{"title":"Design as traversal and consequences: an exploration tool for experimental designs","authors":"C. Jennings, A. Kirkpatrick","doi":"10.1145/1268517.1268533","DOIUrl":"https://doi.org/10.1145/1268517.1268533","url":null,"abstract":"We present a design space explorer for the space of experimental designs. For many design problems, design decisions are determined by the consequences of the design rather than its elemental parts. To support this need, the explorer is constructed to make the designer aware of design-level options, provide a structured context for design, and provide feedback on the consequences of design decisions. We argue that this approach encourages the designer to consider a wider variety of designs, which will lead to more effective designs overall. In a qualitative study, experiment designers using the explorer were found to consider a wider variety of designs and more designs overall than they reported considering in their normal practice.","PeriodicalId":197912,"journal":{"name":"International Genetic Improvement Workshop","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131968266","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Wavelet encoding of BRDFs for real-time rendering","authors":"L. Claustres, L. Barthe, M. Paulin","doi":"10.1145/1268517.1268546","DOIUrl":"https://doi.org/10.1145/1268517.1268546","url":null,"abstract":"Acquired data often provides the best knowledge of a material's bidirectional reflectance distribution function (BRDF). Its integration into most real-time rendering systems requires both data compression and the implementation of the decompression and filtering stages on contemporary graphics processing units (GPUs). This paper improves the quality of real-time per-pixel lighting on GPUs using a wavelet decomposition of acquired BRDFs. Three-dimensional texture mapping with indexing allows us to efficiently compress the BRDF data by exploiting much of the coherency between hemispherical data. We apply built-in hardware filtering and pixel shader flexibility to perform filtering in the full 4D BRDF domain. Anti-aliasing of specular highlights is performed via a progressive level-of-detail technique built upon the multiresolution of the wavelet encoding. This technique increases rendering performance on distant surfaces while maintaining accurate appearance of close ones.","PeriodicalId":197912,"journal":{"name":"International Genetic Improvement Workshop","volume":"99 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123282357","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Analysis of segmented human body scans","authors":"P. Xi, Won-Sook Lee, Chang Shu","doi":"10.1145/1268517.1268523","DOIUrl":"https://doi.org/10.1145/1268517.1268523","url":null,"abstract":"Analysis on a dataset of 3D scanned surfaces have presented problems because of incompleteness on the surfaces and because of variances in shape, size and pose. In this paper, a high-resolution generic model is aligned to data in the Civilian American and European Surface Anthropometry Resources (CAESAR) database in order to obtain a consistent parameterization. A Radial Basis Function (RBF) network is built for rough deformation by using landmark information from the generic model, anatomical landmarks provided by CAESAR dataset and virtual landmarks created automatically for geometric deformation. Fine mapping then successfully applies a weighted sum of errors on both surface data and the smoothness of deformation. Compared with previous methods, our approach makes robust alignment in a higher efficiency. This consistent parameterization also makes it possible for Principal Components Analysis (PCA) on the whole body as well as human body segments. Our analysis on segmented bodies displays a richer variation than that of the whole body. This analysis indicates that a wider application of human body reconstruction with segments is possible in computer animation.","PeriodicalId":197912,"journal":{"name":"International Genetic Improvement Workshop","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123852027","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Improved image quilting","authors":"J. Long, D. Mould","doi":"10.1145/1268517.1268559","DOIUrl":"https://doi.org/10.1145/1268517.1268559","url":null,"abstract":"In this paper, we present an improvement to the minimum error boundary cut, a method of shaping texture patches for non-parametric texture synthesis from example algorithms such as Efros and Freeman's Image Quilting [4]. Our method uses an alternate distance metric for Dijkstra's algorithm [3], and as a result we are able to prevent the path from taking short cuts through high cost areas, as can sometimes be seen in traditional image quilting. Furthermore, our method is able to reduce both the maximum error in the resulting texture and the visibility of the remaining defects by spreading them over a longer path. Post-process methods such as pixel re-synthesis [9] can easily be modified and applied to our minimum boundary cut to increase the quality of the results.","PeriodicalId":197912,"journal":{"name":"International Genetic Improvement Workshop","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125175134","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
I. González, J. Wobbrock, Duen Horng Chau, A. Faulring, B. Myers
{"title":"Eyes on the road, hands on the wheel: thumb-based interaction techniques for input on steering wheels","authors":"I. González, J. Wobbrock, Duen Horng Chau, A. Faulring, B. Myers","doi":"10.1145/1268517.1268535","DOIUrl":"https://doi.org/10.1145/1268517.1268535","url":null,"abstract":"The increasing quantity and complexity of in-vehicle systems creates a demand for user interfaces which are suited to driving. The steering wheel is a common location for the placement of buttons to control navigation, entertainment, and environmental systems, but what about a small touchpad? To investigate this question, we embedded a Synaptics StampPad in a computer game steering wheel and evaluated seven methods for selecting from a list of over 3000 street names. Selection speed was measured while stationary and while driving a simulator. Results show that the EdgeWrite gestural text entry method is about 20% to 50% faster than selection-based text entry or direct list-selection methods. They also show that methods with slower selection speeds generally resulted in faster driving speeds. However, with EdgeWrite, participants were able to maintain their speed and avoid incidents while selecting and driving at the same time. Although an obvious choice for constrained input, on-screen keyboards generally performed quite poorly.","PeriodicalId":197912,"journal":{"name":"International Genetic Improvement Workshop","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121420319","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Magic canvas: interactive design of a 3-D scene prototype from freehand sketches","authors":"HyoJong Shin, T. Igarashi","doi":"10.1145/1268517.1268530","DOIUrl":"https://doi.org/10.1145/1268517.1268530","url":null,"abstract":"Construction of a 3-D scene consisting of multiple objects can be tedious work. Existing 3-D editing tools require the user to choose an appropriate model in a database first and then carefully place it in the scene at a desired position combining various operations such as translation, rotation, and scaling. To simplify the process, we propose a system that takes simple 2D sketches of models in a scene as input for 3D scene construction. The system then automatically identifies corresponding models in a database and puts them in the appropriate location and posture so that their appearance matches the user's input sketches. The system combines a 3-D model search and a 3-D posture estimation to obtain the result. This system allows the user to construct a prototype of a 3-D scene quickly and intuitively.\u0000 We conducted a user study to compare our interface with traditional menu-based UI and verified that our system was useful for constructing a 3-D scene prototype, especially for facilitating the exploration of various alternative designs. We expect our system to be useful as a prototyping tool for 3-D scene construction in various application areas such as interior design, communication, education, and entertainment.","PeriodicalId":197912,"journal":{"name":"International Genetic Improvement Workshop","volume":"15 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121012878","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Optimized tile-based texture synthesis","authors":"Weiming Dong, Ning Zhou, J. Paul","doi":"10.1145/1268517.1268558","DOIUrl":"https://doi.org/10.1145/1268517.1268558","url":null,"abstract":"One significant problem in tile-based texture synthesis is the presence of conspicuous seams in the tiles. The reason is that the sample patches employed as primary patterns of the tile set may not be well stitched if carelessly picked. In this paper, we introduce an optimized approach that can stably generate an ω-tile set of high pattern diversity and high quality. Firstly, an extendable rule is introduced to increase the number of sample patches to vary the patterns in an ω-tile set. Secondly, in contrast to the other concurrent techniques that randomly choose sample patches for tile construction, our technique uses Genetic Algorithm to select the feasible patches from the input example. This operation insures the quality of the whole tile set. Experimental results verify the high quality and efficiency of the proposed algorithm.","PeriodicalId":197912,"journal":{"name":"International Genetic Improvement Workshop","volume":"167 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126806605","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Stretch-based tetrahedral mesh manipulation","authors":"Wenhao Song, Ligang Liu","doi":"10.1145/1268517.1268569","DOIUrl":"https://doi.org/10.1145/1268517.1268569","url":null,"abstract":"We present a novel least scaling distortion metric to measure the deformation distortion for tetrahedral meshes. The stretch-like metric is a combination of Jacobian matrix norm and tetrahedron volume and has the properties of good shape preservation and rotation invariance. Based on our metric, we propose a uniform non-linear optimization solution to a variety of tetrahedral mesh manipulation applications including shape deformation, interpolation, deformation transfer, and deformation learning. Our approach can produce volume preserving and flip free tetrahedral mesh results, which performs much better than the previous tetrahedral manipulation approaches. We also demonstrate an efficient and practical application using free-form deformation technique. The object is embedded in a rough control tetrahedral mesh and deformed by editing the tetrahedral mesh with various constraints. Each vertex of the object can be obtained by its barycentric coordinates according to its embedding tetrahedron of the control tetrahedral mesh.","PeriodicalId":197912,"journal":{"name":"International Genetic Improvement Workshop","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130430669","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PrivateBits: managing visual privacy in web browsers","authors":"K. Hawkey, K. Quinn","doi":"10.1145/1268517.1268553","DOIUrl":"https://doi.org/10.1145/1268517.1268553","url":null,"abstract":"Privacy can be an issue during collaboration around a personal display when previous browsing activities become visible within web browser features (e.g., AutoComplete). Users currently lack methods to present only appropriate traces of prior activity in these features. In this paper we explore a semi-automatic approach to privacy management that allows users to classify traces of browsing activity and filter them appropriately when their screen is visible by others. We developed PrivateBits, a prototype web browser that instantiates previously proposed general design guidelines for privacy management systems as well as those specific to web browser visual privacy. A preliminary evaluation found this approach to be flexible enough to meet participants' varying privacy concerns, privacy management strategies, and viewing contexts. However, the results also emphasized the need for additional security features to increase trust in the system and raised questions about how to best manage the tradeoff between ease of use and system concealment.","PeriodicalId":197912,"journal":{"name":"International Genetic Improvement Workshop","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130927870","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Robust pixel classification for 3D modeling with structured light","authors":"Yi Xu, Daniel G. Aliaga","doi":"10.1145/1268517.1268556","DOIUrl":"https://doi.org/10.1145/1268517.1268556","url":null,"abstract":"Modeling 3D objects and scenes is an important part of computer graphics. One approach to modeling is projecting binary patterns onto the scene in order to obtain correspondences and reconstruct a densely sampled 3D model. In such structured light systems, determining whether a pixel is directly illuminated by the projector is essential to decoding the patterns. In this paper, we introduce a robust, efficient, and easy to implement pixel classification algorithm for this purpose. Our method correctly establishes the lower and upper bounds of the possible intensity values of an illuminated pixel and of a non-illuminated pixel. Based on the two intervals, our method classifies a pixel by determining whether its intensity is within one interval and not in the other. Experiments show that our method improves both the quantity of decoded pixels and the quality of the final reconstruction producing a dense set of 3D points, inclusively for complex scenes with indirect lighting effects. Furthermore, our method does not require newly designed patterns; therefore, it can be easily applied to previously captured data.","PeriodicalId":197912,"journal":{"name":"International Genetic Improvement Workshop","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116512744","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}