Demo Data from EDBT 2026 / reviewers in the wild / expert
David Cline
dblp:14/95
· DBLP profile ↗
20ranked-venue papers
8as first author
0since 2021 · last 2018
0000-0002-2144-9371ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 16 · 7 first-authorHuman-computer interaction and ubiquitous computing · 3 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 2Databases, data management, data science and information retrieval · 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.
| Computer graphics and multimedia
5 papers |
Rendering · 54% Visualization and visual analytics · 24% Visual content generation and editing · 18% |
Topics — the 12 heaviest of 13, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
diffusion curves |
0.2 | 2 | 2009 | Rendering surface details with diffusion curves · ACM Trans. Graph. 2009 A GPU Laplacian solver for diffusion curves and Poisson image editing · ACM Trans. Graph. 2009 |
Visualization and visual analytics › graph visualization
layout optimization |
0.1 | 1 | 2010 | Route Visualization Using Detail Lenses · IEEE Trans. Vis. Comput. Graph. 2010 |
Visualization and visual analytics › geospatial visualization
route visualization |
0.1 | 1 | 2010 | Route Visualization Using Detail Lenses · IEEE Trans. Vis. Comput. Graph. 2010 |
Rendering › texture mapping
displacement mapping |
0.1 | 1 | 2009 | Rendering surface details with diffusion curves · ACM Trans. Graph. 2009 |
Visual content generation and editing › image editing
poisson image editing |
0.1 | 1 | 2009 | A GPU Laplacian solver for diffusion curves and Poisson image editing · ACM Trans. Graph. 2009 |
Visual content generation and editing › image editing › image compositing
seamless cloning |
0.1 | 1 | 2009 | A GPU Laplacian solver for diffusion curves and Poisson image editing · ACM Trans. Graph. 2009 |
Rendering
texture mapping |
0.1 | 1 | 2009 | Rendering surface details with diffusion curves · ACM Trans. Graph. 2009 |
Rendering
global illumination |
0.1 | 1 | 2005 | Energy redistribution path tracing · ACM Trans. Graph. 2005 |
Rendering
monte carlo integration |
0.1 | 1 | 2005 | Energy redistribution path tracing · ACM Trans. Graph. 2005 |
Rendering › ray tracing
path tracing |
0.1 | 1 | 2005 | Energy redistribution path tracing · ACM Trans. Graph. 2005 |
Visualization and visual analytics › visualization evaluation
user study |
0.0 | 1 | 2010 | Route Visualization Using Detail Lenses · IEEE Trans. Vis. Comput. Graph. 2010 |
Rendering › level of detail
view-dependent level-of-detail |
0.0 | 1 | 2001 | Terrain Decimation through Quadtree Morphing · IEEE Trans. Vis. Comput. Graph. 2001 |
Methods — techniques the papers use, named apart from their topics
multifocus technique · 0.1layout metrics · 0.1variable stencil diffusion · 0.1rasterization · 0.1multigrid solver · 0.1geometry image · 0.1dynamic feature embedding · 0.1path mutation · 0.1metropolis-hastings · 0.1morphing · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Manual Assembly Training in Virtual EnvironmentsabstractThe objective of this research is to build and demonstrate a design tool in a Virtual Reality (VR) environment. The goal of the tool is to streamline the assembly planning of complex systems. As a case study, we have generated a virtual reality environment for an assembly simulation of a zero-G treadmill for use on spacecraft. This study will help to understand the assembly of the VR model that might lead an assembler to optimize the design related costs. The VR environment has been created using Unity 3D along with Solidworks for creating models of Treadmill parts. A series of controlled user studies has been done to investigate the role of different visual cues (image and text) on user performance while performing manual assembly in an immersive VR setting (VIVE headset) and a non-immersive environment (desktop). To calculate the groundtruth, an optimized path sequences is computed using a genetic algorithm for a collision free layout. Prateek Dwivedi 0002, David Cline, Joe Cecil 0001, Ronak Etemadpour |
ICALT | 2 |
| 2016 | A Visualization Tool for Learning Statistical Analysis in Multi Tabular DatasetsabstractThe ability of the human mind to perceive visual informationmakes visualization not only useful, but a powerful toolfor information discovery. Answering questions about complexrelationships requires the analyst to choose a statistical analysistechnique that makes relationships visually discernible. Oftenthe proper technique is dependent on the characteristics of thedataset, such as dependency among variables, sample size, andtypes of data (ordinal or categorical). In this work, we proposea web based interface approach that visualizes various statisticaltests and displays the distributions of data using color codingschemes. With our system, a user can select multiple variablesinteractively, and the resulting selections will be visualized tohelp the user understand the data and statistical formulas used toshow it. This capability allows a user to quickly evaluate differentsubsets of a large, complex dataset for statistical correlations. Tovalidate our approach, we performed a controlled user study toevaluate the ease of use of our system, and to test the effectivenessof our interface. We see our system as directly applicable to dataanalytical tasks, as well as a useful teaching tool for those learningdata analytics. Kamasan Vaishnavi, Ashwin Kannan, David Cline, Ronak Etemadpour |
ICALT | 3 |
| 2015 | Formalized knowledge of construction sequencing for visual monitoring of work-in-progress via incomplete point clouds and low-LoD 4D BIMs
Kevin K. Han, David Cline, Mani Golparvar Fard |
Adv. Eng. Informatics | 2 |
| 2011 | Estimating Color and Texture Parameters for Vector GraphicsabstractAbstract Diffusion curves are a powerful vector graphic representation that stores an image as a set of 2D Bezier curves with colors defined on either side. These colors are diffused over the image plane, resulting in smooth color regions as well as sharp boundaries. In this paper, we introduce a new automatic diffusion curve coloring algorithm. We start by defining a geometric heuristic for the maximum density of color control points along the image curves. Following this, we present a new algorithm to set the colors of these points so that the resulting diffused image is as close as possible to a source image in a least squares sense. We compare our coloring solution to the existing one which fails for textured regions, small features, and inaccurately placed curves. The second contribution of the paper is to extend the diffusion curve representation to include texture details based on Gabor noise. Like the curves themselves, the defined texture is resolution independent, and represented compactly. We define methods to automatically make an initial guess for the noise texure, and we provide intuitive manual controls to edit the parameters of the Gabor noise. Finally, we show that the diffusion curve representation itself extends to storing any number of attributes in an image, and we demonstrate this functionality with image stippling an hatching applications. Stefan Jeschke, David Cline, Peter Wonka |
Comput. Graph. Forum | 2 |
| 2010 | Route Visualization Using Detail LensesabstractWe present a method designed to address some limitations of typical route map displays of driving directions. The main goal of our system is to generate a printable version of a route map that shows the overview and detail views of the route within a single, consistent visual frame. Our proposed visualization provides a more intuitive spatial context than a simple list of turns. We present a novel multifocus technique to achieve this goal, where the foci are defined by points of interest (POI) along the route. A detail lens that encapsulates the POI at a finer geospatial scale is created for each focus. The lenses are laid out on the map to avoid occlusion with the route and each other, and to optimally utilize the free space around the route. We define a set of layout metrics to evaluate the quality of a lens layout for a given route map visualization. We compare standard lens layout methods to our proposed method and demonstrate the effectiveness of our method in generating aesthetically pleasing layouts. Finally, we perform a user study to evaluate the effectiveness of our layout choices. Pushpak Karnick, David Cline, Stefan Jeschke, Anshuman Razdan, Peter Wonka |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2009 | GPU Rendering of Relief Mapped Conical FrustaabstractAbstract This paper proposes to use relief‐mapped conical frusta (cones cut by planes) to skin skeletal objects. Based on this representation, current programmable graphics hardware can perform the rendering with only minimal communication between the CPU and GPU. A consistent definition of conical frusta including texture parametrization and a continuous surface normal is provided. Rendering is performed by analytical ray casting of the relief‐mapped frusta directly on the GPU. We demonstrate both static and animated objects rendered using our technique and compare to polygonal renderings of similar quality. D. Bhagvat, Stefan Jeschke, David Cline, Peter Wonka |
Comput. Graph. Forum | 3 |
| 2009 | Dart Throwing on SurfacesabstractAbstract In this paper we present dart throwing algorithms to generate maximal Poisson disk point sets directly on 3D surfaces. We optimize dart throwing by efficiently excluding areas of the domain that are already covered by existing darts. In the case of triangle meshes, our algorithm shows dramatic speed improvement over comparable sampling methods. The simplicity of our basic algorithm naturally extends to the sampling of other surface types, including spheres, NURBS, subdivision surfaces, and implicits. We further extend the method to handle variable density points, and the placement of arbitrary ellipsoids without overlap. Finally, we demonstrate how to adapt our algorithm to work with geodesic instead of Euclidean distance. Applications for our method include fur modeling, the placement of mosaic tiles and polygon remeshing. David Cline, Stefan Jeschke, K. White, Anshuman Razdan, Peter Wonka |
Comput. Graph. Forum | 1 |
| 2009 | A Comparison of Tabular PDF Inversion MethodsabstractAbstract The most common form of tabular inversion used in computer graphics is to compute the cumulative distribution table of a probability distribution (PDF) and then search within it to transform points, using an O(log n) binary search. Besides the standard inversion method, however, several other discrete inversion algorithms exist that can perform the same transformation inO(1) time per point. In this paper, we examine the performance of three of these alternate methods, two of which are new. David Cline, Anshuman Razdan, Peter Wonka |
Comput. Graph. Forum | 1 |
| 2009 | A Shape Grammar for Developing Glyph-based VisualizationsabstractAbstract In this paper we address the question of how to quickly model glyph‐based Geographic Information System visualizations. Our solution is based on using shape grammars to set up the different aspects of a visualization, including the geometric content of the visualization, methods for resolving layout conflicts and interaction methods. Our approach significantly increases modelling efficiency over similarly flexible systems currently in use. Pushpak Karnick, Stefan Jeschke, David Cline, Anshuman Razdan, E. Wentz, Peter Wonka |
Comput. Graph. Forum | 3 |
| 2009 | A GPU Laplacian solver for diffusion curves and Poisson image editingabstractWe present a new Laplacian solver for minimal surfaces---surfaces having a mean curvature of zero everywhere except at some fixed (Dirichlet) boundary conditions. Our solution has two main contributions: First, we provide a robust rasterization technique to transform continuous boundary values (diffusion curves) to a discrete domain. Second, we define a variable stencil size diffusion solver that solves the minimal surface problem. We prove that the solver converges to the right solution, and demonstrate that it is at least as fast as commonly proposed multigrid solvers, but much simpler to implement. It also works for arbitrary image resolutions, as well as 8 bit data. We show examples of robust diffusion curve rendering where our curve rasterization and diffusion solver eliminate the strobing artifacts present in previous methods. We also show results for real-time seamless cloning and stitching of large image panoramas. Stefan Jeschke, David Cline, Peter Wonka |
ACM Trans. Graph. | 2 |
| 2009 | Rendering surface details with diffusion curvesabstractDiffusion curve images (DCI) provide a powerful tool for efficient 2D image generation, storage and manipulation. A DCI consist of curves with colors defined on either side. By diffusing these colors over the image, the final result includes sharp boundaries along the curves with smoothly shaded regions between them. This paper extends the application of diffusion curves to render high quality surface details on 3D objects. The first extension is a view dependent warping technique that dynamically reallocates texture space so that object parts that appear large on screen get more texture for increased detail. The second extension is a dynamic feature embedding technique that retains crisp, anti-aliased curve details even in extreme closeups. The third extension is the application of dynamic feature embedding to displacement mapping and geometry images. Our results show high quality renderings of diffusion curve textures, displacements, and geometry images, all rendered interactively. Stefan Jeschke, David Cline, Peter Wonka |
ACM Trans. Graph. | 2 |
| 2008 | Table-driven Adaptive Importance SamplingabstractAbstract Monte Carlo rendering algorithms generally rely on some form of importance sampling to evaluate the measurement equation. Most of these importance sampling methods only take local information into account, however, so the actual importance function used may not closely resemble the light distribution in the scene. In this paper, we present Table‐driven Adaptive Importance Sampling (TAIS), a sampling technique that augments existing importance functions with tabular importance maps that direct sampling towards undersampled regions of path space. The importance maps are constructed lazily, relying on information gathered during the course of sampling. During sampling the importance maps act either in parallel with or as a preprocess to existing importance sampling methods. We show that our adaptive importance maps can be effective at reducing variance in a number of rendering situations. David Cline, Daniel Adams, Parris K. Egbert |
Comput. Graph. Forum | 1 |
| 2007 | Fast 8-Bit Median Filtering Based on SeparabilityabstractWe present a fast 8-bit median filter implementation based on a separability argument. Our strategy is to start with a naive separable implementation of the median filter which displays O(1) time complexity per pixel, and then optimize this implementation to reduce the time constant. The optimizations that we employ include (a) lowering the histogram memory requirements by using unsigned shorts or bytes as histogram elements, (b) consolidating operations by performing multiple short additions with a single integer addition, (c) employing SSE instructions to further speed up the histogram updates, and (d) updating only the part of the histogram that contains the median. We show that by employing these rather straightforward optimizations, we can achieve filter speeds that approach the performance of the fastest proprietary median filters currently in use. David Cline, Kenric B. White, Parris K. Egbert |
ICIP (5) | 1 |
| 2007 | Enhancing computer graphics through machine learning: a survey
Jonathan Dinerstein, Parris K. Egbert, David Cline |
Vis. Comput. | 3 |
| 2006 | Two Stage Importance Sampling for Direct Lighting
David Cline, Parris K. Egbert, Justin Talbot, David L. Cardon |
Rendering Techniques | 1 |
| 2005 | Importance Resampling for Global Illumination
Justin Talbot, David Cline, Parris K. Egbert |
Rendering Techniques | 2 |
| 2005 | Energy redistribution path tracingabstractWe present Energy Redistribution (ER) sampling as an unbiased method to solve correlated integral problems. ER sampling is a hybrid algorithm that uses Metropolis sampling-like mutation strategies in a standard Monte Carlo integration setting, rather than resorting to an intermediate probability distribution step. In the context of global illumination, we present Energy Redistribution Path Tracing (ERPT). Beginning with an inital set of light samples taken from a path tracer, ERPT uses path mutations to redistribute the energy of the samples over the image plane to reduce variance. The result is a global illumination algorithm that is conceptually simpler than Metropolis Light Transport (MLT) while retaining its most powerful feature, path mutation. We compare images generated with the new technique to standard path tracing and MLT. David Cline, Justin Talbot, Parris K. Egbert |
ACM Trans. Graph. | 1 |
| 2004 | Modeling and rendering viscous liquidsabstractAbstract We present a particle‐based algorithm for modeling highly viscous liquids. Using a numerical time‐integration of particle acceleration and velocity, we apply external forces to particles and use a convenient organization, the adhesion matrix, to represent forces between different types of liquids and objects. Viscosity is handled by performing a momentum exchange between particle pairs such that momentum is conserved. Volume is maintained by iteratively adjusting particle positions after each time step. We use a two‐tiered approach to time stepping that allows particle positions to be updated many times per frame while expensive operations, such as calculating viscosity and adhesion, are done only a few times per frame. The liquid is rendered using an implicit surface polygonization algorithm, and we present an implicit function that convolves the liquid surface with a Gaussian function, yielding a smooth liquid skin. Copyright © 2004 John Wiley & Sons, Ltd. Kevin L. Steele, David Cline, Parris K. Egbert, Jonathan Dinerstein |
Comput. Animat. Virtual Worlds | 2 |
| 2001 | Terrain Decimation through Quadtree MorphingabstractWe present a new terrain decimation technique called a Quadtree Morph, or Q-morph. The new approach eliminates the usual popping artifacts associated with polygon reduction, replacing them with less objectionable smooth morphing. We show that Q-morphing is fast enough to create a view-dependent terrain model for each frame in an interactive environment. In contrast to most Geomorph algorithms, Q-morphing does not use a time step to interpolate between geometric configurations. Instead, the geometry motion in a Q-morph is based solely on the position of the viewer. David Cline, Parris K. Egbert |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 1998 | Interactive display of very large texturesabstractLarge textures cause bottlenecks in real time applications that often lead to a loss of interactivity. These performance bottlenecks occur because of disk and network transfer, texture translation, and memory swapping. We present a software solution that alleviates the problems associated with large textures by treating texture as a bandwidth limited resource rather than a finite resource. As a result the display of large textures is reduced to a caching problem in which texture memory serves as the primary cache for texture data, main memory the secondary cache, and local disk the tertiary cache. By using this cache hierarchy, applications are able to maintain real time performance while displaying textures hundreds of times larger than can fit into texture memory. David Cline, Parris K. Egbert |
IEEE Visualization | 1 |