Shine light on truth.
A large amount of work focus on multi-spectral capture and analysis, but multi-spectral display still remains a challenge. Most prior works on multi-primary displays use ad-hoc narrow band primaries that assure a larger color gamut, but cannot assure a good spectral reproduction. Content-dependent spectral analysis is the only way to produce good spectral reproduction, but cannot be applied to general data sets or continuous image sequences. Wide band primaries, however, are better suited for assuring good spectral reproduction due to greater coverage of the spectral range, but have not been explored much.
|Study of Self-Overlapping Curves
Self-Overlapping curves are boundaries of deformed disks with multiple overlaps. In this project we first find the deformation pattern of the disk, called the immersion, which produces a self-overlapping curve. Next, we propose a novel algorithm for morphing between two self-overlapping curves, such that each intermediate curve is also self-overlapping. Our morphing algorithm is based on an aesthetically good triangulation of the interior of a self-overlapping curve. This triangulation algorithm is based on our immersion algorithm.
|2D Nesting Problem
The 2D Nesting problem is a famous problem in Computational Geometry where the objective is to fit multiple shapes into a fixed region. We look to approach this problem using a new method called the convex hull hierarchy.
|iCVideo - Interactive Collaborative Video
The REAQTIVE paradigm aims to make optimal use of an ensemble of limited resource low-quality projection-enabled multimedia devices to produce a higher quality viewing experience than is not possible with a single such device. A group of users partaking in a multimedia session such as watching a video, or sharing a multimedia presentation can aggregate a group of low cost/quality devices that are designed and assembled to work.
|NeuroViz - A Visual Navigation System for Querying Large Stem Cell Image Data
Cellular biology deals with studying the behavior of cells. Current time-lapse imaging microscopes help us capture the progress of experiments at intervals that allow for understanding of the dynamic and kinematic behavior of the cells. On the other hand, these devices generate such massive amounts of data (250GB of data per experiment) that manual sieving of data to identify interesting patterns becomes virtually impossible.
|Content-Adaptive User-Controllable Capture and Display
Very soon users would seek greater control over the resources available in a display or a camera. Such resources include color resolution, spatial resolution, spectral resolution and so on. For example, they would want to target resolution at the most important object in the scene during capture or display. Or, they would want to change the spectral sensitivity of the primaries based on the scene illumination condition – e.g. CMY for dark scenes, RGB for bright scenes and 6-primary for colorful scenes.
Imagine a world in which people can use their handheld mobile devices to project and transfer content. Everyone can join the collaboration by simply bringing their mobile devices close to each other. People can grab data from each others' devices with simple hand gestures. Now imagine a large display created by tiling multiple displays where multiple users can interact with a large dynamically changing data set in a collocated, collaborative setting and the displays will take care of the data transfer and handling functions in a way that is transparent to the users.
|Data Management, Access, and Compression for Interactive 3D Rendering
Current graphics and visualization systems have to be built such that they can handle gigantic data sets like those from large scientific simulations including nuclear and power simulations, and geometric data sets such as digital models of defense and commercial equipments like aircrafts, ships and power-plants. Such large data sets cannot fit into the main memory of the machines or rendered interactively in current graphics systems.
|Tiled Projection-Based Display Walls
Multiple projectors can be tiled to build displays of mammoth scale and high resolution in a cost effective manner. However, since the image comes from multiple displays, they need to registered in color and geometry to make the display look like one large seamless display. We design automatic camera-based methods that can achieve accurate registration across a large number of projectors in a scalable manner.
In this system we superimposes multiple projections onto an object of arbitrary shape and color to produce high resolution appearance changes. Our system produces appearances at a resolution higher than what is possible with a single projector and can change appearances at near interactive rates. We achieved several appearance edits including specular lighting, subsurface scattering, inter-reflections, and color, texture, and geometry changes on objects with different shapes and colors.
|Perception Based Image Processing
Study of contrast sensitivity of the human eye shows that our suprathreshold contrast sensitivity follows the Weber Law and, hence, increases proportionally with the increase in the mean local luminance. In this project, we effectively apply this fact to design a contrast-enhancement method for images that improves the local image contrast by controlling the local image gradient with a single parameter.
Triangle strips have been widely used for efficient rendering. It is NP-complete to test whether a given triangulated model can be represented as a single triangle strip, so many heuristics have been proposed to partition models into few long strips. In this paper, we present a new algorithm for creating a single triangle loop or strip from a triangulated model.
|Non-Photo Realistic Rendering
We present simple rendering techniques implemented using traditional graphics hardware to achieve the effects of charcoal drawing. The effects include characteristics of charcoal drawings like broad grainy strokes and smooth tonal variations that are achieved by smudging the charcoal by hand. Further, we also generate the closure effect that is used by artists at times to avoid hard silhouette edges. All these effects are achieved using contrast enhancement operators on textures and/or colors of the 3D model.