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Edward Angel

dblp:53/2535 · also Ed Angel · DBLP profile ↗
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16ranked-venue papers
9as first author
0since 2021 · last 2019
0009-0007-1397-5965ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 11 · 6 first-authorGraphics, computer vision, multimedia, augmented reality and games · 9 · 7 first-authorSystems, architecture and hardware · 1Theory of computation · 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
6 papers
Rendering · 94% Computer animation and physical simulation · 3% Visualization and visual analytics · 3%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational science and engineering · 100%

Topics — the 10 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › graphics standards
WebGL
0.722019
An interactive introduction to WEBGL · SIGGRAPH Asia 2019
Application development with webGL · SIGGRAPH ASIA (Courses) 2017
Rendering › GPU rendering
shader-based rendering
0.222017
Modern OpenGL programming · SIGGRAPH Asia Courses 2011
Application development with webGL · SIGGRAPH ASIA (Courses) 2017
Rendering › graphics standards
OpenGL
0.112010
An introduction to OpenGL 4.0 programming · SIGGRAPH ASIA (Courses) 2010
Rendering
real-time rendering
0.112010
An introduction to OpenGL 4.0 programming · SIGGRAPH ASIA (Courses) 2010
Rendering
graphics pipeline
0.012011
Modern OpenGL programming · SIGGRAPH Asia Courses 2011
Visualization and visual analytics
scientific visualization
0.012010
An introduction to OpenGL 4.0 programming · SIGGRAPH ASIA (Courses) 2010
Computational science and engineering › active learning
project-based learning
0.012003
Creating dome animations with the Digital Pueblo Project · SIGGRAPH 2003
Image and video processing
image restoration
0.011974
Image Restoration, Modelling, and Reduction of Dimensionality · IEEE Trans. Computers 1974
Image and video processing › image restoration › image prior modeling
markov random field image modeling
0.011974
Image Restoration, Modelling, and Reduction of Dimensionality · IEEE Trans. Computers 1974
Visualization and visual analytics
dimensionality reduction
0.011974
Image Restoration, Modelling, and Reduction of Dimensionality · IEEE Trans. Computers 1974

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

WebGL · 0.7OpenGL · 0.2two-dimensional second-order markov process · 0.0recursive restoration · 0.0
YearPublicationVenuePosition
2019 An interactive introduction to WEBGL
abstract
Explosion of interest in 3D graphics through a browser
Edward Angel, Dave Shreiner
SIGGRAPH Asia1
2017 Preparing STEM Teachers to offer New Mexico Computer Science for All
abstract
In this paper, we describe a new teacher professional development program, New Mexico Computer Science for All (NM-CSforAll), that prepares high school science, technology, engineering and math (STEM) teachers to serve as learning coaches / teaching assistants for a dual credit Computer Science (CS) course. The dual credit course for students follows a "flipped classroom" model with the lecture portion delivered online through University of New Mexico (UNM) and the lab portion offered by participating teachers at local high schools. The course utilized a novel curriculum focusing on teaching CS concepts through computer modeling of complex adaptive systems. We reflect on what we learned while preparing STEM teachers to become CS teachers and discuss the affordances and barriers to bringing CS education to rural and under-resourced schools across the state of New Mexico.
Irene A. Lee, Maureen Psaila Dombrowski, Edward Angel
SIGCSE3
2017 Application development with webGL
abstract
course Share on Application development with webGL Authors: Ed Angel University of New Mexico University of New MexicoView Profile , Dave Shreiner Unity, Technologies Unity, TechnologiesView Profile Authors Info & Claims SA '17: SIGGRAPH Asia 2017 CoursesNovember 2017 Article No.: 1Pages 1–81https://doi.org/10.1145/3134472.3134481Published:27 November 2017Publication History 0citation290DownloadsMetricsTotal Citations0Total Downloads290Last 12 Months7Last 6 weeks2 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Edward Angel, Dave Shreiner
SIGGRAPH ASIA (Courses)1
2011 Modern OpenGL programming
abstract
OpenGL is the most widely available library for creating interactive computer graphics applications across all major computer operating systems. Its uses span from creating applications for scientific visualizations to computer-aided design and interactive gaming and entertainment. With each new version, its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming OpenGL, emphasizing the most modern methods for using the library. OpenGL has undergone numerous updates in recent years which have fundamentally changed how programmers interact with the application programming interface (API), and the skills required for being an effective OpenGL programmer. The most notable of those changes was the introduction of shader-based rendering. Introduced into the API many years ago, shader-based rendering has expanded to subsume almost all functionality in OpenGL. An attendee of the course will be introduced to each of the shader stages in OpenGL, along with methods for specifying data to be used in rendering with OpenGL. While there have been numerous courses on OpenGL in the past, the recent sequence of revisions to the API -- culminating in OpenGL version 4.1 -- have provided a wealth of new functionality and features to create ever-richer content. This course builds from demonstrating the use of the most fundamental shader-based OpenGL pipeline, to introducing all of the latest shader stages.
Edward Angel, Dave Shreiner
SIGGRAPH Asia Courses1
2010 An introduction to OpenGL 4.0 programming
abstract
OpenGL is the most widely available library for creating interactive computer graphics applications across all of the major computer operating systems. Its uses range from creating applications for scientific visualizations to computer-aided design, interactive gaming and entertainment, and with each new version, its capabilities reveal the most up-to-date features of modern graphics hardware.
Dave Shreiner, Edward Angel
SIGGRAPH ASIA (Courses)2
2008 An interactive introduction to OpenGL and OpenGL ES programming
abstract
OpenGL is a library for doing computer graphics. By using it, you can create interactive applications that render high-quality color images composed of 3D geometric objects and images.
Edward Angel, Dave Shreiner
SIGGRAPH ASIA Courses1
2006 Teaching computer graphics without raster-level algorithms
abstract
Classical computer graphics textbooks (e.g. [1-4]) introduce the field by covering the details of raster-level algorithms. Many computer graphics educators have long recognized that depending on students’ backgrounds and needs (e.g. major vs non-major) [5,6] alternate approaches may be more appropriate [7-8]. With the recent advances in the field, advent of powerful hardware, and sophisticated APIs, the field of computer graphics has become much larger and richer. As educators, we must make tough decisions about what to include in a one semester/quarter class. This panel presents three distinct approaches to teaching introductory Computer Graphics without covering raster-level algorithms. These approaches are suitable for a wide-range of students with different backgrounds and needs. To ensure neutrality and balanced of viewpoints, the panel also discusses the merits of teaching raster-level algorithms and situations where the classical approach better aligns with and serves students’ needs.
Edward Angel, Steve Cunningham, Peter Shirley, Kelvin Sung
SIGCSE1
2003 Creating dome animations with the Digital Pueblo Project
abstract
The Digital Pueblo Project at the University of New Mexico is building the infrastructure for a digital arts and animation industry in a largely rural state with many diverse cultural groups. Key to this effort is project-based training of an "eight to eighty" workforce drawn from the community. This presentation shows a successful effort to create fulldome animations for the LodeStar Astronomy Center using a collection of local artists, students, and computer scientists.
Edward Angel, Hue Walker Baumgarner-Kirby, David Beining
SIGGRAPH1
1999 Spiraling Edge: Fast Surface Reconstruction from Partially Organized Sample Points
abstract
Many applications produce three-dimensional points that must be further processed to generate a surface. Surface reconstruction algorithms that start with a set of unorganized points are extremely time-consuming. Sometimes however, points are generated such that there is additional information available to the reconstruction algorithm. We present Spiraling Edge, a specialized algorithm for surface reconstruction that is three orders of magnitude faster than algorithms for the general case. In addition to sample point locations, our algorithm starts with normal information and knowledge of each point's neighbors. Our algorithm produces a localized approximation to the surface by creating a star-shaped triangulation between a point and a subset of its nearest neighbors. This surface patch is extended by locally triangulating each of the points along the edge of the patch. As each edge point is triangulated, it is removed from the edge and new edge points along the patch's edge are inserted in its place. The updated edge spirals out over the surface until the edge encounters a surface boundary and stops growing in that direction, or until the edge reduces to a small hole that is filled by the final triangle.
Patricia Crossno, Edward Angel
IEEE Visualization2
1999 Visual Debugging of Visualization Software: A Case Study for Particle Systems
abstract
Visualization systems are complex dynamic software systems. Debugging such systems is difficult using conventional debuggers because the programmer must try to imagine the three-dimensional geometry based on a list of positions and attributes. In addition, the programmer must be able to mentally animate changes in those positions and attributes to grasp dynamic behaviors within the algorithm. We show that representing geometry, attributes, and relationships graphically permits visual pattern recognition skills to be applied to the debugging problem. The particular application is a particle system used for isosurface extraction from volumetric data. Coloring particles based on individual attributes is especially helpful when these colorings are viewed as animations over successive iterations in the program. Although we describe a particular application, the types of tools that we discuss can be applied to a variety of problems.
Patricia Crossno, Edward Angel
IEEE Visualization2
1997 Isosurface extraction using particle systems
abstract
Presents a new approach to isosurface extraction from volume data using particle systems. Particle behavior is dynamic and can be based on laws of physics or artificial rules. For isosurface extraction, we program particles to be attracted towards a specific surface value while simultaneously repelling adjacent particles. The repulsive forces are based on the curvature of the surface at that location. A birth-death process results in a denser concentration of particles in areas of high curvature and sparser populations in areas of lower curvature. The overall level of detail is controlled through a scaling factor that increases or decreases the repulsive forces of the particles. Once particles reach equilibrium, their locations are used as vertices in generating a triangular mesh of the surface. The advantages of our approach include: vertex densities are based on surface features rather than on the sampling rate of the volume; a single scaling factor simplifies level-of-detail control; and meshing is efficient because it uses neighbor information that has already been generated during the force calculations.
Patricia Crossno, Edward Angel
IEEE Visualization2
1994 Surface intersection using parallelism
Long Chyr Chang, Wolfgang W. Bein, Edward Angel
Comput. Aided Geom. Des.3
1983 A high speed maximum entropy encoder for images
abstract
A simple nonlinear memory based coding system is presented which encodes and decodes images rapidly. The nonlinear nature of the coding system allows edges to be represented well. The coding system compares favorably to predictive coders in the one to two bits per pixel range.
Edward Angel, L. Don Daigle
ICASSP1
1983 A maximum entropy encoder for speech
abstract
A new approach to the encoding of speech signals is proposed based on directly maximizing the first order entropy of the data sent down the channel. It is formulated recursively and can be implemented via lookup tables. A corresponding decoder is also derived and can be implemented in a similar manner. The performance of the system is competitive with other methods but differs qualitatively as the design is based on entropy considerations rather than minimizing mean square error as is done is most other methods.
Edward Angel, L. Don Daigle, Michael A. Rodriguez
ICASSP1
1974 Image Restoration, Modelling, and Reduction of Dimensionality
abstract
Recursive restoration of two-dimensional noisy images gives dimensionality problems leading to large storage and computation time requirements on a digital computer. This paper shows a two-dimensional second-order Markov process representation can be used for fast recursive restoration of images with small storage requirements. Advantages of this method over existing techniques are illustrated by means of examples.
Anil K. Jain 0002, Edward Angel
IEEE Trans. Computers2
1970 Invariant Imbedding, Difference Equations, and Elliptic Boundary Value Problems
Edward Angel
J. Comput. Syst. Sci.1