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Date | Speaker | Title |
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Dec 12 | Valerio Pascucci | Real time Rendering in External Memory |
Nov 14 | Gennady Andrienko | Spatio-temporal information visualisation |
Nov 12 | Ingmar Bitter | The Star Trek Tricorder for Diagnosis and Treatment |
Apr 21 | Xuejun Hao | Interactive Subsurface Scattering for Translucent Meshes |
Apr 14 | Aravind Kalaiah | Shape Modeling with Point-Sampled Geometry |
Mar 19 | J. Edward Swan II | A Comparative Study of User Performance in a Map-based Virtual Environment |
Mar 3 | Jim Chen | Real-Time Simulation and Distributed Virtual Environments for Learning |
Feb 24 | Mark Livingston | Augmented and Virtual Reality Research at the Naval Research Lab |
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Dec 12 | Real time Rendering in External Memory |
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Presented By | Valerio Pascucci (Lawrence Livermore National Laboratory) |
Abstract |
The real time processing of very large volumes introduces specific
algorithmic challenges due to the impossibility of fitting the input data in
the main memory of a computer. The basic assumption (RAM computational
model) of uniform-constant-time access to each memory location is not valid
and the performance of most algorithms does not scale due to the high
frequency of I/O operations.
In this talk I will present recent research results in out-of-core computing
addressing specifically the issues of algorithm redesign and data layout
restructuring that enable data access patterns with minimal performance
degradation in external memory computations. The effectiveness of the
approach is demonstrated with a prototype visualization tool allowing
interactive exploration of large scalar fields using very modest computing
resources. Unprecedented results are obtained both in terms of absolute
performance and, more importantly, in terms of scalability. On a laptop
computer we provide real time interaction with a 2048^3 grid (8 Giga-nodes)
using only 20MB of memory. The scheme relies simply on the determination of
a cache oblivious reordering of the rectilinear grid data and a progressive
construction of the rendering output. The cache oblivious reordering
minimizes the amount of I/O performed during the out-of-core computation.
The progressive and asynchronous computation of the output provides flexible
quality-for-speed tradeoffs within a time-critical interruptible user
interface. A data-streaming infrastructure provides immediate network access
to large datasets stored on remote data servers.
I will conclude the talk with a live demonstration with the current
prototype implementation of the scheme.
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Nov 14 | Spatio-temporal information visualisation |
Presented By | Gennady Andrienko (Fraunhofer Institut Autonome Intelligente Systeme) |
Abstract |
The importance of exploratory data analysis (EDA) as a prerequisite to
application of computational methods, such as traditional statistical
analysis, is currently widely recognized. The goal of EDA is to gain
understanding of data, i.e. to penetrate into relationships, patterns,
and trends hidden inside data and to formulate hypotheses that can
later be checked using statistical methods. Preliminary investigation
of data must also precede their preparation to processing by various
computation-based analysis tools, such as data mining.
Techniques of EDA are mostly based on data visualization, i.e. the
graphical presentation of data in ways that prompt the discovery of
important traits and relationships. Computers enabled features of
graphical presentations that are now considered indispensable for EDA:
high user interactivity, allowance for various transformations, and
multiple dynamically linked views such that changes in one display are
immediately propagated to all others. An important category of data dealt
with in statistics is spatially referenced data. For visualization of
such data, maps are traditionally used, since they are isomorphic to
space and thus capable of representing and conveying to human's eye
significant spatial relationships. High degree of user interactivity
is a general requirement to map displays intended to support spatial
thinking? i.e. hypothesis generation, data analysis, and decision
making. Examples of possible user interactions include:
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Nov 12 | The Star Trek Tricorder for Diagnosis and Treatment |
Presented By | Ingmar Bitter (National Institutes of Health) |
Abstract |
The Star Trek Tricorder for Diagnosis and Treatment is my vision of
the medicine of the future. I will be presenting my past and current
work towards this long term goal. This work includes volume rendering
algorithms and hardware, volume analysis such as segmentation, centerline
and skeleton computation as well as computer aided detection of colon
polyps and spinal cord fluid atrophy. The interesting tools available
to do the image analysis are databases and a large Beowulf cluster.
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Apr 21 | Interactive Subsurface Scattering for Translucent Meshes |
Presented By | Xuejun Hao |
Abstract |
We propose a simple lighting model to incorporate subsurface
scattering effects within the local illumination framework. Subsurface
scattering is relatively local due to its exponential falloff and has
little effect on the appearance of neighboring objects. These observations
have motivated us to approximate the BSSRDF model and to model subsurface
scattering effects by using only local illumination. Our model is able to
capture the most important features of subsurface scattering: reflection
and transmission due to multiple scattering.
In our approach we build the neighborhood information as a preprocess and
modify the traditional local illumination model into a run-time two-stage
process. In the first stage we compute the reflection and transmission of
light on the surface. The second stage involves bleeding the scattering
effects from a vertex's neighborhood to produce the final result. We then
show how to merge the run-time two-stage process into a run-time
single-stage process using pre-computed integral. The complexity of our
run-time algorithm is $O(N)$, where $N$ is the number of vertices. Using
this approach, we achieve interactive frame rates with about one to two
orders of magnitude speedup compared with the state-of-the-art methods.
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Apr 14 | Shape Modeling with Point-Sampled Geometry (Mark Pauly, et al.) |
Presented By | Aravind Kalaiah |
Abstract |
We present a versatile and complete free-form shape modeling
framework for point-sampled geometry. By combining unstructured
point clouds with the implicit surface definition of the moving
least squares approximation, we obtain a hybrid geometry
representation that allows us to exploit the advantages of implicit
and parametric surface models. Based on this representation we
introduce a shape modeling system that enables the designer to
perform large constrained deformations as well as boolean operations
on arbitrarily shaped objects. Due to minimum consistency
requirements, point-sampled surfaces can easily be re-structured
on the fly to support extreme geometric deformations during interactive
editing. In addition, we show that strict topology control is
possible and sharp features can be generated and preserved on
point-sampled objects. We demonstrate the effectiveness of our
system on a large set of input models, including noisy range scans,
irregular point clouds, and sparsely as well as densely sampled
models.
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Mar 19 | A Comparative Study of User Performance in a Map-based Virtual Environment |
Presented By | J. Edward Swan II (NRL) |
Abstract |
We present a comparative study of user performance on tasks involving
navigation, visual search, and geometric manipulation, in a map-based
battlefield visualization virtual environment (VE). Specifically, our
experiment compared user performance of the same tasks across four
different VE platforms: desktop, cave, workbench, and wall. Independent
variables were platform type, stereopsis (stereo, mono), movement control
mode (rate, position), and frame of reference (egocentric,
exocentric). Overall results showed that users performed tasks fastest
using the desktop and slowest using the workbench. Other results are
detailed below. Notable is that we designed our task in an application
context, with tasking much closer to how users would actually use a
real-world battlefield visualization system. This is very uncommon for
comparative studies, which are usually designed with abstract tasks to
minimize variance. This is, we believe, one of the first and most complex
studies to comparatively examine, in an application context, this many key
variables affecting VE user interface design.
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Mar 3 | Real-Time Simulation and Distributed Virtual Environments for Learning |
Presented By | Jim Chen (George Mason University) |
Abstract |
I present an overview of several projects at GMU: Graphical Simulation
of Fluids, Knee Surgery Assistance System (Funded by Edward MacMahon,
M.D.), DEVISE (Funded by US Dept. of Education), MUVEs (Funded by NSF),
and Atomic Graphics Pipeline(Proposal to NSF). Some descriptions and
images are at: http://www.cs.gmu.edu/~jchen/exhibit.html
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Feb 24 | Augmented and Virtual Reality Research at the Naval Research Lab |
Presented By | Mark Livingston (Naval Research Labs, DC) |
Abstract |
The Naval Research Laboratory is the Navy's corporate laboratory. NRL
conducts a broad-based multidisciplinary program of scientific research and
advanced technological development directed toward maritime applications.
The Virtual Reality Lab at NRL conducts research and development in emerging
virtual and augmented reality technologies to advance Naval warfighting
capabilities. Currently, our two main thrusts are the Battlefield Augmented
Reality System and multi-modal interaction techniques for virtual and
augmented reality.
The BARS project examines how three-dimensional strategic and tactical
information can be transferred between a command center and individual
warfighers who are operating in an urban environment. It is a
multi-disciplinary research project that encompasses a number of research
and technical issues. These include the development of: (i) novel user
interfaces; (ii) new interaction methods; (iii) an interactive, scalable
three-dimensional environment; (iv) tracking and registration systems of
sufficient accuracy; (v) a prototype demonstration system.
Our work on multi-modal interfaces for VR aims to statistically integrate
speech recognition, gesture recognition, terrain feature recognition, and 3D
virtual reality technology into an extensible, open architecture. Potential
applications include any virtual environment with operational significance.
Specifically planned applications include battlefield visualization systems
and the Battlefield Augmented Reality System (BARS).
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