| education • | curriculum vitae • | publications • | teaching • | projects • | talks • | awards • | service |
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Alark Joshi1000 Hilltop Circle, UMBCBaltimore, MD 21250 Phone: 410-455-8935 alark1@umbc.edu http://www.cs.umbc.edu/~alark1 |
| Education |
| Publications |
| Alark Joshi and Penny Rheingans, Evaluation of illustration-inspired techniques for time-varying data visualization, In Proceedings of the Eurographics/IEEE TCVG Symposium on Visualization (Eindhoven, Netherlands, May 26-28, 2008), EuroVis 2008. |
| Alark Joshi, Hai Zhang, Penny Rheingans and Lynn Sparling, Illustration-inspired Visualization of Dynamic Hurricane Structures, Transactions of Visualization and Computer Graphics 2007 (In preparation). |
| Jesus Caban, Alark Joshi and Penny Rheingans, Texture-based feature tracking for effective time-varying data visualization , Proceedings of IEEE Visualization 2007, (accepted). |
| Jesus Caban, Alark Joshi and Paul Nagy, Rapid Development of Medical Imaging Tools with Open Source Libraries, Journal of Digital Imaging 2007 (under review). |
| Alark Joshi and Penny Rheingans, Illustration-inspired techniques for visualizing time-varying data, Proceedings of IEEE Visualization 2005, pp. 679-686. |
| Alark Joshi, Interactive Visualization of Models of Hyperbolic Geometry, Masters Thesis, Computer Science Department, University of Minnesota Duluth, June 2001. |
| Teaching |
| Projects |
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Pointillism-based visualization of attribute change in time-varying data We explore the use of pointillism-based painterly techniques inspired by Seurat to visualize attribute change in time-varying data. Visualizing change in attribute values such as temperature, humidity and so on for datasets that do not change position is challenging. This work deals with visualizing the change by sampling each timestep in a specified interval to get representative brush strokes on the canvas. The techniques work well to convey varying trends in the data over time. |
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Exaggerated shading for volumetric data This project extended the exaggerated shading technique to accentuate surface detail for volumetric data. Surface data in medical & hurricane data was accentuated by adapting the techniques in the original paper to volume visualization. Linear-regression based gradient computation was used in place of central differences method. Bilateral filtering was used to compute multiple smoothed scales of gradients instead of Gaussian blurring. The techniques were incorporated into a hardware accelerated raycaster. The images from L to R show visualization of cloud water in a hurricane with raycasting, raycasting with lighting and with exaggerated shading. The rightmost image with exaggerated shading shows a break in the hurricane eyewall. |
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Image processing on the GPU Some source code for basic image processing using the GPU. Smoothing, Edge detection using Sobel filter, Laplacian 3x3 and 5x5 kernel is implemented in the fragment shader. Any comments/suggestions will be greatly appreciated. Click for more information and source code. |
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Visualizing Internal Structure of Hurricane Katrina using GPU-based raycasting. Jeremy Shopf and I worked with Dr. Lynn Sparling at the Physics department in UMBC to visualize hurricane Katrina simulation data. The primary aim was to provide interactive three-dimensional rendering using standard volume rendering techniques. This hardware-accelerated raycaster has been implemented using GLSL shaders on a GeForce 6800. |
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3D reconstruction of transgenically expressed beta-catenin in mammary epithelial cells detected by immunofluorescence Minoti Hiremath from NYU and I worked on a project to help them test the effects of beta-catenin on mammary development and tumorigenesis. For this stabilized beta-catenin was expressed in the mammary gland under the mouse mammary tumor virus long terminal repeat promoter (MMTV-LTR). This image demonstrates 3D reconstruction of transgenically expressed beta-catenin in mammary epithelial cells detected by immunofluorescence. Beta-catenin is clearly visible along the lateral cell borders. However, nuclear beta-catenin is more difficult to discern. |
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Advanced Illumination on the GPU Implemented a program to have multiple objects with different shaders in a scene. The Ashikhmin lighting model, the Banks lighting model and Gooch’s NPR lighting model was implemented for objects in the same scene using different shaders for each. The shaders were developed using Cg on a GeForce 6800 Ultra graphics card. |
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Skin shading using two-pass pseudo-subsurface scattering on the GPU Created Cg shaders for the two-pass pseudo-subsurface scattering skin. The first pass uses a vertex shader to unwrap the object into texture space and a fragment shader to compute the per-pixel lighting. The results of this pass are stored in a texture for use in the second pass. The final pass uses several accesses to the lighting texture to create the simulated skin. |
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Shading techniques using Renderman Implemented a program to render a scene using the Renderman renderer. Displacement, surface and light shaders were used to explore different shading techniques. For the light shader, the Ashikhmin model was implemented. |
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Hardware-Accelerated Painterly Rendering on the GeForce FX 5600. This was a part of my Masters thesis at the Computer Science department at SUNY Stony Brook. We have implemented the Painterly Rendering with Curved Brush Strokes paper and are improving the method using some image processing techniques. |
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Hardware-Accelerated Volume Rendering with Non-photorealistic Enhancements This project was implemented as a part of my internship in the Imaging and Visualization Department at Siemens Corporate Research. The software was developed using 3D texture mapping capabilities of the GeForce card and was implemented using the Cg language. At SCR, I also implemented a method to perform fast convolution on images and volumes on the GeForce FX 5600 card. |
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Volume Illustration: Nonphotorealistic Rendering of Volume Models Click here for the results and ppt. Implemented a Volume Renderer which incorporated Non-photorealistic techniques to accentuate and enhance the visualized volumes. It was implemented in OpenGL using FLTK (Fast Light Toolkit). Techniques like silhouette enhancement, boundary enhancement, oriented fading, distance color blending, feature halos and tone shading were incorporated into the volume renderer to obtain perceptually better views of the volumes being rendered. |
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Fast Volume-Preserving Free Form Deformation Using Multi-Level Optimization Implemented a program to simulate Volume-preserving Free form Deformation of objects using OpenGL. The volume could be deformed using mouse movements and then the program would iteratively minimize the volume and eventually preserve it using Augmented Lagrangian method. Click here for the results and ppt. |
| Invited Talks |
| Awards |
| Service |
| education • | curriculum vitae • | publications • | teaching • | projects • | talks • | awards • | service |