6,693 research outputs found
Segue: Overviewing Evolution Patterns of Egocentric Networks by Interactive Construction of Spatial Layouts
Getting the overall picture of how a large number of ego-networks evolve is a
common yet challenging task. Existing techniques often require analysts to
inspect the evolution patterns of ego-networks one after another. In this
study, we explore an approach that allows analysts to interactively create
spatial layouts in which each dot is a dynamic ego-network. These spatial
layouts provide overviews of the evolution patterns of ego-networks, thereby
revealing different global patterns such as trends, clusters and outliers in
evolution patterns. To let analysts interactively construct interpretable
spatial layouts, we propose a data transformation pipeline, with which analysts
can adjust the spatial layouts and convert dynamic egonetworks into event
sequences to aid interpretations of the spatial positions. Based on this
transformation pipeline, we developed Segue, a visual analysis system that
supports thorough exploration of the evolution patterns of ego-networks.
Through two usage scenarios, we demonstrate how analysts can gain insights into
the overall evolution patterns of a large collection of ego-networks by
interactively creating different spatial layouts.Comment: Published at IEEE Conference on Visual Analytics Science and
Technology (IEEE VAST 2018
Genetic Algorithm Modeling with GPU Parallel Computing Technology
We present a multi-purpose genetic algorithm, designed and implemented with
GPGPU / CUDA parallel computing technology. The model was derived from a
multi-core CPU serial implementation, named GAME, already scientifically
successfully tested and validated on astrophysical massive data classification
problems, through a web application resource (DAMEWARE), specialized in data
mining based on Machine Learning paradigms. Since genetic algorithms are
inherently parallel, the GPGPU computing paradigm has provided an exploit of
the internal training features of the model, permitting a strong optimization
in terms of processing performances and scalability.Comment: 11 pages, 2 figures, refereed proceedings; Neural Nets and
Surroundings, Proceedings of 22nd Italian Workshop on Neural Nets, WIRN 2012;
Smart Innovation, Systems and Technologies, Vol. 19, Springe
FrameNet: Learning Local Canonical Frames of 3D Surfaces from a Single RGB Image
In this work, we introduce the novel problem of identifying dense canonical
3D coordinate frames from a single RGB image. We observe that each pixel in an
image corresponds to a surface in the underlying 3D geometry, where a canonical
frame can be identified as represented by three orthogonal axes, one along its
normal direction and two in its tangent plane. We propose an algorithm to
predict these axes from RGB. Our first insight is that canonical frames
computed automatically with recently introduced direction field synthesis
methods can provide training data for the task. Our second insight is that
networks designed for surface normal prediction provide better results when
trained jointly to predict canonical frames, and even better when trained to
also predict 2D projections of canonical frames. We conjecture this is because
projections of canonical tangent directions often align with local gradients in
images, and because those directions are tightly linked to 3D canonical frames
through projective geometry and orthogonality constraints. In our experiments,
we find that our method predicts 3D canonical frames that can be used in
applications ranging from surface normal estimation, feature matching, and
augmented reality
DrawCompileEvolve : sparking interactive evolutionary art with human creations.
This paper presents DrawCompileEvolve, a web-based drawing tool which allows users to draw simple primitive shapes, group them together or define patterns in their groupings (e.g. symmetry, repetition). The user’s vector drawing is then compiled into an indirectly encoded genetic representation, which can be evolved interactively, allowing the user to change the image’s colors, patterns and ultimately transform it. The human artist has direct control while drawing the initial seed of an evolutionary run and indirect control while interactively evolving it, thus making DrawCompileEvolve a mixed-initiative art tool. Early results in this paper show the potential of DrawCompileEvolve to jump-start evolutionary art with meaningful drawings as well as the power of the underlying genetic representation to transform the user’s initial drawing into a different, yet potentially meaningful, artistic rendering.peer-reviewe
Adaptive Mesh Fluid Simulations on GPU
We describe an implementation of compressible inviscid fluid solvers with
block-structured adaptive mesh refinement on Graphics Processing Units using
NVIDIA's CUDA. We show that a class of high resolution shock capturing schemes
can be mapped naturally on this architecture. Using the method of lines
approach with the second order total variation diminishing Runge-Kutta time
integration scheme, piecewise linear reconstruction, and a Harten-Lax-van Leer
Riemann solver, we achieve an overall speedup of approximately 10 times faster
execution on one graphics card as compared to a single core on the host
computer. We attain this speedup in uniform grid runs as well as in problems
with deep AMR hierarchies. Our framework can readily be applied to more general
systems of conservation laws and extended to higher order shock capturing
schemes. This is shown directly by an implementation of a magneto-hydrodynamic
solver and comparing its performance to the pure hydrodynamic case. Finally, we
also combined our CUDA parallel scheme with MPI to make the code run on GPU
clusters. Close to ideal speedup is observed on up to four GPUs.Comment: Submitted to New Astronom
An information theory based behavioral model for agent-based crowd simulations
Crowds must be simulated believable in terms of their appearance and behavior to improve a virtual environment’s realism. Due to the complex nature of human behavior, realistic behavior of agents in crowd simulations is still a challenging problem. In this paper, we propose a novel behavioral model which builds analytical maps to control agents’ behavior adaptively with agent-crowd interaction formulations. We introduce information theoretical concepts to construct analytical maps automatically. Our model can be integrated into crowd simulators and enhance their behavioral complexity. We made comparative analyses
of the presented behavior model with measured crowd data and two agent-based crowd simulators
Semantic multimedia remote display for mobile thin clients
Current remote display technologies for mobile thin clients convert practically all types of graphical content into sequences of images rendered by the client. Consequently, important information concerning the content semantics is lost. The present paper goes beyond this bottleneck by developing a semantic multimedia remote display. The principle consists of representing the graphical content as a real-time interactive multimedia scene graph. The underlying architecture features novel components for scene-graph creation and management, as well as for user interactivity handling. The experimental setup considers the Linux X windows system and BiFS/LASeR multimedia scene technologies on the server and client sides, respectively. The implemented solution was benchmarked against currently deployed solutions (VNC and Microsoft-RDP), by considering text editing and WWW browsing applications. The quantitative assessments demonstrate: (1) visual quality expressed by seven objective metrics, e.g., PSNR values between 30 and 42 dB or SSIM values larger than 0.9999; (2) downlink bandwidth gain factors ranging from 2 to 60; (3) real-time user event management expressed by network round-trip time reduction by factors of 4-6 and by uplink bandwidth gain factors from 3 to 10; (4) feasible CPU activity, larger than in the RDP case but reduced by a factor of 1.5 with respect to the VNC-HEXTILE
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