Software visualizations can provide a concise overview of a complex software system. Unfortunately, since software has no physical shape, there is no natural'' mapping of software to a two-dimensional space. As a consequence most visualizations tend to use a layout in which position and distance have no meaning, and consequently layout typical diverges from one visualization to another. We propose a consistent layout for software maps in which the position of a software artifact reflects its vocabulary, and distance corresponds to similarity of vocabulary. We use latent semantic indexing (LSI) to map software artifacts to a vector space, and then use multidimensional scaling (MDS) to map this vector space down to two dimensions.The resulting consistent layout allows us to develop a variety of thematic software maps that express very different aspects of software while making it easy to compare them. The approach is especially suitable for comparing views of evolving software, since the vocabulary of software artifacts tends to be stable over time.
Balzer al proposed a modification of the classical treemap layout using Voronoi tessellation @cite_4 . Their approach creates aesthetically more appealing treemaps, reducing the number of narrow tessels.
@cite_4
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In this paper we present a hierarchy-based visualization approach for software metrics using Treemaps. Contrary to existing rectangle-based Treemap layout algorithms, we introduce layouts based on arbitrary polygons that are advantageous with respect to the aspect ratio between width and height of the objects and the identification of boundaries between and within the hierarchy levels in the Treemap. The layouts are computed by the iterative relaxation of Voronoi tessellations. Additionally, we describe techniques that allow the user to investigate software metric data of complex systems by utilizing transparencies in combination with interactive zooming. Abstract. A new algorithm, featuring overlapping domain decompositions, for the parallel construction of Delaunay and Voronoi tessellations is developed. Overlapping allows for the seamless stitching of the partial pieces of the global Delaunay tessellations constructed by individual processors. The algorithm is then modified, by the addition of stereographic projections, to handle the parallel construction of spherical Delaunay and Voronoi tessellations. The algorithms are then embedded into algorithms for the parallel construction of planar and spherical centroidal Voronoi tessellations that require multiple constructions of Delaunay tessellations. This combination of overlapping domain decompositions with stereographic projections provides a unique algorithm for the construction of spherical meshes that can be used in climate simulations. Computational tests are used to demonstrate the efficiency and scalability of the algorithms for spherical Delaunay and centroidal Voronoi tessellations. Compared to serial versions of the algorithm and to STRIPACK-based approaches, the new parallel algorithm results in speedups for the construction of spherical centroidal Voronoi tessellations and spherical Delaunay triangulations. Path planning in complicated 3D environments with narrow passages and rooms is a challenging problem, which is usually time consuming for geometric searching methods or incomplete for sampling-based methods. Focusing on these issues, this paper presents a new algorithm named 2D Voronoi-based Random Tree which combines the completeness of the voronoi diagram based 2D path searching methods and the efficiency of sampling based path planning methods. In this method, 2D voronoi diagram is created and used to guide the growth of random trees in complicated 3D environments. In each iteration of random trees growth, a new node on voronoi edges is selected by moving forward to the target with a fix step length along edges. And then, the 3D particles are distributed locally around this node and be selected according to a cost function for the random trees growth. By doing so, this method can find a valid path in complicated 3D environments with narrow passages and rooms while improving its efficiency and completeness. To demonstrate its effectiveness, efficiency and robustness, the proposed method is examined and compared with RRT algorithm in various practical complex 3D environments. We propose an approach to "pack" a set of two-dimensional graphical primitives into a spatial layout that follows artistic goals. We formalize this process as projecting from a high-dimensional feature space into a 2D layout. Our system does not expose the control of this projection to the user in form of sliders or similar interfaces. Instead, we infer the desired layout of all primitives from interactive placement of a small subset of example primitives. To produce a pleasant distribution of primitives with spatial extend, we propose a novel generalization of Centroidal Voronoi Tesselation which equalizes the distances between boundaries of nearby primitives. Compared to previous primitive distribution approaches our GPU implementation achieves both better fidelity and asymptotically higher speed. A user study evaluates the system's usability.