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Displaying 1-10 out of 10 total
Learning-Based Fusion for Data Deduplication
Found in: Machine Learning and Applications, Fourth International Conference on
By Jared Dinerstein, Sabra Dinerstein, Parris K. Egbert, Stephen W. Clyde
Issue Date:December 2008
pp. 66-71
Rule-based deduplication utilizes expert domain knowledge to identify and remove duplicate data records. Achieving high accuracy in a rule-based system requires the creation of rules containing a good combination of discriminatory clues. Unfortunately, acc...
Poisson Disk Point Sets by Hierarchical Dart Throwing
Found in: Symposium on Interactive Ray Tracing
By Kenric B. White, David Cline, Parris K. Egbert
Issue Date:September 2007
pp. 129-132
Poisson disk point sets are
Minimum Spanning Tree Pose Estimation
Found in: 3D Data Processing Visualization and Transmission, International Symposium on
By Kevin L. Steele, Parris K. Egbert
Issue Date:June 2006
pp. 440-447
The extrinsic camera parameters from video stream images can be accurately estimated by tracking features through the image sequence and using these features to compute parameter estimates. The poses for long video sequences have been estimated in this man...
Histogram Matching for Camera Pose Neighbor Selection
Found in: 3D Data Processing Visualization and Transmission, International Symposium on
By Kevin L. Steele, Parris K. Egbert, Bryan S. Morse
Issue Date:June 2006
pp. 153-160
A prerequisite to calibrated camera pose estimation is the construction of a camera neighborhood adjacency graph, a connected graph defining the pose neighbors of the camera set. Pose neighbors to a camera C are images containing sufficient overlap in imag...
Terrain Decimation through Quadtree Morphing
Found in: IEEE Transactions on Visualization and Computer Graphics
By David Cline, Parris K. Egbert
Issue Date:January 2001
pp. 62-69
<p><b>Abstract</b>—We present a new terrain decimation technique called a Quadtree Morph, or Q-morph. The new approach eliminates the usual popping artifacts associated with polygon reduction, replacing them with less objectionable smooth...
Interactive Display of Very Large Textures
Found in: Visualization Conference, IEEE
By David Cline, Parris K. Egbert
Issue Date:October 1998
pp. 343
Large textures cause bottlenecks in real-time applications that often lead to a loss of interactivity. These performance bottlenecks occur because of disk and network transfer, texture translation, and memory swapping. We present a software solution that a...
Collision-Free Object Movement Using Vector Fields
Found in: IEEE Computer Graphics and Applications
By Parris K. Egbert, Scott H. Winkler
Issue Date:July 1996
pp. 18-24
The topics of computer animation and object collision detection and resolution have become increasingly desirable in a wide range of applications including autonomous vehicle navigation, robotics, and the movie industry. However, the techniques currently a...
Application Graphics Modeling Support Through Object Orientation
Found in: Computer
By Parris K. Egbert, William J. Kubitz
Issue Date:October 1992
pp. 84-91
<p>The Graphical Application Modeling Support system (Grams), a three-dimensional graphics system that raises the abstraction level at which the application programmer and the end user interact with the system in the image-generation process, is desc...
A Whole Surface Approach to Crowd Simulation on Arbitrary Topologies
Found in: IEEE Transactions on Visualization and Computer Graphics
By Brian C. Ricks,Parris K. Egbert
Issue Date:February 2014
pp. 159-171
Recent crowd simulation algorithms do path planning on complex surfaces by breaking 3D surfaces into a series of 2.5D planes. This allows for path planning on surfaces that can be mapped from 3D to 2D without distortion, such as multistory buildings. Howev...
Fast multi-level adaptation for interactive autonomous characters
Found in: ACM Transactions on Graphics (TOG)
By Jonathan Dinerstein, Parris K. Egbert
Issue Date:April 2005
pp. 262-288
Adaptation (online learning) by autonomous virtual characters, due to interaction with a human user in a virtual environment, is a difficult and important problem in computer animation. In this article we present a novel multi-level technique for fast char...