Amitabh Varshney

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Amitabh Varshney
Amitabh Varshney (cropped).jpg
Amitabh Varshney in 2021
Bornc. 1967
Alma mater Indian Institute of Technology, Delhi
University of North Carolina, Chapel Hill
Occupation(s)Computer scientist, professor
Known forComputer graphics research
Dean of the College of Computer, mathematical and natural Sciences
PredecessorJayanth Banavar
Website www.cs.umd.edu/~varshney/

Amitabh Varshney is an Indian-born American computer scientist. He is an IEEE fellow, and serves as Dean of the University of Maryland College of Computer, Mathematical, and Natural Sciences. [1] Before being named Dean, Varshney was the director of the University of Maryland Institute for Advanced Computer Studies (UMIACS) from 2010 to 2018. [2]

Contents

Education and career

Varshney attended school at St Gabriel's Academy, Roorkee in Uttarakhand, India. Varshney went on to attend Indian Institute of Technology, Delhi, graduating with a B.Tech in Computer Science & Engineering in 1989. He continued his education at the University of North Carolina, Chapel Hill, earning an M.S. in Computer Science in 1991, and a Ph.D. in Computer Science in 1994.

Varshney worked as an assistant professor of Computer Science at Stony Brook University from 1994 to 2000. Since 2000, he is working as a professor of Computer Science at the University of Maryland, College Park.

Research

Varshney's research pertains to the applications of computer graphics and visualization in engineering, science, and medicine via developments in mesh processing, shading algorithms, perceptual image synthesis, and high-performance visual computing. His findings have been used in a variety of fields including pharmacology, meteorology, plasma physics, nanomanufacturing, medical imaging, and genealogy. [3] Varshney is most renowned for his many studies on level of detail. [4]

Smooth molecular surfaces

In their 1994 report, Varshney, Fred Brooks, and William Wright detail their advances in graphically modeling molecular surfaces:

We have developed an algorithm for efficiently computing a smooth molecular surface. Our algorithm parallelizes easily and scales linearly with the number of atoms in a molecule ... Our algorithm provides an order of magnitude improvement over the previous best known algorithms for molecules with moderately large numbers of atoms-on the order of a few thousands or morein both sequential and parallel implementations. [5]

Dynamic simplification for polygonal models

In 1996, Varshney published an algorithm for real-time simplifications of polygons in a 3-dimensional model:

A continuous level-of-detail representation for an object is first constructed off-line. This representation is then used at run-time to guide the selection of appropriate triangles for display. The list of displayed triangles is updated incrementally from one frame to the next. Our approach is more effective than the current level-of-detail-based rendering approaches for most scientific visualization applications where there are a limited number of highly complex objects that stay relatively close to the viewer. [6]

Optimizing triangle strips

Also in 1996, Varshney published "Optimizing Triangle Strips for Fast Rendering". The study introduced new algorithms for rendering triangle strips in conjuncture with partially triangulated models. Describing their more efficient triangle strip algorithm, Varshney et al. write:

By using triangle strips ... , we can describe the triangulation using the strip ... and assuming the convention that the ith triangle is described by the ith, (i + 1)st, and (i + 2)nd vertices of the sequential strip. Such a sequential strip can reduce the cost to transmit n triangles from 3n to n + 2 verticies. [7]

Simplification envelopes

Varshney proposed the idea of simplification envelopes as a method of simultaneously preserving both global and local topology. A surface's envelope is a shell-like structure consisting of a pair of surfaces a distance ε on either side of the original surface. [8] Each surface has its own level of detail, often referred to as the 'hierarchy of LOD'. [9] Many consider the main drawback of simplification envelopes to be that the algorithms for their calculation are difficult to program. [10]

Level of detail for 3D graphics

In 2002, Varshney published the first edition of "Level of Detail for 3D Graphics". The book details several principles for optimizing 3D rendering including:

The Augmentarium

Varshney serves as director of the Augmentarium Virtual and Augmented Reality Laboratory at the University of Maryland. [12] He oversees research projects developing applications of virtual reality for atmospheric and oceanic sciences, astronomy, stem cell research, fluid dynamics simulations, surgical training, cybersecurity, and data visualization. [13]

Awards

Related Research Articles

Computational geometry is a branch of computer science devoted to the study of algorithms which can be stated in terms of geometry. Some purely geometrical problems arise out of the study of computational geometric algorithms, and such problems are also considered to be part of computational geometry. While modern computational geometry is a recent development, it is one of the oldest fields of computing with a history stretching back to antiquity.

<span class="mw-page-title-main">Scientific visualization</span> Interdisciplinary branch of science concerned with presenting scientific data visually

Scientific visualization is an interdisciplinary branch of science concerned with the visualization of scientific phenomena. It is also considered a subset of computer graphics, a branch of computer science. The purpose of scientific visualization is to graphically illustrate scientific data to enable scientists to understand, illustrate, and glean insight from their data. Research into how people read and misread various types of visualizations is helping to determine what types and features of visualizations are most understandable and effective in conveying information.

<span class="mw-page-title-main">Visualization (graphics)</span> Set of techniques for creating images, diagrams, or animations to communicate a message

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<span class="mw-page-title-main">Volume rendering</span> Representing a 3D-modeled object or dataset as a 2D projection

In scientific visualization and computer graphics, volume rendering is a set of techniques used to display a 2D projection of a 3D discretely sampled data set, typically a 3D scalar field.

<span class="mw-page-title-main">Polygon mesh</span> Set of polygons to define a 3D model

In 3D computer graphics and solid modeling, a polygon mesh is a collection of vertices, edges and faces that defines the shape of a polyhedral object. The faces usually consist of triangles, quadrilaterals (quads), or other simple convex polygons (n-gons), since this simplifies rendering, but may also be more generally composed of concave polygons, or even polygons with holes.

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Real-time optimally adapting mesh (ROAM) is a continuous level of detail algorithm that optimizes terrain meshes. On modern computers, sometimes it is more effective to send a small amount of unneeded polygons to the GPU, rather than burden the CPU with LOD calculations—making algorithms like geomipmapping more effective than ROAM. This technique is used by graphics programmers in order to produce high quality displays while being able to maintain real-time frame rates. Algorithms such as ROAM exist to provide a control over scene quality versus performance in order to provide HQ scenes while retaining real-time frame rates on hardware. ROAM largely aims toward terrain visualization, but various elements from ROAM are difficult to place within a game system.

<span class="mw-page-title-main">Pat Hanrahan</span> American computer graphics researcher

Patrick M. Hanrahan is an American computer graphics researcher, the Canon USA Professor of Computer Science and Electrical Engineering in the Computer Graphics Laboratory at Stanford University. His research focuses on rendering algorithms, graphics processing units, as well as scientific illustration and visualization. He has received numerous awards, including the 2019 Turing Award.

<span class="mw-page-title-main">3D city model</span>

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<span class="mw-page-title-main">Computer graphics</span> Graphics created using computers

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The SGI algorithm creates triangle strips from a set of triangles. It was published by K. Akeley, P. Haeberli, and D. Burns as a C program named "tomesh.c" for use with Silicon Graphics' IRIS GL API.

<span class="mw-page-title-main">3D modeling</span> Form of computer-aided engineering

In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of a surface of an object in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space.

Progressive meshes is one of the techniques of dynamic level of detail (LOD). This technique was introduced by Hugues Hoppe in 1996. This method uses saving a model to the structure - the progressive mesh, which allows a smooth choice of detail levels depending on the current view. Practically, this means that it is possible to display whole model with the lowest level of detail at once and then it gradually shows even more details. Among the disadvantages belongs considerable memory consumption. The advantage is that it can work in real time. Progressive meshes could be used also in other areas of computer technology such as a gradual transfer of data through the Internet or compression.

<span class="mw-page-title-main">Popping (computer graphics)</span> Undesirable visual effect in 3D computer graphics

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References

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  8. "Envelopes" (PDF). gamma.cs.unc.edu.
  9. "Course notes" (PDF). webdocs.cs.ualberta.ca.
  10. "Simplification Algorithms". old.cescg.org.
  11. Luebke, David P. (5 August 2018). Level of Detail for 3D Graphics. Morgan Kaufmann. ISBN   9781558608382 via Google Books.
  12. "People".
  13. "Visualizing Big Data". 9 October 2015.
  14. "Amitabh Varshney - CBCB". www.cbcb.umd.edu.
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