The increasing prevalence of Virtual Reality technologies as a platform for gaming and video playback warrants research into how to best apply the current state of the art to challenges in data visualization. Many current VR systems are noncollaborative, while data analysis and visualization is often a multi-person process. Our goal in this paper is to address the technical and user experience challenges that arise when creating VR environments for collaborative data visualization. We focus on the integration of multiple tracking systems and the new interaction paradigms that this integration can enable, along with visual design considerations that apply specifically to collaborative network visualization in virtual reality. We demonstrate a system for collaborative interaction with large 3D layouts of Twitter friend follow networks. The system is built by combining a 'Holojam' architecture (multiple GearVR Headsets within an OptiTrack motion capture stage) and Perception Neuron motion suits, to offer an untethered, full-room multi-person visualization experience.
With , Heer et. al. @cite_3 provided a precedent for social network visualization using force layouts. We provide much of the same basic functionality in VR, but at a much larger scale. Although not the focus of this paper, a Three.js webGL frontend that in many respects resembles a 3D version of Vister is additionally provided by the analysis server (discussed below). One contrast between our work and Vister is that the latter focuses on active layouts, while our layouts are computed ahead of time, due to the larger network size.
@cite_3
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Force-directed layout algorithms produce graph drawings by resolving a system of emulated physical forces. We present techniques for using social gravity as an additional force in force-directed layouts, together with a scaling technique, to produce drawings of trees and forests, as well as more complex social networks. Social gravity assigns mass to vertices in proportion to their network centrality, which allows vertices that are more graph-theoretically central to be visualized in physically central locations. Scaling varies the gravitational force throughout the simulation, and reduces crossings relative to unscaled gravity. In addition to providing this algorithmic framework, we apply our algorithms to social networks produced by Mark Lombardi, and we show how social gravity can be incorporated into force-directed Lombardi-style drawings. Many real-world domains can be represented as large node-link graphs: backbone Internet routers connect with 70,000 other hosts, mid-sized Web servers handle between 20,000 and 200,000 hyperlinked documents, and dictionaries contain millions of words defined in terms of each other. Computational manipulation of such large graphs is common, but previous tools for graph visualization have been limited to datasets of a few thousand nodes. Visual depictions of graphs and networks are external representations that exploit human visual processing to reduce the cognitive load of many tasks that require understanding of global or local structure. We assert that the two key advantages of computer-based systems for information visualization over traditional paper-based visual exposition are interactivity and scalability. We also argue that designing visualization software by taking the characteristics of a target user's task domain into account leads to systems that are more effective and scale to larger datasets than previous work. This thesis contains a detailed analysis of three specialized systems for the interactive exploration of large graphs, relating the intended tasks to the spatial layout and visual encoding choices. We present two novel algorithms for specialized layout and drawing that use quite different visual metaphors. The H3 system for visualizing the hyperlink structures of web sites scales to datasets of over 100,000 nodes by using a carefully chosen spanning tree as the layout backbone, 3D hyperbolic geometry for a Focus+Context view, and provides a fluid interactive experience through guaranteed frame rate drawing. The Constellation system features a highly specialized 2D layout intended to spatially encode domain-specific information for computational linguists checking the plausibility of a large semantic network created from dictionaries. The Planet Multicast system for displaying the tunnel topology of the Internet's multicast backbone provides a literal 3D geographic layout of arcs on a globe to help MBone maintainers find misconfigured long-distance tunnels. Each of these three systems provides a very different view of the graph structure, and we evaluate their efficacy for the intended task. We generalize these findings in our analysis of the importance of interactivity and specialization for graph visualization systems that are effective and scalable. Three-dimensional convolutional neural networks (3D CNNs) are used efficiently in many computer vision applications. Most previous work in this area has concentrated only on designing and optimizing accelerators for 2D CNN, with few attempts made to accelerate 3D CNN on FPGA. We find accelerating 3D CNNs on FPGA to be challenge due to their high computational complexity and storage demands. More importantly, although the computation patterns of 2D and 3D CNNs are analogous, the conventional approaches adopted for accelerating 2D CNNs may be unfit for 3D CNN acceleration. In this paper, in order to accelerate 2D and 3D CNNs using a uniform framework, we propose a uniform template-based architecture that uses templates based on the Winograd algorithm to ensure fast development of 2D and 3D CNN accelerators. Furthermore, we also develop a uniform analytical model to facilitate efficient design space explorations of 2D and 3D CNN accelerators based on our architecture. Finally, we demonstrate the effectiveness of the template-based architecture by implementing accelerators for real-life 2D and 3D CNNs (VGG16 and C3D) on multiple FPGA platforms. On S2C VUS440, we achieve up to 1.13 TOPS and 1.11 TOPS under low resource utilization for VGG16 and C3D, respectively. End-to-end comparisons with CPU and GPU solutions demonstrate that our implementation of C3D achieves gains of up to 13x and 60x in performance and energy relative to a CPU solution, and a 6.4x energy efficiency gain over a GPU solution. Real-time 3D scene reconstruction from RGB-D sensor data, as well as the exploration of such data in VR AR settings, has seen tremendous progress in recent years. The combination of both these components into telepresence systems, however, comes with significant technical challenges. All approaches proposed so far are extremely demanding on input and output devices, compute resources and transmission bandwidth, and they do not reach the level of immediacy required for applications such as remote collaboration. Here, we introduce what we believe is the first practical client-server system for real-time capture and many-user exploration of static 3D scenes. Our system is based on the observation that interactive frame rates are sufficient for capturing and reconstruction, and real-time performance is only required on the client site to achieve lag-free view updates when rendering the 3D model. Starting from this insight, we extend previous voxel block hashing frameworks by introducing a novel thread-safe GPU hash map data structure that is robust under massively concurrent retrieval, insertion and removal of entries on a thread level. We further propose a novel transmission scheme for volume data that is specifically targeted to Marching Cubes geometry reconstruction and enables a 90 reduction in bandwidth between server and exploration clients. The resulting system poses very moderate requirements on network bandwidth, latency and client-side computation, which enables it to rely entirely on consumer-grade hardware, including mobile devices. We demonstrate that our technique achieves state-of-the-art representation accuracy while providing, for any number of clients, an immersive and fluid lag-free viewing experience even during network outages.