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Edmond C. Prakash

dblp:p/EdmondCPrakash · also C. E. Prakash, C. Edmond Prakash, Edmond Cyril Prakash, Edmond Prakash · DBLP profile ↗
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28ranked-venue papers
5as first author
3since 2021 · last 2022
0000-0002-4410-144XORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 23 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 10 · 2 first-author · 2 since 2021Systems, architecture and hardware · 2 · 2 first-authorArtificial intelligence and machine learning · 1Databases, data management, data science and information retrieval · 1Applied, interdisciplinary, general and emerging computing · 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
3 papers
Rendering · 87% Computer animation and physical simulation · 6% Geometric modeling and processing · 6%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › volume rendering
GPU volume rendering
0.212013
Octree Rasterization: Accelerating High-Quality Out-of-Core GPU Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Rendering › rendering optimization › rendering acceleration
out-of-core rendering
0.212013
Octree Rasterization: Accelerating High-Quality Out-of-Core GPU Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Rendering
volume rendering
0.212013
Octree Rasterization: Accelerating High-Quality Out-of-Core GPU Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Rendering › remote rendering
client-server rendering
0.112008
Interactive View-Dependent Rendering over Networks · IEEE Trans. Vis. Comput. Graph. 2008
Rendering
view-dependent rendering
0.112008
Interactive View-Dependent Rendering over Networks · IEEE Trans. Vis. Comput. Graph. 2008
GPUs and heterogeneous computing › GPU rendering
GPU rasterization
0.012013
Octree Rasterization: Accelerating High-Quality Out-of-Core GPU Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Computer animation and physical simulation › facial animation
facial expression animation
0.012004
A New Physical Model with Multilayer Architecture for Facial Expression Animation Using Dynamic Adaptive Mesh · IEEE Trans. Vis. Comput. Graph. 2004

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

ray casting · 0.3octree · 0.3empty-space culling · 0.2empty space culling · 0.2view-parameter prediction · 0.1synchronization mechanism · 0.1multiresolution hierarchy traversal · 0.1semi-implicit ODE solver · 0.0mass-spring-damper model · 0.0adaptive mesh refinement · 0.0
YearPublicationVenuePosition
2022 PotteryVR: virtual reality pottery
abstract
Handcrafting ceramic pottery in the traditional method or virtual reality (VR) with intricate surface details is still challenging for the ceramic and graphic artist. Free-form pottery modeling can be efficiently geometrically modeled with the right tools with detailed 3D print outputs, yet challenging to be manufactured using traditional art. The new advanced pottery VR simulation is a promising method to recreate the traditional pottery simulation for a better experience with some barriers. The challenges that arise from surface detail in pottery are a tedious task accomplished by mesh blending and retopology. This paper focuses on refining the VP application's performance by adding unique sound resonance as a more likely infinite geometric phenomenon textures, blending it into the basic shapes. This paper combines creativity and visual computing technologies such as VR, mesh blending, fixing errors, and 3D printing to bring the ceramic artist's imagination to life. We have used sound resonance with virtual pottery (VP) systems refinements to demonstrate several standard pottery methods from free form deformed pottery, retopology, mesh blended for surface details, and 3D printed pottery with materials including polymer and ceramic resins.
Sarah Dashti, Edmond C. Prakash, Andrés Adolfo Navarro Newball, Fiaz Hussain, Fiona Carroll
Vis. Comput.2
2021 Experimental Evaluation of Virtual Pottery Systems
abstract
Virtual reality and creative fabrication tools are still considered a new type of human-computer interface. The powerful technology opens an opportunity for artistic creativity, easy to use, enjoyable and educational. Today, Virtual pottery technical developments augment more engagement with interaction devices. Virtual Reality is evolving the physical/visual interaction concepts as a more reliable robust method, with further advanced visualisation and complex modelling approach. This approach forms a new art line by contributing to communities, museums, exhibitions, and projects using multiple practice methods and mediums. However, integrating various creative tools such as VR apps, 3D modelling software, or devices suitable for modelling and rapid prototyping applications is becoming more difficult due to the rapid change in the development of the component technologies. We present a set of evaluation methods to be considered for our system. Our contribution optimises the outcomes in terms of usability for our novel Virtual Pottery system, configuring traditional pottery modelling, utilising a combination of virtual, 3D modelling and fabrication tools.
Sarah Dashti, Andrés Adolfo Navarro Newball, Edmond C. Prakash, Fiaz Hussain, Fiona Carroll
CW3
2021 Creative Technologies - From VR and Art Aesthetics to Form and Function
abstract
Creative technologies have made possible new tools and techniques while synthesising art and aesthetics to achieve new forms and function. We summarise the results of a novel system and technique for materialising the deformable shapes of sound-resonance on 3D objects. Future work for virtual pottery would be to explore scale and functional forms.
Sarah Dashti, Irene Norbert, Edmond C. Prakash, Fiaz Hussain, Fiona Carroll, Andrés Adolfo Navarro Newball
CW3
2020 Virtual Pottery: Deformable Sound Shape Modelling and Fabrication
abstract
We introduce a novel system and technique for materialising the deformable shapes of sound-resonance on 3D objects. This technical framework presents a novel approach using a series of simple processes to manage complex object transformations that can be used in virtual, 3D modelling and augmented reality interaction. Our method involves: First step is on materialising sound resonance images by using a suitable tool such as the Chladni plate software for generating sound resonance shape maps which can then be used in bump and displacement mapping. ; Next we experimentally explore ways of using volumetric deformable shape maps to blend these intricate sound resonance patterns in virtual pottery applications. ;We then extend the method to transform the resulting complex 3D shape models from the above steps for rapid prototyping using appropriate pre-print tools by remeshing and physics manipulations. ; The result is then 3D printable object forms, with highquality sound texture examples overlayed and blended, that changes the form of underlying 3D objects.We demonstrate our method using off-the-shelf tools.
Sarah Dashti, Edmond C. Prakash, Fiaz Hussain, Fiona Carroll
CW2
2016 Gesture based human motion and game principles to aid understanding of science and cultural practices
Andrés Adolfo Navarro Newball, Isidro Moreno Sánchez, Edmond C. Prakash, Ali Arya, Victoria E. Contreras, Victor A. Quiceno, Santiago Lozano, Juan David Mejìa, Diego Loaiza
Multim. Tools Appl.3
2013 Octree Rasterization: Accelerating High-Quality Out-of-Core GPU Volume Rendering
abstract
We present a novel approach for GPU-based high-quality volume rendering of large out-of-core volume data. By focusing on the locations and costs of ray traversal, we are able to significantly reduce the rendering time over traditional algorithms. We store a volume in an octree (of bricks); in addition, every brick is further split into regular macrocells. Our solutions move the branch-intensive accelerating structure traversal out of the GPU raycasting loop and introduce an efficient empty-space culling method by rasterizing the proxy geometry of a view-dependent cut of the octree nodes. This rasterization pass can capture all of the bricks that the ray penetrates in a per-pixel list. Since the per-pixel list is captured in a front-to-back order, our raycasting pass needs only to cast rays inside the tighter ray segments. As a result, we achieve two levels of empty space skipping: the brick level and the macrocell level. During evaluation and testing, this technique achieved 2 to 4 times faster rendering speed than a current state-of-the-art algorithm across a variety of data sets.
Baoquan Liu, Gordon Clapworthy, Feng Dong 0005, Edmond C. Prakash
IEEE Trans. Vis. Comput. Graph.4
2008 An example-based anthropometric model for face shape synthesis
abstract
This paper presents a novel method for generating varied, realistic geometric face models by synthesizing facial features according to anthropometric parameters. Our method takes as examples scanned 3D face models in order to exploit the parameter-to-geometry correlations that are presented in the real faces. A two-step model fitting approach is used to establish correspondences among scanned models. We transform the data sets of facial feature shape into vector space representations by applying a principal component analysis (PCA). For each facial feature, we compute a set of anthropometric measurements to parameterize the exemplar meshes into a measurement space. Using PCA coefficients as a compact shape representation, we approach the shape synthesis problem by forming scattered data interpolation functions that are devoted to the generation of desired shape by taking the anthropometric parameters as input.
Yu Zhang 0075, Edmond C. Prakash
ICME2
2008 Interactive View-Dependent Rendering over Networks
abstract
For a client-server based view-dependent rendering system, the overhead of view-dependent rendering and the network latency are major obstacles in achieving interactivity. In this paper, we first present a multiresolution hierarchy traversal management strategy to control the overhead of view-dependent rendering for low-capacity clients. Then we propose a predictive parallel strategy to overcome the network latency for client-server based view-dependent multiresolution rendering systems. Our solution is to make the client process and the server process run in parallel, using the rendering time to cover the network latency. For networks with long round-trip times, we manage to overlap the network latency for one frame with the rendering time for multiple frames. View-parameters prediction is incorporated to make the parallelism of the client and the server feasible. In order to maintain an acceptable view-dependent rendering quality in the network environment, we develop a synchronization mechanism and a dynamic adjustment mechanism to handle the transient network slowdowns and the changes of the network condition. Our experimental results, in comparison with the sequential method, show that our predictive parallel approach can achieve an interactive frame rate while keeping an acceptable rendering quality for large triangle models over networks with relatively long round-trip times.
Zhi Zheng 0007, Edmond C. Prakash, Tony K. Y. Chan
IEEE Trans. Vis. Comput. Graph.2
2007 Interactive deformable geometry maps
Edmond C. Prakash, Mandayam A. Srinivasan
Vis. Comput.2
2005 Personalized Cyber Face: A Novel Facial Modeling Approach using Multi-Level Radial Basis Function
abstract
In this paper, we propose a facial modeling system using our novel multilevel adaption procedure. We model a template head model with physical structure to synthesize the various facial expressions. To make the template model suitable for different facial geometry, landmarks compliant to MPEG-4 facial definition parameters (FDP) are labeled on this model. Then another personalized 3D head with different geometrical information is labeled with a subset of these feature points. An iterative multilevel training process is performed to get a transformation function from the template model to the personalized model. We use compactly supported radial basis function (CSRBF) to assure the locality detail of the adapted model. A curvature based searching scheme is also used to find the feature points in the iterative process
Chen Chen 0069, Edmond C. Prakash
CW2
2005 Computer game arena: a showcase for computer game projects
abstract
In this paper, we describe a Game Arena, which serves as a showcase for student projects in game programming and design.
Edmond C. Prakash
ITiCSE1
2005 Implicit functions lab: a collaboratory for computer graphics
abstract
This paper presents the design and development of a web-based collaboratory to teach computer graphics and to enhance peer-to-peer learning.
Edmond C. Prakash
ITiCSE1
2004 A New Physical Model with Multilayer Architecture for Facial Expression Animation Using Dynamic Adaptive Mesh
abstract
This paper presents a new physically-based 3D facial model based on anatomical knowledge which provides high fidelity for facial expression animation while optimizing the computation. Our facial model has a multilayer biomechanical structure, incorporating a physically-based approximation to facial skin tissue, a set of anatomically-motivated facial muscle actuators, and underlying skull structure. In contrast to existing mass-spring-damper (MSD) facial models, our dynamic skin model uses the nonlinear springs to directly simulate the nonlinear visco-elastic behavior of soft tissue and a new kind of edge repulsion spring is developed to prevent collapse of the skin model. Different types of muscle models have been developed to simulate distribution of the muscle force applied on the skin due to muscle contraction. The presence of the skull advantageously constrain the skin movements, resulting in more accurate facial deformation and also guides the interactive placement of facial muscles. The governing dynamics are computed using a local semi-implicit ODE solver. In the dynamic simulation, an adaptive refinement automatically adapts the local resolution at which potential inaccuracies are detected depending on local deformation. The method, in effect, ensures the required speedup by concentrating computational time only where needed while ensuring realistic behavior within a predefined error threshold. This mechanism allows more pleasing animation results to be produced at a reduced computational cost.
Yu Zhang 0075, Edmond C. Prakash, Eric Sung
IEEE Trans. Vis. Comput. Graph.2
2003 Cyber Heart: The Employment of an Iterative Design Process to Develop a Left Ventricular Heart Graphical Display
abstract
This paper presents a model-based representation of the heart shape, and dynamics. The left ventricle (LV) of the heart is constructed as a mathematical model, close to the shape of actual LV. The model is made suitable for simulating the deformation of the heart during the cardiac cycle. A pseudo stress and strain analysis are conducted on the ventricular myocardium, and visualized. The visualization software is capable of simulating the conditions of a diseased heart. The interactive model and software implementation is useful for wide range of simulation studies that can be integrated with this virtual model that can help in fields like clinical treatment planning, manufacture of artificial heart, study of heart diseases etc.
Reginald C. Jegathese, Goo Lay Guan, L. Antony Rajiv, E. Y. K. Ng, Dhanjoo N. Ghista, Edmond C. Prakash
CW6
2003 Virtual Surgery System
abstract
This paper describes the development of a virtual surgery system, called VQSplat. The system takes volume data as inputs and is capable of display multiple volumetric models, manipulating and editing (cutting) them. The system uses a hierarchical multi-resolution point rendering system, which is derived from an existing point rendering system, QSplat. The features of VQSplat are listed as follows: Use hierarchical multi-resolution point rendering system to render volume data; Support multiple translucent object display; Support object selection, manipulation, free cutting; A unique hierarchical data structure to accelerate the rendering process, as well as cutting, and object splitting; integrated support of raw volume data importing, image enhancement, normal estimation; and portable code. Separate core library with user interface.
Zheng Lei, Edmond C. Prakash
CW2
2003 WebClinic: A Web based System for Telemedicine
Steven Foo Ngiap Joon, Edmond C. Prakash
iiWAS2
2003 Efficient Modeling of An Anatomy-Based Face and Fast 3D Facial Expression Synthesis
abstract
Abstract This paper presents new methods for efficient modeling and animation of an hierarchical facial model that conforms to the human face anatomy for realistic and fast 3D facial expression synthesis. The facial model has a skin–muscle–skull structure. The deformable skin model directly simulates the nonlinear visco‐elastic behavior of soft tissue and effectively prevents model collapse. The construction of facial muscles is achieved by using an efficient muscle mapping approach. Based on a cylindrical projection of the texture‐mapped facial surface and wire‐frame skin and skull meshes, this approach ensures different muscles to be located at the anatomically correct positions between the skin and skull layers. For computational efficiency, we devise an adaptive simulation algorithm which uses either a semi‐implicit integration scheme or a quasi‐static solver to compute the relaxation by traversing the designed data structures in a breadth‐first order. The algorithm runs in real‐time and has successfully synthesized realistic facial expressions. ACM CSS:I.3.5 Computer Graphics: Computational Geometry and Object Modelling—physically based modelling;I.3.7 Computer Graphics: Three‐Dimensional Graphics and Realism—animation;
Yu Zhang 0075, Edmond C. Prakash, Eric Sung
Comput. Graph. Forum2
2002 Synthesis of facial expressions using a 3D anatomical model
abstract
In this paper we propose an individualized 3D facial model constructed from the anatomical perspective for realistic facial expression synthesis. Our model incorporates a physically-based approximation to facial skin tissue, a set of anatomically-motivated facial muscle actuators and underlying skull structure. The skin is modeled as a multi-layer mass-spring lattice by taking into account the nonlinear stress-strain relationship of the real skin. The 3D face model incorporates a skull structure which extends the scope of facial motion and facilitates facial muscle definition. The automatic facial muscle construction is achieved by using an efficient muscle mapping approach that ensures different muscles to be located at the anatomically correct positions between the skin and skull layers. For computational efficiency, we devise a semi-implicit integration method to numerically solve the governing dynamics. The dynamic facial animation algorithm runs at an interactive rate with realistic facial expressions to be synthesized.
Yu Zhang 0075, Edmond C. Prakash, Eric Sung
ICARCV2
2002 Hierarchical modeling of a personalized face for realistic expression animation
abstract
We present a system for creating a photorealistic 3D face model of a specific person with a hierarchical structure for dynamic facial expression animation. The facial modeling procedure starts from the individual facial measurements which provides a highly accurate facial geometry and color information. Based on the reconstructed facial mesh, a deformable multi-layer soft tissue model is developed to simulate the dynamic behavior of the skin by taking into account its nonlinear stress-strain relationship. The underlying muscle and skull structure are physically modeled and integrated with the skin meshes. By taking as input a collection of reflectance images covering the face, the view-based texture blending method automatically generates a comprehensive texture map for photorealistic rendering. The resulting personalized face model with biomechanical structure is animated by numerically solving the governing dynamic equation. Using our system, we have synthesized realistic expressions on the authentic face model of a specific individual.
Yu Zhang 0075, Edmond C. Prakash, Eric Sung
ICME (1)2
2001 A physically-based model with adaptive refinement for facial animation
abstract
The paper presents a physically-based 3D facial model based on anatomical knowledge for facial expression animation. The facial model incorporates a physically-based approximation to facial skin and a set of anatomically-motivated facial muscles. The skin model is established through the use of a mass-spring system with nonlinear springs which simulate the elastic-dynamics of a real facial skin. Muscle models are developed to emulate facial muscle contraction. Lagrangian mechanics governs the dynamics, dictating the deformation of facial surface in response to muscular forces. We show that when surface regions are influenced by the large muscular force, the local deformation becomes inaccurate. The conventional method to deal with this problem is using a fine network, but it also increases the cost of computation. We therefore present an approach to adaptively refine the mass-spring facial model to a required accuracy. It generates more pleasing results at low computational expense.
Yu Zhang 0075, Edmond C. Prakash, Eric Sung
CA2
2001 Real-Time Physically-Based Facial Expression Animation Using Mass-Spring System
abstract
We propose a physically-based approach based on anatomical knowledge for real-time facial expression animation. The facial model incorporates a physically-based approximation to facial skin and a set of anatomically-motivated facial muscles. The skin is modeled by a mass-spring system with nonlinear springs which have a biphasic stress-strain relationship to simulate the elastic dynamics of real facial skin. Facial muscles are modeled as forces deforming the spring mesh. Based on the action units (AUs) of the facial action coding system (FACS), various expressions can be generated by a combination of contractions of a set of facial muscles. Lagrangian mechanics governs the dynamics, dictating the deformation of the facial surface in response to muscle forces. Simulation results show real-time facial deformation as well as realistic expression animation.
Yu Zhang 0075, Edmond C. Prakash, Eric Sung
Computer Graphics International2
2001 Adaptive Simulation of Facial Expressions
abstract
This paper presents a space-time adaptive refinement approach to simulate facial expressions on the deformable 3D face model at interactive rate. This new computational model benefits from an adaptive sampling of both space and time to minimize computational cost. Using this technique, we achieve a guaranteed frame rate of the dynamic facial expression simulation at low computational expense.
Yu Zhang 0075, Eric Sung, Edmond C. Prakash
ICME3
2001 Designing a Multi-user 3D Environment System
abstract
This study developed a multi-user 3D virtual environment system. The system must achieve two goals: portability, it can be embedded to any kind of platform; and coherence with other systems, it can reuse shared objects such as worlds and avatars from other systems. The following work has been done as part of this research: the design issues have been explored in detail; an architecture is proposed that overcomes several existing limitations; a functional prototype system that implements the architecture has been implemented; and the system has been tested and results are given.
Pham Minh Tri, Edmond C. Prakash
IV2
2000 SinusCone - A ThetaPhi Algorithm for Human Arm Animation
abstract
Arm animation algorithms are often categorized by their constraint expansion strategy. One option is the geometric bounding polygon-cone strategy, a simple containment search strategy that traverses the search space in the order in which successor bounding polygon edges are generated. An alternative is the ThetaPhi-cone strategy, which was designed to make it possible to use domain-specific heuristic information. By exploring promising parts of the cone space first, ThetaPhi-cone algorithms generally are more efficient than polygon-cone algorithms.
Huang Jing, Edmond C. Prakash
IV2
1998 A New Approach for Goal-Oriented Defomation of Voxel Models
abstract
A new volume deformation technique using FEM and voxel-texture (voxture) maps has been developed. In contrast to the traditional deformation techniques, the new algorithm is aimed at volume transformations, deformations and volume metamorphosis.
Reginald C. Jegathese, Edmond C. Prakash
PG2
1998 Hardware architecture for voxelization-based volume rendering of unstructured grids
Edmond C. Prakash, Swami Manohar
J. Syst. Archit.1
1995 Volume rendering of unstructured grids--a voxelization approach
Edmond C. Prakash, Swami Manohar
Comput. Graph.1
1990 VOXEL based modeling and rendering irregular solids
Edmond C. Prakash, S. K. Nandy 0001
Microprocessing and Microprogramming1