MW
M.R. Winter
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1
This paper proposes a novel approach to visualizing events in sailing regattas, in a way that is engaging, informative and interactive to the users of the Sailing+ application. The approach used was to create two different types of visualizations for each type of event: artistic, which contains animations and effects such as depth of field, and informative, which shows key information about the event. The events are visualized with the help of animated thumbnails, in which the two views are blended together. These thumbnails have been added to the race timeline, and a static shot is shown first after which the user can play the animation. To allow users to express their preference for the static image, an interactive slider allows the selection of any frame in the thumbnail animation.
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This paper proposes a novel approach to visualizing events in sailing regattas, in a way that is engaging, informative and interactive to the users of the Sailing+ application. The approach used was to create two different types of visualizations for each type of event: artistic, which contains animations and effects such as depth of field, and informative, which shows key information about the event. The events are visualized with the help of animated thumbnails, in which the two views are blended together. These thumbnails have been added to the race timeline, and a static shot is shown first after which the user can play the animation. To allow users to express their preference for the static image, an interactive slider allows the selection of any frame in the thumbnail animation.
Simulating visually compelling water is difficult especially in Augmented Reality environments where the water has to interact with the user’s surroundings. In this paper, implementations of reflections, refractions and transparency effects that are physically inaccurate but result in visually compelling water simulation in Augmented Reality environments are presented and tested. There are many works on simulating water efficiently; however, they focus on doing this in a scene that is fully virtual. The contribution of this paper is to extend some of these effects so that they also work in Augmented Reality environments which are non-virtual.
The effects are tested by measuring the frames per second. In the end, the methods described in the paper make the water look aesthetically pleasing at around 26 frames per second. It is important to mention that the application is locked at 30 frames per second. This means the water shader is improved with the visual effects for the cost of 4 frames. The frames were measured on an OPPO mobile phone with the model CPH2195. ...
The effects are tested by measuring the frames per second. In the end, the methods described in the paper make the water look aesthetically pleasing at around 26 frames per second. It is important to mention that the application is locked at 30 frames per second. This means the water shader is improved with the visual effects for the cost of 4 frames. The frames were measured on an OPPO mobile phone with the model CPH2195. ...
Simulating visually compelling water is difficult especially in Augmented Reality environments where the water has to interact with the user’s surroundings. In this paper, implementations of reflections, refractions and transparency effects that are physically inaccurate but result in visually compelling water simulation in Augmented Reality environments are presented and tested. There are many works on simulating water efficiently; however, they focus on doing this in a scene that is fully virtual. The contribution of this paper is to extend some of these effects so that they also work in Augmented Reality environments which are non-virtual.
The effects are tested by measuring the frames per second. In the end, the methods described in the paper make the water look aesthetically pleasing at around 26 frames per second. It is important to mention that the application is locked at 30 frames per second. This means the water shader is improved with the visual effects for the cost of 4 frames. The frames were measured on an OPPO mobile phone with the model CPH2195.
The effects are tested by measuring the frames per second. In the end, the methods described in the paper make the water look aesthetically pleasing at around 26 frames per second. It is important to mention that the application is locked at 30 frames per second. This means the water shader is improved with the visual effects for the cost of 4 frames. The frames were measured on an OPPO mobile phone with the model CPH2195.
Clustering forms a major part of showing different relations between data points. Real-time clustering algorithms can visualise relationships between elements in a 3D environment, provide an analysis of data that is separate from the underlying structure and show how the data changes over time.
This paper analyses whether conventional clustering algorithms can be adapted to real-time dynamic data while remaining stable over time. By implementing an agglomerative hierarchical clustering algorithm combined with an exponential decay smoothing function, this paper tested several different distance functions and compared their resulting clusterings. It then derives a stable distance function for clustering sailboat competitors during a regatta and compared different smoothing values to see the impact on the final result.
The paper shows that an adaptively chosen smoothing value provides the best balance between cluster stability and an intuitive visualisation. This paper concludes this solution can be used and adapted to fit a multitude of applications by changing the distance function and the clustering depth. ...
This paper analyses whether conventional clustering algorithms can be adapted to real-time dynamic data while remaining stable over time. By implementing an agglomerative hierarchical clustering algorithm combined with an exponential decay smoothing function, this paper tested several different distance functions and compared their resulting clusterings. It then derives a stable distance function for clustering sailboat competitors during a regatta and compared different smoothing values to see the impact on the final result.
The paper shows that an adaptively chosen smoothing value provides the best balance between cluster stability and an intuitive visualisation. This paper concludes this solution can be used and adapted to fit a multitude of applications by changing the distance function and the clustering depth. ...
Clustering forms a major part of showing different relations between data points. Real-time clustering algorithms can visualise relationships between elements in a 3D environment, provide an analysis of data that is separate from the underlying structure and show how the data changes over time.
This paper analyses whether conventional clustering algorithms can be adapted to real-time dynamic data while remaining stable over time. By implementing an agglomerative hierarchical clustering algorithm combined with an exponential decay smoothing function, this paper tested several different distance functions and compared their resulting clusterings. It then derives a stable distance function for clustering sailboat competitors during a regatta and compared different smoothing values to see the impact on the final result.
The paper shows that an adaptively chosen smoothing value provides the best balance between cluster stability and an intuitive visualisation. This paper concludes this solution can be used and adapted to fit a multitude of applications by changing the distance function and the clustering depth.
This paper analyses whether conventional clustering algorithms can be adapted to real-time dynamic data while remaining stable over time. By implementing an agglomerative hierarchical clustering algorithm combined with an exponential decay smoothing function, this paper tested several different distance functions and compared their resulting clusterings. It then derives a stable distance function for clustering sailboat competitors during a regatta and compared different smoothing values to see the impact on the final result.
The paper shows that an adaptively chosen smoothing value provides the best balance between cluster stability and an intuitive visualisation. This paper concludes this solution can be used and adapted to fit a multitude of applications by changing the distance function and the clustering depth.
This paper introduces the concept of the Voronoi Split-Screen in Augmented Reality inside a Sailing Regatta visualization application. We are making use of existing methods in 2D environments and modifying them to treat the implications of merging the screen where a user has complete camera control (3D/AR/VR). This is done in three phases which take into account the 3D coordinates of the cameras, while considering the distance between objects, and mapping them from world space coordinates to screen space. Another important aspect analyzed is the orientation of the main camera compared to where the event is taking place. Furthermore, the algorithm will also give the user guidance on reaching key events by pointing towards them using an arrow, as well as possibilities of choosing the amount of screen size they would like to have when an event is happening by using a slider. The proposed method provides a good starting point for tackling the problem of multiple key events happening at the same time, but it requires large enough displays such that the cells can be properly visualized.
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This paper introduces the concept of the Voronoi Split-Screen in Augmented Reality inside a Sailing Regatta visualization application. We are making use of existing methods in 2D environments and modifying them to treat the implications of merging the screen where a user has complete camera control (3D/AR/VR). This is done in three phases which take into account the 3D coordinates of the cameras, while considering the distance between objects, and mapping them from world space coordinates to screen space. Another important aspect analyzed is the orientation of the main camera compared to where the event is taking place. Furthermore, the algorithm will also give the user guidance on reaching key events by pointing towards them using an arrow, as well as possibilities of choosing the amount of screen size they would like to have when an event is happening by using a slider. The proposed method provides a good starting point for tackling the problem of multiple key events happening at the same time, but it requires large enough displays such that the cells can be properly visualized.
For mobile augmented or virtual reality applications with limited processing power, representing realistic water geometry is a challenge. Many existing solutions are simulations that can only run at interactive rates on desktop computers. This paper presents a lightweight approximative approach to water representation achieved through mesh LOD via clip-mapping, lightweight Gerstner wave calculations, and approximative texture-based effects for boat-geometry interaction. The foundational method is extensible to many applications modeling water geometry, or even landscapes, at a low performance cost.
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For mobile augmented or virtual reality applications with limited processing power, representing realistic water geometry is a challenge. Many existing solutions are simulations that can only run at interactive rates on desktop computers. This paper presents a lightweight approximative approach to water representation achieved through mesh LOD via clip-mapping, lightweight Gerstner wave calculations, and approximative texture-based effects for boat-geometry interaction. The foundational method is extensible to many applications modeling water geometry, or even landscapes, at a low performance cost.