| Indoor Routing Visualization | |
| Coming soon. | |
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| Multivariate Abstraction Technique | |
| Coming soon. | |
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| Stippling by Example | |
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In this work, we focus on stippling as an artistic style and discuss our technique for capturing and reproducing stipple features unique to an individual artist. We employ a texture synthesis algorithm based on the gray-level co-occurrence matrix (GLCM) of a texture field. This algorithm uses a texture similarity metric to generate stipple textures that are perceptually similar to input samples, allowing us to better capture and reproduce stipple distributions.First, we extract example stipple textures representing various tones in order to create an approximate tone map used by the artist. Second, we extract the stipple marks and distributions from the extracted example textures, generating both a lookup table of stipple marks and a texture representing the stipple distribution. Third, we use the distribution of stipples to synthesize similar distributions with slight variations using a numerical measure of the error between the synthesized texture and the example texture as the basis for replication. Finally, we apply the synthesized stipple distribution to a 2D grayscale image and place stipple marks onto the distribution, thereby creating a stippled image that is statistically similar to images created by the example artist. |
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| Related publications | NPAR09, Smart Graphics 2010 |
| Technology Assisted Dietary Assessment | ||
| In this project, I am working for user interface development of an application for dietary assessment on various mobile devices. Key functionalities include 1) recording a series of meal images by using a built-in camera, 2) reviewing them while labeling each food item, and providing an alternate method considering the case that users cannot capture images. Mobile devices used for this project include HTC phone (Windows Mobile 6) and N810 Nokia Internet Tablet (Maemo 4.0). For HTC phone, C# language was used. User interface for Nokia N810 is based on GTK+. Moreover, N900 Nokia Internet Tablet (Maemo 5.0) and iPhone were added as new devices. | ||
Nokia N810 internet tablet |
HTC phone |
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iPhone |
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| Related links | TADA project | |
| Related publications | IS&T/SPIE EI2011, MUM2010, IS&T/SPIE EI2010, ICASSP2010 | |
| Novel Presentation Methods for Technical Data | |
| When performing daily maintenance and repair tasks, technicians require access to a variety of technical diagrams. As technicians trace components and diagrams from page-to-page, within and across manuals, the contextual information of the components they are analyzing can easily be lost. To overcome these issues, we have developed a Schematic Diagram Visualization System (SDViz) designed for maintaining and highlighting contextual information in technical documents, such as schematic and wiring diagrams. Our system incorporates various features to aid in the navigation and diagnosis of faults, as well as maintaining contextual information when tracing components/connections through multiple diagrams. System features include highlighting relationships between components and connectors, diagram annotation tools, the animation of flow through the system, a novel contextual blending method, and a variety of traditional focus+context visualization techniques. We have evaluated the usefulness of our system through a qualitative user study in which subjects utilized our system in diagnosing faults during a standard aircraft maintenance exercise. | |
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| Related publications | Technical Report from DTIC, EuroVis09, APGV2010 |
| Mobile Visual Analytics for Emergency Response | |
| During emergency response events, situational awareness is critical in effectively managing and safe-guarding civilians and in-field personnel. To better support both command center controllers and in-field operators, we have developed a mobile visual analytics tool to help enhance situational awareness and support rapid decision making. Our mobile visual analytics tool consists of a 2D/3D visualization component, which shows personnel-related information, situational and static scene-related information, integrated multi media playback functionality for personnel outfitted with cameras, and fastforward/ rewind capabilities for reviewing events. Our current system has been employed in the evaluation of two different scenarios: a simulated evacuation of The Station nightclub fire that occurred in Rhode Island during 2003 and a testing exercise for a rescue operation in an elementary school. Our system has been deployed on a Dell Axim X51v PDA, an OQO 02, and on a Sprint PCS VisionSM smart device PPC-6700. | |
| Related links | PURVAC, Hand-out |
| Related publications | ICTHS2008, IVS08, VAST07, DHSSummit08 IDHS07 DHSSummit07 |
| Development of Non-Photorealistic Animation Technology | |
| The field of Non-Photorealistic Rendering (NPR) has leaped forward as a variety of techniques to create artistic expression are proposed. Unfortunately, the aim of most methods is generally to express a specific one of artistic styles. A few approaches have been proposed to provide an appropriate environment to develop various new styles. However, they did not provide sufficient methods to express inner lines like hatching and cross hatching lines. In this project, we propose a unified framework for 3D NPR. Our framework was intended not to make a distinction between line shading and cel shading. As a result, we could generalize various artistic styles with a simple conceptual framework and system architecture. In this work, we developed a unified framework for 3D NPR in which line shading styles and cel-shading styles are not distinguished because all the feature lines are reconstructed as a 3D model. In the end, developers using our framework only need to be interested in creating FX files and textures for some styles they want to express. | |
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| Related publications | SIGGRAPH06 Research poster |
| Development of S/W for production of digital contents with high realism | |
| In this project, we developed an application for realistic rendering using High Dynamic Range Image (HDRI). Key features contain spherical harmonic modeling from HDRI, Pre-computed Radiance Transfer (PRT), and adaptive mesh subdivision for PRT. Moreover, to create a pilot animation by using Maya and 3D Studio Max, MentalRay and RenderMan shaders were implemented. | |
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| Development of 3D Engine for PDA | |
| The advancement of computer graphics and hardware technology have nourished handheld or mobile devices to be equipped with fully implemented 3D graphics capabilities such as a 3D game. In this work, we develop 3D game engine for a Samsung MITs M400 device (Xscale PXA 250) based on PocketPC and a pilot game, 3D Puzzle usng our 3D game engine. The engine developed shows 8~9 fps for rendering 850 polygons with textures at a landscape flush mode. Our engine is composed of pure C-codes in Windows CE environment and do not use other 3D graphic API. The pilot game was developed to check the performance of our 3D game engine out. Key functionalities of our 3D engin consist of a camera model, transformation, lighting, shading, texture mapping, spectial effects, 2D sound, 2D drawing, font, event handdling, and etc. | |
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| Related publications | CGAIED04 |
| The Networked Virtual Reality | |
| In this project, we develop a realistic rendering technique for the networked virtual reality environment based on VRML. With this goal, our work is to represent and display high dynamic range images (HDRI) as a texture map in VRML structure in order to provide realistic lighting effect in VRML. To do this, we designed and implemented extended texture nodes for supporting HDRI in VRML and developed a HDRI-based mapping tool that can be used for authoring objects with HDR images as texture data. Although the authoring result of our tool is not completely compatiable with the standard VRML format, it is good enough to be used in the virtual world. To verify this, we developed an extended VRML browser that supports the parsing and viewing of our new texture nodes related to HDRI and allows the exposure to be adjusted continuously and arbitrarily while navigating in a networked VRML environment. | |
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| Related publications | CGGM03 |
| Color Paper Mosaic Rendering | |
| Recently, with the interest on Non Photo-realistic Rendering (NPR), computer graphics researchers are studying to simulate conventional artistic expressions such as styles of pen-and-ink, watercolor and oil on canvas. In this paper we propose a colorpaper mosaic-rendering techniques that could automatically generate torn and tagged color-paper mosaic effects. We have to consider various features to produce mosaic effects of color-paper. These features consist of a paper texture, a piece of attached paper by hands, irregular lines of a torn paper and a white section showing a cutting plane. | |
| Related links | Chung-Ang University CGLab |
| Related publications | SIGGRAPH 2001 Sketches and Applications |
| Simulation of global illumination by Radiosity | |
| Radiosity is a rendering technique that requires a lot of CPU time. The formfactor calculation is the most time-consuming part of the radiosity flow. As a result, accelerating the formfactor calculation becomes an important factor in the improvement of the algorithm. In this paper, we use a geodesic dome to approximate the hemisphere; and to simplify the computation, we represent the dome with a set of points. A kD Tree has been applied to select the clipping area of the projected region. This method is simpler and faster than the hemicube approach, because it avoids processing such as polygon clipping.
(This research was conducted as work for my Master's thesis.) |
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| Related publications | Graphicon00, PDC1999 |