This article presents a visualization-assisted process that verifies scientific-simulation codes. Code verification is necessary because scientists require accurate predictions to interpret data confidently. This veri...
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This article presents a visualization-assisted process that verifies scientific-simulation codes. Code verification is necessary because scientists require accurate predictions to interpret data confidently. This verification process integrates iterative hypothesis verification with comparative, feature, and quantitative visualization. Following this process can help identify differences in cosmological and oceanographic simulations.
User interfaces for video surveillance networks are traditionally based on arrays of video displays, maps, and indirect controls. To address such interfaces' usability limitations when the number of cameras increa...
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User interfaces for video surveillance networks are traditionally based on arrays of video displays, maps, and indirect controls. To address such interfaces' usability limitations when the number of cameras increases, some video surveillance systems aim to improve context awareness. However, interactive spatial navigation is still difficult: unconstrained, free 3D control is too complex, and a predefined camera path limits flexibility. Especially for live tracking of complex events along cameras, operators must make navigation decisions quickly and accurately on the basis of the actual situation. The novel spatial-navigation interface described in this article facilitates such video surveillance tasks. Users directly navigate in the visible video via the mouse, which lets them maintain attention on the action instead of an external navigation interface. While users track the action with the mouse, interactive 3D widgets augmented in the video provide visual updates regarding available camera transitions. Optimized visual transitions between individual videos ensure context awareness while users focus on the action. Several surveillance datasets, along with results from a pilot user evaluation, demonstrate this interface's effectiveness. [ABSTRACT FROM PUBLISHER]
epsilon-machines consist of causal states and transitions between them. Several enhancements to the fundamental epsilon-machine representation can help users identify interesting time intervals, analyze the evolution ...
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epsilon-machines consist of causal states and transitions between them. Several enhancements to the fundamental epsilon-machine representation can help users identify interesting time intervals, analyze the evolution of unusual local dynamics, and track features over time.
The 2010 IEEE Symposium on 3D User Interfaces ran the symposium\'s first 3DUI Grand Prize, a contest for innovative, practical solutions to classic 3DUI problems. The authors describe the rationale for the first c...
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The 2010 IEEE Symposium on 3D User Interfaces ran the symposium\'s first 3DUI Grand Prize, a contest for innovative, practical solutions to classic 3DUI problems. The authors describe the rationale for the first contest and give an analysis of all submissions. Each category\'s winners also discuss their solutions.
This paper introduces a simple direct manipulation algorithm for the popular blendshape facial animation approach. As is the case for body animation, direct manipulation of blendshape models is an inverse problem: whe...
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This paper introduces a simple direct manipulation algorithm for the popular blendshape facial animation approach. As is the case for body animation, direct manipulation of blendshape models is an inverse problem: when a single vertex is moved, the system must infer the movement of other points. The key to solving the inverse problem is the observation that the blendshape sliders are a semantic parameterization -- the corresponding blendshape targets have clear, interpretable functions. Distance in 'slider space'' is easily computed and provides the necessary regularization for the inverse problem: The change in semantic position is minimized subject to interpolating the artist's direct manipulations. We give empirical and mathematical demonstrations that a single direct manipulation edit is often the equivalent of multiple slider edits, but the converse is also true, confirming the principle that both editing modes should be supported.
Developing visualization applications is nontrivial and poses special challenges. This is because typical visualization software processes a large amount of data, resulting in large and sometimes very complex data str...
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Developing visualization applications is nontrivial and poses special challenges. This is because typical visualization software processes a large amount of data, resulting in large and sometimes very complex data structures. Traditional debugging tools have limited use because they decouple the information they report from the spatiotemporal domain in which unexpected problems occur. This article presents a set of guidelines specifically for debugging visualization software. The guidelines come from experience in developing applications in both industry and research. The key is to exploit the strengths of computer graphics and visualization, while still using good software development practices. [ABSTRACT FROM PUBLISHER]
We present a new algorithm for morphing simple polygons that is inspired by growing forms in nature. While previous algorithms require user-assisted definition of complicated correspondences between the morphing objec...
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We present a new algorithm for morphing simple polygons that is inspired by growing forms in nature. While previous algorithms require user-assisted definition of complicated correspondences between the morphing objects, our algorithm defines the correspondence by overlapping the input polygons. Once the morphing of one object into another is defined, very little or no user interaction is necessary to achieve intuitive results. Our algorithm is suitable namely for growth-like morphing. We present the basic algorithm and its three variations. One of them is suitable mainly for convex polygons, the other two are for more complex polygons, such as curved or spiral polygonal forms.
This paper presents two self-similar models that allow the control of curves and surfaces. The first model is based on IFS (Iterated Function Systems) theory and the second on subdivision curve and surface theory. Bot...
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This paper presents two self-similar models that allow the control of curves and surfaces. The first model is based on IFS (Iterated Function Systems) theory and the second on subdivision curve and surface theory. Both of these methods employ the detail concept as in the wavelet transform, and allow the multiresolution control of objects with control points at any resolution level. In the first model, the detail is inserted independently of control points, requiring it to be rotated when applying deformations. In contrast, the second method describes details relative to control points, allowing free control point deformations. Modeling examples of curves and surfaces are presented, showing manipulation facilities of the models.
The Digital Emily Project uses advanced face scanning, character rigging, performance capture, and compositing to achieve one of the world's first photorealistic digital facial performances. The project scanned th...
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The Digital Emily Project uses advanced face scanning, character rigging, performance capture, and compositing to achieve one of the world's first photorealistic digital facial performances. The project scanned the geometry and reflectance of actress Emily O'Brien's face in 33 poses, showing different emotions, gaze directions, and lip formations in a light stage. These high-resolution scans—accurate to skin pores and fine wrinkles—became the basis for building a blendshape-based facial-animation rig whose expressions closely matched the scans. The blendshape rig drove displacement maps to add dynamic surface detail. A video-based facial animation system animated the face according to the performance in a reference video, and the digital face was tracked onto the video's motion and rendered under the same illumination. The result was a realistic 3D digital facial performance credited as one of the first to cross the "uncanny valley" between animated and fully human performances.
This paper challenges the difficult problem of automatic semantic correspondence between two given shapes which are semantically similar but possibly geometrically very different (e.g., a dog and an elephant). We argu...
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This paper challenges the difficult problem of automatic semantic correspondence between two given shapes which are semantically similar but possibly geometrically very different (e.g., a dog and an elephant). We argue that the challenging part is the establishment of a sparse correspondence and show that it can be efficiently solved by considering the underlying skeletons augmented with intrinsic surface information. To avoid potentially costly direct search for the best combinatorial match between two sets of skeletal feature nodes, we introduce a statistical correspondence algorithm based on a novel voting scheme, which we call electors voting. The electors are a rather large set of correspondences which then vote to synthesize the final correspondence. The electors are selected via a combinatorial search with pruning tests designed to quickly filter out a vast majority of bad correspondence. This voting scheme is both efficient and insensitive to parameter and threshold settings. The effectiveness of the method is validated by precision-recall statistics with respect to manually defined ground truth. We show that high quality correspondences can be instantaneously established for a wide variety of model pairs, which may have different poses, surface details, and only partial semantic correspondence.
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