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Associate Professor of Computer
Science Computer Graphics and
Visualization Lab Office: LWSN 3179 Tel: (765) 496-7347 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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The sample-based camera (SBC) is a general camera constructed from a
set of rays. We use SBCs for rendering accurate
reflections, refractions, and other view-dependent effects on curved
reflectors at interactive rates. |
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Rendering a scene with a single reference depth image produces disocclusion errors. We introduce occlusion cameras, a class of non-pinhole cameras whose rays reach around occluders to gather samples that are hidden in the reference view but are likely to become visible in nearby views. |
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We
have developed a technique for rendering reflections based on approximating
the reflected scene with billboard and depth map impostors. Compared to sample-based cameras,
the technique trades the advantage of small, user-controllable error with the
advantage of independence from reflector complexity. Reflected-scene
impostors support motion parallax, reflected objects close or even
intersecting the reflector, second order reflections, dynamic scenes, and
complex reflective materials. |
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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 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 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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