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Article #11University of North Carolina technical reports
From: Natalie Sipes
Date: Fri, 31 Jul 1992 23:51
Date: Fri, 31 Jul 1992 23:51
485 lines
24357 bytes
24357 bytes
The following are abstracts of recent technical reports from the University of North Carolina. To receive hard copies, contact Research Access, Inc. at 1-800-685-6510 or 412-682-6510. To receive the reports electronically, send email to "netlib@cs.unc.edu", and in either the subject line or message body, send the request, "get <report> from techreports". These files can be read with Microsoft Word or WriteNow. If you have any questions/problems, please send mail to softlab@cs.unc.edu ___________________________________________________________________________ Design and Construction of a 30-Degree See-Through Head-Mounted Display TR92-030 Douglas E. Holmgren **(This report is available electronically by emailing netlib@cs.unc.edu and sending the request "get 92-030.rtf from techreports") This report describes the design and construction of a 30-degree see-through head-mounted display (STHMD). The design goals for this STHMD were that it employ calibrated means of adjusting the virtual image distance (focus) and inter-pupillary distance (IPD) and provide for adjustment of exit pupil location with respect to individual wearers. The optics were designed by Jannick Rolland to incorporate off-the-shelf optical components. Scanned Laser Displays for Head Mounted Displays TR92-029 Douglas E. Holmgren, Warren Robinett **(This report is available electronically by emailing netlib@cs.unc.edu and sending the request "get 92-029.rtf from techreports") Technologies applicable toward a display system in which a laser is raster scanned on the viewer's retina are reviewed. The properties of laser beam propagation and the inherent resolution of a laser scanning system are discussed. Scanning techniques employing rotating mirrors, galvonometer scanners, acousto-optic deflectors, and piezo-electric deflectors are described. Resolution, speed, deflection range, and physical size are strongly coupled properties of these technologies. For head-mounted display applications, a monochromatic system employing a laser diode source with acousto- optic and galvonometer scanners is deemed most practical. A resolution of 1000 x 1000 pixels at 60 frames per second should be possible with such a sytem. A radiometric analysis indicates that eye safety would not be a problem in a retina-scanning system. Six Generations of Building Walkthrough: Final Technical Report to the National Science Foundation TR92-026 Frederick P. Brooks, Jr., John Airey, John Alspaugh, Andrew Bell, Randolph Brown, Curtis Hill, Uwe Nimscheck, Penny Rheingans, John Rohlf, Dana Smith, Douglass Turner, Amitabh Varshney, Yulan Wang, Hans Weber, Xialin Yuan **(This report is available electronically by emailing netlib@cs.unc.edu and sending the request "get 92-026.rtf from techreports") NO ABSTRACT FOR THIS REPORT. Synthetic Experience: A Taxonomy, Survey of Earlier Thought, and Speculations on the Future TR92-022 Warren Robinett **(This report is available electronically by emailing netlib@cs.unc.edu and sending the request "get 92-022.rtf from techreports") A taxonomy is proposed to classify all varieties of technologically- mediated experience. This includes virtual reality and teleoperation, as well as earlier devices such as the microscope and telephone. The model of mediated interaction assumes a sensor-display link from the world to the human, and an action-actuator link going back from the human to the world, with the mediating technology transforming the transmitted experience in some way. The taxonomy is used to classify a number of sample systems. Earlier visions of technologically-based experience are compared with the ideas presented in this paper. Then the long-term prospects of this field are speculated upon, ignoring constraints of cost, effort, or time to develop. Finally, the ultimate limits of synthetic experience are discussed, derived from properties of the physical universe and the human neural apparatus. A Survey of Data Models for Hypermedia TR92-021 Joan Boone This article surveys data models developed in support of hypermedia environments. Each model is briefly summarized and identified according to the primary motivating factor: application requirements, refinement and formalization, and most recently, standardization. A more detailed description of the following data model characteristics is provided: low-level abstractions, high-level abstractions, operations, and relationship to system architecture. Lastly, the models are reviewed with respect to how they address some hypermedia issues such as versioning, collaboration, interoperability and interchange, and security. A Distributed Implementation of an N-body Virtual World Simulation TR92-020 Mark Parris, Carl Mueller, Jan Prins, Adam Duggan, Quan Zhou, Erik Erikson **(This report is available electronically by emailing netlib@cs.unc.edu and sending the request "get 92-020.rtf from techreports") Meeting the challenge of real-time visualization of a complex physical simulation can require several specialized computers. The virtual-world simulation described in this paper combines a highly- parallel computer for physical simulation and a custom graphics engine for display communicating via TCP/IP over an ethernet. Application-level protocols to provide the high-throughput, low- latency communication required to support an interactive virtual world are investigated. Experiments demonstrate that a limited write-ahead protocol gives the best tradeoff between latency and throughput for this application. A Short Guide to AutoCAD Drawing Primitives for 3D Computer Graphics Models and the Walkthrough AutoCAD-to-Polygon Conversion Program TR92-019 John C. Alspaugh **(This report is available electronically by emailing netlib@cs.unc.edu and sending the request "get 92-019.rtf from techreports") Intended for those who want to build models for 3D computer graphics as painlessly as possible, this document introduces the reader to those AutoCAD drawing primitives and AutoCAD structures that can be converted to polygons with the Walkthrough AutoCAD- to-polygon conversion program. It also discusses those primitives that are not converted and why they are not converted. In addition, this document introduces the reader to more advanced AutoCAD modelling techniques for efficient model-building and model- management. The final section tells how to run the AutoCAD-to- polygon conversion program: file locations, input file requirements and forms, and the format of the output file. Implementation of Randomized Sorting on Large Parallel Machines TR92-018 William L. Hightower, Jan F. Prins, John H. Reif **(This report is available electronically by emailing netlib@cs.unc.edu and sending the request "get 92-018.rtf from techreports") Flashsort [RV83,86] and Samplesort [HC83] are related parallel sorting algorithms proposed in the literature. Both utilize a sophisticated randomized sampling technique to form a splitter set, but Samplesort distributes the splitter set to each processor while Flashsort uses splitter-directed routing. In this paper we present B-Flashsort, a new batched-routing variant of Flashsort designed to sort N>P values using P processors connected in a d-dimensional mesh and using constant space in addition to the input and output. The key advantage of the Flashsort approach over Samplesort is a decrease in memory requirements, by avoiding the broadcast of the splitter set to all processors. The practical advantage of B-Flashsort over Flashsort is that it replaces pipelined splitter-directed routing with a set of synchronous local communications and bounds recursion, while still being demonstrably efficient. The performance of B-Flashsort and Samplesort is compared using a parameterized analytic model in the style of [BLM+91] to show that on a d-dimensional toroidal mesh B-Flashsort improves on Samplesort when (N/P) < P/[(c1)(log P)+(c2)(d)(P^(1/d))+(c3)], for machine- dependent parameters c1, c2, and c3. Empirical confirmation of the analytical model is obtained through implementations on a MasPar MP-1 of Samplesort and two B-Flashsort variants. Spectra-Limited Diffusion in the Characterization of Textured Patches in Digital Images TR92-017 Ross Whitaker NO ABSTRACT FOR THIS REPORT. REPORT NOT YET AVAILABLE. Techniques for Interactive Manipulation of Graphical Protein Models (Under the direction of Frederick P. Brooks, Jr. ) TR92-016 Mark Christopher Surles **(This report is available electronically by emailing netlib@cs.unc.edu and sending the request "get 92-016.sit from techreports") This thesis describes a graphics modeling system, called Sculpt, that maintains physically-valid protein properties while a user interactively moves atoms in a protein model. Sculpt models strong properties such as bond lengths and angles with rigid constraints and models weak properties such as near-neighbor interactions with potential energies. Sculpt continually satisfies the constraints and maintains a local energy minimum throughout user interaction. On a Silicon Graphics 240-GTX, Sculpt maintains 1.5 updates per second on a molecular model with 355 atoms (1065 variables, 1027 constraints, and 3450 potential energies). Performance decreases linearly with increased molecule size. Three techniques yield interactive performance: a constrained minimization algorithm with linear complexity in problem size, coarse-grain parallelism, and variable reduction that replaces model segments with rigid bodies. The thesis presents a Lagrange multiplier method that finds a constrained minimum and achieves linear computational complexity for articulated figures whose spine contains many more joints than any attached limb (e.g. reptiles, mammals, and proteins). The method computes the Jacobian matrix of the constraint functions, multiplies it by its transpose, and solves the resulting system of equations. A sort of the Jacobian at program initialization yields a constant, band-diagonal pattern of nonzeros. Multiplication and solution of band-diagonal matrices require computation that increases linearly with problem size. One or two iterations of this algorithm typically find a constrained minimum in this application. The number of functions and variables can be reduced by the use of rigid bodies. A user can specify that a rigid object with few variables replace large segments of a model that should not change. For example, a user can twist a backbone into a helix and then freeze the helix by replacing its atoms and bonds with a cylinder of rigid shape but movable position and orientation. Two improvements over existing interactive protein modeling systems have been observed in modeling sessions with Sculpt. First, time-consuming model correction is avoided by maintaining a physically-valid model throughout a modeling session. Second, additional cues about model properties can arise when a chemist interactively guides a folding simulation rather than viewing a cine loop from a pre-computed simulation. Eighteenth Annual Progress Report: Interactive Graphics for Molecular Studies TR92-015 Frederick P. Brooks, Jr., William V. Wright **(This report is available electronically by emailing netlib@cs.unc.edu and sending the request "get 92-015.rtf from techreports") NO ABSTRACT FOR THIS REPORT Adaptive Mesh Generation for Radiosity Methods TR92-014 Uwe M Nimscheck **(This report is available electronically by emailing netlib@cs.unc.edu and sending the request "get 92-014.rtf from techreports") The radiosity method is one of the main approaches to the generation of realistic images. The generation of accurate radiosity solutions imposes numerous constraints on the input data. Generally, a radiosity pipeline can be subdivided into modeling, preprocessing, mesh generation, radiosity solution and display. This thesis investigates the modeling requirements for valid radiosity solutions, reviews existing mesh generation algorithms for finite element methods, and introduces a new mesh generation algorithm for interactive radiosity approaches. The algorithm consists of a spatial decomposition by a modified quadtree and a subdomain meshing by removal of individual patches. It runs in O(n) time, with n being the number of generated patches. The use of a tree structure allows one to increase and decrease the density of the generated mesh locally and makes the mesh generator capable of adapting the mesh to the current lighting situation. This makes the proposed algorithm suitable for adaptive refinement and interactive radiosity solutions. The Constitution of Intellectual Work By Programming Teams TR92-013 Dorothy Holland, James R. Reeves and Anne Larme This paper is drawn from a large study of intellectual collaboration. In a component of the research we focused on computer scientists and the ways in which they work together to produce complex programs. Relying upon the methods of participant-observation and analytic-induction we followed four teams of programmers from the inception of a project to its completion. Here we present our analyses of the groups' intellectual work as situated in cultural systems, social relations, and institutional matrices. In particular we describe the teams' changing perspectives on the purpose of their work. These perspectives which we call "activity frames" affected the type of work that the teams did and the manner in which it was carried out. Our findings have implications for the building of computer tools, and for the theorizing and researching of collaborative work. Architecture of the Artifact-Based Collaboration System Matrix TR92-012 Kevin Jeffay, Jin-Kun Lin, John Menges, F. Donelson Smith, and John B. Smith The UNC Collaboratory project is concerned with both the process of collaboration and with computer systems to support that process. Here, we describe a component of the Artifact- Based Collaboration (ABC) system, called the Matrix, that provides an infrastructure in which existing single-user applications can be incorporated with few, if any, changes and used collaboratively. We take the position that what is needed is not new tools but better infrastructure for using familiar single-user tools collectively. The paper discusses the Matrix architecture, a Virtual Screen component, and generic functions that provide conferencing, hyperlinking, and recording of usersU actions for all applications. Collective Intelligence in Computer-Based Collaboration: An Introduction TR92-011 John B. Smith A Concept of Collective Intelligence in computer-based collaboration is defined. It views Collective Intelligence as the goal groups try to achieve when they seek to meld their thinking into a coherent whole--as if the result were the work of a single good mind. Components are identified within computer-supported collaborative groups that are recognizable as extrapolations of analogous components in models of individual cognition. These include several types of memories, processors, and executive functions. Several dimensions are also discussed in which to locate studies, systems, and issues. The paper suggests a broad agenda for collaboration research. A Distributed Graph Storage System for Artifacts in Group Collaborations TR92-010 Douglas Shackelford, John B. Smith and F. Donelson Smith Our group is building an artifact-based collaboration support system and studying the collaborative process. This paper discusses the data storage component of the system. It supports a graph-based data model, conservatively extended to meet hypermedia requirements. It is implemented in a distributed architecture so data may be stored in multiple locations and moved among locations . Issues addressed in both the paper and the system include: scale, logical and physical partitioning, protection, concurrency, and support for an extensible set of user applications. The discussion emphasizes issues and system aspects concerned with collaboration and support of multiple concurrent users. Re-Tiling of Polygonal Surfaces TR92-006 Greg Turk **(This report is available electronically by emailing netlib@cs.unc.edu and sending the request "get 92-006.rtf from techreports") This paper presents an automatic method of creating surface models at several levels of detail from an original polygonal description of a given object. Representing models at various levels of detail is important for achieving high frame rates in interactive graphics applications and also for speeding-up the off-line rendering of complex scenes. Unfortunately, generating these levels of detail is a time-consuming task usually left to a human modeller. This paper shows how a new set of vertices can be distributed over the surface of a model and connected to one another to create a re-tiling of a surface that is faithful to both the geometry and the topology of the original surface. The main contributions of this paper are: 1) a robust method of connecting together new vertices over a surface, 2) a way of using an estimate of surface curvature to distribute more new vertices at regions of detail. The key notion in the re- tiling procedure is the creation of an intermediate model called the mutual tessellation of a surface that contains both the vertices from the original model and the new points that are to become vertices in the re-tiled surface. The new model is then created by removing each original vertex and locally re-triangulating the surface in a way that matches the local connectedness of the initial surface. This technique for surface re-tessellation has been successfully applied to iso-surface models derived from volume data, Connolly surface molecular models and a tessellation of a minimal surface of interest to mathematicians. Polygonal models at multiple levels of detail can be put to immediate use in interactive graphics applications such as radiation treatment planning. Merging Virtual Reality with the Real World: Seeing Ultrasound Imagery within the Patient TR92-005 Mike Bajura, Henry Fuchs, Ryutarou Ohbuchi **(This report is available electronically by emailing netlib@cs.unc.edu and sending the request "get 92-005.rtf from techreports") We describe initial results showing "live" ultrasound echography data visualized within a pregnant human subject. The visualization is achieved using a small video camera mounted in front of a conventional head-mounted display worn by an observer. The camera's video images are composited with the computer generated ones that contain one or multiple 2D ultra-sound images properly transformed to the observer's current viewing position. As the observer walks around the subject, the ultrasound images appear stationary in 3-space within the subject. This kind of enhancement of the observer's vision may have many other applications, both in medicine - seeing arteries to avoid that lie near a pending surgical incision - and in other areas - seeing inside burning buildings with hand-held radar or walking inside house designs on site. Viper: A Quasi-Real-Time Virtual-Worlds Application TR92-004 Richard L. Holloway Virtual-worlds applications have a great need for interactive performance, since the user's view of the real world may be blocked out and the only "world" the user can see is the virtual world created by the application. For this reason, the system's response is critical- if the user turns his head and the world takes seconds to catch up with him, the result will be disorienting and confusing, rather than enlightening. The viper application is an attempt at giving real-time or near-real-time performance in a virtual-worlds application; it allows the user to trade off image quality for interactive performance. Designing Theory-Based Systems: A Case Study TR92-003 John B. Smith and Marcy Lansman In this paper, we discuss principles for designing and testing computer systems intended to support usersU thinking as they perform open-ended or ill-defined tasks. We argue that such systems inherently and inevitably implement a model of usersU cognitive behaviors. Making that model explicit can provide system developers with guidance in making design decisions. However, both model and system must be tested and refined. We discuss these principles in relation to a case study in which our group developed a hypertext-based writing environment and then tested that system in a series of experimental studies of writers' strategies. Comprehensive C++ I/O Libraries Supporting Image Processing in a University Research Environment TR92-002 Alfred Graham Gash, Fred J.R. Appelman, Karel J. Zuiderveld **(This report is available electronically by emailing netlib@cs.unc.edu and sending the request "get 92-002.tex from techreports") An on-going effort to develop a set of class-based libraries in C++ for image I/O and image processing is described. These new libraries will provide the following features to application programs based on them: Derivable image classes Machine-architecture independence of data storage Fast, user-customizable image I/O Unlimited number of descriptive data items Arbitrary number of image dimensions User-definable data types Optional automatic type conversion and compression Support for accessing images using reference files and pipes This highly-flexible and powerful capability is designed to meet the needs of workstation-based image processing and computer vision research in a multi-departmental university environment. The Study of Context Effects in Medical Image Contrast Enhancement Assessment via a Binocular Ganzfeld TR92-001 Derek T. Puff The context in which local structures in a medical image are viewed has an impact on a human observerUs ability to localize, identify, and characterize those structures and as such is an important visual feature for incorporation in models and methods in medical image enhancement and display. Medical image contrast enhancement methods specify a transformation by which acquired image values are mapped to the display in a way that increases the contrast between relevant anatomical structures and the background or adjacent structures. These contrast enhancement techniques may eventually be evaluated with computer methods that predict the performance for an array of modeled visual tasks. The model utilized to define the visual mechanisms required in these tasks must incorporate a knowledge about particular influences of context on localized detection and discrimination. In pursuit of this understanding, several context experiments were conducted with a binocular ganzfeld. The physical characteristics of the ganzfeld, which allows presentation of greyscale images without the influence of extraneous surrounding contextual structures of borders present under normal display conditions, and the results of those studies, are presented. =========================================================================== Co-moderator: Richard Golding, Computer & Information Sciences, UC Santa Cruz compdoc-techreports-request@ftp.cse.ucsc.edu
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Path: arc1-ca.pugleaf.net!sparky!uunet!elroy.jpl.nasa.gov!ames!agate!darkstar.UCSC.EDU!golding From: sipes@cs.unc.edu (Natalie Sipes) Newsgroups: comp.doc.techreports Subject: University of North Carolina technical reports Date: 31 Jul 92 23:51:17 GMT Organization: University of California, Santa Cruz Lines: 487 Approved: compdoc-techreports@ftp.cse.ucsc.edu Message-ID: <15cqo0INN1cs@darkstar.UCSC.EDU> NNTP-Posting-Host: midgard.ucsc.edu Originator: golding@midgard