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Conference

IEEE Visualization 

About: IEEE Visualization is an academic conference. The conference publishes majorly in the area(s): Visualization & Data visualization. Over the lifetime, 1970 publications have been published by the conference receiving 83339 citations.


Papers
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Proceedings ArticleDOI
22 Oct 1991
TL;DR: The tree-map visualization technique makes 100% use of the available display space, mapping the full hierarchy onto a rectangular region in a space-filling manner, which allows very large hierarchies to be displayed in their entirety and facilitates the presentation of semantic information.
Abstract: A method for visualizing hierarchically structured information is described. The tree-map visualization technique makes 100% use of the available display space, mapping the full hierarchy onto a rectangular region in a space-filling manner. This efficient use of space allows very large hierarchies to be displayed in their entirety and facilitates the presentation of semantic information. Tree-maps can depict both the structure and content of the hierarchy. However, the approach is best suited to hierarchies in which the content of the leaf nodes and the structure of the hierarchy are of primary importance, and the content information associated with internal nodes is largely derived from their children. >

1,509 citations

Proceedings ArticleDOI
Alfred Inselberg1, Bernard Dimsdale1
23 Oct 1990
TL;DR: The representation of a class of convex and non-convex hypersurfaces is discussed together with an algorithm for constructing and displaying any interior point and the display shows some local properties of the hypersurface and provides information on the point's proximity to the boundary.
Abstract: A methodology for visualizing analytic and synthetic geometry in RN is presented. It is based on a system of parallel coordinates which induces a non-projective mapping between N-Dimensional and 2-Dimensional sets. Hypersurfaces are represented by their planar images which have some geometrical properties analogous to the properties of the hypersurface that they represent. A point ← → line duality when N = 2 generalizes to lines and hyperplanes enabling the representation of polyhedra in RN. The representation of a class of convex and non-convex hypersurfaces is discussed together with an algorithm for constructing and displaying any interior point. The display shows some local properties of the hypersurface and provides information on the point's proximity to the boundary. Applications to Air Traffic Control, Robotics, Computer Vision, Computational Geometry, Statistics, Instrumentation and other areas are discussed.

1,117 citations

Proceedings ArticleDOI
27 Oct 2002
TL;DR: This work has implemented incremental and hierarchical clustering, iterative simplification, and particle simulation algorithms to create approximations of point-based models with lower sampling density, and shows how local variation estimation and quadric error metrics can be employed to diminish the approximation error.
Abstract: In this paper we introduce, analyze and quantitatively compare a number of surface simplification methods for point-sampled geometry. We have implemented incremental and hierarchical clustering, iterative simplification, and particle simulation algorithms to create approximations of point-based models with lower sampling density. All these methods work directly on the point cloud, requiring no intermediate tesselation. We show how local variation estimation and quadric error metrics can be employed to diminish the approximation error and concentrate more samples in regions of high curvature. To compare the quality of the simplified surfaces, we have designed a new method for computing numerical and visual error estimates for point-sampled surfaces. Our algorithms are fast, easy to implement, and create high-quality surface approximations, clearly demonstrating the effectiveness of point-based surface simplification.

920 citations

Proceedings ArticleDOI
22 Oct 2003
TL;DR: This paper describes volume ray-casting on programmable graphics hardware as an alternative to object-order approaches, and exploits the early z-test to terminate fragment processing once sufficient opacity has been accumulated, and to skip empty space along the rays of sight.
Abstract: Nowadays, direct volume rendering via 3D textures has positioned itself as an efficient tool for the display and visual analysis of volumetric scalar fields. It is commonly accepted, that for reasonably sized data sets appropriate quality at interactive rates can be achieved by means of this technique. However, despite these benefits one important issue has received little attention throughout the ongoing discussion of texture based volume rendering: the integration of acceleration techniques to reduce per-fragment operations. In this paper, we address the integration of early ray termination and empty-space skipping into texture based volume rendering on graphical processing units (GPU). Therefore, we describe volume ray-casting on programmable graphics hardware as an alternative to object-order approaches. We exploit the early z-test to terminate fragment processing once sufficient opacity has been accumulated, and to skip empty space along the rays of sight. We demonstrate performance gains up to a factor of 3 for typical renditions of volumetric data sets on the ATI 9700 graphics card.

885 citations

Proceedings ArticleDOI
21 Oct 2001
TL;DR: To display the point set surface, a novel point rendering technique is introduced to evaluate the local maps according to the image resolution, which results in high quality shading effects and smooth silhouettes at interactive frame rates.
Abstract: We advocate the use of point sets to represent shapes. We provide a definition of a smooth manifold surface from a set of points close to the original surface. The definition is based on local maps from differential geometry, which are approximated by the method of moving least squares (MLS). We present tools to increase or decrease the density of the points, thus, allowing an adjustment of the spacing among the points to control the fidelity of the representation. To display the point set surface, we introduce a novel point rendering technique. The idea is to evaluate the local maps according to the image resolution. This results in high quality shading effects and smooth silhouettes at interactive frame rates.

768 citations

Performance
Metrics
No. of papers from the Conference in previous years
YearPapers
202111
202065
201966
20181
201712
20163