Benjamin Schaeffer

dblp:27/6563 · also Benjamin J. Schaeffer · DBLP profile ↗
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7ranked-venue papers
6as first author
0since 2021 · last 2007
0000-0002-8044-8408ORCID · 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-authorTheory of computation · 2 · 2 first-authorSystems, architecture and hardware · 1Human-computer interaction and ubiquitous computing · 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.

Computer graphics and multimedia
2 papers
Rendering · 92% Virtual and augmented reality · 8%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
High-performance computing · 57% Performance modeling and evaluation · 33% Distributed systems · 10%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › parallel rendering › distributed rendering
cluster rendering
0.012003
Syzygy: Native PC Cluster VR · VR 2003
Rendering › parallel rendering
distributed rendering
0.012003
Syzygy: Native PC Cluster VR · VR 2003
High-performance computing › cluster computing
PC cluster
0.012003
Syzygy: Native PC Cluster VR · VR 2003
Performance modeling and evaluation › performance analysis tools
performance visualization
0.011999
An Approach to Immersive Performance Visualization of Parallel and Wide-Area Distributed Applications · HPDC 1999
Immersive interaction
virtual reality
0.012003
Syzygy: Native PC Cluster VR · VR 2003
Virtual and augmented reality
immersive visualization
0.011999
An Approach to Immersive Performance Visualization of Parallel and Wide-Area Distributed Applications · HPDC 1999
Distributed systems › distributed system evaluation
distributed application performance
0.011999
An Approach to Immersive Performance Visualization of Parallel and Wide-Area Distributed Applications · HPDC 1999

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

master/slave synchronization · 0.1distributed scene graph · 0.1integrated measurement · 0.0
YearPublicationVenuePosition
2007 Myriad: scalable VR via peer-to-peer connectivity, PC clustering, and transient inconsistency
abstract
Abstract Distributed scene graphs are important in virtual reality, both in collaborative virtual environments and in cluster rendering. Modern scalable visualization systems have high local throughput, but collaborative virtual environments (VEs) over a wide‐area network (WAN) share data at much lower rates. This complicates the use of one scene graph across the whole application. Myriad is an extension of the Syzygy VR toolkit in which individual scene graphs form a peer‐to‐peer network. Myriad connections filter scene graph updates and create flexible relationships between nodes of the scene graph. Myriad's sharing is fine‐grained: the properties of individual scene graph nodes to share are dynamically specified (in C++ or Python). Myriad permits transient inconsistency, relaxing resource requirements in collaborative VEs. A test application, WorldWideCrowd, demonstrates collaborative prototyping of a 300‐avatar crowd animation viewed on two PC‐cluster displays and edited on low‐powered laptops, desktops, and over a WAN. We have further used our framework to facilitate collaborative educational experiences and as a vehicle for undergraduates to experiment with shared virtual worlds. Copyright © 2006 John Wiley & Sons, Ltd.
Benjamin Schaeffer, Peter Brinkmann, George K. Francis, Camille Goudeseune, James A. Crowell, Hank Kaczmarski
Comput. Animat. Virtual Worlds1
2005 Myriad: scalable VR via peer-to-peer connectivity, PC clustering, and transient inconsistency
abstract
Distributed scene graphs are important in virtual reality, both in collaborative virtual environments and in cluster rendering. In Myriad, individual scene graphs form a peer-to-peer network whose connections filter scene graph updates and create flexible relationships between scene graph nodes in the various peers. Modern scalable visualization systems often feature high intracluster throughput, but collaborative virtual environments (VEs) over a WAN share data at much lower rates, complicating the use of one scene graph system across the whole application. To avoid these difficulties, Myriad uses fine-grained sharing, whereby sharing properties of individual scene graph nodes can be dynamically changed from C++ and Python, and transient inconsistency, which relaxes resource requirements in collaborative VEs. A test application, WorldWideCrowd, implements these methods to demonstrate collaborative prototyping of a 300-avatar crowd animation viewed on two PC-cluster displays and edited on low-powered laptops, desktops, and even over a WAN.
Benjamin Schaeffer, Peter Brinkmann, George K. Francis, Camille Goudeseune, James A. Crowell, Hank Kaczmarski
VRST1
2003 Syzygy: Native PC Cluster VR
abstract
The Syzygy software library consists of tools for programming VR applications on PC clusters. Since the PC cluster environment presents application development constraints, it is impossible to simultaneously optimize for efficiency, flexibility, and portability between the single-computer and cluster cases. Consequently Syzygy includes two application frameworks: a distributed scene graph framework for rendering a single application's graphics database on multiple rendering clients, and a master/slave framework for applications with multiple synchronized instances. Syzygy includes a simple distributed OS and supports networked input devices, sound renderers, and graphics renderers, all built on a robust networking layer.
Benjamin Schaeffer, Camille Goudeseune
VR1
2003 Tele-sports and tele-dance: full-body network interaction
abstract
Researchers have had great success using motion capture tools for controlling avatars in virtual worlds. Another current of virtual reality research has focused on building collaborative environments connected by networks. The present paper combines these tendencies to describe an open source software system that uses motion capture tools as input devices for realtime collaborative virtual environments. Important applications of our system lie in the realm of simulating interactive, multiparticipant physical activities like sport and dance. Several challenges and their respective solutions are outlined. First, we describe the infrastructure necessary to handle full-body articulated avatars as driven by motion capture equipment, including calibration and avatar creation. Next, we outline the PC cluster solution chosen to render our worlds, exploring methods of data sharing and synchronization, both within the PC cluster nodes and between different sites in the distributed system. Finally, virtual sports require physics, and we describe the simulation algorithms used.
Benjamin Schaeffer, Mark Flider, Hank Kaczmarski, Luc Vanier, Lance Chong, Yu Hasegawa-Johnson
VRST1
2002 Abstract complexity theory and the Delta 20 degrees
Benjamin Schaeffer
Ann. Pure Appl. Log.1
1999 An Approach to Immersive Performance Visualization of Parallel and Wide-Area Distributed Applications
abstract
Complex, distributed applications pose new challenges for performance analysis and optimization. This paper outlines an online approach to performance analysis where developers are active participants, using integrated measurement and immersive performance visualization to tune parallel and distributed applications.
Luiz De Rose, Mario Pantano, Ruth A. Aydt, Eric Shaffer, Benjamin Schaeffer, Shannon Whitmore, Daniel A. Reed
HPDC5
1998 Dynamic Notions of Genericity and Array Noncomputability
Benjamin Schaeffer
Ann. Pure Appl. Log.1