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Associate Professor of Computer
Science Computer Graphics and
Visualization Lab Office: LWSN 3179 Tel: (765) 494-6010 Fax : (765) 494-0739 |
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Teaching |
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Projects |
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The ModelCamera is a fast, easy to use, and inexpensive 3D scene
modeling system. The ModelCamera acquires dense color (720x480 video frames)
augmented with sparse depth (7x7 to 11x11 depth samples). The frames are
registered and merged into an evolving model at the rate of five frames per
second. The model is displayed continually to provide immediate operator
feedback. |
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Images are used in computer graphics and visualization to convey
information. Images are computed by sampling data with rays defined by a
camera model. Most images used in computer graphics and visualization are
computed using the planar pinhole camera model, which suffers from important
limitations such as uniform sampling rate, and single viewpoint. We propose
to overcome these limitations through camera model design, an
infrastructure-level innovation with broad applicability, including in 3-D
scene exploration, remote visualization, acceleration of high-cost rendering
effects, and video surveillance. |
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The goal is to research, implement, deploy and assess a distance
learning system that extends the real classroom to accommodate remotely
located students. The system will convey to both remote and local
participants a strong sense that the remote participants are actually present
in the classroom. |
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The goal of our team was to produce a visualization of the September
2001 attack on the Pentagon. The immediate motivation for the project was to
understand the behavior of the building under the impact. The longer term
motivation was to establish a path for producing high-quality visualizations
of large scale simulations. For this we created a reusable and
scalable link between the worlds of computer simulation and computer
animation. |
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We study 3D shape perception using a volumetric 3D display that allows
several users to observe simultaneously a sculpture of light without the
disadvantages of uncomfortable eyewear, jittery trackers, rendering pipeline
latency, and strenuous vergence and accommodation. A secondary goal of this
project is to evaluate this alternative display technology. |
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Publications Journals (some also presented at conferences) Non-Pinhole
Approximations for Interactive Rendering. Paul Rosen, Voicu Popescu,
Kyle Hayward, and Chris Wyman. IEEE
Computer Graphics and Applications, Volume 31, Issue 6, November-December
2011, pp. 68-83. An
Evaluation of 3-D Scene Exploration Using a Multiperspective Image Framework.
Paul Rosen and Voicu Popescu. The Visual Computer Volume 27, Numbers 6-8,
pp. 623-632. Also presented at Computer
Graphics International 2011. A
Curved Ray Camera for Handling Occlusions through Continuous Multiperspective
Visualization. Jian Cui, Paul Rosen, Voicu Popescu, and Christoph
Hoffmann. IEEE Transactions on Visualization and Computer Graphics, vol. 16,
no. 6, November/December 2010, pp. 1235-1242. Also presented at IEEE Visualization 2010. The
General Pinhole Camera. Voicu Popescu, Paul Rosen, Laura Arns, Chris
Wyman, Xavier Tricoche, Tion Thomas, Christoph Hoffmann. IEEE Transactions on
Visualization and Computer Graphics, vol. 16, no. 5, September/October 2010,
pp. 777-790. The
Graph Camera. Voicu Popescu, Paul Rosen, and Nicoletta Adamo-Villani.
ACM Transactions on Computer Graphics, article number 158, 2009. Also presented at SIGGRAPH Asia 2009. Compact
Real-Time Modeling of Seated Humans by Video Sprite Sequence Quantization.
Chun Jia and Voicu Popescu. The Visual Computer, Volume 25, Numbers 5-7,
April 2009. Also presented at Computer
Graphics International 2009. A
High-Quality High-Fidelity Visualization of the September 11 Attack on the
World Trade Center. Paul Rosen, 1001 Acquisition Viewpoints—Efficient and Versatile View-Dependent Modeling of Real-World Scenes. Mihai Mudure and Voicu Popescu. The Visual Computer, Volume 24, Numbers 7-9, July 2008. Also presented at Computer Graphics International 2008. Virtual
Classroom Extension for Distance Education. Radu Dondera, Chun Jia, CAD
Visualization by Outsourcing. Occlusion-Resistant
Camera Design for Acquiring Active Environments. Daniel Aliaga, Yi Xu,
and Perception
of Surfaces from Line Drawings. Christoph Hoffmann, Zygmunt Pizlo, Reflected-Scene Impostors for
Realistic Reflections at Interactive Rates. Efficient Large-Scale Acquisition
of Building Interiors. Gleb Bahmutov, Three-Dimensional Display
Rendering Acceleration Using Occlusion Camera Reference Images. Forward Rasterization. The ModelCamera. Sample-Based
Cameras for Feed Forward Reflection Rendering. Study
of the Perception of 3D Spatial Relations for a Volumetric Display.
Christoph Hoffmann, Zygmunt Pizlo, The
Occlusion Camera. Chunhui Mei, Fidelity
in Visualizing Large-Scale Simulations. The
Pentagon on September 11th. Christoph Hoffmann, The
WarpEngine: An Architecture for the Post-Polygonal Age. V. Popescu, J.
Eyles, A. Lastra, J. Steinhurst, Images
for Accelerating Architectural Walkthroughs. Matthew Rafferty, Daniel
Aliaga, Conferences Interactive
Photorealistic Inside-Looking-Out Automated 3-D Modeling. Voicu Popescu
and Mihai Mudure. In Proceedings of Interservice/Industry Training,
Simulation, and Education Conference (I/ITSEC), 2008. General-Purpose
Visualization of Large-Scale Finite Element Analysis Simulations. Voicu
Popescu and Christoph Hoffmann. In Proceedings of Interservice/Industry
Training, Simulation, and Education Conference (I/ITSEC), 2008. The
Epipolar Occlusion Camera. Paul Rosen and Voicu Popescu. In Proceedings
of ACM Symposium on Interactive 3D Graphics and Games, 2008. The
Soft Shadow Occlusion Camera. Evaluating
interactivity and presence in an online distance learning system. Melissa
Dark, Cynthia York, A
Hybrid Forward-Backward Method for Rendering Reflections. Chunhui Mei, A
Multi-Expertise Application-Driven Class. An
Efficient Error-Bounded General Camera Model. The
Depth Discontinuity Occlusion Camera. The Lag
Camera. Depth
Enhanced Panoramas. Gleb Bahmutov, Interactive
Modeling from Dense Color and Sparse Depth. Perception
of 3D spatial relations in 3D images. Paul Rosen, Christoph Hoffmann, Interactive
Point-Based Modeling from Dense Color and Sparse Depth. Challenges
and Advances in Interactive 3D Modeling. Producing
High-Quality Visualizations of Large-Scale Simulations. The
ModelCamera: A Hand-Held Device for Interactive Modeling. The
Vacuum Buffer. Capturing,
Processing and Rendering Real-World Scenes. L. Nyland, A. Lastra, D.
McAllister, V. Popescu, C. McCue. Proc. of Videometrics and Optical Methods
for 3D Shape Measurement, Electronic Imaging 2001, Photonics West, Sort-first
parallelism for Image-Based Rendering. Interactive
exploration of acquired 3D data. L. Nyland, D. McAllister, V. Popescu, C.
McCue, and A. Lastra. Proceedings of the SPIE Applied Image and Pattern
Recognition Conference, October 13-15, 1999. The
Impact of Dense Range Data on Computer Graphics. L. Nyland, D.
McAllister, V. Popescu, C. McCue, A. Lastra et al. Proceedings of Multi-View Modeling and
Analysis Workshop, June 23-26, 1999. Real-Time
Rendering of Real-World Environments. D. McAllister, L. Nyland, V.
Popescu, A. Lastra, C. McCue. Proceedings of the Eurographics Workshop on
Rendering, June 21-23, 1999. Efficient
Warping for Architectural Walkthroughs using Layered Depth Images. V.
Popescu, A. Lastra, D. Aliaga, M. Oliveira. In Proceedings of IEEE
Visualization '98, pages 211 - 215, Oct18-23, 1998. |
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