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GI '11: Proceedings of Graphics Interface 2011
2011 Proceeding
Publisher:
  • Canadian Human-Computer Communications Society
  • Michael D. McCool, School of Computer Science, University of Waterloo, 200 University Ave W
  • Waterloo
  • Canada
Conference:
GI '11: Graphics Interface 2011 St. John's Newfoundland Canada May 25 - 27, 2011
ISBN:
978-1-4503-0693-5
Published:
25 May 2011

Reflects downloads up to 27 Jan 2025Bibliometrics
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Abstract

The Canadian Human-Computer Communications Society (CHCCS) / Société Canadienne du Dialogue Humain Machine (SCDHM) is a Special Interest Group within the Canadian Information Processing Society. It is a non-profit organization with the goal of advancing education and research in computer graphics, visualization, and human-computer interaction.

Each year CHCCS/SCDHM sponsors Graphics Interface, the longest-running regularly scheduled conference in interactive computer graphics. Most years it is co-located and co-organized with several other conferences: this year the AI/CRV/GI 2011 conference, encompassing Artificial Intelligence and Computer and Robotic Vision, along with Graphics Interface, is located at the Memorial University of Newfoundland in St. John's. Graphics Interface promises to be an exciting event, with a selection of high quality papers in computer graphics, visualization, and human-computer interaction.

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SESSION: Animation
research-article
Free
Formation sketching: an approach to stylize groups in crowd simulation
Pages 1–8

Most of existing crowd simulation algorithms focus on the moving trajectories of individual agents, while collective group formations are often roughly learned from video examples or manually specified via various hard constraints (e.g., pre-defined ...

research-article
Free
A hybrid interpolation scheme for footprint-driven walking synthesis
Pages 9–16

In many constrained environments, precise control of foot placement during character locomotion is crucial to avoid collisions and to ensure a natural locomotion. In this paper, we present a new exact motion synthesis technique that generates planar ...

research-article
Free
Physically based baking animations with smoothed particle hydrodynamics
Pages 17–24

In this paper, we propose a new model for creating physically-based animations of the baking process. Our model is capable of reproducing the fluid-solid phase transition, volume expansion, and surface browning that take place during the baking process. ...

research-article
Free
Mid-level smoke control for 2D animation
Pages 25–32

In this paper we introduce the notion that artists should be able to control fluid simulations by providing examples of expected local fluid behavior (for instance, an artist might specify that magical smoke often forms star shapes). As our idea fits ...

SESSION: Target acquisition & interaction
research-article
Free
Target following performance in the presence of latency, jitter, and signal dropouts
Pages 33–40

In this paper we describe how human target following performance changes in the presence of latency, latency variations, and signal dropouts. Many modern games and game systems allow for networked, remote participation. In such networks latency, ...

research-article
Free
Pop-up depth views for improving 3D target acquisition
Pages 41–48

We present the design and experimental evaluation of pop-up depth views, a novel interaction technique for aiding in the placement or positioning of a 3D cursor or object. Previous work found that in a 3D placement task, a 2D mouse used with multiple ...

research-article
Free
3D sketching using interactive fabric for tangible and bimanual input
Pages 49–56

As an input device, fabric holds potential benefits for three dimensional (3D) interaction in the domain of surface design, which includes designing objects from clothing to metalwork. To investigate these benefits, we conducted an exploratory study of ...

research-article
Free
2D similarity transformations on multi-touch surfaces
Pages 57–64

We present and comparatively evaluate two new object transformation techniques for multi-touch surfaces. Specifying complete two-dimensional similarity transformations requires a minimum of four degrees of freedom: two for position, one for rotation, ...

research-article
Free
Syntherella: a feedback synthesizer for efficient exploration of virtual worlds using a screen reader
Pages 65–70

Thanks to the recent efforts, virtual worlds are, at the very least, partially accessible to users with visual impairments. However, generating effective non-visual descriptions for these environments is still a challenge. Sighted users can process an ...

SESSION: Modeling
research-article
Free
Occlusion tiling
Pages 71–78

The creation of realistic, complex, and diversified virtual worlds is of utmost importance for video games. Unfortunately the amount of time required to create 3D scene contents can be extremely tedious to graphic artists. While procedural modeling can ...

research-article
Free
Approximative occlusion culling using the hull tree
Pages 79–86

Occlusion culling is a common approach to accelerate real-time rendering of polygonal 3D-scenes by reducing the rendering load. Especially for large scenes, it is necessary to remove occluded objects to achieve a frame rate that provides an interactive ...

research-article
Free
Component-based modeling of complete buildings
Pages 87–94

We present a system to procedurally generate complex models with interdependent elements. Our system relies on the concept of components to spatially and semantically define various elements. Through a series of successive statements executed on a ...

research-article
Free
Data structures for interactive high resolution level-set surface editing
Pages 95–102

This paper presents data structures that enable interactive editing of large-scale level-set surface models. The new approach utilizes spatial hashing to store a narrow band of voxels around the level-set interface, as well as a k-d tree to hold the ...

SESSION: Visualization interfaces
research-article
Free
Visual encodings that support physical navigation on large displays
Pages 103–110

Visual encodings are the medium through which information is displayed, perceived, interpreted, and finally transferred from a visualization to the user. Traditionally, such encodings display information as representations of length, color, size, slope, ...

research-article
Free
AppMap: exploring user interface visualizations
Pages 111–118

In traditional graphical user interfaces, the majority of UI elements are hidden to the user in the default view, as application designers and users desire more space for their application data. We explore the benefits of dedicating additional screen ...

research-article
Free
Towards ideal window layouts for multi-party, gaze-aware desktop videoconferencing
Pages 119–126

In high-end desktop videoconferencing systems, several windows compete for screen space, particularly when users also share an application. Ideally, the layout of these windows should satisfy both (a) layout guidelines for establishing a rich ...

research-article
Free
Structure-preserving stippling by priority-based error diffusion
Pages 127–134

This paper presents a new fast, automatic method for structure-aware stippling. The core idea is to concentrate on structure preservation by using a priority-based scheme that treats extremal stipples first and preferentially assigns positive error to ...

research-article
Free
Ubiquitous cursor: a comparison of direct and indirect pointing feedback in multi-display environments
Pages 135–142

Multi-display environments (MDEs) connect several displays into a single digital workspace. One of the main problems to be solved in an MDE's design is how to enable movement of objects from one display to another. When the real-world space between ...

SESSION: Rendering
research-article
Free
Implicit and dynamic trees for high performance rendering
Pages 143–150

Recent advances in GPU architecture and programmability have enabled the computation of ray casted or ray traced images at interactive frame rates. However, the rapid performance gains of the hardware cannot by themselves address the challenge posed by ...

research-article
Free
A mathematical framework for efficient closed-form single scattering
Pages 151–158

Analytic approaches to efficiently simulate accurate light transport in homogeneous participating media have recently received attention in the graphics community, and although a closed-form solution to the single-scattering air-light integral has been ...

research-article
Free
Sample-space bright spots removal using density estimation
Pages 159–166

Rendering images using Monte-Carlo estimation is prone to bright spots artefacts. Bright spots correspond to high intensity pixels that appear when a very low probability sample outweighs all other sample contributions. We present an average estimator ...

research-article
Free
Render-time procedural per-pixel geometry generation
Pages 167–174

We introduce procedural geometry mapping and ray-dependent grammar development for fast and scalable render-time generation of procedural geometric details on graphics hardware. By leveraging the properties of the widely used split grammars, we replace ...

SESSION: Graph interaction
research-article
Free
Improving revisitation in graphs through static spatial features
Pages 175–182

People generally remember locations in visual spaces with respect to spatial features and landmarks. Geographical maps provide many spatial features and hence are easy to remember. However, graphs are often visualized as node-link diagrams with few ...

research-article
Free
The effect of animation, dual view, difference layers, and relative re-layout in hierarchical diagram differencing
Pages 183–190

We present a new system for visualizing and merging differences in diagrams that uses animation, dual views, a storyboard, relative re-layout, and layering. We ran two user studies investigating the benefits of the system. The first user study compared ...

SESSION: Image compositing and ordering
research-article
Free
Edge-constrained image compositing
Pages 191–198

The classic task of image compositing is complicated by the fact that the source and target images need to be carefully aligned and adjusted. Otherwise, it is not possible to achieve convincing results. Visual artifacts are caused by image intensity ...

research-article
Free
Data organization and visualization using self-sorting map
Pages 199–206

This paper presents the Self-Sorting Map (SSM), a novel algorithm for organizing and visualizing data. Given a set of data items and a dissimilarity measure between each pair of them, the SSM places each item into a unique cell of a structured layout, ...

SESSION: Video games
research-article
Free
Effects of view, input device, and track width on video game driving
Pages 207–214

Steering and driving tasks -- where the user controls a vehicle or other object along a path -- are common in many simulations and games. Racing video games have provided users with different views of the visual environment -- e.g., overhead, first-...

research-article
Free
Investigating communication and social practices in real-time strategy games: are in-game tools sufficient to support the overall gaming experience?
Pages 215–222

This paper discusses the social and strategic communication patterns observed during gameplay of the real-time strategy game, StarCraft II. An observational study was conducted over three weeks during which approximately 26 game matches and the social ...

research-article
Free
Pet-N-Punch: upper body tactile/audio exergame to engage children with visual impairments into physical activity
Pages 223–230

Individuals with visual impairments have significantly higher levels of obesity and often exhibit delays in motor development, caused by a general lack of opportunities to be physically active. Tactile/audio based exergames that only involve motions of ...

Contributors
  • Dalhousie University
  • The University of British Columbia

Recommendations

Acceptance Rates

Overall Acceptance Rate 206 of 508 submissions, 41%
YearSubmittedAcceptedRate
GI '19502652%
GI '18000%
GI '17522650%
GI '16622642%
GI '10883540%
GI '09772836%
GI '08853440%
GI '06943133%
Overall50820641%