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Visualizing Terrain
Published in Terry A. Slocum, Robert B. McMaster, Fritz C. Kessler, Hugh H. Howard, Thematic Cartography and Geovisualization, 2022
Terry A. Slocum, Robert B. McMaster, Fritz C. Kessler, Hugh H. Howard
A question that you may be wondering about is whether it is possible to automate the creation of the pen-and-ink approaches of Raisz's physiographic method and Lobeck's block diagrams. Such automation falls under the rubric of non-photorealistic rendering (NPR), which rather than attempting to depict realism, has other goals, such “… as imitating an artistic style, mimicking a look comparable to images created with specific reproduction techniques, or adding highlights and details to images” (Kennelly and Kimerling 2006, 35). Using NPR techniques, James Mower (2011) experimented with creating images that have the pen-and-ink look of Raisz and Lobeck's work and even created animations of such images (Mower 2016). For example, Figure 23.15 shows two images that Mower created of the West Temple feature of Zion National Park in Utah. Mower created such images using “a minimum number of strokes” by emphasizing three categories of lines:Silhouettes—lines representing borders between visible and invisible regions from the point of view of the observer.Creases—lines representing important features that must be rendered without regard to the viewer's position.Form lines—lines depicting overall surface curvature, independent of the point of view but unrelated to particular surface features (175).
Spectral decomposition and illustration-inspired visualisation of highly disturbed cerebrovascular blood flow dynamics
Published in Computer Methods in Biomechanics and Biomedical Engineering: Imaging & Visualization, 2020
Thangam Natarajan, Daniel E. MacDonald, Mehdi Najafi, Peter W. Coppin, David A. Steinman
Our overall project aims to isolate flow structures of interest relative to others that are of less interest. Because flow structures of all frequencies are intertwined and entangled in three-dimensions, from a visual perspective (with its simulated point of observation) higher-frequency fluctuations are therefore visually occluded by fluctuations of other (lower) frequencies. Therefore, a strategy is required in order to help the user visually discriminate these higher-frequency flow fluctuations relative to flow fluctuations from other (lower frequency) bands. From a visual perspective, part of our aim is to visually emphasise ‘important’ details while simultaneously suppressing other ‘less-important’ details (such as the lower-frequency flow structures and the shape of the model) using illustration-inspired techniques. For example, Svakhine et al. (2005) and Hsu et al. (2009) used silhouettes to emphasise structural information on temporally evolving data. Non-photorealistic rendering techniques (Stompel, et al. (2002)) have also been explored to enhance the visualisations on time-varying data.
Supporting People with Visual Impairments in Cultural Heritage: Survey and Future Research Directions
Published in International Journal of Human–Computer Interaction, 2022
Stella Sylaiou, Christos Fidas
In addition to the above categories, the authors of seven (7) papers relate their papers additionally to the following areas of special interest, respectively:Meliones & Sampson, 2017: Applied computing, Life and medical sciences, Health care information systems, Health informatics, Computer systems organization, Embedded and cyber-physical systems, Embedded systems.Panotopoulou et al., 2020: Computing methodologies, Computer graphics, Graphics systems and interfaces, Perception, Rendering, Non-photorealistic rendering, Shape modeling, Shape analysisGoddard and Gaster (2020): Information systems, World Wide Web, Web searching and information discovery, Personalization.Stangl et al., 2019: Hardware, Communication hardware, interfaces and storage, Tactile and hand-based interfaces, Interface design prototyping.Dulyan & Edmonds, 2010: Interaction Paradigms: Mixed/augmented reality, Virtual reality.Gleason et al., 2018: Collaborative and social computing, Collaborative and social computing theory, concepts and paradigms, Computer-supported cooperative work, Ubiquitous and mobile computing, Ubiquitous and mobile computing systems, and tools.Reichinger et al., 2011: Document management and text processing, Document capture, Graphics recognition and interpretation, Physical sciences and engineering, Engineering, Computing methodologies, Computer graphics.
A Study on New Virtual Reality System in Maze Terrain
Published in International Journal of Human–Computer Interaction, 2018
Kisung Jeong, Jiwon Lee, Jinmo Kim
To enable these new experiences in an approach that differs from those in existing VR-related studies, we propose the MVR system, which consists of maze-based VR scenes and interactive methods. We analyzed the proposed system in terms of immersion and sickness by conducting experiments, and the psychological effects were investigated. The maze generation algorithm of the proposed system generates maze patterns with road and wall elements by recursively processing the mazemap arrangement in cell units. In many earlier studies, a road was selected with a depth-first search algorithm and the surrounding walls were then created. Later, Prim’s algorithm was studied in which the roads and walls were generated by recursively exploring neighboring cells on the basis of a minimum spanning tree (Prim, 1957). Other algorithms include Kruskal’s algorithm (Kruskal, 1956), in which mazes are generated with roads and walls arranged with randomly selected cells. Storage space is assigned that is proportional to the size of the maze, and the edges are sorted in a preset order. A study was conducted on the generation of organic labyrinths and mazes that combined the interactive artistic control of the non-photorealistic rendering (NPR) algorithm with a curve drawing based on a maze-generated algorithm (Pedersen & Singh, 2006). A study was also proposed for the automatic generation of unique maze pattern images by receiving a path from the user’s starting point to the ending point (Xu & Kaplan, 2007). In addition, one study used maze patterns as interactive art techniques (Cheng, Xiang, Lyn, & Thang, 2015). However, apparently no study has been conducted on a terrain-based VR system using existing maze generation algorithms. In addition, Lai et al. (Lai, Yeung, Yan, Fu, & Tang, 2016) dynamically generated 3D mazes from impossible figures and suggested 3D navigation for guiding the path. This provided interaction with seamless gaming navigation using a novel calculation method that generates 3D structures from guiding principles and impossible figure images. This maze was reconfigurable for 3D games but did not account for factors such as presence and VR sickness that must be examined for application in VR. Therefore, the present study proposes a novel mazemap method that combines a maze generation algorithm with a heightmap as a means to effectively apply maze terrains in VR.