@article {18459,
	title = {Rendering localized spatial audio in a virtual auditory space},
	journal = {IEEE Transactions on Multimedia},
	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 = {-D audio processing, 3-D audio processing, Audio databases, audio signal processing, audio user interfaces, augmented reality, data sonification, Digital signal processing, head related transfer functions, head-related transfer function, Interpolation, Layout, perceptual user interfaces, Real time systems, Rendering (computer graphics), Scattering, spatial audio, Transfer functions, User interfaces, virtual audio scene rendering, virtual auditory spaces, virtual environments, Virtual reality, virtual reality environments},
	isbn = {1520-9210},
	doi = {10.1109/TMM.2004.827516},
	author = {Zotkin,Dmitry N and Duraiswami, Ramani and Davis, Larry S.}
}
@conference {18471,
	title = {Creation of virtual auditory spaces},
	booktitle = {2002 IEEE International Conference on Acoustics, Speech, and Signal Processing (ICASSP)},
	volume = {2},
	year = {2002},
	month = {2002/05//},
	publisher = {IEEE},
	organization = {IEEE},
	abstract = {High-quality virtual audio scene rendering is a must for emerging virtual/augmented reality applications and for perceptual user interfaces. We describe algorithms for creation of virtual auditory spaces using measured and non-individualized HRTFs and head tracking. Details of algorithms for HRTF interpolation, room impulse response creation, and audio scene presentation are presented. Tests show that individuals externalize well, and find our interface natural. The system runs in real time with latency of less than 30 ms on an office PC without specialized DSP.},
	keywords = {accuracy, Estimation, Finite impulse response filter, Heating, Program processors, Rendering (computer graphics), System-on-a-chip},
	isbn = {0-7803-7402-9},
	doi = {10.1109/ICASSP.2002.5745052},
	author = {Zotkin,Dmitry N and Duraiswami, Ramani and Davis, Larry S.}
}
@article {12060,
	title = {Visual space-time geometry - A tool for perception and the imagination},
	journal = {Proceedings of the IEEE},
	volume = {90},
	year = {2002},
	month = {2002/07//},
	pages = {1113 - 1135},
	abstract = {Although the fundamental ideas underlying research efforts in the field of computer vision have not radically changed in the past two decades, there has been a transformation in the way work in this field is conducted. This is primarily due to the emergence of a number of tools, of both a practical and a theoretical nature. One such tool, celebrated throughout the nineties, is the geometry of visual space-time. It is known under a variety of headings, such as multiple view geometry, structure from motion, and model building. It is a mathematical theory relating multiple views (images) of a scene taken at different viewpoints to three-dimensional models of the (possibly dynamic) scene. This mathematical theory gave rise to algorithms that take as input images (or video) and provide as output a model of the scene. Such algorithms are one of the biggest successes of the field and they have many applications in other disciplines, such as graphics (image-based rendering, motion capture) and robotics (navigation). One of the difficulties, however is that the current tools cannot yet be fully automated, and they do not provide very accurate results. More research is required for automation and high precision. During the past few years we have investigated a number of basic questions underlying the structure from motion problem. Our investigations resulted in a small number of principles that characterize the problem. These principles, which give rise to automatic procedures and point to new avenues for studying the next level of the structure from motion problem, are the subject of this paper.},
	keywords = {3-D motion estimation, Buildings, Computer vision, Geometry, Graphics, Image sequences, Layout, Mathematical model, mathematical theory, model building, Motion estimation, multiple view geometry, multiple views, Navigation, optical flow, optical illusions, patch correspondence, Rendering (computer graphics), Robotics and automation, Solid modeling, structure from motion, three-dimensional models, visual space-time},
	isbn = {0018-9219},
	doi = {10.1109/JPROC.2002.801440},
	author = {Ferm{\"u}ller, Cornelia and Baker, P. and Aloimonos, J.}
}
@article {17842,
	title = {Visualization of large data sets with the Active Data Repository},
	journal = {IEEE Computer Graphics and Applications},
	volume = {21},
	year = {2001},
	month = {2001/08//Jul},
	pages = {24 - 33},
	abstract = {We implement ray-casting-based volume rendering and isosurface rendering methods using the Active Data Repository (ADR) for visualizing out-of-core data sets. We have developed the ADR object-oriented framework to provide support for applications that employ range queries with user-defined mapping and aggregation operations on large-scale multidimensional data. ADR targets distributed-memory parallel machines with one or more disks attached to each node. It is designed as a set of modular services implemented in C++, which can be customized for application-specific processing. The ADR runtime system supports common operations such as memory management, data retrieval, and scheduling of processing across a parallel machine},
	keywords = {active data repository, ADR runtime system, Algorithm design and analysis, application-specific processing, C++, data mining, data retrieval, data visualisation, Data visualization, distributed-memory parallel machines, Indexing, Information retrieval, isosurface rendering, Isosurfaces, large data sets, large-scale multidimensional data, Memory management, modular services, out-of-core data sets, parallel machine, Parallel machines, Partitioning algorithms, ray-casting-based volume rendering, Rendering (computer graphics), Runtime, software libraries, storage management},
	isbn = {0272-1716},
	doi = {10.1109/38.933521},
	author = {Kurc, T. and Catalyurek,U. and Chang,Chialin and Sussman, Alan and Saltz, J.}
}
@conference {17943,
	title = {Voxel based object simplification},
	booktitle = {Proceedings of the 6th conference on Visualization {\textquoteright}95},
	series = {VIS {\textquoteright}95},
	year = {1995},
	month = {1995///},
	pages = {296{\textendash} - 296{\textendash}},
	publisher = {IEEE Computer Society},
	organization = {IEEE Computer Society},
	address = {Washington, DC, USA},
	abstract = {Presents a simple, robust and practical method for object simplification for applications where gradual elimination of high-frequency details is desired. This is accomplished by sampling and low-pass filtering the object into multi-resolution volume buffers and applying the marching cubes algorithm to generate a multi-resolution triangle-mesh hierarchy. Our method simplifies the genus of objects and can also help existing object simplification algorithms achieve better results. At each level of detail, a multi-layered mesh can be used for an optional and efficient antialiased rendering.},
	keywords = {antialiased rendering, antialiasing, buffer storage, data visualisation, high-frequency detail elimination, low-pass filtering, low-pass filters, marching cubes algorithm, mesh generation, multi-layered mesh, multi-resolution triangle-mesh hierarchy, multi-resolution volume buffers, object genus, Rendering (computer graphics), sampling, Smoothing methods, voxel based object simplification},
	isbn = {0-8186-7187-4},
	url = {http://dl.acm.org/citation.cfm?id=832271.833850},
	author = {He,Taosong and Hong,Lichan and Kaufman,A. and Varshney, Amitabh and Wang,S.}
}
