Refereed Publications
| Frank Losasso, Jerry O. Talton, Nipun Kwatra, and Ron Fedkiw. Two-way Coupled SPH and Particle Level Set Fluid Simulation. IEEE Transactions on Visualization and Computer Graphics, Vol. 14, No. 4, July/August 2008. [pdf] [bibtex] [www] [video] [press] | |  | Grid-based methods have difficulty resolving features on or below the scale of the underlying grid. Although adaptive methods (e.g. RLE, octrees) can alleviate this to some degree, separate techniques are still required for simulating small-scale phenomena such as spray and foam, especially since these more diffuse materials typically behave quite differently than their denser counterparts. In this paper, we propose a two-way coupled simulation framework that uses the particle level set method to efficiently model dense liquid volumes and a smoothed particle hydrodynamics (SPH) method to simulate diffuse regions such as sprays. Our novel SPH method allows us to simulate both dense and diffuse water volumes, fully incorporates the particles that are automatically generated by the particle level set method in under-resolved regions, and allows for two way mixing between dense SPH volumes and grid-based liquid representations. |
| Jerry O. Talton and Darren Fitzpatrick. Teaching Graphics with the OpenGL Shading Language. Proceedings of the 38th Annual SIGCSE Technical Symposium on Computer Science Education, March 2007. [pdf] [bibtex] [slides] [www] | |  | A long-standing difficulty in the development of introductory courses in computer graphics is balancing the educational necessity of ensuring mastery of fundamental graphical concepts with the highly desirable goal of exciting and inspiring students to further study by enabling them to produce visually interesting programming projects. Recently, we have developed a modified curriculum predicated on the extensive integration of the OpenGL Shading Language with a more traditional pedagogical approach. We utilized this curriculum in the quarter-long, upper-division introductory graphics course taught in the Department of Computer Science at the University of California, Santa Cruz. Our experience indicates that making shading an integral part of the entry-level curriculum inculcates students with a comprehensive understanding of the algorithms and mathematical concepts that underlie modern graphical systems, while simultaneously equipping them with the tools necessary to produce complex projects with state-of-the-art technology. |
| Jerry O. Talton, Daniel L. Peterson, Sam Kamin, Deborah Israel, Jalal Al-Muhtadi. Scavenger Hunt: Computer Science Retention Through Orientation. Proceedings of the 37th Annual SIGCSE Technical Symposium on Computer Science Education, March 2006. [pdf] [bibtex] [slides] [www] | |  | This paper describes Scavenger Hunt, a team-based orientation activity for incoming freshmen in the Department of Computer Science at the University of Illinois. Like many large research universities, Illinois has struggled with the high attrition rate of first-year students in computing disciplines. Scavenger Hunt, which has been held each of the past three years, is intended to foster a sense of community within the department and acclimate new students to undergraduate life as computer science majors. A unique aspect of the activity is the use of handheld computers to manage most aspects of the competition, which enables physically handicapped students to participate on an equal footing with their able-bodied peers. Thus far, Scavenger Hunt has been directly responsible for the increased participation of new students in departmental activities and organizations. In addition, we have observed a significant correlation between student participation in Scavenger Hunt and retention rates in the department. Along with other retention-oriented activities, Scavenger Hunt is measurably improving the attitude of new students towards computer science. |
| Jerry O. Talton, Nathan A. Carr, and John C. Hart. Voronoi Rasterization of Sparse Point Sets. Proceedings of the 2nd Annual Eurographics Symposium on Point Based Graphics, June 2005. [pdf] [bibtex] [slides] [www] | |  | Point-based representations are becoming increasingly common in computer graphics, especially for visualizing data sets where the number of points is large relative to the number of pixels involved in their display. When dealing with sparse point sets, however, many traditional rendering algorithms for point data perform poorly, either by generating blurry or non-occluding surface representations or by requiring extensive pre-processing to yield good results. In this paper we present a novel method for point-based surface visualization that we call Voronoi rasterization. Voronoi rasterization uses modern programmable graphics hardware to generate occluding surface representations from sparse, oriented point sets without preprocessing. In particular, Voronoi rasterization clips away overlapping flaps between neighboring splats and generates an approximation of the Voronoi diagram of the points under the surface's geodesic distance. |
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