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		<title>IEEE Transactions on Visualization and Computer Graphics</title>
		<link>http://www.computer.org/tvcg</link>
		<description>The IEEE Transactions on Visualization and Computer Graphics (TVCG) is published bimonthly. Its Editorial Board strives to publish papers that present important research results and state-of-the-art seminal papers within TVCG's scope. These include subjects related to visualization and computer graphics techniques, systems, software, hardware, and user interface issues. Specific topics include, but are not limited to: a) visualization techniques and methodologies; b) visualization systems and software; c) volume visualization; d) flow visualization; e) information visualization; f) multivariate visualization; g) modeling and surfaces; h) rendering techniques and methodologies; i) graphics systems and software; j) animation and simulation; k) user interfaces; l) virtual reality; m) visual programming and program visualization; and n) applications.	</description>
		<language>en-us</language>
		<pubDate>Sat, 13 Mar 2010 11:00:01 GMT</pubDate>
		<image>
			<url>http://csdl.computer.org/common/images/logos/tvcg.gif</url>
			<title>IEEE Computer Society</title>
			<description>List of recently published journal articles</description>
			<link>http://www.computer.org/tvcg</link>
		</image>
		<item>
			<title>PrePrint: Parallel View-Dependent Level-of-Detail Control</title>
			<link>http://www.pheedcontent.com/click.phdo?i=2375714b1518243d00753bc03e820f17</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.101</pheedo:origLink>
			<description>We present a scheme for view-dependent level-of-detail control that is implemented entirely on programmable graphics hardware. Our scheme selectively refines and coarsens an arbitrary triangle mesh at the granularity of individual vertices to create meshes that are highly adapted to dynamic view parameters. Such fine-grain control has previously been demonstrated using sequential CPU algorithms. However, these algorithms involve pointer-based structures with intricate dependencies that cannot be handled efficiently within the restricted framework of GPU parallelism.We show that by introducing new data structures and dependency rules, one can realize fine-grain progressive mesh updates as a sequence of parallel streaming passes over the mesh elements. A major design challenge is that the GPU processes stream elements in isolation. The mesh update algorithm has time complexity proportional to the selectively refined mesh, and moreover can be amortized across several frames. The result is a single standard index buffer than can be used directly for rendering. The static data structure is remarkably compact, requiring only 57% more memory than an indexed triangle list. We demonstrate real-time exploration of complex models with normals and textures, as well as shadowing and semitransparent surface rendering applications that make direct use of the resulting dynamic index buffer.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=2375714b1518243d00753bc03e820f17&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=2375714b1518243d00753bc03e820f17&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.101</guid>
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			<title>PrePrint: Measurement-Based Modeling of Contact Forces and Textures for Haptic Rendering</title>
			<link>http://www.pheedcontent.com/click.phdo?i=824bb4f1c4d85569a9c3ae5f2e0a5d27</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.52</pheedo:origLink>
			<description>Haptic texture represents the fine-grained attributes of an object's surface and is related to physical characteristics such as roughness and stiffness. We introduce an interactive and mobile scanning system for the acquisition and synthesis of haptic textures that consists of a visually tracked hand-held touch probe. The most novel aspect of our work is an estimation method for the contact stiffness of an object based solely on the acceleration and forces measured during stroking of its surface with the hand-held probe. We establish an experimental relationship between the estimated stiffness and the contact stiffness observed during compression. We also measure the height-displacement profile of an object's surface enabling us to generate haptic textures. We show an example of mapping the textures on to a coarse surface mesh obtained with an image-based technique, but the textures may also be combined with coarse surface meshes obtained by manual modeling.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
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&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.52</guid>
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			<title>IEEE Transactions on Visualization and Computer Graphics - May/June 2010 (Vol. 16, No. 3)</title>
			<link>http://opac.ieeecomputersociety.org/opac?year=2010&amp;volume=16&amp;issue=03&amp;acronym=tvcg</link>
			<description>IEEE Transactions on Visualization and Computer Graphics</description>
			<guid isPermaLink="true">http://www.computer.org/portal/site/tvcg/</guid>
		</item>
		<item>
			<title>PrePrint: Compressive Rendering: A Rendering Application of Compressed Sensing</title>
			<link>http://www.pheedcontent.com/click.phdo?i=14c8b5f21e708da8a391ef4fafde5e78</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.46</pheedo:origLink>
			<description>Recently, there has been growing interest in compressed sensing (CS), the new theory that shows how a small set of linear measurements can be used to reconstruct a signal if it is sparse in a transform domain. Although CS has been applied to many problems in other fields, in computer graphics it has only been used to accelerate the acquisition of light transport. In this paper, we propose a novel application of compressed sensing by using it to accelerate ray-traced rendering by exploiting the sparsity of the final image in the wavelet basis. To do this, we raytrace only a subset of the pixel samples in the spatial domain and use a simple, greedy CS-based algorithm to estimate the wavelet transform of the image during rendering. By taking the inverse wavelet transform of the result, we compute an accurate reconstruction of the desired final image. Our results show that our framework can achieve high-quality images with approximately 75% of the pixel samples using a non-adaptive sampling scheme. In addition, we also perform better than other algorithms that might be used to fill in the missing pixel data, such as interpolation or inpainting. Furthermore, since the algorithm works in image space, it is completely independent of scene complexity.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=14c8b5f21e708da8a391ef4fafde5e78&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=14c8b5f21e708da8a391ef4fafde5e78&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.46</guid>
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			<title>PrePrint: Hi-Trees and Their Layout</title>
			<link>http://www.pheedcontent.com/click.phdo?i=85031da321f9a7248abe98c2cc9892df</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.45</pheedo:origLink>
			<description>Constructing arguments and understanding them is not easy. Visualization of argument structure has been shown to help understanding and improve critical thinking. We describe a visualization tool for understanding arguments. It utilizes a novel hi-tree based representation of the argument's structure, provides focus based interaction techniques for visualization, and a number of different layout styles which provide more compact layout of larger arguments. We give efficient algorithms for computing these different kinds of layout.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=85031da321f9a7248abe98c2cc9892df&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=85031da321f9a7248abe98c2cc9892df&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.45</guid>
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			<title>PrePrint: Spatial Generalisation and Aggregation of Massive Movement Data</title>
			<link>http://www.pheedcontent.com/click.phdo?i=102efc69dc4dbb540340b49fbd5a77d1</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.44</pheedo:origLink>
			<description>Movement data (trajectories of moving agents) are hard to visualize: numerous intersections and overlapping between trajectories make the display heavily cluttered and illegible. It is necessary to use appropriate data abstraction methods. We suggest a method for spatial generalization and aggregation of movement data, which transforms trajectories into aggregate flows between areas. It is assumed that no predefined areas are given. We have devised a special method for partitioning the underlying territory into appropriate areas. The method is based on extracting significant points from the trajectories. The resulting abstraction conveys essential characteristics of the movement. The degree of abstraction can be controlled through the parameters of the method. We introduce local and global numeric measures of the quality of the generalization and suggest an approach to improving the quality in selected parts of the territory where this is deemed necessary. The suggested method can be used in interactive visual exploration of movement data and for creating legible flow maps for presentation purposes.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=102efc69dc4dbb540340b49fbd5a77d1&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=102efc69dc4dbb540340b49fbd5a77d1&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.44</guid>
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		<item>
			<title>PrePrint: Scan-Based Volume Animation Driven by Locally Adaptive Articulated Registrations</title>
			<link>http://www.pheedcontent.com/click.phdo?i=0b77fa0dd48135ec98277d62c41343aa</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.39</pheedo:origLink>
			<description>This paper describes a complete system to create anatomically accurate example-based volume deformation and animation of articulated body regions, starting from multiple in vivo volume scans of a specific individual. In order to solve the correspondence problem across volume scans, a template volume is registered to each sample. The wide range of pose variations is first approximated by volume blend deformation (VBD), providing proper initialization of the articulated subject in different poses. A novel registration method is presented to efficiently reduce the computation cost while avoiding strong local minima inherent in complex articulated body volume registration. The algorithm highly constrains the degrees of freedom and search space involved in the non-linear optimization, using hierarchical volume structures and locally constrained deformation based on the biharmonic clamped spline. Our registration step establishes a correspondence across scans, allowing a data-driven deformation approach in the volume domain. The results provide a person-specific 3D human body model, asymptotically accurate inner tissue deformations, and realistic volume animation of articulated movements driven by standard joint control estimated from the actual skeleton. The robustness of our algorithms is tested by their applications on the hand, probably the most complex articulated region in the body.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=0b77fa0dd48135ec98277d62c41343aa&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=0b77fa0dd48135ec98277d62c41343aa&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.39</guid>
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			<title>PrePrint: A Perception Correlated Comparison Method for Dynamic Meshes</title>
			<link>http://www.pheedcontent.com/click.phdo?i=00c48afd0679674860d892fd8843ce29</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.38</pheedo:origLink>
			<description>There are multiple areas of computer graphics where dynamic triangular meshes are being altered in order to reduce their size or complexity, while we attempt to preserve the original shape of the mesh as closely as possible. However, to date very little effort has been made to develop methods for evaluating the results, namely the amount of distortion introduced by the processing. Even the most sophisticated compression methods use distortion evaluation by some kind of mean squared error while the actual relevance of such measure has not been verified so far. In this paper, we point out some serious drawbacks of the existing error measures. We will present results of the subjective testing that we have performed, and we will derive a new measure called STED which will be shown to provide much better correlation with subjective opinions on mesh distortion.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=00c48afd0679674860d892fd8843ce29&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=00c48afd0679674860d892fd8843ce29&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.38</guid>
		</item>
		<item>
			<title>PrePrint: Towards High Quality Gradient Estimation on Regular Lattices</title>
			<link>http://www.pheedcontent.com/click.phdo?i=6277b30502e07a888ce2fb8392aa7fc4</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.37</pheedo:origLink>
			<description>In this paper, we present two methods for accurate gradient estimation from scalar field data sampled on regular lattices. The first method is based on the multi-dimensional Taylor series expansion of the convolution sum and allows us to specify design criteria such as compactness and approximation power. The second method is based on a Hilbert space framework and provides a minimum error solution in the form of an orthogonal projection operating between two approximation spaces. Both methods lead to discrete filters which can be combined with continuous reconstruction kernels to yield highly accurate estimators as compared to the current state of the art. We demonstrate the advantages of our methods in the context of volume rendering of data sampled on Cartesian and Body-Centered Cubic lattices. Our results show significant qualitative and quantitative improvements for both synthetic and real data, while incurring a moderate pre-processing and storage overhead.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=6277b30502e07a888ce2fb8392aa7fc4&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=6277b30502e07a888ce2fb8392aa7fc4&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.37</guid>
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			<title>PrePrint: Geometry Synthesis on Surfaces Using Field-Guided Shape Grammars</title>
			<link>http://www.pheedcontent.com/click.phdo?i=849dce4c2a1f83efd84db2c3e89da68e</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.36</pheedo:origLink>
			<description>We show how to model geometry patterns on surfaces. We build on the concept of shape grammars to allow the grammars to be guided by a vector or tensor field. Our approach affords greater artistic freedom in design and enables the use of grammars to create patterns on manifold surfaces. We show several application examples in visualization, anisotropic tiling of mosaics, and geometry synthesis on surfaces. In contrast to previous work we can create patterns that adapt to the underlying surface rather than distorting the geometry with a texture parametrization. Additionally, we are the first to model patterns with a global structure thanks to the ability to derive field-guided shape grammars on surfaces.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=849dce4c2a1f83efd84db2c3e89da68e&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=849dce4c2a1f83efd84db2c3e89da68e&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.36</guid>
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			<title>PrePrint: Visibility Histograms and Visibility-Driven Transfer Functions</title>
			<link>http://www.pheedcontent.com/click.phdo?i=a762b52acacdf355fbd67549e7c15d0b</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.35</pheedo:origLink>
			<description>Direct volume rendering is an important tool for visualizing complex data sets. However, in the process of generating 2D images from 3D data, information is lost in the form of attenuation and occlusion. The lack of a feedback mechanism to quantify the loss of information in the rendering process makes the design of good transfer functions a difficult and time consuming task. In this paper, we present the general notion of visibility histograms, which are multi-dimensional graphical representations of the distribution of visibility in a volume-rendered image. In this paper, we explore the 1D and 2D transfer functions that result from intensity values and gradient magnitude. With the help of these histograms, users can manage a complex set of transfer function parameters that maximize the visibility of the intervals of interest and provide high quality images of volume data. We present a semi-automated method for generating transfer functions, which progressively explores the transfer function space towards the goal of maximizing visibility of important structures. Our methodology can be easily deployed in most visualization systems and can be used together with traditional 1D and 2D opacity transfer functions based on scalar values, as well as with other more sophisticated rendering algorithms.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=a762b52acacdf355fbd67549e7c15d0b&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=a762b52acacdf355fbd67549e7c15d0b&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.35</guid>
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			<title>PrePrint: Feature-Preserving Volume Data Reduction and Focus+Context Visualization</title>
			<link>http://www.pheedcontent.com/click.phdo?i=5e746dec4b860f6e8f71c92aba1fe9fa</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.34</pheedo:origLink>
			<description>The growing sizes of volumetric data sets pose a great challenge for interactive visualization. In this paper, we present a feature-preserving data reduction and focus+context visualization method based on transfer function driven, continuous voxel repositioning and resampling techniques. Rendering reduced data can enhance interactivity. Focus+context visualization can show details of selected features in context on display devices with limited resolution. Our method utilizes the input transfer function to assign importance values to regularly partitioned regions of the volume data. According to user interaction, it can then magnify regions corresponding to the features of interest while compressing the rest by deforming the 3D mesh. The level of data reduction achieved is significant enough to improve overall efficiency. By using continuous deformation, our method avoids the need to smooth the transition between low and high resolution regions as often required by multiresolution methods. Furthermore, it is particularly attractive for focus+context visualization of multiple features. We demonstrate the effectiveness and efficiency of our method with several volume data sets from medical applications and scientific simulations.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=5e746dec4b860f6e8f71c92aba1fe9fa&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=5e746dec4b860f6e8f71c92aba1fe9fa&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.34</guid>
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			<title>PrePrint: Directing Crowd Simulations Using Navigation Fields</title>
			<link>http://www.pheedcontent.com/click.phdo?i=21a679cce6ef603a3087f935a4341220</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.33</pheedo:origLink>
			<description>We present a novel approach to direct and control virtual crowds using navigation fields. Our method guides one or more agents towards desired goals based on guidance fields. The system allows the user to specify these fields by either sketching paths directly in the scene via an intuitive authoring interface or by importing motion flow fields extracted from crowd video footage. We propose a novel formulation to blend input guidance fields to create singularity-free, goal-directed navigation fields. Our method can be easily combined with most current local collision-avoidance methods and we use two such methods as examples to highlight the potential of our approach. We illustrate its performance on several simulation scenarios.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=21a679cce6ef603a3087f935a4341220&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=21a679cce6ef603a3087f935a4341220&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.33</guid>
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			<title>PrePrint: Illustrative Volume Visualization Using GPU-Based Particle Systems</title>
			<link>http://www.pheedcontent.com/click.phdo?i=c7b31f74f1aad812b641da9241b046b1</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.32</pheedo:origLink>
			<description>Illustrative techniques are generally applied to produce stylized renderings. Various illustrative styles have been applied to volumetric data sets, producing clearer images and effectively conveying visual information. We adopt particle systems to produce user-configurable stylized renderings from the volume data, imitating traditional pen-and-ink drawings. In the following, we present an interactive GPU-based illustrative volume rendering framework, called VolFliesGPU. In this framework, iso-surfaces are sampled by evenly distributed particle sets, delineating surface shape by illustrative styles. The appearance of these styles is based on locally-measured surface properties. For instance, hatches convey surface shape by orientation and shape characteristics are enhanced by color, mapped using a curvature-based transfer function. Hidden-surfaces are generally removed to avoid visual clutter, after which a combination of styles is applied per iso-surface. Multiple surfaces and styles can be explored interactively, exploiting parallelism in both graphics hardware and particle systems. We achieve real-time interaction and prompt parametrization of the illustrative styles, using an intuitive GPGPU paradigm that delivers the computational power to drive our particle system and visualization algorithms.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=c7b31f74f1aad812b641da9241b046b1&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=c7b31f74f1aad812b641da9241b046b1&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.32</guid>
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			<title>PrePrint: Real-Time Creased Approximate Subdivision Surfaces with Displacements</title>
			<link>http://www.pheedcontent.com/click.phdo?i=7dc2d98ceca36a9ded2332b67b146fd3</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.31</pheedo:origLink>
			<description>We present an extension of Loop and Schaefer&amp;#x2019;s approximation of Catmull-Clark surfaces (ACC) for surfaces with creases and corners. We discuss the integration of ACC into Valve&amp;#x2019;s Source game engine and analyze performance of our implementation.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=7dc2d98ceca36a9ded2332b67b146fd3&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=7dc2d98ceca36a9ded2332b67b146fd3&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.31</guid>
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		<item>
			<title>PrePrint: Per-Pixel Opacity Modulation for Feature Enhancement in Volume Rendering</title>
			<link>http://www.pheedcontent.com/click.phdo?i=276f93515dd52f04cf5e34d13ae0a6dd</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.30</pheedo:origLink>
			<description>Classical direct volume rendering techniques accumulate color and opacity contributions using the standard volume rendering equation approximated by alpha blending. However, such standard rendering techniques, often also aiming at visual realism, are not always adequate for efficient data exploration, especially when large opaque areas are present in a dataset, since such areas can occlude important features. On the other hand, the use of highly transparent transfer functions often makes features barely visible. In order to enhance feature visibility, we present in this paper a straightforward rendering technique that consists of modifying the traditional volume rendering equation. Our approach does not require an opacity transfer function, and instead is based on a function quantifying the relative importance of each voxel in the final rendering called relevance function. This function is subsequently used to dynamically adjust the opacity of the contributions per-pixel. We conduct experiments with a number of possible relevance functions in order to show the influence of this parameter. As will be shown by our comparative study, our rendering method is much more suitable than standard volume rendering for interactive data exploration at a low extra cost. Thereby, our method avoids feature visibility restrictions without relying on a transfer function and yet maintains a visual similarity with standard volume rendering.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;hr /&gt;
&lt;div style=&quot;font-size:xx-small;color:gray;padding-bottom:.5em&quot;&gt;Presented By:&lt;/div&gt;
&lt;div&gt;&lt;a href=&quot;http://ads.pheedo.com/feeds/ht.php?t=c&amp;amp;i=276f93515dd52f04cf5e34d13ae0a6dd&amp;amp;p=1&quot;&gt;NEC&lt;/a&gt;&lt;/div&gt;
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&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;
&lt;div style=&quot;font-size:xx-small; padding-top: 1em;&quot;&gt;&lt;span style=&quot;border-top: 1px solid&quot;&gt;
&lt;br style=&quot;display:none&quot;/&gt;
&lt;a href=&quot;http://www.pheedo.com/&quot;&gt;Ads by Pheedo&lt;/a&gt;
&lt;/span&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0; height: 1px; width: 1px;&quot; border=&quot;0&quot; height=&quot;1&quot; width=&quot;1&quot; src=&quot;http://ads.pheedo.com/feeds/ht.php?t=v&amp;amp;i=276f93515dd52f04cf5e34d13ae0a6dd&amp;amp;p=1&quot;/&gt;
&lt;br/&gt;
&lt;/div&gt;
</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.30</guid>
		</item>
		<item>
			<title>PrePrint: Isodiamond Hierarchies: An Efficient Multiresolution Representation for Isosurfaces and Interval Volumes</title>
			<link>http://www.pheedcontent.com/click.phdo?i=3ac7e75e43e8c15bc52cd868a631eb99</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.29</pheedo:origLink>
			<description>Efficient multiresolution representations for isosurfaces and interval volumes are becoming increasingly important as the gap between volume data sizes and processing speed continues to widen. We consider as multiresolution scalar field model a hierarchy of tetrahedral clusters generated by longest edge bisection, that we call a hierarchy of diamonds. We propose two multiresolution models for representing extracted isosurfaces or interval volumes, which exploit the regular structure of the hierarchy of diamonds. They are defined by subsets of diamonds in the hierarchy, that we call isodiamonds, enhanced with geometric and topological information for encoding the relation between the isosurface, or interval volume, and the diamond itself. One multiresolution model, called a relevant isodiamond hierarchy, encodes the isodiamonds intersected by the isosurface or interval volume, as well as their ancestors, while the other model, called a minimal isodiamond hierarchy, encodes only the intersected isodiamonds. Since both models operate directly on the extracted isosurface or interval volume, they do not support dynamic isovalue modifications, but require significantly less memory and support faster selective refinement queries than the original multiresolution scalar field. We demonstrate the compactness of isodiamond hierarchies by comparing them to an indexed representation of the mesh at full resolution.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=3ac7e75e43e8c15bc52cd868a631eb99&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=3ac7e75e43e8c15bc52cd868a631eb99&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.29</guid>
		</item>
		<item>
			<title>PrePrint: Inductively Generating Euler Diagrams</title>
			<link>http://www.pheedcontent.com/click.phdo?i=5db9c0bc6f3eaaa78c6cb725b1350f21</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.28</pheedo:origLink>
			<description>Euler diagrams have a wide variety of uses, from information visualization to logical reasoning. In all of their application areas, the ability to automatically layout Euler diagrams brings considerable benefits. In this paper, we present a novel approach to Euler diagram generation. We develop certain graphs associated with Euler diagrams in order to allow curves to be added by finding cycles in these graphs. This permits us to build Euler diagrams inductively, adding one curve at a time. Our technique is adaptable, allowing the easy specification, and enforcement, of sets of wellformednesss conditions; we present a series of results that identify properties of cycles that correspond to the wellformedness conditions. This improves upon other contributions towards the automated generation of Euler diagrams which implicitly assume some fixed set of wellformedness conditions must hold. In addition, unlike most of these other generation methods, our technique allows any abstract description to be drawn as an Euler diagram. To establish the utility of the approach, a prototype implementation has been developed.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=5db9c0bc6f3eaaa78c6cb725b1350f21&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=5db9c0bc6f3eaaa78c6cb725b1350f21&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.28</guid>
		</item>
		<item>
			<title>PrePrint: Virtualized Traffic: Reconstructing Traffic Flows from Discrete Spatio-Temporal Data</title>
			<link>http://www.pheedcontent.com/click.phdo?i=8aadf2dd3837f19b7cf58ce3e5c3c9e7</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.27</pheedo:origLink>
			<description>We present a novel concept, to reconstruct and visualize continuous traffic flows from discrete spatio-temporal data provided by traffic sensors or generated artificially to enhance a sense of immersion in a dynamic virtual world. Given the positions of each car at two recorded locations on a highway and the corresponding time instances, our approach can reconstruct the traffic flows (i.e. the dynamic motions of multiple cars over time) in between the two locations along the highway for immersive visualization of virtual cities or other environments. Our algorithm is applicable to high-density traffic on highways with an arbitrary number of lanes and takes into account the geometric, kinematic, and dynamic constraints on the cars. Our method reconstructs the car motion that automatically minimizes the number of lane changes, respects safety distance to other cars, and computes the acceleration necessary to obtain a smooth traffic flow subject to the given constraints. Furthermore, our framework can process a continuous stream of input data in real time, enabling the users to view virtualized traffic events in a virtual world as they occur. We demonstrate our reconstruction technique with both synthetic and real-world input.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=8aadf2dd3837f19b7cf58ce3e5c3c9e7&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=8aadf2dd3837f19b7cf58ce3e5c3c9e7&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.27</guid>
		</item>
		<item>
			<title>PrePrint: The Effect on Lower Spine Muscle Activation of Walking on a Narrow Beam in Virtual Reality</title>
			<link>http://www.pheedcontent.com/click.phdo?i=6912a377d499c4fddde31e2bce987ddf</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.26</pheedo:origLink>
			<description>To what extent do people behave in immersive virtual environments as they would in similar situations in a physical environment? There are many ways to address this question, ranging from questionnaires, behavioral studies, and the use of physiological measures. Here we compare the onsets of muscle activity using surface electromyography (EMG) while participants were walking under three different conditions: on a normal floor surface, on a narrow ribbon along the floor, and on a narrow platform raised off the floor. The same situation was rendered in an immersive virtual environment (IVE) Cave-like system, and 12 participants did the three types of walking in a counter-balanced within-groups design. The mean number of EMG activity onsets per unit time followed the same pattern in the virtual environment as in the physical environment - significantly higher for walking on the platform compared to walking on the floor. Even though participants knew that they were in fact really walking at floor level in the virtual environment condition, the visual illusion of walking on a raised platform was sufficient to influence their behavior in a measurable way. This opens up the door for this technique to be used in gait and posture related scenarios including rehabilitation.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=6912a377d499c4fddde31e2bce987ddf&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=6912a377d499c4fddde31e2bce987ddf&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.26</guid>
		</item>
		<item>
			<title>PrePrint: Video Painting with Space-Time-Varying Style Parameters</title>
			<link>http://www.pheedcontent.com/click.phdo?i=4721eff7593a6c9abe0a4f067b379f4b</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.25</pheedo:origLink>
			<description>Artists use different means of stylization to control the focus on different objects in the scene. This allows them to portray complex meaning and achieve certain artistic effects. Most prior work on painterly rendering of videos, however, uses only a single painting style, with fixed global parameters, irrespective of objects and their layout in the images. This often leads to inadequate artistic control. Moreover, brush stroke orientation is typically assumed to follow an everywhere continuous directional field. In this article, we propose a video painting system that accounts for the spatial support of objects in the images or video, and uses this information to specify style parameters and stroke orientation for painterly rendering. Since objects occupy distinct image locations and move relatively smoothly from one video frame to another, our object-based painterly rendering approach is characterized by style parameters that coherently vary in space and time. Spatiotemporal coherence of varying style parameters enables more artistic freedom, such as emphasis/deemphasis, increase or decrease of contrast, exaggeration or abstraction of different objects in the scene in a temporally coherent fashion.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=4721eff7593a6c9abe0a4f067b379f4b&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=4721eff7593a6c9abe0a4f067b379f4b&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.25</guid>
		</item>
		<item>
			<title>PrePrint: Automatic Metro Map Layout Using Multicriteria Optimization</title>
			<link>http://www.pheedcontent.com/click.phdo?i=09bae1fec97209c57764002931d34fba</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.24</pheedo:origLink>
			<description>This paper describes an automatic mechanism for drawing metro maps. We apply multicriteria optimization to find effective placement of stations with a good line layout and to label the map unambiguously. A number of metrics are defined, which are used in a weighted sum to find a fitness value for a layout of the map. A hill climbing optimizer is used to reduce the fitness value, and find improved map layouts. To avoid local minima, we apply clustering techniques to the map &amp;#8212; the hill climber moves both stations and clusters when finding improved layouts. We show the method applied to a number of metro maps, and describe an empirical study that provides some quantitative evidence that automatically-drawn metro maps can help users to find routes more efficiently than either published maps or undistorted maps. Moreover, we found that, in these cases, study subjects indicate a preference for automatically-drawn maps over the alternatives.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=09bae1fec97209c57764002931d34fba&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=09bae1fec97209c57764002931d34fba&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.24</guid>
		</item>
		<item>
			<title>PrePrint: Example-Based Human Motion Denoising</title>
			<link>http://www.pheedcontent.com/click.phdo?i=5a32ffb97e5b01a165de2232556eaa88</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.23</pheedo:origLink>
			<description>With the proliferation of motion capture data, interest in removing noise and outliers from motion capture data has increased. In this paper, we introduce an efficient human motion denoising technique for the simultaneous removal of noise and outliers from input human motion data. The key idea of our approach is to learn a series of filter bases from precaptured motion data and use them along with robust statistics techniques to filter noisy motion data. Mathematically, we formulate the motion denoising process in a nonlinear optimization framework. The objective function measures the distance between the noisy input and the filtered motion in addition to how well the filtered motion preserves spatial-temporal patterns embedded in captured human motion data. Optimizing the objective function produces an optimal filtered motion that keeps spatial-temporal patterns in captured motion data. We also extend the algorithm to fill in the missing values in input motion data. We demonstrate the effectiveness of our system by experimenting with both real and simulated motion data. We also show the superior performance of our algorithm by comparing it with three baseline algorithms and to those in state-of-art motion capture data processing software such as Vicon Blade.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=5a32ffb97e5b01a165de2232556eaa88&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=5a32ffb97e5b01a165de2232556eaa88&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.23</guid>
		</item>
		<item>
			<title>PrePrint: The General Pinhole Camera: Effective and Efficient Non-Uniform Sampling for Visualization</title>
			<link>http://www.pheedcontent.com/click.phdo?i=5cc5a9f654328dd82fb513bf3bf91afa</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.22</pheedo:origLink>
			<description>We introduce the general pinhole camera (GPC), defined by a center of projection (i.e. the pinhole), an image plane, and a set of sampling locations in the image plane. We demonstrate the advantages of the GPC in the contexts of remote visualization, of focus plus context visualization, and of extreme antialiasing, which all greatly benefit from the sampling flexibility afforded by the GPC. For remote visualization we describe a GPC that allows zooming-in at the client without the need for transferring additional data from the server. For focus plus context visualization we describe a GPC with multiple regions of interest that are magnified while preserving sampling rate continuity to the surrounding areas. For extreme antialiasing we describe a GPC variant that allows supersampling locally with a very high number of color samples per output pixel (e.g. 1024x), supersampling levels that are out of reach for conventional approaches that supersample the entire image. The GPC supports many types of data, including surface geometry, volumetric, and image data, as well as many rendering modes, including highly view-dependent effects such as volume rendering. Finally GPC visualization is efficient&amp;#x2014;GPC images are rendered and resampled with the help of graphics hardware at interactive rates.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;hr /&gt;
&lt;div style=&quot;font-size:xx-small;color:gray;padding-bottom:.5em&quot;&gt;Presented By:&lt;/div&gt;
&lt;div&gt;&lt;a href=&quot;http://ads.pheedo.com/feeds/ht.php?t=c&amp;amp;i=5cc5a9f654328dd82fb513bf3bf91afa&amp;amp;p=1&quot;&gt;NEC&lt;/a&gt;&lt;/div&gt;
&lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot;&gt;
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&lt;tr&gt;&lt;td&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
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&lt;div style=&quot;font-size:xx-small; padding-top: 1em;&quot;&gt;&lt;span style=&quot;border-top: 1px solid&quot;&gt;
&lt;br style=&quot;display:none&quot;/&gt;
&lt;a href=&quot;http://www.pheedo.com/&quot;&gt;Ads by Pheedo&lt;/a&gt;
&lt;/span&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0; height: 1px; width: 1px;&quot; border=&quot;0&quot; height=&quot;1&quot; width=&quot;1&quot; src=&quot;http://ads.pheedo.com/feeds/ht.php?t=v&amp;amp;i=5cc5a9f654328dd82fb513bf3bf91afa&amp;amp;p=1&quot;/&gt;
&lt;br/&gt;
&lt;/div&gt;
</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.22</guid>
		</item>
		<item>
			<title>PrePrint: Using Cognitive Fit Theory to Evaluate the Effectiveness of Information Visualizations: An Example Using Quality Assurance Data</title>
			<link>http://www.pheedcontent.com/click.phdo?i=132a5646cceced2915a0b23fb69bb3c6</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.21</pheedo:origLink>
			<description>Cognitive fit theory, along with the proximity compatibility principle, is investigated as a basis to evaluate the effectiveness of information visualizations to support a decision-making task. The task used in this study manipulates varying levels of task complexity for quality control decisions in a high volume discrete manufacturing environment. The volume of process monitoring and quality control data produced in this type of environment can be daunting. Today&amp;#x2019;s managers need effective decision support tools to sort through the morass of data in a timely fashion to make critical decisions on product and process quality.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=132a5646cceced2915a0b23fb69bb3c6&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=132a5646cceced2915a0b23fb69bb3c6&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.21</guid>
		</item>
		<item>
			<title>PrePrint: Comparative Visualization for Parameter Studies of Dataset Series</title>
			<link>http://www.pheedcontent.com/click.phdo?i=57193aa13fe395afb7b4b916c2f7f09f</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.20</pheedo:origLink>
			<description>This paper proposes comparison and visualization techniques to carry out parameter studies for the special application area of dimensional measurement using 3D X-ray computed tomography (3DCT). A dataset series is generated by scanning a specimen multiple times by varying parameters of an industrial 3DCT device. A high resolution series is explored using our planar reformatting based visualization system. We present a novel multi-image view and an edge explorer for comparing and visualizing gray values and edges of several datasets simultaneously. Visualization results and quantitative data are displayed side by side. Our technique is scalable and generic. It can be effective in various application areas like parameter studies of imaging modalities and dataset artifact detection. For fast data retrieval and convenient usability we use bricking of the datasets and efficient data structures. We evaluate the applicability of the proposed techniques in collaboration with our company partners.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=57193aa13fe395afb7b4b916c2f7f09f&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=57193aa13fe395afb7b4b916c2f7f09f&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.20</guid>
		</item>
		<item>
			<title>PrePrint: Binary Mesh Partitioning for Cache-Efficient Visualization</title>
			<link>http://www.pheedcontent.com/click.phdo?i=766de9daf9f260bca8d60a267bf1d35e</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.19</pheedo:origLink>
			<description>One important bottleneck when visualizing large data sets is the data transfer between processor and memory. Cache-aware (CA) and cache-oblivious (CO) algorithms take into consideration the memory hierarchy to design cache efficient algorithms. CO approaches have the advantage to adapt to unknown and varying memory hierarchies. Recent CA and CO algorithms developed for 3D mesh layouts significantly improve performance of previous approaches, but they lack of theoretical performance guarantees. We present in this paper a O(N log N) algorithm to compute a CO layout for unstructured but well shaped meshes. We prove that a coherent traversal of a N-size mesh in dimension d induces less than N/B+O(N/M&lt;sup&gt;1/d&lt;/sup&gt;) cache-misses where B and M are the block size and the cache size, respectively. Experiments show that our layout computation is faster and significantly less memory consuming than the best known CO algorithm. Performance is comparable to this algorithm for classical visualization algorithm access patterns, or better when the BSP tree produced while computing the layout is used as an acceleration data structure adjusted to the layout. We also show that cache oblivious approaches lead to significant performance increases on recent GPU architectures.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=766de9daf9f260bca8d60a267bf1d35e&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=766de9daf9f260bca8d60a267bf1d35e&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.19</guid>
		</item>
		<item>
			<title>PrePrint: Real-Time Volume-Based Ambient Occlusion</title>
			<link>http://www.pheedcontent.com/click.phdo?i=b6c04d38ef8931af671c3eecc17b58a2</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.18</pheedo:origLink>
			<description>Real-time rendering can benefit from global illumination methods to make the three-dimensional environments look more convincing and lifelike. On the other hand, the conventional global illumination algorithms for the estimation of the diffuse surface inter-reflection make heavy usage of intra- and inter-object visibility calculations, so they are time consuming, and using them in real-time graphics applications can be prohibitive for complex scenes. Modern illumination approximations, such as ambient occlusion variants, use pre-calculated or frame-dependent data to reduce the problem to a local shading one. This paper presents a fast real-time method for visibility sampling using volumetric data in order to produce accurate inter- and intra-object ambient occlusion. The proposed volume sampling technique disassociates surface representation data from the visibility calculations, and therefore makes the method suitable for both primitive-order or screen-order rendering, such as deferred rendering. The sampling mechanism can be used in any application that performs visibility queries or ray marching.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=b6c04d38ef8931af671c3eecc17b58a2&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=b6c04d38ef8931af671c3eecc17b58a2&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.18</guid>
		</item>
		<item>
			<title>PrePrint: Smooth, Volume-Accurate Material Interface Reconstruction</title>
			<link>http://www.pheedcontent.com/click.phdo?i=4e96739b706d107094c6ae4a882fa593</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.17</pheedo:origLink>
			<description>A new material interface reconstruction method for volume fraction data is presented. Our method is comprised of two components: first, we generate initial interface topology; then, using a combination of smoothing and volumetric forces within an active interface model, we iteratively transform the initial material interfaces into high-quality surfaces that accurately approximate the problem's volume fractions. Unlike all previous work, our new method produces material interfaces that are smooth, continuous across cell boundaries, and segment cells into regions with proper volume. These properties are critical during visualization and analysis. Generating high-quality mesh representations of material interfaces is required for accurate calculations of interface statistics, and dramatically increases the utility of material boundary visualizations.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=4e96739b706d107094c6ae4a882fa593&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=4e96739b706d107094c6ae4a882fa593&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.17</guid>
		</item>
		<item>
			<title>PrePrint: Fast Construction of k-Nearest Neighbor Graphs for Point Clouds</title>
			<link>http://www.pheedcontent.com/click.phdo?i=3d1dab6353a9755e48b0f819b6c2202b</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.9</pheedo:origLink>
			<description>We present a parallel algorithm for k-nearest neighbor graph construction that uses Morton ordering. Experiments show that our approach has the following advantages over existing methods: (1) Faster construction of k-nearest neighbor graphs in practice on multi-core machines. (2) Less space usage. (3) Better cache efficiency. (4) Ability to handle large data sets. (5) Ease of parallelization and implementation. If the point set has a bounded expansion constant, our algorithm requires one comparison based parallel sort of points according to Morton order plus near linear additional steps to output the k-nearest neighbor graph.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=3d1dab6353a9755e48b0f819b6c2202b&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=3d1dab6353a9755e48b0f819b6c2202b&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2010.9</guid>
		</item>
		<item>
			<title>PrePrint: Active Shape Modeling with Electric Flows</title>
			<link>http://www.pheedcontent.com/click.phdo?i=4cd371ac74de6f8fec34cc9ead381522</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.212</pheedo:origLink>
			<description>Physics-based particle systems are an effective tool for shape modeling. In this paper, we describe a new deformable model with electric flows based upon computer simulations of a number of charged particles embedded in an electrostatic system. Making use of optimized numerical techniques, the electric potential associated with the electric field in the simulated system is rapidly calculated using the finite-size particle (FSP) method. The simulation of deformation evolves based upon the vector sum of two interacting forces: one from the electric fields and the other from the image gradients. Inspired by the concept of the signed distance function associated with the entropy condition in the level set framework, we efficiently handle topological changes at the interface. In addition to automatic splitting and merging, the evolving contours enable simultaneous detection of various objects with varying intensity gradients. Our active contours can be applied to model arbitrarily complicated objects including shapes with sharp corners and cusps, and to situations where no a priori knowledge about the object's topology and geometry is made. We demonstrate the capabilities of this new algorithm in recovering a wide variety of structures on simulated and real images in both 2-D and 3-D.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=4cd371ac74de6f8fec34cc9ead381522&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=4cd371ac74de6f8fec34cc9ead381522&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.212</guid>
		</item>
		<item>
			<title>PrePrint: An Immersive Virtual Peer for Studying Social Influences on Child Cyclists&amp;#x2019; Road-Crossing Behavior</title>
			<link>http://www.pheedcontent.com/click.phdo?i=0cff82ec771c9d19eeb1bd57e6d2dd8f</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.211</pheedo:origLink>
			<description>The goal of our work is to develop a programmatically controlled peer to bicycle with a human subject for the purpose of studying how social interactions influence road-crossing behavior. The peer is controlled through a combination of reactive controllers that determine the gross  motion of the virtual bicycle, action-based controllers that animate the virtual bicyclist and generate verbal behaviors, and a keyboard interface that allows an experimenter to initiate the virtual bicyclist&amp;#x2019;s actions during the course of an experiment. The virtual bicyclist&amp;#x2019;s repertoire of behaviors includes road following, riding alongside the human rider, stopping at intersections, and crossing intersections through specified gaps in traffic. The virtual cyclist engages the human subject through gaze, gesture, and verbal interactions. We describe the structure of the behavior code and report the results of a study examining how 10- and 12-year-old children interact with a peer cyclist that makes either risky or safe choices in selecting gaps in traffic. Results of our study revealed that children who rode with a risky peer were more likely to cross intermediate-sized gaps than children who rode with a safe peer.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=0cff82ec771c9d19eeb1bd57e6d2dd8f&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=0cff82ec771c9d19eeb1bd57e6d2dd8f&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.211</guid>
		</item>
		<item>
			<title>PrePrint: A Spatially Augmented Reality Sketching Interface for Architectural Daylighting Design</title>
			<link>http://www.pheedcontent.com/click.phdo?i=043e05d6991bf0c17e433534a1ee7c01</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.209</pheedo:origLink>
			<description>We present an application of interactive global illumination and spatially augmented reality to architectural daylight modeling that allows designers to explore alternative designs and new technologies for improving the sustainability of their buildings. Images of a model in the real world, captured by a camera above the scene, are processed to construct a virtual 3D model. To achieve interactive rendering rates, we use a hybrid rendering technique, leveraging radiosity to simulate the inter-reflectance between diffuse patches and shadow volumes to generate per-pixel direct illumination. The rendered images are then projected on the real model by four calibrated projectors to help users study the daylighting illumination. The virtual heliodon is a physical design environment in which multiple designers, a designer and a client, or a teacher and students can gather to experience animated visualizations of the natural illumination within a proposed design by controlling the time of day, season, and climate. Furthermore, participants may interactively redesign the geometry and materials of the space by manipulating physical design elements and see the updated lighting simulation.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=043e05d6991bf0c17e433534a1ee7c01&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=043e05d6991bf0c17e433534a1ee7c01&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.209</guid>
		</item>
		<item>
			<title>PrePrint: Markov Random Field Surface Reconstruction</title>
			<link>http://www.pheedcontent.com/click.phdo?i=b1ea66a1befa2a11236d9308dbad1f2c</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.208</pheedo:origLink>
			<description>A method for implicit surface reconstruction is proposed. The novelty in this paper is the adaption of Markov Random Field regularisation of a distance field. The Markov Random Field formulation allows us to integrate both knowledge about the type of surface we wish to reconstruct (the prior) and knowledge about data (the observation model) in an orthogonal fashion. Local models that account for both scene-specific knowledge and physical properties of the scanning device are described. Furthermore, how the optimal distance field can be computed is demonstrated using conjugate gradients, sparse Cholesky factorisation, and a multiscale iterative optimisation scheme. The method is demonstrated on a set of scanned human heads and, both in terms of accuracy and the ability to close holes, the proposed method is shown to have similar or superior performance when compared to current state-of-the-art algorithms.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=b1ea66a1befa2a11236d9308dbad1f2c&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=b1ea66a1befa2a11236d9308dbad1f2c&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.208</guid>
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		<item>
			<title>PrePrint: Modeling Repetitive Motions Using Structured Light</title>
			<link>http://www.pheedcontent.com/click.phdo?i=4635c6dc281a230551d2351add6228ee</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.207</pheedo:origLink>
			<description>Obtaining models of dynamic 3D objects is an important part of content generation for computer graphics. Numerous methods have been extended from static scenarios to model dynamic scenes. If the states or poses of the dynamic object repeat often during a sequence (but not necessarily periodically), we call such a repetitive motion. There are many objects, such as toys, machines, and humans, undergoing repetitive motions. Our key observation is that when a motion state repeats, we can sample the scene under the same motion state again but using a different set of parameters; thus providing more information of each motion state. This enables robustly acquiring dense 3D information difficult for objects with repetitive motions using only simple hardware. After the motion sequence, we group temporally disjoint observations of the same motion state together and produce a smooth space-time reconstruction of the scene. Effectively, the dynamic scene modeling problem is converted to a series of static scene reconstructions, which are easier to tackle. The varying sampling parameters can be, for example, structured-light patterns, illumination directions, and viewpoints resulting in different modeling techniques. Based on this observation, we present an image-based motion state framework and demonstrate our paradigm using either a synchronized or an unsynchronized structured-light acquisition method.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=4635c6dc281a230551d2351add6228ee&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=4635c6dc281a230551d2351add6228ee&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.207</guid>
		</item>
		<item>
			<title>PrePrint: Topology-Aware Evenly-Spaced Streamline Placement</title>
			<link>http://www.pheedcontent.com/click.phdo?i=8bb09aacd35e70d0c11046f5dc05ace8</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.206</pheedo:origLink>
			<description>This paper presents a new streamline placement algorithm that produces evenly-spaced long streamlines while preserving topological features of a flow field. Singularities and separatrices are extracted to decompose the flow field into topological regions. In each region, a seeding path is selected from a set of streamlines integrated in the orthogonal flow field. The uniform sample points on this path are then used as seeds to generate streamlines in the original flow field. Additional seeds are placed where a large gap between adjacent streamlines occurs. The number of short streamlines is significantly reduced as evenly-spaced long streamlines spawned along the seeding paths can fill the topological regions very well. Several metrics for evaluating streamline placement quality are discussed and applied to our method as well as some other approaches. Compared to previous work in uniform streamline placement, our method is more effective in creating evenly-spaced long streamlines and preserving topological features. It has the potential to provide both intuitive perception of important flow characteristics and detail reconstruction across visually pleasing streamlines.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=8bb09aacd35e70d0c11046f5dc05ace8&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=8bb09aacd35e70d0c11046f5dc05ace8&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.206</guid>
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		<item>
			<title>PrePrint: Unicube for Dynamic Environment Mapping</title>
			<link>http://www.pheedcontent.com/click.phdo?i=ea6d8b7ee228eccae7d2bd34fc1fd32e</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.205</pheedo:origLink>
			<description>Cube mapping is widely used in many graphics applications due to the availability of hardware support. However, it does not sample the spherical surface evenly. Recently, a uniform spherical mapping, isocube mapping, was proposed. It exploits the six-face structure used in cube mapping and samples the spherical surface evenly. Unfortunately, some texels in isocube mapping are not rectilinear. This non-rectilinear property may degrade the filtering quality. This paper proposes a novel spherical mapping, namely unicube mapping. It has the advantages of cube mapping (exploitation of hardware and rectilinear structure) and isocube mapping (evenly sampling pattern). In the implementation, unicube mapping uses a simple function to modify the look-up vector before the conventional cube map look-up process. Hence, unicube mapping fully exploits the cube map hardware for real-time filtering and look-up. More importantly, its rectilinear partition structure allows a direct and real-time acquisition of the texture environment. This property facilitates dynamic environment mapping in a real time manner.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=ea6d8b7ee228eccae7d2bd34fc1fd32e&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=ea6d8b7ee228eccae7d2bd34fc1fd32e&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.205</guid>
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		<item>
			<title>PrePrint: Sample-Based Surface Coloring</title>
			<link>http://www.pheedcontent.com/click.phdo?i=8ed27b4da855c740b167a6234cce9907</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.107</pheedo:origLink>
			<description>In this paper we present a sample-based approach for surface coloring, which is independent of the original surface resolution and representation. To achieve this, we introduce the Orthogonal Fragment Buffer (OFB)&amp;#x2014;an extension of the Layered Depth Cube&amp;#x2014;as a high-resolution view-independent surface representation. The OFB is a data structure that stores surface samples at a nearly uniform distribution over the surface, and it is specifically designed to support efficient random read/write access to these samples. The data access operations have a complexity that is logarithmic in the depth complexity of the surface. Thus, compared to data access operations in tree data structures like octrees, data-dependent memory access patterns are greatly reduced. Due to the particular sampling strategy that is employed to generate an OFB, it also maintains sample coherence and thus exhibits very good spatial access locality. Therefore, OFB-based surface coloring performs significantly faster than sample-based approaches using tree structures. In addition, since in an OFB the surface samples are internally stored in uniform 2D grids, OFB-based surface coloring can efficiently be realized on the GPU to enable interactive coloring of high-resolution surfaces. On the OFB we introduce novel algorithms for color painting using volumetric and surface-aligned brushes, and we present new approaches for particle-based color advection along surfaces in real-time.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=8ed27b4da855c740b167a6234cce9907&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=8ed27b4da855c740b167a6234cce9907&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.107</guid>
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		<item>
			<title>PrePrint: Visual Integration of Quantitative Proteomic Data, Pathways and Protein Interactions</title>
			<link>http://www.pheedcontent.com/click.phdo?i=ee63166c9c441670f69e4def3805f1ea</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.106</pheedo:origLink>
			<description>We introduce several novel visualization and interaction paradigms for visual analysis of published protein-protein interaction networks, canonical signaling pathway models, and quantitative proteomic data. We evaluate them anecdotally with domain scientists to demonstrate their ability to accelerate the proteomic analysis process. Our results suggest that structuring protein interaction networks around canonical signaling pathway models, exploring pathways globally and locally at the same time, and driving the analysis primarily by the experimental data, all accelerate the understanding of protein pathways. Concrete proteomic discoveries within T-cells, mast cells, and the insulin signaling pathway validate the findings. The aim of the paper is to introduce novel protein network visualization paradigms and anecdotally asses the benefit of incorporating them into established proteomic applications. We also make available a prototype implementation of our methods, to be used and evaluated by the proteomic community.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=ee63166c9c441670f69e4def3805f1ea&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=ee63166c9c441670f69e4def3805f1ea&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.106</guid>
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			<title>PrePrint: A Comparison of Gradient Estimation Methods for Volume Rendering on Unstructured Meshes</title>
			<link>http://www.pheedcontent.com/click.phdo?i=1d60a27d1b4f4440ec99064c2f8bee39</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.105</pheedo:origLink>
			<description>This paper presents a study of gradient estimation methods for rendering unstructured-mesh volume data. Gradient estimation is necessary for rendering shaded isosurfaces and specular highlights, which provide important cues for shape and depth. Gradient estimation has been widely studied and deployed for regular-grid volume data to achieve local illumination effects, but has been otherwise for unstructured-mesh data. As a result, most of the unstructured-mesh volume visualizations made so far were unlit. In this paper, we present a comprehensive study of gradient estimation methods for unstructured meshes with respect to their cost and performance. Through a number of benchmarks, we discuss the effects of mesh quality and scalar function complexity in the accuracy of the reconstruction, and their impact in lighting-enabled volume rendering. Based on our study, we also propose two heuristic improvements to the gradient reconstruction process. The first heuristic improves the rendering quality with a hybrid algorithm that combines the results of the multiple reconstruction methods, based on the properties of a given mesh. The second heuristic improves the efficiency of its GPU implementation, by restricting the computation of the gradient on a fixed-size local neighborhood.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=1d60a27d1b4f4440ec99064c2f8bee39&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=1d60a27d1b4f4440ec99064c2f8bee39&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.105</guid>
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			<title>PrePrint: A Level Set Formulation of Geodesic Curvature Flow on Simplicial Surfaces</title>
			<link>http://www.pheedcontent.com/click.phdo?i=a76811cd56648a7bdf8c7897ee9513b8</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.103</pheedo:origLink>
			<description>Curvature flow (planar geometric heat flow) has been extensively applied to image processing, computer vision and material science. To extend the numerical schemes and algorithms of this flow on surfaces is very significant for corresponding motions of curves and images defined on surfaces. In this work, we are interested in the geodesic curvature flow over triangulated surfaces using a level set formulation. Firstly, we present the geodesic curvature flow equation on general smooth manifolds based on an energy minimization of curves. The equation is then discretized by a semi-implicit finite volume method (FVM). For convenience of description, we call the discretized geodesic curvature flow as \textit{dGCF}. The existence and uniqueness of dGCF are discussed. The regularization behavior of dGCF is also studied. Finally we apply our dGCF to three problems: the closed curve evolution on manifolds, the discrete scale-space construction, and the edge detection of images painted on triangulated surfaces. Our method works for compact triangular meshes of arbitrary geometry and topology, as long as there are no degenerate triangles. The implementation of the method is also simple.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=a76811cd56648a7bdf8c7897ee9513b8&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=a76811cd56648a7bdf8c7897ee9513b8&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.103</guid>
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			<title>PrePrint: Two Fast Methods for High-Quality Line Visibility</title>
			<link>http://www.pheedcontent.com/click.phdo?i=ed8d3cdb31b035470911fa7db56039b6</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.102</pheedo:origLink>
			<description>Lines drawn over or in place of shaded 3D models can often provide greater comprehensibility and stylistic freedom than shading alone. A substantial challenge for making stylized line drawings from 3D models is the visibility computation. Current algorithms for computing line visibility in models of moderate complexity are either too slow for interactive rendering, or too brittle for coherent animation. We introduce two methods that exploit graphics hardware to provide fast and robust line visibility. First we present a simple shader that performs a visibility test for high-quality, simple lines drawn with the conventional implementation. Next we offer a full optimized pipeline that supports line visibility and a broad range of stylization options.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=ed8d3cdb31b035470911fa7db56039b6&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=ed8d3cdb31b035470911fa7db56039b6&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.102</guid>
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			<title>PrePrint: Interactive Indirect Illumination Using Adaptive Multiresolution Splatting</title>
			<link>http://www.pheedcontent.com/click.phdo?i=b119fa79501df5e91e95fd6b08ab049b</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.97</pheedo:origLink>
			<description>Global illumination provides a visual richness not achievable with the direct illumination models used by most interactive applications. To generate global effects, numerous approximations attempt to reduce global illumination costs to levels feasible in interactive contexts. One such approximation, reflective shadow maps, samples a shadow map to identify secondary light sources whose contributions are splatted into eye-space. This splatting introduces significant overdraw that is usually reduced by artificially shrinking each splat's radius of influence. This paper introduces a new, multi-resolution approach for interactively splatting indirect illumination. Instead of reducing GPU fill rate by reducing splat size, we reduce fill rate by rendering splats into a multi-resolution buffer. This takes advantage of the low-frequency nature of diffuse and glossy indirect lighting, allowing rendering of indirect contributions at low resolution where lighting changes slowly and at high resolution near discontinuities. Because this multi-resolution rendering occurs on a per-splat basis, we can significantly reduce fill rate without arbitrarily clipping splat contributions below a given threshold - those regions simply are rendered at a coarse resolution.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=b119fa79501df5e91e95fd6b08ab049b&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=b119fa79501df5e91e95fd6b08ab049b&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.97</guid>
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			<title>PrePrint: Almost Isometric Mesh Parameterization through Abstract Domains</title>
			<link>http://www.pheedcontent.com/click.phdo?i=ac9c250827e72f7570e79a1e81495a71</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.96</pheedo:origLink>
			<description>In this paper we propose a robust, automatic technique to build a global hi-quality parameterization of a two-manifold triangular mesh. An adaptively chosen 2D domain of the parameterization is built as part of the process. The produced parameterization exhibits very low isometric distortion, because it is globally optimized to preserve both areas and angles. The domain is a collection of equilateral triangular 2D regions enriched with explicit adjacency relationships (it is abstract in the sense that no 3D embedding is necessary). It is tailored to minimize isometric distortion, resulting in excellent parameterization qualities, even when meshes with complex shape and topology are mapped into domains composed of a small number of large continuous regions. Moreover, this domain is in turn remapped into a collection of 2D square regions, unlocking many advantages found in quad-based domains (e.g. ease of packing). The technique is tested on a variety of cases, including challenging ones, and compares very favorably with known approaches. An open source implementation is made available.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=ac9c250827e72f7570e79a1e81495a71&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=ac9c250827e72f7570e79a1e81495a71&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.96</guid>
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			<title>PrePrint: Evaluation of the Cognitive Effects of Travel Technique in Complex Real and Virtual Environments</title>
			<link>http://www.pheedcontent.com/click.phdo?i=ecfbc3c51c21028ab2ae964e9719dcfa</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.93</pheedo:origLink>
			<description>We report a series of experiments conducted to investigate the effects of travel technique on information gathering and cognition in complex virtual environments. In the first experiment, participants completed a non-branching multi-level 3D maze at their own pace using either real walking or one of two virtual travel techniques. In the second experiment, we constructed a real world maze with branching pathways and modeled an identical virtual environment. Participants explored either the real or virtual maze for a predetermined amount of time using real walking or a virtual travel technique. Our results across experiments suggest that for complex environments requiring a large a number of turns, virtual travel is an acceptable substitute for real walking if the goal of the application involves learning or reasoning based on information presented in the virtual world. However, for applications that require fast, efficient navigation or travel that closely resembles real world behavior, real walking has advantages over common joystick-based virtual travel techniques.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=ecfbc3c51c21028ab2ae964e9719dcfa&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=ecfbc3c51c21028ab2ae964e9719dcfa&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.93</guid>
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			<title>PrePrint: Globally Optimized Linear Windowed Tone Mapping</title>
			<link>http://www.pheedcontent.com/click.phdo?i=8dac8f3988d6441c1d370528315e8277</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.92</pheedo:origLink>
			<description>This paper introduces a new tone-mapping operator that performs local linear adjustments on small overlapping windows over the entire input image. While each window applies a local linear adjustment that preserves the monotonicity of the radiance values, the problem is implicitly cast as one of global optimization that satisfies the local constraints defined on each of the overlapping windows. Local constraints take the form of a guidance map that can be used to effectively suppress local high contrast while preserving details. Using this method, image structures can be preserved even in challenging high dynamic range (HDR) images that contain either abrupt radiance change, or relatively smooth but salient transitions. Another benefit of our formulation is that it can be used to synthesis HDR images from low dynamic range (LDR) images.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://ads.pheedo.com/click.phdo?s=8dac8f3988d6441c1d370528315e8277&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://ads.pheedo.com/img.phdo?s=8dac8f3988d6441c1d370528315e8277&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;!-- foo --&gt;</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.92</guid>
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		<item>
			<title>PrePrint: Local Ambient Occlusion in Direct Volume Rendering</title>
			<link>http://www.pheedcontent.com/click.phdo?i=72f6f03b9d9e5bf4fae8c7e75b4c097e</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.45</pheedo:origLink>
			<description>This paper presents a novel technique to efficiently compute illumination for Direct Volume Rendering using a local approximation of ambient occlusion to integrate the intensity of incident light for each voxel. An advantage with this local approach is that fully shadowed regions are avoided which is desired in many applications of volume rendering, such as medical visualization. Additional transfer function interactions are also presented, for instance to highlight specific structures with luminous tissue effects and to create an improved context for semi-transparent tissues with a separate absorption control for the illumination settings. Multi-resolution volume management and GPU-based computation are used to accelerate the calculations and to support large data sets. The scheme yields interactive frame rates with an adaptive sampling approach for incrementally refined illumination under arbitrary transfer function changes. The illumination effects can give a better understanding of the shape and density of tissues and so has the potential to increase the diagnostic value of medical volume rendering. Since the proposed method is gradient-free it is especially beneficial at the borders of clip planes, where gradients are undefined, and for noisy datasets.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://www.pheedo.com/click.phdo?s=72f6f03b9d9e5bf4fae8c7e75b4c097e&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://www.pheedo.com/img.phdo?s=72f6f03b9d9e5bf4fae8c7e75b4c097e&amp;p=1&quot;/&gt;&lt;/a&gt;
</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.45</guid>
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		<item>
			<title>PrePrint: Subdivision Analysis of the Trilinear Interpolant</title>
			<link>http://www.pheedo.com/click.phdo?i=abf15727451266418dad80d2c302d9ba</link>
			<pheedo:origLink>http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.10</pheedo:origLink>
			<description>Isosurfaces are fundamental volumetric visualization tools, and are generated by the well-known Marching Cubes cases that approximate contours of trilinearly-interpolated scalar fields. While a complete set of cases has recently been published by Nielson, the formal proof that these cases are the only ones possible and that they are topologically correct is difficult to follow. We present a more straightforward proof of the correctness and completeness of these cases based on a variation of the Dividing Cubes algorithm. Since this proof is based on topological arguments and a divide-and-conquer approach, this also sets the stage for developing tessellation cases for higher-order interpolants and for the quadrilinear interpolant in four dimensions. We also demonstrate that, apart from degenerate cases, Nielson's cases are in fact subsets of two basic configurations of the trilinear interpolant.&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;br clear=&quot;both&quot; style=&quot;clear: both;&quot;/&gt;
&lt;a href=&quot;http://www.pheedo.com/click.phdo?s=abf15727451266418dad80d2c302d9ba&amp;p=1&quot;&gt;&lt;img alt=&quot;&quot; style=&quot;border: 0;&quot; border=&quot;0&quot; src=&quot;http://www.pheedo.com/img.phdo?s=abf15727451266418dad80d2c302d9ba&amp;p=1&quot;/&gt;&lt;/a&gt;
&lt;img src=&quot;http://www.pheedo.com/feeds/tracker.php?i=abf15727451266418dad80d2c302d9ba&quot; style=&quot;display: none;&quot; border=&quot;0&quot; height=&quot;1&quot; width=&quot;1&quot; alt=&quot;&quot;/&gt;
</description>
			<guid isPermaLink="false">http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.10</guid>
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