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Efficient structureaware selection techniques for 3D point cloud visualizations with 2DOF input
- IEEE Transactions on Visualization and Computer Graphics (Proceedings Scientific Visualization / Information Visualization 2012
, 2012
"... Abstract—Data selection is a fundamental task in visualization because it serves as a pre-requisite to many follow-up interactions. Efficient spatial selection in 3D point cloud datasets consisting of thousands or millions of particles can be particularly challenging. We present two new techniques, ..."
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Cited by 14 (4 self)
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Abstract—Data selection is a fundamental task in visualization because it serves as a pre-requisite to many follow-up interactions. Efficient spatial selection in 3D point cloud datasets consisting of thousands or millions of particles can be particularly challenging. We present two new techniques, TeddySelection and CloudLasso, that support the selection of subsets in large particle 3D datasets in an interactive and visually intuitive manner. Specifically, we describe how to spatially select a subset of a 3D particle cloud by simply encircling the target particles on screen using either the mouse or direct-touch input. Based on the drawn lasso, our techniques automatically determine a bounding selection surface around the encircled particles based on their density. This kind of selection technique can be applied to particle datasets in several application domains. TeddySelection and CloudLasso reduce, and in some cases even eliminate, the need for complex multi-step selection processes involving Boolean operations. This was confirmed in a formal, controlled user study in which we compared the more flexible CloudLasso technique to the standard cylinder-based selection technique. This study showed that the former is consistently more efficient than the latter—in several cases the CloudLasso selection time was half that of the corresponding cylinder-based selection. Index Terms—3D interaction, spatial selection, direct-touch interaction. hal-00718310, version 1- 25 Jan 2013 1
A systematic review on the practice of evaluating visualization. Visualization and Computer Graphics
- IEEE Trans. on
"... HAL is a multi-disciplinary open access archive for the deposit and dissemination of sci-entific research documents, whether they are pub-lished or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L’archive ouverte p ..."
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Cited by 12 (4 self)
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HAL is a multi-disciplinary open access archive for the deposit and dissemination of sci-entific research documents, whether they are pub-lished or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L’archive ouverte pluridisciplinaire HAL, est destinée au dépôt et a ̀ la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des établissements d’enseignement et de recherche français ou étrangers, des laboratoires publics ou privés.
ative Commons Attribution Sharealike 3.0 US license. Touching 3D Data Interactive Visualization of Cosmological Simulations
"... interactive visualization of cosmological simulations lingyun yu e work presented in this thesis has been funded by a Ubbo Em-mius scholarship and was carried out in the Institute for Mathematics and Computer Science according to the requirements of the Gradu- ..."
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interactive visualization of cosmological simulations lingyun yu e work presented in this thesis has been funded by a Ubbo Em-mius scholarship and was carried out in the Institute for Mathematics and Computer Science according to the requirements of the Gradu-
Towards an Understanding of Mobile Touch Navigation in a Stereoscopic Viewing Environment for 3D Data Exploration
"... Abstract—We discuss touch-based navigation of 3D visualizations in a combined monoscopic and stereoscopic viewing environment. We identify a set of interaction modes, and a workflow that helps users transition between these modes to improve their interaction experience. In our discussion we analyze, ..."
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Abstract—We discuss touch-based navigation of 3D visualizations in a combined monoscopic and stereoscopic viewing environment. We identify a set of interaction modes, and a workflow that helps users transition between these modes to improve their interaction experience. In our discussion we analyze, in particular, the control-display space mapping between the different reference frames of the stereoscopic and monoscopic displays. We show how this mapping supports interactive data exploration, but may also lead to conflicts between the stereoscopic and monoscopic views due to users ’ movement in space; we resolve these problems through synchronization. To support our discussion, we present results from an exploratory observational evaluation with domain experts in fluid mechanics and structural biology. These experts explored domain-specific datasets using variations of a system that embodies the interaction modes and workflows; we report on their interactions and qualitative feedback on the system and its workflow. Index Terms—Visualization of 3D data, human-computer interaction, expert interaction, direct-touch input, mobile displays, stereoscopic environments, VR, AR, conceptual model of interaction, interaction reference frame mapping, observational study. F 1
in Direct Volume Rendering
, 2013
"... In this paper we describe VisiTrace, a novel technique to draw 3D lines in 3D volume rendered images. It allows to draw strokes in the 2D space of the screen to produce 3D lines that run on top or in the center of structures actually visible in the volume rendering. It can handle structures that onl ..."
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In this paper we describe VisiTrace, a novel technique to draw 3D lines in 3D volume rendered images. It allows to draw strokes in the 2D space of the screen to produce 3D lines that run on top or in the center of structures actually visible in the volume rendering. It can handle structures that only shortly occlude the structure that has been visi-ble at the starting point of the stroke and is able to ignore such structures. For this purpose a shortest path algorithm finding the optimal curve in a specially designed graph data structure is employed. We demonstrate the useful-ness of the technique by applying it to MRI data from medicine and engineering, and show how the method can be used to mark or analyze structures in the example data sets, and to automatically obtain good views toward the selected structures. 1
A Multi-Criteria Approach to Camera Motion Design for Volume Data Animation
"... Abstract—We present an integrated camera motion design and path generation system for building volume data animations. Creating animations is an essential task in presenting complex scientific visualizations. Existing visualization systems use an established animation function based on keyframes sel ..."
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Abstract—We present an integrated camera motion design and path generation system for building volume data animations. Creating animations is an essential task in presenting complex scientific visualizations. Existing visualization systems use an established animation function based on keyframes selected by the user. This approach is limited in providing the optimal in-between views of the data. Alternatively, computer graphics and virtual reality camera motion planning is frequently focused on collision free movement in a virtual walkthrough. For semi-transparent, fuzzy, or blobby volume data the collision free objective becomes insufficient. Here, we provide a set of essential criteria focused on computing camera paths to establish effective animations of volume data. Our dynamic multi-criteria solver coupled with a force-directed routing algorithm enables rapid generation of camera paths. Once users review the resulting animation and evaluate the camera motion, they are able to determine how each criterion impacts path generation. In this paper, we demonstrate how incorporating this animation approach with an interactive volume visualization system reduces the effort in creating context-aware and coherent animations. This frees the user to focus on visualization tasks with the objective of gaining additional insight from the volume data. Index Terms—Camera motion planning, volume rendering, visualization, animation 1
Increasing Selection Accuracy and Speed through Progressive Refinement
, 2015
"... Although many selection techniques have been proposed and developed over the years, selection by pointing is perhaps the most popular approach for selection. In 3D interfaces, the laser-pointer metaphor is commonly used, since users only have to point to their target from a distance. However, the ta ..."
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Although many selection techniques have been proposed and developed over the years, selection by pointing is perhaps the most popular approach for selection. In 3D interfaces, the laser-pointer metaphor is commonly used, since users only have to point to their target from a distance. However, the task of selecting objects that have a small visible area or that are in highly cluttered environments is hard when using pointing techniques. With both indirect and direct pointing techniques in 3D interfaces, smaller targets require higher levels of pointing precision from the user. In addition, issues such as target occlusion as well as hand and tracker jitter negatively affect user performance. Therefore, requiring the user to perform selection in a single precise step may result in users spending more time to select targets so that they can be more accurate (effect known as the speed-accuracy trade-off). We describe an approach to address this issue, called Progressive Refinement. Instead of performing a single precise selection, users gradually reduce the set of selectable objects to reduce the required precision of the task. This approach, however, has an inherent trade-off when compared to immediate selection techniques. Progressive refinement requires a gradual process of selection, often using multiple steps, although each step can be fast, accurate, and nearly effortless. Immediate techniques, on the other hand,
Investigators:
, 2013
"... Hiermit versichere ich, dass ich die vorliegende Arbeit selbstständig verfasst und keine ..."
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Hiermit versichere ich, dass ich die vorliegende Arbeit selbstständig verfasst und keine