Thomas A. DeFanti

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50ranked-venue papers
9as first author
2since 2021 · last 2022
0000-0002-7642-2336ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 22 · 4 first-authorSystems, architecture and hardware · 19 · 4 first-authorHuman-computer interaction and ubiquitous computing · 16 · 3 first-authorApplied, interdisciplinary, general and emerging computing · 7 · 2 since 2021Software engineering, systems software and programming languages · 5 · 2 since 2021
YearPublicationVenuePosition
2022 Towards a Dynamic Composability Approach for using Heterogeneous Systems in Remote Sensing
abstract
Influenced by the advances in data and computing, the scientific practice increasingly involves machine learning and artificial intelligence driven methods which requires specialized capabilities at the system-, science- and service-level in addition to the conventional large-capacity supercomputing approaches. The latest distributed architectures built around the composability of data-centric applications led to the emergence of a new ecosystem for container coordination and integration. However, there is still a divide between the application development pipelines of existing supercomputing environments, and these new dynamic environments that disaggregate fluid resource pools through accessible, portable and re-programmable interfaces. New approaches for dynamic composability of heterogeneous systems are needed to further advance the data-driven scientific practice for the purpose of more efficient computing and usable tools for specific scientific domains. In this paper, we present a novel approach for using composable systems in the intersection between scientific computing, artificial intelligence (AI), and remote sensing domain. We describe the architecture of a first working example of a composable infrastructure that federates Expanse, an NSF-funded supercomputer, with Nautilus, a Kubernetes-based GPU geo-distributed cluster. We also summarize a case study in wildfire modeling, that demonstrates the application of this new infrastructure in scientific workflows: a composed system that bridges the insights from edge sensing, AI and computing capabilities with a physics-driven simulation.
Ilkay Altintas, Ismael Pérez, Dmitry Mishin, Adrien Trouillaud, Christopher Irving, John J. Graham, Mahidhar Tatineni, Thomas A. DeFanti, Shawn Strande, Larry Smarr, Michael L. Norman
e-Science8
2021 HTCondor data movement at 100 Gbps
abstract
HTCondor is a major workload management system used in distributed high throughput computing (dHTC) environments, e.g., the Open Science Grid. One of the distinguishing features of HTCondor is the native support for data movement, allowing it to operate without a shared filesystem. Coupling data handling and compute scheduling is both convenient for users and allows for significant infrastructure flexibility but does introduce some limitations. The default HTCondor data transfer mechanism routes both the input and output data through the submission node, making it a potential bottleneck. In this document we show that by using a node equipped with a 100 Gbps network interface (NIC) HTCondor can serve data at up to 90 Gbps, which is sufficient for most current use cases, as it would saturate the border network links of most research universities at the time of writing.
Igor Sfiligoi, Frank Würthwein, Thomas A. DeFanti, John J. Graham
e-Science3
2019 The Evolution of Bits and Bottlenecks in a Scientific Workflow Trying to Keep Up with Technology: Accelerating 4D Image Segmentation Applied to NASA Data
abstract
In 2016, a team of earth scientists directly engaged a team of computer scientists to identify cyberinfrastructure (CI) approaches that would speed up an earth science workflow. This paper describes the evolution of that workflow as the two teams bridged CI and an image segmentation algorithm to do large scale earth science research. The Pacific Research Platform (PRP) and The Cognitive Hardware and Software Ecosystem Community Infrastructure (CHASE-CI) resources were used to significantly decreased the earth science workflow's wall-clock time from 19.5 days to 53 minutes. The improvement in wall-clock time comes from the use of network appliances, improved image segmentation, deployment of a containerized workflow, and the increase in CI experience and training for the earth scientists. This paper presents a description of the evolving innovations used to improve the workflow, bottlenecks identified within each workflow version, and improvements made within each version of the workflow, over a three-year time period.
Scott L. Sellars, Joulien Tatar, Phu Nguyen, Eric Shearer, Soroosh Sorooshian, F. Martin Ralph, John J. Graham, Dmitry Mishin, Kyle Marcus, Ilkay Altintas, Thomas A. DeFanti, Larry Smarr, Camille Crittenden, Frank Würthwein
eScience11
2017 An Unsupervised Deep Learning Approach for Satellite Image Analysis with Applications in Demographic Analysis
abstract
High resolution satellite imagery is a growing source of data with potential applications in many diverse domains. Efficient large scale analysis of this rich data can lead to unprecedented discoveries with societal impact. We present a new framework for organizing collections of satellite images into demographically relevant categories using unsupervised learning techniques. Our framework first extracts features using pre-trained Convolutional Neural Networks from tiles of high resolution satellite images of a city. The k-means algorithm is then applied to these features to organize images into visually similar groups. The resulting clustered images are validated using demographic data. The cluster model is then applied to six different cities around the world to test the transferability of our methods. Finally, the discovered image clusters are visualized in our customized web interface to enable demographers, social scientists, and economists to understand the organization of a city.
Jessica Block, Mehrdad Yazdani, Mai H. Nguyen, Daniel Crawl, Marta Jankowska, John J. Graham, Thomas A. DeFanti, Ilkay Altintas
eScience7
2014 Particle dreams in spherical harmonics
abstract
Summary form only given. In this virtual-reality art installation - a mathematical play space - the viewer-participant creates an immersive visual and sonic experience. It is based on the mathematical and physical simulation of over one million particles with momentum and elastic reflection in an environment with gravity. The final scene has a realistic rendering of water with reflections and lighting based on spherical harmonics. Sound components are triggered and modified by the user and particle interaction. The application was originally developed using a CUDA particle system running within Thumb, a virtual-reality framework developed by Robert Kooima. It is now being ported to CalVR, developed by researchers at the California Institute for Telecommunications and Information Technology (Calit2) Qualcomm Institute at University of California, San Diego.
Dan Sandin, Robert Kooima, Laurie Spiegel, Thomas A. DeFanti
VR4
2013 ArchaeoSTOR: A data curation system for research on the archeological frontier
Aaron Gidding, Yuma Matsui, Thomas E. Levy, Thomas A. DeFanti, Falko Kuester
Future Gener. Comput. Syst.4
2012 Portable Data Management Cloud for Field Science
abstract
A modern field science such as archaeology is heavily data-driven using various kinds of state-of-the-art measurement instruments. It requires sophisticated computer infrastructure to manage large amounts of heterogeneous data. The concept of cloud computing provides a flexible cyber infrastructure for large-scale data management, which is being deployed at university campuses. A problem unique to field research is that researchers often work at remote field sites with limited computer and network resources. For a data management system that has to work in the campus cloud and under vastly different field conditions, portability of computer infrastructure and common data access methods are essential requirements. This paper explores the portability of cloud infrastructure and illustrates the portable data management system that we used in a recent archaeological expedition.
Yuma Matsui, Aaron Gidding, Thomas E. Levy, Falko Kuester, Thomas A. DeFanti
IEEE CLOUD5
2011 e-Science and the Archaeological Frontier
abstract
The broad adoption of diagnostic and analytical techniques in the field of archaeology, presents a unique opportunity for e-Science in the form of scientific explanation, drawing from methodologies aimed at recording, archiving, analyzing, and disseminating, rich data collections. This paper presents a needed stepping stone towards cyber-archaeology, creating synergy between information technology and archeology, by introducing a data acquisition, tagging and characterization pipeline.
Aaron Gidding, Yuma Matsui, Thomas E. Levy, Thomas A. DeFanti, Falko Kuester
eScience4
2011 CSTP: A parallel data transfer protocol using cross-stream coding
Jürgen P. Schulze, Thomas A. DeFanti
Future Gener. Comput. Syst.3
2010 A multi-viewer tiled autostereoscopic virtual reality display
abstract
Recognizing the value of autostereoscopy for 3D displays in public contexts, we pursue the goal of large-scale, high-resolution, immersive virtual reality using lenticular displays. Our contributions include the scalable tiling of lenticular displays to large fields of view and the use of GPU image interleaving and application optimization for real-time performance. In this context, we examine several ways to improve group-viewing by combining user tracking with multi-view displays.
Robert Kooima, Andrew Prudhomme, Jürgen P. Schulze, Dan Sandin, Thomas A. DeFanti
VRST5
2009 Synchronizing Parallel Data Streams via Cross-Stream Coding
abstract
Streaming very-high-definition visualization data objects on top of optical networks is critical in many scientific research areas, including video streaming/conferencing, remote rendering on tiled display walls, 3D virtual reality applications, etc. Current data streaming protocols rely on UDP as well as a variety of compression techniques. However, none of the protocols scale well to the parallel streaming model of large scale graphic applications, and the existing parallel streaming protocols have limited synchronization mechanisms to synchronize the streams efficiently, and are prone to be slowed down by just one slow stream. In this paper, we propose a new parallel streaming protocol that can stream synchronized multiple Gbps media content over optical networks through reliable Cross-Stream packet coding, which not only tolerates random UDP packet loss, but also aims to achieve good synchronization performance across multiple parallel data streams with reasonable coding overhead. We simulated the approach, and the results show that our approach can generate steady throughput with fluctuating data streams.
Jürgen P. Schulze, Thomas A. DeFanti
NAS3
2009 The StarCAVE, a third-generation CAVE and virtual reality OptIPortal
Thomas A. DeFanti, Gregory Dawe, Dan Sandin, Jürgen P. Schulze, Peter Otto, Javier Girado, Falko Kuester, Larry Smarr, Ramesh R. Rao
Future Gener. Comput. Syst.1
2009 The OptIPortal, a scalable visualization, storage, and computing interface device for the OptiPuter
Thomas A. DeFanti, Jason Leigh, Luc Renambot, Byungil Jeong, Alan Verlo, Lance Long, Maxine D. Brown, Dan Sandin, Venkatram Vishwanath, Mason J. Katz, Philip M. Papadopoulos, Joseph P. Keefe, Gregory R. Hidley, Gregory Dawe, Ian Kaufman, Bryan Glogowski, Kai-Uwe Doerr, Rajvikram Singh, Javier Girado
Future Gener. Comput. Syst.1
2009 Building an OptIPlanet collaboratory to support microbial metagenomics
Larry Smarr, Paul Gilna, Philip M. Papadopoulos, Thomas A. DeFanti, Gregory R. Hidley, John C. Wooley, E. Virginia Armbrust, Forest Rohwer, Eric G. Frost
Future Gener. Comput. Syst.4
2009 Planetary-Scale Terrain Composition
abstract
Many interrelated planetary height map and surface image map data sets exist, and more data are collected each day. Broad communities of scientists require tools to compose these data interactively and explore them via real-time visualization. While related, these data sets are often unregistered with one another, having different projection, resolution, format, and type. We present a GPU-centric approach to the real-time composition and display of unregistered-but-related planetary-scale data. This approach employs a GPGPU process to tessellate spherical height fields. It uses a render-to-vertex-buffer technique to operate upon polygonal surface meshes in image space, allowing geometry processes to be expressed in terms of image processing. With height and surface map data processing unified in this fashion, a number of powerful composition operations may be uniformly applied to both. Examples include adaptation to nonuniform sampling due to projection, seamless blending of data of disparate resolution or transformation regardless of boundary, and the smooth interpolation of levels of detail in both geometry and imagery. Issues of scalability and precision are addressed, giving out-of-core access to giga-pixel data sources, and correct rendering at scales approaching one meter.
Robert Kooima, Jason Leigh, Andrew E. Johnson 0001, Doug Roberts, Mark Subbarao, Thomas A. DeFanti
IEEE Trans. Vis. Comput. Graph.6
2008 Advances in the Dynallax Solid-State Dynamic Parallax Barrier Autostereoscopic Visualization Display System
abstract
A solid-state dynamic parallax barrier autostereoscopic display mitigates some of the restrictions present in static barrier systems, such as fixed view-distance range, slow response to head movements, and fixed stereo operating mode. By dynamically varying barrier parameters in real time, viewers may move closer to the display and move faster laterally than with a static barrier system, and the display can switch between 3D and 2D modes by disabling the barrier on a per-pixel basis. Moreover, Dynallax can output four independent eye channels when two viewers are present, and both head-tracked viewers receive an independent pair of left-eye and right-eye perspective views based on their position in 3D space. The display device is constructed by using a dual-stacked LCD monitor where a dynamic barrier is rendered on the front display and a modulated virtual environment composed of two or four channels is rendered on the rear display. Dynallax was recently demonstrated in a small-scale head-tracked prototype system. This paper summarizes the concepts presented earlier, extends the discussion of various topics, and presents recent improvements to the system.
Tom Peterka, Robert Kooima, Dan Sandin, Andrew E. Johnson 0001, Jason Leigh, Thomas A. DeFanti
IEEE Trans. Vis. Comput. Graph.6
2007 A GPU Sub-pixel Algorithm for Autostereoscopic Virtual Reality
abstract
Autostereoscopic displays enable unencumbered immersive virtual reality, but at a significant computational expense. This expense impacts the feasibility of autostereo displays in high-performance real-time interactive applications. A new autostereo rendering algorithm named autostereo combiner addresses this problem using the programmable vertex and fragment pipelines of modern graphics processing units (GPUs). This algorithm is applied to the Varrier, a large-scale, head-tracked, parallax barrier autostereo virtual reality platform. In this capacity, the Combiner algorithm has shown performance gains of 4x over traditional parallax barrier rendering algorithms. It has enabled high-performance rendering at sub-pixel scales, affording a 2x increase in resolution and showing a 1.4x improvement in visual acuity
Robert Kooima, Tom Peterka, Javier Girado, Jinghua Ge, Dan Sandin, Thomas A. DeFanti
VR6
2007 The Effects of Scene Complexity, Stereovision, and Motion Parallax on Size Constancy in a Virtual Environment
abstract
In this paper, the effects of three visual factors: scene complexity, stereovision and motion parallax on correct perception of a virtual object's size were analyzed in an immersive virtual environment. We designed a controlled experiments set to incorporate visual conditions that reflected all twelve different configuration combinations of the three visual factors. Under each visual condition, subject performed the task of making judgments of the sizes of a virtual object displayed at five different distances from him/her. A total number of eighteen subjects participated in our study. The subjects' judgments and the corresponding actual sizes of the virtual object were recorded. Based on the collected data, two quantitative measures of subjects' performance were derived and analyzed. The results of our experiments were consistent across the majority of the subject population and suggested that scene complexity and stereovision could have significant impact on the performance of a user of virtual environments to make correct judgments on a virtual object's size. On the contrary, motion parallax, either produced by the virtual environment or by the observer, might not be a significant factor in determining that performance
Xun Luo, Robert V. Kenyon, Derek G. Kamper, Dan Sandin, Thomas A. DeFanti
VR5
2007 Dynallax: Solid State Dynamic Parallax Barrier Autostereoscopic VR Display
abstract
A novel barrier strip autostereoscopic (AS) display is demonstrated using a solid-state dynamic parallax barrier. A dynamic barrier mitigates restrictions inherent in static barrier systems such as fixed view distance range, slow response to head movements, and fixed stereo operating mode. By dynamically varying barrier parameters in real time, viewers may move closer to the display and move faster laterally than with a static barrier system. Furthermore, users can switch between 3D and 2D modes by disabling the barrier. Dynallax is head-tracked, directing view channels to positions in space reported by a tracking system in real time. Such head-tracked parallax barrier systems have traditionally supported only a single viewer, but by varying the barrier period to eliminate conflicts between viewers, Dynallax presents four independent eye channels when two viewers are present. Each viewer receives an independent pair of left and right eye perspective views based on their position in 3D space. The display device is constructed using a dual-stacked LCD monitor where a dynamic barrier is rendered on the front display and the rear display produces a modulated VR scene composed of two or four channels. A small-scale head-tracked prototype VR system is demonstrated.
Tom Peterka, Robert Kooima, Javier Girado, Jinghua Ge, Dan Sandin, Andrew E. Johnson 0001, Jason Leigh, Jürgen P. Schulze, Thomas A. DeFanti
VR9
2006 The first functional demonstration of optical virtual concatenation as a technique for achieving Terabit networking
Akira Hirano, Luc Renambot, Byungil Jeong, Jason Leigh, Alan Verlo, Venkatram Vishwanath, Rajvikram Singh, Julieta Aguilera, Andrew E. Johnson 0001, Thomas A. DeFanti, Lance Long, Nicholas Schwarz, Maxine D. Brown, Naohide Nagatsu, Yukio Tsukishima, Masahito Tomizawa, Yutaka Miyamoto, Masahiko Jinno, Yoshihiro Takigawa, Osamu Ishida
Future Gener. Comput. Syst.10
2006 The global lambda visualization facility: An international ultra-high-definition wide-area visualization collaboratory
Jason Leigh, Luc Renambot, Andrew E. Johnson 0001, Byungil Jeong, Ratko Jagodic, Nicholas Schwarz, Dmitry Svistula, Rajvikram Singh, Julieta Aguilera, Venkatram Vishwanath, Brenda Lopez, Dan Sandin, Tom Peterka, Javier Girado, Robert Kooima, Jinghua Ge, Lance Long, Alan Verlo, Thomas A. DeFanti, Maxine D. Brown, Donna J. Cox, Robert Patterson, Patrick Dorn, Paul Wefel, Stuart Levy, Jonas Talandis, Joe Reitzer, Tom Prudhomme, Tom Coffin, Paul Wielinga, Bram Stolk, Gee Bum Koo, Jaeyoun Kim, Sangwoo Han, Jongwon Kim 0001, Brian Corrie II, Todd Zimmerman, Pierre Boulanger, Manuel Garcia
Future Gener. Comput. Syst.20
2006 Personal Varrier: Autostereoscopic virtual reality display for distributed scientific visualization
Tom Peterka, Dan Sandin, Jinghua Ge, Javier Girado, Robert Kooima, Jason Leigh, Andrew E. Johnson 0001, Marcus Thiébaux, Thomas A. DeFanti
Future Gener. Comput. Syst.9
2006 International real-time streaming of 4K digital cinema
Takashi Shimizu, Daisuke Shirai, Hirokazu Takahashi, Takahiro Murooka, Kazuaki Obana, Yoshihide Tonomura, Takeru Inoue, Takahiro Yamaguchi, Tetsuro Fujii, Naohisa Ohta, Sadayasu Ono, Tomonori Aoyama, Laurin Herr, Natalie van Osdol, Maxine D. Brown, Thomas A. DeFanti, Rollin Feld, Jacob Balser, Steve Morris, Trevor Henthorn, Gregory Dawe, Peter Otto, Larry Smarr
Future Gener. Comput. Syst.17
2006 Special section: iGrid 2005: The Global Lambda Integrated Facility
Larry Smarr, Thomas A. DeFanti, Maxine D. Brown, Cees T. A. M. de Laat
Future Gener. Comput. Syst.2
2005 Extreme Multimedia
abstract
Summary form only given. Recent availability of production-quality switched gigabit and 10 gigabit networks on an international scale has facilitated the emergence of extreme multimedia devices and applications. Digital cinema at four times HDTV resolution (4096 /spl times/ 2160) can now be streamed from Japan 15,000 kilometers over CineGrid gigabit networks. 100-megapixel tiled displays can be managed as large landscapes of information fed by up to 20 gigabits/second of data from Amsterdam. A 3D point-to-point life-size teleconferencing with no glasses or tracking encumbrances is eerily natural. Stereo HDTV from underwater reefs in Taiwan or robots at play in Korea, and live HDTV sent from smoker vents two miles under the surface of the ocean triply illustrate the extended reach of multimedia today. To protect content from disruption or theft, new prototype technology showed switches in Ottawa, Amsterdam, and Chicago transmitting twelve 800 megabit/second multimedia streams to San Diego with 256-bit AES encryption, in real-time, without any knowledge by the application. This keynote presents multimedia pushed to demonstrated limits at the extreme September iGrid2005 workshopat which 49 networked demonstrations from 20 countries took advantage of 100 gigabits of networking into San Diego from around the world, displayed on huge screens in the just-opened Calit2 building at UCSD. Credits and references are amply provided.
Thomas A. DeFanti
ISM1
2005 The VarrierTM autostereoscopic virtual reality display
abstract
Virtual reality (VR) has long been hampered by the gear needed to make the experience possible; specifically, stereo glasses and tracking devices. Autostereoscopic display devices are gaining popularity by freeing the user from stereo glasses, however few qualify as VR displays. The Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago (UIC) has designed and produced a large scale, high resolution head-tracked barrier-strip autostereoscopic display system that produces a VR immersive experience without requiring the user to wear any encumbrances. The resulting system, called Varrier, is a passive parallax barrier 35-panel tiled display that produces a wide field of view, head-tracked VR experience. This paper presents background material related to parallax barrier autostereoscopy, provides system configuration and construction details, examines Varrier interleaving algorithms used to produce the stereo images, introduces calibration and testing, and discusses the camera-based tracking subsystem.
Dan Sandin, Todd Margolis, Jinghua Ge, Javier Girado, Tom Peterka, Thomas A. DeFanti
ACM Trans. Graph.6
2004 Collaborative User-Centric Lambda-Grid over Wavelength-Routed Network
abstract
Emerging lambda-Grid systems employ wavelength-routed network with optical switches to enable dynamic on-demand lightpaths with multi-gigabit rate bandwidth to interconnect shared computing clusters of user domains. User-centric lambda-Grid systems enable user domains to act as distributed connectivity providers of shared wavelength resources; and as distributed network control service providers of brokering shared wavelength resources and of provisioning scheduled lightpaths. To support user-centric lambda-Grid systems, the proposed Dynamic User-centric Switched Optical Network (DUSON) architecture employs an Intelligent Control Service Proxy (ICSP) at each user domain to support wavelength connectivity brokerage and lightpath provisioning/restoration middleware for user applications to control on-demand lightpaths. Furthermore, ICSP employs the proposed Robust Fast Optical Reservation Protocol (RFORP) during lightpath provisioning/restoration to minimize wavelength reservation blocking and delay via localized rerouting and parallel concurrent wavelength reservation processing respectively.
Oliver Yu, Thomas A. DeFanti
SC2
2003 iGrid 2002: The International Virtual Laboratory
Thomas A. DeFanti, Maxine D. Brown, Cees T. A. M. de Laat
Future Gener. Comput. Syst.1
2003 Quanta: a toolkit for high performance data delivery over photonic networks
Eric He, Javid Alimohideen, Josh Eliason, Naveen K. Krishnaprasad, Jason Leigh, Oliver Yu, Thomas A. DeFanti
Future Gener. Comput. Syst.7
2003 TeraVision: a high resolution graphics streaming device for amplified collaboration environments
Rajvikram Singh, Jason Leigh, Thomas A. DeFanti, Fotis Karayannis
Future Gener. Comput. Syst.3
2003 TeraScope: distributed visual data mining of terascale data sets over photonic networks
Jason Leigh, Thomas A. DeFanti, Marco Mazzucco, Robert L. Grossman
Future Gener. Comput. Syst.3
2002 Reliable Blast UDP: Predictable High Performance Bulk Data Transfer
abstract
High speed bulk data transfer is an important part of many data-intensive scientific applications. This paper describes an aggressive bulk data transfer scheme, called Reliable Blast UDP (RBUDP), intended for extremely high bandwidth, dedicated- or Quality-of-Service-enabled networks, such as optically switched networks. This paper also provides an analytical model to predict RBUDP's performance and compares the results of our model against our implementation of RBUDP. Our results show that RBUDP performs extremely efficiently over high speed dedicated networks and our model is able to provide good estimates of its performance.
Eric He, Jason Leigh, Oliver Yu, Thomas A. DeFanti
CLUSTER4
2000 A behavioral layer architecture for telecollaborative virtual manufacturing operations
abstract
A review of existing systems for performing manufacturing tasks in a collaborative virtual environment highlights the limitations for modeling object behavioral characteristics. It is difficult for users to describe the tasks to be performed in the environment. A behavioral layer architecture is presented to address these limitations. The layer consists of a virtual manufacturing lattice (VML) structure, an object library, and a virtual manufacturing script (VMS). The VML is a hierarchical structure to encapsulate object behavioral characteristics, which augments the scenegraph structure. The encapsulation is achieved by using a four-tuple structure (C,R,T,E), where C is the composition structure of the node which contains geometry, material, texture, and location data, R is the precedence relationship element, T is the trajectory relationship element, and E is the event control list used to describe the state information about the object. The VMS is implemented as a script and a parser that serves as an interface between the user and collaborative virtual reality software. The script is a grammar-like structure to describe manufacturing tasks. In the behavioral layer architecture, the script is parsed, and calls are issued to the underlying functions to initiate the tasks and to manipulate the lattice structure to perform the specified tasks. Availability of network bandwidth is a key ingredient for using our system for telecollaboration. As part of an example to demonstrate the implementation of VML-VMS, a study of network latency and saturation is performed for different network medium, packet sizes, sampling rate, and network protocols to explore ways of reducing network latency and display frame jitter.
Amarnath Banerjee, Pat P. Banerjee, Thomas A. DeFanti, A. Hudson, B. Dodds, J. R. Curtis
IEEE Trans. Robotics Autom.3
2000 Modeling and performance analysis using extended fuzzy-timing Petri nets for networked virtual environments
abstract
Despite their attractive properties, networked virtual environments (net-VEs) are notoriously difficult to design, implement, and test due to the concurrency, real-time and networking features in these systems. Net-VEs demand high quality-of-service (QoS) requirements on the network to maintain natural and real-time interactions among users. The current practice for net-VE design is basically trial and error, empirical, and totally lacks formal methods. This paper proposes to apply a Petri net formal modeling technique to a net-VE-NICE (narrative immersive constructionist/collaborative environment), predict the net-VE performance based on simulation, and improve the net-VE performance. NICE is essentially a network of collaborative virtual reality systems called the CAVE-(CAVE automatic virtual environment). First, we introduce extended fuzzy-timing Petri net (EFTN) modeling and analysis techniques. Then, we present EFTN models of the CAVE, NICE, and transport layer protocol used in NICE: transmission control protocol (TCP). We show the possibility analysis based on the EFTN model for the CAVE. Then, by using these models and design/CPN as the simulation tool, we conducted various simulations to study real-time behavior, network effects and performance (latencies and jitters) of NICE. Our simulation results are consistent with experimental data.
Tadao Murata, Thomas A. DeFanti
IEEE Trans. Syst. Man Cybern. Part B3
1999 A Methodology for Supporting Collaborative Exploratory Analysis of Massive Data Sets in Tele-Immersive Environments
abstract
This paper proposes a methodology for employing collaborative, immersive virtual environments as a high-end visualization interface for massive data-sets. The methodology employs feature detection, partitioning, summarization and decimation to significantly cull massive data-sets. These reduced data-sets are then distributed to the remote CAVEs, ImmersaDesks and desktop workstations for viewing. The paper also discusses novel techniques for collaborative visualization and meta-data creation.
Jason Leigh, Andrew E. Johnson 0001, Thomas A. DeFanti, Stuart Bailey, Robert L. Grossman
HPDC3
1999 The Virtual Mail System
abstract
The paper discusses a virtual mail system. V-mail is designed to be used in the CAVE virtual environment. The participants' mail messages and the ongoing modifications of the VE are maintained by a central server. V-mail's user interface is embodied in a virtual friend or pet that follows the participant as he/she interacts with the VE.
Tomoko Imai, Andrew E. Johnson 0001, Jason Leigh, David E. Pape, Thomas A. DeFanti
VR5
1999 A Review of Tele-Immersive Applications in the CAVE Research Network
abstract
This paper presents an overview of the tele-immersion applications that have been built by collaborators around the world using the CAVERNsoft toolkit, and the lessons learned from building these applications. In particular the lessons learned are presented as a set of rules-of-thumb for developing tele-immersive applications in general.
Jason Leigh, Andrew E. Johnson 0001, Thomas A. DeFanti, Maxine D. Brown
VR3
1999 Modeling 3D scenes from video
Marek Czernuszenko, Dan Sandin, Andrew E. Johnson 0001, Thomas A. DeFanti
Vis. Comput.4
1998 Personal Tele-Immersion Devices
abstract
The Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago (UIC) has partnered with dozens of computational scientists and engineers to create visualization and virtual reality (VR) devices and applications for collaborative exploration of scientific and engineering data. Since 1995, our research and development activities have incorporated emerging high bandwidth networks like the vBNS and the Internet2 in an effort now called Tele-Immersion. As a result of our six years' experience in building first and second generation VR devices to support these applications, we consider third generation VR devices that will provide desktop/office sized displays. Since no current technology is yet configurable with ideal resolution and size, we will first simulate these devices with available parts, and then build more advanced prototypes. We believe that the devices we propose to build using the new display technologies form a set of desirable human/computer interface requirements for successful Tele-Immersion adoption. A goal of this research is to develop clearly compelling prototypes so that these devices can be improved and reproduced by the private sector.
Thomas A. DeFanti, Dan Sandin, Gregory Dawe, Maxine D. Brown, M. Rawlings, Gary Lindahl, Andrew E. Johnson 0001, Jason Leigh
HPDC1
1997 Global tele-immersion
Thomas A. DeFanti
IEEE Visualization1
1995 Mathenautics: Using VR to Visit 3-D Manifolds
abstract
In most virtual reality applications, 3-d space is a passive, ambient continuum in which the objects of study are placed. When the 3-d space itself is the object of study, as with mathematical manifolds, VR is especially important as a visualization medium. We describe the visualization of such spaces in the CAVE virtual environment.
Randy Hudson, Charlie Gunn, George Francis, Dan Sandin, Thomas A. DeFanti
SI3D5
1993 Surround-screen projection-based virtual reality: the design and implementation of the CAVE
Carolina Cruz-Neira, Dan Sandin, Thomas A. DeFanti
SIGGRAPH3
1993 Scientific and artistic investigation of multi-dimensional fractals on the AT&T Pixel Machine
John C. Hart, Gordon W. Lescinsky, Dan Sandin, Thomas A. DeFanti, Louis H. Kauffman
Vis. Comput.4
1991 Efficient antialiased rendering of 3-D linear fractals
abstract
Object instancing is the efficient method of representing an hierarchical object with a directed graph instead of a tree. If this graph contains a cycle then the object it represents is a linear fractal. Linear fractals are difficult to render for three specific reasons: (1) ray-fractal intersection is not trivial, (2) surface normals are undefined and (3) the object aliases at all sampling resolutions.Ray-fractal intersections are efficiently approximated to sub-pixel accuracy using procedural bounding volumes and a careful determination of the size of a pixel, giving the perception that the surface is infinitely detailed. Furthermore, a surface normal for these non-differentiable surfaces is defined and analyzed. Finally, the concept of antialiasing "covers" is adapted and used to solve the problem of sampling fractal surfaces.An initial bounding volume estimation method is also described, allowing a linear fractal to be rendered given only its iterated, function system. A parallel implementation of these methods is described and applications of these results to the rendering of other fractal models are given.
John C. Hart, Thomas A. DeFanti
SIGGRAPH2
1988 Hardware strategies for scientific visualization (panel session): 58
abstract
No abstract available.
James H. Clark 0001, Thomas A. DeFanti, Lou Doctor, Frank Moss
SIGGRAPH2
1986 Two bit/pixel full color encoding
abstract
Realism in computer graphics typically requires using 24 or more bits/pixel to generate an image. This paper describes a method developed by the authors called "Color Cell Compression" or "CCC" that preserves at least a limited animation and local update capability yet yields extraordinary-looking color images in approximately two bits/pixel independent of image complexity. Three intermediate methods of compressing images to six, four and three bits/pixel respectively are also described. The CCC encoding process for a 640 × 480 image averages 11 seconds on a VAX 11/750, however, the CCC method does permit real-time decoding of these images using software look-up tables and conventional display hardware. The three intermediate methods may also be decoded in real time but have the added advantage of requiring only 3-4 seconds for encoding on a VAX 11/750.
Graham Campbell 0002, Thomas A. DeFanti, Jeff Frederiksen, Stephen A. Joyce, Lawrence A. Leske
SIGGRAPH2
1978 BASIC Zgrass - a sophisticated graphics language for the Bally Home Library Computer
abstract
Home computer users are just now discovering computer graphics. Modest extensions to BASIC allow plotting but not much more. The Bally Home Library Computer, however, has hardware to aid implementation of video games. Custom integrated circuits working on a 160×102 pixel (2 bits per pixel) color television screen allow certain forms of animation in real time. To give this power to the user, BASIC Zgrass has been designed and implemented. It is an extension of BASIC that allows parallel processes, picture objects that move, scale and group together as well as several drawing modes. There are also software controls of a three-voice music synthesizer, interactive input devices, a film camera and an IEEE bus interface. We will concentrate mainly on the language design for making it all easy to learn and use.
Thomas A. DeFanti, Jay Fenton, Nola Donato
SIGGRAPH1
1978 GAIN: An interactive program for teaching interactive computer graphics programming
abstract
Recent trends in the manufacturing and sales of home computers indicate that a new form of instruction must be developed for teaching programming in the home. Students learn programming from interacting with computers and other students in a classroom setting. The home user may not have this option. Manuals do not teach; they are good for looking up information you have forgotten. Workbooks and textbooks do not have a structure conducive to teaching—you have to understand everything before you can figure out “undiagnosible syntax error” or “OC4.” An approach has been developed at UICC which uses sophisticated error handling and modest program verification to supervise the beginning user while he/she is constructing and executing computer graphics programs. New, inexperienced computer users are now doing interesting (to them) programs within a half hour. This “interactive workbook” concept will be expanded and is currently a working prototype of a teaching package to be available on a home computer graphics/color TV system next year.
Thomas T. Towle, Thomas A. DeFanti
SIGGRAPH2
1975 Computer graphics as a way of life
Thomas A. DeFanti, Dan Sandin, Theodor Holm Nelson
Comput. Graph.1
1974 Computer graphics as a way of life
abstract
Civilization and its requisite overhead have neatly brought us away from real-time interactions. The high priests of technology use unwieldly systems to perpetuate cybercrud--the art of using computers to put things over on people. This mentality can be countered by bringing to people systems that are easily learned and used--'habitable' systems. 'Habitability', then, is the quality of a system that makes it comfortable to learn and use.Computer graphics, is especially in a media production environment, must be highly people-oriented. This paper attempts to develop the two essential components for a people-oriented computer system--habitability and environment, using the educational media production laboratory known as the Circle Graphics Habitat as the example.
Thomas A. DeFanti, Dan Sandin, Theodor Holm Nelson
SIGGRAPH1