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Amy Ashurst Gooch

dblp:g/AmyAGooch · also Amy Gooch · DBLP profile ↗
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20ranked-venue papers
2as first author
3since 2021 · last 2026
0000-0002-1612-6674ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 17 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 9 · 1 first-authorArtificial intelligence and machine learning · 2 · 2 since 2021Databases, data management, data science and information retrieval · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 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
6 papers
Visualization and visual analytics · 65% Image and video processing · 10% Geometric modeling and processing · 8%
Databases, data mining, and information retrieval
1 paper
Distributed and cloud data management · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Environmental and earth informatics · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Storage systems · 100%

Topics — the 17 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics
scientific visualization
1.012026
Expanding Access to Science Participation: A FAIR Framework for Petascale Data Visualization and Analytics · IEEE Trans. Vis. Comput. Graph. 2026
Environmental and earth informatics › climate science
climate data analysis
0.312026
Expanding Access to Science Participation: A FAIR Framework for Petascale Data Visualization and Analytics · IEEE Trans. Vis. Comput. Graph. 2026
Storage systems › data management
petabyte-scale data management
0.312026
Expanding Access to Science Participation: A FAIR Framework for Petascale Data Visualization and Analytics · IEEE Trans. Vis. Comput. Graph. 2026
Geometric modeling and processing › shape representation
shape abstraction
0.112009
Abstraction of man-made shapes · ACM Trans. Graph. 2009
Rendering
non-photorealistic rendering
0.122004
Human facial illustrations: Creation and psychophysical evaluation · ACM Trans. Graph. 2004
A Non-photorealistic Lighting Model for Automatic Technical Illustration · SIGGRAPH 1998
Image and video processing
color image processing
0.112005
Color2Gray: salience-preserving color removal · ACM Trans. Graph. 2005
Image and video processing › color image processing
color-to-gray conversion
0.112005
Color2Gray: salience-preserving color removal · ACM Trans. Graph. 2005
Image and video processing
image enhancement
0.112005
Color2Gray: salience-preserving color removal · ACM Trans. Graph. 2005
Visual content generation and editing › image generation › stylized image generation
caricature generation
0.012004
Human facial illustrations: Creation and psychophysical evaluation · ACM Trans. Graph. 2004
Rendering
image-based rendering
0.012004
Human facial illustrations: Creation and psychophysical evaluation · ACM Trans. Graph. 2004
Virtual and augmented reality › depth perception
distance perception
0.012002
Perceived Egocentric Distances in Real, Image-Based, and Traditional Virtual Environments · VR 2002
Virtual and augmented reality
immersive interaction
0.012002
Perceived Egocentric Distances in Real, Image-Based, and Traditional Virtual Environments · VR 2002
Virtual and augmented reality
spatial perception
0.012002
Perceived Egocentric Distances in Real, Image-Based, and Traditional Virtual Environments · VR 2002
Visualization and visual analytics › visual communication
technical illustration
0.011998
A Non-photorealistic Lighting Model for Automatic Technical Illustration · SIGGRAPH 1998
Visualization and visual analytics › visualization evaluation
perceptual evaluation
0.012004
Human facial illustrations: Creation and psychophysical evaluation · ACM Trans. Graph. 2004
Visualization and visual analytics
display technology
0.012002
Perceived Egocentric Distances in Real, Image-Based, and Traditional Virtual Environments · VR 2002
Rendering › shading
shading models
0.011998
A Non-photorealistic Lighting Model for Automatic Technical Illustration · SIGGRAPH 1998

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

progressive compression · 4.0machine learning · 4.0manifold surface approximation · 0.1curve network extraction · 0.1optimization · 0.1CIE L*a*b* color space · 0.1psychophysical study · 0.0empirical user study · 0.0luminance-based shading · 0.0hue-based shading · 0.0
YearPublicationVenuePosition
2026 Expanding Access to Science Participation: A FAIR Framework for Petascale Data Visualization and Analytics
abstract
The massive data generated by scientists daily serve as both a major catalyst for new discoveries and innovations, as well as a significant roadblock that restricts access to the data. Our paper introduces a new approach to removing Big Data barriers and democratizing access to petascale data for the broader scientific community. Our novel data fabric abstraction layer allows user-friendly querying of scientific information while hiding the complexities of dealing with file systems or cloud services. We enable FAIR (Findable, Accessible, Interoperable, and Reusable) access to datasets such as NASA's petascale climate datasets. Our paper presents an approach to managing, visualizing, and analyzing petabytes of data within a browser on equipment ranging from the top NASA supercomputer to commodity hardware like a laptop. Our novel data fabric abstraction utilizes state-of-the art progressive compression algorithms and machine-learning insights to power scalable visualization dashboards for petascale data. The result provides users with the ability to identify extreme events or trends dynamically, expanding access to scientific data and further enabling discoveries. We validate our approach by improving the ability of climate scientists to visually explore their data via three fully interactive dashboards. We further validate our approach by deploying the dashboards and simplified training materials in the classroom at a minority-serving institution. These dashboards, released in simplified form to the general public, contribute significantly to a broader push to democratize the access and use of climate data.
Aashish Panta, Alper Sahistan, Xuan Huang 0007, Amy Ashurst Gooch, Giorgio Scorzelli, Hector Torres, Patrice Klein, Gustavo Ovando-Montejo, Peter Lindstrom 0001, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.4
2025 Large Data Acquisition and Analytics at Synchrotron Radiation Facilities
Aashish Panta, Giorgio Scorzelli, Amy Ashurst Gooch, Werner Sun, Katherine S. Shanks, Suchismita Sarker, Devin Bougie, Keara Soloway, Rolf Verberg, Tracy Berman, Glenn Tarcea, John Allison, Michela Taufer, Valerio Pascucci
IEEE Big Data3
2023 Interactive Visualization and Portable Image Blending of Massive Aerial Image Mosaics
abstract
Processing, managing and publishing the substantial volume of data collected through modern remote sensing technologies in a format that is easy for researchers - across broad skill levels and scientific domains - to view and use presents a formidable challenge. As a prime example, the massive scale of image mosaics produced by NEON’s Airborne Observation Platform (AOP), often several to hundreds of gigabytes in volume, demands efficient data management strategies. Additionally, these aerial mosaics frequently exhibit seams due to variations in lighting conditions during the data acquisition process. These seams undermine the integrity of subsequent scientific analyses, introducing distortions that hinder accurate interpretation of ecological patterns. Finally, one of NEON’s core objectives is to make these data broadly accessible to users, including those who are not yet versed in working with remote sensing data or who wish to view the datasets without needing to download and process them.In response to these challenges, we have developed a comprehensive data management pipeline that enables interactive access for analysis and visualization of NEON’s aerial mosaic collection. This pipeline automates data ingestion, conversion, and publication in a streamable format, facilitating seamless user interaction through web viewers and programming APIs. Moreover, we have implemented a portable blending algorithm aimed at eliminating these problematic seams from large aerial mosaics. This algorithm, grounded in the Conjugate Gradient (CG) method, has been implemented both in CUDA and using the modern SYCL programming model for enhanced portability across diverse computing platforms.Experimental results demonstrate scalable performance across both CPU and GPU architectures. This work not only addresses the challenges of large aerial data management and seam removal but also opens avenues for more accurate and comprehensive scientific investigations within the NEON ecosystem.
Steve Petruzza, Brian Summa, Amy Ashurst Gooch, Christine Laney, Tristan Goulden, John M. Schreiner, Steven P. Callahan, Valerio Pascucci
IEEE Big Data3
2018 Personalizing self-organizing music spaces with anchors: design and evaluation
Leandro Collares, Tiago Fernandes Tavares, Amy Ashurst Gooch, George Tzanetakis
Multim. Tools Appl.3
2015 Paint and Click: Unified Interactions for Image Boundaries
abstract
Abstract Image boundaries are a fundamental component of many interactive digital photography techniques, enabling applications such as segmentation, panoramas, and seamless image composition. Interactions for image boundaries often rely on two complementary but separate approaches: editing via painting or clicking constraints. In this work, we provide a novel, unified approach for interactive editing of pairwise image boundaries that combines the ease of painting with the direct control of constraints. Rather than a sequential coupling, this new formulation allows full use of both interactions simultaneously, giving users unprecedented flexibility for fast boundary editing. To enable this new approach, we provide technical advancements. In particular, we detail a reformulation of image boundaries as a problem of finding cycles, expanding and correcting limitations of the previous work. Our new formulation provides boundary solutions for painted regions with performance on par with state‐of‐the‐art specialized, paint‐only techniques. In addition, we provide instantaneous exploration of the boundary solution space with user constraints. Finally, we provide examples of common graphics applications impacted by our new approach.
Brian Summa, Amy Ashurst Gooch, Giorgio Scorzelli, Valerio Pascucci
Comput. Graph. Forum2
2010 Investigating studio-based learning in a course on game design
abstract
Jobs in the computing field demand communication and teamwork skills in addition to programming skills. Focus at the undergraduate level needs to be shifted towards developing these collaborative skills to enable a more smooth transition into employment in industry. The University of Victoria is in its second year of offering a course on game design. In the first offering, new activities were introduced to address issues identified by recent studies on university graduates entering industry. We focused on integrating cooperative learning, group orientation, and peer review activities into the game design process. The course attracted students across multiple disciplines, and an analysis indicated increased student interest in pursuing a computer science degree. Unfortunately, the same pre- and post-surveys suggested that our collaborative activities may have resulted in a decrease in student interest regarding course work and in pursuing studies in game design. In this paper we report on how we used a studio-based pedagogical approach to restructure the peer review activities in our course. In our previous offering, students received peer feedback only on their final game presentation. In our latest offering, we integrated peer review activities into every step of the game development process, allowing students to refine their ideas while progressing through a game project. A quantitative analysis informs us that our refined peer review activities were successful in increasing student presentation confidence, sense of community, and excitement towards their course projects.
Anthony Estey, Jeremy Long, Bruce Gooch, Amy Ashurst Gooch
FDG4
2010 Catalyst: seeing through the eyes of a cat
abstract
In this paper we document a simulation of the cat visual system intended to convey four of the major differences between the human and cat visual systems. Learning about an animal's visual system is an important step in understanding how that type of animal perceives the world around them, and how they behave within it. The cat visual system, for example, has been studied extensively by neuroscientists [20, 14, 1, 6], but the results of their work are difficult to convey using traditional text displays that are common in zoos, museums, and classrooms. We achieve some of our effects using fragment shaders applied as post-processes, enabling real-time simulation in either a game engine or live video feed. We also present Catalyst, an educational game that uses our simulation to teach players about the differences between human and cat vision. The tasks in Catalyst are based on the principle of situated cognition, and require the player to switch repeatedly between the two visual systems, thus emphasizing the contrast between them. The results of a user study suggest that Catalyst is successful in stimulating the interest of the players with regard to the material being presented, making it a suitable edutainment application for classrooms, zoos, or other educational settings.
Jeremy Long, Anthony Estey, David Bartle, Sven C. Olsen, Amy Ashurst Gooch
FDG5
2009 Addressing industry issues in a multi-disciplinary course on game design
abstract
Over the past few years, games courses have been gaining in popularity, as there has been growing evidence showing positive enrollment and student engagement results. Nevertheless, new graduates still lack critical teamwork and problemsolving skills required by industry employers. Building upon other game programs that had successful results, we present a game design course developed to attract students of all disciplines. Our course is different because we focus on three main issues directly associated with new graduates entering industry: cooperative learning, peer review, and orientation with a pre-existing large code base. A quantitative analysis reveals both a positive and negative impact on students’ interests, in particular within a cohort of non-Computer Science majors. A qualitative analysis reveals the ways in which students were influenced by a course design where assessment was aligned with key industry issues.
Anthony Estey, Amy Ashurst Gooch, Bruce Gooch
FDG2
2009 One-click white balance using human skin reflectance
Jeremy Long, Amy Ashurst Gooch
Graphics Interface2
2009 Automatically Mimicking Unique Hand-Drawn Pencil Lines
Zainab AlMeraj, Brian Wyvill, Tobias Isenberg 0001, Amy Ashurst Gooch, Richard Guy
Comput. Graph.4
2009 Resolution Independent NPR-Style 3D Line Textures
abstract
Abstract This work introduces a technique for interactive walk‐throughs of non‐photorealistically rendered (NPR) scenes using three‐dimensional (3D) line primitives to define architectural features of the model, as well as indicate textural qualities. Line primitives are not typically used in this manner in favour of texture mapping techniques which can encapsulate a great deal of information in a single texture map, and take advantage of GPU optimizations for accelerated rendering. However, texture mapped images may not maintain the visual quality or aesthetic appeal that is possible when using 3D lines to simulate NPR scenes such as hand‐drawn illustrations or architectural renderings. In addition, line textures can be modified interactively, for instance changing the sketchy quality of the lines. The technique introduced here extracts feature edges from a model, and using these edges, generates a reduced set of line textures which indicate material properties while maintaining interactive frame rates. A clipping algorithm is presented to enable 3D lines to reside only in the interior of the 3D model without exposing the underlying triangulated mesh. The resulting system produces interactive illustrations with high visual quality that are free from animation artifacts.
Kristi Potter, Amy Ashurst Gooch, Bruce Gooch, Peter Willemsen 0001, Joe Michael Kniss, Richard F. Riesenfeld, Peter Shirley
Comput. Graph. Forum2
2009 Abstraction of man-made shapes
abstract
Man-made objects are ubiquitous in the real world and in virtual environments. While such objects can be very detailed, capturing every small feature, they are often identified and characterized by a small set of defining curves. Compact, abstracted shape descriptions based on such curves are often visually more appealing than the original models, which can appear to be visually cluttered. We introduce a novel algorithm for abstracting three-dimensional geometric models using characteristic curves or contours as building blocks for the abstraction. Our method robustly handles models with poor connectivity, including the extreme cases of polygon soups, common in models of man-made objects taken from online repositories. In our algorithm, we use a two-step procedure that first approximates the input model using a manifold, closedenvelopesurface and then extracts from it a hierarchical abstraction curve network along with suitable normal information. The constructed curve networks form a compact, yet powerful, representation for the input shapes, retaining their key shape characteristics while discarding minor details and irregularities.
Ravish Mehra, Qingnan Zhou, Jeremy Long, Alla Sheffer, Amy Ashurst Gooch, Niloy J. Mitra
ACM Trans. Graph.5
2005 Semanticons: Visual Metaphors as File Icons
abstract
Semanticons can enhance the representation of files by offering symbols that are both meaningful and easily distinguishable. The semantics of a file is estimated by parsing its name, location, and content to generate a ‘context’, which is used to query an image database. The resulting images are simplified by segmenting them, computing an importance value for each segmented region, and removing unimportant regions. The abstract look-and-feel of icons is achieved using non-photorealistic techniques for image stylization. We increase the effectiveness of the semanticons by compositing them with traditional and familiar interface icons. Two psychophysical studies using semanticons as stimuli demonstrate that semanticons decrease the time necessary to locate a file in a visual search task and enhance performance in a memory task.
Vidya Setlur, Conrad Albrecht-Buehler, Amy Ashurst Gooch, Samuel Rossoff, Bruce Gooch
Comput. Graph. Forum3
2005 Color2Gray: salience-preserving color removal
abstract
Visually important image features often disappear when color images are converted to grayscale. The algorithm introduced here reduces such losses by attempting to preserve the salient features of the color image. The Color2Gray algorithm is a 3-step process: 1) convert RGB inputs to a perceptually uniform CIE L*a*b* color space, 2) use chrominance and luminance differences to create grayscale target differences between nearby image pixels, and 3) solve an optimization problem designed to selectively modulate the grayscale representation as a function of the chroma variation of the source image. The Color2Gray results offer viewers salient information missing from previous grayscale image creation methods.
Amy Ashurst Gooch, Sven C. Olsen, Jack Tumblin, Bruce Gooch
ACM Trans. Graph.1
2004 Human facial illustrations: Creation and psychophysical evaluation
abstract
We present a method for creating black-and-white illustrations from photographs of human faces. In addition an interactive technique is demonstrated for deforming these black-and-white facial illustrations to create caricatures which highlight and exaggerate representative facial features. We evaluate the effectiveness of the resulting images through psychophysical studies to assess accuracy and speed in both recognition and learning tasks. These studies show that the facial illustrations and caricatures generated using our techniques are as effective as photographs in recognition tasks. For the learning task we find that illustrations are learned two times faster than photographs and caricatures are learned one and a half times faster than photographs. Because our techniques produce images that are effective at communicating complex information, they are useful in a number of potential applications, ranging from entertainment and education to low bandwidth telecommunications and psychology research.
Bruce Gooch, Erik Reinhard, Amy Ashurst Gooch
ACM Trans. Graph.3
2002 Perceived Egocentric Distances in Real, Image-Based, and Traditional Virtual Environments
abstract
In virtual environments, perceived egocentric distances are consistently underestimated when compared to the same distance judgments in the real world. The research presented in this paper explores two possible causes for the compressed distance perception in virtual environments: (1) real-time computer graphics rendering, and (2) immersive display technology. Our results show there is a significant difference in distance judgments between real and virtual environments. However, the differences between distance judgments in virtual photographic panorama environments and traditionally rendered virtual environments are small, suggesting that the display device is affecting distance judgments in virtual environments.
Peter Willemsen 0001, Amy Ashurst Gooch
VR2
2001 The Lit Sphere: A Model for Capturing NPR Shading from Art
Peter-Pike J. Sloan, William Martin 0002, Amy Ashurst Gooch, Bruce Gooch
Graphics Interface3
2000 Visual cues for imminent object contact in realistic virtual environment
abstract
Distance judgments are difficult in current virtual environments, limiting their effectiveness in conveying spatial information. This problem is apparent when contact occurs while a user is manipulating objects. In particular, the computer graphics used to support current-generation immersive interfaces does a poor job of providing the visual cues necessary to perceive when contact between objects is about to occur. This perception of imminent contact is important in human motor control. Its absence prevents a sense of naturalness in interactive displays which allow for object manipulation. This paper reports results from an experiment evaluating the effectiveness of binocular disparity, cast shadows and diffuse inter-reflections in signaling imminent contact in a manipulation task.
Helen H. Hu, Amy Ashurst Gooch, William B. Thompson, Brian E. Smits, John J. Rieser, Peter Shirley
IEEE Visualization2
1999 Interactive technical illustration
abstract
A rendering is an abstraction that favors, preserves, or even emphasizes some qualities while sacrificing, suppressing, or omitting other characteristics that are not the focus of attention.Most computer graphics rendering activities have been concerned with photorealism, i.e., trying to emulate an image that looks like a highquality photograph.This laudable goal is useful and appropriate in many applications, but not in technical illustration where elucidation of structure and technical information is the preeminent motivation.This calls for a different kind of abstraction in which technical communication is central, but art and appearance are still essential instruments toward this end.Work that has been done on computer generated technical illustrations has focused on static images, and has not included all of the techniques used to hand draw technical illustrations.A paradigm for the display of technical illustrations in a dynamic environment is presented.This display environment includes all of the benefits of computer generated technical illustrations, such as a clearer picture of shape, structure, and material composition than traditional computer graphics methods.It also includes the three-dimensional interactive strength of modem display systems.This is accomplished by using new algorithms for real time drawing of silhouette curves, algorithms which solve a number of the problems inherent in previous methods.We incorporate current non-photorealistic lighting methods, and augment them with new shadowing algorithms based on accepted techniques used by artists and studies carried out in human perception.This paper, all of the images, and a mpeg video clip are available at http
Bruce Gooch, Peter-Pike J. Sloan, Amy Ashurst Gooch, Peter Shirley, Richard F. Riesenfeld
SI3D3
1998 A Non-photorealistic Lighting Model for Automatic Technical Illustration
abstract
Phong-shaded 3D imagery does not provide geometric information of the same richness as human-drawn technical illustrations.A non-photorealistic lighting model is presented that attempts to narrow this gap.The model is based on practice in traditional technical illustration, where the lighting model uses both luminance and changes in hue to indicate surface orientation, reserving extreme lights and darks for edge lines and highlights.The lighting model allows shading to occur only in mid-tones so that edge lines and highlights remain visually prominent.In addition, we show how this lighting model is modified when portraying models of metal objects.These illustration methods give a clearer picture of shape, structure, and material composition than traditional computer graphics methods.
Amy Ashurst Gooch, Bruce Gooch, Peter Shirley, Elaine Cohen
SIGGRAPH1