22,759 research outputs found
Approximated and User Steerable tSNE for Progressive Visual Analytics
Progressive Visual Analytics aims at improving the interactivity in existing
analytics techniques by means of visualization as well as interaction with
intermediate results. One key method for data analysis is dimensionality
reduction, for example, to produce 2D embeddings that can be visualized and
analyzed efficiently. t-Distributed Stochastic Neighbor Embedding (tSNE) is a
well-suited technique for the visualization of several high-dimensional data.
tSNE can create meaningful intermediate results but suffers from a slow
initialization that constrains its application in Progressive Visual Analytics.
We introduce a controllable tSNE approximation (A-tSNE), which trades off speed
and accuracy, to enable interactive data exploration. We offer real-time
visualization techniques, including a density-based solution and a Magic Lens
to inspect the degree of approximation. With this feedback, the user can decide
on local refinements and steer the approximation level during the analysis. We
demonstrate our technique with several datasets, in a real-world research
scenario and for the real-time analysis of high-dimensional streams to
illustrate its effectiveness for interactive data analysis
A Review and Characterization of Progressive Visual Analytics
Progressive Visual Analytics (PVA) has gained increasing attention over the past years.
It brings the user into the loop during otherwise long-running and non-transparent computations
by producing intermediate partial results. These partial results can be shown to the user
for early and continuous interaction with the emerging end result even while it is still being
computed. Yet as clear-cut as this fundamental idea seems, the existing body of literature puts forth
various interpretations and instantiations that have created a research domain of competing terms,
various definitions, as well as long lists of practical requirements and design guidelines spread across
different scientific communities. This makes it more and more difficult to get a succinct understanding
of PVA’s principal concepts, let alone an overview of this increasingly diverging field. The review and
discussion of PVA presented in this paper address these issues and provide (1) a literature collection
on this topic, (2) a conceptual characterization of PVA, as well as (3) a consolidated set of practical
recommendations for implementing and using PVA-based visual analytics solutions
GPU-based Streaming for Parallel Level of Detail on Massive Model Rendering
Rendering massive 3D models in real-time has long been recognized as a very challenging problem because of the limited computational power and memory space available in a workstation. Most existing rendering techniques, especially level of detail (LOD) processing, have suffered from their sequential execution natures, and does not scale well with the size of the models. We present a GPU-based progressive mesh simplification approach which enables the interactive rendering of large 3D models with hundreds of millions of triangles. Our work contributes to the massive rendering research in two ways. First, we develop a novel data structure to represent the progressive LOD mesh, and design a parallel mesh simplification algorithm towards GPU architecture. Second, we propose a GPU-based streaming approach which adopt a frame-to-frame coherence scheme in order to minimize the high communication cost between CPU and GPU. Our results show that the parallel mesh simplification algorithm and GPU-based streaming approach significantly improve the overall rendering performance
Progressive Analytics: A Computation Paradigm for Exploratory Data Analysis
Exploring data requires a fast feedback loop from the analyst to the system,
with a latency below about 10 seconds because of human cognitive limitations.
When data becomes large or analysis becomes complex, sequential computations
can no longer be completed in a few seconds and data exploration is severely
hampered. This article describes a novel computation paradigm called
Progressive Computation for Data Analysis or more concisely Progressive
Analytics, that brings at the programming language level a low-latency
guarantee by performing computations in a progressive fashion. Moving this
progressive computation at the language level relieves the programmer of
exploratory data analysis systems from implementing the whole analytics
pipeline in a progressive way from scratch, streamlining the implementation of
scalable exploratory data analysis systems. This article describes the new
paradigm through a prototype implementation called ProgressiVis, and explains
the requirements it implies through examples.Comment: 10 page
TetSplat: Real-time Rendering and Volume Clipping of Large Unstructured Tetrahedral Meshes
We present a novel approach to interactive visualization and exploration of large unstructured tetrahedral meshes. These massive 3D meshes are used in mission-critical CFD and structural mechanics simulations, and typically sample multiple field values on several millions of unstructured grid points. Our method relies on the pre-processing of the tetrahedral mesh to partition it into non-convex boundaries and internal fragments that are subsequently encoded into compressed multi-resolution data representations. These compact hierarchical data structures are then adaptively rendered and probed in real-time on a commodity PC. Our point-based rendering algorithm, which is inspired by QSplat, employs a simple but highly efficient splatting technique that guarantees interactive frame-rates regardless of the size of the input mesh and the available rendering hardware. It furthermore allows for real-time probing of the volumetric data-set through constructive solid geometry operations as well as interactive editing of color transfer functions for an arbitrary number of field values. Thus, the presented visualization technique allows end-users for the first time to interactively render and explore very large unstructured tetrahedral meshes on relatively inexpensive hardware
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