Philip M. Hubbard

dblp:10/3790 · DBLP profile ↗
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8ranked-venue papers
2as first author
1since 2021 · last 2024
0000-0002-6746-5035ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2Theory of computation · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021

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.

Computer graphics and multimedia
6 papers
Geometric modeling and processing · 64% Rendering · 19% Computer animation and physical simulation · 8%
Theoretical computer science
2 papers
Computational geometry · 100%

Topics — the 13 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
collision detection
0.031999
Approximating Polyhedra with Spheres for Time-Critical Collision Detection · ACM Trans. Graph. 1996
Collision Detection for Interactive Graphics Applications · IEEE Trans. Vis. Comput. Graph. 1995
Analyzing bounding boxes for object intersection · ACM Trans. Graph. 1999
Geometric modeling and processing › collision detection
time-critical collision detection
0.021996
Approximating Polyhedra with Spheres for Time-Critical Collision Detection · ACM Trans. Graph. 1996
Collision Detection for Interactive Graphics Applications · IEEE Trans. Vis. Comput. Graph. 1995
Computational geometry › geometric data structures
bounding volume hierarchy
0.011999
Analyzing bounding boxes for object intersection · ACM Trans. Graph. 1999
Computational geometry › geometric intersection
intersection detection
0.011999
Analyzing bounding boxes for object intersection · ACM Trans. Graph. 1999
Computational geometry › geometric intersection
collision detection
0.011998
Collision Detection in Aspect and Scale Bounded Polyhedra · SODA 1998
Computational geometry › polytopes
polyhedra
0.011998
Collision Detection in Aspect and Scale Bounded Polyhedra · SODA 1998
Rendering
global illumination
0.011997
Global Illumination Using Local Linear Density Estimation · ACM Trans. Graph. 1997
Geometric modeling and processing › spatial data structures
bounding volume hierarchy
0.011996
Approximating Polyhedra with Spheres for Time-Critical Collision Detection · ACM Trans. Graph. 1996
Geometric modeling and processing › shape representation
shape approximation
0.011996
Approximating Polyhedra with Spheres for Time-Critical Collision Detection · ACM Trans. Graph. 1996
Virtual and augmented reality
virtual reality
0.011994
Research frontiers in virtual reality · SIGGRAPH 1994
Geometric modeling and processing › shape modeling
interactive modeling
0.011991
An object-oriented framework for the integration of interactive animation techniques · SIGGRAPH 1991
Computer animation and physical simulation
interactive simulation
0.011996
Approximating Polyhedra with Spheres for Time-Critical Collision Detection · ACM Trans. Graph. 1996
Visualization and visual analytics
interactive graphics
0.011995
Collision Detection for Interactive Graphics Applications · IEEE Trans. Vis. Comput. Graph. 1995

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

output-sensitive analysis · 0.0aspect ratio and scale factor analysis · 0.0photon tracing · 0.0mesh decimation · 0.0local linear density estimation · 0.0optimization · 0.0medial axis transform · 0.0sphere hierarchy · 0.0progressive refinement · 0.0four-dimensional geometry · 0.0object-oriented delegation hierarchies · 0.0lazy evaluation · 0.0data-dependency networks · 0.0caching · 0.0
YearPublicationVenuePosition
2024 NeuronBridge: an intuitive web application for neuronal morphology search across large data sets
abstract
BACKGROUND: Neuroscience research in Drosophila is benefiting from large-scale connectomics efforts using electron microscopy (EM) to reveal all the neurons in a brain and their connections. To exploit this knowledge base, researchers relate a connectome's structure to neuronal function, often by studying individual neuron cell types. Vast libraries of fly driver lines expressing fluorescent reporter genes in sets of neurons have been created and imaged using confocal light microscopy (LM), enabling the targeting of neurons for experimentation. However, creating a fly line for driving gene expression within a single neuron found in an EM connectome remains a challenge, as it typically requires identifying a pair of driver lines where only the neuron of interest is expressed in both. This task and other emerging scientific workflows require finding similar neurons across large data sets imaged using different modalities. RESULTS: Here, we present NeuronBridge, a web application for easily and rapidly finding putative morphological matches between large data sets of neurons imaged using different modalities. We describe the functionality and construction of the NeuronBridge service, including its user-friendly graphical user interface (GUI), extensible data model, serverless cloud architecture, and massively parallel image search engine. CONCLUSIONS: NeuronBridge fills a critical gap in the Drosophila research workflow and is used by hundreds of neuroscience researchers around the world. We offer our software code, open APIs, and processed data sets for integration and reuse, and provide the application as a service at http://neuronbridge.janelia.org .
Jody Clements, Cristian Goina, Philip M. Hubbard, Takashi Kawase, Donald J. Olbris, Hideo Otsuna, Robert Svirskas, Konrad Rokicki
BMC Bioinform.3
1999 Analyzing bounding boxes for object intersection
abstract
Heuristics that exploit bouning boxes are common in algorithms for rendering, modeling, and animation. While experience has shown that bounding boxes improve the performance of these algorithms in practice, the previous theoretical analysis has concluded that bounding boxes perform poorly in the worst case. This paper reconciles this discrepancy by analyzing intersections among n geometric objects in terms of two parameters: α an upper bound on the aspect ratio or elongatedness of each object; and σ an upper bound on the scale factor or size disparity between the largest and smallest objects. Letting K o and K b be the number of intersecting object pairs and bounding box pairs, respectively, we analyze a ratio measure of the bounding boxes' efficiency, ρ = K b / (n + K 0 ) . The analysis proves that ρ = O(α√σlog 2 σ) and ρ = Ω(α√σ) . One important consequence is that if α and σ are small constants (as is often the case in practice), then K b = O ( K o )+ O ( n , so an algorithm that uses bounding boxes has time complexity proportional to the number of actual object intersections. This theoretical result validates the efficiency that bounding boxes have demonstrated in practice. Another consequence of our analysis is a proof of the output-sensitivity of an algorithm for reporting all intersecting pairs in a set of n convex polyhedra with constant α and σ. The algorithm takes time O ( n log d -1 n + K o log d -1 n ) for dimension d = 2, 3. This running time improves on the performance of previous algorithms, which make no assumptions about α and σ.
Subhash Suri, Philip M. Hubbard, John F. Hughes
ACM Trans. Graph.2
1998 Collision Detection in Aspect and Scale Bounded Polyhedra
Subhash Suri, Philip M. Hubbard, John F. Hughes
SODA2
1997 Global Illumination Using Local Linear Density Estimation
abstract
This article presents the density estimation framework for generating view-independent global illumination solutions. It works by probabilistically simulating the light flow in an environment with light particles that trace random walks origination at luminaires and then using statistical density estimation techniques to reconstruct the lighting on each surface. By splitting the computation into separate transport and reconstruction stages, we gain many advantages including reduced memory usage, the ability to simulate nondiffuse transport, and natural parallelism. Solutions to several theoretical and practical difficulties in implementing this framework are also described. Light sources that vary spectrally and directionally are integrated into a spectral particle tracer using nonuniform rejection. A new local linear density estimation technique eliminates boundary bias and extends to arbitrary polygons. A mesh decimation algorithm with perceptual calibration is introduced to simplify the Gouraud-shaded representation of the solution for interactive display.
Bruce Walter, Philip M. Hubbard, Peter Shirley, Donald P. Greenberg
ACM Trans. Graph.2
1996 Approximating Polyhedra with Spheres for Time-Critical Collision Detection
abstract
This article presentsa method for approximatingpolyhedralobjects to support a time-critical collision-detectionalgorithm.The approximationsare hierarchies of spheres, and they allow the time-critical algorithm to progressively refine the accuracy of its detection, stopping as needed to maintain the real-time performanceessential for interactive applications.The key to this approach is a preprocessthat automaticallybuilds tightly fitting hierarchies for rigid and articulatedobjects.The preprocessuses medial-axis surfaces, which are skeletal representations of objects.These skeletons guide an optimizationtechnique that gives the hierarchies accuracy properties appropriate for collision detection.In a sample application, hierarchies built this way allow the time-criticalcollision-detectionalgorithmto have acceptableaccuracy, improving significantly on that possible with hierarchies built by previous techniques.The performanceof the time-critical algorithm in this application is consistently 10 to 100 times better than a previous collision-detection algorithm, maintaining low latency and a nearIy constant frame rate of 10 frames per second on a conventional graphics workstation.The time-critical algorithm maintains its real-time performance as objects become more complicated, even as they exceed previously reported complexity levels by a factor of more than 10.
Philip M. Hubbard
ACM Trans. Graph.1
1995 Collision Detection for Interactive Graphics Applications
abstract
Collision detection and response are important for interactive graphics applications such as vehicle simulators and virtual reality. Unfortunately, previous collision detection algorithms are too slow for interactive use. The paper presents a new algorithm for rigid or articulated objects that meets performance goals through a form of time critical computing. The algorithm supports progressive refinement, detecting collisions between successively tighter approximations to object surfaces as the application allows it more processing time. The algorithm uses simple four dimensional geometry to approximate motion, and hierarchies of spheres to approximate three dimensional surfaces at multiple resolutions. In a sample application, the algorithm allows interactive performance that is not possible with a good previous algorithm. In particular, the new algorithm provides acceptable accuracy while maintaining a steady and high frame rate, which in some cases improves on the previous algorithm's rate by more than two orders of magnitude.>
Philip M. Hubbard
IEEE Trans. Vis. Comput. Graph.1
1994 Research frontiers in virtual reality
abstract
No abstract available.
Steve Bryson, Steven K. Feiner, Frederick P. Brooks Jr., Philip M. Hubbard, Randy F. Pausch, Andries van Dam
SIGGRAPH4
1991 An object-oriented framework for the integration of interactive animation techniques
abstract
We present an interactive modeling and animation system that facilitates the integration of a variety of simulation and animation paradigms. This system permits the modeling of diverse objects that change in shape, appearance, and behaviour over time. Our system thus extends modeling tools to include animation controls. Changes can be effected by various methods of control, including scripted, gestural, and behavioral specification. The system is an extensible testbed that supports research in the interaction of disparate control methods embodied in controller objects. This paper discusses some of the issues involved in modeling such interactions and the mechanisms implemented to provide solutions to some of these issues.The system's object-oriented architecture uses delegation hierarchies to let objects change all of their attributes dynamically. Objects include displayable objects, controllers, cameras, lights, renderers, and user interfaces. Techniques used to obtain interactive performance include the use of data-dependency networks, lazy evaluation, and extensive caching to exploit inter- and intra-frame coherency.
Robert C. Zeleznik, David Brookshire Conner, Matthias M. Wloka, Daniel G. Aliaga, Nathan T. Huang, Philip M. Hubbard, Brian Knep, Henry Kaufman, John F. Hughes, Andries van Dam
SIGGRAPH6