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Showing papers in "IEEE Computer Graphics and Applications in 2011"


Journal ArticleDOI
TL;DR: The treevis.net project aims to provide a hand-curated bibliographical reference to this ever-growing wealth of techniques for trees, offering a visual overview that users can filter to a desired subset along the design criteria of dimensionality, edge representation, and node alignment.
Abstract: Tree visualization is one of the best-studied areas of information visualization; researchers have developed more than 200 visualization and layout techniques for trees. The treevis.net project aims to provide a hand-curated bibliographical reference to this ever-growing wealth of techniques. It offers a visual overview that users can filter to a desired subset along the design criteria of dimensionality, edge representation, and node alignment. Details, including links to the original publications, can be brought up on demand. Treevis.net has become a community effort, with researchers sending in preprints of their tree visualization techniques to be published or pointing out additional information.

210 citations


Journal ArticleDOI
TL;DR: Augmented reality (AR) is a promising technology to build advanced interfaces using interactive and wearable visualization systems to implement new methods to display documentation as digital data and graphical databases, but many factors seem to hinder its effective implementation in industry.
Abstract: Recent statistics on causes of aviation accidents and incidents demonstrate that to increase air-transportation safety, we must reduce human errors' impact on operations. So, the industry should first address human factors related to people in stressful roles to significantly minimize such errors. In particular, aviation maintenance employees work under high-pressure conditions- that is, they're under strict time constraints and must adhere to stringent guidelines. Because of such constraints, they might be prone to making errors. Unfortunately, many of these errors might not become apparent until an accident occurs. Although maintenance errors are a recognized threat to aviation safety, there are few simulation and computer-based tools for managing human factor issues in this field. The main advantages in using computer-based systems to train or support technicians are that computers don't forget and that they can help humans clearly understand facts. Such features can help reduce errors due to procedure violations, misinterpretation of facts, or insufficient training. Toward that end, augmented reality (AR) is a promising technology to build advanced interfaces using interactive and wearable visualization systems to implement new methods to display documentation as digital data and graphical databases. Nevertheless, many factors-such as cumbersome hardware, the need to put markers on the aircraft, and the need to quickly create digital content-seem to hinder its effective implementation in industry.

185 citations


Journal ArticleDOI
TL;DR: This approach extends the HiDAC (High-Density Autonomous Crowds) system by providing each agent with a personality model based on the Ocean (openness, conscientiousness, extroversion, agreeableness, and neuroticism) personality model.
Abstract: This approach extends the HiDAC (High-Density Autonomous Crowds) system by providing each agent with a personality model based on the Ocean (openness, conscientiousness, extroversion, agreeableness, and neuroticism) personality model. Each personality trait has an associated nominal behavior. Specifying an agent's personality leads to an automation of low-level parameter tuning.

141 citations


Journal ArticleDOI
TL;DR: Photosketcher is an interactive system for progressively synthesizing novel images using only sparse user sketches as input, which predicts the desired part using Gaussian mixture models and computes an optimal seam using graph cuts.
Abstract: Photosketcher is an interactive system for progressively synthesizing novel images using only sparse user sketches as input. Photosketcher works on the image content exclusively; it doesn't require keywords or other metadata associated with the images. Users sketch the rough shape of a desired image part, and Photosketcher searches a large collection of images for it. The search is based on a bag-of-features approach that uses local descriptors for translation-invariant retrieval of image parts. Composition is based on user scribbles: from the scribbles, Photosketcher predicts the desired part using Gaussian mixture models and computes an optimal seam using graph cuts. To further reduce visible seams, users can blend the composite image in the gradient domain.

102 citations


Journal ArticleDOI
TL;DR: A new formulation of the PD controller-stable PD (SPD)-allows arbitrarily high gains, even at large time steps, and is stable even when combined with a physics simulator that uses simple Euler integration.
Abstract: In computer animation, the proportional-derivative (PD) controller is a common technique for tracking characters' motion. A new formulation of the PD controller-stable PD (SPD)-allows arbitrarily high gains, even at large time steps. The key is to determine joint forces and torques while taking into account the character's positions and velocities in the next time step. SPD is stable even when combined with a physics simulator that uses simple Euler integration. SPD controllers have a variety of uses, including motion tracking in a physics simulator, keyframe interpolation with secondary motion, and constraint satisfaction for simulation.

91 citations


Journal ArticleDOI
TL;DR: A proposed mathematical framework is the basis for a viewer-centric digital editor for 3D movies that's driven by the audience's perception of the scene.
Abstract: A proposed mathematical framework is the basis for a viewer-centric digital editor for 3D movies that's driven by the audience's perception of the scene. The editing tool allows both shot planning and after-the-fact digital manipulation of the perceived scene shape.

68 citations


Journal ArticleDOI
TL;DR: The authors present a data-driven algorithm for interactive 3D human-character posing that can learn priors from a huge, heterogeneous human-motion-capture database and use them to generate a wide range of natural poses.
Abstract: The authors present a data-driven algorithm for interactive 3D human-character posing. They formulate the problem in a maximum a posteriori (MAP) framework by combining the user's inputs with the priors embedded in prerecorded human poses. Maximizing the posterior probability lets them generate a most-likely human pose that satisfies the user constraints. The system can learn priors from a huge, heterogeneous human-motion-capture database (2.8 million prerecorded poses) and use them to generate a wide range of natural poses. No previous data-driven character-posing system has demonstrated this capability. In addition, the authors present two intuitive interfaces for interactive human-character posing: direct-manipulation interfaces and sketching interfaces. They show their system's superiority compared to standard inverse-kinematics techniques and alternative data-driven techniques.

59 citations


Journal ArticleDOI
TL;DR: A proposed behavior-authoring framework gives users complete control over the domain of the system: the state space, action space, and cost of executing actions.
Abstract: Interest has been growing in the behavioral animation of autonomous actors in virtual worlds. However, authoring complicated interactions between multiple actors in a way that balances control flexibility and automation remains a considerable challenge. A proposed behavior-authoring framework gives users complete control over the domain of the system: the state space, action space, and cost of executing actions. To specialize actors, the framework uses effect and cost modifiers, which modify existing action definitions, and constraints, which prune action choices in a state-dependent manner. The framework groups actors with common or conflicting goals to form a composite domain, and a multiagent planner generates complicated interactions between multiple actors. The Web extra is a video that shows how multiactor simulations should aim to strike a happy medium between the automation of generation and the flexibility of specification.

57 citations


Journal ArticleDOI
TL;DR: NaturaSketch empowers designers to produce a variety of models quickly and easily through multiple strokes that overlap, cross, and connect, which lets users design complex 3D shapes from sketches drawn over existing images.
Abstract: Sketching on paper is a quick and easy way to communicate ideas. However, many sketch-based systems require people to draw in contrived ways instead of sketching freely as they would on paper. NaturaSketch affords a more natural interface through multiple strokes that overlap, cross, and connect. It also features a meshing algorithm to support multiple strokes of different classifications, which lets users design complex 3D shapes from sketches drawn over existing images. To provide a familiar workflow for object design, a set of sketch annotations can also specify modeling and editing operations. NaturaSketch empowers designers to produce a variety of models quickly and easily.

53 citations


Journal ArticleDOI
TL;DR: The Depth Director is an interactive system for converting 2D footage to 3D that integrates recent computer vision advances with specialized tools that let users accurately recreate or stylistically manipulate 3D depths.
Abstract: Depth Director is an interactive system for converting 2D footage to 3D. It integrates recent computer vision advances with specialized tools that let users accurately recreate or stylistically manipulate 3D depths.

49 citations


Journal ArticleDOI
TL;DR: A new physics-based system for digital terrain editing is suitable for digital-content authors such as game designers, artists, and 3D modelers that can achieve 50 percent speedup and use 25 percent less memory.
Abstract: Physics-based approaches could simplify terrain modeling by increasing its realism. However, most simulations provide only a low level of user control because they fail on large-scale phenomena or focus only on the modeling of limited effects. A new physics-based system for digital terrain editing is suitable for digital-content authors such as game designers, artists, and 3D modelers. It doesn't assume in-depth knowledge about physics-based simulations. Users can load large terrains from external sources, generate them procedurally, or create them manually, and they can edit them at interactive frame rates on a GPU. To allow large-scale editing, the system divides terrain into tiles of different resolutions according to the terrain's complexity, and it stores each tile as a mip-map texture. In addition, the physics-based simulation uses different levels of detail, depending on the terrain-change dynamics. Compared to nonadaptive computation, this approach can achieve 50 percent speedup and use 25 percent less memory. The Web extra is a video that shows how physics-based approaches to modeling can process terrain sizes larger than what was previously possible.

Journal ArticleDOI
TL;DR: A VR-based training system for practicing biopsies simulates ultrasound imagery by stitching multiple ultrasound volumes on the basis of a 3D scale-invariant feature transform algorithm and a six-degree-of-freedom force model delivers a realistic haptic rendering of needle insertion.
Abstract: A VR-based training system for practicing biopsies simulates ultrasound imagery by stitching multiple ultrasound volumes on the basis of a 3D scale-invariant feature transform algorithm. In addition, a six-degree-of-freedom force model delivers a realistic haptic rendering of needle insertion.

Journal ArticleDOI
TL;DR: EasyToy is an industrial plush toy design system for novices that provides a small set of simple tools with which users can easily construct sophisticated toy models comparable to those that professional systems produce.
Abstract: EasyToy is an industrial plush toy design system for novices. Editable sketching curves combine the advantages of free-form strokes and the controllability of B-spline curves. Users can continuously edit each curve to refine designs. EasyToy provides a small set of simple tools with which users can easily construct sophisticated toy models comparable to those that professional systems produce.

Journal ArticleDOI
TL;DR: This approach uses a focused plenoptic camera to capture the plen optic function's rich "non 3D" structure by simultaneously captures multiple exposures based on a microlens array having an interleaved set of different filters.
Abstract: This approach uses a focused plenoptic camera to capture the plenoptic function's rich "non 3D" structure It employs two techniques The first simultaneously captures multiple exposures (or other aspects) based on a microlens array having an interleaved set of different filters The second places multiple filters at the main lens aperture

Journal ArticleDOI
TL;DR: For large-scale visualization applications, the visualization community urgently needs general solutions for efficient parallel I/O, and these parallel visualization solutions should center around design patterns and the related data-partitioning strategies, not file formats.
Abstract: For large-scale visualization applications, the visualization community urgently needs general solutions for efficient parallel I/O These parallel visualization solutions should center around design patterns and the related data-partitioning strategies, not file formats From this respect, it's feasible to greatly alleviate I/O burdens without reinventing the wheel For example, BIL (Block I/O Layer), which implements such a pattern, has greatly accelerated I/O performance for large-scale parallel particle tracing, a pervasive but challenging use case

Journal ArticleDOI
M Ben-Ezra1
TL;DR: This digital large-format tile scan camera can acquire high-quality, high-resolution images of static scenes and employs unique calibration techniques and a simple algorithm for focal-stack processing of very large images with significant magnification variations.
Abstract: Although the resolution of single-lens reflex (SLR) and medium-format digital cameras has increased in recent years, applications for cultural-heritage preservation and computational photography require even higher resolutions. Addressing this issue, a large-format cameras' large image planes can achieve very high resolution without compromising pixel size and thus can provide high-quality, high-resolution images.This digital large-format tile scan camera can acquire high-quality, high-resolution images of static scenes. It employs unique calibration techniques and a simple algorithm for focal-stack processing of very large images with significant magnification variations. The camera automatically collects overlapping focal stacks and processes them into a high-resolution, extended-depth-of-field image.

BookDOI
TL;DR: Many book collections from fictions to science at all are offered, one of them is this behavioral operations in planning and scheduling that can be your partner.
Abstract: As known, adventure and experience about lesson, entertainment, and knowledge can be gained by only reading a book. Even it is not directly done, you can know more about this life, about the world. We offer you this proper and easy way to gain those all. We offer many book collections from fictions to science at all. One of them is this behavioral operations in planning and scheduling that can be your partner.

Journal ArticleDOI
TL;DR: A real-time camera-pose estimation method, based on multiple maps and local bundle adjustment, enables the registration to work without prior knowledge of natural scenes, and can significantly enhance AR systems' usability.
Abstract: Achieving accurate registration between real and synthetic worlds is one of augmented reality's biggest challenges A real-time camera-pose estimation method, based on multiple maps and local bundle adjustment, enables the registration to work without prior knowledge of natural scenes This method can significantly enhance AR systems' usability

Journal ArticleDOI
TL;DR: An interactive inverse kinematics approach that robustly generates natural poses in a large human-reachable space and can relieve animators from time-consuming, back-and-forth, IK-pose adjustment, NAT-IK overcomes limitations.
Abstract: An interactive inverse kinematics approach robustly generates natural poses in a large human-reachable space. It employs adaptive kd clustering to select a representative frame set from a large motion database and employs sparse approximation to accelerate training and posing. Model training is required only once. IK algorithms are fundamental in computer animation. However, designing energy functions that can generate natural poses for traditional IK algorithms is difficult. Style-based IK solves this problem by learning a prior model from motions. However, it might fail to generate natural poses when the desired poses differ considerably from the limited training poses. As we've shown, NAT-IK overcomes these limitations. It can relieve animators from time-consuming, back-and-forth, IK-pose adjustment. So, it's useful in automated applications such as games and virtual worlds, v*

Journal ArticleDOI
TL;DR: This approach uses the extended hierarchical node relation model (EHI-NRM) to represent a building's internal structure and employs the improved cellular-automata model to consider route-choice behavior, such as spatial reasoning and communication among evacuees.
Abstract: To help users find optimal rescue and evacuation routes, this approach uses the extended hierarchical node relation model (EHI-NRM) to represent a building's internal structure. The approach also employs the improved cellular-automata model (ICA) to consider route-choice behavior, such as spatial reasoning and communication among evacuees.

Journal ArticleDOI
TL;DR: This work uses rotation-invariant Gabor filter banks and applies optimization in the feature space to give similar colors to pixels with similar texture features.
Abstract: Current colorization based on image segmentation makes it difficult to add or update color reliably and requires considerable user intervention A new approach gives similar colors to pixels with similar texture features. To do this, it uses rotation-invariant Gabor filter banks and applies optimization in the feature space.

Journal ArticleDOI
TL;DR: OpenGL has become the standard application programming interface (API) for teaching introductory computer graphics courses in computer science, engineering, and mathematics and Faculty can rely on many OpenGL features-such as its availability across platforms, its backward compatibility, and its defaults-to support a variety of teaching styles and course goals.
Abstract: OpenGL has become the standard application programming interface (API) for teaching introductory computer graphics courses in computer science, engineering, and mathematics. Faculty can rely on many OpenGL features-such as its availability across platforms, its backward compatibility, and its defaults-to support a variety of teaching styles and course goals. More recently, OpenGL has changed radically to support new hardware features, and new versions of OpenGL necessitate reexamining and updating the "standard" way of teaching computer graphics.

Journal ArticleDOI
TL;DR: A proposed approach dynamically controls agents' motion styles to increase a crowd's motion variety to maximize both the style variety of local neighbors and global style utilization while maintaining a consistent style for each agent that's as natural as possible.
Abstract: Traditional crowd simulation models typically focus on navigational pathfinding and local collision avoidance. Little research has explored how to optimally control individual agents' detailed motions throughout a crowd. A proposed approach dynamically controls agents' motion styles to increase a crowd's motion variety. The central idea is to maximize both the style variety of local neighbors and global style utilization while maintaining a consistent style for each agent that's as natural as possible. To assist runtime diversity control, an offline preprocessing algorithm extracts primitive motions from a motion capture database and stylizes them. This approach can complement most high-level crowd models to increase realistic variety. Four experiment scenarios and a user evaluation demonstrate this approach's superior flexibility compared to traditional random distribution of motion styles. The Web extra is a video demonstrating a military-march simulation.

Journal ArticleDOI
TL;DR: This article presents guidelines derived from close collaboration between the visualization designers and experts to help designers create effective color maps.
Abstract: Designing color maps for domain experts differs fundamentally from designing them for general audiences. The same human-perception issues are at play, but with domain experts, domain-specific knowledge should inform the design choices. So, close collaboration between the visualization designers and experts is necessary. This article presents guidelines derived from such collaboration to help designers create effective color maps.

Journal ArticleDOI
TL;DR: A proposed system lets users directly control simulated self-propelled characters, including rigid characters, characters with deformable bodies and rigid skeletons, and self-locomoting characters whose bodies form closed loops.
Abstract: A proposed system lets users directly control simulated self-propelled characters. Users drag a mouse to guide the character, while a physics simulation determines the motion. On the basis of the user input, the system computes an actuator command that causes the character to follow the user's intention as closely as possible while respecting the underlying physics. This direct control can be more intuitive than methods such as controlling character joints to track a given joint trajectory or using keyframes, especially when physically plausible dynamic motions are desired. With the system, users have created realistic motions of various kinds of characters, including rigid characters, characters with deformable bodies and rigid skeletons, and self-locomoting characters whose bodies form closed loops. The Web extras are screen-captured demos of algorithms for creating dynamic motions on various kinds of characters, and the resulting character animations. You can also view the videos on YouTube here: Part 1, http://www.youtube.com/watch?v=aD891Qub8kU; Part 2, http://www.youtube.com/watch?v=9tqUDijvzZc.

Journal ArticleDOI
TL;DR: This article explores the following questions about the Little Iron: How should the authors size theLittle Iron to adequately support visualization and analysis of data coming off the Big Iron?
Abstract: Supercomputing centers are unique resources that aim to enable scientific knowledge discovery by employing large computational resources-the "Big Iron." Design, acquisition, installation, and management of the Big Iron are carefully planned and monitored. Because these Big Iron systems produce a tsunami of data, it's natural to colocate the visualization and analysis infrastructure. This infrastructure consists of hardware (Little Iron) and staff (Skinny Guys). Our collective experience suggests that design, acquisition, installation, and management of the Little Iron and Skinny Guys doesn't receive the same level of treatment as that of the Big Iron. This article explores the following questions about the Little Iron: How should we size the Little Iron to adequately support visualization and analysis of data coming off the Big Iron? What sort of capabilities must it have? Related questions concern the size of visualization support staff: How big should a visualization program be-that is, how many Skinny Guys should it have? What should the staff do? How much of the visualization should be provided as a support service, and how much should applications scientists be expected to do on their own?

Journal ArticleDOI
Gabriel Taubin1
TL;DR: The author describes four methods to achieve rotations using elementary concepts from algebra, analytic geometry, and calculus.
Abstract: The author describes four methods to achieve rotations using elementary concepts from algebra, analytic geometry, and calculus.

Journal ArticleDOI
TL;DR: Reading a refereed conference or journal paper can be challenging owing to its high level of specialization, complexity, and detail in visualization and computer graphics.
Abstract: When pursuing an unfamiliar research direction, a researcher, possibly a PhD student, must undertake a literature search. This search aims to discover what research has already been carried out in a given field (solved problems) and what research hasn't (unsolved problems). However, in visualization and computer graphics, reading a refereed conference or journal paper can be challenging owing to its high level of specialization, complexity, and detail. Such papers often present a detailed mathematical framework accompanied by algorithms and data structures to carry them out and are usually written by (or with the aid of) experts in the field with many years' experience. This complex ity comes as no great surprise because a single paper is often the result of many (combined) person-years of work.

Journal ArticleDOI
TL;DR: The authors developed a method for manufacturing customized insoles that makes insole design much more precise, which enables rapid manufacturing and ensures more ergonomic and comfortable insoles.
Abstract: The authors developed a method for manufacturing customized insoles. It leverages advances in pressure analysis of the foot, including research on insole materials' mechanical properties and the design of insole components. Using a plan tar pressure measurement system and computer numerical control (CNC) or rapid-prototyping technology, it determines the distributed average pressure for each region of the foot, creates a model of the sole, and manufactures an insole. The method makes insole design much more precise, which enables rapid manufacturing and ensures more ergonomic and comfortable insoles.

Journal ArticleDOI
TL;DR: A proposed approach adopts lessons from ecological modeling to grow vegetation as ground cover for virtual outdoor scenes and simulates ecologically and spatially realistic placement of plants, from which users can employ the XML-based position data to populate other 2D and 3D VEs.
Abstract: Creating natural forest landscapes for virtual environments (VEs) requires basic knowledge of botany and ecology, without which the terrain might appear synthetic. Although tools such as scene editors have made designers' jobs easier, manually creating a natural-looking landscape is time-consuming. And, depending on the artist's knowledge, the results often don't follow the principles of ecology and spatially viable plant positioning. A proposed approach adopts lessons from ecological modeling to grow vegetation as ground cover for virtual outdoor scenes. It simulates ecologically and spatially realistic placement of plants, from which users can employ the XML-based position data to populate other 2D and 3D VEs. Simulation results show this approach's potential for more complex applications, such as real-time plant growth and state changes in VEs.