Irregular tetrahedral meshes, which are popular in many engineering and scientific applications, often contain a large number of vertices. A mesh of V vertices and T tetrahedra requires 48·V bits or less to store...
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ISBN:
(纸本)9780780358973
Irregular tetrahedral meshes, which are popular in many engineering and scientific applications, often contain a large number of vertices. A mesh of V vertices and T tetrahedra requires 48·V bits or less to store the vertex coordinates, 4·Vlog2 bits to store the tetrahedra-vertex incidence relations, also called connectivity information, and k·V bits to store the k-bit value samples associated with the vertices. Given that T is 5 to 7 times larger than V and that V often exceeds 323, the storage space required for the connectivity is larger than 300·V bits and thus dominates the overall storage cost. Our “implants spray” compression approach introduced in this paper reduces this cost to about 30·V bits or less — a 10:1 compression ratio. Furthermore, implant spray supports the progressive refinement of a crude model through a series of vertex-splits operations.
This paper presents an overview of the tele-immersion applications that have been built by collaborators around the world using the CAVERNsoft toolkit, and the lessons learned from building these applications. In part...
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This paper presents an overview of the tele-immersion applications that have been built by collaborators around the world using the CAVERNsoft toolkit, and the lessons learned from building these applications. In particular the lessons learned are presented as a set of rules-of-thumb for developing tele-immersive applications in general.
We present a framework for the analysis and evaluation of travel, or viewpoint motion control, techniques for use in immersive virtual environments (VEs). In previous work, we presented a taxonomy of travel techniques...
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The development of applications and tools for high-performance "computational grids" is complicated by the heterogeneity and frequently dynamic behavior of the underlying resources; by the complexity of the ...
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ISBN:
(纸本)9780818685798
The development of applications and tools for high-performance "computational grids" is complicated by the heterogeneity and frequently dynamic behavior of the underlying resources; by the complexity of the applications themselves, which often combine aspects of supercomputing and distributed computing; and by the need to achieve high levels of performance. The Globus toolkit has been developed with the goal of simplifying this application development task, by providing implementations of various core services deemed essential for high-performance distributed computing. In this paper, we describe two large applications developed with this toolkit: a distributed interactive simulation and a teleimmersion system. We describe the process used to develop the applications, review the lessons learned and draw conclusions regarding the effectiveness of the toolkit approach.
作者:
Smith, IanGraphics
Visualization and Usability Center College of Computing Georgia Institute of Technology AtlantaGA30332-0280 United States
This tutorial provide attendees with an understanding of the possibilities provided by the World Wide Web for application development and a more detailed understanding of the issues involved in developing user interfa...
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ISBN:
(纸本)0897919262
This tutorial provide attendees with an understanding of the possibilities provided by the World Wide Web for application development and a more detailed understanding of the issues involved in developing user interfaces for the Web in Java.
作者:
Stasko, John T.Graphics
Visualization and Usability Center College of Computing Georgia Institute of Technology AtlantaGA30332-0280 United States
This demonstration describes a new approach to algorithm animation, one in which the students construct the animations. We introduce the Samba system that facilitates this process and describe how it has been used an ...
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ISBN:
(纸本)0897919262
This demonstration describes a new approach to algorithm animation, one in which the students construct the animations. We introduce the Samba system that facilitates this process and describe how it has been used an undergraduate algorithms courses as a teaching aid. Having students build the animations, that is, construct the mapping from concepts to images, appears to enable true understanding of the algorithm under study.
作者:
Doug A. BowmanLarry F. HodgesGraphics
Visualization and Usability Center College of Computing Georgia Institute of Technology 801 Atlantic Drive
Atlanta GA and Graphics Visualization and Usability Center College of Computing Georgia Institute of Technology
作者:
John T. StaskoGraphics
Visualization and Usability Center College of Computing Georgia Institute of Technology Atlanta GA
The typical application of algorithm animation to assist instruction involves students viewing already prepared animations. An alternative strategy is to have the students themselves construct animations of algorithms...
ISBN:
(纸本)9780897918893
The typical application of algorithm animation to assist instruction involves students viewing already prepared animations. An alternative strategy is to have the students themselves construct animations of algorithms. The Samba algorithm animation tool fosters such student-built animations. Samba was used in an undergraduate algorithms course in which students constructed algorithm animations as regular class assignments. This article describes Samba and documents our experiences using it in the algorithms course. Student reaction to the animation assignments was very positive, and the students appeared to learn the pertinent algorithms extremely well.
Presents a categorization of techniques for first-person motion control, or travel, through immersive virtual environments, as well as a framework for evaluating the quality of different techniques for specific virtua...
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Presents a categorization of techniques for first-person motion control, or travel, through immersive virtual environments, as well as a framework for evaluating the quality of different techniques for specific virtual environment tasks. We conduct three quantitative experiments within this framework: a comparison of different techniques for moving directly to a target object varying in size and distance, a comparison of different techniques for moving relative to a reference object, and a comparison of different motion techniques and their resulting sense of "disorientation" in the user. Results indicate that "pointing" techniques are advantageous relative to "gaze-directed" steering techniques for a relative motion task, and that motion techniques which instantly teleport users to new locations are correlated with increased user disorientation.
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