waashk/acm huggingface dataset:
a simple and efficient error-diffusion algorithm  in this contribution, we introduce a new error-diffusion scheme that produces higher quality results. the algorithm is faster than the universally used floyd- steinberg algorithm, while maintaining its original simplicity. the efficiency of our algorithm is based on a deliberately restricted choice of the distribution coefficients. its pleasing nearly artifact-free behavior is due to the off-line minimization process applied to the basic algorithm's parameters (distribution coefficients). this minimization brings the fourier spectra of the selected key intensity levels as close as possible to the corresponding "blue noise" spectra. the continuity of the algorithm's behavior across the full range of intensity levels is achieved thanks to smooth interpolation between the distribution coefficients corresponding to key levels. this algorithm is applicable in a wide range of computer graphics applications, where a color quantization algorithm with good visual properties is needed.  victor ostromoukhov
hierarchical parallel coordinates for exploration of large datasets  our ability to accumulate large, complex (multivariate) data sets has far exceeded our ability to effectively process them in search of patterns, anomalies, and other interesting features. conventional multivariate visualization techniques generally do not scale well with respect to the size of the data set. the focus of this paper is on the interactive visualization of large multivariate data sets based on a number of novel extensions to the parallel coordinates display technique. we develop a multiresolutional view of the data via hierarchical clustering, and use a variation on parallel coordinates to convey aggregation information for the resulting clusters. users can then navigate the resulting structure until the desired focus region and level of detail is reached, using our suite of navigational and filtering tools. we describe the design and implementation of our hierarchical parallel coordinates system which is based on extending the xmdvtool system. lastly, we show examples of the tools and techniques applied to large (hundreds of thousands of records) multivariate data sets.  ying-huey fua matthew o. ward elke a. rundensteiner
multifaceted, multiparadigm modeling perspectives: tools for the 90'smultiplicities of perspective inherent in modelling and simulation methodologyare enumerated and rationales given for their existence. characteristics offuturistic simulation environments which support flexible adoption of multipleperspectives are outlined. finally, we discuss the construction of modelswhich simultaneously embody differing perspectives. advances in modellingmethodology along these lines will constitute a quantum leap in toolsophistication which can greatly extend the domain of simulation application.bernard p. zeigler tuncer i. Ã-ren
the distributed mission training integrated threat environment system architecture and design  we describe the architecture, design, components, and functionality of the distributed mission training integrated threat environment (dmtite) software. the dmtite architecture and design support the development and run-time operation of computer-generated actors (cgas) in distributed simulations. the architecture and design employ object- oriented techniques, component software, object frameworks, containerization, and rapid prototyping technologies. the dmtite architecture and design consist of highly modular components where interdependencies are well defined and minimized. dmtite is an open architecture and open design, and most component and framework code is open source. the dmtite architecture and design have been implemented (including all system components and frameworks) and currently support a number of types of computer-generated actors. the dmtite architecture, design, and implementation are capable of supporting multiple reasoning, vehicle dynamics, skill level, and migration requirements for any type of cga.  martin r. stytz sheila b. banks
effective use of color in computer graphics  color is a significant component of computer aided visualization of information, concepts and ideas. the use of color in all applications of computer graphics enhances the image, clarifies the information presented, and helps distinguish features that are obscure in black and white pictures. color is used to differentiate elements in the diagrams so that the comparative information is read and understood rapidly and accurately. color visualization techniques increase the amount of information that can be integrated into the visual message or picture, and thus create layers of information. it is clear that research and discovery can be supported and enhanced by color application, or inhibited by ineffectual use of color. in order to effectively utilize color in the visualization of ideas, information, or concepts, the role of color in various applications must be examined, and the perceptual behavior of color must be delineated. the basic principles of color theory have been discussed to provide a fundamental understanding of the characteristics of color and the manner in which colors interact with one another. based on these principles, the user will be better able to utilize color in an effective manner relative to specific applications in color graphics.  joan r. truckenbrod
parallel discrete-event simulation (pdes): a case study in design, development, and performance using speedes  can parallel simulations efficiently exploit a network of workstations? why haven't pdes models followed standard modeling methodologies? will the field of pdes survive, and if so, in what form? researchers in the pdes field have addressed these questions and others in a series of papers published in the last few years [1,2,3,4]. the purpose of this paper is to shed light on these questions, by documenting an actual case study of the development of an optimistically synchronized pdes application on a network of workstations. this paper is unique in that its focus is not necessarily on performance, but on the whole process of developing a model, from the physical system being simulated, through its conceptual design, validation, implementation, and, of course, its performance. this paper also presents the first reported performance results indicating the impact of risk on performance. the results suggest that the optimal value of risk is sensitive to the latency parameters of the communications network.  frederick wieland eric blair tony zukas
minuprox - an advanced proximity correction technique for the ibm el-2 electron beam tool  minuprox - (minimum neighborhood proximity correction) is a novel approach to proximity correction used with the ibm el-2 e-beam direct exposure tool. based on earlier work by m. parikh, it differs from his approach primarily by only correcting those shapes that form the edge definition of the image. reflecting experimental observations that the dose assignment to the edges of the image is much more critical than the assignment made to the interior, minuprox separates the edges from the interior of the image  w. j. guillaume a. kurylo
computer graphics in television (panel session)  our society is increasingly relying on symbolic and imaginal communication to augment written and spoken language (advertising graphics, logos and corporate i.d.s, satellite weather maps, international traffic, dashboard symbols, etc.). nowhere are graphics and sophisticated imagery being more widely and innovatively used than in television production. greater availability of computer graphics and a strong trend in television technology towards digital electronics makes this an application of high synergy and potential.  the purpose of this panel is to bring together several top system designers and leading graphic designers in television to exchange points of view about this exciting application area. panelists will show and discuss recent on-air uses of electronic graphics and will exchange ideas about what is needed, possible, important, and useful for the future.  richard shoup tom klimek larry evans peter black h. bley d. weise
skip strips: maintaining triangle strips for view-dependent rendering  view-dependent simplification has emerged as a powerful tool for graphics acceleration in visualization of complex environments. however, view- dependent simplification techniques have not been able to take full advantage of the underlying graphics hardware. specifically, triangle strips are a widely used hardware-supported mechanism to compactly represent and efficiently render static triangle meshes. however, in a view-dependent framework, the triangle mesh connectivity changes at every frame making it difficult to use triangle strips. in this paper we present a novel data- structure, skip strip, that efficiently maintains triangle strips during such view-dependent changes. a skip strip stores the vertex hierarchy nodes in a skip-list-like manner with path compression. we anticipate that skip strips will provide a road-map to combine rendering acceleration techniques for static datasets, typical of retained-mode graphics applications, with those for dynamic datasets found in immediate-mode applications.  jihad el- sana elvir azanli amitabh varshney
splatting without the blur  splatting is a volume rendering algorithm that combines efficient volume projection with a sparse data representation: only voxels that have values inside the iso-range need to be considered, and these voxels can be projected via efficient rasterization schemes. in splatting, each projected voxel is represented as a radially symmetric interpolation kernel, equivalent to a fuzzy ball. projecting such a basis function leaves a fuzzy impression, called a footprint or splat, on the screen. splatting traditionally classifies and shades the voxels prior to projection, and thus each voxel footprint is weighted by the assigned voxel color and opacity. projecting these fuzzy color balls provides a uniform screen image for homogeneous object regions, but leads to a blurry appearance of object edges. the latter is clearly undesirable, especially when the view is zoomed on the object. in this work, we manipulate the rendering pipeline of splatting by performing the classification and shading process after the voxels have been projected onto the screen. in this way, volume contributions outside the iso-range never affect the image. since shading requires gradients, we not only splat the density volume, using regular splats, but we also project the gradient volume, using gradient splats. however, alternative to gradient splats, we can also compute the gradients on the projection plane, using central differencing. this latter scheme cuts the number of footprint rasterization by a factor of four, since only the voxel densities have to be projected. our new method renders objects with crisp edges and well-preserved surface detail. added overhead is the calculation of the screen gradients and the per-pixel shading. both of these operations, however, may be performed using fast techniques employing lookup tables.  klaus mueller torsten möller roger crawfis
the middgo project  the ancient game of go, still the most popular strategy game in the far east, has proven very challenging for artificial intelligence (ai) researchers trying to develop go-playing programs. in contrast to the best chess, checkers, backgammon, othello, and scrabble programs, all of which play at or better than the level of the top human players, the best go programs play only at the level of advanced beginners. the middgo project, begun in the fall of 1999, aims to better understand the challenges posed by go and to investigate approaches for improving the performance of go-playing systems.  brian mcquade
determining bidding strategies in sequential auctions: quasi-linear utility and budget constraints  in this paper, we develop a new method for finding an optimal bidding strategy in sequential auctions, using a dynamic programming technique. the existing method assumes the utility of a user is represented in an additive form. thus, the remaining endowment of money must be explicitly represented in each state. on the other hand, our method assumes the utility of a user can be represented in a quasi-linear form, and representing the payment as a state-transition cost. accordingly, we can obtain more than an $m$-fold speed-up in the computation time, where $m$ is the initial endowment of money. furthermore, we have developed a method for obtaining a semi-optimal bidding strategy under budget constraints.  hiromitsu hattori makoto yokoo yuko sakurai toramatsu shintani
interactive visualization of fluid dynamics simulations in locally refined cartesian grids (case study)  this work presents interactive flow visualization techniques specifically adapted for powerflow , a lattice-based cfd code from the exa corporation. their digital physics fluid simulation technique is performed on a hierarchy of locally refined cartesian grids with a fine voxel resolution in areas of interesting flow features. among other applications the powerflow solver is used for acrodynamic simulations in car body development where the advantages of automatic grid generation from cad models is of great interest. in a joint project with bmw and exa we are developing a visualization tool which incorporates virtual reality techniques for the interactive exploration of the large scalar and vector data sets. in this paper we describe the specific data structures and interpolation techniques and we report on fast particle tracing taking into account collisions with the car body geometry. an opengl optimizer based implementation allows for the inspection of the flow with particle probes and slice probes at interactive frame rates.  martin schulz frank reck wolf bartelheimer thomas ertl
representing and reusing explanations of legal precedents  precedent- based legal reasoning depends on accurate assessment of relevant similarities between new cases and existing precedents. determining the relevant similarities between a new case and a precedent with respect to a legal category requires knowing the explanation of the precedent's membership in the category. grebe is a system that uses both general legal rules and specific explanations of precedents to evaluate legal predicates in new cases. grebe assesses the similarity of a new case to a precedent of a legal category by attempting to find a pattern of relations in the new case that corresponds to the facts of the precedent responsible for its category membership. missing relations in the new case are inferred by reusing other explanations from past cases.  l. k. branting
emerging principles in machine learning  machine learning, a field concerned with developing computational theories of learning and constructing learning machines, is now one of the most active research areas in artificial intelligence. an inference-based theory of learning will be presented that unifies basic learning strategies. special attention will be given to comparing and unifying inductive learning and deductive learning strategies.  inductive learning strategies include empirical techniques for learning from examples and learning from observation and discovery. deductive learning techniques include analytic learning on the basis of the explanation of a given fact using prior domain knowledge. we will show that the "similarity- based learning" (a form of inductive learning) and the "explanation-based learning" (a form of deductive learning) are two extremes in the spectrum of techniques representing different relative role of the learner's prior knowledge and the information supplied to the learner. we will also show how inductive and deductive learning can be integrated within one theoretical framework. some experimental results will be used to illustrate presented ideas.  r michalski
the role of logic and ai in the software enterprise (panel session): panel description  this session is intended to act as a bridge between the current conference and the next. this conference identifies the need to expand the realm of software engineering beyond the products of development (code and documentation) to include the process by which those products were obtained (the development activity itself). it makes the development process another product of the software enterprise.  this is an important first step in treating the software process as a product, but it is clear that we can't progress beyond the current methodology-based "good- practices" without formalizing this product. this formalization is required to precisely represent and reason about the process, and to construct tools that automate, or verify the quality, of portions of that process. this formalization and automation of the software process is the theme of the next conference.  two technologies, logic and al, are particularly relevant to this formalization and automation task. professor vlad turski will represent the logic point of view, and professor gerald sussman will represent the al point of view. they will address the following questions:  what are the respective roles of logic and al in the software enterprise?  what phenomena needs to be represented?  how will it be reasoned about?  how do these technologies differ in what they can represent.  how do they differ in the way they are used?  beyond these questions of the technical adequacy of these formalisms, there is the issue of how the human programmers, managers, and users will contend with these formalisms. professor alan perlis will represent this human element in the software enterprise.  robert balzer
efficient reasoning  many tasks require "reasoning"\---i.e., deriving conclusions from a corpus of explicitly stored information---to solve their range of problems. an ideal reasoning system would produce all-and-only the correct answers to every possible query, produce answers that are as specific as possible, be expressive enough to permit any possible fact to be stored and any possible query to be asked, and be (time) efficient. unfortunately, this is provably impossible: as correct and precise systems become more expressive, they can become increasingly inefficient, or even undecidable. this survey first formalizes these hardness results, in the context of both logic- and probability-based reasoning, then overviews the techniques now used to address, or at least side-step, this dilemma.  russell greiner christian darken n. iwan santoso
a decomposable algorithm for contour surface display generation  we present a study of a highly decomposable algorithm useful for the parallel generation of a contour surface display. the core component of this algorithm is a two-dimensional contouring algorithm that operates on a single 2 x 2 subgrid of a larger grid. an intuitive procedure for the operations used to generate the contour lines for a subgrid is developed. a data structure, the contouring tree, is introduced as the basis of a new algorithm for generating the contour lines for the subgrid. the construction of the contouring tree is detailed. space requirements for the contouring tree algorithm are described for particular implementations.  michael j. zyda
simulation: an overview  simulation is one of the most powerful analytical tools available to managers of complex systems.  we define what simulation is and what it is not.  we will define simulation as the process of designing a model of a real system and conducting experiments with this model for the purpose either of understanding the behavior of the system, or of evaluating various strategies for the operation of the system. thus we understand the process of simulation to include both the construction of the model and the analytical use of the model for studying a problem. the types of systems that can be simulated are those that are either in existence or capable of being brought into existence. therefore, systems in the preliminary or planning stage can be modeled as well as those already in existence.  robert e. shannon
an extended transformation approach to inductive logic programming  inductive logic programming (ilp) is concerned with learning relational descriptions that typically have the form of logic programs. in a transformation approach, an ilp task is transformed into an equivalent learning task in a different representation formalism. propositionalization is a particular transformation method, in which the ilp task is compiled to an attribute-value learning task. the main restriction of propositionalization methods such as linus is that they are unable to deal with nondeterminate local variables in the body of hypothesis clauses. in this paper we show how this limitation can be overcome., by systematic first-order feature construction using a particular individual-centered feature bias. the approach can be applied in any domain where there is a clear notion of individual. we also show how to improve upon exhaustive first-order feature construction by using a relevancy filter. the proposed approach is illustrated on the "trains" and "mutagenesis" ilp domains.
slam tutorial  slam is a simulation language that allows for alternative modeling approaches. it allows systems to be viewed from a process, event, or state variable perspective. these alternate modeling world views are combined in slam to provide a unified systems modeling framework (1,4).  in slam, a discrete change system can be modeled within an event orientation, process orientation, or both. continuous change systems can be modeled using either differential or difference equations. combined discrete- continuous change systems can be modeled by combining the event and/or process orientation with the continuous orientation. in addition, slam incorporates a number of features which correspond to the activity scanning orientation.  claude dennis pegden a. alan b. pritsker
user performance in relation to 3d input device design based mainly on a series of studies the author conducted at the university of toronto, this article reviews the usability of various six degrees of freedom (6 dof) input devices for 3d user interfaces. the following issues are covered in the article: the multiple aspects of input device usability (performance measures), mouse based 6 dof interaction, mouse modifications for 3d interfaces, free-moving isotonic 6 dof devices, desktop isometric and elastic 6 dof devices, armature-based 6 dof devices, position vs. rate control and the form factors of 6 dof control handle. these issues are treated at an introductory and practical level, with pointers to more technical and theoretical references. shumin zhai
interactive graphics for enhancement of simulation systems  a computer simulation system was greatly enhanced by providing an interactive graphics interface. it is easy for the user to access and use. output is in graphics form that is quick and easy to comprehend. brief instructional messages appear, on the tektronix screen, at each phase of the simulation so that training required to use the system is almost nonexistent. the user may select any one of four simulations, interactively edit input data, and select output in graphics or tabular form. alternatively, the user may access only the input and output of the previous simulation run. the interface can be readily adapted to other systems.  daniel l. roberts julia m. hodges
systems for monte carlo work  with the proliferation of computers has come a proliferation of simulation. monte carlo experiments can now be run by a vast range of programs from simple. basic environments to spreadsheets: yet little attention has been paid to the problem of designing a system to do monte carlo problems. the ideas for a system described in this paper not only simplifies the problem of programming a monte carlo experiment but also attempts to maintain standards of experimental design and to encourage careful analysis.  david alan grier