1693128
LOD-sprite technique for accelerated terrain rendering
We present a novel rendering technique, termed LOD-sprite rendering, which uses a combination of a level-of-detail (LOD) representation of the scene together with reusing image sprites (previously rendered images). Our primary application is accelerating terrain rendering. The LOD-sprite technique renders an initial frame using a high-resolution model of the scene geometry. It renders subsequent frames with a much lower-resolution model of the scene geometry and texture-maps each polygon with the image sprite from the initial high-resolution frame. As it renders these subsequent frames, the technique measures the error associated with the divergence of the view position from the position where the initial frame was rendered. Once this error exceeds a user-defined threshold, the technique re-renders the scene from the high-resolution model. We have efficiently implemented the LOD-sprite technique with texture mapping graphics hardware. Although to date we have only applied LOD-sprite to terrain rendering, it could easily be extended to other applications. We feel LOD-sprite holds particular promise for real time rendering systems.
6763688
Paint Inspired Color Mixing and Compositing for Visualization
Color is often used to convey information, and color compositing is often required while visualizing multiattribute information. This paper proposes an alternative method for color compositing. In order to present understandable color blending to the general public, several techniques are proposed. First, a paint-inspired RYB color space is used. In addition, noise patterns are employed to produce subregions of pure color within an overlapped region. We show examples to demonstrate the effectiveness of our technique for visualization
10910603
Hybrid Forward Resampling and Volume Rendering
The transforming and rendering of discrete objects, such as traditional images (with or without depths) and volumes, can be considered as resampling problem – objects are reconstructed, transformed, filtered, and finally sampled on the screen grids. In resampling practices, discrete samples (pixels, voxels) can be considered either as infinitesimal sample points (simply called points) or samples of a certain size (splats). Resampling can also be done either forwards or backwards in either the source domain or the target domain. In this paper, we present a framework that features hybrid forward resampling for discrete rendering. Specifically, we apply this framework to enhance volumetric splatting. In this approach, minified voxels are taken simply as points filtered in screen space; while magnified voxels are taken as spherical splats. In addition, we develop two techniques for performing accurate and efficient perspective splatting. The first one is to efficiently compute the 2D elliptical geometry of perspectively projected splats; the second one is to achieve accurate perspective reconstruction filter. The results of our experiments demonstrate both the effectiveness of antialiasing and the efficiency of rendering using this
18808395
Stippling and silhouettes rendering in geometry-image space
We present a novel non-photorealistic rendering method that performs all operations in a geometry-image domain. We first apply global conformal parameterization to the input geometry model and generate corresponding geometry images. Strokes and silhouettes are then computed in the geometry-image domain. The geometry-image space provides combined benefits of the existing image space and object space approaches. It allows us to take advantage of the regularity of 2D images and yet still have full access to the object geometry information. A wide range of image processing tools can be leveraged to assist various operations involved in achieving non-photorealistic rendering with coherence.
7786721
Geometry completion and detail generation by texture synthesis
We present a novel method for patching holes in polygonal meshes and synthesizing surfaces with details based on existing geometry. The most novel feature of our proposed method is that we transform the 3D geometry synthesis problem into a 2D domain by parameterizing surfaces and solve this problem in that domain. We then derive local geometry gradient images that encode intrinsic local geometry properties, which are invariant to object translation and rotation. The 3D geometry of holes is then reconstructed from synthesized local gradient images. This method can be extended to execute other mesh editing operations such as geometry detail transfer or synthesis. The resulting major benefits of performing geometry synthesis in 2D are more flexible and robust control, better leveraging of the wealth of current 2D image completion methods, and greater efficiency.
16773627
Illustrating surfaces in volume
This paper presents a novel framework for illustrating surfaces in a volume. Surfaces are illustrated by drawing only feature lines, such as silhouettes, valleys, ridges, and surface hatching strokes, and are embedded in volume renderings. This framework promises effective illustration of both surfaces and volumes without occluding or cluttering each other. A two-step approach has been taken: the first step depicts surfaces; the second step performs volume rendering, at the same time embedding surfaces from the first step.
 We introduce Procedurally Perturbed Image Processing (PIP), a new method for enhancing both feature detection and depiction of surfaces. We also present implementation strategies, especially those leveraging modern graphics hardware, for delivering an interactive rendering system. Our implementation results have shown that this mixed form of rendering improves volume visualization and is efficient.
4025640
Algorithms for on-line bin-packing problems with cardinality constraints
The bin-packing problem asks for a packing of a list of items of sizes from (0,1] into the smallest possible number of bins having unit capacity. The k-item bin-packing problem additionally imposes the constraint that at most k items are allowed in one bin. We present two efficient on-line algorithms for this problem. We show that, for increasing values of k, the bound on the asymptotic worst-case performance ratio of the first algorithm tends towards 2 and that the second algorithm has a ratio of 2. Both algorithms considerably improve upon the best known result of an algorithm, which has an asymptotic bound of 2.7 on its ratio. Moreover, we improve known bounds for all values of k by presenting on-line algorithms for k = 2 and 3 with bounds on their ratios close to optimal.
1586078
Dual photography
We present a novel photographic technique called dual photography, which exploits Helmholtz reciprocity to interchange the lights and cameras in a scene. With a video projector providing structured illumination, reciprocity permits us to generate pictures from the viewpoint of the projector, even though no camera was present at that location. The technique is completely image-based, requiring no knowledge of scene geometry or surface properties, and by its nature automatically includes all transport paths, including shadows, inter-reflections and caustics. In its simplest form, the technique can be used to take photographs without a camera; we demonstrate this by capturing a photograph using a projector and a photo-resistor. If the photo-resistor is replaced by a camera, we can produce a 4D dataset that allows for relighting with 2D incident illumination. Using an array of cameras we can produce a 6D slice of the 8D reflectance field that allows for relighting with arbitrary light fields. Since an array of cameras can operate in parallel without interference, whereas an array of light sources cannot, dual photography is fundamentally a more efficient way to capture such a 6D dataset than a system based on multiple projectors and one camera. As an example, we show how dual photography can be used to capture and relight scenes.
1980658
Geometric Sieving: Automated Distributed Optimization of 3D Motifs for Protein Function Prediction
Determining the function of all proteins is a recurring theme in modern biology and medicine, but the sheer number of proteins makes experimental approaches impractical. For this reason, current efforts have considered in silico function prediction in order to guide and accelerate the function determination process. One approach to predicting protein function is to search functionally uncharacterized protein structures (targets), for substructures with geometric and chemical similarity (matches), to known active sites (motifs). Finding a match can imply that the target has an active site similar to the motif, suggesting functional homology. 
 
An effective function predictor requires effective motifs – motifs whose geometric and chemical characteristics are detected by comparison algorithms within functionally homologous targets (sensitive motifs), which also are not detected within functionally unrelated targets (specific motifs). Designing effective motifs is a difficult open problem. Current approaches select and combine structural, physical, and evolutionary properties to design motifs that mirror functional characteristics of active sites. 
 
We present a new approach, Geometric Sieving (GS), which refines candidate motifs into optimized motifs with maximal geometric and chemical dissimilarity from all known protein structures. The paper discusses both the usefulness and the efficiency of GS. We show that candidate motifs from six well-studied proteins, including α-Chymotrypsin, Dihydrofolate Reductase, and Lysozyme, can be optimized with GS to motifs that are among the most sensitive and specific motifs possible for the candidate motifs. For the same proteins, we also report results that relate evolutionarily important motifs with motifs that exhibit maximal geometric and chemical dissimilarity from all known protein structures. Our current observations show that GS is a powerful tool that can complement existing work on motif design and protein function prediction.
11232632
Interactive deformation of light fields
We present a software pipeline that enables an animator to deform light fields. The pipeline can be used to deform complex objects, such as furry toys, while maintaining photo-realistic quality. Our pipeline consists of three stages. First, we split the light field into sub-light fields. To facilitate splitting of complex objects, we employ a novel technique based on projected light patterns. Second, we deform each sub-light field. To do this, we provide the animator with controls similar to volumetric free-form deformation. Third, we recombine and render each sub-light field. Our rendering technique properly handles visibility changes due to occlusion among sub-light fields. To ensure consistent illumination of objects after they have been deformed, our light fields are captured with the light source fixed to the camera, rather than being fixed to the object. We demonstrate our deformation pipeline using synthetic and photographically acquired light fields. Potential applications include animation, interior design, and interactive gaming.
4000958
A Better Heuristic for Preemptive Parallel Machine Scheduling with Batch Setup Times
This paper addresses the problem of scheduling N jobs on M identical parallel machines with the objective of minimizing the makespan. Jobs are divided into B batches. A sequence-independent batch setup time on a machine is incurred whenever the machine starts its processing on or switches it from a job in one batch to a job in another batch. On the basis of a heuristic for this NP-hard problem proposed by Monma and Potts, a modified heuristic that requires the same implementing time $O(N + (M + B)\log (M + B))$ and is asymptotically optimal is presented. Furthermore, for a certain class of problems, which includes the case in which each batch contains a single job, it has the worst-case performance ratio $\tau _M = \max \{ {\frac{{3M}}{{2M + 1}},\frac{{3M - 4}}{{2M - 2}}} \}$.