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Showing papers on "Graphics published in 2009"


Book
13 Aug 2009
TL;DR: This book describes ggplot2, a new data visualization package for R that uses the insights from Leland Wilkisons Grammar of Graphics to create a powerful and flexible system for creating data graphics.
Abstract: This book describes ggplot2, a new data visualization package for R that uses the insights from Leland Wilkisons Grammar of Graphics to create a powerful and flexible system for creating data graphics. With ggplot2, its easy to: produce handsome, publication-quality plots, with automatic legends created from the plot specification superpose multiple layers (points, lines, maps, tiles, box plots to name a few) from different data sources, with automatically adjusted common scales add customisable smoothers that use the powerful modelling capabilities of R, such as loess, linear models, generalised additive models and robust regression save any ggplot2 plot (or part thereof) for later modification or reuse create custom themes that capture in-house or journal style requirements, and that can easily be applied to multiple plots approach your graph from a visual perspective, thinking about how each component of the data is represented on the final plot. This book will be useful to everyone who has struggled with displaying their data in an informative and attractive way. You will need some basic knowledge of R (i.e. you should be able to get your data into R), but ggplot2 is a mini-language specifically tailored for producing graphics, and youll learn everything you need in the book. After reading this book youll be able to produce graphics customized precisely for your problems,and youll find it easy to get graphics out of your head and on to the screen or page.

29,504 citations


Journal ArticleDOI
TL;DR: A complete implementation of all‐atom protein molecular dynamics running entirely on a graphics processing unit (GPU), including all standard force field terms, integration, constraints, and implicit solvent is described.
Abstract: We describe a complete implementation of all-atom protein molecular dynamics running entirely on a graphics processing unit (GPU), including all standard force field terms, integration, constraints, and implicit solvent. We discuss the design of our algorithms and important optimizations needed to fully take advantage of a GPU. We evaluate its performance, and show that it can be more than 700 times faster than a conventional implementation running on a single CPU core.

547 citations


Proceedings ArticleDOI
20 Jun 2009
TL;DR: A fast location recognition technique based on structure from motion point clouds is presented, and Vocabulary tree-based indexing of features directly returns relevant fragments of 3D models instead of documents from the images database.
Abstract: Efficient view registration with respect to a given 3D reconstruction has many applications like inside-out tracking in indoor and outdoor environments, and geo-locating images from large photo collections. We present a fast location recognition technique based on structure from motion point clouds. Vocabulary tree-based indexing of features directly returns relevant fragments of 3D models instead of documents from the images database. Additionally, we propose a compressed 3D scene representation which improves recognition rates while simultaneously reducing the computation time and the memory consumption. The design of our method is based on algorithms that efficiently utilize modern graphics processing units to deliver real-time performance for view registration. We demonstrate the approach by matching hand-held outdoor videos to known 3D urban models, and by registering images from online photo collections to the corresponding landmarks.

493 citations


Journal ArticleDOI
TL;DR: Protovis, an extensible toolkit for constructing visualizations by composing simple graphical primitives, is contributed, which achieves a level of expressiveness comparable to low-level graphics systems, while improving efficiency and accessibility.
Abstract: Despite myriad tools for visualizing data, there remains a gap between the notational efficiency of high-level visualization systems and the expressiveness and accessibility of low-level graphical systems. Powerful visualization systems may be inflexible or impose abstractions foreign to visual thinking, while graphical systems such as rendering APIs and vector-based drawing programs are tedious for complex work. We argue that an easy-to-use graphical system tailored for visualization is needed. In response, we contribute Protovis, an extensible toolkit for constructing visualizations by composing simple graphical primitives. In Protovis, designers specify visualizations as a hierarchy of marks with visual properties defined as functions of data. This representation achieves a level of expressiveness comparable to low-level graphics systems, while improving efficiency - the effort required to specify a visualization - and accessibility - the effort required to learn and modify the representation. We substantiate this claim through a diverse collection of examples and comparative analysis with popular visualization tools.

338 citations


Patent
06 Oct 2009
TL;DR: In this article, a graphics processing system includes a graphics processor and a memory for storing data to be used by and generated by the graphics processor, which is used in a subsequent rendering pass.
Abstract: A graphics processing system includes a graphics processor and a memory for storing data to be used by and generated by the graphics processor. In a first rendering pass, the graphics processor generates an array of graphics data and stores the generated array of graphics data in the memory. The array of graphics data generated in the first rendering pass is used in a subsequent rendering pass. In the first rendering pass, the graphics processor determines one or more regions of the array of graphics data that have a particular characteristic, and generates information indicative of the one or more regions. In the subsequent rendering pass, the graphics processor uses the information indicative of the one or more regions to control the reading of the array of graphics data when it is to be used in the subsequent rendering pass.

337 citations


Patent
18 May 2009
TL;DR: In this paper, a system to display graphical images upon a windscreen of a vehicle including navigational aids including a transparent windscreen head up display, an enhanced vision system manager monitoring a planned travel route, and generating display requirements based upon the planned travel routes.
Abstract: A system to display graphical images upon a windscreen of a vehicle including navigational aids includes the windscreen having a transparent windscreen head up display, an enhanced vision system manager monitoring a planned travel route, and generating display requirements based upon the planned travel route. The system further includes a graphics system generating the graphical images to be displayed based upon the display requirements, and a graphics projection system communicating with the graphics system and displaying the graphical images.

204 citations


Book
01 Jan 2009
TL;DR: In this paper some results obtained using different approaches to color to grayscale conversion for some well-known metrics as well as for recently proposed combined ones, leading to meaningful increase of the prediction accuracy of image quality for color distortions.

194 citations


Journal ArticleDOI
TL;DR: A novel system called Equalizer is introduced, a toolkit for scalable parallel rendering based on OpenGL which provides an application programming interface (API) to develop scalable graphics applications for a wide range of systems ranging from large distributed visualization clusters and multi-processor multipipe graphics systems to single-processor single-pipe desktop machines.
Abstract: Continuing improvements in CPU and GPU performances as well as increasing multi-core processor and cluster-based parallelism demand for flexible and scalable parallel rendering solutions that can exploit multipipe hardware accelerated graphics. In fact, to achieve interactive visualization, scalable rendering systems are essential to cope with the rapid growth of data sets. However, parallel rendering systems are non-trivial to develop and often only application specific implementations have been proposed. The task of developing a scalable parallel rendering framework is even more difficult if it should be generic to support various types of data and visualization applications, and at the same time work efficiently on a cluster with distributed graphics cards. In this paper we introduce a novel system called Equalizer, a toolkit for scalable parallel rendering based on OpenGL which provides an application programming interface (API) to develop scalable graphics applications for a wide range of systems ranging from large distributed visualization clusters and multi-processor multipipe graphics systems to single-processor single-pipe desktop machines. We describe the system architecture, the basic API, discuss its advantages over previous approaches, present example configurations and usage scenarios as well as scalability results.

180 citations


Patent
18 May 2009
TL;DR: In this article, a system to display graphical images upon a windscreen of a vehicle including night vision includes a transparent windscreen head up display, a night vision system, and an enhanced vision system system manager monitoring data from the night vision, analyzing the monitored data identifying critical information, and determining display requirements based upon the critical information.
Abstract: A system to display graphical images upon a windscreen of a vehicle including night vision includes a transparent windscreen head up display, a night vision system, and an enhanced vision system system manager monitoring data from the night vision system, analyzing the monitored data identifying critical information, and determining display requirements based upon the critical information. A graphics system generates the graphical images to be displayed based upon the display requirements, and a graphics projection system communicates with the graphics system and displays the graphical images.

169 citations


Journal ArticleDOI
TL;DR: Cognitive load theory is used to explore some conditions under which animated instructions are hypothesised to be more effective for learning than equivalent static graphics and results from three experiments confirmed a superiority of animation over static graphics.

168 citations


Journal ArticleDOI
TL;DR: Statistical graphics are often augmented by the use of color coding information contained in some variable, but it is important that the colors are perceptually based and do not introduce optical illusions or systematic bias.

Proceedings ArticleDOI
01 Aug 2009
TL;DR: An engine that is robust to unpredictable user interactions, fast enough to model reasonable scenarios at real-time speeds, suitable for use in the design of a game level, and with appropriate controls allowing content creators to match artistic direction is described.
Abstract: This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Based around a corotational tetrahedral finite element method, this system has been constructed from components published in the graphics and computational physics literatures. The goal of this paper is to describe how these components can be combined to produce an engine that is robust to unpredictable user interactions, fast enough to model reasonable scenarios at real-time speeds, suitable for use in the design of a game level, and with appropriate controls allowing content creators to match artistic direction. Details concerning parallel implementation, solver design, rendering method, and other aspects of the simulation are elucidated with the intent of providing a guide to others wishing to implement similar systems. Examples from in-game scenes captured on the Xbox 360, PS3, and PC platforms are included.

Journal ArticleDOI
TL;DR: This paper presents a technique which relies on an adaptive rectangular decomposition of 3D scenes to enable efficient and accurate simulation of sound propagation in complex virtual environments, and utilizes an efficient implementation of the Discrete Cosine Transform on Graphics Processors to achieve at least a 100-fold performance gain.
Abstract: Accurate sound rendering can add significant realism to complement visual display in interactive applications, as well as facilitate acoustic predictions for many engineering applications, like accurate acoustic analysis for architectural design (Monks et al., 2000). Numerical simulation can provide this realism most naturally by modeling the underlying physics of wave propagation. However, wave simulation has traditionally posed a tough computational challenge. In this paper, we present a technique which relies on an adaptive rectangular decomposition of 3D scenes to enable efficient and accurate simulation of sound propagation in complex virtual environments. It exploits the known analytical solution of the wave equation in rectangular domains, and utilizes an efficient implementation of the discrete cosine transform on graphics processors (GPU) to achieve at least a 100-fold performance gain compared to a standard finite-difference time-domain (FDTD) implementation with comparable accuracy, while also being 10-fold more memory efficient. Consequently, we are able to perform accurate numerical acoustic simulation on large, complex scenes in the kilohertz range. To the best of our knowledge, it was not previously possible to perform such simulations on a desktop computer. Our work thus enables acoustic analysis on large scenes and auditory display for complex virtual environments on commodity hardware.

Patent
18 Jun 2009
TL;DR: In this article, the sharing of video editing techniques is performed by receiving a project description file, thumbnail graphics, and a location identifier at a first server, wherein the project description files are generated during editing of multimedia content by the user, and wherein the thumbnail graphics represent multimedia editing objects incorporated into the edited multimedia content.
Abstract: The sharing of video editing techniques is performed by receiving a project description file, thumbnail graphics, and a location identifier at a first server, wherein the project description file is generated during editing of multimedia content by the user, and wherein the thumbnail graphics represent multimedia editing objects incorporated into the edited multimedia content. The edited multimedia content is retrieved from a second server based on the location identifier. The edited multimedia content is synchronized with the thumbnail graphics and multimedia editing objects specified by the project description file. The synchronized edited multimedia content, thumbnail graphics, and multimedia editing objects are displayed.

Book
01 Sep 2009
TL;DR: Design tasks are divided into sections on publication, corporate identity, onscreen graphics, and advertising design; a final section onproduction describes layout and typography for screen and print, as well as color systems and various finishing processes.
Abstract: An indispensable reference for both traditional and digital publishing, thishandsome book is useful for everyonefrom beginnersand design students to professional graphic designers and desktop publishers. For an overview, the discussiondescribes the early stages of any projectwhether print, web or multimediain terms ofplanning, conceptual approaches,and project development.Design tasks are divided into sections on publication, corporate identity, onscreen graphics, and advertising design; a final section onproductiondescribes layout and typography for screen and print, as well as color systems and various finishing processes.

Proceedings ArticleDOI
02 Nov 2009
TL;DR: This paper proposes CUDA-DClust, a massively parallel algorithm for density-based clustering for the use of a Graphics Processing Unit (GPU), and demonstrates a high speed-up, particularly in combination with a novel index structure for use in GPUs.
Abstract: During the last few years, GPUs have evolved from simple devices for the display signal preparation into powerful coprocessors that do not only support typical computer graphics tasks but can also be used for general numeric and symbolic computation tasks. As major advantage GPUs provide extremely high parallelism combined with a high bandwidth in memory transfer at low cost. We want to exploit these dvantages in density-based clustering, an important paradigm in clustering since typical algorithms of this category are noise and outlier robust and search for clusters of an arbitrary shape in metric and vector spaces. Moreover, with a time complexity ranging from O(n log n) to O(n2) these algorithms are scalable to large data sets in a database system. In this paper, we propose CUDA-DClust, a massively parallel algorithm for density-based clustering for the use of a Graphics Processing Unit (GPU). While the result of this algorithm is guaranteed to be equivalent to that of DBSCAN, we demonstrate a high speed-up, particularly in combination with a novel index structure for use in GPUs.

Journal ArticleDOI
24 Feb 2009
TL;DR: An impact of new GPU features on development process of an efficient finite difference time domain (FDTD) implementation is described.
Abstract: Graphics processing units (GPUs) for years have been dedicated mostly to real time rendering. Recently leading GPU manufactures have extended their research area and decided to support also graphics computing. In this paper, we describe an impact of new GPU features on development process of an efficient finite difference time domain (FDTD) implementation.

Proceedings Article
10 May 2009
TL;DR: In this article, the authors present an efficient implementation of a high performance parallel framework for agent-based modeling (ABM), exploiting the parallel architecture of the Graphics Processing Unit (GPU).
Abstract: We present an efficient implementation of a high performance parallel framework for Agent Based Modelling (ABM), exploiting the parallel architecture of the Graphics Processing Unit (GPU). It provides a mapping between formal agent specifications, with C based scripting, and optimised NVIDIA Compute Unified Device Architecture (CUDA) code. The mapping of agent data structures and agent communication is described, and our work is evaluated through a number of simple interacting agent examples. In contrast with an alternative, single machine CPU implementation, a speedup of up to 250 times is reported.

Book
20 Oct 2009
TL;DR: Inkscape: Guide to a Vector Drawing Program, Fourth Edition, is the guide to the Inkscape program, with complete coverage of new features, including the new Spray Tool, updated Node and Text tools, improved bitmap image import, LaTeX export for PDF/EPS/PS, added extensions including the JessyInk extension for web-based presentations, the adaptive UI, and the new Glyphs dialog.
Abstract: Inkscape: Guide to a Vector Drawing Program, Fourth Edition, is the guide to the Inkscape program. With coverage of versions 0.47 and 0.48, this authoritative introduction and reference features hundreds of useful illustrations.Using Inkscape, you can produce a wide variety of art, from photorealistic drawings to organizational charts. Inkscape uses SVG, a powerful vector-based drawing language and W3C web standard, as its native format. SVG drawings can be viewed directly in browsers such as Firefox, Opera, Chrome, Safari, and Internet Explorer 9. A subset of SVG has been adopted by the mobile phone market. Inkscape is available free for Windows,Macintosh, and Linux operating systems. Systematic coverage of the entire Inkscape program begins with twelve tutorials ranging in difficulty from very basic to highly complex. A new tutorial introduces the use of interactive SVG in HTML5.The remainder of the book covers each facet of Inkscape in detail, with an emphasis on practical solutions for common problems. The book is filled with valuable tips and warnings about the use of Inkscape and SVG. Find dozens of Inkscape illustrations from the book in the online color supplement available at http://tavmjong.free.fr/INKSCAPE/. Updated for Inkscape version 0.48, this edition includes complete coverage of new features, including the new Spray Tool, updated Node and Text tools, improved bitmap image import, LaTeX export for PDF/EPS/PS, added extensions including the JessyInk extension for web-based presentations, the adaptive UI, and the new Glyphs dialog. Complete Coverage of New and Improved Inkscape 0.48 Features Live Path Effects for tasks such as adding patterns along a path while maintaining complete editability More than two hundred pre-built SVG filters for adding textures, manipulating color, and so forth A tiling tool to create complex tilings with thirteen different symmetries Clipping and Masking objects An integrated spell checker Built-in bitmap-to-vector tracing The ability to export to more than a dozen graphics formats, including PDF and PostScript The ability to import from more than two dozen graphics formats, including PDF, Adobe Illustrator, Corel Draw, AutoCad, and XFig Graphics Complete vector drawing program supporting the W3C SVG standard Three path-drawing tools (Pencil, Pen, Calligraphy) Five shape-drawing tools (Rectangles, Ellipses, Stars, Spirals, 3D Boxes) Linear and Radial Gradients Pattern fills Tweak Tool for fine adjustment of paths and colors Spray Tool Eraser Tool with both Vector and Bitmap modes Sophisticated snapping for precision drawing and aligning objects Extendable through scripting; more than one hundred scripts included

Patent
21 Sep 2009
TL;DR: In this paper, a method to display a graphic illustrating an operational environment of a vehicle includes monitoring informational inputs describing the operational environment, processing the informational inputs to determine critical information, monitoring location of the eyes of an operator of the vehicle, determining a registered graphic describing the critical information hidden from a view of the operator by a non-transparent component, and displaying the registered graphic description of critical information visible from the operator upon the non transceivers of the system.
Abstract: A method to display a graphic illustrating an operational environment of a vehicle includes monitoring informational inputs describing the operational environment of the vehicle, processing the informational inputs to determine critical information, monitoring location of the eyes of an operator of the vehicle, determining a registered graphic describing the critical information hidden from a view of the operator by a non-transparent component of the vehicle based upon the location of the eyes of the operator, and displaying the registered graphic describing the critical information hidden from the view of the operator upon the non-transparent component of the vehicle, the non-transparent component including a material reactive to display graphics in response to an excitation projector.

Book
14 Jul 2009
TL;DR: An Integrated Introduction to Computer Graphics and Geometric Modeling focuses on graphics, modeling, and mathematical methods, including ray tracing, polygon shading, radiosity, fractals, freeform curves and surfaces, vector methods, and transformation techniques.
Abstract: Taking a novel, more appealing approach than current texts, An Integrated Introduction to Computer Graphics and Geometric Modeling focuses on graphics, modeling, and mathematical methods, including ray tracing, polygon shading, radiosity, fractals, freeform curves and surfaces, vector methods, and transformation techniques. The author begins with fractals first, rather than the typical line drawing algorithms found in many standard texts. He also brings back the turtle from obscurity to introduce several major concepts in computer graphics. Supplying the mathematical foundations, the book covers linear algebra topics, such as vector geometry and algebra, affine and projective spaces, affine maps, projective transformations, matrices, and quaternions. The main graphics areas explored include reflection and refraction, recursive ray tracing, radiosity, illumination models, polygon shading, and hidden surface procedures. The book also discusses geometric modeling, including planes, polygons, spheres, quadrics, algebraic and parametric curves and surfaces, constructive solid geometry, boundary files, octrees, interpolation, approximation, Bezier and B-spline methods, fractal algorithms, and subdivision techniques. Making the material accessible and relevant for years to come, the text avoids descriptions of current graphics hardware and special programming languages. Instead, it presents graphics algorithms based on well-established physical models of light and cogent mathematical methods.

Journal ArticleDOI
TL;DR: It is shown how the computational power and programmability of modern graphics processing units (GPUs) can be used to efficiently solve large-scale pixel-based material distribution problems using a gradient-based optimality criterion method.
Abstract: We show how the computational power and programmability of modern graphics processing units (GPUs) can be used to efficiently solve large-scale pixel-based material distribution problems using a gradient-based optimality criterion method. To illustrate the principle, a so-called topology optimization problem that results in a constrained nonlinear programming problem with over 4 million decision variables is solved on a commodity GPU.

Journal ArticleDOI
TL;DR: An algorithm designed for data-parallel computing on modern graphics processing units to alleviate the computational burden of holography is presented and it is observed that letting several neighboring hologram plane samples share visibility information on object points leads to significantly faster computation without causing noticeable artifacts in the reconstructed images.
Abstract: Computer generated holography is an extremely demanding and complex task when it comes to providing realistic reconstructions with full parallax, occlusion, and shadowing. We present an algorithm designed for data-parallel computing on modern graphics processing units to alleviate the computational burden. We apply Gaussian interpolation to create a continuous surface representation from discrete input object points. The algorithm maintains a potential occluder list for each individual hologram plane sample to keep the number of visibility tests to a minimum. We experimented with two approximations that simplify and accelerate occlusion computation. It is observed that letting several neighboring hologram plane samples share visibility information on object points leads to significantly faster computation without causing noticeable artifacts in the reconstructed images. Computing a reduced sample set via nonuniform sampling is also found to be an effective acceleration technique.

Proceedings ArticleDOI
Eric Saund1, Jing Lin1, Prateek Sarkar1
26 Jul 2009
TL;DR: The primary purpose is to streamline processes for manual production of ground truth data, which is necessary for training algorithms and evaluating performance in document image analysis context.
Abstract: We present a user interface design for labeling elements in document images at a pixel level. Labels are represented by overlay color, which might map to such terms as “handwriting”, “machine print”, “graphics”, etc. The primary purpose is to streamline processes for manual production of ground truth data, which is necessary for training algorithms and evaluating performance. Unlike general paint-type programs, the UI design is targeted specifically toward selection of collections of foreground pixels that are likely to be meaningful elements in a document image analysis context. Our implementation, called PixLabeler, is available for download and allows customized plug-ins for bootstrapping according to the labeling task.


Journal ArticleDOI
TL;DR: GPU implementations of three example applications from computational fluid dynamics, seismic wave propagation, and rock magnetism are discussed, demonstrating the power of GPU implementations for these types of simulations and, more generally, their associated computing classes.

Journal ArticleDOI
TL;DR: Full sigTOOL functionality will be provided to support the user-developed code, including the ability to record a user action history for batch processing of files and support for exporting the results of analyses to external graphics editing software and spreadsheet-based data processing packages.

Proceedings ArticleDOI
16 Oct 2009
TL;DR: Two new communication libraries, cudaMPI and glMPI, are presented that provide an MPI-like message passing interface to communicate data stored on the graphics cards of a distributed-memory parallel computer.
Abstract: We present and analyze two new communication libraries, cudaMPI and glMPI, that provide an MPI-like message passing interface to communicate data stored on the graphics cards of a distributed-memory parallel computer. These libraries can help applications that perform general purpose computations on these networked GPU clusters. We explore how to efficiently support both point-to-point and collective communication for either contiguous or noncontiguous data on modern graphics cards. Our software design is informed by a detailed analysis of the actual performance of modern graphics hardware, for which we develop and test a simple but useful performance model.

Journal ArticleDOI
TL;DR: AMD is building the fastest commercial supercomputer in the world and selling its use to makers of online games, which will put it on a par with Roadrunner, the U.S. Department of Energy's most powerful machine.
Abstract: In recognition of the huge importance of graphics and gaming to the future of computing, Advanced Micro Devices (AMD), of Sunnyvale, Calif., is building the fastest commercial supercomputer in the world and selling its use to makers of online games. When it's ready, in the second half of 2009, it will manage a thousand million million floating-point operations per second-a petaflop. That will put it on a par with Roadrunner, the U.S. Department of Energy's most powerful machine.

Patent
12 Jun 2009
TL;DR: In this paper, a system includes a computing device that includes a memory for storing one or more computer graphics, and a graphics distorter that applies a distortion model to the computer graphics to produce a distorted version of the computer graphic.
Abstract: A system includes a computing device that includes a memory for storing one or more computer graphics, and a graphics distorter. The graphics distorter applies a distortion model to the computer graphic to produce a distorted version of the computer graphic, while substantially simultaneously allowing user interactions with the computer graphic. The applied distortion model represents lens distortion.