealing with a large number of matching lines. We introduce VisFM, an integrated visual analysis system for comprehending and exploring image feature matchings. VisFM presents a matching view with an intuitive line bundling to provide useful insights regarding the quality of matched features. VisFM is capable of showing a summarization of the features and matchings through group view to assist domain experts in observing the feature matching patterns from multiple perspectives.
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