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Michael V. Capps

dblp:26/5538 · DBLP profile ↗
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5ranked-venue papers
3as first author
0since 2021 · last 2000
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 first-authorComputer networks · 1 · 1 first-author

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.

Human-computer interaction and pervasive computing
2 papers
Collaborative and social computing · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction
collaborative virtual environments
0.012000
The Future of Shared Virtual Environments (Panel) · VR 2000
Collaborative and social computing › multi-user virtual environments
distributed virtual environments
0.012000
The QUICK Framework for Task-specific Asset Prioritization in Distributed Virtual Environments · VR 2000
Collaborative and social computing
collaborative virtual environments
0.012000
The Future of Shared Virtual Environments (Panel) · VR 2000
Distributed systems › distributed resource management
distributed cache management
0.012000
The QUICK Framework for Task-specific Asset Prioritization in Distributed Virtual Environments · VR 2000

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

asset prioritization · 0.1QUICK model · 0.1
YearPublicationVenuePosition
2000 The QUICK Framework for Task-specific Asset Prioritization in Distributed Virtual Environments
abstract
In virtual environment systems, the ultimate goal is delivery of the highest-fidelity user experience possible. The paper describes a general form framework for optimizing fidelity on a per-task basis. The virtual world database is priority ordered; the ordering is dynamically recomputed based on display platform, virtual world state, and (possibly shifting) task objectives. Optimization is performed with the QUICK model, which integrates ratings of representational quality, scene node importance, and machine resource cost. The approach has been implemented in a prototype display and distributed cache management system, which can be incorporated into most existing networked virtual reality applications.
Michael V. Capps
VR1
2000 The Future of Shared Virtual Environments (Panel)
Michael V. Capps, Michael R. Macedonia, Keith McCurdy, Daniel Thalmann
VR1
2000 Collaboration between Heterogeneous Stand-alone 3-D Graphical Applications
abstract
We describe the Scene‐Graph‐As‐Bus technique (SGAB), the first step in a staircase of solutions for sharing software components for virtual environments. The goals of SGAB are to allow, with minimal effort, independently‐designed applications to share component functionality; and for multiple users to share applications designed for single users.This paper reports on the SGAB design for transparently conjoining different applications by unifying the state information contained in their scene graphs. SGAB monitors and maps changes in the local scene graph of one application to a neutral scene graph representation (NSG), distributes the NSG changes over the network to remote peer applications, and then maps the NSG changes to the local scene graph of the remote application. The fundamental contribution of SGAB is that both the local and remote applications can be completely unaware of each other; that is, both applications can interoperate without code or binary modification despite each having no knowledge of networking or interoperability.
Robert C. Zeleznik, Loring Holden, Michael V. Capps, Howard Abrams, Timothy S. Miller
Comput. Graph. Forum3
1998 Surface reconstruction with anisotropic density-scaled alpha shapes
abstract
Generation of a three-dimensional model from an unorganized set of points is an active area of research in computer graphics. Alpha shapes can be employed to construct a surface which most closely reflects the object described by the points. However, no /spl alpha/-shape, for any value of /spl alpha/, can properly detail discontinuous regions of a model. We introduce herein two methods of improving the results of reconstruction using /spl alpha/-shapes: density-scaling, which modulates the value of a depending on the density of points in a region; and anisotropic shaping, which modulates the form of the /spl alpha/-ball based on point normals. We give experimental results that show the successes and limitations of our method.
Marek Teichmann, Michael V. Capps
IEEE Visualization2
1996 Enhanced Graph Models in the Web: Multi-Client, Multi-Head, Multi-Tail Browsing
Michael V. Capps, Brian C. Ladd, P. David Stotts
Comput. Networks1