waashk/acm huggingface dataset:
dealing with large sets of stimuli in learning tasks (abstract only)  most previous ai research in learning has been aimed at achieving competence in sophisticated logical domains such as mathematical reasoning. such systems usually handle small problems very well. however, many applications of learning may be required to deal with large numbers of inputs (<1000) that are available simultaneously from sensors and other sources. in addition, responses may have to be selected from a large set. borrowing ideas from stimulus sampling theory, we are working on programs that will handle problems in this domain. operations include handling probabilistic relations between inputs and behaviors, changing relations through reinforcement, selectively sampling stimuli, and grouping related stimuli.  roger ferguson william w. mcmillan
dynamically reparameterized light fields  this research further develops the light field and lumigraph image-based rendering methods and extends their utility. we present alternate parameterizations that permit 1) interactive rendering of moderately sampled light fields of scenes with significant, unknown depth variation and 2) low- cost, passive autostereoscopic viewing. using a dynamic reparameterization, these techniques can be used to interactively render photographic effects such as variable focus and depth-of- field within a light field. the dynamic parameterization is independent of scene geometry and does not require actual or approximate geometry of the scene. we explore the frequency domain and ray- space aspects of dynamic reparameterization, and present an interactive rendering technique that takes advantage of today's commodity rendering hardware.  aaron isaksen leonard mcmillan steven j. gortler
reducing manual labor: an experimental analysis of learning aids for a text editor  it is by now a truism to say that computational systems should be designed with ease of use in mind. indeed, shneiderman [10] collects together nearly a dozen lists of advice produced by authors in the past decade on how to meet this laudable goal. the advice that is given seems often to be quite good, but it is almost always qualitative in nature, rather vague, and sometimes contradictory. remarkably little work has been done examining the actual usefulness of carrying out some of the advice, the extent of savings that can be realized by so doing, or the theoretical rationale behind it. in this paper we will present the rationale for investigating two variables that may aid the user, in particular the novice user, and we will describe an extensive experiment designed to examine the actual effects of these two variables. the goals of the work are (1) to understand better the acquisition, representation, and utilization of knowledge by novice or occasional users of computer-based information systems, and (2) to put to the test some ideas derived from current views of memory and attention.  donald j. foss mary beth rosson penny l. smith
using the visual differences predictor to improve performance of progressive global illumination computation  a novel view-independent technique for progressive global illumination computing that uses prediction of visible differences to improve both efficiency and effectiveness of physically-sound lighting solutions has been developed. the technique is a mixture of stochastic (density estimation) and deterministic (adaptive mesh refinement) algorithms used in a sequence and optimized to reduce the differences between the intermediate and final images as perceived by the human observer in the course of lighting computation. the quantitive measurements of visibility were obtained using the model of human vision captured in the visible differences predictor (vdp) developed by daly [1993]. the vdp responses were used to support the selection of the best component algorithms from a pool of global illumination solutions, and to enhance the selected algorithms for even better progressive refinement of image quality. the vdp was also used to determine the optimal sequential order of component-algorithm execution, and to choose the points at which switchover between algorithms should take place. as the vdp is computationally expensive, it was applied exclusively at the design and tuning stage of the composite technique, and so perceptual considerations are embedded into the resulting solution, though no vdp calculations were performed during lighting simulation.  the proposed illumination technique is also novel, providing intermediate image solutions of high quality at unprecedented speeds, even for complex scenes. one advantage of the technique is that local estimates of global illumination are readily available at the early stages of computing, making possible the development of a more robust adaptive mesh subdivision, which is guided by local contrast information. efficient object space filtering, also based on stochastically-derived estimates of the local illumination error, is applied to substantially reduce the visible noise inherent in stochastic solutions.  valdimir volevich karol myszkowski andrei khodulev edward a. kopylov
the directional parameter plane transform of a height field  the linear parameter plane transform (ppt) of a height field attributes an inverted cone of empty space to each height field cell. in is known that height field ray-tracing efficiency can be improved by traversing rays in steps across inverted cones of empty space. however, steps across inverted cones of empty space along rays close to the base of a steep ridge will be short, even if there are no obstructions along the line of sight, because the cones will be narrow. this weakness can be virtually eliminated by allowing the opening angles of the inverted cones of empty space to vary between sectors, i.e., by directionalizing the linear ppt. an efficient algorithm for computing the linear directional ppt of a height field is given and its properties are investigated.  david w. paglieroni
a clustering algorithm for radiosity in complex environments  we present an approach for accelerating hierarchical radiosity by clustering objects. previous approaches constructed effective hierarchies by subdividing surfaces, but could not exploit a hierarchical grouping on existing surfaces. this limitation resulted in an excessive number of initial links in complex environments. initial linking is potentially the most expensive portion of hierarchical radiosity algorithms, and constrains the complexity of the environments that can be simulated. the clustering algorithm presented here operates by estimating energy transfer between collections of objects while maintaining reliable error bounds on each transfer. two methods of bounding the transfers are employed with different tradeoffs between accuracy and time. in contrast with the o(s2) time and space complexity of the initial linking in previous hierarchical radiosity algorithms, the new methods have complexities of o(slogs) and o(s) for both time and space. using these methods we have obtained speedups of two orders of magnitude for environments of moderate complexity while maintaining comparable accuracy.  brian smits james arvo donald greenberg
artificial texturing: an aid to surface visualization  texture is an important surface characteristic which provides a great deal of information about the nature of a surface, and several computationally complex algorithms have been implemented to replicate realistic textures in computer shaded images. perceptual psychologists have recognized the importance of surface texture as a cue to space perception, and have attempted to delineate which factors provide primary shape information. a rendering algorithm is presented which uses these factors to produce a texture specifically designed to aid visualization. since the texture is not attempting to replicate an actual texture pattern, it is called "artificial" texturing. this algorithm avoids the computational limitations of other methods because this "artificial" approach does not require complex mappings from a defined texture space to the transformed image to be rendered. a simple filtering method is presented to avoid unacceptable aliasing.  dino schweitzer
computing all factorizations in ***  we present a new algorithm for determining _all_ factorizations of a polynomial _f_ in the domain zn[_x_], a non-unique factorization domain, given in terms of parameters. from the prime factorization of _n_, the problem is reduced to factorization in z_ph_[_x_] where _p_ is a prime and _k_ 1\\. if _pk_ does not divide the discriminant of _f_ and one factorization is given, our algorithm determines all factorizations with complexity _ _(_n_3 _m_(_k_ log _p_)) where _n_ denotes the degree of the input polynomial and _m_(_t_) denotes the complexity of multiplication of two _t_-bit numbers. our algorithm improves on the method of von zur gathen and hartlieb, which has complexity _ _(_n_7 _k_(_k_log _p_ \\+ log _n_2). the improvement is achieved by processing all factors at the same time instead of one at a time and by computing the kernels and determinants of matrices over z_pk_ in an efficient manner.  howard cheng george labahn
visual modeling for computer animation: graphics with a vision over the past decade, the visual modeling research program at the university of toronto has consistently championed the concerted exploration of computer graphics and computer vision. our premise has been this: graphics, the forward/synthesis/models-to-images problem, and vision, the inverse/analysis/images-to-models problem, pose mutually converse challenges, which may best be tackled synergistically through the development of advanced modeling techniques catering to the needs of both fields. with illustrated case studies of three projects spanning a twelve-year period, this brief article presents a personal retrospective on image-based modeling for computer animation. as we shall see, one of the projects has also created opportunities for computer animation to contribute to the study of visual perception in living systems.i shall begin by reviewing an early computer animation project that pioneered the use of image-based modeling to combine natural and synthetic imagery. the animation _cooking with kurt,_ produced in 1987 at the schlumberger palo alto research center, introduced a paradigm in which computer vision was applied to acquire 3d models of objects from their images. the acquired models were then dynamically animated in a simulated physical scene reconstructed from the image of a real scene. the approach demonstrated a promising alternative to the established convention of keyframe animating manually constructed geometric models.the human face is a natural objective for the image-based modeling approach. i will next describe a facial animation project that uses specialized imaging devices to capture models of human heads with functional, biomechanically simulated faces conforming closely to human subjects. facial animation is by no means the sole benefactor of an exciting area of advanced graphics modeling that lies at the intersection of virtual reality and artificial life [6]. accordingly, i will also describe a virtual "seaquarium" populated by artificial marine animals whose 3d shapes and appearances were captured from images of real fishes. as i discuss in the final section, lifelike, self-animating creatures now serve as biomimetic autonomous agents in the study of animal perception. demetri terzopoulos
residual speech signal compression: an experiment in the practical application of neural network technology  neural networks are a popular area of research today. however, neural network algorithms have only recently proven valuable to application problems. this paper seeks to aid in the process of transferring neural network technology from research to a development environment by describing our experience in applying this technology.  the application studied here is speaker identity verification (siv), which is the task of verifying a speaker's identity by comparing the speaker's voice pattern to a stored template.  in this paper, we describe the application of the back-propagation neural network algorithm to one aspect of the siv problem, called residual compression (rc). the rc problem is to extract useful features from a part of the speech signal that was not utilized by previous siv systems. here, we describe a neural network architecture, pre-processing algorithm, training methodology, and empirical results for this problem. we also present a few guidelines for the use of neural networks in applied settings.  lorien pratt kathleen d. cebulka peter clitherow
hybrid stereo camera: an ibr approach for synthesis of very high resolution stereoscopic image sequences  this paper introduces a novel application of ibr technology for efficient rendering of high quality cg and live action stereoscopic sequences. traditionally, ibr has been applied to render novel views using image and depth based representations of the plenoptic functions. in this work, we present a restricted form of ibr in which lower resolution images for the views to be generated at a very high resolution are assumed to be available. specifically, the paper addresses the problem of synthesizing stereo imax(r)1 3d motion picture images at a standard resolution of 4-6k. at such high resolutions, producing cg content is extremely time consuming and capturing live action requires bulky cameras. we propose a _hybrid stereo camera_ concept in which one view is rendered at the target high resolution but the other is rendered at a much lower resolution. methods for synthesizing the second view sequence at the target resolution using image analysis and ibr techniques are the focus of this work. the high quality results from the techniques presented in this paper have been visually evaluated in the imax 3d large screen projection environment. the paper also highlights generalizations and extensions of the hybrid stereo camera concept.  harpreet s. sawhney yanlin guo keith hanna rakesh kumar sean adkins samuel zhou
on the use of simulation in the design and installation of a power and free conveyor system  if the introduction of the first power and free conveyor system in a plant is a risky adventure, then the introduction of the second power and free conveyor system in a plant where the first one failed is an extremely hazardous undertaking. the people proposing this power and free conveyor system decided to decrease their risks by initiating a simulation study while the system was early in the design phase. the primary purpose of the proposed power and free system is to minimize the manual handling of parts between the two plating tanks compared to the system it replaced. the basic objective of this simulation study was to evaluate the feasibility of the proposed system to perform the required tasks while operating at specified production levels with efficient use of the planned number of workers.  george l. good j. thomas bauner
generalized clustering, supervised learning, and data assignment clustering algorithms have become increasingly important in handling and analyzing data. considerable work has been done in devising effective but increasingly specific clustering algorithms. in contrast, we have developed a generalized framework that accommodates diverse clustering algorithms in a systematic way. this framework views clustering as a general process of iterative optimization that includes modules for supervised learning and instance assignment. the framework has also suggested several novel clustering methods. in this paper, we investigate experimentally the efficacy of these algorithms and test some hypotheses about the relation between such unsupervised techniques and the supervised methods embedded in them. annaka kalton pat langley kiri wagstaff jungsoon yoo
algorithms for division free perspective correct rendering  well known implemetations for perspective correct rendering of planar polygons require a division per rendered pixel. such a division is better to be avoided as it is an expensive operation in terms of silicon gates and clock cycles. in this paper we present a family of efficient midpoint algorithms that can be used to avoid division operators. these algorithms do not require more than a small number of additions per pixel. we show how these can be embedded in scan line algorithms and in algorithms that use mipmaps. experiments with software implementations show that the division free algorithms are a factor of two faster, provided that the polygons are not too small. these algorithms are however most profitable when realised in hardware.  b. barenbrug f. j. peters c. w. a. m. van overveld
smart virtual prototypes: distributed 3d product simulations for web based environments  a technology that enables development of functional and interactive 3d product design models for web based environments is presented. a novel prototyping feature of these models is that they have capabilities to simulate complicated functions of the target product. simulation can be executed either locally in the host environment or in a distributed manner between the client and server environments. in the latter case, 3d visualization model of the product is executed on the client side, and complex functional and behavioral simulations on the server side. downloadable product models can be supplied with intelligent software agents and other plug-ins that perform specific tasks, such as recording of interaction data for usability tests. because of their capabilities, these product models are called smart virtual prototypes. also outlined are the integrated design-time and run-time environments for developing smart virtual prototypes.  marko salmela harri kyllönen
a contour display generation algorithm for vlsi implementation  recent articles have discussed the current trend towards designing raster graphics algorithms into vlsi chips. the purpose of these design efforts is to capture some of the real-time animation capability found in vector graphics systems. currently, real-time vector graphics animation is limited primarily to operations involving coordinate transformations. in order to enhance this animation capability, frequently encountered vector graphics algorithms that require the high speed, parallel computation capability of vlsi must be identified. real-time contour display generation from grid data is one such algorithm. this paper describes the specifics of a contour display generation algorithm, the architectural framework of a processor that performs this algorithm and the architectural requirements of such a processor.  the contouring algorithm is based on a data structure, the contouring tree, whose regularity and amenability for parallel computation make it an ideal candidate for vlsi. the architectural framework for a contouring processor chip that performs this algorithm for the real-time environment of interactive graphics is discussed, particularly the issues of memory size and data distribution. a model of the contouring process is created in order to determine the necessary physical parameters of the contouring processor in this architectural framework. conclusions are drawn concerning the feasibility of producing a vlsi chip that performs this contouring algorithm.  michael j. zyda
i-collide: an interactive and exact collision detection system for large-scale environments  we present an exact and interactive collision detection system, i-collide, for large-scale environments. such environments are characterized by the number of objects undergoing rigid motion and the complexity of the models. the algorithm does not assume the objects' motions can be expressed as a closed form function of time. the collision detection system is general and can be easily interfaced with a variety of applications. the algorithm uses a two- level approach based on pruning multiple-object pairs using bounding boxes and performing exact collision detection between selected pairs of polyhedral models. we demonstrate the performance of the system in walkthrough and simulation environments consisting of a large number of moving objects. in particular, the system takes less than 1/20 of a second to determine all the collisions and contacts in an environment consisting of more than 1000 moving polytopes, each consisting of more than 50 faces on an hp-9000/750.  jonathan d. cohen ming c. lin dinesh manocha madhav ponamgi
learner characteristics that predict success in using a text-editor tutorial  today, it is not unusual for secretaries to use computer-based word- processing systems to deal with manuscripts, correspondence, and memos. in the future, such functions as updating personal calendars, filing, and leaving messages undoubtedly will be handled by computers. for all these functions, people without a technical background are required to interact effectively with a computer system.  a person's introduction to computers often begins with an attempt to learn how to use a text editor. thus, knowing how to use a text editor is a requirement for a growing number of jobs. the importance of text editing is underscored by the recent psychological research devoted to understanding this skill [1,2,3,5].  dennis e. egan cheryll bowers louis m. gomez
phong normal interpolation revisited  phong shading is one of the best known, and at the same time simplest techniques to arrive at realistic images whem rendering 3d geometric models. however, despite (or maybe due to) its success and its widespread use, some aspects remain to be clarified with respect to its validity and robustness. this might be caused by the fact that the phong method is based on geometric arguments, illumination models, and clever heuristics. in this article we address some of the fundamentals that underlie phong shading, such as the computation of vertex normals for nonmanifold models and the adequacy of linear interpolation and we apply a new interpolation technique to achieve an efficient and qualitatively improve result.  c. w. a. m. van overveld b. wyvill