34-Issue 3
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Browsing 34-Issue 3 by Subject "Display Algorithms"
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Item Efficient Contrast Effect Compensation with Personalized Perception Models(The Eurographics Association and John Wiley & Sons Ltd., 2015) Mittelstädt, Sebastian; Keim, Daniel A.; H. Carr, K.-L. Ma, and G. SantucciColor is one of the most effective visual variables and is frequently used to encode metric quantities. Contrast effects are considered harmful in data visualizations since they significantly bias our perception of colors. For instance, a gray patch appears brighter on a black background than on a white background. Accordingly, the perception of color-encoded data items depends on the surround in the rendered visualization. A method that compensates for contrast effects has been presented previously, which significantly improves the users' accuracy in reading and comparing color encoded data. The method utilizes established perception models to compensate for contrast effects, assuming an average human observer. In this paper, we provide experiments that show a significant difference in the perception of users. We introduce methods to personalize contrast effect compensation and show that this outperforms the original method with a user study. We, further, overcome the major limitation of the original method, which is a runtime of several minutes. With the use of efficient optimization and surrogate models, we are able to reduce runtime to milliseconds, making the method applicable in interactive visualizations.Item Visualization of Particle-based Data with Transparency and Ambient Occlusion(The Eurographics Association and John Wiley & Sons Ltd., 2015) Staib, Joachim; Grottel, Sebastian; Gumhold, Stefan; H. Carr, K.-L. Ma, and G. SantucciParticle-based simulation techniques, like the discrete element method or molecular dynamics, are widely used in many research fields. In real-time explorative visualization it is common to render the resulting data using opaque spherical glyphs with local lighting only. Due to massive overlaps, however, inner structures of the data are often occluded rendering visual analysis impossible. Furthermore, local lighting is not sufficient as several important features like complex shapes, holes, rifts or filaments cannot be perceived well. To address both problems we present a new technique that jointly supports transparency and ambient occlusion in a consistent illumination model. Our approach is based on the emission-absorption model of volume rendering. We provide analytic solutions to the volume rendering integral for several density distributions within a spherical glyph. Compared to constant transparency our approach preserves the three-dimensional impression of the glyphs much better. We approximate ambient illumination with a fast hierarchical voxel cone-tracing approach, which builds on a new real-time voxelization of the particle data. Our implementation achieves interactive frame rates for millions of static or dynamic particles without any preprocessing. We illustrate the merits of our method on real-world data sets gaining several new insights.