VisGap2021 - The Gap between Visualization Research and Visualization Software
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Browsing VisGap2021 - The Gap between Visualization Research and Visualization Software by Subject "Human centered computing"
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Item Property-Based Testing for Visualization Development(The Eurographics Association, 2021) Stegmaier, Michael; Engel, Dominik; Olbrich, Jannik; Ropinski, Timo; Tichy, Matthias; Gillmann, Christina and Krone, Michael and Reina, Guido and Wischgoll, ThomasAs the testing capabilities of current visualization software fail to cover a large space of rendering parameters, we propose to use property-based testing to automatically generate a large set of tests with different parameter sets. By comparing the resulting renderings for pairs of different parameters, we can verify certain effects to be expected in the rendering upon change of a specific parameter. This allows for testing visualization algorithms with a large coverage of rendering parameters. Our proposed approach can also be used in a test-driven manner, meaning the tests can be defined alongside the actual algorithm. Lastly, we show that by integrating the proposed concepts into the existing regression testing pipeline of Inviwo, we can execute the property-based testing process in a continuous integration setup. To demonstrate our approach, we describe use cases where property-based testing can help to find errors during visualization development.Item Tools for Virtual Reality Visualization of Highly Detailed Meshes(The Eurographics Association, 2021) Jensen, Mark B.; Jacobsen, Egill I.; Frisvad, Jeppe Revall; Bærentzen, J. Andreas; Gillmann, Christina and Krone, Michael and Reina, Guido and Wischgoll, ThomasThe number of polygons in meshes acquired using 3D scanning or by computational methods for shape generation is rapidly increasing. With this growing complexity of geometric models, new visualization modalities need to be explored for more effortless and intuitive inspection and analysis. Virtual reality (VR) is a step in this direction but comes at the cost of a tighter performance budget. In this paper, we explore different starting points for achieving high performance when visualizing large meshes in virtual reality. We explore two rendering pipelines and mesh optimization algorithms and find that a mesh shading pipeline shows great promise when compared to a normal vertex shading pipeline.We also test the VR performance of commonly used visualization tools (ParaView and Unity) and ray tracing running on the graphics processing unit (GPU). Finally, we find that mesh pre-processing is important to performance and that the specific type of pre-processing needed depends intricately on the choice of rendering pipeline.