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Gregory W. Shirah

dblp:46/930 · also Greg Shirah · DBLP profile ↗
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7ranked-venue papers
2as first author
1since 2021 · last 2024
0000-0002-7955-9573ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 7 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 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
4 papers
Visualization and visual analytics · 98% Rendering · 2% Virtual and augmented reality · 0%
Interdisciplinary, comprehensive, and emerging computing
2 papers
Environmental and earth informatics · 67% Computational science and engineering · 33%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 90% Usability and user experience research · 10%

Topics — the 6 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics
scientific visualization
1.122024
Atmospheric Carbon Dioxide Tagged by Source · SIGGRAPH Asia Computer Animation Festival 2024
Cinematic scientific visualization: the art of communicating science · SIGGRAPH Asia 2019
Rendering
shadow rendering
0.011999
The relative contributions of stereo, lighting, and background scenes in promoting 3D depth visualization · ACM Trans. Comput. Hum. Interact. 1999
Immersive interaction › depth perception
depth cues
0.011999
The relative contributions of stereo, lighting, and background scenes in promoting 3D depth visualization · ACM Trans. Comput. Hum. Interact. 1999
Immersive interaction › depth perception
depth perception in virtual reality
0.011999
The relative contributions of stereo, lighting, and background scenes in promoting 3D depth visualization · ACM Trans. Comput. Hum. Interact. 1999
Usability and user experience research › visual perception
stereoscopic viewing
0.011999
The relative contributions of stereo, lighting, and background scenes in promoting 3D depth visualization · ACM Trans. Comput. Hum. Interact. 1999
Virtual and augmented reality › 3d display
stereoscopic display
0.011997
The effects of motion and stereopsis on three-dimensional visualization · Int. J. Hum. Comput. Stud. 1997

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

cinematic rendering · 0.8user study · 0.0
YearPublicationVenuePosition
2024 Atmospheric Carbon Dioxide Tagged by Source
abstract
Scientific visualization of a computer model of global carbon dioxide.
A. J. Christensen 0001, Gregory W. Shirah, Helen-Nicole Kostis, Anansa B. Keaton-Ashanti, Mark Subbarao, Brenda Lopez-Silva, Lesley Ott
SIGGRAPH Asia Computer Animation Festival2
2019 Cinematic scientific visualization: the art of communicating science
abstract
The Advanced Visualization Lab (AVL) is part of the the National Center for Supercomputing Applications (NCSA) at the University of Illinois at Urbana-Champaign. The AVL is led by Professor Donna Cox, who coined the term "Renaissance Team", with the belief that bringing together specialists of diverse backgrounds creates a team that is greater than the sum of its parts, and members of the AVL team reflect that in our interdisciplinarity. We specialize in creating high-quality cinematic scientific visualizations of supercomputer simulations for public outreach.
Kalina Borkiewicz, A. J. Christensen 0001, Drew Berry, Christopher J. Fluke, Gregory W. Shirah, Kel Elkins
SIGGRAPH Asia5
2012 Perpetual ocean
abstract
This visualization shows ocean surface currents around the world during the period from June 2005 through December 2007. The visualization does not include a narration or annotations; the goal was to use ocean flow data to create a simple, visceral experience.
Gregory W. Shirah, Horace Mitchell
SIGGRAPH Asia Computer Animation Festival1
2004 The effects of cast shadows and stereopsis on performing computer-generated spatial tasks
abstract
More powerful computer hardware and software has enabled the development of numerous depth-cue techniques to depict the three-dimensional (3D) characteristics of computer-generated imagery. Particularly, the role of stereoscopic viewing in promoting the depth perception of objects in 3D space has been widely studied. However, there has been little study of the use of cast shadows in this context, and few investigations of how computer-generated depth cues are perceptually integrated. To investigate these issues, subjects: 1) position a sphere to complete a directional vector/vector segment extending in space and 2) resize a sphere to match the perceived size of a second sphere displaced in space. Task accuracies and response times are recorded under the following conditions: 1) stereoscopic, and monoscopic, scene viewing; 2) objects casting zero, or one shadow; 3) flat, and zig-zag, background surface shapes; and 4) solid and checkerboard background surface textures. The results suggest that, of the cues considered, stereo viewing has a consistently beneficial effect on positioning and resizing spheres in depth. However, objects casting shadows improve positioning accuracy to a level afforded by stereo viewing. Finally, more complex scene backgrounds impair positioning and resizing task performances. Implications for the design of effective 3D user interfaces are discussed.
Geoffrey S. Hubona, Gregory W. Shirah, D. K. Jennings
IEEE Trans. Syst. Man Cybern. Part A2
2002 NASA's Great Zooms: A Case Study
abstract
This paper examines a series of NASA outreach visualizations created using several layers of remote sensing satellite data ranging from 4-kilometers per pixel to I-meter per pixel. The viewer is taken on a seamless, cloud free journey from a global view of the Earth down to ground level where buildings, streets, and cars are visible. The visualizations were produced using a procedural shader that takes advantage of accurate georegistration and color matching between images. The shader accurately and efficiently maps the data sets to geometry allowing for animations with few perceptual transitions among data sets. We developed a pipeline to facilitate the production of over twenty zoom visualizations. Millions of people have seen these visualizations through national and international media coverage.
Gregory W. Shirah, Horace Mitchell
IEEE Visualization1
1999 The relative contributions of stereo, lighting, and background scenes in promoting 3D depth visualization
abstract
More powerful contemporary computer hardware has enabled the development and exploration of a wide variety of techniques to depict spatial characteristics of computer-generated objects in three-dimensional (3D) space.Particularly, the role of stereoscopic viewing and the use of object motion to reflect the position and size of objects in 3D space have been extensively studied.However, the effective use of computer-rendered object shadows to provide spatial information about the relative position and size of objects in virtual space has not.Subjects perform two tasks with 3D geometric patterns of objects presented on a computer screen: (1) positioning the object to complete a symmetrical geometric figure and (2) resizing the object to match the size of other objects.Performance accuracy and speed are recorded under the following conditions: (1) objects casting shadows on and off, (2) shadows from one or two light sources (nested within the shadows-on condition), (3) stereoscopic and monoscopic viewing, and (4) different scene backgrounds: flat plane (i.e., floor), "stair-step" floor with no walls, and floor with walls (i.e., room).The use of object shadows as depth cues enhances the accuracy (but not the speed) of object positioning, but does not enhance either the accuracy or the speed of object resizing.Moreover, the object shadows are not as effective as stereoscopic viewing in facilitating both positioning-task and resizing-task performances.Furthermore, task performances degrade with the stair-step scene background and when the number of shadowing light sources increases from one to two.
Geoffrey S. Hubona, Philip N. Wheeler, Gregory W. Shirah, Matthew Brandt
ACM Trans. Comput. Hum. Interact.3
1997 The effects of motion and stereopsis on three-dimensional visualization
Geoffrey S. Hubona, Gregory W. Shirah, David G. Fout
Int. J. Hum. Comput. Stud.2