Michael McKenna

dblp:13/4204 · DBLP profile ↗
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9ranked-venue papers
6as first author
0since 2021 · last 2002
0000-0001-7859-3633ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-authorHuman-computer interaction and ubiquitous computing · 4 · 3 first-authorTheory of computation · 2 · 2 first-authorArtificial intelligence and machine learning · 1Systems, architecture and hardware · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
2 papers
Computational geometry · 100%
Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 54% Rendering · 46%
Artificial intelligence
2 papers
Deep learning architectures and training · 59% Legged, aerial and field robots · 20% Motion planning and robot control · 20%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 100%

Topics — the 13 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › rigid body simulation
articulated body simulation
0.011990
Dynamic simulation of autonomous legged locomotion · SIGGRAPH 1990
Machine learning › Deep learning architectures and training
backpropagation
0.011989
An Efficient Implementation of the Back-propagation Algorithm on the Connection Machine CM-2 · NIPS 1989
Parallel and multicore computing › parallel computing › parallel machine learning
parallel neural network training
0.011989
An Efficient Implementation of the Back-propagation Algorithm on the Connection Machine CM-2 · NIPS 1989
Computational geometry
arrangement
0.011988
Arrangements of Lines in 3-Space: A Data Structure with Applications · SCG 1988
Computational geometry › arrangement
line arrangement
0.011988
Arrangements of Lines in 3-Space: A Data Structure with Applications · SCG 1988
Rendering
hidden surface removal
0.011987
Worst-Case Optimal Hidden-Durface Removal · ACM Trans. Graph. 1987
Computational geometry
geometric optimization
0.011985
Finding the optimal shadows of a convex polytope · SCG 1985
Robotics › Motion planning and robot control › robot control
gait control
0.011990
Dynamic simulation of autonomous legged locomotion · SIGGRAPH 1990
Robotics › Legged, aerial and field robots › legged robots
legged robot locomotion
0.011990
Dynamic simulation of autonomous legged locomotion · SIGGRAPH 1990
Computational geometry › range searching
stabbing
0.011988
Arrangements of Lines in 3-Space: A Data Structure with Applications · SCG 1988
Computational geometry
visibility
0.011988
Arrangements of Lines in 3-Space: A Data Structure with Applications · SCG 1988
Rendering › hidden surface removal
hidden-line removal
0.011987
Worst-Case Optimal Hidden-Durface Removal · ACM Trans. Graph. 1987
Computational geometry › polytopes
convex polytope
0.011985
Finding the optimal shadows of a convex polytope · SCG 1985

Methods — techniques the papers use, named apart from their topics

forward dynamics · 0.0backpropagation · 0.0motor programs · 0.0motor program · 0.0data structure construction · 0.0computational geometry · 0.0geometric algorithms · 0.0
YearPublicationVenuePosition
2002 Case Study: A Virtual Environment for Genomic Data Visualization
abstract
With the completion of the human genome sequence, and with the proliferation of genome-related annotation data, the need for scalable and more intuitive means for analysis becomes critical, At Variagenics and Small Design Firm, we have addressed this problem with a coherent three-dimensional space in which all data can be seen in a single context. This tool aids in integrating information at vastly divergent scales while maintaining accurate spatial and size relationships. Our visualization was successful in communicating to project teams with diverse backgrounds the magnitude and biological implication of genetic variation.
R. Mark Adams, Blaze Stancampiano, Michael McKenna, David Small
IEEE Visualization3
1992 Interactive Viewpoint Control and Three-Dimensional Operations
abstract
Techniques are discussed for creating a rendered view into a 3D scene, interactively based on the locations and orientations of the observer’s head and the display surface. Stereoscopic headmounted displays (HMDs) demonstrate a simplified, special case of these techniques, because the eyes and monitors move in unison. A largely overlooked class of interactive displays uses the relative positions between the eyes and monitor as input. These displays can be stereo or monoscopic, fixed or mobile, and the rendering process should incorporate the correct perspective distortion, which depends on the locations of the viewpoint(s) and the display monitor. Three real-time graphics display systems were prototyped and examined: a high-resolution display which corrects the perspective projection based on the location of the observer’s eye; the same display, extended to modify the view as the monitor is tilted and swiveled; and a handheid LCD display which can be freely moved and rotated as it displays a view based on the eye and monitor positions. A simple experiment indicates that tracking the head and providing the appropriate view improves the ability to pick specific 3D locations in space using a 2D display, when compared to a fixed view and a mouse-controlled view.
Michael McKenna
SI3D1
1990 Control of a virtual actor: the roach
abstract
We have developed a virtual environment system which supports multiple simulations, including virtual actors. These actors exhibit motor behavior in response to activity in the environment. We present an example actor, whose low-level behavior is modeled after physiological analyses of cockroach motor behavior. The sensori-motor activity of our roach is generated by a hierarchical control structure. Coupled oscillators generate basic gait patterns, which are modified by reflexes feeding in from the environment. Stepping and stance are executed by kinematic motor programs, which move the legs and body. The reactive level associates motor behavior with events in the virtual environment, to simulate perception and implement higher level behaviors. The activity of the virtual actor is determined only when it is situated in the environment, and interacts with the user and other simulations.
Michael McKenna, Steven D. Pieper, David Zeltzer
I3D1
1990 Dynamic simulation of autonomous legged locomotion
abstract
Accurate simulation of Newtonian mechanics is essential for simulating realistic motion of joined figures. Dynamic simulation requires, however, a large amount of computation when compared to kinematic methods, and the control of dynamic figures can be quite complex. We have implemented an efficient forward dynamic simulation algorithm for articulated figures which has a computational complexity linear in the number of joints. In addition, we present a strategy for the coordination of the locomotion of a six-legged figure - a simulated insect - which has two main components: a gait controller which sequences stepping, and motor programs which control motions of the figure by the application of forces. The simulation is capable of generating gait patterns and walking phenomena observed in nature, and our simulated insect can negotiate planar and uneven terrain in a realistic manner. The motor program techniques should be generally applicable to other control problems.
Michael McKenna, David Zeltzer
SIGGRAPH1
1990 The backpropagation algorithm on grid and hypercube architectures
Xiru Zhang, Michael McKenna, Jill P. Mesirov, David L. Waltz
Parallel Comput.2
1989 An Efficient Implementation of the Back-propagation Algorithm on the Connection Machine CM-2
Xiru Zhang, Michael McKenna, Jill P. Mesirov, David L. Waltz
NIPS2
1988 Arrangements of Lines in 3-Space: A Data Structure with Applications
abstract
Let an arrangement of blue lines in 3-space be fixed, and imagine a movable red line entangled in the arrangement. We show an Ο(n4α(n)) algorithm for building a data structure that permits enumeration of mutually inaccessible classes of such red lines, where α(n) is the inverse Ackermann function. The core of the algorithm is a construction of Ο(n2) 2-D arrangement of hyperbolas, each in Ο(n2α(n)) time.The algorithm is applied to stabbing 3-polytopes, enumerating pairwise-visible face pairs, enumerating 2-D projections of convex 4-polytopes, and other problems, resulting in Ο(n4α(n)) algorithms in each case.
Michael McKenna, Joseph O'Rourke
SCG1
1987 Worst-Case Optimal Hidden-Durface Removal
abstract
An O( n 2 ) hidden-surface removal algorithm is shown. This is an improvement over the previous best worst-case performance of O( n 2 log n ). It has been established that the hidden-line and hidden-surface problems have an Ω( n 2 ) worst-case lower bound, so the algorithm is optimal. However, the algorithm is not output-size sensitive. Two corollaries to the result are (1) hidden-lines can be removed in optimal O( n 2 ) time, and (2) the portion of a 3-D polyhedron visible from a given interior point is constructible in optimal O( n 2 ) time.
Michael McKenna
ACM Trans. Graph.1
1985 Finding the optimal shadows of a convex polytope
abstract
Let P be a convex polytope in Rd. We discuss the problem of placing a light source at infinity so as to minimize or maximize the shadow area of the polytope. By shadow area we mean the (d-1)-volume of the orthogonal projection of P on a hyperplane normal to the direction of illumination. Let n be the number of (d-1)-dimensional facets of the polytope. We exhibit two algorithms for finding the optimal placement of the light source. One algorithm uses O(nd-1) space and time to find the optimal placement. The other uses O(n) space to find the optimal placement in O(nd-1 log n) time. Also, we present an interesting result relating the minimum and maximum shadow areas of P to the radii of the inscribed and circumscribed sphere of a zonotope derived from P.
Michael McKenna, Raimund Seidel
SCG1