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Wesley Griffin

dblp:42/7049 · also Wesley N. Griffin · DBLP profile ↗
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10ranked-venue papers
5as first author
1since 2021 · last 2024
0000-0002-3615-1463ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 5 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 4 · 3 first-authorDatabases, 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
6 papers
Visualization and visual analytics · 61% Virtual and augmented reality · 16% Rendering · 10%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 13 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › visual encoding
glyph design
1.022024
Evaluating Glyph Design for Showing Large-Magnitude-Range Quantum Spins · IEEE Trans. Vis. Comput. Graph. 2024
Validation of SplitVectors Encoding for Quantitative Visualization of Large-Magnitude-Range Vector Fields · IEEE Trans. Vis. Comput. Graph. 2017
Visualization and visual analytics
scientific visualization
0.732024
Evaluating Glyph Design for Showing Large-Magnitude-Range Quantum Spins · IEEE Trans. Vis. Comput. Graph. 2024
Incorporating D3.js information visualization into immersive virtual environments · VR 2015
Validation of SplitVector encoding and stereoscopy for quantitative visualization of quantum physics data in virtual environments · VR 2015
Visualization and visual analytics › scientific visualization › field visualization
vector field visualization
0.522017
Validation of SplitVectors Encoding for Quantitative Visualization of Large-Magnitude-Range Vector Fields · IEEE Trans. Vis. Comput. Graph. 2017
Validation of SplitVector encoding and stereoscopy for quantitative visualization of quantum physics data in virtual environments · VR 2015
Rendering
real-time rendering
0.422015
Evaluating Texture Compression Masking Effects Using Objective Image Quality Assessment Metrics · IEEE Trans. Vis. Comput. Graph. 2015
Real-Time GPU Surface Curvature Estimation on Deforming Meshes and Volumetric Data Sets · IEEE Trans. Vis. Comput. Graph. 2012
Virtual and augmented reality
immersive visualization
0.212015
Incorporating D3.js information visualization into immersive virtual environments · VR 2015
Image and video coding
texture compression
0.212015
Evaluating Texture Compression Masking Effects Using Objective Image Quality Assessment Metrics · IEEE Trans. Vis. Comput. Graph. 2015
Virtual and augmented reality
virtual environment
0.212015
Validation of SplitVector encoding and stereoscopy for quantitative visualization of quantum physics data in virtual environments · VR 2015
Geometric modeling and processing › shape analysis
curvature estimation
0.112012
Real-Time GPU Surface Curvature Estimation on Deforming Meshes and Volumetric Data Sets · IEEE Trans. Vis. Comput. Graph. 2012
Virtual and augmented reality › 3d display
stereoscopic display
0.112017
Validation of SplitVectors Encoding for Quantitative Visualization of Large-Magnitude-Range Vector Fields · IEEE Trans. Vis. Comput. Graph. 2017
Image and video coding
image quality assessment
0.112015
Evaluating Texture Compression Masking Effects Using Objective Image Quality Assessment Metrics · IEEE Trans. Vis. Comput. Graph. 2015
Virtual and augmented reality › virtual environment
immersive virtual environments
0.112015
Validation of SplitVector encoding and stereoscopy for quantitative visualization of quantum physics data in virtual environments · VR 2015
Immersive interaction
virtual reality
0.112015
Incorporating D3.js information visualization into immersive virtual environments · VR 2015
Geometric modeling and processing › deformable models
deformable mesh
0.012012
Real-Time GPU Surface Curvature Estimation on Deforming Meshes and Volumetric Data Sets · IEEE Trans. Vis. Comput. Graph. 2012

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

user study · 1.0information visualization · 0.4d3.js · 0.4viewpoint sampling · 0.2stereoscopy · 0.2perceptual error metrics · 0.2objective quality assessment · 0.2empirical study · 0.2ambient occlusion approximation · 0.1CUDA · 0.1
YearPublicationVenuePosition
2024 Evaluating Glyph Design for Showing Large-Magnitude-Range Quantum Spins
abstract
We present experimental results to explore a form of bivariate glyphs for representing large-magnitude-range vectors. The glyphs meet two conditions: (1) two visual dimensions are separable; and (2) one of the two visual dimensions uses a categorical representation (e.g., a categorical colormap). We evaluate how much these two conditions determine the bivariate glyphs' effectiveness. The first experiment asks participants to perform three local tasks requiring reading no more than two glyphs. The second experiment scales up the search space in global tasks when participants must look at the entire scene of hundreds of vector glyphs to get an answer. Our results support that the first condition is necessary for local tasks when a few items are compared. But it is not enough for understanding a large amount of data. The second condition is necessary for perceiving global structures of examining very complex datasets. Participants' comments reveal that the categorical features in the bivariate glyphs trigger emergent optimal viewers' behaviors. This work contributes to perceptually accurate glyph representations for revealing patterns from large scientific results. We release source code, quantum physics data, training documents, participants' answers, and statistical analyses for reproducible science at https://osf.io/4xcf5/?view_only=94123139df9c4ac984a1e0df811cd580.
Henan Zhao, Garnett W. Bryant, Wesley Griffin, Judith E. Terrill, Jian Chen 0006
IEEE Trans. Vis. Comput. Graph.3
2017 Validation of SplitVectors Encoding for Quantitative Visualization of Large-Magnitude-Range Vector Fields
abstract
We designed and evaluated SplitVectors, a new vector field display approach to help scientists perform new discrimination tasks on large-magnitude-range scientific data shown in three-dimensional (3D) visualization environments. SplitVectors uses scientific notation to display vector magnitude, thus improving legibility. We present an empirical study comparing the SplitVectors approach with three other approaches - direct linear representation, logarithmic, and text display commonly used in scientific visualizations. Twenty participants performed three domain analysis tasks: reading numerical values (a discrimination task), finding the ratio between values (a discrimination task), and finding the larger of two vectors (a pattern detection task). Participants used both mono and stereo conditions. Our results suggest the following: (1) SplitVectors improve accuracy by about 10 times compared to linear mapping and by four times to logarithmic in discrimination tasks; (2) SplitVectors have no significant differences from the textual display approach, but reduce cluttering in the scene; (3) SplitVectors and textual display are less sensitive to data scale than linear and logarithmic approaches; (4) using logarithmic can be problematic as participants' confidence was as high as directly reading from the textual display, but their accuracy was poor; and (5) Stereoscopy improved performance, especially in more challenging discrimination tasks.
Henan Zhao, Garnett W. Bryant, Wesley Griffin, Judith E. Terrill, Jian Chen 0006
IEEE Trans. Vis. Comput. Graph.3
2015 Validation of SplitVector encoding and stereoscopy for quantitative visualization of quantum physics data in virtual environments
abstract
We designed and evaluated SplitVector, a new vector field display approach to help scientists perform new discrimination tasks on scientific data shown in virtual environments (VEs). Our empirical study compared the SplitVector approach with three other approaches of direct linear representation, log, and text display common in information-rich VEs or IRVEs. Our results suggest the following: (1) SplitVectors improve the accuracy by about 10 times compared to the linear mapping and by 4 times to log in discrimination tasks; (2) SplitVectors lead to no significant differences from the IRVE text display approach, yet reduce the clutter; and (3) SplitVector improved task performance in both mono and stereoscopy conditions.
Jian Chen 0006, Wesley Griffin, Henan Zhao, Judith E. Terrill, Garnett W. Bryant
VR2
2015 Incorporating D3.js information visualization into immersive virtual environments
abstract
We have created an integrated interactive visualization and analysis environment that can be used immersively or on the desktop to study a simulation of microstructure development during hydration or degradation of cement pastes and concrete. Our environment combines traditional 3D scientific data visualization with 2D information visualization using D3.js running in a web browser. By incorporating D3.js, our visualization allowed the scientist to quickly diagnose and debug errors in the parallel implementation of the simulation.
Wesley Griffin, Danny Catacora, Steven G. Satterfield, Jeffrey Bullard, Judith E. Terrill
VR1
2015 Evaluating Texture Compression Masking Effects Using Objective Image Quality Assessment Metrics
abstract
Texture compression is widely used in real-time rendering to reduce storage and bandwidth requirements. Recent research in compression algorithms has explored both reduced fixed bit rate and variable bit rate algorithms. The results are evaluated at the individual texture level using mean square error, peak signal-to-noise ratio, or visual image inspection. We argue this is the wrong evaluation approach. Compression artifacts in individual textures are likely visually masked in final rendered images and this masking is not accounted for when evaluating individual textures. This masking comes from both geometric mapping of textures onto models and the effects of combining different textures on the same model such as diffuse, gloss, and bump maps. We evaluate final rendered images using rigorous perceptual error metrics. Our method samples the space of viewpoints in a scene, renders the scene from each viewpoint using variations of compressed textures, and then compares each to a ground truth using uncompressed textures from the same viewpoint. We show that masking has a significant effect on final rendered image quality, masking effects and perceptual sensitivity to masking varies by the type of texture, graphics hardware compression algorithms are too conservative, and reduced bit rates are possible while maintaining final rendered image quality.
Wesley Griffin, Marc Olano
IEEE Trans. Vis. Comput. Graph.1
2014 Objective image quality assessment of texture compression
abstract
Texture compression is widely used in real-time rendering to reduce storage and bandwidth requirements. Recent research in compression algorithms has explored both reduced fixed bit rate and variable bit rate algorithms. The results are evaluated at the individual texture level using Mean Square Error, Peak Signal-to-Noise Ratio, or visual image inspection. We argue this is the wrong evaluation approach. Compression artifacts in individual textures are likely visually masked in final rendered images and this masking is not accounted for when evaluating individual textures. This masking comes from both geometric mapping of textures onto models and the effects of combining different textures on the same model such as diffuse, gloss and bump maps.
Wesley Griffin, Marc Olano
I3D1
2012 Real-Time GPU Surface Curvature Estimation on Deforming Meshes and Volumetric Data Sets
abstract
Surface curvature is used in a number of areas in computer graphics, including texture synthesis and shape representation, mesh simplification, surface modeling, and nonphotorealistic line drawing. Most real-time applications must estimate curvature on a triangular mesh. This estimation has been limited to CPU algorithms, forcing object geometry to reside in main memory. However, as more computational work is done directly on the GPU, it is increasingly common for object geometry to exist only in GPU memory. Examples include vertex skinned animations and isosurfaces from GPU-based surface reconstruction algorithms. For static models, curvature can be precomputed and CPU algorithms are a reasonable choice. For deforming models where the geometry only resides on the GPU, transferring the deformed mesh back to the CPU limits performance. We introduce a GPU algorithm for estimating curvature in real time on arbitrary triangular meshes. We demonstrate our algorithm with curvature-based NPR feature lines and a curvature-based approximation for an ambient occlusion. We show curvature computation on volumetric data sets with a GPU isosurface extraction algorithm and vertex-skinned animations. We present a graphics pipeline and CUDA implementation. Our curvature estimation is up to ~18x faster than a multithreaded CPU benchmark.
Wesley Griffin, Yu Wang 0028, David Berrios, Marc Olano
IEEE Trans. Vis. Comput. Graph.1
2011 GPU curvature estimation on deformable meshes
abstract
Surface curvature is used in a number of areas in computer graphics, including texture synthesis and shape representation, mesh simplification, surface modeling, and non-photorealistic line drawing. Most real-time applications must estimate curvature on a triangular mesh. This estimation has been limited to CPU algorithms, forcing object geometry to reside in main memory. However, as more computational work is done directly on the GPU, it is increasingly common for object geometry to exist only in GPU memory. Examples include vertex skinned animations and isosurfaces from GPU-based surface reconstruction algorithms.
Wesley Griffin, Yu Wang 0028, David Berrios, Marc Olano
SI3D1
2011 Variable Bit Rate GPU Texture Decompression
abstract
Abstract Variable bit rate compression can achieve better quality and compression rates than fixed bit rate methods. None the less, GPU texturing uses lossy fixed bit rate methods like DXT to allow random access and on‐the‐fly decompression during rendering. Changes in games and GPUs since DXT was developed make its compression artifacts less acceptable, and texture bandwidth less of an issue, but texture size is a serious and growing problem. Games use a large total volume of texture data, but have a much smaller active set. We present a new paradigm that separates GPU decompression from rendering. Rendering is from uncompressed data, avoiding the need for random access decompression. We demonstrate this paradigm with a new variable bit rate lossy texture compression algorithm that is well suited to the GPU, including a new GPU‐friendly formulation of range decoding, and a new texture compression scheme averaging 12.4:1 lossy compression ratio on 471 real game textures with a quality level similar to traditional DXT compression. The total game texture set are stored in the GPU in compressed form, and decompressed for use in a fraction of a second per scene.
Marc Olano, Dan Baker, Wesley Griffin, Joshua Barczak
Comput. Graph. Forum3
2009 Scalable Distributed Change Detection from Astronomy Data Streams Using Local, Asynchronous Eigen Monitoring Algorithms
abstract
This paper considers the problem of change detection using local distributed eigen monitoring algorithms for next generation of astronomy petascale data pipelines such as the Large Synoptic Survey Telescopes (LSST). This telescope will take repeat images of the night sky every 20 seconds, thereby generating 30 terabytes of calibrated imagery every night that will need to be co-analyzed with other astronomical data stored at different locations around the world. Change point detection and event classification in such data sets may provide useful insights to unique astronomical phenomenon displaying astrophysically significant variations: quasars, supernovae, variable stars, and potentially hazardous asteroids. However, performing such data mining tasks is a challenging problem for such high-throughput distributed data streams. In this paper we propose a highly scalable and distributed asynchronous algorithm for monitoring the principal components (PC) of such dynamic data streams. We demonstrate the algorithm on a large set of distributed astronomical data to accomplish well-known astronomy tasks such as measuring variations in the fundamental plane of galaxy parameters. The proposed algorithm is provably correct (i.e. converges to the correct PCs without centralizing any data) and can seamlessly handle changes to the data or the network. Real experiments performed on Sloan Digital Sky Survey (SDSS) catalogue data show the effectiveness of the algorithm.
Kamalika Das, Kanishka Bhaduri, Sugandha Arora, Wesley Griffin, Kirk D. Borne, Chris Giannella, Hillol Kargupta
SDM4