@phdthesis{Limberger2024, author = {Limberger, Daniel}, title = {Concepts and techniques for 3D-embedded treemaps and their application to software visualization}, doi = {10.25932/publishup-63201}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-632014}, school = {Universit{\"a}t Potsdam}, pages = {xi, 118}, year = {2024}, abstract = {This thesis addresses concepts and techniques for interactive visualization of hierarchical data using treemaps. It explores (1) how treemaps can be embedded in 3D space to improve their information content and expressiveness, (2) how the readability of treemaps can be improved using level-of-detail and degree-of-interest techniques, and (3) how to design and implement a software framework for the real-time web-based rendering of treemaps embedded in 3D. With a particular emphasis on their application, use cases from software analytics are taken to test and evaluate the presented concepts and techniques. Concerning the first challenge, this thesis shows that a 3D attribute space offers enhanced possibilities for the visual mapping of data compared to classical 2D treemaps. In particular, embedding in 3D allows for improved implementation of visual variables (e.g., by sketchiness and color weaving), provision of new visual variables (e.g., by physically based materials and in situ templates), and integration of visual metaphors (e.g., by reference surfaces and renderings of natural phenomena) into the three-dimensional representation of treemaps. For the second challenge—the readability of an information visualization—the work shows that the generally higher visual clutter and increased cognitive load typically associated with three-dimensional information representations can be kept low in treemap-based representations of both small and large hierarchical datasets. By introducing an adaptive level-of-detail technique, we cannot only declutter the visualization results, thereby reducing cognitive load and mitigating occlusion problems, but also summarize and highlight relevant data. Furthermore, this approach facilitates automatic labeling, supports the emphasis on data outliers, and allows visual variables to be adjusted via degree-of-interest measures. The third challenge is addressed by developing a real-time rendering framework with WebGL and accumulative multi-frame rendering. The framework removes hardware constraints and graphics API requirements, reduces interaction response times, and simplifies high-quality rendering. At the same time, the implementation effort for a web-based deployment of treemaps is kept reasonable. The presented visualization concepts and techniques are applied and evaluated for use cases in software analysis. In this domain, data about software systems, especially about the state and evolution of the source code, does not have a descriptive appearance or natural geometric mapping, making information visualization a key technology here. In particular, software source code can be visualized with treemap-based approaches because of its inherently hierarchical structure. With treemaps embedded in 3D, we can create interactive software maps that visually map, software metrics, software developer activities, or information about the evolution of software systems alongside their hierarchical module structure. Discussions on remaining challenges and opportunities for future research for 3D-embedded treemaps and their applications conclude the thesis.}, language = {en} } @phdthesis{Glander2012, author = {Glander, Tassilo}, title = {Multi-scale representations of virtual 3D city models}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-64117}, school = {Universit{\"a}t Potsdam}, year = {2012}, abstract = {Virtual 3D city and landscape models are the main subject investigated in this thesis. They digitally represent urban space and have many applications in different domains, e.g., simulation, cadastral management, and city planning. Visualization is an elementary component of these applications. Photo-realistic visualization with an increasingly high degree of detail leads to fundamental problems for comprehensible visualization. A large number of highly detailed and textured objects within a virtual 3D city model may create visual noise and overload the users with information. Objects are subject to perspective foreshortening and may be occluded or not displayed in a meaningful way, as they are too small. In this thesis we present abstraction techniques that automatically process virtual 3D city and landscape models to derive abstracted representations. These have a reduced degree of detail, while essential characteristics are preserved. After introducing definitions for model, scale, and multi-scale representations, we discuss the fundamentals of map generalization as well as techniques for 3D generalization. The first presented technique is a cell-based generalization of virtual 3D city models. It creates abstract representations that have a highly reduced level of detail while maintaining essential structures, e.g., the infrastructure network, landmark buildings, and free spaces. The technique automatically partitions the input virtual 3D city model into cells based on the infrastructure network. The single building models contained in each cell are aggregated to abstracted cell blocks. Using weighted infrastructure elements, cell blocks can be computed on different hierarchical levels, storing the hierarchy relation between the cell blocks. Furthermore, we identify initial landmark buildings within a cell by comparing the properties of individual buildings with the aggregated properties of the cell. For each block, the identified landmark building models are subtracted using Boolean operations and integrated in a photo-realistic way. Finally, for the interactive 3D visualization we discuss the creation of the virtual 3D geometry and their appearance styling through colors, labeling, and transparency. We demonstrate the technique with example data sets. Additionally, we discuss applications of generalization lenses and transitions between abstract representations. The second technique is a real-time-rendering technique for geometric enhancement of landmark objects within a virtual 3D city model. Depending on the virtual camera distance, landmark objects are scaled to ensure their visibility within a specific distance interval while deforming their environment. First, in a preprocessing step a landmark hierarchy is computed, this is then used to derive distance intervals for the interactive rendering. At runtime, using the virtual camera distance, a scaling factor is computed and applied to each landmark. The scaling factor is interpolated smoothly at the interval boundaries using cubic B{\´e}zier splines. Non-landmark geometry that is near landmark objects is deformed with respect to a limited number of landmarks. We demonstrate the technique by applying it to a highly detailed virtual 3D city model and a generalized 3D city model. In addition we discuss an adaptation of the technique for non-linear projections and mobile devices. The third technique is a real-time rendering technique to create abstract 3D isocontour visualization of virtual 3D terrain models. The virtual 3D terrain model is visualized as a layered or stepped relief. The technique works without preprocessing and, as it is implemented using programmable graphics hardware, can be integrated with minimal changes into common terrain rendering techniques. Consequently, the computation is done in the rendering pipeline for each vertex, primitive, i.e., triangle, and fragment. For each vertex, the height is quantized to the nearest isovalue. For each triangle, the vertex configuration with respect to their isovalues is determined first. Using the configuration, the triangle is then subdivided. The subdivision forms a partial step geometry aligned with the triangle. For each fragment, the surface appearance is determined, e.g., depending on the surface texture, shading, and height-color-mapping. Flexible usage of the technique is demonstrated with applications from focus+context visualization, out-of-core terrain rendering, and information visualization. This thesis presents components for the creation of abstract representations of virtual 3D city and landscape models. Re-using visual language from cartography, the techniques enable users to build on their experience with maps when interpreting these representations. Simultaneously, characteristics of 3D geovirtual environments are taken into account by addressing and discussing, e.g., continuous scale, interaction, and perspective.}, language = {en} }