Using interactive 3D graphics in analyzing seismic data has two principal advantages. First, it makes more sense to look at 3D data in 3D. It's easier to see significant features, and the ability to move the data ...
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Using interactive 3D graphics in analyzing seismic data has two principal advantages. First, it makes more sense to look at 3D data in 3D. It's easier to see significant features, and the ability to move the data around an observer, or for the analyst to move though the information, provides significant advantages. However, given the size of the seismic data sets, only recently have graphicscomputers had the power to do real-time rendering of them. Today, geophysicists can stand in the middle of their data, moving it around them and interacting with it. Read-outs show them where they are and what they're looking at. Color coding helps distinguish different features. Various subsets, such as geographical areas, or interesting subterranean features like salt domes, stand out by making real-time changes in their color or by removing obstructions. Second, interactive visualization improves collaboration. Companies traditionally assemble asset teams on a per-project basis. A team typically includes a geologist, a geophysicist, a reservoir engineer, and a petrophysicist. Each specialist brings a particular knowledge set to the analytical problem. In the past they worked separately, but now they have begun to work together in immersive environments.
Many applications in computer graphics require detailed 3D digital models of real-world environments. The automatic and semi-automatic modeling of such spaces presents several fundamental challenges. In this work, we ...
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Many applications in computer graphics require detailed 3D digital models of real-world environments. The automatic and semi-automatic modeling of such spaces presents several fundamental challenges. In this work, we present an easy and robust camera-based acquisition approach for the modeling of 3D scenes which is a significant departure from current methods. Our approach uses a novel pose-free formulation for 3D reconstruction. Unlike self-calibration, omitting pose parameters from the acquisition process implies no external calibration data must be computed or provided. This serves to significantly simplify acquisition, to fundamentally improve the robustness and accuracy of the geometric reconstruction given noise in the measurements or error in the initial estimates, and to allow using uncalibrated active correspondence methods to obtain robust data. Aside from freely taking pictures and moving an uncalibrated digital projector, scene acquisition and scene point reconstruction is automatic and requires pictures from only a few viewpoints. We demonstrate how the combination of these benefits has enabled us to acquire several large and detailed models ranging from 0.28 to 2.5 million texture-mapped triangles.
computer graphics research frequently evaluates research outputs with user studies, often through online crowdworking platforms. When performed carefully and thoughtfully, studies on human behavior and preferences pro...
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computer graphics research frequently evaluates research outputs with user studies, often through online crowdworking platforms. When performed carefully and thoughtfully, studies on human behavior and preferences provide valuable insights, useful for both developing and evaluating new tools. Yet, I argue that many of the current studies are performative: they result from reviewers' expectation that "papers should have some evaluation," not from careful thought about the value and usefulness of the studies themselves. These casually done studies are often uninformative or misleading, while putting undue burden on authors and reviewers. The expectation of positive user evaluation results can also inhibit creative new work. I call for reviewers to be more thoughtful about asking for user studies, for authors to be more thoughtful when they perform studies, and for our field to conduct new research and create new guidelines on when and how user studies are genuinely useful.
A team of scientists and researchers discusses the top 10 challenges in extreme-scale visual analytics (VA). The discussion covers applying VA technologies to both scientific and nonscientific data, evaluating the pro...
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A team of scientists and researchers discusses the top 10 challenges in extreme-scale visual analytics (VA). The discussion covers applying VA technologies to both scientific and nonscientific data, evaluating the problems and challenges from both technical and social perspectives.
computer-aided conventional synthesis techniques are employed to obtain a robust active-flutter-suppression control law. The relatively high dynamic order of such problems are dealt with effectively with a computer-ai...
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Susan Kare is best known for designing the distinctive icons, typefaces, and other graphic elements that gave the Apple Macintosh its characteristic-and widely emulated-look and feel. Since then, Kare has spent the la...
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Susan Kare is best known for designing the distinctive icons, typefaces, and other graphic elements that gave the Apple Macintosh its characteristic-and widely emulated-look and feel. Since then, Kare has spent the last three decades designing user interface elements for many of the leading software and Internet firms. If you have clicked on a desktop icon to save a file or tapped your smartphone screen to launch a mobile app, then you have benefited from Kare's work. This article presents a professional biography of Kare and documents her continuing influence on user interface design.
In cloth simulation, it is challenging to compare textiles with conditions and parameters that change over time. This article introduces a feature vector that is used as a motion-shape signature to capture the spatiot...
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In cloth simulation, it is challenging to compare textiles with conditions and parameters that change over time. This article introduces a feature vector that is used as a motion-shape signature to capture the spatiotemporal shape characteristics of cloth and can be applied as a similarity measure for physicsbased cloth animations.
Examines the need to have more training for professionals in the digital film industry. Importance of computer graphics in the entertainment industry; History of computer graphics in the entertainment industry; Impact...
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Examines the need to have more training for professionals in the digital film industry. Importance of computer graphics in the entertainment industry; History of computer graphics in the entertainment industry; Impact of digital technology; Examples of how computer graphics complement animation.
Existing algorithms for Koch curve generation do not consider the discrete environment of the computer. They do not define the termination condition explicitly. Therefore, generation of the curve must be terminated in...
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Existing algorithms for Koch curve generation do not consider the discrete environment of the computer. They do not define the termination condition explicitly. Therefore, generation of the curve must be terminated in ad-hoc manners. This paper describes a new algorithm for discretely approximated Koch curve generation which produces only the points on the limit Koch curve and describes the mathematically well defined termination condition.
ISLAND is an interactive graphics systems for on-line mathematical computation. It combines a succinct programming language with automatic generation of appropriately formatted CRT displays of computed quantities. The...
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ISLAND is an interactive graphics systems for on-line mathematical computation. It combines a succinct programming language with automatic generation of appropriately formatted CRT displays of computed quantities. The language provide extensive facilities for operation on scalars, vectors, and matrices with real or complex elements, and includes provision for conditional and unconditional transfer of *** ISLAND language and graphics facilities are described and a number of examples of ISLAND programs are given.
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