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Information visualization: Orthogonal drawings of graphs.

机译:信息可视化:图形的正交图。

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摘要

Graphs are used extensively in key Computer Technology areas to model associative and structural information. Communicating this information clearly and effectively requires representing it on a graphics output device. Graph Drawing or Visualization studies the problem of automatic generation of nice and readable graphical representation (drawings) of graphs and networks. Typically, graphs are drawn on a 2-dimensional surface, vertices are represented by points, circles, or boxes, and edges are represented by continuous lines connecting their endpoints. In an orthogonal drawing edges are represented by polygonal chains consisting only of horizontal and vertical straight line segments. Given an n-vertex and m-edge graph of maximum degree four, we present a linear time algorithm based on vertex pairing to produce an orthogonal drawing of the graph with area at most 0.76 {dollar}nsp2{dollar}. Each edge has at most two bends for a total of {dollar}2n+2{dollar} bends for the whole drawing. In orthogonal drawings of graphs of degree higher than four, vertices are represented by rectangular boxes whose perimeter is less than twice their degree. Pairing vertices both ahead of time and during the drawing process produces drawings with good aspect ratio, maximum area {dollar}(m-1)times ({lcub}mover 2{rcub}+2){dollar}, and less than m bends, in O (m) time. We present two scenaria for interactive orthogonal graph drawing: No-Change and Relative-Coordinates. The former guarantees that the current drawing remains unaltered after an update operation, and the latter maintains the general shape of the current drawing. Experimentation with these two scenaria reveals that their average behavior is better than their theoretical one, and that Relative-Coordinates produces clear and compact drawings with few bends and crossings. Finally, we present two algorithms for 3-dimensional orthogonal graph drawing. For graphs of maximum degree six, the 3-D drawing is produced in linear time, has volume at most 4.66{dollar}nsp3{dollar} and allows at most three bends per edge. If the degree is higher, vertices are represented by solid 3-D boxes whose surface is proportional to their degree. The produced drawings have two bends per edge. Both algorithms guarantee no crossings and can be used under an interactive setting (i.e., vertices arrive on-line), as well.
机译:图形在计算机技术的关键领域中得到了广泛使用,以对关联和结构信息进行建模。清晰有效地传达此信息需要在图形输出设备上表示出来。图形绘图或可视化研究了自动生成图形和网络的美观可读的图形表示(图形)的问题。通常,图形是在二维表面上绘制的,顶点由点,圆或框表示,而边线由连接其端点的连续线表示。在正交图中,边缘由仅由水平和垂直直线段组成的多边形链表示。给定最大度数为n的n顶点和m边缘图,我们提出了一种基于顶点配对的线性时间算法,以生成面积最大为0.76 {n} 2 nsp2 {dol}的图的正交图。每个边缘最多具有两个折弯,整个图形总共有{dollar} 2n + 2 {dollar}折弯。在度数大于4的图形的正交图中,顶点由周长小于其度数两倍的矩形框表示。提前和在绘制过程中对顶点进行配对,将生成具有良好长宽比,最大面积{dolal}(m-1)次({lcub} mover 2 {rcub} +2){dollar}和小于m个折弯的图形,以O(m)时间为单位。我们为交互式正交图形绘制提供了两个场景:无变化和相对坐标。前者保证在更新操作后当前图形保持不变,而后者保证当前图形的总体形状。对这两个场景的实验表明,它们的平均行为优于其理论行为,并且相对坐标产生清晰紧凑的图形,几乎没有弯曲和交叉。最后,我们提出了两种用于3维正交图绘制的算法。对于最大度数为6的图形,在线性时间内生成3-D图形,其体积最大为4.66 {nsp3},并且每个边最多允许三个弯曲。如果度数较高,则顶点将由实体3-D框表示,其表面与度数成比例。产生的图纸的每个边缘有两个折弯。两种算法都保证不相交,并且也可以在交互式设置下使用(即顶点在线到达)。

著录项

  • 作者单位

    The University of Texas at Dallas.;

  • 授予单位 The University of Texas at Dallas.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 1996
  • 页码 143 p.
  • 总页数 143
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 自动化技术、计算机技术;
  • 关键词

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