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Bargar1993e Rajlich1998 Rajlich1999Ramaraju2002* Randall2002 Rasmussen1999 Rasnow19949Rawlings1998Rawlings19999PRawlings2000Refsland1998 Reiber1999oReinhart2000 Reiser20022]Renambot2000CRenambot2003IRenambot20032MRenambot2003Renambot2003Renambot2003Renambot2003Renambot2003|Renambot2004 Robertson1999 Roussos1998 Roussou1996 Roussou1997 Roussou1997 Roussou1998 Roussou1998 Roussou1998 Roussou1999h Roussou2001 Roussou2001 Roy1994 Roy1995 Roy1995 Roy20000 Rundensteiner2002 Russell2003 Russo2002# Sadiq2002: Salama2002= Salama20020O Salva2002  Samanta2001 Sandin19900 Sandin19921 Sandin19933 Sandin19933 Sandin19931 Sandin19931 Sandin19944 Sandin19941 Sandin19944 Sandin19955 Sandin19959 Sandin19955 Sandin19966a Sandin19977 Sandin1997 Sandin1997oc Sandin19988 Sandin19988 Sandin19988 Sandin1998o Sandin19999 Sandin19999 Sandin19999 Sandin19999 Sandin1999 Sandin1999oP Sandin20000 Sandin2000 Sandin20000 Sandin2000 Sandin2000 Sandin2000[ Sandin2001n Sandin2001 Sandin2002 Sandin2003 Sandin2004 Sandor1999o Sawant2000 Sawant2000C Schaaf20030kScharver2000oScharver2000Scharver2000Scharver2004 Schmidt1999\ Schonfeld2001 Schwarz2003Scopigno1997Scopigno2001( Shareef1999 Shen20020 Shen2003 Shen20032 Shenai1998Shneider2003 Siegel19939 Silva2003N Singh2002 Singh2002D Singh2003J Singh2003 Singh2003| Singh2004^ Smith2000_ Smith2000+ Sommer2000iSosnoski2001 Spale2002]Spoelder2000CSpoelder2003 Stapleton1994e Stein1998 Stein1999 Stevens1995 Stevens1996 Stevens1996 Stevens1996 Stompel2003 StraBer2001 StraBer2002 Swartz19999 Tachi2000d Takeda19989[Talandis2001 Tanaka19949$ Taubin20020 Taylor19966 Theys2002 Theys2002 Thongrong1999 Thongrong2000O Thorson2002 Timm2003 Timm2003^ Tinker20000Tremonti2002 Tromp2003 Tu1998r Tuecke19989 Tuecke19999 Turner1995 Turner19955Qvan der Pluijm2003Rvan der Pluijm2003Svan der Pluijm2003 van Keken2003 Vasilakis1993 Vasilakis1994 Vasilakis1994x Vasilakis1996 Vasilakis1996 Vasilakis1997 Vasilakis1997 Vasilakis1998 Vasilakis1998 Vasilakis1998 Vasilakis1999[ Venkataraman2001F Venkataraman2003I Venkataraman20033 Venkataraman20033 Venkataraman2003 Verlo1999P Verlo2000 Verlo2000\ Verlo2001 Vernon20030 Viola2003I Vishwanath20030? Visualization2003 Wallach1999% Wan2000# Wan2002 Wand20022 Wang200320 Ward2002 Ward2003 Watson2004H Weinberger2003-Weiskopf2002! Westermann2002 Westermann2003f Wheless1998 Wheless1999 Wheless1999 Wheless1999  Wilson2002 Wilson2004 Winkler2000\ Winkler2001 Wittenbrink19988 Wittenbrink1998 Wolf20030g Wong19988 Wong19999Woodring2003 Wylie2001~ Xiong20041 Yang20010 Yang2002 Yu20000\ Yu20010 Yu20020E Yu20030 Zhang2000 Zhang2003G Zhang2003 Zhang2003 Zhou2000 Zhou20000032MRenambot2003́Renambot2003̃Renambot2003̅Renambot2003Renambot2003|Renambot2004̠ Robertson1999 Roussos1998 Roussou1996 Roussou1997 Roussou1998h Roussou2001 Roussou2001 Roy1994 Roy1995 Roy1995 Roy20000 Rundensteiner2002 Russell2003 Russo2002# Sadiq2002: Salama2002= Salama20020O Salva2002  Samanta2001 Sandin19921 Sandin19933 Sandin19933 Sandin19931 Sandin19931 Sandin19944 Sandin19941 Sandin19955 Sandin19959 Sandin19955 Sandin19966a Sandin19977 Sandin1997 Sandin1997oc Sandin19988 Sandin19988 Sandin19988 Sandin1998o Sandin19999 Sandin19999 Sandin19999 Sandin19999P Sandin20000 Sandin2000 Sandin20000 Sandin2000[ Sandin2001n Sandin2001̊ Sandin2002̆ Sandin2003 Sandin2004o Sawant2000̘ Sawant2000C Schaaf20030kScharver2000oScharver2000̓Scharver2000Scharver2004̜ Schmidt1999\ Schonfeld2001 Schwarz2003Scopigno1997Scopigno2001( Shareef1999 Shen20020 Shen2003 Shen20032 Shenai1998Shneider2003̱ Siegel19939 Silva2003N Singh2002 Singh2002D Singh2003J Singh2003 Singh2003| Singh2004^ Smith2000_ Smith2000+ Sommer2000iSosnoski2001 Spale2002]Spoelder2000CSpoelder2003 Stapleton1994e Stein1998 Stein1999 Stevens1995 Stevens1996 Stevens1996 Stevens1996 Stompel2003 StraBer2001 StraBer2002 Swartz19999 Tachi2000d Takeda19989[Talandis2001 Tanaka19949$ Taubin20020 Taylor19966 Theys2002 Theys2002 Thongrong1999 Thongrong2000O Thorson2002 Timm2003̄ Timm2003^ Tinker20000Tremonti2002 Tromp2003 Tuecke19989 Tuecke19999 Turner1995Qvan der Pluijm2003Rvan der Pluijm2003Svan der Pluijm2003 van Keken2003 Vasilakis1993 Vasilakis1994x Vasilakis1996 Vasilakis1996 Vasilakis1997 Vasilakis1998[ Venkataraman2001F Venkataraman2003I Venkataraman20033 Venkataraman20033 Venkataraman2003̜ Verlo1999P Verlo2000 Verlo2000\ Verlo2001 Vernon20030 Viola2003I Vishwanath20030? Visualization2003 Wallach1999% Wan2000# Wan2002 Wand20022 Wang200320 Ward2002 Ward2003 Watson2004H Weinberger2003-Weiskopf2002! Westermann2002 Westermann2003f Wheless1998 Wheless1999 Wheless1999 Wheless1999  Wilson2002 Wilson2004̑ Winkler2000\ Winkler2001 Wittenbrink19988 Wittenbrink1998 Wolf20030g Wong19988 Wong19999Woodring2003 Wylie2001~ Xiong20041 Yang20010 Yang2002̑ Yu20000\ Yu20010 Yu20020E Yu20030 Zhang2000 Zhang2003G Zhang2003 Zhang2003 Zhou2000̔ Zhou20009 ,:+GI$5@4!6'O2;JQ#*"=-M.( >H&/7ENB08)< 1 Authors %Journals $KeywordsP                                 P  A., Kapoor Adamczyk, D. Adams, K. Afenya, M. Ahern, Sean Ahern, T. Ahrens, James aitatzes, A. Alan Verlo Ali, M.Ali, Mohammed DastagirAlimohideen, Javid Ansar, Rashid Anstey, J. Aoyama, T. Assad, C. Atul NayakBailey, Michael J. Bailey, S.Bailey, Stuart Bal, H. E. Bal, Henri E.Balmelli, LaurentBanerjee, Andy Banerjee, Pat Bargar, R. Barnes, C. Bash, P. Batchu, S. Bauer, M. Beeman, David Behara, S.Bernardini, Fausto Berry, S.Bethel, E. WesBielak, JacoboBilitch, David H.Binotto, Alecio Bizri, H.Blumenthal, Brad B. Boada, Imma Bogucki, M. Bower, J.Bower, James M.Brady, Rachael Brandt, J.Brederson, J. Dean Brody, J. Brown, D. A. Brown, M. Brown, Maxine Browning, D. Brunett, S. Burdick, R. Buy, U. C., VaidyaC., Vaidyasubramanian Canfield, T. Carter, B. Chen, J. Chen, Jim Cho, Y. Cho, Yong J. Cho, Yong-joo Chowdry, V.Cignoni, Paulo Clyne, John Coffin, Tom Cohen, S. Comba, JoaoCorrea, Wagner T. Costigan, J. Cox, D. Cox, MichaelCrawfis, Roger Creel, E. Cruz, A.Cruz-Neira, C. Curry, Kevin Curtis, JimCzajkowski, K.Czernuszenko, M. D'Souza, S. Daily, M. Dan Schonfeld Das, S. Dawe, G. Dech, FredDeCoro, Christopher DeFanti, T. DeFanti, T. ADeFanti, T. A. DeFanti, T.A.DeFanti, Thomas A.DeMarle, DavidDeMarle, David EDeSchutter, E. Disz, T. Dodds, Brian Dolinsky, M.Duchaineau, MarkE. Keshner, Kenyon, R.E.Johnson, Andrew Ebert, David Edel, J. Edelson, D. Eliason, JoshEllsworth, David Engel, Klaus Engelmann, R. Eric He Ertl, Thomas et al. Evenhouse, R. Fang, R. Fang, RayFinkelstein, Adam Finley, F.Fischnaller, FranzFitzgerald, Steven Foster, I. Foster, Ian Fotouhi, F.Franguiadakis, T. Fraser, SarahFreitas, Carla Fron, J.Funkhouser, Thomas G.Rao, ArunGaneshan, KartikGarcia, Antonio Ge, J. Ge, Jinghua Geisler, GaryGermans, Desmond Ghattas, OmarGhazisaedy, M.Gillingham, M.  $<9ACM Transactions on Graphics, Proceedings of ACM SiggraphCommunications of the ACMComputer Graphics0-Data Visualization, Springer Computer ScienceElvesier Science Journal,'Eurographics Symposium on Visualization@IEEE Transactions on Pattern Analysis and Machine Intelligence41IEEE Transactions on Systems, Man and Cybernetics<8IEEE Transactions on Visualization and Computer GraphicsIEEE Visualization,(IEEE Visualization and Computer Graphics$IEEE Visualization ProceedingsIEEE Volume VisualizationLIIEICE Trans. on Fundamentals in Electronics, Communications and Computers interactions Internal84International Journal of Supercomputing Applications$Journal of Vestibular ResearchDAJournal of Virtual Reality Research, Development and ApplicationsD?Parallel and Distributed Processing Techniques and ApplicationsPixel40Presence: Teleoperators and Virtual Environments Proc. of IEEE Visualization Proceedings of ACM SiggraphLFProceedings of IEEE Parallel and Large Data Visualization and Graphics40Proceedings of IS&T/SPIE Electronic Imaging 2000PVGReport for ICaseSPIESupercomputing The Visual Computer JournalVisual ComputerVRML Developers Journal<4 ,:<B!H :> <) 7Q ')# (!(I<:;7E0 0//M8-# . MME$0*""2=<=H/&&/==B2>;;HH***) .878.6G&EM!&;- /1O+;55-:4<-O22=@@4OI*I*JJ>B;ON2ONNJ&H;H;4($$6Q57@IIB.H8J;Q;> Q:BQH$::E> 2Q>O5O*,EO`>7Correa, Wagner T. Klosowski, James T. Silva, Claudio T.m 2003HBVisibility Based Prefetching for Interactive Out-of-core rendering>7IEEE Parallel and Large Data Visualization and Graphics 1-8nhout-of-core rendering, interactive rendering, commodity PCs, occlusion culling, prefetching, walkthroughWe present a new visibility-based prefetching algorithm for interactive out-of-core rendering of large models on an inexpensive PC. Using an approximate visibility technique, we can very accurately and efficiently determine which geometry will be visible in the near future and prefetch that geometry from disk before it must be rendered. Our prefetching algorithm is a key part of a visualization system capable of rendering a 13-million triangle model with 99% accuracy at interactive frame rates. Our prefetching algorithm is the first of its kind to be based on a from-point visibility technique, and enables interactive rendering on a commodity PC, as opposed to expensive high-end graphics workstations or parallel machines.nghttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/parallel_volviz/prefetch_outofcore_viz_pvg03.pdf_$Cox, Michael Ellsworth, Davidt 1997HBApplication Controlled Demand Paging for Out-of-core VisualizationIEEE Visualization  Phoenix, AZo235-244lLFcomputational fluid dynamics, visualization, out-of-core visualizationIn the area of scientific visualization, input data sets are often very large. In visualization of computational fluid dynamics (CFD) in particular, input data sets today can surpass 100 Gbytes, and are expected to scale with the ability of supercomputers to generate them. Some visualization tools already partition large data sets into segments, and load appropriate segments as they are needed. However, this does not remove the problem for two reasons: 1) there are data sets for which even the individual segments are too large for the largest graphics workstations, 2) many practitioners do not have access to workstations with the memory capacity required to load even a segment, especially since the state-of-the-art visualization tools tend to be developed by researchers with much more powerful machines. When the size of the data that must be accessed is larger than the size of memory, some form of virtual memory is simply required. This may be by segmentation, paging, or by paged segments. The authors demonstrate that complete reliance on operating system virtual memory for out-of-core visualization leads to egregious performance. They then describe a paged segment system that they have implemented, and explore the principles of memory management that can be employed by the application for out-of-core visualization. They show that application control over some of these can significantly improve performance. They show that sparse traversal can be exploited by loading only those data actually required.hahttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/parallel_volviz/paging_outofcore_viz97.pdfHNavazo, Isabel Scopigno, Roberto 2001D>Multiresolution volume visuaM. Roussos M. Gillingham 1998^XEvaluation of an Immersive Collaborative Virtual Learning Environment for K-12 Education>8American Educational Research Association Annual Meeting  San Diego, CA!~xThere is little principled empirical work to support the educational effectiveness of virtual reality (VR) because it is a new and fairly inaccessible medium. The purpose of the studies described in this paper is to evaluate the effectiveness of a virtual environment, specifically an immersive virtual reality environment, as a learning medium in domains with a high conceptual and social content. The learning environment used is called NICE (Narrative-based, Immersive, Constructionist/Collaborative Environments), an immersive participatory virtual world for young users based on a constructivist approach to education, on collaborative learning, and on narrative development. NICE is designed to encourage exploration and experiential learning by utilizing the strengths of virtual reality: a combination of immersion, direct engagement, immediate visual feedback, and interactivity.82http://www.evl.uic.edu/mariar/DOCS/aera_paper.htmlTMM. Roussou Johnson, Andrew E. Leigh, Jason Vasilakis, Christina A. Moher, Tomd 1996LEConstructing Collaborative Stories Within Virtual Learning Landscapesa,&European Conference on AI in Education Lisbon, PortugalIn this paper we present an approach for applying virtual reality (VR) to the creation of a family of educational environments for young users. The immersive and interactive attributes of VR technology can be a powerful tool for education, allowing the learner to actively participate in the surrounding environment. Our approach is based on constructionism, where real and synthetic users, motivated by an underlying narrative, build persisting virtual worlds through collaboration. This approach is grounded on well established paradigms in contemporary learning and integrates ideas from such diverse fields as virtual reality, human-computer interaction, CSCW, storytelling, and artificial intelligence. The goal is to build an experiential learning environment that will engage children in authentic activity. Our prototype system explores the above ideas within the CAVE(tm) virtual reality theater.iJDhttp://www.evl.uic.edu/tile/NICE/NICE/PAPERS/EUROAIED/HTML/aied.html^XM. Roussou Johnson, Andrew E. Leigh, Jason Barnes, C. Vasilakis, Christina A. Moher, Tom 1997f_NICE: Combining Constructionism, Narrative, and Collaboration in a Virtual Learning Environment6/SIGGRAPH Educator's Program - Computer GraphicsThe design of several current educational environments increasingly reflects the constructivist pedagogy, by which learners actively construct and interrelate knowledge and ideas. The NICE project is an immersive participatory learning environment for young users; its underlying theoretical framework combines constructivist educational theory with ideas that emphasize the importance of collaborative learning and narrative development. As a joint project between the Electronic Visualization Laboratory and the Interactive Computing Environments Laboratory at the University of Illinois at Chicago, NICE is an effort to build Narrative-based, Immersive, Constructionist/Collaborative Environments which encourage exploration and experiential learning.JDhttp://www.evl.uic.edu/tile/NICE/NICE/PAPERS/SIGGRAPH97/S97nice.html @@ dS*R+Q96(/".=3 :8ctrsqZXWUVYa`gefbhijlkHCIFEGDO[]N^P\_152! <%;#&) '$ 0 7pmn~|oKMuvJyxz4>-?cihpow stskr.c:3http://www.evl.uic.edu/papers/pdf/K_Timm_disser.pdfirained to track only the face centered in a box superimposed on the display. The system is also rotationally and size invariant to a certain degree.n detection and generation of haptic forces.>7http://www.evl.uic.edu/papers/pdf/lucianoieeevr2004.pdfI %PKAdaptation, distributed file system, object-oriented, framework, extensibled_Algorithms, Theory, fractal, quaternions, distance estimate, ray tracing, surface determinationAmplified Collaboration Environments, Synchronous Distributed Collaborative Work, Shared Workspace, Small Group Behavior, Iterative Design.TOCAVE, Design/CPN, NICE, fuzzy-timing Petri nets, networked virtual environmentstpcoding, fractals, multiresolution pyramids, quadrature mirror filters, texture discrimination, wavelet transformLHCollaboration, science inquiry, large-format displays, elementary school82collaborative persistence virtual reality scalablelhcompression algorithms, level of detail algorithms, scientific visualization, volume rendering, waveletsCompression, disk I/O, high performance computing, out-of-core processing, parallel rendering, PC, scalable algorithms, scientific visualization, texture hardware, time-varying data, transform encoding, volume rendering40Compression, Volume Rendering, Graphics HardwareLFcomputational fluid dynamics, visualization, out-of-core visualizationcomputed tomography, feature extraction, hardware-acceleration rendering, image processing, interactive visualization, nondestructive testing and evaluation, scientific visualization, surface modeling, user interface, volume rendering<9CSCW, awareness, multiple perspectives, subjective views.data visualisation rendering (computer graphics) 3D texture mapping hardware LOD selection algorithm intra-frame predictive reactive scheme run-time performance statistics time-critical multiresolution volume rendering user-specified volumTNdistributed memory visualization, parallel visualization, parallel scene graphearthquake modeling, high-performance computing, massively parallel supercomputing, scientific visualization, parallel rendering, time-varying data, unstructured grids, volume rendering, wave propagationXUField-durable, Windows XP based, TabletPC, Integrated GPS, GIS software, Digital Dataxsgraphics hardware, texture-based volume rendering, empty space skipping, occlusion clipping, orthogonal opacity map GRID Art|whardware-assisted rendering, irregular-grid data, lighting, multiresolution representation, splatting, volume renderingzimage cache, impostors, scientific visualization, multiresolution techniques, hierarchical techniques, parallel techniquesPKimage-based rendering, ray casting, voxel-based modeling, terrain renderinghcInformation retrieval, browsing, virtual reality, scientific databases, visualization, sonificationTPInquiry learning, simulation, educational technology, children, virtual ambients<9Inquiry learning, simulation, educational technology, K-6LIinteractive simulation, graphics, virtual reality, visualization, physics|winteractive visualization, large data visualization, point-based rendering, texture graphics hardware, volume renderingLHisosurface extraction, load balancing, out-of-core, parallel processing,XRisosurfaces, adaptive isosurface extraction, volume warping, adaptive tessellation KitetailstnLarge Data Image Viewer, Out-of-Core Visualization, Cluster Computing, Distributed Shared Memory, Pre-fetchingLFLearning environments, conceptual change, virtual reality, user models\VLevel-of-detail, multiresolution modeling, mesh simplification, interactive rendering.PLmotivation, isosurface extraction, communication pattern, extensible router,pjMulti-dimensional transfer functions, Direct Manipulation Widgets, Dual-domain interaction, Shaded volumesDAmultiresolution rendering, volume visualization, hardware texture@:non-linear filtering, segmentation, hardware acceleration,Q .2,Kniss, Joe Kindlmann, Gordon Hansen, Charles 2002ngInteractive volume rendering using multi-dimensional transfer functions and direct manipulation widgets{IEEE Visualization83270-285 $ San Diego, CA Picture/Image Generation, Computational Geometry and Object Modeling, Methodology and Techniques, Three-Dimensional Graphics and Realism"Most direct volume renderings produced today employ one-dimensional transfer functions, which assign color and opacity to the volume based solely on the single scalar quantity which comprises the dataset. Though they have not received widespread attention, multi-dimensional transfer functions are a very effective way to extract specific material boundaries and convey subtle surface properties. However, identifying good transfer functions is difficult enough in one dimension, let alone two or three dimensions. This paper demonstrates an important class of three-dimensional transfer functions for scalar data (based on data value, gradient magnitude, and a second directional derivative), and describes a set of direct manipulation widgets which make specifying such transfer functions intuitive and convenient. We also describe how to use modern graphics hardware to interactively render with multi-dimensional transfer functions. The transfer functions, widgets, and hardware combine to form a powerful system for interactive volume exploration.0)http://www.cs.utah.edu/~jmk/papers/vis01/i&Knoop, P.A. van der Pluijm, B.r 2003ZTGeoPad: Innovative Applications of Information Technology in Field Science EducationEos Trans. AGU San Francisco, CAdA core requirement for most undergraduate degrees in the Earth sciences is a course in field geology, which provides students with training in field science methodologies, including geologic mapping. The University of Michigan Geological Sciences' curriculum includes a seven-week, summer field course, GS-440, based out of the university's Camp Davis Geologic Field Station, near Jackson, WY. Such field-based courses stand to benefit tremendously from recent innovations in Information Technology \(IT\), especially in the form of increasing portability, new haptic interfaces for personal computers, and advancements in Geographic Information System \(GIS\) software. Such innovations are enabling in-the-field, real-time access to powerful data collection, analysis, visualization, and interpretation tools. The benefits of these innovations, however, can only be realized on a broad basis when the IT reaches a level of maturity at which users can easily employ it to enhance their learning experience and scientific activities, rather than the IT itself being a primary focus of the curriculum or a constraint on field activities. The GeoPad represents a combination of these novel technologies that achieves that goal. The GeoPad concept integrates a ruggedized Windows XP TabletPC equipped with wireless networking, a portable GPS receiver, digital camera, microphone-headset, voice-recognition software, GIS, and supporting, digital, geo-referenced data-sets. A key advantage of the GeoPad is enabling field-based usage of visualization software and data focusing on \(3D\) geospatial relationships \(developed as part of the complementary GeoWall initiative\), which provides a powerful new tool for enhancing and facilitating undergraduate field geology education, as demonstrated during the summer 2003 session of GS-440. In addition to an education in field methodologies, students also gain practical experiencehttp://www.agu.org/cgi-bin/SFgate/SFgate?language=English&verbose=0&listenv=table&application=fm03&convert=&converthl=&refinequery=&formintern=&formextern=&transquery=knoop&_lines=&multiple=0&descriptor=/data/epubs/wais/indexes/fm03/fm03|714|3296|GeoPad:%20Innovative%20Applications%20of%20Information%20Technology%20in%20Field%20Science%20Education|HTML|localhost:0|/data/epubs/wais/indexes/fm03/fm03|7949870%207953166%20/data2/epubs/wais/data/fm03/fm03.txt= Runzhen Ma, Kwan-Liu McCormick, Patrick Ward, William 2003LEVisualizing Industrial CT Volume Data for Nondestructive applications_IEEE Visualization "California Univ., Davis, CA547-554 computed tomography, feature extraction, hardware-acceleration rendering, image procesB8Hadwiger, Markus Kniss, Joe Engel, Klaus Salama, C. Rezk 2002LFSIGGRAPH course - High-Quality Volume Graphics on Consumer PC Hardware&Interactive volume visualization in science and entertainment is no longer restricted to expensive workstations and dedicated hardware thanks to the fast evolution of consumer graphics driven by entertainment markets. Course participants will learn to leverage new features of modern graphics hardware to build high-quality volume rendering applications using OpenGL. Beginning with basic texture-based approaches, the algorithms are improved and expanded incrementally, covering illumination, non-polygonal isosurfaces, transfer function design, interaction, volumetric e.ects, and hardware accelerated .ltering. The course is aimed at scienti.c researchers and entertainment developers. Course participants are provided with documented source code covering details usually omitted in publications.tRKhttp://www.cs.utah.edu/~jmk/sigg_crs_02/course_42/course_42_notes_small.pdf!)JNF?Cristian Luciano Pat Banerjee Thomas A. DeFanti Sanjay Mehrotrar 2004TMRealistic Cross-Platform Haptic Applications Using Freely-Available Librariest~12th Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems, in conjunction with IEEE Virtual Reality7zThis paper describes the development of a generic framework for implementing realistic cross-platform haptic virtual reality applications. Currently, freely available Software Development Kits (SDKs) deal with a single Haptic Interaction Point (HIP), i.e. the tip of the haptic probe. However, many applications as path planning, virtual assembly, medical or dental simulations, as well as scientific exploration require object-object interactions, meaning any part of the complex 3D object attached to the probe collides with the other objects in the virtual scene. Collision detections and penetration depths between 3D objects must be quickly computed to generate forces to be displayed by the haptic device. In these circumstances, implementation of haptic applications is very challenging when the numbers, stiffness and/or complexity of objects in the scene are considerable, mainly because of high update rates needed to avoid instabilities of the system. The proposed framework meets this high requirement and provides a high-performance test bed for further research in algorithms for collision detection and generation of haptic forces.>7http://www.evl.uic.edu/papers/pdf/lucianoieeevr2004.pdfI,%Lum, Eric B. Ma, Kwan-Liu Clyne, Johne 2002b[A Hardware-Assisted Scalable Solution for Interactive Volume Rendering of Time-Varying Data>8IEEE Transactions on Visualization and Computer Graphics83286-301 Compression, disk I/O, high performance computing, out-of-core processing, parallel rendering, PC, scalable algorithms, scientific visualization, texture hardware, time-varying data, transform encoding, volume renderingWe present a scalable volume rendering technique that exploits lossy compression and low-cost commodity hardware to permit highly interactive exploration of time-varying scalar volume data. A palette-based decoding technique and an adaptive bit allocation scheme are developed to fully utilize the texturing capability of a commodity 3-D graphics card. Using a single PC equipped with a modest amount of memory, a texture capable graphics card, and an inexpensive disk array, we are able to render hundreds of time steps of regularly gridded volume data (up to 42 millions voxels each time step) at interactive rates. By clustering multiple PCs together we demonstrate the data-size scalability of our method. The frame rates achieved make possible the interactive exploration of data in the temporal, spatial, and transfer function domains. A comprehensive evaluation of our method based on experimental studies using data sets (up to 134 millions voxels per time step) from turbulence flow simulations is also presented.81http://www.cs.ucdavis.edu/~ma/papers/tvcg2002.pdfi.'Lum, Eric B. Wilson, Brett Ma, Kwan-Liub 2004NHHigh Quality Lighting and Efficient Pre-Integration for Volume Rendering.'Eurographics Symposium on Visualizationi<6Pre-integrated volume rendering is an effective technique for generating high-quality visualizations. The precomputed lookup tables used by this method are slow to compute and can not include truly pre-integrated lighting due to space constraints. The lighting for pre-integrated rendering is therefore subject to the same sampling artifacts as in standard volume rendering. We propose methods to speed up lookup table generation and minimize lighting artifacts. The incremental subrange integration method we describe allows interactive lookup table generation in O\Uhttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/Other/lighting_ma_vissym04.pdfa82Ma, Kwan-Liu Leutenegger, Scott Mavriplis, Dimitri 1996B;Interactive Exploration of Large 3-D Unstructured Grid DataReport for ICaseJDVisualizing unstructured-grid data from aerodynamics calculations is challenging because of the associated meshes are typically large in size and irregular in both shape and resolution This research investigates appropriate data structures and rendering methods to allow interactive exploration of the data In conjunction with fast splatting rendering a multiresolution data representation based on agglomeration is used to make possible interactive visualization on a workstation That is data are rendered at a particular resolution according to visualization paramenters as well as the speed and memory capacity of the workstation Interactive visualization allows the user to quickly determine regions of interest and important visualization parameters such as viewing direction and transfer functions We then apply a more accurate expensive rendering method to the orignal data on the regions of interest The original data are stored on disk We show with both analysis and experimental results that R-tree is a better data structure for fast retrieval of such disk resident data.d^http://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/Other/unstructured_grid_ma_icase_96.pdf %P Mueller, Klaus Murata, T. Murata, TadaoNadeau, David R.Navazo, IsabelNaveen Krishnaprasad Nayak, A. Nayak, Atul Newman, R.Newman, Timothy Ng, RenNobuyuki, Kukimoto Norton, A. Ohlsson, S. Ojika, T. Oliver Yu Orellana, F.Painter, JaimePajarola, Renato Pape, D.LGPape, D., Anstey, J., Carter, B., Leigh, J., Roussou, M., Portlock, T., Pape, Dave Papka, M. Park, K. Park, KyoungParker, Steven Parod, BillPascucci, Valerio Patterson, R. Paul, BrianPavlakos, ConstantinePawlicki, R. R. Petrovich, L.Pfister, Hanspeter Plepys, D. Portlock, T.Premoze, SimonProtopappas, A. Puppo, Enrico Qin, Jiafa Qiu, Z. Qu, Huamin Qui, Z.R. Bargar, Das, S.Rajlich, P. J.Rajlich, Paul J.Ramaraju, Bala PRandall, Frank Rao, Arun G. Rashid AnsariRasmussen, Mary Rasnow, B. Rawlings, M.Rawlings, Maggie Ray Fang Refsland, S. Reiber, K. Reinhart, G. Reiser, B. Renambot, L. Renambot, LucRobertson, Daniel H. Roussos, M. Roussou, M. Roy, Alain Roy, T.Rundensteiner, Elke A. Russell, E. Russo, R. S., Zhang, C. Sadiq, AamirSalama, C. Rezk Salva, P.Samanta, Rudrajit Sandin, D. Sandin, D.J.Sandin, Daniel J. Sandor, E. Sawant, N.tpSawant, N., Scharver, C., Leigh, J., Johnson, A., Reinhart, G., Creel, E., Batchu, S., Bailey, S., Grossman, R.,Schaaf, Tom van der Scharver, C. Schmidt, A.Schonfeld, Dan Schwarz, N.Scopigno, RobertoShareef, Naeem Shen, Han-WeiShen, IIan-Wei Shenai, K.Shneider, Jens Siegel, L.Silva, Claudio T. Singh, R.Singh, Rajvikram Smith, R. Smith, R. C. Sommer, Ove Sosnoski, J. Spale, AllanSpoelder, H. J. W.Spoelder, Hans J. W.Spoelder, Hans J.W. Stapleton, C. Stein, R. J.Stein, Robert J. Stevens, R.Stompel, AleksanderStraBer, Wolfgang Swartz, Kent Tachi, S. Takeda, T. Talandis, J. Tanaka, K.Taubin, Gabriel Taylor, V.Theys, Mitchell D.Theys, Mithchell D. Thongrong, S.Thongrong, Samroeng Thorson, M. Timm, Karl Tinker, P. Tremonti, J. Tromp, J. Tu, X. Tuecke, Steve Turner, L.van der Pluijm, B. van Keken, P. Vasilakis, C.Vasilakis, Christina A.Venkataraman, S.Venkataraman, Shalini Verlo, A. Verlo, Alan Vernon, F. Viola, IvanVishwanath, VenkatramVisualization, IEEE Visualization, Panel at IEEEWallach, Harlan Wan, Ming Wand, Michael Wang, ChaoliWard, Matthew O. Ward, WilliamWatson, BenjaminWeinberger, JeremyWeiskopf, DanielWestermann, RudigerWheless, G. H.Wheless, Glen H. Wilson, BrettWinkler, LindaWittenbrink, Craig M.Wolf, Laura K. Wong, H. Y.Wong, Hong YeeWoodring, Johnathan Wylie, BrianXiong, ChaoyueYang, Chuan-kai Yang, Jing Yong-joo Cho Yu, OliverZhang, Charles Zhang, Chong Zhang, H.Zhang, Huijuan Zhou, Y.:&VORoussou, M. Johnson, Andrew E. Leigh, Jason Barnes, C. Vasilakis, C. Moher, Tomr 1997ztThe NICE Project: Narrative, Immersive, Constructionist / Collaborative Environments for Learning in Virtual RealityED-MEDIA /ED-TELECOM Calgary, CanadaThis paper describes and discusses the NICE project, an immersive learning environment for children implemented in the CAVE and related multi-user virtual reality (VR) technologies. The NICE project provides an engaging setting where children construct and cultivate simple virtual ecosystems, collaborate via networks with other remotely-located children, and create stories from their interactions in the real and virtual world.2+http://www.evl.uic.edu/papers/pdf/NICE3.pdfnRoussou, M. Bizri, H. 1998B8http://www.evl.uic.edu/aej/papers/presence/presence.htmlB;Roy, T. Cruz-Neira, C. DeFanti, Thomas A. Sandin, Daniel J.  1995piThe Cosmic Worm in the CAVE: Steering a High Performance Computing Application from a Virtual Environmentl60Presence: Teleoperators and Virtual Environments4}2121-129.Developing graphical interfaces to steer high performance scientific computations has been a research subject in recent years. Now, computational scientists are starting to use virtual reality environments to explore the results of their simulations. In most cases, the virtual reality environment acts on precomputed data; however, the use of virtual reality environments for the dynamic steering of distributed scientific simulations is a growing area of research. We present in this paper the initial design and implementation of a distributed system that uses our virtual reality environment, the CAVE, to control and steer scientific simulations being computed on remote supercomputers. We discuss some of the more relevant features of virtual reality interfaces, emphasizing those of the CAVE, describe the distributed system developed and present a scientific application, the Cosmic Worm, that makes extensive use of the distributed system.2,http://www.evl.uic.edu/papers/pdf/Cosmic.pdf Roy, T. DeFanti, Thomas A. 1995TMInteractive Visualization in a High Performance Computing Virtual EnvironmenteJD1995 Simulation Multiconference, The Society for Computer SimulationPIinteractive simulation, graphics, virtual reality, visualization, physicsAn intuitive means of controlling numerical simulations can be achieved by integrating virtual environments with High Performance Computing (HPC) resources. The Cosmic Worm is an HPC visualization tool which runs in the CAVE virtual reality theater. It is desinged to visualize the three-dimensional output from a numerical simulation while giving a scientist interactive control of that simulation from within a virutal environment. It is being developed in collaboration with the Astrophysics and Gravitation groups at the Natonal Center for Supercomputing Applications (NCSA). Both groups are finding this to be a valuable research tool in their studies of cosmic phenomena. For the first time they have the ability to steer their three-dimensional simulations, and visualization, and the CAVE has enabled them to see aspects of the data which had not appeared in standard workstation visualizations.v81http://www.evl.uic.edu/papers/pdf/Interactive.pdfhF@Salama, C. Rezk Engel, Klaus Bauer, M. Greiner, G. Ertl, Thomas 2002vpInteractive Volume Rendering on Standard PC Graphics Hardware Using Multi-Textures and Multi-Stage Rasterization:3Eurographics/SIGGRAPH Workshop on Graphics HardwarePC graphics hardware, texture based volume rendering, multi-texture interpolation, performance enhancement, fast shaded isosurfaces, shading for semi-transparent volumes, interpolation of arbitrary slicesJDhttp://www.cse.ohio-state.edu/~wangcha/courses/sebge-ghw00-slide.pdf +lhout-of-core rendering, interactive rendering, commodity PCs, occlusion culling, prefetching, walkthrough`[parallel rendering, interactive visualization, cluster computing, computer graphics systemsHDparallel rendering, sort-last, compositing, pc-cluster, tile displayPC graphics hardware, texture based volume rendering, multi-texture interpolation, performance enhancement, fast shaded isosurfaces, shading for semi-transparent volumes, interpolation of arbitrary slicesPicture/Image Generation, Computational Geometry and Object Modeling, Methodology and Techniques, Three-Dimensional Graphics and Realism}regularity finding, data models, object-oriented, C++, templates, scientific visualization, paging, demand-driven evaluation.d`remote visualization, parallel rendering, optical network, reliable UDP, interactive application82Scalable Persistence Collaborative Virtual RealityHEscene graphs, volume graphics, volume visualization, physical models,zspreadsheets, user interfaces, knowledge representation, scientific visualization, visualization systems, volume rendering@:tele-immersion, collaborative virtual reality, data-miningTele-immersion, collaborative virtual reality, data-mining multivariate data, annotations, persistent environments, design patterns.LGtele-immersion, collaborative virtual reality, data-mining, data miningXUTele-immersion, high-performance computing, data-mining, networking library, VR, CVE.0+Tele-immersion, Multiple Perspectives, CSCW\XTele-Immersion, Virtual Reality, Trans-Oceanic, Collaboration, Display Devices, TrackingPLtime critical visualization, compression for visualization, volume renderingxutime-varying data, hyperslice, hyperprojection, integration operator, transfer function, raycasting, volume rendering<6Varrier, Barrier, Auto, Stereo, Stereographic, Displayheview-dependent rendering, isosurfaces, multiresolution tetrahedral meshes, multiresolution techniquesPJVirtual Environment, Pick-and-Place, manual control, transfer-of-training.Virtual environments, multi-modal, global scale collaboration, design review, tele-conferencing, spatialized audio, speech recognitionPMVirtual environments, visualization, data fusion, mine countermeasures, AUV'sTQvirtual navigation, volume visualization, ray-casting optimization, space leapingVirtual Reality@;Virtual Reality, CAVE, Virtual Prototyping, finite elements\WVirtual Reality, Environmental Hydrology, VR, Collaborative, Distributive, CAVE, CAVERN82Virtual reality, shared environments, computer arthbVirtual Reality, Stereoscopic Display, Head-Tracking, Projection Paradigms, Real-Time ManipulationVirtual Reality, Tele-Immersion, Tele-Presence, Networking, Virtual Environment, CAVE, Spatially Immersive Display, Projection-Based Display Technologies<9Virtual reality, visualization, simulations, scaffolding.HCVirtual Reality, VTK, VR, Collaborative, Distributive, CAVE, CAVERNd`visualization, interactive ray tracing, large data, cluster computing, distributed shared memoryTNVolume data visualization, multiresolution representation, tetrahedral meshes.`[Volume rendering Octree 3D Texture mapping Multiresolution representation and rendering41volume rendering, clipping, hardware acceleration@;volume rendering, example taxonomy, hybrids differentiated,D>volume rendering, programmable graphics hardware, ray-castingPMvolume rendering, real-time ray casting, distance volumes, volume deformationHEVolume rendering, shading model, volume modeling, procedural modelingPMvolume rendering, vector quantization, texture compression, graphics hardwarevolume visualization, direct volume rendering, multidimensional transfer functions, direct manipulation widgets, graphics hardwareVR displays, flat panel5RLMa, Kwan-Liu Stompel, Aleksander Bielak, Jacobo Ghattas, Omar Kim, Eui Joong 20034-Visualizing Very Large Earthquake Simulations\Supercomputingearthquake modeling, high-performance computing, massively parallel supercomputing, scientific visualization, parallel rendering, time-varying data, unstructured grids, volume rendering, wave propagationeThis paper presents a parallel adaptive rendering algorithm and its performance for visualizing time-varying unstructured volume data generated from large-scale earthquake simulations. The objective is to visualize 3D seismic wave propagation generated from a 0.5 Hz simulation of the Northridge earthquake, which is the highest resolution volume visualization of an earthquake simulation performed to date. This scalable high-delity visualization solution we provide to the scientists allows them to explore in the temporal, spatial, and visualization domain of their data at high resolution. This new high resolution explorability, likely not presently available to most computational science groups, will help lead to many new insights. The performance study we have conducted on a massively parallel computer operated at the Pittsburgh Supercomputing Center helps direct our design of a simulation-time visualization strategy for the higher-resolution, 1Hz and 2 Hz, simulations.hlehttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/Other/large_earthquake_simulations_ma_sc03.pdfMallat, Stephane G.l 1989TMA Theory for Multiresolution signal decomposition: The Wavelet RepresentationD>IEEE Transactions on Pattern Analysis and Machine Intelligencevpcoding, fractals, multiresolution pyramids, quadrature mirror filters, texture discrimination, wavelet transformXRhttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/multires/Wavelet_theory.pdf4Franz Fischnallera 2001Tracking the Net@:International Conference on Virtual Systems and Multimedia Berkley, California\RKTracking the Net is a collective, interactive installation, which combines motion capture and virtual reality. Several users can interact in real time, simultaneously. The installation is projected to host interactive teams, which can experience a shared environment in local and as well in remote locations through networking. One of the major goals is to allow remote interactions between visitors and to focus on collaborative VR, with high performance and to give emphasis to enable teams to participate in distant locations: to share, interact, navigate, work or just have fun and share experiences as if they were in a common, virtual space. Visitors can freely interact and navigate within the different virtual environments by touching, pulling, and stretching the "Net". The visitors are not required to manipulate any electronic devices such as joystick, mouse etc. They can use their own limbs, their motor capabilities and intuition to navigate through the VR environment, manipulate objects, move between scenes and play with sounds. This paper describes the design and implementation of Tracking the Net, covering diverse aspects of the installation such as: description of the platform, technology, interactivity, interface, production process; application, content development; goals, salient features and motivations behind this idea.a,%http://www.fabricat.com/tracking.html$Garcia, Antonio Shen, Han-Wei/ 2002>8An Interleaved Parallel Volume Renderer with PC clustersB7http://www.cse.ohio-state.edu/~hwshen/Papers/garcia.pdf Geisler,Gary 1998leMaking Information More Accessible: A Survey of Information Visualization Applications and Techniques5IEEE Visualization<5http://www.ils.unc.edu/~geisg/info/infovis/paper.html/" VnhKniss, Joe McCormick, Patrick McPherson, Allen Ahrens, James Painter, Jaime Keahey, Alan Hansen, Charles 2001TMTRex: Interactive Texture Based Volume Rendering for Extremely Large Datasets.'IEEE Computer Graphics and Applications214s 52-61e To employ direct volume rendering, TRex uses parallel graphics hardware, software-based compositing, and high-performance I/O to provide near-interactive display rates for time-varying, terabyte-sized data sets. We present a scalable, pipelined approach for rendering data sets too large for a single graphics card. To do so, we take advantage of multiple hardware rendering units and parallel software compositing. The goals of TRex, our system for interactive volume rendering of large data sets, are to provide near-interactive display rates for time-varying, terabyte-sized uniformly sampled data sets and provide a low-latency platform for volume visualization in immersive environments. We consider 5 frames per second (fps) to be near-interactive rates for normal viewing environments and immersive environments to have a lower bound frame rate of l0 fps. Using TRex for virtual reality environments requires low latency - around 50 ms per frame or 100 ms per view update or stereo pair. To achieve lower latency renderings, we either render smaller portions of the volume on more graphics pipes or subsample the volume to render fewer samples per frame by each graphics pipe. Unstructured data sets must be resampled to appropriately leverage the 3D texture volume rendering methodu.(http://www.cs.utah.edu/~jmk/TRex_CGA.pdf<6Kniss, Joe Premoze, Simon Hansen, Charles Ebert, David 2002F@Interactive translucent volume rendering and procedural modelingIEEE Visualization B8IEEE Transactions on Visualization and Computer Graphics8e 3e270-285volume visualization, direct volume rendering, multidimensional transfer functions, direct manipulation widgets, graphics hardwareb[Most direct volume renderings produced today employ onedimensional transfer functions, which assign color and opacity to the volume based solely on the single scalar quantity which comprises the dataset. Though they have not received widespread attention, multi-dimensional transfer functions are a very effective way to extract materials and their boundaries for both scalar and multivariate data. However, identifying good transfer functions is difficult enough in one dimension, let alone two or three dimensions. This paper demonstrates an important class of three-dimensional transfer functions for scalar data, and describes the application of multi-dimensional transfer functions to multivariate data. We present a set of direct manipulation widgets that make specifying such transfer functions intuitive and convenient. We also describe how to use modern graphics hardware to both interactively render with multi-dimensional transfer functions and to provide interactive shadows for volumes. The transfer functions, widgets, and hardware combine to form a powerful system for interactive volume exploration.~82http://www.cs.utah.edu/~jmk/kniss_tvcg02-small.pdfN`Bargar, R. Das, S. 1993.(Sound for Virtual Immersive EnvironmentsSIGGRAPHD=Bethel, E. Wes Humphreys, Greg Paul, Brian Brederson, J. Dean  2003JCSort First Distributed Memory, Parallel Visualization and Renderingn>7IEEE Parallel and Large Data Visualization and Graphics & Lawrence Berkeley Nat. Lab., CA, 41-50_TNdistributed memory visualization, parallel visualization, parallel scene graph~While commodity computing and graphics hardware has increased in capacity and dropped in cost, it is still quite difficult to make effective use of such systems for general-purpose parallel visualization and graphics. We describe the results of a recent project that provides a software infrastructure suitable for general-purpose use by parallel visualization and graphics applications. Our work combines and extends two technologies: chromium, a stream-oriented framework that implements the OpenGL programming interface; and OpenRM scene graph, a pipelined-parallel scene graph interface for graphics data management. Using this combination, we implement a sort-first, distributed memory, parallel volume rendering application. We describe the performance characteristics in terms of bandwidth requirements and highlight key algorithmic considerations needed to implement the sort-first system. We characterize system performance using a distributed memory parallel volume rendering application, and present performance gains realized by using scene specific knowledge to accelerate rendering by reducing network traffic. The contribution of this work is an exploration of general-purpose, sort-first architecture performance characteristics as applied to distributed memory, commodity hardware, along with a description of the algorithmic support needed to realize parallel, sort-first implementations.lehttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/parallel_volviz/sortfirst_dsm_openrm_pvg03.pdfe&$Y. Zhou Murata, T. DeFanti, T. 2000rkModeling and Performance Analysis Using Extended Fuzzy-Timing Petri Nets for Networked Virtual Environments\81IEEE Transactions on Systems, Man and Cyberneticsl305 737-756.(Virtual Reality (VR) systems (such as the CAVE ) generate images in real- time on the basis of the viewer's view in the virtual world, so that the viewer sees a three-dimensional view of a given scene. The concurrency and real-time features in virtual environments systems make them difficult to design, implement and test. Collaborative Virtual Environments (CVEs) make this more complicated by adding network considerations into their designs. CVEs demand high Quality-of-Service (QoS) requirements on the network to maintain natural and real-time interactions among users. By using formal methods to model CVEs and analyze their real-time behavior, we can evaluate the network effects on CVEs and the performance of CVEs. To model temporal uncertainties in CVEs, we propose an extension of Fuzzy-Timing Petri Nets (EFTN) in this paper. We give our EFTN models for the CAVE, the TCP protocol and the NICE (Narrative Immersive Constructionist/Collaborative Environments) project and we analyze the network effects on the NICE and the dynamic performance of NICE._J(D2D>Rajvikram Singh Jason Leigh Thomas A. DeFanti Fotis Karayannis 2003f`TeraVision: a High Resolution Graphics Streaming Device for Amplified Collaboration Environments("Future Generation Computer Systems196957-972One of the common problems faced in amplified collaboration environments, such as the Continuum, is termed the 'Display docking' or 'Display Pushing' problem where the visualization or the presentation generated on one or more computers, has to be distributed to remote sites for viewing by a group of collaborators. A typical image source in such a case could be computers ranging from laptops showing presentations, to compute clusters number crunching terabytes of data and rendering high resolution visualizations. In this paper we present a platform independent solution which is capable of transmitting multiple high resolution video streams from such video sources to one or more destinations. The unique capability of this concept is that it is a completely hardware oriented solution, where no special software/hardware has to be installed on the source or destination machines to enable them to transmit their video. These multiple streams can either be independent of each other or they might be component streams of a video system, such as a tiled display or stereoscopic display. We shall also present results with testing on high speed dedicated long haul networks, and local area gigabit LANs with different Layer 4 protocols.oVOhttp://www.evl.uic.edu/cavern/optiputer/papers/Teravision_iGrid_Paper-FINAL.pdfSingh, Rajvikram 2003RKTeravision: A Scalable, distributed, high-resolution video streaming systembComputer Science Chicagol (!University of Illinois at Chicagog92 M.S. Thesis"NGhttp://www.evl.uic.edu/rsingh/thesis/Thesis%20draft%20v1.5.complete.docC:3Smith, R. Pawlicki, R. R. Leigh, Jason Brown, D. A.. 2000Collaborative VisualEyes@:4th International Immersive Projection Technology Workshop  Ames, IowaCollaborative VisualEyes is the latest version of VisualEyesthe virtual reality system used by General Motors since 1993. Internally developed, VisualEyes has been in production use since early 1995 in design and engineering applications, and is globally deployed. Collaborative VisualEyes enables global experimentation in distributed design reviews, and such experiments have been taking place to identify requirements. This paper describes the simple, but powerful way that VisualEyes was retrofitted for collaboration, using CAVERNsoft. The same architecture is used to connect GMs high-end immersive displays to each other and to live applications. An example of a distributed design review scenario follows the architectural description.t>8http://www.evl.uic.edu/cavern/papers/VisualEyesIPT2K.pdfd!IS2R&Knoop, P.A. van der Pluijm, B.n 2003.(GeoPad: ArcGIS and TabletPC in Fieldcamp>7Abstracts with Programs - Geological Society of AmericaM  Seattle, WA235 120A core component of the Geological Sciences curriculum in LS&A is a seven-week, summer field geology course at Camp Davis, Wyoming. A similar course is required for undergraduate degrees in most Geological Sciences departments, and provides students with training in field science methodologies, including geologic mapping. This course, other field courses taught at Camp Davis, and undergraduate field trips in general, stand to benefit tremendously from recent innovations in Information Technology (IT), especially in the form of decreasing size, increasing portability, ruggedized equipment and, especially, new haptic interfaces for personal computers. Such benefits, however, are only realized when IT reaches a level at which users can utilize IT to enhance their learning experience, rather than IT itself being a focus of the curriculum or a constraint on field activities. Supported by the College of LS&As IT program, we combine newly available, rugged Windows XP-based TabletPC systems (Xplore), small Global Positioning Satellite (GPS) receivers (Earthmate), modern Geographic Information System software (ArcGIS), and visualization software and data focusing on (3D) geospatial relationships that are developed as part of the complementary GeoWall initiative, to produce a powerful new tool for enhancing and facilitating undergraduate field geology education. In addition to field camp experiences, students gain practical knowledge using IT and data methodologies that they will encounter during their continued educational, research, or professional careers. Our approach is immediately applicable to fieldcamps elsewhere and other field-oriented programs (e.g., in anthropology, biology, ecology), given similar needs.F@http://gsa.confex.com/gsa/2003AM/finalprogram/abstract_65154.htm$Knoop, P.A. van der Pluijm, B. 20036/GeoPad and Field Science Information Technologyl GeoWall Consortium Meeting  Flagstaff, AZh21\UField-durable, Windows XP based, TabletPC, Integrated GPS, GIS software, Digital Data4.http://geopad.org/Presentations/GeoWall_2003/1H. Korab Brown, Maxine 1995>7Virtual Environments and Distributed Computing at SC'95 ZSGII Testbed and HPC Challenge Applications on the I-WAY, ACM/IEEE Supercomputingf  San Diego, CA~wThe annual Supercomputing conference provides computational scientists and engineers with a global forum for showcasing their research. Scientists transport parts of their labs to the conference site or connect to their labs over high-speed networks to communicate, to educate, and to learn from one another. This catalog is an attempt to capture all the planning, teamwork, cooperation, and especially the interactive, real-time presentations of two unique SC'95 conference events: the GII Testbed and the HPC Challenge demonstrations, which run over the I-WAY, a national-scale, applications-focused, community-based ATM network.pF@http://archive.ncsa.uiuc.edu/General/Training/SC95/GII.HPCC.htmlzsNaveen Krishnaprasad Venkatram Vishwanath Shalini Venkataraman Arun G.Rao Luc Renambot Jason Leigh Andrew E.Johnsoni 2003b\JuxtaView - A Tool for Interactive Visualization of Large Imagery on Scalable Tiled Displays196gtnLarge Data Image Viewer, Out-of-Core Visualization, Cluster Computing, Distributed Shared Memory, Pre-fetching@9JuxtaView is a cluster-based application for viewing large imagery on scalable tiled displays. We present in JuxtaView, a new parallel computing and distributed memory approach for out-of-core montage visualization, using LambdaRAM, a software-based network level cache system. The final goal of JuxtaView is to enable a user to interactively roam through terabytes of distributed, geo-referenced data ranging from satellite imagery to aerial photography. In working towards this goal, we describe our first prototype implemented over a local area network, where the image is distributed using LambdaRAM, on the memory of all nodes of a PC cluster driving a tiled display wall. Each node of the cluster controlling a tile of the display extracts a portion of the image to be displayed on the tile, fetching data as required from LambdaRAMs distributed memory pool. Aggressive pre-fetching schemes employed by LambdaRAM help to reduce latency involved in remote memory access. We compare our approach with traditional approaches for out-of-core visualization like memory mapped IO.Bvolume rendering, programmable graphics hardware, ray-castingXRNowadays, direct volume rendering via 3D textures has positioned itself as an efficient tool for the display and visual analysis of volumetric scalar fields. It is commonly accepted, that for reasonably sized data sets appropriate quality at interactive rates can be achieved by means of this technique. However, despite these benefits one important issue has received little attention throughout the ongoing discussion of texture based volume rendering: the integration of acceleration techniques to reduce per-fragment operations. In this paper, we address the integration of early ray termination and empty-space skipping into texture based volume rendering on graphical processing units (GPU). Therefore, we describe volume ray-casting on programmable graphics hardware as an alternative to object-order approaches. We exploit the early z-test to terminate fragment processing once sufficient opacity has been accumulated, and to skip empty space along the rays of sight. We demonstrate performance gains up to a factor of 3 for typical renditions of volumetric data sets on the ATI 9700 graphics card.hahttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/Other/acceleration_gpu_rendering_viz03.pdf-*$Kukimoto, N. Leigh, Jason Takeda, T. 1998PJDevelopment of a Communication Tool for Collaborative Virtual Environments@:Virtual Reality Society of Japan Sencond Annual Conference Japan62 LFG. Lindahl DeFanti, Thomas A. Sandin, Daniel J. Dawe, G. Brown, Maxine 1998JDOptimizing Stereo Video Formats for Projection Based Virtual Reality$Visual Proceedings of SIGGRAPH  Orlando, FLWhen designing projection-based virtual reality devices, the integration of LCD shutter glasses, high-end graphics computers, and large-scale video projectors can be difficult. We describe four common problems and their solutions.81http://www.evl.uic.edu/lindahl/PAPERS/stereo.html Lippert, Lars 1998$Wavelet Based Volume RenderingTechnical Sciences Zurich ,%Swiss Federal Institute of Technology This thesis discusses theoretical and practical improvements to volume rendering in the context of visual data exploration and realistic rendering of three-dimensional data sets. Despite the increasing importance of volume rendering in the field of scientific visualization, state-of-theart algorithms still suffer from some major shortcomings. Difficulties include the numerical complexity as well as the high memory costs. This work presents a solution to these key problems by introducing synergy-effects, provided by the combination of the wavelet theory and new volume rendering approaches. On basis of this combination, three concepts are presented for the computation of global and local illumination scenarios. First, a new physically-based volume radiosity model is derived from the underlying transport theory model, which counts for both direct illumination and indirect illumination due to multiple interreflections of light. The global cube concept focuses on hierarchical approximations of the energy transfer within a pure volumetric environment. This concept is designed to meet the requirements of an accurate and fast computation scheme by using modern graphics hardware and efficient data topologies. Next, by neglecting indirect illumination effects, a new concept of wavelet-based image order volume rendering is derived. This technique extends classical rendering strategies, as it allows the formulation of a hierarchical rendering concept for locally illuminated data sets. Furthermore, global and local filtering operations of the wavelet transformed data sets are proposed to further compress the data and to increase the rendering speed. The analytic representation of the used B-spline wavelets provides realistic shading effects and analytic error bounds. Finally, by further assuming an isotropically absorbing medium, a new object order volume rendering approach is presented, which unifies efficient projection methods and the hierarchical representation of the data set in the wavelet space. This progressive rendering concept is performed by superimposing 2D textures and provides interactive volume visualization. The linearity of the rendering scheme allows the implementation of a highly efficient data coding strategy that encompasses the advantages of the wavelet transform and effective color space transformations. For each of these concepts, extensive error and performance analyses of the implemented prototypes are discussed. The analyses clearly prove the superiority of the introduced concepts.f_http://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/multires/Wavelet_VolRender_phdthesis.pdf,%Liu, Zhiyan Li, Kai Finkelstein, Adamd& Remote Volume Data VisualizationComputer Science Princeton UniversityRLmotivation, isosurface extraction, communication pattern, extensible router,:3http://www.cs.princeton.edu/nsg/workshop/zhiyan.pptCox, Michael Ell Brown, Maxineo 2000@9iGrid2000 Empowering Global Research Community NetworkingeHBiGrid2000 at INET2000, The 10th Annual Internet Society Conference Yokahama, Japano*$iGrid 2000, the International Grid, demonstrates how the power of today's research networks enables access to remote computing resources, distribution of digital media, and collaboration with distant colleagues. The concept of connecting geographically distant computing resources and people seamlessly, efficiently and routinely over high performance networks is itself a major research topic, as computer scientists and application scientists worldwide prototype the 21st-century advanced computational infrastructure, or "grid." iGrid highlights both the achievements in grid architecture development, and the advancements it enables in science, engineering, cultural heritage, art and architecture, media communications and distance education. iGrid features 24 applications from 14 regions Canada, CERN, Germany, Greece, Japan, Korea, Mexico, The Netherlands, Singapore, Spain, Sweden, Taiwan, United Kingdom and the United States with emphasis on tele-immersion, large datasets, distributed computing, remote instrumentation, collaboration, human/computer interfaces, streaming media, digital video and high-definition television. Applications are presented on impressive display technologies: the CAVE virtual reality theater developed by the University of Illinois at Chicago, the Super-High Definition digital cinema system from NTT Network Innovation Laboratory, and the Access Grid presentation environment developed by Argonne National Laboratory. Two ImmersaDesks as well as plasma displays also showcase applications in virtual reality (stereoscopic) or large-screen (monoscopic) mode. iGrid is connected to the JGN, the WIDE Project Network (in cooperation with NTT, TTNet and PNJC), APAN and the APAN/TransPAC (100 Mbps) link to STAR TAP(SM), the international interconnection point in Chicago, Illinois.XQM. Ghazisaedy Adamczyk, D. Sandin, Daniel J. Kenyon, Robert V. DeFanti, Thomas A. 1995NGUltrasonic Calibration of a Magnetic Tracker in a Virtual Reality Spacep:3IEEE Virtual Reality Annual International Symposium Research Triangle Park, NCThis paper describes a system for calibrating the position component of a 6-degree-of-freedom magnetic tracker by comparing the output with a custom-built ultrasonic measuring system. A look-up table, created from the collected difference data, is used to interpolate for corrected values. The error of the resulting corrected magnetic tracker position is measured to be less than 5% over the calibrated range.82http://www.evl.uic.edu/papers/pdf/soniccavecal.pdfD>Girado, J. Sandin, Daniel J. DeFanti, Thomas A. Wolf, Laura K. 2003ZTReal-time Camera-based Face Detection using a Modified LAMSTAR Neural Network SystemIS&T/SPIE's 15th Annual Symposium Electronic Imaging 2003, Applications of Artificial Neural Networks in Image Processing VIII,n  San Jose, CAD>This paper describes a cost-effective, real-time (640x480 at 30Hz) upright frontal face detector as part of an ongoing project to develop a video-based, tetherless 3D head position and orientation tracking system. The work is specifically targeted for auto-stereoscopic displays and projection-based virtual reality systems. The proposed face detector is based on a modified LAMSTAR neural network system. At the input stage, after achieving image normalization and equalization, a sub-window analyzes facial features using a neural network. The sub-window is segmented, and each part is fed to a neural network layer consisting of a Kohonen Self-Organizing Map (SOM). The output of the SOM neural networks are interconnected and related by correlation-links, and can hence determine the presence of a face with enough redundancy to provide a high detection rate. To avoid tracking multiple faces simultaneously, the system is initially trained to track only the face centered in a box superimposed on the display. The system is also rotationally and size invariant to a certain degree.bXa XRLeigh, Jason DeFanti, Thomas A. Johnson, Andrew E. Brown, Maxine Sandin, Daniel J. 19974.Global Tele-Immersion: Better than Being ThereICAT '97  Tokyo, JapanVirtual Reality, Tele-Immersion, Tele-Presence, Networking, Virtual Environment, CAVE, Spatially Immersive Display, Projection-Based Display TechnologiesztThe term Tele-Immersion was first used in October 1996 as the title of a workshop the Electronic Visualization Laboratory (EVL) at University of Illinois at Chicago (UIC) organized in Chicago to bring together researchers in distributed computing, collaboration, virtual reality (VR), and networking. Workshop attendees paid specific attention to the future needs of applications in the sciences, engineering, and education. EVL defines Tele- Immersion as the union of networked VR and video in the context of significant computing and data mining. Some researchers use the terms Collaborative Virtual Environment (CVE) or Distributed Virtual Environment (DVE) to describe the field of networked VR. Tele-Immersion, as defined by the authors, encompasses more image-based technology, like video and bit maps, than CVE/DVE researchers typically envision, so that more reality (so to speak) is incorporated. It also has the benefit of being pronounceable. Global Tele-Immersion is better than being there because physical travel, especially international travel, is best devoted to vacation, not work, in the authors experienced opinion.:3http://www.evl.uic.edu/cavern/cavernpapers/icat.pdfd82Leigh, Jason Johnson, Andrew E. DeFanti, Thomas A. 1997CAVERN: A Distributed Architecture for Supporting Scalable Persistence and Interoperability in Collaborative Virtual Environments HAJournal of Virtual Reality Research, Development and Applications 2.2217-23782Scalable Persistence Collaborative Virtual RealityCAVERN, the CAVE Research Network, is an alliance of industrial and research institutions equipped with CAVE s, ImmersaDesks, and high-performance computing resources all interconnected by high-speed networks to support collaboration in design, training, scientific visualization, and computational steering, in virtual reality. CAVERNsoft is the common collaborative software architecture for CAVERN. CAVERNsoft uses light-weight distributed data-stores as the mechanism for managing a wide range of data volumes (from a few bytes to several terrabytes) that are typically needed for sustaining persistence in virtual environments. Multiple networking interfaces support customizable- latency, data consistency, and scalability that is needed to support a broad spectrum of networking requirements. This paper begins by describing a number of collaborative virtual reality scenarios developed by our laboratory as well as our collaborators, with the goal of identifying the key issues of networking and database management that are unique to collaborative virtual reality. From these the CAVERNsoft architecture is presented including a report on the current status of CAVERNsoft's development.t@9http://www.evl.uic.edu/cavern/cavernpapers/vrs/index.htmlkq4xcb$Johnson, Andrew E. Fotouhi, F. 19954.Data Retrieval Through Virtual Experimentation>7Computer Graphics: Developments in Virtual Environments\ Leeds, EnglandjcInformation retrieval, browsing, virtual reality, scientific databases, visualization, sonification81In this paper we describe a new interface to scientific databases, the SANDBOX: Scientists Accessing Necessary Data Based On eXperimentation. The SANDBOX is a virtual reality tool allowing an investigator to visualize the contents of a scientific database while retrieving data. As the data in these databases was typically collected through experimentation, an investigator can use the SANDBOX to retrieve data from the database by placing virtual instruments into a virtual reenactment of the original experiment. These instruments give visual and auditory feedback, allowing the user to browse through the data, setting up and running experiments until they have collected the data they need. We have implemented a prototype of the SANDBOX on NASA's FIFE scientific database using the CAVE virtual reality theatre.4.http://www.evl.uic.edu/aej/papers/cgi/cgi.htmlXRJohnson, Andrew E. Leigh, Jason DeFanti, Thomas A. Brown, Maxine Sandin, Daniel J. 1998(!CAVERN: the CAVE Research NetworklB<1st International Symposium on Multimedia Virtual Laboratory  Tokyo, Japan 15-27HBCAVERN, the CAVE Research Network, is an alliance of industrial and research institutions equipped with CAVEs, Immersadesks, and high performance computing resources, interconnected by high-speed networks to support collaboration in design, training, education, scientific visualization, and computational steering, in virtual reality. Supported by advanced networking on both the national and international level, the CAVE research network is focusing on Tele-Immersion - the union of networked virtual reality and video in the context of significant computing and data mining..'http://www.evl.uic.edu/aej/mvl/mvl.html81Andrew E. Johnson Leigh, Jason DeFanti, Thomas A./ 1998PJMulti-disciplinary Experiences with CAVERNsoft Tele-Immersive ApplicationsHAFourth International Conference on Virtual Systems and Multimedia  Gifu, JapanZSCAVERNsoft is an architecture for creating Tele-Immersive applications, with the goal of making synchronous and asynchronous trans-oceanic collaboration a routine matter. This paper briefly discusses CAVERNsoft and then discusses several applications that have been built using CAVERNsoft with a focus on those with trans-oceanic concepts.r0*http://www.evl.uic.edu/aej/spie/vsmm2.html2+Andrew E. Johnson Leigh, Jason Costigan, J. 1998ztMultiway Tele-Immersion at Supercomputing '97, or Why We Used $6,000,000 Worth of VR Equipment to do the Hokey Pokey.'IEEE Computer Graphics and Applications.184 6-9Tele-Immersion, the union of networked virtual reality and video to support collaboration among scientists, engineers, and educators, is an important element in the computing information infrastructure envisioned by the National Computational Science Alliance. Tele-Immersion will allow people from around the world to casually enter a shared virtual environment, manipulate that environment - whether its a scientific simulation or a design space, and engage in discourse with their collaborators.<5http://www.evl.uic.edu/aej/sc97/cgamultiwaypaper.htmli`YJohnson, Andrew E. Roussou, M. Leigh, Jason Barnes, C. Vasilakis, Christina A. Moher, Tom\ 1998<6The NICE Project: Learning Together in a Virtual World VRAISh Atlanta, Georgia This paper describes the NICE project, an immersive learning environment for children implemented in the CAVE and related multi-user virtual reality (VR) technologies. The NICE project provides an engaging setting where children construct and cultivate simple virtual ecosystems, collaborate via networks with other remotely-located children, and create stories from their interactions in the real and virtual world.81http://www.evl.uic.edu/aej/vrais98/vrais98.2.html>8Johnson, Andrew E. Moher, Tom Ohlsson, S. Gillingham, M. 1999NGThe Round Earth Project: Deep Learning in a Collaborative Virtual World{ IEEE VR99g  Houston, TX5164 -171The Round Earth Project is investigating how virtual reality technology can be used to help teach concepts that are counter-intuitive to a learner's currently held mental model. Virtual reality can be used to provide an alternative cognitive starting point that does not carry the baggage of past experiences. In particular this paper describes our work in comparing two strategies for teaching young children that the Earth is spherical when their everyday experiences tell them it is flat.6/http://www.evl.uic.edu/aej/vrais99/vrais99.html^\VM. Czernuszenko Pape, Dave Sandin, Daniel J. DeFanti, Thomas A. Dawe, G. Brown, Maxine 1997RKThe ImmersaDesk and Infinity Wall Projection-Based Virtual Reality DisplaysComputer Graphics 312 Virtual Reality (VR) can be defined as interactive computer graphics that provides viewer-centered perspective, large field of view and stereo. Head Mounted Displays (HMDs) and BOOMs (TM) achieve these features with small display screens which move with the viewer, close to the viewer's eyes. Projection-based displays supply these characteristics by placing large, fixed screens more distant from the viewer. The Electronic Visualization Laboratory (EVL) of the University of Illinois at Chicago has specialized in projection-based VR systems. EVL's projection-based VR display, the CAVE(TM), premiered at the SIGGRAPH '92 conference. In this article we present two new, CAVE-derived, projection-based VR displays developed at EVL: the ImmersaDesk(TM) and the Infinity Wall(TM), a VR version of the PowerWall [9]. We describe the different requirements which led to their design, and compare these systems to other VR devices.4-http://www.evl.uic.edu/pape/CAVE/idesk/paper/o:4M. Czernuszenko Sandin, Daniel J. DeFanti, Thomas A. 1998RKLine of Sight Method for Tracker Calibration in Projection-Based VR Systemsg@:2nd International Immersive Projection Technology Workshop Ames, IAThis paper describes a method for correcting static errors in the position component of a 6-degree-of-freedom tracker in a projection-based VR system. This method allows users to observe where errors in the environment are significant and correct them interactively. Later touch-up correction is possible as well. This technique is based on superimposing targets in physical space with their virtual images. The only hardware addition to the VR system required is a few precisely placed targets.e81http://www.evl.uic.edu/papers/pdf/Calibration.pdflNHCzernuszenko, M. Sandin, Daniel J. Johnson, Andrew E. DeFanti, Thomas A. 1999$Modeling 3D Scenes from Video}"The Visual Computer Journal.157h341-3485We present a technique to obtain texture-mapped models of real scenes with a high degree of automation using only a video camera and an overhead projector. The user makes two passes with a hand-held video camera. For the first pass the scene is under natural illumination, and a structure-from-motion technique recovers coarse scene geometry and textures. For the second pass a grid of lines is projected onto the scene which allows us to acquire dense geometric information. The information from both passes is automatically combined and a final model consisting of the dense geometry of the scene and a properly registered texture is created.http://citeseer.ist.psu.edu/cache/papers/cs/15494/http:zSzzSzwww.evl.uic.eduzSzaejzSzpaperszSzVisualComp.pdf/modeling-scenes-video.pdfNHDaily, M. Jerald, J. Lee, C. Martin, K. McInnes, D. Tinker, P. Smith, R. 200081Distributed Design Review in Virtual EnvironmentspZSProc. Third International Conference on Collaborative Virtual Environments, CVE2000 San Francisco, CAVirtual environments, multi-modal, global scale collaboration, design review, tele-conferencing, spatialized audio, speech recognitionIn large distributed corporations, distributed design review offers the potential for cost savings, reduced time to market, and improved efficiency. It also has the potential to improve the design process by enabling wider expertise to be incorporated in design reviews. This paper describes the integration of several components to enable distributed virtual design review in mixed multi-party, heterogeneous multi-site 2D and immersive 3D environments. The system provides higher layers of support for collaboration including avatars, high fidelity audio, and shared artifact manipulation. The system functions across several interface environments ranging from CAVEs to Walls to desktop workstations. At the center of the software architecture is the Human Integrating Virtual Environment (HIVE) [6], a collaboration infrastructure and toolset to support research and development of multi-user, geographically distributed, 2D and 3D shared applications. The HIVE functions with VisualEyes software for visualizing 3D data in virtual environments. We also describe in detail the configuration and lessons learned in a two site, heterogeneous multi-user demonstration of the system between HRL Laboratories in Malibu, California and GM R&D in Warren, Michigan.g>8http://www.evl.uic.edu/cavern/papers/HRLcve2000final.pdfH Jp |<Goldman, J. Roy, T. 1994 Cosmic Worm .'IEEE Computer Graphics and Applications 144d 12-14\{Sometimes scientists would like to stick their heads into interesting parts of their data sets and look around, but they are hampered by the outsidelooking- in aspect of workstation-based visualization. At the Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago, we are attempting to break some of the visualization barriers with a distributed computing and visualization environment developed using the Cave Automatic Virtual Environment (CAVE) virtual reality theater. In particular, were trying to provide physicists and astrophysicists at the National Center for Supercomputing Applications (NCSA) a new vehicle for scientific discovery. This paper describes The Cosmic Worm, a CAVE-based distributed computing and visualization package that enables NCSA scientists to examine astrophysics and relativity data in an interactive, immersive environment.-81http://www.evl.uic.edu/papers/pdf/cosmic_worm.pdfEGoldstein, Benjamin A. 2000XRTandem: a Component-Based Framework for Interactive, Collaborative Virtual RealityComputer Science (!University of Illinois at Chicagoa 318\ h bVirtual Reality (VR) has shown much progress in this last decade. This progress has culminated in the form of several commercially available libraries and toolkits that handle the lower-level details of the hardware and software that supports this domain. As the construction of a high-bandwidth network infrastructure is currently being put into place, much VR research has shifted its focus from such problems as rendering graphics in real-time, and the development of VR hardware devices, to Collaborative Virtual Reality (CVR). Advances in this domain point towards the birth of a new medium of communication. Participants in locations around the world can participate in a shared space, conducting activities such as design reviews and tele-conferencing. It is essential to the maturation of CVR that systems that facilitate this development are readily available. Application development in the domain of CVR is still exceedingly difficult due to the level of expertise required in the numerous hardware and software systems that make up this domain. Few systems are currently available that facilitate the development of VR applications and in addition support the necessary interaction and networking aspects of CVR. As a result the challenge still remains to integrate suitable hardware and software into a system that easily adapts to the constant changes that are occurring in this rapidly evolving medium. Design patterns are ideal for supporting a component-based architecture. They are context-free, objectoriented solutions to reoccurring design issues in the development of software. The use of design patterns extends towards the construction of a library of reusable components, maximizing development effort. In addition, they also facilitate the integration of new systems that support underlying layers (such as graphics and networking) as the domain undergoes change. This thesis is an examination of the requirements of CVR and the design and implementation of a component-based framework that supports these requirements. Design patterns form the basis of the architecture presented herein, and promote a system that is directed towards the rapid development of CVR applications. In addition, an overview of an application developed using this framework is given. This will evaluate the usefulness of this framework with respect to a set of features common to the domain of CVR.LEhttp://www.evl.uic.edu/cavern/seminars/limbo2/Thesis/TandemThesis.pdf^WGregorski, Benjamin Duchaineau, Mark Lindstrom, Peter Pascucci, Valerio Joy, Kenneth I. 2002@9Interactive View Dependent Rendering of Large IsosurfacesIEEE Visualization F?Center for Appl. Sci. Comput., Lawrence Livermore Nat. Lab., CAV475-482mleview-dependent rendering, isosurfaces, multiresolution tetrahedral meshes, multiresolution techniquessb\We present an algorithm for interactively extracting and rendering isosurfaces of large volume datasets in a view-dependent fashion. A recursive tetrahedral mesh refinement scheme, based on longest edge bisection, is used to hierarchically decompose the data into a multiresolution structure. This data structure allows fast extraction of arbitrary isosurfaces to within user specified view-dependent error bounds. A data layout scheme based on hierarchical space filling curves provides access to the data in a cache coherent manner that follows the data access pattern indicated by the mesh refinement.f`http://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/Other/view_dependent_isosurface_viz02.pdfRobert L. Grossman Yunhong Gu Don Hamelburg Dave Hanley Xinwei Hong Jorge Levera Dave Lillethun Marco Mazzucco Joe Mambretti Jeremy Weinberger 2003F?Experimental Studies Using Photonic Data Services at iGrid 2002("Future Generation Computer Systems196945-956We describe an architecture for remote and distributed data intensive applications which integrates optical path services, network protocol services for high performance data transport, and data services for remote data analysis and distributed data mining. We also present experimental evidence using geoscience data that this architecture scales to long haul, high performance networks.B;http://www.evl.uic.edu/cavern/optiputer/papers/grossman.pdf&Guthe, Stefan StraBer, WolfgangM 2001HAReal time Decompression and Visualization of Animated Volume DataIEEE Visualization (!WSI/GRIS, Tubingen Univ., Germany349-572RLtime critical visualization, compression for visualization, volume rendering(!Interactive exploration of animated volume data is required by many application, but the huge amount of computational time and storage space needed for rendering does not yet allow the visualization of animated volumes. In this paper, we introduce an algorithm running at interactive frame rates using 3D wavelet transforms that allows for any wavelet, motion compensation techniques and various encoding schemes of the resulting wavelet coefficients to be used. We analyze different families and orders of wavelets for compression ratio and the introduced error. We use a quantization that has been optimized for the visual impression of the reconstructed volume, independent of the viewing algorithm. This enables us to achieve very high compression ratios while still being able to reconstruct the volume with as few visual artifacts as possible. A further improvement of the compression ratio has been achieved by applying a motion compensation scheme to exploit temporal coherency. Using these schemes, we are able to decompress each volume of our animation at interactive frame rates, while visualizing these decompressed volumes on a single PC. We also present a number of improved visualization algorithms for high-quality display using OpenGL hardware running at interactive frame rates on a standard PC.elehttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/Other/decompression_animated_volumes_viz01.pdf/kj&NGDave Pape Anstey, J., D'Souza, S. DeFanti, T. Roussou, M. aitatzes, A.u 2001@:Shared Miletus: Towards a Networked Virtual History Museum`YInternational Conference on Augmented, Virtual Environments and Three-Dimensional Imaging Mykonos, GreeceShared Miletus is a networked Virtual Cultural Heritage application rst demonstrated at the INET 2000 conference. In this application we sought to explore new tools and techniques, ones that could be useful to create a networked vir- tual environment which takes the place of a tra- ditional museum. This paper describes the soft- ware used to build the environment, and the vir- tual tools created specically to support remote, international visitors to the exhibition.:4http://www.evl.uic.edu/papers/pdf/miletus-icav3d.pdf"Dave Pape Sandin, Daniel J. 2002Alive on the GridTNSCI 2002 - 6th World Multiconference on Systemics, Cybernetics and Informatics  Orlando, FL{82Virtual reality, shared environments, computer artAlive on the Grid" is a collection of virtual art worlds where local and distant participants alike can interact in shared virtual spaces. Enabled by the Grid - collections of networks, computers and virtual reality displays that span the globe - users interact with one another and the models contained within each piece. This paper discusses both the artistic and technical aspects of Alive on the Grid("http://resumbrae.com/papers/sci02/$Dave Pape Anstey, J. Dawe, G.1 2002:3A Low-Cost Projection Based Virtual Reality Displayef_The Engineering Reality of Virtual Reality 2002 SPIE Electronic Imaging: Science and Technology  San Jose, CAThis paper describes the construction of a single screen, projection-based VR display using commodity, or otherwise low-cost, components. The display is based on Linux PCs, and uses polarized stereo. Our aim is to create a system that is accessible to the many museums and schools that do not have large budgets for exploring new technology. In constructing this system we have been evaluating a number of options for the screens, projectors, and computer hardware.82http://www.evl.uic.edu/pape/papers/lowcost.spie02/$Park, Kyoung Kenyon, Robert V. 1999d^Effects of Network Characteristics on Human Performance in a Collaborative Virtual EnvironmentIEEE VRe  Houston, TXbWe assessed the effects of network latency and jitter on a cooperative teleoperation task in a collaborative virtual environment. Two remote partners worked together to manipulate shared virtual objects over a network. The was to minimize the time to transfer a ring through one of four paths with the least number of collisions. The performance of human subjects was measured and analyzed quantitatively as a function of network latency: 10 and 200 msec delays with and without jitter. Jitter had the greatest impact on coordination performance when the latency was high and the task was difficult. These results are discussed in light of current and future CVE tasks.2+http://www.evl.uic.edu/cavern/hci/parkk.pdf<6Park, Kyoung Kapoor, Abhinav Scharver, C. Leigh, Jason 200082Exploiting Multiple Perspectives in Tele-Immersion82IPT 2000: Immersive Projection Technology Workshop Ames, IA2+Tele-immersion, Multiple Perspectives, CSCWThe work in this paper describes a preliminary observational study conducted on users of CAVE6D, a collaborative CAVE-based virtual reality tool for visualizing multivariate oceanographic data sets. CAVE6D presents the concept of multiple perspectives by allowing participants to customize their views while working collaboratively and supporting the views either privately or globally. The goal of this study is to understand how tele-immersed participants cooperate when presented with multiple perspectives and to explore ways to leverage these perspectives to allow scientists to more rapidly interpret massive multi-dimensional data sets.B7IEEE Parallel and Large Data Visualization and Graphics 0*Lawrence Livermore Nat. Lab., Berkeley, CA 61-67 zimage cache, impostors, scientific visualization, multiresolution techniques, hierarchical techniques, parallel techniquesWe introduce a multilayered image cache system that is designed to work with a pool of rendering engines to facilitate a frame-less, asynchronous rendering environment for scientific visualization. Our system decouples the rendering from the display of imagery at many levels; it decouples render frequency and resolution from display frequency and resolution; allows asynchronous transmission of imagery instead of the compute-send cycle of standard parallel systems; and allows local, incremental refinement of imagery without requiring all imagery to be rerendered. Interactivity is accomplished by maintaining a set of image tiles for display while the production of imagery is performed by a pool of processors. The image tiles are placed in fixed places in camera (vs. world) space to eliminate occlusion artifacts. Display quality is improved by increasing the number of image tiles and imagery is refreshed more frequently by decreasing the number of image tiles.uf`http://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/multires/multilayer_image_cache_pvg03.pdfhaLascara, Cathy M. Wheless, Glen H. Cox, D. Patterson, R. Levy, S. Johnson, Andrew E. Leigh, Jasonc 1999NHTeleImmersive Virtual Environments for Collaborative Knowledge DiscoveryD>Proceedings of the Advanced Simulation Technologies ConferenceNGThis paper describes the design and implementation of two tele-immersive applications, CVD and CAVE6D, both designed to support collaborative knowledge discovery from large multidimensional datasets. CVD integrates the capabilities of two existing VR applications, CAVE6D and Virtual Director, in order to provide immersive experiences of distributed data using high performance networks and interactive hardware and software. CAVE6D is similar in function yet is tightly integrated with the CAVERNsoft toolkit so as to provide access to remote computational platforms and databases.6/http://www.evl.uic.edu/papers/pdf/Knowledge.pdf2,Law, C. Charles Henderson, Amy Ahrens, James 2001LFAn Application Architecture for Large Data Visualization: A Case Study>7IEEE Parallel and Large Data Visualization and Graphics125-159We present an open-source visualization application with a data-parallel application architecture. The architecture is unique because is uses the Tcl scripting language to synchronize the user interface with the Visualization ToolKit (VTK) parallel visualization pipeline and parallel-rendering module. The resulting application shows scalable performance, and is easily extendable because of its simple modular architecture. We demonstrate the application with a 9.8 gigabyte structured-grid ocean modeld^http://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/parallel_volviz/paraview_arch_pvg01.pdf-x#*$Wan, Ming Sadiq, Aamir Kaufman, Arie 2002F@Fast and Reliable Space Leaping for Interactive Volume RenderingIEEE Visualization Boeing Co., Seattle, WA\195-202XQvirtual navigation, volume visualization, ray-casting optimization, space leaping0>7We present a fast and reliable space-leaping scheme to accelerate ray casting during interactive navigation in a complex volumetric scene, where we combine innovative space-leaping techniques in a number of ways. First, we derive most of the pixel depths at the current frame by exploiting the temporal coherence during navigation, where we employ a novel fast cell-based reprojection scheme that is more reliable than the traditional intersection-point based reprojection. Next, we exploit the object space coherence to quickly detect the remaining pixel depths, by using a precomputed accurate distance field that stores the Euclidean distance from each empty (background) voxel toward its nearest object boundary. In addition, we propose an effective solution to the challenging new-incoming-objects problem during navigation. Our algorithm has been implemented on a 16-processor SGI Power Challenge and reached interactive rendering rates at more than 10 Hz during the navigation inside 512/sup 3/ volume data sets acquired from both a simulation phantom and actual patients.iZThttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/Other/space_leaping_viz02.pdfVPWatson, Benjamin Kim, Janet McEneany, Tim Moher, Tom Hindo, Claudia Gomez, Louis 2004d^StorySpace: Technology Supporting Reflection, Expression, and Discourse in Classroom Narrative.'IEEE Computer Graphics and Applications3D>The StorySpace project studies the role new interface technologies might play in high school education. Unfortunately, technology often seizes center stage in the classroom, becoming itself the topic of instruction. We argue that learning in general and learning about technology in particular will be most successful when technology is used in the service of learning, rather than learning in the service of technology. Certainly, outside of the classroom, technology is rarely an end in itself; application gives technology its power. The classroom should be no different.81http://www.evl.uic.edu/papers/pdf/storyspace1.pdfp0*Weiskopf, Daniel Engel, Klaus Ertl, Thomas 2002XQVolume Clipping via Per-Fragment Operations in Texture-Based Volume Visualization$IEEE Visualization Proceedings HAVisualization & Interactive Syst. Group, Stuttgart Univ., Germany 93-10081volume rendering, clipping, hardware accelerationopjWe propose new clipping methods that are capable of using complex geometries for volume clipping. The clipping tests exploit per-fragment operations on the graphics hardware to achieve high frame rates. In combination with texture-based volume rendering, these techniques enable the user to interactively select and explore regions of the data set. We present depth-based clipping techniques that analyze the depth structure of the boundary representation of the clip geometry to decide which parts of the volume have to be clipped. In another approach, a voxelized clip object is used to identify the clipped regions.F@http://www.vis.uni-stuttgart.de/~weiskopf/publications/vis02.pdfHH@] Germans2000C Germans2003 Ghattas2003 Ghazisaedy1995 Gillingham1998q Gillingham1999r Gillingham1999t Gillingham1999P Girado20000 Girado2002 Girado2003 Glen19991 Goldman1994 Goldstein1999p Goldstein2000 Gomez2004 Gonser2002  Gregorski2002: Greiner2002 Gribble2003 Groller2003Grossman19944Grossman19949mGrossman1999nGrossman1999Grossman1999oGrossman2000GGrossman2003HGrossman2003H Gu2003n Guthe2001 Guthe2002 Haas20022 Haas20022 Haas20022=Hadwiger20027 Hamann19977 Hamann2000H Hamelburg2003H Hanley200303 Hansenn7 Hansen19977 Hansen20011" Hansen20022/ Hansen20020. Hansen20020 Hansen20033 Hart1990 Hart19909 Hart1990 Hart19929 Hart 1991 Hartner2003 He2000\ He20010[ He2001s He2002E He2003 He20030 Heiland1999  Henderson2001 Hicks1999 Hindo2004H Hong20030* Houston2002\ Hu20011 Huang1995 Huang1995 Huang1996( Huang1999 Huang1999  Huang2003 Hudson19939 Hudson19999* Humphreys2002 Humphreys2003 Imai1998 Imai19999 Imai1999 Imai1999 Imai1999 Imai2000 Ingle1994 Insley1997 Jason Leigh2000| Jeong2004^ Jerald2000 Johnson1994 Johnson1994 Johnson1995 Johnson1995x Johnson1996y Johnson1996z Johnson1996 Johnson1996` Johnson1997a Johnson1997b Johnson1997 Johnson1997 Johnson1997c Johnson1998e Johnson1998f Johnson1998g Johnson1998 Johnson1998 Johnson1998 Johnson1998 Johnson1998 Johnson1998 Johnson1998 Johnson1998 Johnson1998 Johnson1998m Johnson1999q Johnson1999r Johnson1999s Johnson1999t Johnson1999n Johnson1999 Johnson1999 Johnson1999 Johnson1999 Johnson1999 Johnson1999 Johnson1999 Johnson1999 Johnson1999 Johnson1999 Johnson1999 Johnson1999 Johnson1999 Johnson1999v Johnson2000o Johnson2000 Johnson2000 Johnson2000 Johnson2000 Johnson2000 Johnson2000 Johnson2000 Johnson2000i Johnson2001 Johnson2001 Johnson2001 Johnson2001 Johnson2001; Johnson2002N Johnson2002 Johnson2002 Johnson2002 Johnson2002 Johnson2002M Johnson2003 Johnson2003 Johnson2003 Johnson2003 Johnson2003| Johnson2004 Johnson2004 Joy2000 Joy2002Kanitsar2003f Kapoor19988 Kapoor19999 Kapoor19999l Kapoor2000k Kapoor2000D Karayannis2003Karumuri19989Kauffman2004% Kaufman2000# Kaufman2002 Kaufman2003 Keahey20011& Kelly2001 Kelso1999 Kenyon19922 Kenyon19959 Kenyon1995 Kenyon1995g Kenyon1998 Kenyon19989j Kenyon1999 Kenyon19999 Kenyon1999 Kenyon2000 Kenyon20000 Kenyon2001 Keshner1999 Keshner2000 Keshner2000 Keshner2001 Kesselman1998 Kesselman1999Kettunen1995Kettunen1995 Khan19999P Khan20000 Kilb2003 Kim2002 Kim2002 Kim2002 Kim2003 Kim20043 Kindlmann/ Kindlmann2002. Kindlmann2002*Kirchner20022~Kirihata2004 Kirkby2002* Klosowski2002 Klosowski20033Kniss  Kniss2001" Kniss2002/ Kniss2002= Kniss2002. Kniss2002Q Knoop2003R Knoop2003S Knoop2003 Komatitsch20030 Korab1995 Krishnaprasad2000\ Krishnaprasad2001E Krishnaprasad2003I Krishnaprasad2003 Krishnaprasad2003 Kriz19999! Kruger2002 Kuhfuss1996dKukimoto1998 Kumar2002 LaMar2000 LaMar2003f Lascara1998 Lascara1999 Lascara1999 Lascara1999Laughbon2002  Law2001 Lee1993^ Lee2000 Leigh1993 Leigh1993 Leigh1994 Leigh1994 Leigh1994x Leigh1996y Leigh1996z Leigh1996 Leigh1996` Leigh1997a Leigh1997b Leigh1997 Leigh1997 Leigh1997c Leigh1998He2002E He2003̅ He20030 Heiland1999  Henderson2001 Hicks1999 Hindo2004H Hong20030* Houston2002\ Hu20011Huang Huang1995 Huang1996( Huang1999  Huang2003 Hudson19939 Hudson19999* Humphreys2002 Humphreys2003 Imai19999 Imai1999̺ Imai1999̕ Imai2000̽ Insley1997̓ Jason Leigh2000| Jeong2004^ Jerald2000̝ Johnson Johnson1995x Johnson1996y Johnson1996z Johnson1996 Johnson1996` Johnson1997a Johnson1997b Johnson1997 Johnson1997c Johnson1998e Johnson1998f Johnson1998g Johnson1998 Johnson1998 Johnson1998 Johnson1998 Johnson1998 Johnson1998 Johnson1998m Johnson1999q Johnson1999r Johnson1999s Johnson1999t Johnson1999n Johnson1999 Johnson1999 Johnson1999 Johnson1999 Johnson1999 Johnson1999 Johnson1999 Johnson1999 Johnson1999 Johnson1999v Johnson2000o Johnson2000 Johnson2000 Johnson2000 Johnson2000 Johnson2000 Johnson2000i Johnson2001 Johnson2001 Johnson2001 Johnson2001; Johnson2002N Johnson2002 Johnson2002 Johnson2002M Johnson2003 Johnson2003 Johnson2003 Johnson2003 Johnson2003| Johnson2004 Johnson2004 Joy2000 Joy2002Kanitsar2003f Kapoor19988 Kapoor19999 Kapoor19999l Kapoor2000k Kapoor2000D Karayannis2003% Kaufman2000# Kaufman2002 Kaufman2003 Keahey20011& Kelly2001 Kelso1999g Kenyon1998j Kenyon1999̠ Kenyon19999 Kesselman1998 Kesselman1999Kettunen1995̠ Khan19999P Khan20000 Kilb2003 Kim2002 Kim2002 Kim2003 Kim20043 Kindlmann/ Kindlmann2002. Kindlmann2002*Kirchner20022~Kirihata2004* Klosowski2002 Klosowski20033Kniss  Kniss2001" Kniss2002/ Kniss2002= Kniss2002. Kniss2002Q Knoop2003R Knoop2003S Knoop2003 Korab1995 Krishnaprasad2000\ Krishnaprasad2001E Krishnaprasad2003I Krishnaprasad2003 Krishnaprasad2003 Kriz19999! Kruger2002̨ Kuhfuss1996dKukimoto1998̉ Kumar2002 LaMar2000 LaMar2003f Lascara1998 Lascara1999 Lascara1999 Lascara1999  Law2001 Lee1993^ Lee2000 Leigh1993 Leigh1993 Leigh1994x Leigh1996y Leigh1996z Leigh1996 Leigh1996` Leigh1997a Leigh1997b Leigh1997 Leigh1997c Leigh1998|VX Leigh, Jason 2004Blitz3D for the GeoWalleBlitz3D is a programming language (based on the original BASIC programming language) for creating sophisticated game graphics with very simple commands. This web page contains information on how to get programs written in the Blitz3D to run in side-by-side stereo on the GeoWall.@:http://www.evl.uic.edu/cavern/agave/BLITZ3D_STEREO_DEPLOY/NHLeigh, Jason Johnson, Andrew E. Renambot, Luc Singh, Rajvikram Jeong, B. 2004TNTeraVision: a Distributed, Scalable, High Resolution Graphics Streaming SystemClusteru  San Diego, CAa1082In electronically mediated distance collaborations involving scientific data, there is often the need to stream the graphical output of individual computers or entire visualization clusters to remote displays. This paper presents TeraVision as a scalable platform-independent solution which is capable of transmitting multiple synchronized high-resolution video streams between single workstations and/or clusters without requiring any modifications to be made to the source or destination machines. Issues addressed include: how to synchronize individual video streams to form a single larger stream; how to scale and route streams generated by an array of MxN nodes to fit a XxY display; and how TeraVision exploits a variety of transport protocols. Results from experiments conducted over gigabit local-area networks and wide-area networks (between Chicago and Amsterdam), are presented. Finally, we propose the Scalable Adaptive Graphics Environment (SAGE) - an architecture to support future collaborative visualization environments with potentially billions of pixels.F?http://www.evl.uic.edu/papers/pdf/TeraVisionCluster_2004%20.pdfLi, Xinyue Shen, Han-Wei 2003VPTime Critical Multiresolution Volume Rendering Using 3D Texture Mapping HardwareLFProceedings of IEEE Parallel and Large Data Visualization and Graphics B8Yasuhiro Kirihata Jason Leigh Chaoyue Xiong Tadao Murata 2004<6A Sort-Last Rendering System over an Optical Backplane CITSAt6rSort-Last is a computer graphics technique for rendering extremely large data sets on clusters of computers. Sort-Last works by dividing the data-set into even-sized chunks for parallel rendering and then composing the images to form the final result. Since sort-last rendering requires the movement of large amounts of image data between cluster nodes, the network interconnecting the nodes becomes a major bottleneck. In this paper, we describe a sort-last rendering system implemented on a cluster of computers whose nodes are connected by an all-optical switch. The rendering system introduces the notion of the Photonic Computing Engine, a computing system built dynamically by using the optical switch to create dedicated network connections between cluster nodes. The sort-last volume rendering algorithm was implemented on the Photonic Computing Engine, and its performance is evaluated. Preliminary experiments show that performance is affected by the image composition time and average payload size. In an attempt to stabilize the performance of the system, we have designed a flow control mechanism that uses feedback messages to dynamically adjust the data flow rate within the computing engine.JChttp://www.evl.uic.edu/papers/pdf/citsa2004-camera-ready(final).pdfHBKirkby, K. Morin, P. Finley, F. Brandt, J. Burdick, R. Nayak, Atul 2002VPBenefits And Implications Of Using Stereo Projection In Earth Science Classrooms(!The Geological Society Of America!  Denver, CO<6Stereo projection systems bring a whole new dimension to Earth Science education. They can transform the way students learn many traditional earth science concepts, as well as allow them to explore new topics whose interpretation previously required a large amount of prior knowledge. Stereo projection allows students to view photographic images and computer visualizations as three-dimensional objects. They can interactively manipulate visualizations of global data sets, mathematical models of geological processes, three-dimensional geologic maps, time-dependent relationships or take virtual field trips to the rim of a Martian canyon or to climb the slope of a mid-ocean ridge. The adoption of stereo visualization as a classroom tool is not without its consequences however. Stereo projection can fundamentally change the way that earth science concepts are taught. This means that it is not sufficient to merely build a stereo projection system, you have to revise course structures and materials to fully integrate stereo projection into the curriculum. The fact that stereo projection opens the course to entirely new concepts and materials also requires that we reexamine what we hope to teach. Which new concepts should be added and which materials traditionally used need to be modified or abandoned to make room in the course structure? Not the least of these logistical and pedagogical issues is the dawning realization that technology has now brought science education to the same dilemma facing other fields. Educational technology is changing so rapidly that it threatens to outpace our ability to modify course structures to incorporate it, and more importantly our ability to assess its effectiveness. How do we effectively assess technology that evolves weekly, in an academic framework of quarters, semesters and years?NHhttp://gsa.confex.com/gsa/2002AM/top/papers/viewonly.cgi?username=43077&2,Kniss, Joe Kindlmann, Gordon Hansen, Charles Simian UtahpjMulti-dimensional transfer functions, Direct Manipulation Widgets, Dual-domain interaction, Shaded volumes2,http://www.cs.utah.edu/~jmk/simian/index.htm?~FR J. Tremonti 2002Liquidon (!University of Illinois at Chicago318 MFAoLiquidon is an immersive, realtime, audio-visual composition that consists of a virtual environment and an interactive multi-channel soundscape. Liquidon explores the field of ITC. ITC, an acronym for Instrumental Transcommunication, is a field of research pertaining to the use of technological apparatus to facilitate communication with the dead. Liquidon utilizes a custom camera-based interface to capture video from a randomly tuned analog television set. The video frames are analyzed by the system and used to construct a three-dimensional representation of the image. Parametric data is extracted from the video frames and shared via a local area network with the sound composition. The composition is generated by a set of interconnected synthesis and processing modules developed in Max/MSP. Fragments of ITC recordings made by researchers such as Konstantin Raudive, Friedrich Jurgenson, and Raymond Cass are processed by the system, interwoven with a live radiophonic input, and dynamically distributed across multiple loudspeakers. Parameters such as pitch, amplitude, and phase are periodically tracked and shared via the network with the virtual environment. These parameters are used to influence the rendering and spatial distribution of the geometry. Thus, the two systems, visual and acoustic, remain locked in an evolving relationship of interdependence. This gives rise to a non-deterministic composition that is structured by feedback.4.http://www.evl.uic.edu/papers/pdf/liquidon.pdf<5L. Turner Levine, D. Huang, M. Papka, M. Kettunen, L.. 1995b\Using the CAVE Virtual-Reality Environment as an Aid to 3-D Electronmagnet Field ComputationPICOMPUMAG - Berlin Conference on the Computation of Electromagnetic Fieldsr Berlin, Germany}One of the major problems in three-dimensional field computation is visualizing the resulting 3-D field distributions. A virtual reality environment, such as the CAVE is helping to overcome this problem, thus making the results of computation more usable for designers and users of magnets and other electromagnetic devices. As a demonstration of the capabilities of the CAVE, the Elliptical Multiplole Wiggler (EMW), an insertion device being disigned for the Advanced Photon Source (APS) now being commissioned at Argonne National Laboratory (ANL) was made visible, along with its fields and beam orbits. Other use of the CAVE in preprocessing and postprocessing computation for electromagnetic applications is underway.4.http://www.evl.uic.edu/papers/pdf/Magnet95.pdf C. Vasilakis 1994>7User Studies for Toolkit Development in Virtual Reality D>Sixth Workshop of the Psychology of Programming Interest Group England{VOThis paper reports the results of preliminary studies conducted towards the development of a virtual reality user interface toolkit. Before an interface can be described and developed, studies need to be conducted which investigate the viability of using current known methods of interface design within an immersive environment. Methods that work successfully on one particular platform, for instance, a workstation, may not be suited for use in a virtual reality environment. The first section briefly describes these studies and outlines the implications designing interfaces in virtual reality. In particular, parallels are drawn between interface design in the workstation environment and in an immersive environment, and differences between them are listed and analyzed. Next, two sessions of user surveys are described. In the first, a survey session, expert users were asked questions about their experiences in writing ineterfaces for a virtual reality application. They also described difficulties they encountered as a result of programming for this environment. During the second, a simulation session, users were asked to evaluate a toolkit metaphor and schemes for implementation of interfaces. The final section of this paper is devoted to the discussion of users' responses and the implications they have for suggesting future research topics.2+Shalini Venkataraman Jason Leigh Tom Coffin 2003VPKites Flying In and Out of Space -- Distributed Physically-based Art on the GRID("Future Generation Computer Systems196 973-982f*$Virtual Reality; GRID Art; KitetailsIn this paper, we describe the design and implementation of a Virtual Reality (VR) art pieceKites flying in and out of space that was inspired by the kite-like art forms of French artist, Jackie Matisse. We use a physically based animation method known as the mass-spring model to realistically simulate the movement of these virtual kitetail forms in the CAVE VR theatre. In this immersive environment, the user can interact with these virtual kites by moving them, changing their imagery or adding a wind force. However, the real-time requirements imposed by immersive environments and the computational complexity in calculating these forms inhibit the number of kites we can fly. To address this limitation, we show how the use of distributed computing resources across the GRID can provide a scalable solution. Serendipitously, we also discovered that the movement of these virtual art forms became visual metaphors for the network performance and parameters.D=http://www.evl.uic.edu/cavern/optiputer/papers/kitespaper.pdf:3Viola, Ivan Kanitsar, Armin Groller, Meister Eduardh 2003^XHardware Based Non Linear Filtering and Segmentation Using High Level Shading LanguagesIEEE Visualization PIInst. of Comput. Graphics & Algorithms, Vienna Univ. of Technol., Austriaw309-316c@:non-linear filtering, segmentation, hardware acceleration,Non-linear filtering is an important task for volume analysis. This paper presents hardware-based implementations of various non-linear filters for volume smoothing with edge preservation. The Cg high-level shading language is used in combination with latest PC consumer graphics hardware. Filtering is divided into pervertex and per-fragment stages. In both stages we propose techniques to increase the filtering performance. The vertex program pre-computes texture coordinates in order to address all contributing input samples of the operator mask. Thus additional computations are avoided in the fragment program. The presented fragment programs preserve cache coherence, exploit 4D vector arithmetic, and internal fixed point arithmetic to increase performance. We show the applicability of non-linear filters as part of a GPU-based segmentation pipeline. The resulting binary mask is compressed and decompressed in the graphics memory on-the-fly.f`http://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/Other/filtering_segmentation_cg_viz03.pdfIEEE Visualization 2003ZSCourse Notes - Interactive Visualization of Volumetric Data on Consumer PC HardwareaHAInteractive visualization is no longer restricted to expensive workstations and dedicated hardware thanks to the fast evolution of consumer graphics. Course participants will learn to leverage new features of graphics hardware to build applications for the interactive visualization of volumetric data. A large body of the course deals with high-quality volume rendering. Beginning with basic texture-based approaches, the algorithms are improved and expanded incrementally, covering illumination, non-polygonal isosurfaces, transfer function design, volumetric effects, and hardware-accelerated high-quality filltering. The final session of the course discusses volumetric flow visualization and aspects of system design. Course participants are provided with documented source code covering details usually omitted in publications.6/http://www.vis.uni-stuttgart.de/vis03_tutorial/YUDF?D. Browning Cruz-Neira, C. Sandin, Daniel J. DeFanti, Thomas A.2 1993b\The CAVE Automatic Virtual Environment: Projection-Based Virtual Environments and DisabilityZSFirst Annual International Conference, Virtual Reality and People with DisabilitiesThe Electronic Visualization Laboratory at the University of Illinois at Chicago has developed a new virtual reality interface called the CAVE (CAVE Automatic Virtual Environment). It surrounds the viewer with projected images of a virtual environment. Three rear-projection screens make up three walls of a ten-foot cube that all but disappear when illuminated with computer graphics. A fourth data projector illuminates the floor for complete immersion. The viewer can move around the virtual environment and see his own body as he interacts with real and virtual objects. This paper describes the use of a projection-based virtual reality (VR) interface (the CAVE) for persons with disability. It compares the projection paradigm with the more common VR technologies of head or boom-mounted displays and their associated position sensing techniques. In particular, advantages and disadvantages of the CAVE are discussed in terms of disability issues. These include shared or guided experiences, physical access to the technology, intrusiveness on the user and inclusion of real world objects in the environment. Finally, appropriate disability related applications for projection based virtual environments are considered in light of the inherent properties.B8IEEE Transactions on Visualization and Computer Graphics3 4 352-369TNVolume data visualization, multiresolution representation, tetrahedral meshes.XQA system to represent and visualize scalar volume data at multiple resolution is presented. The system is built on a multiresolution model based on tetrahedral meshes with scattered vertices that can be obtained from any initial dataset. The model is built off-line through data simplification techniques, and stored in a compact data structure that supports fast on-line access. The system supports interactive visualization of a representation at an arbitrary level of resolution through isosurface and projective methods. The user can interactively adapt the quality of visualization to requirements of a specific application task and to the performance of a specific hardware platform. Representations at different resolutions can be used together to further enhance interaction and performance through progressive and multiresolution rendering.b\http://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/multires/multires_volviz_vizcga97.pdfMKivXl0)Park, Kyoung Kapoor, Abhinav Leigh, Jason 2000{Lessons Learned from Employing Multiple Perspectives In a Collaborative Virtual Environment for Visualizing Scientific Data ACM CVE 2000 San Francisco, CA@9CSCW, awareness, multiple perspectives, subjective views.6/This paper explores the concept of multiple perspectives to enhance collaboration by allowing remote participants to tailor their views, user-interfaces and roles to their particular needs and expertise. It describes a preliminary design study conducted on users of a collaborative CAVE-based virtual reality tool for visualizing oceanographic data. Results will focus on the patterns of activity within this environment, in particular the manner in which participants transition between individual and group work during the course of a collaborative session.B8ACM Symposium on Virtual Reality Software and Technology  Seoul, Korea 8-15\UTele-immersion, high-performance computing, data-mining, networking library, VR, CVE.This paper describes the design and implementation of CAVERNsoft G2, a toolkit for building collaborative virtual reality applications. G2's special emphasis is on providing the tools to support high-performance computing and data intensive systems that are coupled to collaborative, immersive environments. This paper describes G2's broad range of services, and demonstrates how they are currently being used in a collaborative volume visualization applicationtTNPark, Kyoung Leigh, Jason Johnson, Andrew E. Carter, B. Brody, J. Sosnoski, J. 200160Distance Learning Classroom Using Virtual HarlemTNSeventh International Conference on Virtual Systems and Multimedia (VSMM 2001)  Berkeley, CA489-498@:Virtual Harlem is a virtual reality reconstruction of Harlem, New York, during the 1920s. It was designed to immerse students of the Harlem Renaissance directly in the historical context of the literature of that period. The goal of this prototype is to develop rich, interactive, and narrative learning experiences to augment classroom activities for students in the humanities. This paper describes a semester-long user study using Virtual Harlem in an English literature course and discusses our experiences of integrating virtual reality technology in the classroom.,%http://www.evl.uic.edu/cavern/harlem/h Park, Kyoung 2003HAEnhancing Cooperative Work in Amplifed Collaboration Environments Computer Science Chicagou (!University of Illinois at Chicagoa 235 PHD dissertationAmplified Collaboration Environments (ACEs) are integrated ubiquitous tools and spaces that support collaborative scientific investigation using advanced computation and visualization technologies. ACE, such as the Continuum, adapts information to be optimally displayed using a variety of technologies such as multi-site video conferencing, interactive stereoscopic computer graphics, and high-resolution tiled displays backed by clusters of PCs connected over multi-gigabit networks. The goal of this research is to enhance collaboration among distantly located teams of experts gathered to intensively solve problems. Human factors study over ACEs is intended to understand interaction among distributed teams working in the display-rich environments. An exploratory design study was conducted to evaluate how small groups in distributed Continuum spaces perform information discovery and knowledge crystallization tasks using varying technology configurations. The goal of the design study was to explore design issues for enhancing the quality of cooperative work in ACEs and to provide guidance to designers and facilitators of ACEs. This dissertation discusses the design concept of ACEs, the findings of the design study, and the analysis of shared workspace model for ACEs.>7http://www.evl.uic.edu/park/papers/KyoungThesis2003.pdf.@:Park, Kyoung Renambot, Luc Leigh, Jason Johnson, Andrew E. 2003The Impact of Display-rich Environments for Enhancing Task Parallelism and Group Awareness in Advanced Collaborative Environmentsa*#Advanced Collaboration Environments  Seattle, WA.12Amplified Collaboration Environments, Synchronous Distributed Collaborative Work, Shared Workspace, Small Group Behavior, Iterative Design.The Continuum is a display-rich project room that allows distributed researchers to work together in intensive collaborative campaigns. In this paper, we describe iterative design study of using Continuums display technologies to support enhanced task parallelism and group awareness. The study involves placing small groups of users in two Continuum spaces connected over a high-speed network and asking them to perform a variety of information discovery and knowledge crystallization tasks, while varying the technology configurations. The goal of this study is to explore the design issues for enhancing cooperative work in display-rich enviornments.F@http://www.evl.uic.edu/park/papers/WACE03/Continuum-WACE2003.pdf%`>:n<6Kyoung Park Luc Renambot Jason Leigh Andrew E. Johnson 2003}Impact of Display-rich Environments for Enhancing Task Parallelism and Group Awareness in Advanced Collaborative EnvironmentsTMThe Global Grid Forum, GGF8 : Workshop on Advanced Collaboration Environments  Seattle, WA12Amplified Collaboration Environments, Synchronous Distributed Collaborative Work, Shared Workspace, Small Group Behavior, Iterative Design.fThe Continuum is a display-rich project room that allows distributed researchers to work together in intensive collaborative campaigns. In this paper, we describe iterative design study of using Continuums display technologies to support enhanced task parallelism and group awareness. The study involves placing small groups of users in two Continuum spaces connected over a high-speed network and asking them to perform a variety of information discovery and knowledge crystallization tasks, while varying the technology configurations. The goal of this study is to explore the design issues for enhancing cooperative work in display-rich environments.NGhttp://www.evl.uic.edu/papers/pdf/WACE03-continuum-final-manuscript.pdfXQL. Petrovich Tanaka, K. Morse, D. Ingle, N. Morie, J. Stapleton, C. Brown, Maxinee 1994&SIGGRAPH '94 Visual Proceedingse0*Computer Graphics Annual Conference Series  Orlando, FLb[Attendees of SIGGRAPH 94 experienced the actual use and future direction of scientific visualization in computational science and engineering in VROOM - the Virtual Reality Room. Over 40 projects involving over 200 researchers and programmers were demonstrated in CAVE and BOOM areas for four days of the conference held in Orlando this past July.\@9http://www.evl.uic.edu/EVL/VROOM/HTML/OTHER/HomePage.html\Pfister, Hanspeter 2000haCourse Notes from International Spring School of Visualization - Advances in Volume Visualization  Bonn-RttgenTMvolume rendering, real-time ray casting, distance volumes, volume deformationdVolume graphics is a key technology for visualizing 3D sampled, simulated, and synthetic datasets. Volume graphics encompasses volume modeling, volume manipulation, volume rendering, and their applications. This course provides an overview of volume graphics, with a focus on volume modeling, volume rendering, and volume manipulation. The course will cover the technology, available tools and techniques, the challenges confronting the field of volume graphics, and some of the advanced topics in the field.F@http://www.merl.com/people/pfister/courses/Bonn2000/Syllabus.htm4-Qu, Huamin Wan, Ming Qin, Jiafa Kaufman, Arieu 20004-Image Based Rendering with Stable Frame RatesIEEE Visualization F?Dept. of Comput. Sci., State Univ. of New York, Stony Brook, NY 251-258RKimage-based rendering, ray casting, voxel-based modeling, terrain renderingbPresents an efficient keyframeless image-based rendering technique. An intermediate image is used to exploit the coherences among neighboring frames. The pixels in the intermediate image are first rendered by a ray-casting method and then warped to the intermediate image at the current viewpoint and view direction. We use an offset buffer to record the precise positions of these pixels in the intermediate image. Every frame is generated in three steps: warping the intermediate image onto the frame, filling in holes, and selectively rendering a group of old pixels. By dynamically adjusting the number of those old pixels in the last step, the workload at every frame can be balanced. The pixels generated by the last two steps make contributions to the new intermediate image. Unlike occasional keyframes in conventional image-based rendering, which need to be totally re-rendered, intermediate images only need to be partially updated at every frame. In this way, we guarantee more stable frame rates and more uniform image qualities. The intermediate image can be warped efficiently by a modified incremental 3D warp algorithm. As a specific application, we demonstrate our technique with a voxel-based terrain rendering system2PJhttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/Other/IBR_Viz00.pdfGz0t1$Yang, Chuan-kai 2001.(On the fly processing of compressed dataComputer Science  Stony Brooku 2+State University of New York at Stony Brookezshttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/multires/On-the-fly-Processing-of-Compressed-Volume-Data.pdfe82Yang, Jing Ward, Matthew O. Rundensteiner, Elke A. 2002~xInteractive Hierarchical Displays - a General Framework for Visualization and Exploration of Large Multivariate DatasetsComputer Science  Worcestert &Worcester Polytechnic Institute2f_http://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/parallel_volviz/largedataExploration.pdf$Zhang, Huijuan Newman, Timothy 20032,Efficient Out-Of-Core Iso-surface Extraction>7IEEE Parallel and Large Data Visualization and Graphicsn &Univ. of Albama, Huntsville, AL 9-16NHisosurface extraction, load balancing, out-of-core, parallel processing,A new approach for large dataset isosurface extraction is presented. The approach's aim is efficient parallel isosurfacing when the dataset cannot be processed entirely in-core. The approach focuses on reducing the memory requirement and optimizing disk I/O while achieving a balanced load. In particular, an accurate model of isosurface extraction time is exploited to evenly distribute work across processors. The approach achieves processing efficiency by also avoiding unnecessary processing for portions of the dataset that are not intersected by the isosurface. To reduce the redundant computations and the storage requirements, a flexible, variably-granular data structure is utilized, thereby achieving excellent time and space performance.jdhttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/parallel_volviz/parallel_isosurface_pvg03.pdfTMCharles Zhang Jason Leigh Thomas A. DeFanti Marco Mazzucco Robert L. Grossmank 2003^WTeraScope: Distributed Visual Data Mining of Terascale Data Sets Over Photonic Networks("Future Generation Computer Systems196935-944@9TeraScope is a framework and a suite of tools for interactively browsing and visualizing large terascale data sets. Unique to TeraScope is its utilization of the Optiputer paradigm to treat distributed computer clusters as a single giant computer, where the dedicated optical networks that connect the clusters serve as the computers system bus. TeraScope explores one aspect of the Optiputer architecture by employing a distributed pool of memory, called LambdaRAM, that serves as a massive data cache for supporting parallel data mining and visualization algorithms.eNHhttp://www.evl.uic.edu/cavern/optiputer/papers/TerascopeCharlesFINAL.pdf,%Y. Zhou T. Murata T. DeFanti H. Zhangc 2000^WFuzzy-timing Petri net modeling and simulation of a networked virtual environment: NICE0PIIEICE Trans. on Fundamentals in Electronics, Communications and Computers  E83-A 11 2166-2176VOCAVE, Design/CPN, NICE, fuzzy-timing Petri nets, networked virtual environmentsDespite their attractive properties, networked virtual environments (net-VEs) are notoriously difficult to design, implement and test due to the concurrency, real-time and networking features in these systems. The current practice for net-VE design is basically trial and error, empirical, and totally lacks formal methods. This paper proposes to apply a Petri net formal modeling technique to a net-VE: NICE (Narrative Immerisive Constructionist/Collaborative Environment), predict the net-VE performance based on simulation and improve the net-VE performance. NOCE is essentially a network of collaborative virtual reality systems called CAVE (CAVE Automatic Virtual Environment). First, extended fuzzy-timing Petri net models of both CAVE and NICE are presented. Then, by using these models and Design/CPN as the simulation tool, various simulations are conducted to study real-time behavior, network effects and performance (latencies and jitters) of NICE. The obtained simulation results are consistent with experimental data.dNGhttp://www.euro-link.org/images/PDF/FuzzyTiming_IEICE_Murata_June00.pdfed  Sawant, N. 2000voThe Tele-Immersive Data Explorer (TIDE): A Distributed Architecture for Tele-Immersive Scientific Visualization22+Electrical Engineering and Computer Science Chicago (!University of Illinois at Chicago 98 L EVisualization is the key methodology that gives the research scientist /analyst an insight into data that may be generated from various sources such as computational simulations and scientific experiments. A recent trend has been towards the use of Virtual Reality (VR) technology for data visualization, to give the user a realistic insight into the data. Teleimmersion is the amalgamation of data mining and significant computation with collaborative virtual reality. It allows multiple networked users to participate in a shared virtual environment. The collaborators can talk to each other and can see each other in the environment. Teleimmersion augments the data visualization and analysis process to produce a new genre of applications. With advances in the fields of computational science and engineering we now have faster computers that generate data, which is in the range of a few hundred megabytes to several terabytes. Large data visualization poses a new challenge to the visualization community, as most of the existing systems are not capable of visualizing vast amounts of data. Massive data sets and collaborative visualization add a new dimension to ongoing research on visualization in virtual environments. Collaborative extensions have been added to existing non-VR systems. A number of dedicated single user systems allow the user to visualize large datasets in virtual environments. Most of these systems are application specific and cannot be extended. Even though these systems cater to a diverse set of application domains, some trends and patterns in their approach to visualize data are discernable. These design features can be reused in future applications. The main contribution of this thesis is in proposing the Teleimmersive Data Explorer (TIDE): a general architecture that blends collaboration with the visualization, which can be used by application developers for rapidly building teleimmersive applications for large data visualization. A basis of the TIDE architecture has been implemented. The following chapters describe in detail existing visualization systems, this forms the basis to identify the characteristics of visualization systems. An analysis of the problem of large data visualization and collaborative visualization is done to identify possible solutions. A framework for TIDE is proposed, implemented and evaluated.82http://www.evl.uic.edu/papers/pdf/NikitaThesis.pdf@9C. Scharver Evenhouse, R. Johnson, Andrew E. Leigh, Jason0 2004D>Pre-surgical Cranial Implant Design using the PARIS Prototype("IEEE Conference on Virtual Reality  Chicago, ILuRepairing severe human skull injuries requires customized cranial implants, and current visualization research aims to develop a new approach to create these implants. Following pre-surgical design techniques pioneered at the University of Illinois at Chicago (UIC) in 1996, researchers have developed an immersive cranial implant application incorporating haptic force feedback and augmented reality. The application runs on the Personal Augmented Reality Immersive System (PARIS), allowing the modeler to see clearly both his hands and the virtual workspace. The strengths of multiple software libraries are maximized to simplify development. This research lays the foundation to eventually replace the traditional modeling and evaluation processes.<5http://www.evl.uic.edu/papers/pdf/scharver-vr2004.pdfB;K. Shenai McShane, E. Johnson, Andrew E. DeFanti, Thomas A. 1998lfAdvanced Electronic Visualization and Virtual Reality Technologies for Education and Research Training CATE Cancun, MexicoAn overview and discussion of advanced visualization and virutal reality technology for education and research training apllications.("Shneider, Jens Westermann, Rudiger 2003*#Compression Domain Volume RenderingeIEEE Visualization JCComput. Graphics & Visualization Group, Tech. Univ. Munich, Germany293-300 TMvolume rendering, vector quantization, texture compression, graphics hardwarerA survey of graphics developers on the issue of texture mapping hardware for volume rendering would most likely find that the vast majority of them view limited texture memory as one of the most serious drawbacks of an otherwise fine technology. In this paper, we propose a compression scheme for static and time-varying volumetric data sets based on vector quantization that allows us to circumvent this limitation. We describe a hierarchical quantization scheme that is based on a multiresolution covariance analysis of the original field. This allows for the efficient encoding of large-scale data sets, yet providing a mechanism to exploit temporal coherence in non-stationary fields. We show, that decoding and rendering the compressed data stream can be done on the graphics chip using programmable hardware. In this way, data transfer between the CPU and the graphics processing unit (GPU) can be minimized thus enabling flexible and memory efficient real-time rendering options. We demonstrate the effectiveness of our approach by demonstrating interactive renditions of Gigabyte data sets at reasonable fidelity on commodity graphics hardware.lehttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/multires/compression_quaternions_gpu_viz03.pdf<<+$ M. Dolinskym 1998@:Strait Dope: A Pandora's Box of Excitement and InteractionVRML Developers Journalr11i 16-18r^X"Strait Dope" is a CAVE or ImmersaDesk virtual environment that emphasizes participant interaction. "Strait Dope" colors thought and decision making by presenting unfamiliar elements in settings which operate under an alternate logic. Participants discover their own path to confront a subversive world of colors, characters, voices and noises. M. Dolinskye 1998"Virtual Environment as RebusF?Consciousness Reframed, International CAiiA Research Conference8 *$University of Wales College, NewportArt will become innovative in the medium of virtual environments when the spectator abandons the act of mere viewing, transcends simple narrative participation and bursts into the scene as an active creator. "Strait Dope" is a CAVE virtual art environment that offers an opportunity to participate in a room size projective construction. The nonlinear nonhierarchical structure of "Strait Dope" stages a stream of consciousness movement that is simultaneously subversive and confrontational.>7http://www.evl.uic.edu/dolinsky/pubs/caiia98/index.htmlP&Ellsworth, David Moran, Patrickt 2003B;Accelerating Large Data Analysis by Exploiting RegularitiesIEEE Visualization JDAdv. Manage. Technol. Inc., NASA Ames Res. Center, Moffett Field, CA561-568}regularity finding, data models, object-oriented, C++, templates, scientific visualization, paging, demand-driven evaluation.i"We present techniques for discovering and exploiting regularity in large curvilinear data sets. The data can be based on a single mesh or a mesh composed of multiple submeshes (also known as zones). Multi-zone data are typical in Computational Fluid Dynamics (CFD) simulations. Regularities include axis-aligned rectilinear and cylindrical meshes as well as cases where one zone is equivalent to a rigid body transformation of another. Our algorithms can also discover rigid-body motion of meshes in time-series data. Next, we describe a data model where we can utilize the results from the discovery process in order to accelerate large data visualizations. Where possible, we replace general curvilinear zones with rectilinear or cylindrical zones. In rigid-body motion cases, we replace a time-series of meshes with a transformed mesh object where a reference mesh is dynamically transformed based on a given time value in order to satisfy geometry requests, on demand. The data model enables us to make these substitutions and dynamic transformations transparently with respect to the visualization algorithms. We present results with large data sets where we combine our mesh replacement and transformation techniques with out-of-core paging in order to achieve analysis speedups ranging from 1.5 to 2.d]http://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/parallel_volviz/LargeDataViz_Viz03.pdf,%Engel, Klaus Sommer, Ove Ertl, Thomas 2000NHA Framework for Interactive Hardware-Accelerated Remote 3D-Visualization4-Data Visualization, Springer Computer Sciencea 67-177, 291 In this paper we present a framework that provides remote control to Open Inventor or Cosmo3D based visualization applications. A visualization server distributes a visualization session to Java based clients by transmitting compressed images from the server frame buffer. Visualization parameters and GUI events from the clients are applied to the server application by sending CORBA (Common Object Request Broker Architecture) requests. The framework provides transparent access to remote visualization capabilities and allows sharing of expensive resources. Additionally the framework opens new possibilities for collaborative work and distance education. We present a teleradiology system and an automotive development application which make use of the proposed techniques.iHBhttp://www2.chemie.uni-erlangen.de/projects/ChemVis/VisSym2000.pdf  Engel, Klaus Ertl, Thomass 2002Eurographics 2002 State-of-the-Art (STAR) Report. Interactive High-Quality Volume Rendering with Flexible Consumer Graphics Hardware University of Stuttgart Recently, the classic rendering pipeline in 3D graphics hardware has become flexible by means of programmable geometry engines and rasterization units. This development is primarily driven by the mass market of computer games and entertainment software, whose demand for new special effects and more realistic 3D environments induced a reconsideration of the once static rendering pipeline. Besides the impact on visual scene complexity in computer games, these advances in flexibility provide an enormous potential for new volume rendering algorithms. Thereby, they make yet unseen quality as well as improved performance for scientific visualization possible and allow to visualize hidden features contained within volumetric data. The goal of this report is to deliver insight into the new possibilities that programmable state-of-the-art graphics hardware offers to the field of interactive, high-quality volume rendering. We cover different slicing approaches for texture-based volume rendering, non-polygonal iso-surfaces, dot-product shading, environment-map shading, shadows, pre- and post-classification, multi-dimensional classification, high-quality filtering, pre-integrated classification and pre-integrated volume rendering, large volume visualization and volumetric effects.~XQhttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/Other/egStarReport2002.pdf8b fBleWheless, Glen H. Lascara, Cathy M. Leigh, Jason Kapoor, Abhinav Johnson, Andrew E. DeFanti, Thomas A. 1998TNCAVE6D: A Tool for Collaborative Immersive Visualization of Environmental DataIEEE Visualization^WVirtual Reality, Environmental Hydrology, VR, Collaborative, Distributive, CAVE, CAVERNThis Late Breaking Hot Topic Paper introduces and tracks the progress of OceanDIVER, a project to develop a tele-immersive collaboratory that integrates archived oceanographic data with simulation and real-time data gathered from autonomous underwater vehicles. Specifically this paper describes the work in building CAVE6D, a tool for collaboratively visualizing environmental data in CAVEs, ImmersaDesks and desktop workstations.HAhttp://www.evl.uic.edu/cavern/cavernpapers/viz98/wheless_gh_1.pdfxqWheless, Glen H. Lascara, Cathy M. Cox, D. Patterson, R. Levy, S. Johnson, Andrew E. Leigh, Jason Kapoor, AbhinavG 1999XQThe Use of Collaborative Virtual Environments in the Mine Countermeasures MissionivpProceedings of SPIE's 13th Annual International Symposium on Aerospace/Defense Sensing, Simulation, and Controls  Orlando, FLTMVirtual environments, visualization, data fusion, mine countermeasures, AUV's.(We describe our work on the development and use of collaborative virtual environments (CVEs) in support of very shallow water mine remediation, mission planning and rehearsal activities. Incorporating multiple data streams, these CVEs allow the user to view, navigate, and interact with data in a 3-D environment, including graphical representation of bathymetry/topography, above-surface images, in-water objects (e.g mines, bridges), and hydrographic characteristics (e.g. currents, water levels, temperature). Asynchronous collaborative capability allows users at many distributed sites to partake in a many-to-many session that takes place in a common virtual world. Cave5D, a tool for immersive visualization of data to support oceanographic, meteorological and CFD studies, has been integrated with the VR application Virtual Director and the underlying collaborative architecture known as CAVERNSoft. Cave5D provides visualization techniques to display multidimensional numerical data from atmospheric, oceanographic, and other similar models, including isosurfaces, contour slices, volume visualization, wind/trajectory vectors, and various image projection formats. Virtual Director is a software framework that enables real-time VR data exploration, shared camera choreography between distributed sites, and animation creation capability. CAVERNSoft supports persistent CVEs for collaborative visualizations that involve supercomputers, massive data stores and the integration of additional 'real-time' observations collected by autonomous sensors or swimmer scouts.81http://www.evl.uic.edu/papers/pdf/MineMission.pdf60Wilson, Brett Ma, Kwan-Liu McCormick, Patrick S. 2002ZSA Hardware Assisted Hybrid Rendering Technique for Interactive Volume Visualization IEEE Volume Visualizationc 6/Comput. Sci. Dept., California Univ., Davis, CA 123-130~winteractive visualization, large data visualization, point-based rendering, texture graphics hardware, volume rendering The scientific simulation and three-dimensional imaging systems in use today are producing large quantities of data that range from gigabytes to petabytes in size. Direct volume rendering, using hardware-based three-dimensional textures, is a common technique for interactively exploring these data sets. The most serious drawback of this approach is the finite amount of available texture memory. In this paper we introduce a hybrid volume rendering technique based on the use of hardware texture mapping and point-based rendering. This approach allows us to leverage the performance of hardware-based volume rendering and the flexibility of a point-based rendering to generate a more efficient representation that makes possible interactive exploration of large-scale data using a single PC.epjhttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/parallel_volviz/3dtextures_pointrender_volviz02.pdfWittenbrink, Craig M.o 1998@9Survey of parallel volume rendering algorithms:referencesF?Parallel and Distributed Processing Techniques and Applicationse 1329--1336$ Las Vegas, NVB;volume rendering, example taxonomy, hybrids differentiated,rNHhttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/Other/pdpta98.pdfWittenbrink, Craig M.k 1998&Parallel Volume Rendering Linksn0)Parallel Visualization Techniques Session$ Las Vegas, NVS.'http://www.cse.ucsc.edu/~craig/pdr.htmlf6/Woodring, Johnathan Wang, Chaoli Shen, IIan-Wei 2003HAHigh Dimensional Direct Rendering of Time-Varying Volumetric DatarIEEE Visualization Ohio State Univ., USAi417-424|utime-varying data, hyperslice, hyperprojection, integration operator, transfer function, raycasting, volume renderingzJCWe present an alternative method for viewing time-varying volumetric data. We consider such data as a four-dimensional data field, rather than considering space and time as separate entities. If we treat the data in this manner, we can apply high dimensional slicing and projection techniques to generate an image hyperplane. The user is provided with an intuitive user interface to specify arbitrary hyperplanes in 4D, which can be displayed with standard volume rendering techniques. From the volume specification, we are able to extract arbitrary hyperslices, combine slices together into a hyperprojection volume, or apply a 4D raycasting method to generate the same results. In combination with appropriate integration operators and transfer functions, we are able to extract and present different space-time features to the user.ojchttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/Other/direct_render_timevayingdata_viz03.pdf PXRLeigh, Jason Johnson, Andrew E. Brown, Maxine Sandin, Daniel J. DeFanti, Thomas A. 19992+Visualization in Teleimmersive Environments, IEEE ComputeriIn teleimmersion, collaborators at remote sites share the details of a virtual world that can autonomously control computation, query databases, and gather results. They don't meet in a room to discuss a car engine. They meet in the engine itself.82http://www.evl.uic.edu/papers/pdf/TeleEnvirons.pdfJason Leigh Andrew E. Johnson Thomas A. DeFanti Maxine Brown Mohammed Dastagir Ali Stuart Bailey Andy Banerjee Pat Banerjee Jim Chen Kevin Curry Jim Curtis Fred Dech Brian Dodds Ian Foster Sarah Fraser Kartik Ganeshan Dennis Glen Robert L. Grossman Randy Heiland John Hicks Alan D. Hudson Tomoko Imai Mohammed Ali Khan Abhinav Kapoor Robert V. Kenyon John Kelso Ron Kriz Cathy M. Lascara Xiaoyan Liu Yalu Lin Theodore Mason Alan Millman Kukimoto Nobuyuki Kyoung Park Bill Parod Paul J. Rajlich Mary Rasmussen Maggie Rawlings Daniel H. Robertson Samroeng Thongrong Robert J. Stein Kent Swartz Steve Tuecke Harlan Wallach Hong Yee Wong Glen H. Whelessm 1999JDA Review of Tele-Immersive Applications in the CAVE Research NetworkProceedings of IEEE VR  Houston, TX ZTThis paper presents an overview of the Tele-Immersion applications that have been built by collaborators around the world using the CAVERNsoft toolkit, and the lessons learned from building these applications. In particular, the lessons learned are presetned as a set of rules-of-tummb for developing tele-immersive applications in general.2,http://www.evl.uic.edu/papers/pdf/Review.pdfLeigh, Jason Rawlings, Maggie Girado, J. Dawe, G. Fang, Ray Verlo, Alan Khan, Mohammed Ali Cruz, A. Plepys, D. Sandin, Daniel J. DeFanti, Thomas A.w 200082AccessBot: an Enabling Technology for TelepresenceINET2000 Yokohama, Japan 10The goal of the AccessBot project is to provide a new form of access for the disabled that integrates teleconferencing with life-sized display screens, robotics and high speed networking, to create a virtual presence for the handicapped participant at meetings. The use of a life-sized display and high-fidelity video and audio conferencing rather than existing conference room meeting systems is to ensure that the handicapped participant commands as equal a presence as the regular participants in the meeting. The use of a zoom/pan/tilt camera empowers the handicapped participant with capabilities beyond what is "humanly" possible- giving them a "bionic" eye with which they can see far greater distances. This paper will describe the implementation of the AccessBot and the lessons learned from its deployment at the Supercomputing 1998 conference in Orlando, Florida; and at the National Center for Supercomputing Applications ACCESS Center in Washington D.C.@:http://www.evl.uic.edu/cavern/papers/Inet2000AccessBot.pdf PJJason Leigh Oliver Yu Alan Verlo Alain Roy Linda Winkler Thomas A. DeFanti 2000zsDifferentiated Services Experiments Between the Electronic Visualization Laboratory and Argonne National LaboratoryrrkDifferentiated Services (DiffServ) is a mechanism for supporting network Quality of Service (or QoS) whereby packets that are transmitted by a client program are marked with a priority setting that can be interpreted by the router to effect special treatment of the packet. In particular the marked packets are promoted to a higher priority queue in the router and, as a result, spend a minimum amount of time in the router. Packets that are not marked are attached to a lower priority queue, and in some cases may be dropped when congestion arises. A more detailed description of DiffServ may be found in the paper by Sander et al [Sander et al 2000]. A series of experiments were performed over a wide area DiffServ testbed as part of the EMERGE project. EMERGE (www.evl.uic.edu/cavern/EMERGE) is a Department of Energy funded project for designing, deploying and testing Differentiated Services on an IP/ATM Regional GigaPoP Network interoperating with ESnet for applications in Combustion, Climate and High-Energy Physics. The main participants of the experiments in this report were EVL and Argonne National Laboratory(ANL).<6http://www.evl.uic.edu/papers/pdf/DiffServ12_12_2K.pdf$*DZvV@:Instructions to set-up Rasmol and VMD on Windows and LinuxF@http://www.evl.uic.edu/cavern/agave/docs-rasmol/instructions.htm 2002 AGAVE 101g Alliance All-Hands Meeting  Urbana, IL*$http://www.evl.uic.edu/cavern/agave/Anstey, J. Pape, Dave 1998Animation in the CAVEe Animaation World Magazinee3HAVirtual reality applications can use a wide variety of methods for animating. Flipbooks, keyframing, motion capture, and procedural (computer programmed) animation are all used. "The Multi Mega Book in the CAVE," uses a flipbook of 3-D models to walk a wire-framed Judas out of da Vinci's painting of the Last Supper. In "The Thing Growing", rocks come alive and chase the user. When a rock gets close enough, it rears up and swallows the user. In this case there are only four simple models and the CAVE morphs between them to produce the rock's growing and grabbing action...<5http://www.awn.com/mag/issue3.1/3.1pages/3.1cave.html .'Anstey, J. Pape, Dave Sandin, Daniel J.t 2000VOThe Thing Growing: Autonomous Characters in Virtual Reality Interactive FictioniIEEE Virtual Reality  Brunswick, NJrRLThis paper describes "The Thing Growing", a work of Interactive Fiction implemented in virtual reality, in which the user is the main protagonist and interacts with computer controlled characters. This work of fiction depends on the user's emotional investment in the story and on her relationship to a central character, the Thing.4.http://www.evl.uic.edu/pape/papers/thing.vr00/.'Anstey, J. Pape, Dave Sandin, Daniel J.o 2000Building a VR Narrative0<5Stereoscopic Displays and Virtual Reality Systems VII;  San Jose, CAIn this paper we discuss issues involved in creating art and cultural heritage projects in Virtual Reality with particular reference to one interactive narrative, "The Thing Growing". In the first section we will briefly discuss the potential of VR as a medium for the production of art and the interpretation of culture. In the second section we describe "The Thing Growing" project. In the third section we discuss building an interactive narrative in VR using XP, an authoring system we designed to simplify the process of producing projects in VR. In the fourth section we will discuss some issues involved in presenting art and cultural heritage projects in VR.D>http://www.evl.uic.edu/pape/papers/narrative.spie00/spie00.pdfRLBalmelli, Laurent Morris, Christopher J. Taubin, Gabriel Bernardini, Fausto 200281Volume Warping for Adapting Isosurface ExtractionIEEE Visualization  Hawthorne, NY467-474XRisosurfaces, adaptive isosurface extraction, volume warping, adaptive tessellationPolygonal approximations of isosurfaces extracted from uniformly sampled volumes are increasing in size due to the availability of higher resolution imaging techniques. The large number of I primitives represented hinders the interactive exploration of the dataset. Though many solutions have been proposed to this problem, many require the creation of isosurfaces at multiple resolutions or the use of additional data structures, often hierarchical, to represent the volume. We propose a technique for adaptive isosurface extraction that is easy to implement and allows the user to decide the degree of adaptivity as well as the choice of isosurface extraction algorithm. Our method optimizes the extraction of the isosurface by warping the volume. In a warped volume, areas of importance (e.g. containing significant details) are inflated while unimportant ones are contracted. Once the volume is warped, any extraction algorithm can be applied. The extracted mesh is subsequently unwarped such that the warped areas are rescaled to their initial proportions. The resulting isosurface is represented by a mesh that is more densely sampled in regions decided as important.nf`http://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/Other/volume_warping_isosurface_viz02.pdfnmgHeZTLeigh, Jason Rajlich, Paul J. Stein, Robert J. Johnson, Andrew E. DeFanti, Thomas A. 1998>8LIMBO/VTK: A Tool for Rapid Tele-Immersive VisualizationIEEE VisualizationJCVirtual Reality, VTK, VR, Collaborative, Distributive, CAVE, CAVERNThis Late Breaking Hot Topic Paper describes LIMBO/VTK a tool that allows developers to quickly build collaborative visualization applications for CAVE, ImmersaDesk as well as desktop workstations. LIMBO/VTK is based on two broadly used technologies: CAVERNsoft, a library for supporting collaborative Virtual Reality; and the Visualization Toolkit, an extensive library for supporting 3D graphics and visualization.B8http://www.evl.uic.edu/insley/VideoAvatars/VAsketch.html$Johnson, Andrew E. Fotouhi, F. 1994F@The SANDBOX: A Virtual Reality Interface to Scientific Databases`ZSeventh International Working Conference on Scientific and Statistical Database Management Charlottesville, VA Much of the data that is stored in scientific databases is collected through experimentation. In this paper we propose a new interface to scientific databases: the SANDBOX: Scientists Accessing Necessary Data Based On eXperimentation. The SANDBOX is a virtual reality tool which allows an investigator to recreate the original experiment. The investigator places virtual instruments into a virtual reenactment of the original experiment and collects data from the scientific database in much the same way that the original data was collected. These instruments give visual and auditory feedback, allowing the user to browse through data of any type. We have implemented a prototype of the SANDBOX on NASA's FIFE scientific database using the CAVE virtual reality theatre.y4.http://www.evl.uic.edu/papers/pdf/SANDBOX3.pdfD>Johnson, Andrew E. Fotouhi, F. Leigh, Jason DeFanti, Thomas A. 1994HASANDBOX: An Interface to Scientific Data Based on ExperimentationrLEFifth Eurographics Workshop on Visualisation in Scientific Computing, Rostock, GermanyScientific databases contain very large amounts of data accessed by investigators from many disciplines. In this paper, we propose a new interface to scientific databases: the SANDBOX: Scientists Accessing Necessary Data Based On eXperimentation. Much of the data that is stored in scientific databases is collected through experimentation. The SANDBOX is a virtual reality tool which allows an investigator to `recreate' the original experiment, collecting data from the scientific database in much the same way that the original data was collected. The investigator places virtual instruments into a virtual environment and collects data from the scientific database without ever typing in a query. These instruments give feedback, allowing the user to browse through available data of any type. We have implemented a prototype of the SANDBOX on a subset of NASA's FIFE scientific database using the CAVE virtual reality theatre.60http://www.evl.uic.edu/aej/papers/euro/euro.html$Johnson, Andrew E. Fotouhi, F. 1995LESANDBOX: Scientists Accessing Necessary Data Based On eXperimentationl interactions2r3r 34-35, 860The SANDBOX (Scientists Accessing Necessary Data Based On eXperimentation) is a virtual reality tool allowing an investigator to visualize the contents of a scientific database while retrieving data. As the data in these databases was typically collected through experimentation, an investigator can use the SANDBOX to retrieve data from the database by placing virtual instruments into a virtual reenactment of the original experiment. These instruments give visual and auditory feedback, allowing the user to browse through the data, setting up and running experiments until they have collected the data they need. We have implemented a prototype of the SANDBOX on a subset of NASA's FIFE scientific database using the CAVE(tm) virtual reality theatre.W\< 2leJason Leigh Johnson, Andrew E. Renambot, Luc Nayak, Atul Lindquist, K. Kilb, D. Newman, R. Vernon, F.m 2003voUsing 3D Glyph Visualization to Explore Real-time Seismic Data on Immersive and High-resolution Display Systems0)Eos Trans. AGU, 84(46), Fall Meet. Suppl.The study of time-dependent, three-dimensional natural phenomena like earthquakes can be enhanced with innovative and pertinent 3D computer graphics. Here we display seismic data as 3D glyphs (graphics primitives or symbols with various geometric and color attributes), allowing us to visualize the measured, time-dependent, 3D wave field from an earthquake recorded by a certain seismic network. In addition to providing a powerful state-of-health diagnostic of the seismic network, the graphical result presents an intuitive understanding of the real-time wave field that is hard to achieve with traditional 2D visualization methods. We have named these 3D icons `seismoglyphs' to suggest visual objects built from three components of ground motion data (north-south, east-west, vertical) recorded by a seismic sensor. A seismoglyph changes color with time, spanning the spectrum, to indicate when the seismic amplitude is largest. The spatial extent of the glyph indicates the polarization of the wave field as it arrives at the recording station. We compose seismoglyphs using the real time ANZA broadband data (http://www.eqinfo.ucsd.edu) to understand the 3D behavior of a seismic wave field in Southern California. Fifteen seismoglyphs are drawn simultaneously with a 3D topography map of Southern California, as real time data is piped into the graphics software using the Antelope system. At each station location, the seismoglyph evolves with time and this graphical display allows a scientist to observe patterns and anomalies in the data. The display also provides visual clues to indicate wave arrivals and ~real-time earthquake detection. Future work will involve adding phase detections, network triggers and near real-time 2D surface shaking estimates. The visuals can be displayed in an immersive environment using the passive stereoscopic Geowall (http://www.geowall.org). The stereographic projection allows for a better understanding of attenuation due to distance and earth structure, source directivity and seismic hazard estimation.Jason Leigh Luc Renambot Thomas A. DeFanti Maxine Brown Eric He Naveen Krishnaprasad Javid M Alimohideen Meerasa Atul Nayak Kyoung Park Rajvikram Singh Shalini Venkataraman Chong Zhang Drake Livingston Michael McLaughlin 2003\UAn Experimental OptIPuter Architecture for Data-Intensive Collaborative Visualizatione3rd Workshop on Advanced Collaborative Environments (in conjunction with the High Performance Distributed Computing Conference)a  Seattle, WAmThis paper describes the OptIPuters networking model and the visualization tools that are being developed to take advantage of themodel. The model proposes the use of photonic switches to direct lightthrough optical networks to create distributed computing pipelines forsupporting large scale, interactive data exploration. This paper alsodescribes a way to implement extremely high bandwidth multicastingover photonic networks to support high resolution graphics distributionin collaborative work involving large scale data.F?http://www.evl.uic.edu/cavern/papers/LeighWACEOptiputer2003.pdfahbJason Leigh Renambot, Luc Schwarz, N. Venkataraman, Shalini Komatitsch, D. Tromp, J. van Keken, P. 2003*$Visualizing Seismic Wave PropagationEos. Trans. AGUdAn accurate understanding of the propagation of seismic waves in the Earth is of fundamental importance for Earth Scientists at any level. Wave propagation is generally difficult to understand due to the spherical geometry and strong compositional layering in the Earth. 3D heterogeneity, anisotropy and attenuation create further complexities. Several tools exists that help beginning and advanced geoscientists by visualizing wave propagation in the Earth for 1D velocity models. A recently developed spectral element method (SPECFEM3D; Komatitsch et al., Science, 298,1737, 2002) solves the full wave equation in a 3D spherical Earth which allows the inclusion of more realistic effects such as 3D heterogeneity and anisotropy. Accurate models require high spatial and temporal resolution and the use of this code is therefore restricted to moderately large PC clusters or other parallel platforms. High resolution also presents difficulties when attempting to visualize wave propagation since the presence of high frequency information requires high spatial resolution in the visualization. We have developed various approaches to visualizing realistic wave propagation, using both 2D slices and 3D volumes, at high resolution. The visualization tools will benefit researchers that use SPECFEM3D since it provides mechanisms of quality control, data querying and dissemination, while also allowing sharing new computational results with students and the media. We will demonstrate and compare visualizations for a number of historical earthquakes and provide a preliminary report on how students in introductory and advanced geophysics courses appreciated the use of these tools.i<5http://www.evl.uic.edu/papers/pdf/Visual_seiswave.pdfA Leigh, Jason 2004$DarkBASIC Pro for the GeoWall}DarkBASIC is a programming language (based on the original BASIC programming language) for creating sophisticated game graphics with very simple commands. There are two editions of DarkBASIC: the standard DarkBASIC and the Pro edition. This web page contains information on how to get programs written in the Pro edition to run in side-by-side stereo on the GeoWall. You need the Pro edition because only the Pro edition supports the multiple cameras needed for stereo.e<5http://www.evl.uic.edu/cavern/agave/DB_STEREO_DEPLOY/96d 0*Binotto, Alecio Comba, Joao Freitas, Carla 2003`ZReal Time Volume Rendering of Time-varying data using Fragment-Shader compression approach>7IEEE Parallel and Large Data Visualization and Graphics RKInst. de Informatica, Univ. Fed. do Rio Grande do Sul, Porto Alegre, Brazil_ 69-75n60Compression, Volume Rendering, Graphics HardwareThe recent advance of graphics hardware allowed real-time volume rendering of structured grids using a 3D texturing approach. The next challenging problem is to extend the algorithms to time-varying volumetric data (4D functions), which consume more storage and are not directly supported in current graphics hardware. Here we present a new visualization technique that includes (1) a compression scheme of sparse 4D functions into 3D textures, and (2) a visualization algorithm that decompress the stored data from the 3D textures using the programmability of fragment shaders, allowing real-time visualization of such data. We illustrate the system in action with datasets resulting from computational fluid dynamics simulations.lrlhttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/parallel_volviz/timevarying_fragment_shader_pvg03.pdf0*Bizri, H. Johnson, Andrew E. Vasilakis, C. 1998.'Las Meninas: The Articulation of VisionnSIGGRAPH  Orlando, FLe 2 ,'Las Meninas' is a virtual reality artwork created for the CAVE. The painting of the same title, 'Las Meninas' or 'The Maids of Honor' (1656), by the great Spanish painter Diego Velazquez, challenges the viewer with its allegorical subject matter and enigmatic mise-en-scene. From the outset the viewer confronts the artist's canvas which is forever hidden from view. The viewer desires to see what is hidden from him and at the same time witnesses a mise-en-scene which carries within itself multiple allegorical meanings: the pictures decorating the walls of the room in Velazquez's composition which are subjects from Ovid's 'Metamorphoses' painted by Mazoafter the originals by Rubens; the mirror in the black frame which reflects the half length figures of King Philip IV and Queen Mariana under a red curtain but nothing else in the room; the magical stillness of the room and the people in it, as if photographed, forcing the viewer to believe himself to be actively present at the scene; the painter himself whose "dark form and lit-up face represent the visible and the invisible" (Michel Foucault); the lame devil, Jose Neito,standing in the background holding an open door; the imaginary space outside the picture frame where the painter, the Infanta, one of her maids, the girl dwarf, the courtier in the rear doorway, are looking, each from a different point, at the sovereigns, who are in theory standing next to the viewer, and so forth. Thus, the allegorical subject matter and enigmatic mise-en-scene work together in Velazquez's painting to dramatize the 'inner focal point' of the realm of the painting and the outer focal pointof the realm of reality. The viewer is at once seeingand being seen. He constantly oscillates between objective realism and subjective paradoxes arising from the emblematic interpretations which the overall mise-en-scene lends itself to. The vision, therefore, is longer fixed on a vanishing point, but is now dispersed over multiple planes of form, function, and subjective meaning. The painting raises questions about the nature of representation and subjectivity in a unique way rarely ever matched in the history of visual art. In the CAVE, when Las Meninas the painting becomes Las Meninasthe virtual reality, the viewer is able not only to solve certain problems pertaining to the nature of representation and subjectivity, but also reflect on further questions. It is important to point out here that the painting's original size of 10-feet is the same as that of the CAVE. The very theoretical questions the painting raises become tangible and empirical once placed within the boundaries of VR. In other words, the painting's fixed and traditional problematic of representation and subjectivity take on a dynamic and physical aspects once the center of vision is dispersed in the medium of VR.>8http://www.evl.uic.edu/aej/papers/meninas_sketchsig.html0*Bizri, H. Johnson, Andrew E. Vasilakis, C. 1998>7Las Meninas in VR: Storytelling and the Illusion in Art;^X1st International Conference on Virtual Worlds, Lecture Notes in Artificial Intelligence  Paris, FranceLas Meninas is a virtual reality (VR) artwork based on the painting of the same name by Spanish painter Diego Velazquez. Created for the CAVE(tm), Las Meninas attempts to establish a language of art in virtual reality by placing VR in the realm of storytelling; storytelling that is not simply formalistic and decorative, but also psychological. The viewer confronts a narrative cryptogram which can be deciphered at multiple levels of meaning as he seeks to explore the enigmas inherent in the..|http://citeseer.ist.psu.edu/cache/papers/cs/1671/http:zSzzSzwww.evl.uic.eduzSzaejzSzpaperszSzparis.pdf/las-meninas-in-vr.pdfH. Bizri 1999:3Las Meninas: Narrative Illusions in Virtual Realitys`YEurographics 99: 20th Annual Conference of the European Association for Computer Graphicsa  Milano, ItalyF?'Las Meninas' is a virtual reality artwork created for the CAVE2,Boada, Imma Navazo, Isabel Scopigno, Roberto 2001D>Multiresolution volume visualization with texture-based octreeVisual Computerib[Volume rendering Octree 3D Texture mapping Multiresolution representation and rendering,<5http://vcg.isti.cnr.it/publications/papers/vc17_3.pdfBrady, Rachael 2003,%Reading List for Volume VisualizationkF?http://www.cs.duke.edu/courses/spring03/cps296.8/readings3.html\Brown, Maxine DeFanti, Thomas A. McRobbie, M. Verlo, Alan Plepys, D. McMullen, D. Adams, K. Leigh, Jason Johnson, Andrew E. Foster, Ian Kesselman, C. Schmidt, A. Goldstein, S.M 1999The International Grid (iGrid): Empowering Global Research Community Networking Using High Performance International Internet ServicesProceedings of INET,  San Jose, CA@9The Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago and Indiana University collaborated on a major research demonstration at the IEEE/ACM Supercomputing 98 (SC98) conference in Orlando, Florida, November 7-13, 1998, to showcase the evolution and importance of global research community networking. Collaborators worked together to solve complex computational problems using advanced high-speed networks to access geographically-distributed computing, storage, and display resources. It is this collection of computing and communication resources that we refer to as the International Grid (iGrid). This paper presents an overview of the iGrid testbed, some of the underlying technologies used to enable distributed computing and collaborative problem solving, and descriptions of the applications. It concludes with recommendations for the future of global research community networking, based on the experiences of iGrid participants from the USA, Australia, Canada, Germany, Japan, The Netherlands, Russia, Switzerland, Singapore, and Taiwan.4-http://www.evl.uic.edu/papers/pdf/iGrid99.PDFN$\[xrLeigh, Jason Dawe, G. Talandis, J. He, Eric Venkataraman, Shalini Ge, Jinghua Sandin, Daniel J. DeFanti, Thomas A. 200181AGAVE : Access Grid Augmented Virtual EnvironmentAccessGrid Retreat  Argonne, ILaThe goal of AGAVE (pronounced agavay) is to augment the Access Grid to allow collaborators to immersively share three dimensional content, such as scientific and engineering data, in conjunction with their 2D Access Grid content. AGAVE accomplishes this with a low-cost passive stereographics projection system and accompanying networked PC. Audiences will view the immersive content using inexpensive 3D movie glasses. If desired an additional 3D tracking system and pointing device can be incorporated to support 3D interaction. AGAVE can be deployed as a separate display screen placed on one side of the Access Grid display screens so that both standard 2D content can be viewed simultaneously with 3D content.4.http://www.evl.uic.edu/cavern/papers/AGAVE.pdfJason Leigh Oliver Yu Dan Schonfeld Rashid Ansar Eric He Atul Nayak Jinghua Ge Naveen Krishnaprasad Kyoung Park Yong-joo Cho Liujia Hu Ray Fang Alan Verlo Linda Winkler Thomas A. DeFanti 2001,&Adaptive Networking for Tele-Immersion\UImmersive Projection Technology/Eurographics Virtual Environments Workshop (IPT/EGVE) Stuttgart, GermanyTele-Immersive applications possess an unusually broad range of networking requirements. As high-speed and Quality of Service-enabled networks emerge, it will becoming more difficult for developers of Tele-Immersion applications, and networked applications in general, to take advantage of these enhanced services. This paper proposes an adaptive networking framework to ultimately allow applications to optimize their network utilization in pace with advances in networking services. In working toward this goal, this paper will present a number of networking techniques for improving performance in tele-immersive applications and examines whether the Differentiated Services mechanism for network Quality of Service is suitable for Tele-Immersion.B;http://www.evl.uic.edu/cavern/papers/jleigh_EGVEIpt2001.pdf0\ULeigh, Jason Johnson, Andrew E. Park, Kyoung Nayak, Atul Singh, Rajvikram Chowdry, V.\ 2002*#Amplifed Collaboration EnvironmentspVizGrid Symposium Tokyo9}("Amplified Collaboration Environments are distributed extensions of traditional warrooms or project-rooms, in which a group of people collect to intensely solve a problem together. Prior work in project-rooms has been mainly restricted to co-located groups. The technology is now available to realize affordable collaboratoriums that can support intensive work between distributed organizations. This paper describes the Continuum, an Amplified Collaboration Environment specifically targeted for supporting collaborative scientific investigation.>7http://www.evl.uic.edu/cavern/papers/ContinuumPaper.pdf\UJason Leigh Rajvikram Singh J. Girado Andrew E. Johnson Kyoung Park Thomas A. DeFanti; 2002TeraVision : a Platform and Software Independent Solution for Real Time Display Distribution in Advanced Collaborative Environments4Access Grid Retreata  La Jolla, CAnhEVLs TeraVision is a real-time method to distribute visual imagery from any PC graphics platform over the Access Grid that requires no setup, software, or hardware changes to the users computer. TeraVisions goal is to provide one solution for what is commonly referred to as the Docking Problem / Display Pushing Problem in Advanced Collaborative Environments such as the AccessGrid. That is, to provide a means for anyone on the Access Grid to plug-in, for example their laptop, and to deliver a presentation without having to install or configure any software, or distribute any of the data files, in advance.<6http://www.evl.uic.edu/cavern/papers/VBoxFinal2002.PDF'(z,%Moher, Tom Johnson, Andrew E. Cho, Y.h 2001B7IEEE Parallel and Large Data Visualization and Graphics Sandia Nat. Labs., CA 85-154JDparallel rendering, sort-last, compositing, pc-cluster, tile displayDue to the impressive price-performance of today's PC-based graphics accelerator cards, Sandia National Laboratories is attempting to use PC clusters to render extremely large data sets in interactive applications. This paper describes a sort-last parallel rendering system running on a PC cluster that is capable of rendering enormous amounts of geometry onto high-resolution tile displays by taking advantage of the spatial coherency that is inherent in our data. Furthermore, it is capable of scaling to larger sized input data or higher resolution displays by increasing the size of the cluster. Our prototype is now capable of rendering 120 million triangles per second on a 12 mega-pixel displayf_http://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/parallel_volviz/sort_last_td_pvg2001.pdf>8Mueller, Klaus Shareef, Naeem Huang, Jian Crawfis, Roger 1999$IBR Assisted Volume Rendering{IEEE Visualization 5-8lLFVolume rendering at interactive frame rates remains a challenge, especially with todays increasingly large datasets. We propose a framework, using concepts from Image-Based Rendering (IBR), that decreases the required framerate for the volume renderer significantly. All the volume renderer needs to supply is a set of renderings at key view points, and the IBR renderer will interpolate the intermittent frames at good accuracy. The IBR provides methods to handle both opaque and transparent datasets, and is an inexpensive process that can be run on the users desktop machine.60http://www.cs.sunysb.edu/~mueller/papers/IBR.pdf*#Nadeau, David R. Bailey, Michael J.D 20004-Visualizing Volume Data Using Physical ModelsIEEE Visualization D>Supercomput. Center, California Univ., San Diego, La Jolla, CA497-500LEscene graphs, volume graphics, volume visualization, physical models,lb\Visualization techniques enable scientists to interactively explore 3D data sets, segmenting and cutting them to reveal inner structure. While powerful, these techniques suffer from one serious flaw-the images they create are displayed on a flat piece of glass or paper. It is not really 3D-it can only be made to appear 3D. We describe the construction of 3D physical models from volumetric data. Using solid freeform fabrication equipment, these models are built as separate interlocking pieces that express in physical form the segmentation and cutting operations common in display-based visualizationb\http://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/Other/volume_physical_model_viz00.pdftextual Menu Brown, Maxined 20024.iGrid2002 The International Virtual Laboratory iGrid2002d Amsterdam, The NetherlandsHBiGrid 2002, the 3rd biennial International Grid applications-driven testbed event, challenges scientists and technologists to utilize multi-gigabit experimental optical networks, with special emphasis on e-Science, LambdaGrid and Virtual Laboratory applications. The result is an impressive, coordinated effort by 28 teams representing 16 countries, showcasing how extreme networks, combined with application advancements and middleware innovations, can advance scientific research. As computational scientists strive to better understand very complex systems - whether biological, environmental, atmospheric, geological or physics, from the micro to the macro level, in both time and space - they will require petascale computing, exabyte storage and terabit networks. A petaflop is one-hundred-times faster than today's largest parallel computers, which process ten-trillion floating point operations per second (10 teraflops). An exabyte is a billion gigabytes of storage, and terabit networks will eventually transmit data at one trillion bits per second - some 20 million times faster than a dialup 56K Internet connection. Recent, major technological and cost breakthroughs in networking technology have made it possible to send scores of lambdas on a pair of customer-owned or leased optical fiber, making the terabit network of the future conceivable. (Here, lambda refers to a fully dedicated wavelength of light, each capable of bandwidth speeds from 1-10 gigabits/second.) Research is moving from locally-connected, processor-centric environments to distributed-computing environments that rely on optical connections, where the networks are faster than the resources they connect. Researchers are moving from grid-intensive computing to LambdaGrid-intensive computing, in which computational resources are connected by multiple lambdas. As a conference, iGrid 2002 demonstrates application demands for increased bandwidth. As a testbed, iGrid 2002 enables the world's research community to work together briefly and intensely to advance the state of the art - by developing new network-control and traffic-engineering techniques; new middleware to bandwidth-match distributed resources; and, new collaboration and visualization tools for real-time interaction with high-definition imagery. Much of the iGrid 2002 infrastructure will persist and be available for long-term experimentation. LambdaGrid-intensive computing will become the main enabling technology for facilitating multi-institutional and multi-disciplinary advanced collaborations, enabling researchers to share unique resources and to have uniform and ubiquitous access to these facilities. In turn, this will enable the development of Virtual Laboratories, or science portals, for distributed analysis in applied scientific research. Groups worldwide are collaborating on major research projects, creating experimental platforms upon which future e-Science and large-scale distributed computing experiments can take place. iGrid 2002 is a window into this world. iGrid 2002 is organized by Dutch and USA organizations. Institutions in The Netherlands are: Amsterdam Science & Technology Centre, GigaPort Project, SARA Computing and Networking Services, SURFnet and Universiteit van Amsterdam/ Science Faculty. Institutions in the USA are: Argonne National Laboratory/ Mathematics and Computer Science Division, Indiana University/ Office of the Vice President for Information Technology, Northwestern University/ International Center for Advanced Internet Research, and University of Illinois at Chicago/ Electronic Visualization Laboratory. Major funding for iGrid 2002 is provided by the GigaPort Project, the Amsterdam Science & Technology Centre and the USA National Science Foundation, with in-kind support by SARA Computing and Networking Services (with funding from the NWO/NCF) and the Universiteit van Amsterdam http://www.igrid2002.org/&^&Kelly, T.J. Jankun Ma, Kwan-Liup 2001<5A Spreadsheet Interface for Visualization ExplorationsIEEE Visualization7a3275-287zspreadsheets, user interfaces, knowledge representation, scientific visualization, visualization systems, volume renderingExploring complex, very large data sets requires interfaces to present and navigate through the visualization of the data. Two types of audience benefit from such coherent organization and representation: first, the user of the visualization system can examine and evaluate their data more efficiently; second, collaborators or reviewers can quickly understand and extend the visualization. The needs of these two groups are addressed by the spreadsheet-like interface described in this paper. The interface represents a 2D window in a multidimensional visualization parameter space. Data is explored by navigating this space via the interface. The visualization space is presented to the user in a manner that clearly identifies which parameters correspond to which visualized result. Operations defined on this space can be applied which generate new parameters or results. Combined with a general-purpose interpreter, these functions can be utilized to quickly extract desired results. Finally, by encapsulating the visualization process, redundant exploration is eliminated and collaboration is facilitated. The efficacy of this novel interface is demonstrated through examples using a variety of data sets in different domains d^http://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/Other/spreadsheet_exploration_viz00.pdf<6Kenyon, Robert V. DeFanti, Thomas A. Sandin, Daniel J. 1995<6Visual Requirements for Virtual Environment Generation<6Society of Information Display International Symposium26This paper describes how a requirement for stereovision can impact virtual environment characteristics and performance. Human visual anomalies that result from the limitations of producing congruent visual cues are described along with possible solutions. The CAVE is used as a model environment that implements stereovision to provide users with visual contact with objects at arms' length.82http://www.cs.uic.edu/~kenyon/SID95/SID95CAVE.html"Kenyon, Robert V. Afenya, M. 19950)Training in Virtual and Real EnvironmentsoHBAnnals of Biomedical Engineering: Starkfest Conference ProceedingsPJVirtual Environment, Pick-and-Place, manual control, transfer-of-training.Transfer of training between real and virtual environments was examined using a pick-and-place task with two different difficulty levels. The task was to minimize the time to move cans from one color coded location in the first row to the same color coded location in the back row and then to reverse the process. In the first task, the front and back disk colors were aligned and in the second disk order, the front and back disk colors were randomly placed on the table. Subjects trained in one environment were then tested in the other and their performance compared with that of subjects being trained in that environment. Some virtual world trained subjects showed small but significant improvement in performance compared to the untrained subjects for the real world task for both disk arrangements. The differences in performance between the two groups decreased with trial number until no difference was seen at the end of the sessions. None of the real world trained subjects showed any significant improvement when performing the task in the virtual world compared to the untrained subjects. These results suggest that transfer-of-training from virtual to real world tasks can take place under certain conditions.r@:http://www.evl.uic.edu/EVL/RESEARCH/PAPERS/KENYON/ppt.html$Kenyon, Robert V. Keshner, E. 1999,&Visual Field Effects of Body StabilityJD9th Annual Meeting of the Society for the Neural Control of Movement Princeville, HI$Kenyon, Robert V. Keshner, E. 2000RLSegmental Postural Stabilizing Responses in an Immersive Virtual Environment Society for Neurosciences\ New Orleans, LAp$Keshner, E. Kenyon, Robert V.r 2000xqThe Influence of an Immersive Virtual Environment on the Segmental Organization of Postural Stabilizing Responsesg$Journal of Vestibular Research10207-219Ob Allan Spale 2002B;Panels, Tools and Views: A Framework for Visual ProgrammingcComputer Science Chicago (!University of Illinois at Chicago 169Panels, Tools, and Views (PTV) is a conceptual framework for providing a visual programming environment. This framework seeks to map programming language API to various GUI components in the visual environment. Just as GUIs have allowed people to work in a wide variety of domains without having to write text-based programs to accomplish their tasks, the PTV framework seeks to lessen the effort needed for people to write computer programs.D>http://www.evl.uic.edu/papers/pdf/panels-tools-views-paper.pdfVOThorson, M. Leigh, Jason Maajid,G. Park, Kyoung Nayak, Atul Salva, P. Berry, S.g 2002TMAccessGrid-to-Go : Providing AccessGrid access on Personal Digital AssistantsAccess Grid Retreat,  La Jolla, CA13:3Vic Viewer for PocketPC (VVP) is a software application to decode and display a packetized video stream delivered over IP networks to a PDA running the Microsoft PocketPC operating system. This was first developed in the Spring of 2001 by Michael Thorson at EVL. The software is based on VIC, an open source video conferencing application originally developed at Lawrence Berkley National Laboratory. VIC is the primary means for video distribution over the Access Grid. The fundamental problem we are attempting to solve is: How does one display dozens of Access Grid video streams on a small screen, over a low bandwidth wireless network, with a small amount of processing power? We believe this is the problem, in general, that needs to be solved for wide spread deployment of portable wireless video conferencing.n>7http://www.evl.uic.edu/cavern/papers/AG2GoFinal2002.PDFc Timm, Karl 2003$Real-Time Video View Morphing\VACM SIGGRAPH: International Conference on Computer Graphics and Interactive Techniques  San Diego, CA{1l,&This sketch describes a real-time virtual video camera application based on view morphing. This system takes video input from multiple cameras aimed at the same subject from different angles. After performing real-time pattern matching, the system generates synthetic views for a virtual camera that can pan between any two real views. The approach of this paper differs from the more common depth from stereo method for generating virtual views in that it does not attempt to reconstruct the 3D structure of the original scene. Instead it takes two 2D images and directly generates the 2D output by performing only planar operations. At the heart of the system are algorithms and data structures that support the fast inter-image correlation needed for the completely automated, real-time view morphing..'http://www.evl.uic.edu/ktimm/sketch.doc Timm, Karl 2003.(Real-Time View Morphing of Video StreamsComputer Science Chicagoe (!University of Illinois at Chicagol 168bThis dissertation describes a real-time virtual camera application based on view morphing. This system takes video input from multiple cameras aimed at the same subject from different viewing angles. After performing real-time pattern matching, the system generates synthetic views for a virtual camera that can pan between the real views. The approach of this dissertation differs from the more common depth from stereo approach for generating virtual views in that it does not attempt to reconstruct the 3D structure of the original scene. Instead it takes two 2D images and directly generates the 2D output image by performing only planar operations. At the heart of the system are algorithms and data structures that support the fast inter-image correlation needed for the real-time view morphing. The contribution of this dissertation is that it demonstrates, through the use of innovative algorithms and data structures, that view morphing can be used as the basis of a real-time video avatar system running on commodity PC hardware.c:3http://www.evl.uic.edu/papers/pdf/K_Timm_disser.pdfiVZ2002Adamczyk19959 Adams1999 Afenya1995* Ahern2002 Ahern2002 Ahrens20010 Ahrens20010aitatzes2001 Ali1999 Ali1999E Alimohideen2003\ Ansar2001 Anstey1998 Anstey1998 Anstey1999 Anstey19999 Anstey2000 Anstey2000h Anstey2001 Anstey2001 Anstey2002 Aoyama2000 Assad1994m Bailey19999n Bailey19999 Bailey19999' Bailey2000o Bailey20000] Bal2000C Bal2003$Balmelli2002Banerjee1999Banerjee1999Banerjee2004 Bargar1993 Barnes19931 Barnes19977 Barnes19977 Barnes19988 Barnes19999 Bash19959o Batchu20000: Bauer2002 Beeman19944 Behara2000$ Bernardini2002O Berry2002 Bethel2003 Bielak20033 Bilitch1994 Binotto2003 Bizri1998 Bizri1998 Bizri1998 Bizri1999 Blumenthal1994 Boada2001 Bogucki1999 Bogucki1999 Bower1993 Bower1994 Bower19949 Brady2003 Brandt2002 Brederson2003i Brody2001 Brown1994 Brown1995 Brown1996 Brown1996a Brown1997 Brown1997c Brown1998 Brown1998 Brown1998 Brown1999 Brown1999 Brown1999 Brown1999 Brown1999_ Brown2000 Brown2000 Brown2002 Brown2003Browning1993Browning1994 Brunett1998 Burdick2002 Buy1998U C.2003Y C.2003Canfield1996i Carter20011h Carter2001 Chen19969 Chen19991 Cho2000 Cho2000\ Cho2001 Cho2001 Cho2001 Cho2002 Cho2002 Cho2003 Cho2003N Chowdry2002 Cignoni1997 Clyne2002F Coffin2003n Cohen1993 Comba2003 Correa2003Costigan1998 Cox19977 Cox1997 Cox1999 Cox19997 Crawfis1997( Crawfis1999o Creel2000P Cruz20000 Cruz-Neira1992 Cruz-Neira1993 Cruz-Neira1993 Cruz-Neira1993 Cruz-Neira1993 Cruz-Neira1994 Cruz-Neira1995 Cruz-Neira1995 Curry1999 Curtis19999 Czajkowski1998 Czernuszenko1994 Czernuszenko1997 Czernuszenko1998 Czernuszenko1999 D'Souza2001^ Daily2000 Das1993 Das1993 Das1994 Das1994 Dawe19979 Dawe19989 Dawe19989 Dawe19999 Dawe19999 Dawe19999P Dawe20000 Dawe20000 Dawe2000[ Dawe20011 Dawe20012 Dawe20020 Dech19999 DeCoro20040 DeFanti DeFanti DeFanti1990 DeFanti1991 DeFanti1992 DeFanti1993 DeFanti1993 DeFanti1993 DeFanti1993 DeFanti1993 DeFanti1994 DeFanti1994 DeFanti1994 DeFanti1994 DeFanti1994 DeFanti1994 DeFanti1994 DeFanti1995 DeFanti1995 DeFanti1995 DeFanti1995 DeFanti1995 DeFanti1995x DeFanti1996y DeFanti1996 DeFanti1996 DeFanti1996 DeFanti1996` DeFanti1997a DeFanti1997b DeFanti1997 DeFanti1997 DeFanti1997c DeFanti1998e DeFanti1998f DeFanti1998g DeFanti1998 DeFanti1998 DeFanti1998 DeFanti1998 DeFanti1998 DeFanti1998 DeFanti1998 DeFanti1998m DeFanti1999n DeFanti1999 DeFanti1999 DeFanti1999 DeFanti1999 DeFanti1999 DeFanti1999 DeFanti1999 DeFanti1999 DeFanti1999 DeFanti1999 DeFanti1999 DeFanti1999P DeFanti2000 DeFanti2000 DeFanti2000 DeFanti2000[ DeFanti2001\ DeFanti2001 DeFanti2001 DeFanti2001 DeFanti2002 DeFanti2002D DeFanti2003E DeFanti2003G DeFanti2003 DeFanti2003 DeFanti2003 DeFanti2004 DeMarle2003 DeSchutter1993 DeSchutter19944 Disz19961 Dodds1999Dolinsky1998Dolinsky1998Dolinsky1999  Duchaineau2002I E.Johnson2003" Ebert2002 Edel19949 Edelson2002 Edelson2003E Eliason2003 Ellsworth1997 Ellsworth2003+ Engel2000- Engel2002: Engel2002< Engel2002= Engel2002 Engelmann1993+ Ertl20000- Ertl20022: Ertl20020< Ertl20022 Evenhouse2004P Fang20000\ Fang2001a6 Finkelstein Finley2002 Fischnaller2001 Fitzgerald1998 Foster19966 Foster19981 Foster19999 Foster19999 Fotouhi1994 Fotouhi1994 Fotouhi1995 Fotouhi1995 Franguiadakis1994 Fraser19999 Freitas2003 Fron19999  Funkhouser2001I G.Rao2003Ganeshan1999 Garcia2002[ Ge2001r\ Ge200104 Geisler1998z7DJDCox, Michael Crawfis, Roger Hamann, Bernd Hansen, Charles Miller, M. 1997>8Terascale Visualization: Approaches, Pitfalls and IssuesIEEE Visualization NASA Ames Research CenterC507-509cjdhttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/parallel_volviz/terascale_viz_panel_viz97.pdfTMC. Cruz-Neira Sandin, Daniel J. DeFanti, Thomas A. Kenyon, Robert V. Hart, J.t 1992F?The CAVE: Audio Visual Experience Automatic Virtual Environment Communications of the ACMe356 The CAVE is a new virtual reality interface. In its abstract design, it consists of a room whose walls, ceiling and floor surround a viewer with projected images. Its design overcomes many of the problems encountered by other virtual reality systems and can be constructed from currently available technology. Suspension of disbelief and viewer-centered perspective, are often used to describe such systems. Suspension of Disbelief: This term arose from film criticism and is defined as the ability to give in to a simulation - to ignore its medium. The early attempts of the entertainment industry to achieve better suspension of disbelief laid the foundations for current virtual reality research. Suspension of disbelief is a fundamental part of the effective use of a virtual reality interface. Until we can ignore the interface and concentrate on the application, virtual reality will remain a novel experience instead of a serious visualization tool. Viewer-Centered Perspective: The perspective simulation of common visualization systems dates back to the Renaissance, and is based in a mythical camera positioned along an axis extended perpendicular form the center of the screen. Viewer-centered perspective simulates the perspective view from the location of the viewer. To maintain correct perspective, a sensor that continuously reports the viewer's position to the simulation is commonly used. Without this perspective, the viewer becomes less a part of the environment, and a full suspension of disbelief becomes increasingly difficult.C. Cruz-Neira Leigh, Jason Barnes, C. Cohen, S. Das, S. Engelmann, R. Hudson, R. Papka, M. Siegel, L. Vasilakis, Christina A. DeFanti, Thomas A. Sandin, Daniel J. 1993nhScientists in Wonderland: A Report on Visualization Applications in the CAVE Virtual Reality EnvironmentRKProceedings of IEEE 1993 Symposium on Research Frontiers in Virtual RealityHATraditional computer graphics has typically required that scientists look through a restricted window (the computer screen), to view images that depict their research data. Virtual Reality (VR) on the otherhand, offers scientists the means to leap through that window and physically engage their experimental environment.B8Many researcher have created systems, languages, and paradigms for creating sound with the aid of computers. In the past, the utility of these systems for real-time work has been limited to either using very simple algorithms or controlling special-purpose hardware. For many purposes, MIDI-compatible synthesizers suffice for the sound generation hardware. However, these devices tend to be limited, both in the range of sounds of any one unit, and especially in the area of interactive control. Only very recently has the computing power of general-purpose computers become equal to the task of producing reasonably complex sound with good fidelity, in real-time. Given hardware and software capable of generating the types of sounds desired, perhaps a more difficult problem is the organization and control of these sounds into the temporal sound structures we recognize as rhythm, melody, harmony, and musical form. Although these are musical terms, the same capabilities are needed if we are to encode information into sound in a way that the user of a system can comprehend.NHDas, S. Franguiadakis, T. Papka, M. DeFanti, Thomas A. Sandin, Daniel J. 1994:4A Genetic Programming Application in Virtual Reality6/First IEEE Conference on Evolutionary ComputingThis paper describes a CAVE application, Evolution of Behavior in a Simulated Environment. The application uses genetic programming techniques to evolve avoidance and goal getting behaviors. Results are shown as real-time, 3-dimensional, stereo forms.ahttp://citeseer.ist.psu.edu/cache/papers/cs/797/http:zSzzSzwww.evl.uic.eduzSzEVLzSzRESEARCHzSzPAPERSzSzPAPKAzSzgp94.pdf/a-genetic-programming-application.pdfcDeFanti, Thomas A.81Better than Being There: Next Millennium Networksu,%IEEE Computer Graphics & Applicationsnb[This publication covers the future of Tele-Immersion applications over high speed networks.DeFanti, Thomas A.>7The Global Technology Grid: Its Role in Virtual RealityVlfSimulation and Visualization on the Grid, Computational Science and Engineering, PDC Annual ConferenceThe Global Technology Grid is the interlinking of simulation computers, large data bases, and high-end visualization environments like CAVEs and multi-screen high-resolutiion displays over high-speed networks. Achieving this Grid is a massive undertaking, requiring everything from networking quality of service to authenticated reservations of resources, to new levels of international cooperation. This talk will cover these topics from a visualization point of view.d l\F?Thomas A. DeFanti Foster, Ian Papka, M. Stevens, R. Kuhfuss, T. 1996<6Overview of the I-WAY: Wide Area Visual Supercomputing:4International Journal of Supercomputing Applications102123-1304-This paper discusses the I-WAY project and provides an overview of the papers in this issue of IJSA. The I-WAY is an experimental environment for building distributed virtual reality applications and for exploring issues of distributed wide area resource management and scheduling. The goal of the I-WAY project is to enable researchers use multiple internetworked supercomputers and advanced visualization systems to conduct very large-scale computations. By connecting a dozen ATM testbeds, seventeen supercomputer centers, five virtual reality research sites, and over sixty applications groups, the I-WAY project has created an extremely diverse wide area environment for exploring advanced applications. This environment has provided a glimpse of the future for advanced scientific and engineering computing. B;http://www.evl.uic.edu/EVL/RESEARCH/PAPERS/PAPKA/intro.htmllztDeFanti, Thomas A. Sandin, Daniel J. Dawe, G. Brown, Maxine Rawlings, M. Lindahl, G. Johnson, Andrew E. Leigh, Jason 1998&Personal Tele-Immersion Devices.PJ7th IEEE International Symposium on High Performance Distributed Computing  Chicago, ILThe Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago (UIC) has partnered with dozens of computational scientists and engineers to create visualization and virutal relaity (VR) devices and applications for collaborative exploration of scientific and engineering data. Since 1995, our research and development activities have incorporated emerging highbandwidth networks like the vBNS and the Internet2 in an effot now called Tele-Immersion. As a result of our six years' experience in building first and second generation VR devices to support these applications, we consider third-generation VR devices that will provide desktop / office-sized displays. Since no current tehcnology is yet configurable with ideal resolution and size, we will first simulate these devices with available parts, and then build more advanced prototypes. We believe that the devices we propose to build using the new display technologies from a set of desirable human/computer interface requirements for successful Tele-Immersion adoption. A goal of this research is to develop clearly compelling prototyypes so that these devices can be improved and reproduced by the private sector.w4.http://www.evl.uic.edu/papers/pdf/PrsnlDev.pdfzDeFanti, Thomas A. Sandin, Daniel J. Brown, Maxine Pape, Dave Anstey, J. Bogucki, M. Dawe, G. Johnson, Andrew E. Huang, T. 1999~wTechnologies for Virtual Reality/Tele-Immersion Applications: Issues of Research in Image Display and Global Networking_`ZEC/NSF Workshop on Research Frontiers in Virtual Environments and Human-Centered Computing Chateau de Bonas, FranceEVL has developed an aggressive program over the past decade to partner with scores of computational scientists and engineers all over the world. The focus of this effort has been to create visualization and VR devices and applications for collaborative exploration of scientific and engineering data. Since 1995, our research and development activities have incorporated emerging high bandwidth networks like the vBNS and its international connection point STAR TAP, in an effort now called tele-immersion. As a result of eight years experience building first and second-generation projection-based VR devices to support these applicaitons, we wish to describe needed research in third-generation VR devices aimed at desktop/office-sized displays. Since no current projection technology is yet configurable with ideal resolution and size, we must first describe the variety of emerging display devices. In 1991, we conceived and over several years developed the CAVE virutal reality theater, a room-sized, high-resolution, projection-based system that enables users to experience excellent immersion in full 3D imagery. We then developed the ImmersaDesk, a smaller, software-compatible, drafting-table-format version of the CAVE that has been deployed to dozens of locations, nationally and internationally, at government institutions, national laboratories, universities and companies. The hardware now needs to be made smaller, higher resolution and more adaptable to the human and his/her workspace. Middleware that manages connections, bandwidth and latency needs to be integrated with the computer systems driving these hardware devices. Software that increases the quality of human-computer interaction through human output recognition must be brought from specialized lab experiments to routine use, and provided as part of the tele-immersive collaborative experinece. This paper discusses many of the issues at the heart of this research.B7IEEE Parallel and Large Data Visualization and Graphicsa $Utah Univ., Salt Lake City, UT 87-94f`visualization, interactive ray tracing, large data, cluster computing, distributed shared memory We have constructed a distributed parallel ray tracing system that interactively produces isosurface renderings from large data sets on a cluster of commodity PCs. The program was derived from the SCI Institute's interactive ray tracer (*-Ray), which utilizes small to large shared memory platforms, such as the SGI Origin series, to interact with very large-scale data sets. Making this approach work efficiently on a cluster requires attention to numerous system-level issues, especially when rendering data sets larger than the address space of each cluster node. The rendering engine is an image parallel ray tracer with a supervisor/workers organization. Each node in the cluster runs a multithreaded application. A minimal abstraction layer on top of TCP links the nodes, and enables asynchronous message handling. For large volumes, render threads obtain data bricks on demand from an object-based software distributed shared memory. Caching improves performance by reducing the amount of data transfers for a reasonable working set size. For large data sets, the cluster-based interactive ray tracer performs comparably with an SGI Origin system. We examine the parameter space of the renderer and provide experimental results for interactive rendering of large (7.5 GB) data sets.5nghttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/parallel_volviz/distrib_raytracing_dsm_pvg03.pdfn P % t Girado, J. Glen, Dennis Goldman, J.Goldstein, Benjamin A. Goldstein, S. Gomez, LouisGonser, JuliusGregorski, Benjamin Greiner, G.Gribble, ChristiaanGroller, Meister Eduard Grossman, R.Grossman, RobertGrossman, Robert L. Gu, Yunhong Guthe, Stefan Haas, D.Hadwiger, Markus Hamann, BerndHamelburg, Don Hanley, DaveHansen, Charles Hart , J.C. Hart, J. Hart, J.C. Hart, John C. Hartner, Mark He, D. He, E. He, Eric He., E.Heiland, RandyHenderson, Amy Hicks, JohnHindo, Claudia Hong, Xinwei Houston, Mike Hu, Liujia Huang, Jian Huang, M.Huang, Runzhen Huang, T.Hudson, Alan D. Hudson, R.Humphreys, Greg Imai, T. Imai, Tomoko Ingle, N. Insley, J. Jason Leigh Jeong, B. Jerald, J. Jinghua Ge Johnson, A.Johnson, A. E.@;Johnson, A., Leigh, J., DeFanti, T., Brown, M., Sandin, D.,Johnson, Andrew E.Johnson, ChrisJoy, Kenneth I.Kanitsar, Armin Kapoor, A.Kapoor, AbhinavKarayannis, Fotis Karumuri, D.Kauffman, Louis H. Kaufman, Arie Keahey, AlanKelly, T.J. Jankun Kelso, John Kenyon, R. Kenyon, R. V.Kenyon, Robert V. Keshner, E. Kesselman, C. Kettunen, L. Khan, M-A.Khan, Mohammed Ali Kilb, D.Kim, Eui Joong Kim, J. Kim, JanetKindlmann, GordonKirchner, PeterKirihata, Yasuhiro Kirkby, K.Klosowski, James T. Kniss, Joe Knoop, P.A.Komatitsch, D. Korab, H.Krishnaprasad, N.Krishnaprasad, Naveen Kriz, Ron Kruger, J. Kuhfuss, T. Kukimoto, N. Kumar, Arvind Kyoung Park LaMar, EricLascara, C. M.Lascara, Cathy M. Laughbon, C.Law, C. Charles Lee, C. Lee, M. Leigh, J.,)Leigh, J., Johnson, A. E., DeFanti, T.A.,D>Leigh, J., Johnson, A., DeFanti, T., Bailey, S., Grossman, R., Leigh, JasonLescinsky, G.W.Leutenegger, Scott Levera, Jorge Levine, D. Levy, S.Lewis, Michael J. Li, Kai Li, Wei Li, XinyueLillethun, Dave Lin, Y. Lin, Yalu Linda Winkler Lindahl, G. Lindquist, K.Lindstrom, Peter Lippert, Lars Liu, F. Liu, Xiaoyan Liu, Zhiyan Liujia HuLivingston, D.Livingston, Drake Loeffler, C. Lopez, BrendaLuciano, Cristian Lum, Eric B. Ma, Kwan-Liu Maajid, G.Mallat, Stephane G.Mambretti, Joe Margolis, T. Martin, K.Mascarenhas, R. Mason, J.Mason, TheodoreMavriplis, DimitriMazzucco, MarcoMcCormick, PatrickMcCormick, Patrick S. McEneany, Tim McInnes, D.McLaughlin, M.McLaughlin, Michael McMullen, D.McPherson, Allen McRobbie, M. McShane, E. Meerasa, J. Meerasa, Javid M AlimohideenMehrotra, SanjayMeredith, Jeremy Meyers, S. Miller, M. Millman, Alan Moher, T.84Moher, T., Johnson, A., Ohlsson, S., Gillingham, M., Moher, TomMontani, ClaudioMoran, PatrickMoreland, Kenneth Morie, J. Morin, P.Morris, Christopher J. Morse, D.x`@>8Andrew E. Johnson Tom Moher Y. Cho Y. Lin D. Haas J. Kim 20024.Augmenting Elementary School Education with VR.'IEEE Computer Graphics and Applications222s 6-9 D=We believe that using a virtual world to teach scientific investigation can be beneficial in preparing elementary school students for doing these sorts of investigations in the real world. The students can explore environments that arent locally accessible and measure phenomena they wouldnt normally be able to. More importantly, a teacher can simplify the complexity of the world to focus on particular features. At the University of Illinois at Chicagos Electronic Visualization Laboratory, we use virtual reality technology to complement real-world experiences rather than replace them. For more than two years, weve been deploying ImmersaDesk applications in a Chicago-area elementary school. We want to know whether these virtual environments (VEs) help children make sense of mathematics and scientific phenomena. If so, can educators adapt them to the realities of elementary school learning and teaching? Our experience indicates that VR can successfully augment scientific education as well as help to equalize the learning environment by engaging students of all levels.60http://www.computer.org/cga/cg2002/pdf/g2006.pdfB7IEEE Parallel and Large Data Visualization and Graphicsg Princeton Univ., NJ 75-153b[parallel rendering, interactive visualization, cluster computing, computer graphics systemsWith the recent advances in commodity graphics hardware performance, PC clusters have become an attractive alternative to traditional high-end graphics workstations. The main challenge is to develop parallel rendering algorithms that work well within the memory constraints and communication limitations of a networked cluster. Previous systems have required the entire 3D scene to be replicated in memory on every PC. While this approach can take advantage of view-dependent load balancing algorithms and thus largely avoid the problems of inter-process communication, it limits the scalability of the system to the memory capacity of a single PC. We present a k-way replication approach in which each 3D primitive of a large scene is replicated on k out of n PCs (k≪n). The key idea is to support 3D models larger than the memory capacity of any single PC, while retaining the reduced communication overheads of dynamic view-dependent partitioning. In this paper, we investigate algorithms for distributing copies of primitives among PCs and for dynamic load balancing under the constraints of partial replication. Our main result is that the parallel rendering efficiencies achieved with small replication factors are similar to the ones measured with full replication. By storing one-fourth of Michelangelo's David model (800 MB) on each of 24 PCs (each with 256 MB of memory), our system is able to render 40 million polygons/second (65 % efficiency)lehttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/parallel_volviz/parallel_kway_render_pvg01.pdfnLFDaniel J. Sandin Margolis, T. Dawe, G. Leigh, Jason DeFanti, Thomas A. 2001,&The Varrier Auto-Stereographic Display SPIE 429725<6Varrier, Barrier, Auto, Stereo, Stereographic, Display~wThe goal of this research is to develop a head-tracked, stereo virtual reality system utilizing plasma or LCD panels. This paper describes a head-tracked barrier auto-stereographic method that is optimized for real-time interactive virtual reality systems. In this method, a virtual barrier screen is created simulating the physical barrier screen, and placed in the virtual world in front of the projection plane. An off-axis perspective projection of this barrier screen, combined with the rest of the virtual world, is projected from at least two viewpoints corresponding to the eye positions of the head-tracked viewer. During the rendering process, the simulated barrier screen effectively casts shadows on the projection plane. Since the different projection points cast shadows at different angles, the different viewpoints are spatially separated on the projection plane. These spatially separated images are projected into the viewers space at different angles by the physical barrier screen. The flexibility of this computational process allows more complicated barrier screens than the parallel opaque lines typically used in barrier strip auto-stereography. In addition this method supports the focusing and steering of images for a users given viewpoint, and allows for very wide angles of view. This method can produce an effective panel-based auto-stereo virtual reality system.:4http://www.evl.uic.edu/todd/varrier/VarrierSPIE.html*$Sandin, Daniel J. Kauffman, Louis H. 2004>7A Ray Tracer to Visualize Higher Dimensional Julia Sets pjFifth Interdisciplinary Conference of The International Society of The Arts, Mathematics, and Architecture  Chicago, IL"*#Artists, scientists and mathematicians have been collaborating on a variety of projects at the Electronic Visualization Laboratory for over thirty years. In 1989, a ray tracer was created to visualize higher dimensional Julia Sets, involving and contributing to advances in all three fields.HAhttp://www.evl.uic.edu/papers/pdf/Sandin.RayTracerJuliaSetsbw.pdfp\VSandor, E. Fron, J. Reiber, K. Orellana, F. Meyers, S. Plepys, D. Dolinsky, M. Ali, M. 1999ZTCollaborative Visualization: New Advances in Documenting Virtual Reality with IGrams@:IEEE International Conference on Information Visualization London(art)n and the Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago have collaborated on the development of the first real-time, stereoscopic hardcopy output of virtual reality applications - the ImmersaGram (IGram). The results of this new technology directly address a broad range of information visualization issues along a wide spectrum of disciplines from art, architecture, and science, to medicine, engineering and education.4-http://www.pret-a-voir.com/highlights/19.htmll|Sawant, N. Scharver, C. Leigh, Jason Johnson, Andrew E. Reinhart, G. Creel, E. Batchu, S. Bailey, Stuart Grossman, Robert L. 2000{The Tele-Immersive Data Explorer: A Distributed Architecture for Collaborative Interactive Visualization of Large Data-sets @:4th International Immersive Projection Technology Workshop Ames, IATele-immersion, collaborative virtual reality, data-mining multivariate data, annotations, persistent environments, design patterns.There exist a number of scientific visualization systems designed to provide a two-dimensional interface to the user. However, little consideration has been given to the development of collaborative virtual environments for visualization purposes. This paper discusses the Tele-Immersive Data Explorer a generalizable framework to facilitate the construction of domain-specific data exploration applications challenged with the problem of having to visualize massive data-sets immersively and collaboratively. In the paper we describe the frameworks conceptual organization, its distributed multiprocessed objectoriented architecture, and its application to visualize gridded scalar data.82http://www.evl.uic.edu/papers/pdf/tide_ipt2000.pdf ;dDbt s0)Johnson, Andrew E. Moher, Tom Ohlsson, S. 1999LEThe Round Earth Project - Collaborative VR for Elementary School Kidsm SIGGRAPH 99\ Los Angeles, CAl 90-93bThis paper discusses the deployment of a collaborative VR environment in an elementary school to help teach children that the Earth is spherical.@:http://www.evl.uic.edu/aej/papers/sig99/sigedu99final.html>8Johnson, Andrew E. Moher, Tom Ohlsson, S. Gillingham, M. 1999HAThe Round Earth Project: Collaborative VR for Conceptual Learnings.'IEEE Computer Graphics and Applicationsl196 60-69The concept of a round Earth is not a simple one for children to acquire. Their everyday experience reinforces their deeply held notion that the Earth is flat. Told by adults that the Earth is round, they often react by constructing a mental model of the Earth as a pancake, or a terrarium-like structure with people living on the flat dirt layer inside, or even a dual model with a spherical Earth and a flat Earth coexisting simultaneously. In effect, children attempt to accommodate the new knowledge within the framework of their existing conceptual models. Unfortunately, holding tight to the features of those prior models inhibits fundamental conceptual change. The Round Earth Project is a collaboration among researchers in computer science, education and psychology. It investigates two alternative pedagogical strategies for teaching children that the Earth is spherical, and the implications of that fact. One strategy, which we term the transformationalist approach, attempts to effect conceptual change by breaking down the childrens prior models. The alternative selectionist strategy, in contrast, attempts to effect learning in an alternative setting (in our case, a small diameter asteroid), free of pre-existing biases, and to relate that learning back to the target domain: the Earth. Virtual reality (VR) technologies are used to support both pedagogical strategies. In the transformationalist approach, VR is used to simulate the launching of a spacecraft from the Earths surface and subsequent exploration within a fixed-height orbit. In the selectionist approach, VR is used to simulate a small diameter asteroid. Thus learners may walk on a body with a curved horizon, see objects appear from below the horizon, take a long walk around the entire globe and come back to where they started. In both environments, distributed VR technologies are used to provide a collaborative learning environment promoting positive interdependence among pairs of learners. Initial pilot studies involved bringing children to the VR equipment in the laboratory, the actual studies bring the VR equipment into a local elementary school as part of an ongoing research program looking at the use of VR in conceptual learning for children.<5http://www.evl.uic.edu/aej/papers/cga99/cga99rev.html b[Johnson, Andrew E. Leigh, Jason DeFanti, Thomas A. Sandin, Daniel J. Brown, Maxine Dawe, G.e 1999TNNext-Generation Tele-Immersive Devices for Desktop Trans-Oceanic CollaborationHBIS&T/SPIE Conference on Visual Communications and Image Processing  San Jose, CA^XTele-Immersion, Virtual Reality, Trans-Oceanic, Collaboration, Display Devices, TrackingTele-Immersion is the combination of collaborative virtual reality and audio / video teleconferencing. With a new generation of high-speed international networks and high-end virtual reality devices spread around the world, effective trans-oceanic tele-immersive collaboration is now possible. But in order to make these shared virtual environments more convenient workspaces, a new generation of desktop display technology is needed.0*http://www.evl.uic.edu/aej/spie2/spie.html Johnson, A.g 20006/Creating Tele-Immersion Environments (tutorial)CPJ11th Annual Workshop on Interconnections Within High Speed Digital Systems  Santa Fe, NMAndrew E. Johnsond 2000PJDeploying VR in an Elementary School - Pipe Dreams and Practical RealitiesNGCDROM Proceedings of IPT 2000: Immersive Projection Technology Workshop Ames, IA<5This paper discusses the practical realities of maintaining a projection-based VR learning environment inside an elementary school, in terms of supporting the VR resource, and integrating it into the school culture. It also presents several of the lessons we have learned in the first year of this deployment.81http://www.evl.uic.edu/papers/pdf/Lincoln.IPT.pdfTNJohnson, Andrew E. Sandin, Daniel J. Dawe, G. Qiu, Z. Thongrong, S. Plepys, D. 2000HBDeveloping the PARIS: Using the CAVE to Prototype a New VR DisplayNGCDROM Proceedings of IPT 2000: Immersive Projection Technology Workshop! Ames, IAjdThe PARIS (Personal Augmented Reality Immersive System) is a new VR display device that was first prototyped as a virtual device in a CAVE to aid in the development process. This initial prototyping in VR allowed the designers to save time and money, and to garner valuable feedback from prospective users, before finally committing the design to hardware.6/http://www.evl.uic.edu/papers/pdf/PARIS.IPT.pdfs82Johnson, Andrew E. Moher, Tom Leigh, Jason Lin, Y. 2000NHQuickWorlds: Teacher Driven VR Worlds in an Elementary School Curriculum&SIGGRAPH 2000 Educators Program New Orleans, LA!Almost 100 years ago, the Parent-Teacher Organization at Abraham Lincoln Elementary School in Oak Park Illinois bought a stereopticon for use by the teachers, in the belief that a stereoscopic display might give studnets insights not available through conventional imagery. Today, researchers from the University of Illinois at Chicago are collaborating with the staff of Lincoln Elementary to explore what learning benefits virtual reality technology may offer children within a school context.60http://www.evl.uic.edu/papers/pdf/Sig2Kpaper.pdf"Andrew E. Johnson Leigh, J. 2001@9Tele-Immersive Collaboration in the CAVE Research NetworklTMCollaborative Virtual Environments: Digital Places and Spaces for Interaction 225-243<6Johnson, Andrew E. Moher, Tom Ohlsson, S. Leigh, Jason 2001PIExploring Multiple Representations In Elementary School Science EducationyIEEE VRt Yokahama, JapanpjThis paper presents our findings after the first year and a half of a multi-year deployment of an ImmersaDesk to a local elementary school, investigating its effectiveness in enhancing science education. These findings deal with how VR can aid in the coordination of multiple representations, and how to integrate the technology into the existing school culture.82http://www.evl.uic.edu/papers/pdf/johnsonVR01c.pdfJohnson, Chris 2002:3Visualization and VR for the grid - CCGrid KeynotesnZThttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/Other/johnson_ieee_grid02.pdfd Leigh1998e Leigh1998f Leigh1998g Leigh1998 Leigh1998 Leigh1998 Leigh1998 Leigh1998 Leigh1998 Leigh1998 Leigh1998m Leigh1999n Leigh1999 Leigh1999 Leigh1999 Leigh1999 Leigh1999 Leigh1999 Leigh1999 Leigh1999 Leigh1999 Leigh1999 Leigh1999P Leigh2000_ Leigh2000k Leigh2000l Leigh2000o Leigh2000 Leigh2000 Leigh2000 Leigh2000[ Leigh2001\ Leigh2001i Leigh2001h Leigh2001 Leigh2001 Leigh2001 Leigh2001N Leigh2002O Leigh2002 Leigh2002 Leigh2002 Leigh2002D Leigh2003E Leigh2003F Leigh2003G Leigh2003I Leigh2003M Leigh2003 Leigh2003 Leigh2003 Leigh2003 Leigh2003W Leigh2004X Leigh2004| Leigh2004~ Leigh2004 Leigh2004 Lescinsky1990) Leutenegger1996H Levera20030 Levine1995 Levine19955 Levy1999 Levy1999 Lewis20006Li Li2001s Li2003 Li2003H Lillethun2003 Lin1999 Lin2000 Lin2000 Lin2001 Lin2002 Lindahl1996 Lindahl1998 Lindahl1998 Lindquist2003  Lindstrom20022 Lippert19986Liu Liu1999 Liu2000 Livingston20030Loeffler1998U Lopez2003 Luciano2004 Lum2002 Lum2004) Ma1996 Ma2001h& Ma20010 Ma20022 Ma20022 Ma2003 Ma20030 Ma20042O Maajid200225 Mallat1989H Mambretti2003Margolis2001^ Martin2000 Mascarenhas1998 Mason1994 Mason1999) Mavriplis1996GMazzucco2003HMazzucco20033  McCormick2001  McCormick2002  McCormick2003McEneany2004^ McInnes2000 McLaughlin20030McMullen1999  McPherson2001McRobbie1999 McShane1998 Meerasa2003Mehrotra2004Meredith2001 Meyers199997 Miller19977 Millman1999 Moher1996 Moher1997 Moher1997 Moher1998q Moher1999r Moher1999s Moher1999t Moher1999 Moher1999v Moher2000 Moher2000 Moher2000 Moher2001 Moher2001 Moher2001 Moher2002 Moher2002 Moher2002 Moher2002 Moher2003 Moher2003 Moher2004 Montani1997 Moran2003Moreland2001 Morie1994 Morin2002 Morin2002$ Morris20020 Morse1994( Mueller1999 Mueller2003 Murata2000 Murata2000~ Murata20040' Nadeau2000 Navazo2001\ Nayak2001N Nayak2002O Nayak2002 Nayak2002 Nayak2002U Nayak2003Y Nayak2003 Nayak2003 Nayak2003 Newman2003 Newman20030* Ng2002Nobuyuki1999 Norton1990q Ohlsson1999r Ohlsson1999s Ohlsson1999t Ohlsson1999u Ohlsson2000v Ohlsson2000 Ohlsson2001 Ojika1998Orellana1999 Painter2001Pajarola2004 Pape1996 Pape1997n Pape19989 Pape1998 Pape19999 Pape19999 Pape1999 Pape19999 Pape1999 Pape19999 Pape2000 Pape2000 Pape20000 Pape20000h Pape2001 Pape2001 Pape2002 Pape2002 Papka1993 Papka1994 Papka1995 Papka1995 Papka1996 Papka1996g Park19988j Park1999 Park19991k Park2000l Park2000 Park2000\ Park2001ai Park2001N Park20020O Park20020 Park20020K Park2003M Park2003 Park2003 Park20033 Parker20033 Parod1999 Pascucci20022Pascucci2003 Patterson1999 Patterson1999 Paul2003Pavlakos2001_Pawlicki2000 Petrovich1994> Pfister2000 Plepys1994o Plepys19999 Plepys19999P Plepys20000 Plepys20000hPortlock2001   <  % - TT ? l lJ .\| % O  G d  2 :e\  9 9  B  'R } 5 u /   ELv< J.C. Hart 1990PIParallel algorithms for visualization of multidimensional fractal objectsaElectronic Imaging EastVJ.C. Hart A. Norton 1990,%Use of curves in rendering fractures.sPJSPIE/SPSE Symposium on Curves and Surfaces in Computer Vision and Graphics$Hart , J.C. DeFanti, Thomas A. 1991<6Efficient antialiased rendering of 3-D linear fractalsComputer Graphicso253UpiObject instancing is the efficient method of representing an hierarchical object with a directed graph instead of a tree. If this graph contains a cycle then the object it represents is a linear fractal. Linear fractals are difficult to render for three specific reasons: (1) ray-fractal intersection is not trivial, (2) surface normals are undefined and (3) the object aliases at all sampling resolutions. Ray-fractal intersections are efficiently approximated to sub-pixel accuracy using procedural bounding volumes and a careful determination of the size of a pixel, giving the perception that the surface is infinitely detailed, Furthermore, a surface normal for these non-differentiable surfaces is defined and analyzed. Finally, the concept of antialiasing covers is adapted and used to solve the problem of sampling fractal surfaces. An initial bounding volume estimation method is alsodescribed, allowing a linear fractal to be rendered given only its iterated function system. A parallel implementation of these methods is described and applications of these results to the rendering of other fractal models are given.82http://graphics.cs.uiuc.edu/~jch/papers/rayifs.pdf:3D. He Liu, F. Pape, Dave Dawe, G. Sandin, Daniel J. 20000)Video-Based Measurement of System LatencytD=Fourth International Immersive Projection Technology Workshopt Ames, IAzWe describe and end-to-end latency measurement method for virtual environments. The method incorporates a video camera to record both a physical, controller and the corresponding virutal cursor at the same time. The end-to-end latency can be concluded based on the analysis of the playback of the videotape. The only hardware necessary is a standard interlaced NTSC video camera and a video recorder that can display individual video fields. We describe an example of analyzing the effect of differenct hardware and software configurations upon the system latency. The example shows that the method is effective and easy to implement.<5http://www.evl.uic.edu/papers/pdf/latency_ipt2000.pdfa0)Eric He Jason Leigh Oliver Yu DeFanti, T. 2002JDReliable Blast UDP : Predictable High Performance Bulk Data TransferIEEE Cluster Computing  Chicago, ILd10|High speed bulk data transfer is an important part of many data-intensive scientific applications. This paper describes an aggressive bulk data transfer scheme, called Reliable Blast UDP (RBUDP), intended for extremely high bandwidth, dedicated- or Quality-of-Service- enabled networks, such as optically switched networks. This paper also provides an analytical model to predict RBUDPs performance and compares the results of our model against our implementation of RBUDP. Our results show that RBUDP performs extremely efficiently over high speed dedicated networks and our model is able to provide good estimates of its performance.81http://www.evl.uic.edu/papers/pdf/cluster2002.pdfjcEric He Javid Alimohideen Josh Eliason Naveen Krishnaprasad Jason Leigh Oliver Yu Thomas A. DeFanti 2003RKQuanta: A Toolkit for High Performance Data Delivery over Photonic Networks("Future Generation Computer Systems196919-934Quanta is a cross-platform adaptive networking toolkit for supporting the data delivery requirements of interactive and bandwidth intensive applications, such as Amplified Collaboration Environments. One of the unique goals of Quanta is to provide applications with the ability to provision optical pathways (commonly referred to as Lambdas) in dedicated photonic networks. This paper will introduce Quantas architecture and capabilities, with particular attention given to its aggressive and predictable high performance data transport scheme called Reliable Blast UDP (RBUDP). We provide an analytical model to predict RBUDPs performance and compare the results of our model against experimental results performed over a high speed wide-area network.F?http://www.evl.uic.edu/cavern/optiputer/papers/QUANTA_FINAL.pdfaPIHuang, M. Papka, M. DeFanti, Thomas A. Levine, D. Turner, L. Kettunen, L. 1995:4Virtual Reality Visualization of Accelerator MagnetstnSimulation Multiconference, High Performance Computing Symposium 1995: Grand Challenges in Computer SimulationOne of the major problems in three-dimensional field computation is visualizing the resulting 3-D field distributions. A virtual reality environment, such as the CAVE is helping to overcome this problem, thus making the results of computation more usable for designers and users of magnets and other electromagnetic devices. As a demonstration of the capabilities of the CAVE, the Elliptical Multiplole Wiggler (EMW), an insertion device being disigned for the Advanced Photon Source (APS) now being commissioned at Argonne National Laboratory (ANL) was made visible, along with its fields and beam orbits. Other use of the CAVE in preprocessing and postprocessing computation for electromagnetic applications is underway.2,http://www.evl.uic.edu/papers/pdf/Magnet.pdfBfl <6Mascarenhas, R. Karumuri, D. Buy, U. Kenyon, Robert V. 1998LFModeling and Analysis of a Virtual Reality System with Time Petri NetsISEA Conferencet  Tokyo, JapanThe design, implementation, and testing of virtual environments is complicated by the concurrency and real-time features of these systems. Therefore, the development of formal methods for modeling and analysis of virtual environments is highly desirable. In the past, Petri-net models have led to good empirical results in the automatic verification of concurrent and real-time systems. We applied a timed extension of Petri nets to modeling and analysis of the CAVE virtual environment at the University of Illinois at Chicago. Here, we report on our time Petri nets model and on empirical studies that we conducted with the Cabernet toolset from Politenico di Milano. Our experiments uncovered a flaw in the way a shared buffer is used by the CAVE processes. Due to an erroneous synchronization on the buffer, different CAVE walls can simultaneously display images based on different input information. We conclude from our empirical studies that Petri-net-based tools can effectively support the development of reliable virtual environments.60http://www.evl.uic.edu/papers/pdf/VRAnalysis.pdf>8Mason, J. Czernuszenko, M. Plepys, D. DeFanti, Thomas A. 1994,&CAVEview: Mosaic-based Virtual Reality>8Second World Wide Web Conference '94: Mosaic and the Web  Chicago, ILRKCAVEview is an interactive tool for exploring virtual reality applications over the Internet, via Mosaic. Mosaic currently uses external viewers to present hypertext documents with images, text, sounds and animation. With CAVEview, virtual reality applications can be inserted into hypertext documents. CAVEview operates like other external viewers by bringing data files over the network; however, the transferred data is an application object file. The object file fully describes the environment, thus allowing the user to explore the scene for an unlimited amount of time. Accessing application program files lets the user have control over the story. This is in sharp contrast to being able to upload and view animations where the exploration of the scene is restricted to a fixed interval of a pre-recorded sequence. To attain a variation of that sequence, the animator would have to add more frames increasing the size of the data file that must be transferred. CAVEview adds stereo realism, interactivity and sound to viewing 3D objects in Mosaic, without the cost of large animation files.iTNhttp://archive.ncsa.uiuc.edu/SDG/IT94/Proceedings/VR/mason/CAVEview.paper.html$Meredith, Jeremy Ma, Kwan-Liue 2001ZSMultiresolution View-Dependent Splat Based Volume Rendering of Large Irregular Datan>7IEEE Parallel and Large Data Visualization and Graphics & Lawrence Livermore Nat. Lab., CA 93-155~whardware-assisted rendering, irregular-grid data, lighting, multiresolution representation, splatting, volume renderingWe present techniques for multiresolution approximation and hardware-assisted splat based rendering to achieve interactive volume visualization of large irregular data sets. We examine two methods of generating multiple resolutions of irregular volumetric grids and a data structure supporting the splatting approach for volume rendering. These techniques are implemented in combination with a view-dependent error based resolution selection to maintain accuracy at both low and high zoom levels. In addition, the error tolerance may be adjusted at run time to obtain the desired balance between high frame rates and accurate rendering. Along with an effective way to compute gradients for lighting, we offer an integrated solution for interactive volume rendering of irregular-mesh or meshless data, and we demonstrate our technique on unstructured-grid data sets from aerodynamic flow simulationsf`http://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/multires/multires_splat_wavelet_pvg01.pdf>8Moher, Tom Johnson, Andrew E. Ohlsson, S. Gillingham, M. 19990)Bridging Strategies for VR-Based Learninga CHI 99 Pittsburgh, PA536-543aLFLearning environments, conceptual change, virtual reality, user models A distributed immersive virtual environment was deployed as a component of a pedagogical strategy for teaching third grade children that the Earth is round. The displacement strategy is based on the theory that fundamental conceptual change requires an alternative cognitive starting point which doesn't invoke the features of pre-existing models. While the VR apparatus helped to establish that alternative framework, conceptual change was strongly influenced by the bridging activities which related that experience to the target domain. Simple declarations of relevance proved ineffective. A more articulated bridging process involving physical models was effective for some children, but the multiple representations employed required too much model-matching for others.>8http://www.evl.uic.edu/aej/papers/chihtml/chi99paper.htm4-Moher, Tom Johnson, Andrew E. Cho, Y. Lin, Y.y 2000@:Observation-based Inquiry in a Virtual Ambient Environment>8Fourth International Conference of the Learning Sciences  Ann Arbor, MI,@9Virtual reality, visualization, simulations, scaffolding.Design rationale and user experience are described for a virtual ambient environment designed to support sixth grade students' learning of simple co-occurrence relationships and systematic observational skills. User experience was characterized by enthusiasm, but with significant data loss and navigational difficulties. Design implications and further extensions of virtual ambient environments are suggested.81http://www.evl.uic.edu/papers/pdf/Observation.pdf/4-Moher, Tom Johnson, Andrew E. Cho, Y. Lin, Y./ 20012+First-Person Science Inquiry 'in the Field'\IPT/EGVE Stuttgart, Germany@9Inquiry learning, simulation, educational technology, K-6$In this paper we describe a class of restricted simulations, virtual ambients, designed to support science inquiry learning among elementary school students. These simulations employ large multi-user VR displays to support 'first-person' collaborative exploration, data collection, and the construction of support for hypotheses in simulated environments. In order to reduce the cognitive load on learners, navigation is used instead of the traditional learning simulations' direct control of independent model variables. Users may observe phenomena in virtual environments, but cannot affect the course of the underlying simulation. We report on our early experience with second, fourth, and sixth grade students in an elementary school employing a configurable virtual ambient named 'the Field.' 4-http://www.evl.uic.edu/aej/papers/IPT2001.htmoCt]tR. Bargar, Das, S. 1993,&Virtual Sound Composition for the CAVE.'International Computer Music Conferenceu  Tokyo, JapanThe CAVE is a surround-screen projection-based virtual reality system developed at the Electronic Visualization Laboratory, University of Illinois at Chicago [Cruz-Neira, 1992]. Stereoscopic computer graphics are projected into a 10x10x10 foot cube made of display screens that surround the viewer, offering in its current implementation, images on three walls and the floor. One or more viewers explore the virtual world by moving around inside the cube. Unlike boom and headmounted displays the CAVE blends real and virtual objects in the same space: individuals can clearly see their bodies and their companions as they interact with virtual objects. Bringing sound into this environment can powerfully enhance the visual display, offering an experience of dimension and presence that screen images cannot provide. Due to an unique need for sound, virtual environments may provide an unprecendented platform for research and implementation of sound synthesis, localization and interactive control techniques. There are many expectations for what sound might provide, and few technical solutions. In the CAVE the role of auditory display draws upon criteria for composition as well as criteria for reproducing naturalistic sound [Bargar, 1993].*#Bala P Ramaraju Mithchell D. Theys 2002lfSimulation and Comparison of Cost, Priority and FCFS Scheduling Schemes Over an Adaptive Network Modelb[International Conference on Parallel and Distributed Processing Techniques and Applications70Scheduling Data Requests is a highly researched topic in the field of Networks. Many optimal Scheduling Algorithms have been developed and effectively implemented. The advent of the Internet has brought revolutionary changes in the design of the Schedulers. The manner in which data gets carried over the networks has also changed. No longer is the Internet thought of as a Network used only by Intellectuals. It has become the common mans gateway to the world. With the advancement of technology the Internet became the carrier of a plethora of different Data types that include Video, Audio, Voice, Graphics, etc. To support these high-end applications significant changes have been made to the way traffic is handled over the Internet. Scheduling has become very crucial to use the Network Bandwidth effectively. Some applications require a specific amount of Bandwidth to be reserved for them at scheduled times. Prioritization of Client Requests has to be made to ensure support for such Scheduling. The project aims at designing and simulating a component of a proposed Distributed Scheduler, which schedules the client requests based on a COST Function. We intend to compare and contrast the COST based scheduling environment with a PRIORITY based and a FirstComeFirstServe (FCFS) scheduling scheme. Based upon results, guidelines for further research in the area of Distributed Scheduling will be provided.<5http://www.evl.uic.edu/papers/pdf/TheysSimulation.pdfd]Refsland, S. Ojika, T. DeFanti, Thomas A. Johnson, Andrew E. Leigh, Jason Loeffler, C. Tu, X. 1998Virtual Great Barrier Reef: A Theoretical Approach Towards an Evolving, Interactive VR Environment Using a Distributed DOME and CAVE System^X1st International Conference on Virtual Worlds, Lecture Notes in Artificial Intelligence  Paris, FrancejcThe Australian Great Barrier Reef is a natural wonder of our world and a registered UNESCO World Heritage site hosting 1.5 million visitor-days in 1994/95. Tourism is currently the main commercial use and is estimated to generate over $1 billion annually.[1] With the coming 2000 Olympics in Australia, tourism increases will substantially present a major conservation and preservation problem to the reef. This paper proposes a solution to this problem through establishing a virtual reality installation that is interactive and evolving, enabling many visitors to discover the reef through high quality immersive entertainment. This paper considers the technical implications required for a system based in Complexity: a distributed DOME and CAVE architectural system; a mixed reality environment; artificial life; multi-user interactivity; and hardware interfaces.4.http://www.evl.uic.edu/aej/reef/reefpaper.htmlHBRenambot, Luc Bal, Henri E. Germans, Desmond Spoelder, Hans J. W. 2000^WCAVEStudy: an Infrastructure for Computational Steering in Virtual Reality Environments RLNinth IEEE International Symposium on High Performance Distributed Computing Pittsburgh, PA 57-61XRWe present the CAVEStudy system that enables scientists to interactively steer a simulation from a virtual reality (VR) environment. No modification to the source code is necessary. CAVEStudy allows interactive and immersive analysis of a simulation running on a remote computer. We describe three case-studies implemented with CAVEStudy.82http://www.evl.uic.edu/cavern/papers/cavestudy.pdfVPLuc Renambot Tom van der Schaaf Henri E. Bal Desmond Germans Hans J. W. Spoelder 2003F?Griz: Experience with Remote Visualization over an Optical Gridl("Future Generation Computer Systems196871-882 f`remote visualization, parallel rendering, optical network, reliable UDP, interactive applicationThis paper describes the experiments of remote rendering over an intercontinental optical network during the iGrid2002 conference in Amsterdam from September 23-26. A rendering cluster in Chicago was used to generate images which were displayed in real-time on a four-tile visualization setup in Amsterdam. On average, one gigabit per second (1Gbps) was consumed to enable remote visualization, at interactive frame rate, with a 1600x1200 pixel configuration.iLEhttp://www.evl.uic.edu/cavern/optiputer/papers/igrid2002_Renambot.pdfc hx6Lv.u\VNayak, Atul Leigh, Jason Johnson, Andrew E. Russo, R. Morin, P. Laughbon, C. Ahern, T. 20026/WiggleView : Visualizing Large Seismic Datasets0*American Geophysical Union, Eos Trans. AGU San Francisco, CA!Wiggleview is a tool for visualizing seismic data collected from a worldwide network of seismometers. The visualization consists of overlaying familiar 2D seismic traces recorded for the N-S, E-W and vertical components of the earth's displacement over the topographic map of the affected area. In addition, a 3D particle trace consisting of the integration of these 3 components provides a depiction of how an object placed at a particular seismic recording station would shake at the instant of the event. Data for the seismic events is obtained from repositories maintained by IRIS (Incorporated Research Institutions for Seismology) at the Data Management Center, Seattle Washington.s>7http://www.evl.uic.edu/papers/pdf/WiggleViewAGU2002.pdft Ohlsson, S. 2000NGSupporting a conceptual change strategy with virtual reality technologyfHAEleventh Annual Winter Conference on Discourse, Text, & CognitionD Jackson Hole, WY:3http://www.evl.uic.edu/roundearth/publications.html/0)Ohlsson, S. Moher, Tom Johnson, Andrew E. 2000VODeep Learning in Virtual Reality: How to Teach Children that the Earth is Roundn>722nd Annual Conference of the Cognitive Science Society Philadelphia, PA364-368:3http://www.evl.uic.edu/roundearth/publications.html*$Pajarola, Renato DeCoro, Christopher 2004RLEfficient Implementation of Real-Time View-Dependent Multiresolution Meshing.(IEEE Visualization and Computer Graphics103\VLevel-of-detail, multiresolution modeling, mesh simplification, interactive rendering.In this paper, we present an efficient (topology preserving) multiresolution meshing framework for interactive level-of-detail (LOD) generation and rendering of large triangle meshes. More specifically, the presented approach, called FastMesh, provides viewdependent LOD generation and real-time mesh simplification that minimizes visual artifacts. Multiresolution triangle mesh representations are an important tool for reducing triangle mesh complexity in interactive rendering environments. Ideally, for interactive visualization, a triangle mesh is simplified to the maximal tolerated visible error and, thus, mesh simplification is viewdependent. This paper introduces an efficient hierarchical multiresolution triangulation framework based on a half-edge triangle mesh data structure and presents optimized implementations of several view-dependent or visual mesh simplification heuristics within that framework. Despite being optimized for performance, these error heuristics provide conservative error bounds. The presented framework is highly efficient both in space and time cost and needs only a fraction of the time required for rendering to perform the error calculations and dynamic mesh updates.jchttp://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/multires/viewdependent_multires_vizcga03.pdf Pape, Dave 1996@9A Hardware-Independent Virtual Reality Development System.'IEEE Computer Graphics and Applicationst164e\UVirtual reality (VR) shows great promise as a research tool in computational science and engineering. However, it involves new interface styles, different from those of traditional desktop interactive graphics. Because of this, a great deal of work can be required to develop VR applications, even when one is adapting existing desktop programs. For the use of VR to grow, it is important to provide the necessary software tools in addition to the basic hardware. An important focus of our Lab is to provide a programming environment which facilitates the development of practical VR applications.@:http://www.evl.uic.edu/EVL/RESEARCH/PAPERS/PAPE/index.htmlD=Pape, Dave Imai, T. Anstey, J. Roussou, M. DeFanti, Thomas A.r 1998<5XP: An Authoring System for Immersive Art ExhibitionsHAFourth International Conference on Virtual Systems and Multimedia  Gifu, JapanIn this paper we describe a software system for building interactive virtual environments, particularly ones for virtual reality art works. It is meant to allow teams composed of experienced programmers and non-programming designers to work together on projects. It is an object-oriented framework, built upon existing toolkits for VR, real-time graphics, and audio. A number of common application features and tools are provided, simplifying world creation..(http://www.evl.uic.edu/papers/pdf/XP.pdfhaDave Pape Anstey, J. Bogucki, M. Dawe, G. DeFanti, Thomas A. Johnson, Andrew E. Sandin, Daniel J.e 1999RLThe ImmersaDesk3 - Experiences With A Flat Panel Display for Virtual Reality@:3rd International Immersive Projection Technology Workshop Stuttgart, GermanyVR displays, flat panel2+In this paper we discuss the design and implementation of a plasma display panel for a wide field of view desktop virtual reality environment. Present commercial plasma displays are not designed with virtual reality in mind, leading to several problems in generating stereo imagery and obtaining good tracking information. Although we developed solutions for a number of these problems, the limitations of the system preclude its current use in practical applications, and point to issues that must be resolved for flat panel displays to be useful for VR.60http://www.evl.uic.edu/pape/papers/idesk3.ipt99/6/Pape, Dave Sandin, Daniel J. DeFanti, Thomas A.o 1999RLTransparently Supporting a Wide Range of VR and Stereoscopic Display Devices:4Stereoscopic Displays and Virtual Reality Systems VI  San Jose, CAThis paper describes an architecture for virtual reality software which transparently supports a number of physical displaysystems and stereoscopic methods. Accurate, viewer-centered perspective projections are calculated, and graphics displayoptions are set, automatically, independent of application code. The design is intended to allow greater portability of applications between different VR (and other) devices.Keywords: stereo perspective, application framework81http://www.evl.uic.edu/papers/pdf/Transparent.pdfd"Dave Pape Sandin, Daniel J.s 200082Quality Evaluation of Projection-Based VR Displays.(Immersive Projection Technology Workshop Ames, IAWe present a collection of heuristics and simple tests for evaluating the quality of a projection-based virtual reality display. A typical VR system includes numerous potential sources of error. By understanding the characteristics of a correctly working system, and the types of errors that are likely to occur, users can quickly determine if their display is inaccurate and what components may need correction.4.http://www.evl.uic.edu/pape/papers/qual.ipt00/LFPape, Dave Anstey, J. Carter, B. Leigh, Jason Roussou, M. Portlock, T. 2001$Virtual Heritage at iGrid 2000 INET 20015 Stockholm, Swedene6/As part of the iGrid Research Demonstration at INET 2000, we created two Virtual Cultural Heritage environments "Virtual Harlem" and "Shared Miletus". The purpose of these applications was to explore possibilities in using the combination of high-speed international networks and virtual reality (VR) displays for cultural heritage education. Our ultimate goal is to enable the construction of tele-immersive museums and classes. In this paper we present an overview of the infrastructure used for these applications, and some details of their construction.,%http://www.evl.uic.edu/cavern/harlem/