@conference {13078,
	title = {Kernel PLS regression for robust monocular pose estimation},
	booktitle = {Computer Vision and Pattern Recognition Workshops (CVPRW), 2011 IEEE Computer Society Conference on},
	year = {2011},
	month = {2011/06//},
	pages = {24 - 30},
	abstract = {We evaluate the robustness of five regression techniques for monocular 3D pose estimation. While most of the discriminative pose estimation methods focus on overcoming the fundamental problem of insufficient training data, we are interested in characterizing performance improvement for increasingly large training sets. Commercially available rendering software allows us to efficiently generate large numbers of realistic images of poses from diverse actions. Inspired by recent work in human detection, we apply PLS and kPLS regression to pose estimation. We observe that kPLS regression incrementally approximates GP regression using the strongest nonlinear correlations between image features and pose. This provides robustness, and our experiments show kPLS regression is more robust than two GP-based state-of-the-art methods for pose estimation.},
	keywords = {(computer, 3D, analysis;rendering, correlations;projection, detection;monocular, detection;pose, estimation;Gaussian, estimation;nonlinear, estimation;regression, GP, graphics);, images;rendering, latent, monocular, PLS, pose, process;Kernel, processes;object, regression;Gaussian, regression;human, software;robust, structures;realistic, to},
	doi = {10.1109/CVPRW.2011.5981750},
	author = {Dondera,R. and Davis, Larry S.}
}
@conference {17911,
	title = {Salient Clustering for View-dependent Multiresolution Rendering},
	booktitle = {Computer Graphics and Image Processing (SIBGRAPI), 2009 XXII Brazilian Symposium on},
	year = {2009},
	month = {2009/10//},
	pages = {56 - 63},
	abstract = {Perceptual information is quickly gaining importance in mesh representation, analysis and rendering. User studies, eye tracking and other techniques are able to provide ever more useful insights for many user-centric systems, which form the bulk of computer graphics applications. In this work we build upon the concept of Mesh Saliency - an automatic measure of visual importance for triangle meshes based on models of low-level human visual attention - applying it to the problem of mesh segmentation and view-dependent rendering. We introduce a technique for segmentation that partitions an object into a set of face clusters, each encompassing a group of locally interesting features; Mesh Saliency is incorporated in a propagative mesh clustering framework, guiding cluster seed selection and triangle propagation costs and leading to a convergence of face clusters around perceptually important features. We compare our technique with different fully automatic segmentation algorithms, showing that it provides similar or better segmentation without the need for user input. We illustrate application of our clustering results through a saliency-guided view-dependent rendering system, achieving significant frame rate increases with little loss of visual detail.},
	keywords = {(computer, algorithms;cluster, analysis;mesh, attention;mesh, AUTOMATIC, centred, clustering, clustering;rendering, clustering;user-centric, clusters;low-level, dependent, design;, framework;salient, graphics);user, graphics;face, human, information;propagative, mesh, multiresolution, rendering;image, representation;mesh, resolution;image, saliency;mesh, seed, segmentation, segmentation;pattern, segmentation;perceptual, selection;computer, system;view, visual},
	doi = {10.1109/SIBGRAPI.2009.34},
	author = {Barni,R. and Comba,J. and Varshney, Amitabh}
}
@article {13333,
	title = {Supercubes: A High-Level Primitive for Diamond Hierarchies},
	journal = {Visualization and Computer Graphics, IEEE Transactions on},
	volume = {15},
	year = {2009},
	month = {2009///},
	pages = {1603 - 1610},
	abstract = {Volumetric datasets are often modeled using a multiresolution approach based on a nested decomposition of the domain into a polyhedral mesh. Nested tetrahedral meshes generated through the longest edge bisection rule are commonly used to decompose regular volumetric datasets since they produce highly adaptive crack-free representations. Efficient representations for such models have been achieved by clustering the set of tetrahedra sharing a common longest edge into a structure called a diamond. The alignment and orientation of the longest edge can be used to implicitly determine the geometry of a diamond and its relations to the other diamonds within the hierarchy. We introduce the supercube as a high-level primitive within such meshes that encompasses all unique types of diamonds. A supercube is a coherent set of edges corresponding to three consecutive levels of subdivision. Diamonds are uniquely characterized by the longest edge of the tetrahedra forming them and are clustered in supercubes through the association of the longest edge of a diamond with a unique edge in a supercube. Supercubes are thus a compact and highly efficient means of associating information with a subset of the vertices, edges and tetrahedra of the meshes generated through longest edge bisection. We demonstrate the effectiveness of the supercube representation when encoding multiresolution diamond hierarchies built on a subset of the points of a regular grid. We also show how supercubes can be used to efficiently extract meshes from diamond hierarchies and to reduce the storage requirements of such variable-resolution meshes.},
	keywords = {(computer, adaptive, approach;nested, bisection, crack-free, datasets;computational, decomposition;nested, diamond, generation;rendering, geometry;mesh, graphics);, hierarchies;edge, mesh;supercubes;tetrahedra, meshes;polyhedral, representations;multiresolution, rule;highly, sharing;volumetric, tetrahedral},
	isbn = {1077-2626},
	doi = {10.1109/TVCG.2009.186},
	author = {Weiss,K. and De Floriani, Leila}
}
@article {13215,
	title = {Rendering localized spatial audio in a virtual auditory space},
	journal = {Multimedia, IEEE Transactions on},
	volume = {6},
	year = {2004},
	month = {2004/08//},
	pages = {553 - 564},
	abstract = {High-quality virtual audio scene rendering is required for emerging virtual and augmented reality applications, perceptual user interfaces, and sonification of data. We describe algorithms for creation of virtual auditory spaces by rendering cues that arise from anatomical scattering, environmental scattering, and dynamical effects. We use a novel way of personalizing the head related transfer functions (HRTFs) from a database, based on anatomical measurements. Details of algorithms for HRTF interpolation, room impulse response creation, HRTF selection from a database, and audio scene presentation are presented. Our system runs in real time on an office PC without specialized DSP hardware.},
	keywords = {(computer, 3-D, audio, audio;, auditory, augmented, data, environments;, functions;, graphics);, Head, interfaces;, perceptual, processing;, reality, reality;, related, rendering, rendering;, scene, signal, sonification;, spaces;, spatial, transfer, user, virtual},
	isbn = {1520-9210},
	doi = {10.1109/TMM.2004.827516},
	author = {Zotkin,Dmitry N and Duraiswami, Ramani and Davis, Larry S.}
}
@conference {12727,
	title = {Video based rendering of planar dynamic scenes},
	booktitle = {Multimedia and Expo, 2003. ICME {\textquoteright}03. Proceedings. 2003 International Conference on},
	volume = {1},
	year = {2003},
	month = {2003/07//},
	pages = {I - 477-80 vol.1 - I - 477-80 vol.1},
	abstract = {In this paper, we propose a method to synthesize arbitrary views of a planar scene from a monocular video sequence of it. The 3-D direction of motion of the object is robustly estimated from the video sequence. Given this direction any other view of the object can be synthesized through a perspective projection approach, under assumptions of planarity. If the distance of the object from the camera is large, a planar approximation is reasonable even for non-planar scenes. Such a method has many important applications, one of them being gait recognition where a side view of the person is required. Our method can be used to synthesize the side-view of the person in case he/she does not present a side view to the camera. Since the planarity assumption is often an approximation, the effects of non-planarity can lead to inaccuracies in rendering and needs to be corrected for. Regions where this happens are examined and a simple technique based on weak perspective approximation is proposed to offset rendering inaccuracies. Examples of synthesized views using our method and performance evaluation are presented.},
	keywords = {(computer, 3D, analysis;, approximation;, based, camera;, cameras;, direction;, dynamic, graphics);, image, monocular, MOTION, perspective, planar, processing;, rendering, rendering;, scenes;, sequence;, sequences;, signal, video, weak},
	doi = {10.1109/ICME.2003.1220958},
	author = {Kale, A. and Chowdhury, A.K.R. and Chellapa, Rama}
}
@conference {13317,
	title = {Multiresolution tetrahedral meshes: an analysis and a comparison},
	booktitle = {Shape Modeling International, 2002. Proceedings},
	year = {2002},
	month = {2002///},
	pages = {83 - 91},
	abstract = {We deal with the problem of analyzing and visualizing large-size volume data sets. To this aim, we consider multiresolution representations based on a decomposition of the field domain into tetrahedral cells. We compare two types of multiresolution representations that differ on the rule applied to refine an initial coarse mesh: one is based on tetrahedron bisection, and one based on vertex split. The two representations can be viewed as instances of a common multiresolution model, that we call a multiresolution mesh. Encoding data structures for the two representations are briefly described. An experimental comparison on structured volume data sets is presented},
	keywords = {(computer, bisection;vertex, cells;tetrahedron, data, generation;rendering, geometry;data, graphics);solid, meshes;rendering;tetrahedral, modelling;, refinement;multiresolution, representations;multiresolution, sets;mesh, split;computational, structures;data, tetrahedral, visualisation;mesh, visualization;experiment;large-size, volume},
	doi = {10.1109/SMI.2002.1003532},
	author = {Danovaro,E. and De Floriani, Leila and Lee,M. and Samet, Hanan}
}
@conference {17962,
	title = {Skip Strips: maintaining triangle strips for view-dependent rendering},
	booktitle = {Visualization {\textquoteright}99. Proceedings},
	year = {1999},
	month = {1999/10//},
	pages = {131 - 518},
	abstract = {View-dependent simplification has emerged as a powerful tool for graphics acceleration in visualization of complex environments. However, view-dependent simplification techniques have not been able to take full advantage of the underlying graphics hardware. Specifically, triangle strips are a widely used hardware-supported mechanism to compactly represent and efficiently render static triangle meshes. However, in a view-dependent framework, the triangle mesh connectivity changes at every frame, making it difficult to use triangle strips. We present a novel data structure, Skip Strip, that efficiently maintains triangle strips during such view-dependent changes. A Skip Strip stores the vertex hierarchy nodes in a skip-list-like manner with path compression. We anticipate that Skip Strips will provide a road map to combine rendering acceleration techniques for static datasets, typical of retained-mode graphics applications, with those for dynamic datasets found in immediate-mode applications.},
	keywords = {(computer, Acceleration, acceleration;graphics, applications;path, applications;skip-list-like, changes;view-dependent, compression;rendering, connectivity;triangle, data, datasets;graphics, datasets;static, environments;data, equipment;data, graphic, Graphics, graphics);spatial, hardware;hardware-supported, hierarchy, manner;static, mechanism;immediate-mode, mesh, meshes;triangle, nodes;view-dependent, rendering;view-dependent, simplification;visualization;computer, Skip, Strips;complex, strips;vertex, structure;dynamic, structures;, techniques;retained-mode, triangle, visualisation;rendering},
	doi = {10.1109/VISUAL.1999.809877},
	author = {El-Sana,J. and Azanli,E. and Varshney, Amitabh}
}
@article {17969,
	title = {Adaptive real-time level-of-detail based rendering for polygonal models},
	journal = {Visualization and Computer Graphics, IEEE Transactions on},
	volume = {3},
	year = {1997},
	month = {1997/06//apr},
	pages = {171 - 183},
	abstract = {We present an algorithm for performing adaptive real-time level-of-detail-based rendering for triangulated polygonal models. The simplifications are dependent on viewing direction, lighting, and visibility and are performed by taking advantage of image-space, object-space, and frame-to-frame coherences. In contrast to the traditional approaches of precomputing a fixed number of level-of-detail representations for a given object, our approach involves statically generating a continuous level-of-detail representation for the object. This representation is then used at run time to guide the selection of appropriate triangles for display. The list of displayed triangles is updated incrementally from one frame to the next. Our approach is more effective than the current level-of-detail-based rendering approaches for most scientific visualization applications, where there are a limited number of highly complex objects that stay relatively close to the viewer. Our approach is applicable for scalar (such as distance from the viewer) as well as vector (such as normal direction) attributes},
	keywords = {(computer, adaptive, attributes;scientific, attributes;view-dependent, coherence;image-space;lighting;multiresolution, direction;visibility;computational, geometry;data, graphics);, hierarchies;object-space;run, hierarchies;triangulated, level-of-detail, models;vector, polygonal, real-time, refinement;triangle, rendering;displayed, simplifications;viewing, systems;rendering, time;scalar, triangles;frame-to-frame, visualisation;real-time, visualization;selective},
	isbn = {1077-2626},
	doi = {10.1109/2945.597799},
	author = {Xia,J. C and El-Sana,J. and Varshney, Amitabh}
}
@conference {17961,
	title = {Controlled simplification of genus for polygonal models},
	booktitle = {Visualization {\textquoteright}97., Proceedings},
	year = {1997},
	month = {1997/10//},
	pages = {403 - 410},
	abstract = {Genus-reducing simplifications are important in constructing multiresolution hierarchies for level-of-detail-based rendering, especially for datasets that have several relatively small holes, tunnels, and cavities. We present a genus-reducing simplification approach that is complementary to the existing work on genus-preserving simplifications. We propose a simplification framework in which genus-reducing and genus-preserving simplifications alternate to yield much better multiresolution hierarchies than would have been possible by using either one of them. In our approach we first identify the holes and the concavities by extending the concept of alpha;-hulls to polygonal meshes under the L<sub> infin;</sub> distance metric and then generate valid triangulations to fill them.},
	keywords = {(computer, /spl, alpha/-hulls;L/sub, distance, framework;small, geometry;controlled, geometry;data, graphics);, hierarchies;object, holes;triangulations;tunnels;computational, infin//, meshes;polygonal, metric;cavities;computational, models;simplification, rendering;multiresolution, representations;polygonal, simplification;datasets;genus-preserving, simplifications;genus-reducing, simplifications;level-of-detail-based, visualisation;rendering},
	doi = {10.1109/VISUAL.1997.663909},
	author = {El-Sana,J. and Varshney, Amitabh}
}
@article {17964,
	title = {Controlled topology simplification},
	journal = {Visualization and Computer Graphics, IEEE Transactions on},
	volume = {2},
	year = {1996},
	month = {1996/06//},
	pages = {171 - 184},
	abstract = {We present a simple, robust, and practical method for object simplification for applications where gradual elimination of high frequency details is desired. This is accomplished by converting an object into multi resolution volume rasters using a controlled filtering and sampling technique. A multiresolution triangle mesh hierarchy can then be generated by applying the Marching Cubes algorithm. We further propose an adaptive surface generation algorithm to reduce the number of triangles generated by the standard Marching Cubes. Our method simplifies the topology of objects in a controlled fashion. In addition, at each level of detail, multilayered meshes can be used for an efficient antialiased rendering},
	keywords = {(computer, algorithm;adaptive, algorithm;controlled, antialiased, Cubes, Cubes;antialiasing;computational, details;multi, filtering;controlled, Frequency, generation, geometry;rendering, graphics);topology;, hierarchy;object, Marching, mesh, meshes;multiresolution, rasters;multilayered, rendering;high, resolution, simplification;efficient, simplification;sampling, surface, technique;standard, Topology, triangle, volume},
	isbn = {1077-2626},
	doi = {10.1109/2945.506228},
	author = {He,Taosong and Hong,Lichan and Varshney, Amitabh and Wang,S.W.}
}
