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James T. Klosowski

dblp:61/3043 · DBLP profile ↗
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18ranked-venue papers
5as first author
1since 2021 · last 2022
0009-0001-5833-1844ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 13 · 4 first-authorArtificial intelligence and machine learning · 2 · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-authorSystems, architecture and hardware · 1Databases, data management, data science and information retrieval · 1 · 1 since 2021Theory of computation · 1Applied, interdisciplinary, general and emerging computing · 1 · 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.

Databases, data mining, and information retrieval
2 papers
Query processing and optimization · 57% Indexing and storage engines · 43%
Computer graphics and multimedia
7 papers
Visualization and visual analytics · 64% Rendering · 27% Geometric modeling and processing · 6%
Artificial intelligence
1 paper
Trustworthy machine learning · 50% Learning paradigms · 50%
Theoretical computer science
2 papers
Graph algorithms and graph theory · 96% Computational geometry · 4%

Topics — the 15 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Learning paradigms › semi-supervised learning
graph-based semi-supervised learning
0.312018
Interpretable Graph-Based Semi-Supervised Learning via Flows · AAAI 2018
Machine learning › Trustworthy machine learning
interpretability
0.312018
Interpretable Graph-Based Semi-Supervised Learning via Flows · AAAI 2018
Query processing and optimization
top-k query processing
0.312018
TopKube: A Rank-Aware Data Cube for Real-Time Exploration of Spatiotemporal Data · IEEE Trans. Vis. Comput. Graph. 2018
Query processing and optimization › OLAP
data cube
0.212013
Nanocubes for Real-Time Exploration of Spatiotemporal Datasets · IEEE Trans. Vis. Comput. Graph. 2013
Visualization and visual analytics › information visualization › database visualization
OLAP visualization
0.212013
Nanocubes for Real-Time Exploration of Spatiotemporal Datasets · IEEE Trans. Vis. Comput. Graph. 2013
Visualization and visual analytics
spatiotemporal visualization
0.212013
Nanocubes for Real-Time Exploration of Spatiotemporal Datasets · IEEE Trans. Vis. Comput. Graph. 2013
Graph algorithms and graph theory › graph algorithms
network flow
0.112018
Interpretable Graph-Based Semi-Supervised Learning via Flows · AAAI 2018
Rendering
visibility culling
0.122001
Efficient Conservative Visibility Culling Using the Prioritized-Layered Projection Algorithm · IEEE Trans. Vis. Comput. Graph. 2001
The Prioritized-Layered Projection Algorithm for Visible Set Estimation · IEEE Trans. Vis. Comput. Graph. 2000
Rendering › parallel rendering › distributed rendering
cluster rendering
0.012002
Chromium: a stream-processing framework for interactive rendering on clusters · ACM Trans. Graph. 2002
Rendering
parallel rendering
0.012002
Chromium: a stream-processing framework for interactive rendering on clusters · ACM Trans. Graph. 2002
Geometric modeling and processing › spatial data structures
bounding volume hierarchy
0.011998
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs · IEEE Trans. Vis. Comput. Graph. 1998
Geometric modeling and processing
collision detection
0.011998
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs · IEEE Trans. Vis. Comput. Graph. 1998
Distributed systems
stream processing
0.012002
Chromium: a stream-processing framework for interactive rendering on clusters · ACM Trans. Graph. 2002
Virtual and augmented reality › haptics
haptic rendering
0.011998
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs · IEEE Trans. Vis. Comput. Graph. 1998
Computational geometry › geometric intersection
collision detection
0.011996
Collision Detection for Fly-Throughs in Virtual Environments · SCG 1996

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

top-k query · 0.7graph laplacian · 0.7flow-based optimization · 0.7data cube · 0.7hierarchical aggregation · 0.3graphics API stream filtering · 0.1prioritized-layered projection · 0.0image-space techniques · 0.0OpenGL · 0.0view frustum culling · 0.0occupancy-based tessellation · 0.0bounding volume hierarchy · 0.0
YearPublicationVenuePosition
2022 Playable ray tracing for real-time exploration of radio propagation in wireless networks
abstract
Planning of cellular networks is a process in which network engineers select locations for the cellular antennas and adjust parameters like transmission frequency, transmission power and tilt. The goal of network planning is to provide cellular coverage in places that are populated while decreasing interference between nearby antennas. To compute the coverage and interference, a geospatial model of the environment is created and radio propagation models are used for simulating the propagation of the electromagnetic waves. In this paper, we demonstrate a ray tracing tool that we have developed for computation of radio propagation. The tool computes the radio propagation over a 3D model of the world and presents the result as a heat map, in real time. The two main novelties of the system are (1) the ability to play the radio propagation as a video, for analyzing the effect of obstacles on the signal strength in different locations, and (2) inverse ray tracing which finds for a given location the antennas whose transmission affects the cellular signal or the interference at that location.
Krystian Czapiga, Serkan Isci, Yaron Kanza, James T. Klosowski, Velin Kounev, Gopal Meempat
SIGSPATIAL/GIS4
2018 Interpretable Graph-Based Semi-Supervised Learning via Flows
abstract
In this paper, we consider the interpretability of the foundational Laplacian-based semi-supervised learning approaches on graphs. We introduce a novel flow-based learning framework that subsumes the foundational approaches and additionally provides a detailed, transparent, and easily understood expression of the learning process in terms of graph flows. As a result, one can visualize and interactively explore the precise subgraph along which the information from labeled nodes flows to an unlabeled node of interest. Surprisingly, the proposed framework avoids trading accuracy for interpretability, but in fact leads to improved prediction accuracy, which is supported both by theoretical considerations and empirical results. The flow-based framework guarantees the maximum principle by construction and can handle directed graphs in an out-of-the-box manner.
Raif M. Rustamov, James T. Klosowski
AAAI2
2018 TopKube: A Rank-Aware Data Cube for Real-Time Exploration of Spatiotemporal Data
abstract
From economics to sports to entertainment and social media, ranking objects according to some notion of importance is a fundamental tool we humans use all the time to better understand our world. With the ever-increasing amount of user-generated content found online, "what's trending" is now a commonplace phrase that tries to capture the zeitgeist of the world by ranking the most popular microblogging hashtags in a given region and time. However, before we can understand what these rankings tell us about the world, we need to be able to more easily create and explore them, given the significant scale of today's data. In this paper, we describe the computational challenges in building a real-time visual exploratory tool for finding top-ranked objects; build on the recent work involving in-memory and rank-aware data cubes to propose TOPKUBE: a data structure that answers top-k queries up to one order of magnitude faster than the previous state of the art; demonstrate the usefulness of our methods using a set of real-world, publicly available datasets; and provide a new set of benchmarks for other researchers to validate their methods and compare to our own.
Fabio Miranda 0001, Lauro Didier Lins, James T. Klosowski, Cláudio T. Silva
IEEE Trans. Vis. Comput. Graph.3
2013 Guided image upsampling using bitmap tracing
abstract
Traditional upsampling methods apply spatial-invariant filtering across the entire image for efficiency, but often produce unsatisfactory artifacts around the edges. We propose a novel image upsampling algorithm that preserves the image structure, particularly around the edges, better than previous techniques. Our method computes a spline approximation to the edges in the image via bitmap tracing. A scaled version of the traced image is then used as a guide for joint bilateral up-sampling to produce the final result. Our method is easy to implement and the visual fidelity and quality of our results compare favorably to state-of-the-art techniques.
Shankar Krishnan, James T. Klosowski
ICIP2
2013 Vector Field k-Means: Clustering Trajectories by Fitting Multiple Vector Fields
abstract
Abstract Scientists study trajectory data to understand trends in movement patterns, such as human mobility for traffic analysis and urban planning. In this paper, we introduce a novel trajectory clustering technique whose central idea is to use vector fields to induce a notion of similarity between trajectories, letting the vector fields themselves define and represent each cluster. We present an efficient algorithm to find a locally optimal clustering of trajectories into vector fields, and demonstrate how vector‐field k‐means can find patterns missed by previous methods. We present experimental evidence of its effectiveness and efficiency using several datasets, including historical hurricane data, GPS tracks of people and vehicles, and anonymous cellular radio handoffs from a large service provider.
Nivan Ferreira, James T. Klosowski, Carlos Scheidegger, Cláudio T. Silva
Comput. Graph. Forum2
2013 Nanocubes for Real-Time Exploration of Spatiotemporal Datasets
abstract
Consider real-time exploration of large multidimensional spatiotemporal datasets with billions of entries, each defined by a location, a time, and other attributes. Are certain attributes correlated spatially or temporally? Are there trends or outliers in the data? Answering these questions requires aggregation over arbitrary regions of the domain and attributes of the data. Many relational databases implement the well-known data cube aggregation operation, which in a sense precomputes every possible aggregate query over the database. Data cubes are sometimes assumed to take a prohibitively large amount of space, and to consequently require disk storage. In contrast, we show how to construct a data cube that fits in a modern laptop's main memory, even for billions of entries; we call this data structure a nanocube. We present algorithms to compute and query a nanocube, and show how it can be used to generate well-known visual encodings such as heatmaps, histograms, and parallel coordinate plots. When compared to exact visualizations created by scanning an entire dataset, nanocube plots have bounded screen error across a variety of scales, thanks to a hierarchical structure in space and time. We demonstrate the effectiveness of our technique on a variety of real-world datasets, and present memory, timing, and network bandwidth measurements. We find that the timings for the queries in our examples are dominated by network and user-interaction latencies.
Lauro Didier Lins, James T. Klosowski, Carlos Scheidegger
IEEE Trans. Vis. Comput. Graph.2
2003 Scalable visualization using a network-attached video framebuffer
Peter D. Kirchner, James T. Klosowski, Peter Hochschild, Richard A. Swetz
Comput. Graph.2
2003 Out-of-core sort-first parallel rendering for cluster-based tiled displays
Wagner Toledo Corrêa, James T. Klosowski, Cláudio T. Silva
Parallel Comput.2
2002 Chromium: a stream-processing framework for interactive rendering on clusters
abstract
We describe Chromium, a system for manipulating streams of graphics API commands on clusters of workstations. Chromium's stream filters can be arranged to create sort-first and sort-last parallel graphics architectures that, in many cases, support the same applications while using only commodity graphics accelerators. In addition, these stream filters can be extended programmatically, allowing the user to customize the stream transformations performed by nodes in a cluster. Because our stream processing mechanism is completely general, any cluster-parallel rendering algorithm can be either implemented on top of or embedded in Chromium. In this paper, we give examples of real-world applications that use Chromium to achieve good scalability on clusters of workstations, and describe other potential uses of this stream processing technology. By completely abstracting the underlying graphics architecture, network topology, and API command processing semantics, we allow a variety of applications to run in different environments.
Greg Humphreys, Mike Houston, Ren Ng, Randall Frank, Sean Ahern, Peter D. Kirchner, James T. Klosowski
ACM Trans. Graph.7
2001 Efficient Conservative Visibility Culling Using the Prioritized-Layered Projection Algorithm
abstract
We propose a novel conservative visibility culling technique based on the Prioritized-Layered Projection (PLP) algorithm. PLP is a time-critical rendering technique that computes, for a given viewpoint, a partially correct image by rendering only a subset of the geometric primitives, those that PLP determines to be most likely visible. Our new algorithm builds on PLP and provides an efficient way of finding the remaining visible primitives. We do this by adding a second phase to PLP which uses image-space techniques for determining the visibility status of the remaining geometry. Another contribution of our work is to show how to efficiently implement such image-space visibility queries using currently available OpenGL hardware and extensions. We report on the implementation of our techniques on several graphics architectures, analyze their complexity, and discuss a possible hardware extension that has the potential to further increase performance.
James T. Klosowski, Cláudio T. Silva
IEEE Trans. Vis. Comput. Graph.1
2000 Simplification of surface annotations
abstract
Geometric models are often annotated to provide additional information during visualization. Maps may be marked with rivers, roads or topographical information, and CAD data models may highlight the underlying mesh structure. While this additional information may be extremely useful, there is a rendering cost associated with it. Texture maps have often been used to convey this information at relatively low cost, but they suffer from blurring and pixelization at high magnification. We present a technique for simplifying surface annotations based on directed, asymmetric tolerance. By maintaining the annotations as geometry, as opposed to textures, we are able to simplify them while still maintaining the overall appearance of the model over a wide range of magnifications. Texture maps may still be used to provide low-resolution surface detail, such as color. We demonstrate a significant gain in rendering performance while retaining the original appearance of objects from many application domains.
Frank Suits, James T. Klosowski, William P. Horn, Gérard Lecina
IEEE Visualization2
2000 Directional Discretized Occluders for Accelerated Occlusion Culling
abstract
We present a technique for accelerating the rendering of high depth‐complexity scenes. In a preprocessing stage, we approximate the input model with a hierarchical data structure and compute simple view‐dependent polygonal occluders to replace the complex input geometry in subsequent visibility queries. When the user is inspecting and visualizing the input model, the computed occluders are used to avoid rendering geometry which cannot be seen. Our method has several advantages which allow it to perform conservative visibility queries efficiently and it does not require any special graphics hardware. The preprocessing step of our approach can also be used within the framework of other visibility culling methods which need to pre‐select or pre‐render occluders. In this paper, we describe our technique and its implementation in detail, and provide experimental evidence of its performance. In addition, we briefly discuss possible extensions of our algorithm.
Fausto Bernardini, James T. Klosowski, Jihad El-Sana
Comput. Graph. Forum2
2000 The Prioritized-Layered Projection Algorithm for Visible Set Estimation
abstract
Prioritized-Layered Projection (PLP) is a technique for fast rendering of high depth complexity scenes. It works by estimating the visible polygons of a scene from a given viewpoint incrementally, one primitive at a time. It is not a conservative technique, instead PLP is suitable for the computation of partially correct images for use as part of time-critical rendering systems. From a very high level, PLP amounts to a modification of a simple view-frustum culling algorithm, however, it requires the computation of a special occupancy-based tessellation and the assignment to each cell of the tessellation a solidity value, which is used to compute a special ordering on how primitives get projected. The authors detail the PLP algorithm, its main components, and implementation. They also provide experimental evidence of its performance, including results on two types of spatial tessellation (using octree- and Delaunay-based tessellations), and several datasets. They also discuss several extensions of their technique.
James T. Klosowski, Cláudio T. Silva
IEEE Trans. Vis. Comput. Graph.1
2000 Corrections to 'The Prioritized-Layered Projection Algorithm for Visible Set Estimation'
James T. Klosowski, Cláudio T. Silva
IEEE Trans. Vis. Comput. Graph.1
1999 Rendering on a Budget: A Framework for Time-Critical Rendering
abstract
We present a technique for optimizing the rendering of high-depth complexity scenes. Prioritized-Layered Projection (PLP) does this by rendering an estimation of the visible set. The novelty in our work lies in the fact that we do not explicitly compute visible sets. Instead, our work is based on computing on demand a priority order for the polygons that maximizes the likelihood of rendering visible polygons before occluded ones for any given scene. Given a fixed budget, e.g. time or number of triangles, our rendering algorithm makes sure to render geometry, respecting the computed priority. There are two main steps to our technique: (1) an occupancy based tessellation of space; and (2) a solidity based traversal algorithm. PLP works by computing an occupancy based tessellation of space, which tends to have smaller cells where there are more geometric primitives, e.g., polygons. In this spatial tessellation, each cell is assigned a solidity value, which is directly proportional to its likelihood of occluding other cells. In its simplest form, a cell's solidity value is directly proportional to the number of polygons contained within it. During our traversal algorithm, cells are marked for projection, and the geometric primitives contained within them actually rendered. The traversal algorithm makes use of the cells' solidity, and other view-dependent information to determine the ordering in which to project cells. By tailoring the traversal algorithm to the occupancy based tessellation, we can achieve very good frame rates with low preprocessing and rendering costs. We describe our technique and its implementation in detail. We also provide experimental evidence of its performance and briefly discuss extensions of our algorithm.
James T. Klosowski, Cláudio T. Silva
IEEE Visualization1
1999 Fast Polyhedral Cell Sorting for Interactive Rendering of Unstructured Grids
abstract
Direct volume rendering based on projective methods works by projecting, in visibility order, the polyhedral cells of a mesh onto the image plane, and incrementally compositing the cell’s color and opacity into the final image. Crucial to this method is the computation of a visibility ordering of the cells. If the mesh is “well‐behaved” (acyclic and convex), then the MPVO method of Williams provides a very fast sorting algorithm; however, this method only computes an approximate ordering in general datasets, resulting in visual artifacts when rendered. A recent method of Silva et al. removed the assumption that the mesh is convex, by means of a sweep algorithm used in conjunction with the MPVO method; their algorithm is substantially faster than previous exact methods for general meshes. In this paper we propose a new technique, which we call BSP‐XMPVO, which is based on a fast and simple way of using binary space partitions on the boundary elements of the mesh to augment the ordering produced by MPVO. Our results are shown to be orders of magnitude better than previous exact methods of sorting cells.
João Luiz Dihl Comba, James T. Klosowski, Nelson L. Max, Joseph S. B. Mitchell, Cláudio T. Silva, Peter L. Williams
Comput. Graph. Forum2
1998 Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs
abstract
Collision detection is of paramount importance for many applications in computer graphics and visualization. Typically, the input to a collision detection algorithm is a large number of geometric objects comprising an environment, together with a set of objects moving within the environment. In addition to determining accurately the contacts that occur between pairs of objects, one needs also to do so at real-time rates. Applications such as haptic force feedback can require over 1000 collision queries per second. We develop and analyze a method, based on bounding-volume hierarchies, for efficient collision detection for objects moving within highly complex environments. Our choice of bounding volume is to use a discrete orientation polytope (k-DOP), a convex polytope whose facets are determined by halfspaces whose outward normals come from a small fixed set of k orientations. We compare a variety of methods for constructing hierarchies (BV-trees) of bounding k-DOPs. Further, we propose algorithms for maintaining an effective BV-tree of k-DOPs for moving objects, as they rotate, and for performing fast collision detection using BV-trees of the moving objects and of the environment. Our algorithms have been implemented and tested. We provide experimental evidence showing that our approach yields substantially faster collision detection than previous methods.
James T. Klosowski, Martin Held, Joseph S. B. Mitchell, Henry Sowizral, Karel Zikan
IEEE Trans. Vis. Comput. Graph.1
1996 Collision Detection for Fly-Throughs in Virtual Environments
abstract
No abstract available.
Martin Held, James T. Klosowski, Joseph S. B. Mitchell
SCG2