waashk/acm huggingface dataset:
the role and reality of graphics standards (panel)  graphics standards are formally sanctioned guidelines for graphics programming. just as ansi standards provide fortran programmers with a common ground among compilers, the role of graphics standards is to define a set of common procedures or subroutines for developing graphics applications. the primary objectives underlying graphics standards are program portability and a common methodology for application program development.  graphic standards are clearly desirable and efforts to bring them about are well underway. nevertheless, the role of graphics standards must be matched with the reality of software development environments.  a common problem faced by all standards committees is the very long lead time required to arrive at consensus. most standards groups are staffed by volunteers, chartered to develop standards models around generally-accepted current professional practices. often, this is a time-consuming process relying on compromise and diplomacy and hampered by long intervals between meetings.  as a result, standards inevitably lag behind the industry, where competitive hardware vendors play leapfrog with one another, pushing the state of the art. much of the concern surrounding standards implementations stems from the low level of standards literacy in the graphics user community. beyond a vague understanding of functionality, most graphics software shoppers have little understanding on the different levels of standards, how to measure a good implementation, and methods of programming efficiently using a graphics standards methodology. as a result, standards- based packages face the difficult challenge of balancing the theoretical world of standards with the down to-earth needs of application developers working against deadlines.  this session will measure the several standards proposals now in the ansi pipeline against the requirements and literacy level of the buying public. the evolution of a standard through ansi and the implications of certification procedures will be presented and discussed. the problems of implementing a graphics standard will also be discussed, along with the general buying criteria to follow when shopping for standards-based graphics software.  james r. warner
structured spatial domain image and data comparison metrics  often, images or datasets have to be compared, to facilitate choices of visualization and simulation parameters respectively. common comparison techniques include side-by-side viewing and juxtaposition, in order to facilitate visual verification of verisimilitude. in this paper, we propose quantitative techniques which accentuate differences in images and datasets. the comparison is enabled through a collection of partial metrics which, essentially, measure the lack of correlation between the datasets or images being compared. that is, they attempt to expose and measure the extent of the inherent structures in the difference between images or datasets. besides yielding numerical attributes, the metrics also produce images, which can visually highlight differences. our metrics are simple to compute and operate in the spatial domain. we demonstrate the effectiveness of our metrics through examples for comparing images and datasets.  nivedita sahasrabudhe john e. west raghu machiraju mark janus
adaptively sampled distance fields: a general representation of shape for computer graphics  adaptively sampled distance fields (adfs) are a unifying representation of shape that integrate numerous concepts in computer graphics including the representation of geometry and volume data and a broad range of processing operations such as rendering, sculpting, level-of-detail management, surface offsetting, collision detection, and color gamut correction. its structure is uncomplicated and direct, but is especially effective for quality reconstruction of complex shapes, e.g., artistic and organic forms, precision parts, volumes, high order functions, and fractals. we characterize one implementation of adfs, illustrating its utility on two diverse applications: 1) artistic carving of fine detail, and 2) representing and rendering volume data and volumetric effects. other applications are briefly presented.  sarah f. frisken ronald n. perry alyn p. rockwood thouis r. jones
drawing and animation using skeletal strokes  the use of skeletal strokes is a new vector graphics realization of the brush and stroke metaphor using arbitrary pictures as "ink". it is based on an idealized 2d deformation model defined by an arbitrary path. its expressiveness as a general brush stroke replacement and efficiency for interactive use make it suitable as a basic drawing primitive in drawing programs as well as windowing and page description systems. this paper presents our drawing and animation system, "skeletal draw", based on skeletal strokes. the effectiveness of the system in stylish picture creation is illustrated with various pictures made with it. decisions made in the handling of sub-strokes in a higher order stroke and recursive strokes are discussed. the general anchoring mechanism in the skeletal stroke framework allows any arbitrary picture deformation to be abstracted into a single stroke. its extension to piecewise continuous anchoring and the anchoring of shear angle and stroke width are explained. we demonstrated how this mechanism allows us to build up powerful pseudo-3d models which are particularly useful in the production of 2 1/2 d cartoon drawings and animation. animation sequences have been made to illustrate the ideas, including a vector graphics based motion blurring technique.  siu chi hsu irene h. h. lee
3d graphics and the wave theory  a continuing trend in computer representation of three dimensional synthetic scenes is the ever more accurate modelling of complex illumination effects. such effects provide cues necessary for a convincing illusion of reality. the best current methods simulate multiple specular reflections and refractions, but handle at most one scattering bounce per light ray. they cannot accurately simulate diffuse light sources, nor indirect lighting via scattering media, without prohibitive increases in the already very large computing costs.  conventional methods depend implicitly on a particle model; light propagates in straight and conceptually infinitely thin rays. this paper argues that a wave model has important computational advantages for the complex situations. in this approach, light is represented by wave fronts which are stored as two dimensional arrays of complex numbers.  the propagation of such a front can be simulated by a linear transformation. several advantages accrue. propagations in a direction orthogonal to the plane of a front are convolutions which can be done by fft in o(n log n) time rather than the n 2 time for a similar operation using rays. a typical speedup is about 10,000. the wavelength of the illumination sets a resolution limit which prevents unnecessary computation of elements smaller than will be visible. the generated wavefronts contain multiplicities of views of the scene, which can be individually extracted by passing them through different simulated lenses. lastly the wavefront calculations are ideally suited for implementation on available array processors, which provide more cost effective calculation for this task than general purpose computers.  the wave method eliminates the aliasing problem; the wavefronts are inherently spatially filtered, but substitutes diffraction effects and depth of focus limitations in its stead.  hans p. moravec
transfer between text editors  this paper describes a successful test of a quantitative model that accounts for large positive transfer effects between similar screen editors, between different line editors and from line editors to a screen editor, and between text and graphic editors. the model is tested in an experiment using two very similar full-screen text-editors differing only in the structure of their editing commands, verb-noun vs noun- verb. quantitative predictions for training time were derived from a production system model based on the polson and kieras (1985) model of text editing.  peter g. polson susan bovair david kieras
skitters and jacks: interactive 3d positioning tools  let scene composition be the precise placement of shapes relative to each other, using affine transformations. by this definition, the steps of scene composition are the selection of objects to be moved, the choice of transformation, and the specification of the parameters of the transformation. these parameters can be divided into two classes: anchors (such as an axis of rotation) and end conditions (such as a number of degrees to rotate). i discuss the advantages of using cartesian coordinate frames to describe both kinds of parameters. coordinate frames used in this way are called jacks. i also describe an interactive technique for placing jacks, using a three- dimensional cursor, called a skitter.  eric allan bier
integrated planning of robotic and computer vision based spatial reasoning tasks  this paper describes research that is designed to integrate computer vision with complex robot planning in order to achieve a system capable of autonomously reasoning in spatially reconfigurable environments. in its basic form, the computer vision based spatial reasoning system provides the capability to view objects of known structure and kinematic design and to reason about their spatial locations and orientations relative to a robotic manipulator. for the case of the specific robotic task panel to be discussed, the spatial reasoning system has knowledge of the structure and allowable motions of each of the substructures such as the movable doors, a drawer and a circular latch. this model based knowledge is used to direct an intelligent robot path planner toward accomplishing a final goal in which one of the substructures is manipulated or toward an intermediate goal such as repositioning the visual sensor for the purpose of obtaining better viewpoints so that more accurate visual reasoning can take place.  michael magee william hoff lance gatrell martin marietta william wolfe
tree resolution and generalized semantic tree  a resolution proof or a derivation of the empty clause from a set of clauses s = {c1, c2, …, ck} is called a tree resolution if no clause ci is used in more than one resolvent. we show that an unsatisfiable set of clauses s has a tree resolution proof if and only if there is a general semantic tree for s in which no clause appears in more than one terminal node. as an important application of this result, we derive a simple algorithm for obtaining a tree resolution proof, if one exists. the tree resolution proofs are important because they allow us to obtain the shortest "explanation".  s kundu
topological considerations in isosurface generation  a popular technique for rendition of isosurfaces in sampled data is to consider cells with sample points as corners and approximate the isosurface in each cell by one or more polygons whose vertices are obtained by interpolation of the sample data. that is, each polygon vertex is a point on a cell edge, between two adjacent sample points, where the function is estimated to equal the desired threshold value. the two sample points have values on opposite sides of the threshold, and the interpolated point is called an intersection point.  when one cell face has an intersection point in each of its four edges, then the correct connection among intersection points becomes ambiguous. an incorrect connection can lead to erroneous topology in the rendered surface, and possible discontinuities. we show that disambiguation methods, to be at all accurate, need to consider sample values in the neighborhood outside the cell. this paper studies the problems of disambiguation, reports on some solutions, and presents some statistics on the occurrence of such ambiguities.  a natural way to incorporate neighborhood information is through the use of calculated gradients at cell corners. they provide insight into the behavior of a function in well-understood ways. we introduce two gradient consistency heuristics that use calculated gradients at the corners of ambiguous faces, as well as the function values at those corners, to disambiguate at a reasonable computational cost. these methods give the correct topology on several examples that caused problems for other methods we examined.  allen van gelder jane wilhelms
intelligent jurisprudence research: a new concept  intelligent jurisprudence research (ijr) is a concept that consists in performing jurisprudence research with a computational tool that employs artificial intelligence (ai) techniques. jurisprudence research is the search employed by judicial professionals when seeking for past legal situations that may be useful to a legal activity. when humans perform jurisprudence research, they employ analogical reasoning in comparing a given actual situation with past decisions, noting the affinities between them. in the process of remembering a similar situation when faced to a new one, case-based reasoning (cbr) systems simulate analogical reasoning. therefore, cbr is an appropriate technology to deal with the chosen problem.  rosina weber
theory formation in artificial intelligence  theories in terms of causal mechanisms and causal relationships are a critical component of problem solving in artificial intelligence. a theory for explaining a given observation should satisfy constraints based on causal knowledge. in this paper, we present a new approach to theory formation. under this approach, a theory is formed by reasoning with causal constraints. the reasoning method is constraint-satisfaction. each coherent set of causal mechanisms discovered by the method instantiates the domain causal model to generate a causal hypothesis. if the domain causal model is true, then it can be shown that one of the causal hypotheses generated is true. in the case of using multi-level constraints, a theory is refined into more details by reasoning top-down through the levels of constraints.  l.-m. fu
an interactive framework for visualizing foreign currency exchange options (case study)  analyzing options is a complex, multi-variate process. option behavior depends on a variety of market conditions which vary over the time course of the option. the goal of this project is to provide an interactive visual environment which allows the analyst to explore these complex interactions, and to select and construct specific views for communicating information to non-analysts (e.g., marketing managers and customers).  in this paper we describe an environment for exploring 2- and 3-dimensional representations of options data, dynamically varying parameters, examining how multi-variate relationships develop over time, and exploring the likelihood of the development of different outcomes over the life of the option. we also demonstrate how this tool has been used by analysts to communicate to non- analysts how particular options no longer deliver the behavior they were originally intended to provide.  d. l. gresh b. e. rogowitz m. s. tignor e. j. mayland
modeling generalized cylinders via fourier morphing  generalized cylinders provide a compact representation for modeling many components of natural objects as well as a great variety of human-made industrial parts. this paper presents a new approach to modeling generalized cylinders based on cross-sectional curves defined using fourier descriptors. this modeling is based on contour interpolation and is implemented using a subdivision technique. the definition of generalized cylinders uses a three- dimensional trajectory which provides an adequate control for the smoothness of bend with a small number of parameters and includes the orientation of each cross- section (i.e, the local coordinate system) in the interpolation framework. fourier representations of cross-sectional curves are obtained from contours in digital images, and corresponding points are identified by considering angular and arc-length parametrizations. changes in cross-section shape through the trajectory are performed using fourier morphing. the technique proposed provides a comprehensive definition that allows the modeling of a wide variety of shapes, while maintaining a compact characterization to facilitate the description of shapes and displays.  alberto s. aguado eugenia montiel ed zaluska
infinite-source, ample-server control variate models for fininte-source, finite-server repairable item systems  a new modeling idea for comparing infinite-source, ample-server models (∞/∞) and finite-source, finite-server models (f/f) is considered. this comparison provides an estimate of the error when approximating an f/f system with an ∞/∞ system, and allows analytical solutions of the ∞/∞ model to be used as control variates. this approach is applied to estimate the difference in performance between an m/g/∞ queueing system (∞/∞) and the classical machine repair problem (f/f) and the difference in performance between infinite-source, ample-server multiechelon repairable item inventory systems and finite-source, finite-server multiechelon systems. using an ∞/∞ model as a control variate is shown to be an effective variance reduction technique for estimating the performance of many f/f systems.  mohamed a. ahmed douglas r. miller
xvl: a compact and qualified 3d representation with lattice mesh and surface for the internet  computer graphics systems and cad/cam systems are widely used and an abundance of 3d-data in various fields exists. however, based on the vrml technique, it is difficult to send such 3d-data through the internet, because of the large data size. transmission of practical and highly detailed 3d-data through the internet becomes a primary requirement.  therefore, a compact and qualified 3d-data representation method is greatly required. this paper describes xvl (extended vrml with lattice), a new framework for compact 3d-data representation with high quality surface shape. by utilizing a free-form surface technique, qualified surfaces are transferred with a limited amount of data size and rendered. free-form surfaces transferred by an efficient data structure are called lattice structure. this data structure contains only vertices, topologies, and attributes, and can be converted to the original surface. because the lattice structure is regarded as a polygon mesh, it can be easily integrated to a vrml file. these surfaces and lattice have the same topology and are thus interchangeable in the lattice structure. by using weighting attributes, a sophisticated surface shape can be represented. some practical xvl applications, such as an intuitive surface design system, are also introduced.  akira wakita makoto yajima tsuyoshi harada hiroshi toriya hiroaki chiyokura
siggraph vrml 3d ph.d conetree this paper describes the work-in-progress of a vrml 3d conetree to visualize ph.d. graduates and their ph.d. thesis advisors in the field of computer graphics. as part of the siggraph history project chaired by carl machover, this vrml 3d conetree debuts publicly at the 25th conference celebration at siggraph 98, july 1998, in orlando, fl. this conetree allows a vrml-enabled browser to visualize ph.d. contributors to the field of computer graphics and to trace their influences and academic progeny. the database developed may seed further studies of the field's contributors. the initial phase of this project (using ph.d advisors/graduates) provides a hierarchical (if arbitrary) view of part of siggraph's academic structure. norman i. badler roger w. webster
frequency domain metamodelling of a feedback queue  schruben and cogliano [1987] introduced frequency domain experiments as a tool for metamodel identification. to design a frequency domain experiment, the experimenter must choose appropriate values for certain experimental variables such as oscillation frequency, window size, and range of oscillation. in this paper, we demonstrate that these experimental variables affect the outcome of frequency domain experiments and the magnitude of these effects are model dependent.  tapas k. som robert g. sargent lee w. schruben
smooth b-spline illumination maps for bidirectional ray tracing  in this paper we introduce b-spline illumination maps and their generalizations and extensions for use in realistic image generation algorithms. the b-spline lighting functions (i.e., illumination maps) are defined as weighted probability density functions. the lighting functions can be estimated from random data and may be used in bidirectional distributed ray tracing programs as well as radiosity oriented algorithms. the use of these lighting functions in a bidirectional ray tracing system that can handle dispersion as well as the focusing of light through lenses is presented.  richard a. redner mark e. lee samuel p. uselton
a metafile for efficient sequential and random display of graphics  graphics metafiles have been in use at the los alamos national laboratory since early 1977. the first metafile format was defined in 1976 and has been updated several times to allow efficient graphics support in the los alamos computing environment. history and current applications of the common graphics system (cgs) metafile are given. design objectives, details of the format, and random access extensions incorporated in the metafile are described.  theodore n. reed
real-time texture synthesis by patch-based sampling we present an algorithm for synthesizing textures from an input sample. this patch-based sampling algorithm is fast and it makes high-quality texture synthesis a real-time process. for generating textures of the same size and comparable quality, patch-based sampling is orders of magnitude faster than existing algorithms. the patch-based sampling algorithm works well for a wide variety of textures ranging from regular to stochastic. by sampling patches according to a nonparametric estimation of the local conditional mrf density function, we avoid mismatching features across patch boundaries. we also experimented with documented cases for which pixel-based nonparametric sampling algorithms cease to be effective but our algorithm continues to work well. lin liang ce liu ying-qing xu baining guo heung-yeung shum
monitoring deployed agent teams  recent years are seeing an increasing need for on-line monitoring of deployed distributed teams of cooperating agents, e.g., for visualization, or performance tracking. however, in deployed systems, we often cannot rely on the agents to communicate their state to the monitoring system: (a) we rarely can change the behavior of already-deployed agents to communicate the required information (e.g., in legacy or proprietary systems); (b) different monitoring goals require different information to be communicated (e.g., agents' beliefs vs. plans); and (c) communications may be expensive, unreliable, or insecure. this paper presents a non-intrusive approach based on plan-recognition, in which the monitored agents' state is inferred from observations of their routine actions. in particular, we focus on inference of the team state based on its observed \emph{routine} communications, exchanged as part of coordinated task execution. the paper includes the following key novel contributions: (i) a \emph{linear time} probabilistic plan-recognition algorithm, well-suited for processing communications as observations; (ii) an approach to exploiting general knowledge of teamwork to predict agent responses during normal execution, to reduce monitoring uncertainty; and (iii) a monitoring algorithm that trades expressivity for scalability, representing only certain useful monitoring hypotheses, but allowing for any number of agents and their different activities, to be represented in a single coherent entity. our empirical evaluation illustrates that monitoring based on observed routine communications enables significant monitoring accuracy, while not being intrusive. the results also demonstrate a key lesson: a combination of complementary low-quality techniques is cheaper, and better, than a single, highly-optimized monitoring approach.  gal a. kaminka david v. pynadath milind tambe