6,255 research outputs found

    Interactive volume rendering using multi-dimensional transfer functions and direct manipulation widgets

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    Journal ArticleMost direct volume renderings produced today employ onedimensional transfer functions, which assign color and opacity to the volume based solely on the single scalar quantity which comprises the dataset. Though they have not received widespread attention, multi-dimensional transfer functions are a very effective way to extract specific material boundaries and convey subtle surface properties. However, identifying good transfer functions is difficult enough in one dimension, let alone two or three dimensions. This paper demonstrates an important class of three-dimensional transfer functions for scalar data (based on data value, gradient magnitude, and a second directional derivative), and describes a set of direct manipulation widgets which make specifying such transfer functions intuitive and convenient. We also describe how to use modern graphics hardware to interactively render with multi-dimensional transfer functions. The transfer functions, widgets, and hardware combine to form a powerful system for interactive volume exploration

    Multidimensional transfer functions for interactive volume rendering

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    Journal ArticleAbstract-Most direct volume renderings produced today employ one-dimensional transfer functions which assign color and opacity to the volume based solely on the single scalar quantity which comprises the data set. Though they have not received widespread attention, multidimensional transfer functions are a very effective way to extract materials and their boundaries for both scalar and multivariate data. However, identifying good transfer functions is difficult enough in one dimension, let alone two or three dimensions. This paper demonstrates an important class of three-dimensional transfer functions for scalar data, and describes the application of multidimensional transfer functions to multivariate data. We present a set of direct manipulation widgets that make specifying such transfer functions intuitive and convenient. We also describe how to use modern graphics hardware to both interactively render with multidimensional transfer functions and to provide interactive shadows for volumes. The transfer functions, widgets, and hardware combine to form a powerful system for interactive volume exploration

    Universal quantum computation by discontinuous quantum walk

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    Quantum walks are the quantum-mechanical analog of random walks, in which a quantum `walker' evolves between initial and final states by traversing the edges of a graph, either in discrete steps from node to node or via continuous evolution under the Hamiltonian furnished by the adjacency matrix of the graph. We present a hybrid scheme for universal quantum computation in which a quantum walker takes discrete steps of continuous evolution. This `discontinuous' quantum walk employs perfect quantum state transfer between two nodes of specific subgraphs chosen to implement a universal gate set, thereby ensuring unitary evolution without requiring the introduction of an ancillary coin space. The run time is linear in the number of simulated qubits and gates. The scheme allows multiple runs of the algorithm to be executed almost simultaneously by starting walkers one timestep apart.Comment: 7 pages, revte

    3D Character Modeling in Virtual Reality

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    The paper presents a virtual reality modeling system based on interactive web technologies. The system's goal is to provide a user-friendly virtual environment for the development of 3D characters with an articulated structure. The interface allows the modeling of both the character's joint structure (the hierarchy) and its segment geometry (the skin). The novelty of the system consists of (1) the combination of web technologies used (VRML, Java and EAI) which provides the possibility of online modeling, (2) rules and constraints based operations and thus interface elements, (3) vertices and sets of vertices used as graphics primitives and (4) the possibility to handle and extend hierarchies based on the H-anim structure elements

    An Efficient Bandit Algorithm for Realtime Multivariate Optimization

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    Optimization is commonly employed to determine the content of web pages, such as to maximize conversions on landing pages or click-through rates on search engine result pages. Often the layout of these pages can be decoupled into several separate decisions. For example, the composition of a landing page may involve deciding which image to show, which wording to use, what color background to display, etc. Such optimization is a combinatorial problem over an exponentially large decision space. Randomized experiments do not scale well to this setting, and therefore, in practice, one is typically limited to optimizing a single aspect of a web page at a time. This represents a missed opportunity in both the speed of experimentation and the exploitation of possible interactions between layout decisions. Here we focus on multivariate optimization of interactive web pages. We formulate an approach where the possible interactions between different components of the page are modeled explicitly. We apply bandit methodology to explore the layout space efficiently and use hill-climbing to select optimal content in realtime. Our algorithm also extends to contextualization and personalization of layout selection. Simulation results show the suitability of our approach to large decision spaces with strong interactions between content. We further apply our algorithm to optimize a message that promotes adoption of an Amazon service. After only a single week of online optimization, we saw a 21% conversion increase compared to the median layout. Our technique is currently being deployed to optimize content across several locations at Amazon.com.Comment: KDD'17 Audience Appreciation Awar

    The design of sonically-enhanced widgets

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    This paper describes the design of user-interface widgets that include non-speech sound. Previous research has shown that the addition of sound can improve the usability of humanā€“computer interfaces. However, there is little research to show where the best places are to add sound to improve usability. The approach described here is to integrate sound into widgets, the basic components of the humanā€“computer interface. An overall structure for the integration of sound is presented. There are many problems with current graphical widgets and many of these are difficult to correct by using more graphics. This paper presents many of the standard graphical widgets and describes how sound can be added. It describes in detail usability problems with the widgets and then the non-speech sounds to overcome them. The non-speech sounds used are earcons. These sonically-enhanced widgets allow designers who are not sound experts to create interfaces that effectively improve usability and have coherent and consistent sounds

    Sonically-enhanced widgets: comments on Brewster and Clarke, ICAD 1997

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    This paper presents a review of the research surrounding the paper ā€œThe Design and Evaluation of a Sonically Enhanced Tool Paletteā€ by Brewster and Clarke from ICAD 1997. A historical perspective is given followed by a discussion of how this work has fed into current developments in the area

    Guidelines for the design of haptic widgets

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    Haptic feedback has been shown to improve user performance in Graphical User Interface (GUI) targeting tasks in a number of studies. These studies have typically focused on interactions with individual targets, and it is unclear whether the performance increases reported will generalise to the more realistic situation where multiple targets are presented simultaneously. This paper addresses this issue in two ways. Firstly two empirical studies dealing with groups of haptically augmented widgets are presented. These reveal that haptic augmentations of complex widgets can reduce performance, although carefully designed feedback can result in performance improvements. The results of these studies are then used in conjunction with the previous literature to generate general design guidelines for the creation of haptic widgets
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