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Interactive Distributed Rendering of 3D Scenes on Multiple Xbox 360 Systems and Personal Computers
(2012)
Graph drawing with spring embedders employs a V x V computation phase over the graph's vertex set to compute repulsive forces. Here, the efficacy of forces diminishes with distance: a vertex can effectively only influence other vertices in a certain radius around its position. Therefore, the algorithm lends itself to an implementation using search data structures to reduce the runtime complexity. NVIDIA RT cores implement hierarchical tree traversal in hardware. We show how to map the problem of finding graph layouts with force-directed methods to a ray tracing problem that can subsequently be implemented with dedicated ray tracing hardware. With that, we observe speedups of 4x to 13x over a CUDA software implementation.
We describe a systematic approach for rendering time-varying simulation data produced by exa-scale simulations, using GPU workstations. The data sets we focus on use adaptive mesh refinement (AMR) to overcome memory bandwidth limitations by representing interesting regions in space with high detail. Particularly, our focus is on data sets where the AMR hierarchy is fixed and does not change over time. Our study is motivated by the NASA Exajet, a large computational fluid dynamics simulation of a civilian cargo aircraft that consists of 423 simulation time steps, each storing 2.5 GB of data per scalar field, amounting to a total of 4 TB. We present strategies for rendering this time series data set with smooth animation and at interactive rates using current generation GPUs. We start with an unoptimized baseline and step by step extend that to support fast streaming updates. Our approach demonstrates how to push current visualization workstations and modern visualization APIs to their limits to achieve interactive visualization of exa-scale time series data sets.
We present GEM-NI -- a graph-based generative-design tool that supports parallel exploration of alternative designs. Producing alternatives is a key feature of creative work, yet it is not strongly supported in most extant tools. GEM-NI enables various forms of exploration with alternatives such as parallel editing, recalling history, branching, merging, comparing, and Cartesian products of and for alternatives. Further, GEM-NI provides a modal graphical user interface and a design gallery, which both allow designers to control and manage their design exploration. We conducted an exploratory user study followed by in-depth one-on-one interviews with moderately and highly skills participants and obtained positive feedback for the system features, showing that GEM-NI supports creative design work well.
We present a new interface for interactive comparisons of more than two alternative documents in the context of a generative design system that uses generative data-flow networks defined via directed acyclic graphs. To better show differences between such networks, we emphasize added, deleted, (un)changed nodes and edges. We emphasize differences in the output as well as parameters using highlighting and enable post-hoc merging of the state of a parameter across a selected set of alternatives. To minimize visual clutter, we introduce new difference visualizations for selected nodes and alternatives using additive and subtractive encodings, which improve readability and keep visual clutter low. We analyzed similarities in networks from a set of alternative designs produced by architecture students and found that the number of similarities outweighs the differences, which motivates use of subtractive encoding. We ran a user study to evaluate the two main proposed difference visualization encodings and found that they are equally effective.
The increasing complexity of tasks that are required to be executed by robots demands higher reliability of robotic platforms. For this, it is crucial for robot developers to consider fault diagnosis. In this study, a general non-intrusive fault diagnosis system for robotic platforms is proposed. A mini-PC is non-intrusively attached to a robot that is used to detect and diagnose faults. The health data and diagnosis produced by the mini-PC is then standardized and transmitted to a remote-PC. A storage device is also attached to the mini-PC for data logging of health data in case of loss of communication with the remote-PC. In this study, a hybrid fault diagnosis method is compared to consistency-based diagnosis (CBD), and CBD is selected to be deployed on the system. The proposed system is modular and can be deployed on different robotic platforms with minimum setup.
This work presents the preliminary research towards developing an adaptive tool for fault detection and diagnosis of distributed robotic systems, using explainable machine learning methods. Autonomous robots are complex systems that require high reliability in order to operate in different environments. Even more so, when considering distributed robotic systems, the task of fault detection and diagnosis becomes exponentially difficult.
To diagnose systems, models representing the behaviour under investigation need to be developed, and with distributed robotic systems generating large amount of data, machine learning becomes an attractive method of modelling especially because of its high performance. However, with current day methods such as artificial neural networks (ANNs), the issue of explainability arises where learnt models lack the ability to give explainable reasons behind their decisions.
This paper presents current trends in methods for data collection from distributed systems, inductive logic programming (ILP); an explainable machine learning method, and fault detection and diagnosis.
Structure-activity relationships of thiostrepton derivatives: implications for rational drug design
(2014)
The development of mobile robotic systems is a demanding task regarding its complexity, required resources and skills in multiple fields such as software development, artificial intelligence, mechanical design, electrical engineering, signal processing, sensor technology or control theory. This holds true particularly for soccer playing robots, where additional aspects like high dynamics, cooperation and high physical stress have to be dealt with. In robot competitions such as RoboCup, additional skills in the domains of team, project and knowledge management are of importance.
An electronic display often has to present information from several sources. This contribution reports about an approach, in which programmable logic (FPGA) synchronises and combines several graphics inputs. The application area is computer graphics, especially rendering of large 3D models, which is a computing intensive task. Therefore, complex scenes are generated on parallel systems and merged to give the requested output image. So far, the transportation of intermediate results is often done by a local area network. However, as this can be a limiting factor, the new approach removes this bottleneck and combines the graphic signals with an FPGA.
Improving the study entry supports students in a decisive phase of their university education. Implementing improvements is a change process and can only be successful if the relevant stakeholders are addressed and convinced. In the described Teaching Quality Pact project evaluation data is used as a mean to discuss in the university the situation of the study programs. As these discussions were based on empirical data rather than on opinion, it was possible to achieve an open discussion about measures that are implemented. The open discussion is maintained during the project when results of the measures taken are analyzed.
This paper introduces FaceHaptics, a novel haptic display based on a robot arm attached to a head-mounted virtual reality display. It provides localized, multi-directional and movable haptic cues in the form of wind, warmth, moving and single-point touch events and water spray to dedicated parts of the face not covered by the head-mounted display.The easily extensible system, however, can principally mount any type of compact haptic actuator or object. User study 1 showed that users appreciate the directional resolution of cues, and can judge wind direction well, especially when they move their head and wind direction is adjusted dynamically to compensate for head rotations. Study 2 showed that adding FaceHaptics cues to a VR walkthrough can significantly improve user experience, presence, and emotional responses.
Digital ecosystems are driving the digital transformation of business models. Meanwhile, the associated processing of personal data within these complex systems poses challenges to the protection of individual privacy. In this paper, we explore these challenges from the perspective of digital ecosystems' platform providers. To this end, we present the results of an interview study with seven data protection officers representing a total of 12 digital ecosystems in Germany. We identified current and future challenges for the implementation of data protection requirements, covering issues on legal obligations and data subject rights. Our results support stakeholders involved in the implementation of privacy protection measures in digital ecosystems, and form the foundation for future privacy-related studies tailored to the specifics of digital ecosystems.
Risk-based authentication (RBA) extends authentication mechanisms to make them more robust against account takeover attacks, such as those using stolen passwords. RBA is recommended by NIST and NCSC to strengthen password-based authentication, and is already used by major online services. Also, users consider RBA to be more usable than two-factor authentication and just as secure. However, users currently obtain RBA's high security and usability benefits at the cost of exposing potentially sensitive personal data (e.g., IP address or browser information). This conflicts with user privacy and requires to consider user rights regarding the processing of personal data. We outline potential privacy challenges regarding different attacker models and propose improvements to balance privacy in RBA systems. To estimate the properties of the privacy-preserving RBA enhancements in practical environments, we evaluated a subset of them with long-term data from 780 users of a real-world online service. Our results show the potential to increase privacy in RBA solutions. However, it is limited to certain parameters that should guide RBA design to protect privacy. We outline research directions that need to be considered to achieve a widespread adoption of privacy preserving RBA with high user acceptance.
Risk-based Authentication (RBA) is an adaptive security measure that improves the security of password-based authentication by protecting against credential stuffing, password guessing, or phishing attacks. RBA monitors extra features during login and requests for an additional authentication step if the observed feature values deviate from the usual ones in the login history. In state-of-the-art RBA re-authentication deployments, users receive an email with a numerical code in its body, which must be entered on the online service. Although this procedure has a major impact on RBA's time exposure and usability, these aspects were not studied so far.
We introduce two RBA re-authentication variants supplementing the de facto standard with a link-based and another code-based approach. Then, we present the results of a between-group study (N=592) to evaluate these three approaches. Our observations show with significant results that there is potential to speed up the RBA re-authentication process without reducing neither its security properties nor its security perception. The link-based re-authentication via "magic links", however, makes users significantly more anxious than the code-based approaches when perceived for the first time. Our evaluations underline the fact that RBA re-authentication is not a uniform procedure. We summarize our findings and provide recommendations.
Risk-based authentication (RBA) aims to protect users against attacks involving stolen passwords. RBA monitors features during login, and requests re-authentication when feature values widely differ from those previously observed. It is recommended by various national security organizations, and users perceive it more usable than and equally secure to equivalent two-factor authentication. Despite that, RBA is still used by very few online services. Reasons for this include a lack of validated open resources on RBA properties, implementation, and configuration. This effectively hinders the RBA research, development, and adoption progress.
To close this gap, we provide the first long-term RBA analysis on a real-world large-scale online service. We collected feature data of 3.3 million users and 31.3 million login attempts over more than 1 year. Based on the data, we provide (i) studies on RBA’s real-world characteristics plus its configurations and enhancements to balance usability, security, and privacy; (ii) a machine learning–based RBA parameter optimization method to support administrators finding an optimal configuration for their own use case scenario; (iii) an evaluation of the round-trip time feature’s potential to replace the IP address for enhanced user privacy; and (iv) a synthesized RBA dataset to reproduce this research and to foster future RBA research. Our results provide insights on selecting an optimized RBA configuration so that users profit from RBA after just a few logins. The open dataset enables researchers to study, test, and improve RBA for widespread deployment in the wild.
Login Data Set for Risk-Based Authentication
Synthesized login feature data of >33M login attempts and >3.3M users on a large-scale online service in Norway. Original data collected between February 2020 and February 2021.
This data sets aims to foster research and development for <a href="https://riskbasedauthentication.org">Risk-Based Authentication (RBA) systems. The data was synthesized from the real-world login behavior of more than 3.3M users at a large-scale single sign-on (SSO) online service in Norway.
Risk-based authentication (RBA) aims to strengthen password-based authentication rather than replacing it. RBA does this by monitoring and recording additional features during the login process. If feature values at login time differ significantly from those observed before, RBA requests an additional proof of identification. Although RBA is recommended in the NIST digital identity guidelines, it has so far been used almost exclusively by major online services. This is partly due to a lack of open knowledge and implementations that would allow any service provider to roll out RBA protection to its users. To close this gap, we provide a first in-depth analysis of RBA characteristics in a practical deployment. We observed N=780 users with 247 unique features on a real-world online service for over 1.8 years. Based on our collected data set, we provide (i) a behavior analysis of two RBA implementations that were apparently used by major online services in the wild, (ii) a benchmark of the features to extract a subset that is most suitable for RBA use, (iii) a new feature that has not been used in RBA before, and (iv) factors which have a significant effect on RBA performance. Our results show that RBA needs to be carefully tailored to each online service, as even small configuration adjustments can greatly impact RBA's security and usability properties. We provide insights on the selection of features, their weightings, and the risk classification in order to benefit from RBA after a minimum number of login attempts.
Risk-based Authentication (RBA) is an adaptive security measure to strengthen password-based authentication. RBA monitors additional features during login, and when observed feature values differ significantly from previously seen ones, users have to provide additional authentication factors such as a verification code. RBA has the potential to offer more usable authentication, but the usability and the security perceptions of RBA are not studied well.
We present the results of a between-group lab study (n=65) to evaluate usability and security perceptions of two RBA variants, one 2FA variant, and password-only authentication. Our study shows with significant results that RBA is considered to be more usable than the studied 2FA variants, while it is perceived as more secure than password-only authentication in general and comparably secure to 2FA in a variety of application types. We also observed RBA usability problems and provide recommendations for mitigation. Our contribution provides a first deeper understanding of the users' perception of RBA and helps to improve RBA implementations for a broader user acceptance.
Risk-based authentication (RBA) is an adaptive security measure to strengthen password-based authentication against account takeover attacks. Our study on 65 participants shows that users find RBA more usable than two-factor authentication equivalents and more secure than password-only authentication. We identify pitfalls and provide guidelines for putting RBA into practice.
Risk-based authentication (RBA) aims to strengthen password-based authentication rather than replacing it. RBA does this by monitoring and recording additional features during the login process. If feature values at login time differ significantly from those observed before, RBA requests an additional proof of identification. Although RBA is recommended in the NIST digital identity guidelines, it has so far been used almost exclusively by major online services. This is partly due to a lack of open knowledge and implementations that would allow any service provider to roll out RBA protection to its users.
To close this gap, we provide a first in-depth analysis of RBA characteristics in a practical deployment. We observed N=780 users with 247 unique features on a real-world online service for over 1.8 years. Based on our collected data set, we provide (i) a behavior analysis of two RBA implementations that were apparently used by major online services in the wild, (ii) a benchmark of the features to extract a subset that is most suitable for RBA use, (iii) a new feature that has not been used in RBA before, and (iv) factors which have a significant effect on RBA performance. Our results show that RBA needs to be carefully tailored to each online service, as even small configuration adjustments can greatly impact RBA's security and usability properties. We provide insights on the selection of features, their weightings, and the risk classification in order to benefit from RBA after a minimum number of login attempts.
Risikobasierte Authentifizierung (RBA) ist ein adaptiver Ansatz zur Stärkung der Passwortauthentifizierung. Er überwacht eine Reihe von Merkmalen, die sich auf das Loginverhalten während der Passworteingabe beziehen. Wenn sich die beobachteten Merkmalswerte signifikant von denen früherer Logins unterscheiden, fordert RBA zusätzliche Identitätsnachweise an. Regierungsbehörden und ein Erlass des US-Präsidenten empfehlen RBA, um Onlineaccounts vor Angriffen mit gestohlenen Passwörtern zu schützen. Trotz dieser Tatsachen litt RBA unter einem Mangel an offenem Wissen. Es gab nur wenige bis keine Untersuchungen über die Usability, Sicherheit und Privatsphäre von RBA. Das Verständnis dieser Aspekte ist jedoch wichtig für eine breite Akzeptanz.
Diese Arbeit soll ein umfassendes Verständnis von RBA mit einer Reihe von Studien vermitteln. Die Ergebnisse ermöglichen es, datenschutzfreundliche RBA-Lösungen zu schaffen, die die Authentifizierung stärken bei gleichzeitig hoher Menschenakzeptanz.
Advances in computer graphics enable us to create digital images of astonishing complexity and realism. However, processing resources are still a limiting factor. Hence, many costly but desirable aspects of realism are often not accounted for, including global illumination, accurate depth of field and motion blur, spectral effects, etc. especially in real‐time rendering. At the same time, there is a strong trend towards more pixels per display due to larger displays, higher pixel densities or larger fields of view. Further observable trends in current display technology include more bits per pixel (high dynamic range, wider color gamut/fidelity), increasing refresh rates (better motion depiction), and an increasing number of displayed views per pixel (stereo, multi‐view, all the way to holographic or lightfield displays). These developments cause significant unsolved technical challenges due to aspects such as limited compute power and bandwidth. Fortunately, the human visual system has certain limitations, which mean that providing the highest possible visual quality is not always necessary. In this report, we present the key research and models that exploit the limitations of perception to tackle visual quality and workload alike. Moreover, we present the open problems and promising future research targeting the question of how we can minimize the effort to compute and display only the necessary pixels while still offering a user full visual experience.
In recent years, a variety of methods have been introduced to exploit the decrease in visual acuity of peripheral vision, known as foveated rendering. As more and more computationally involved shading is requested and display resolutions increase, maintaining low latencies is challenging when rendering in a virtual reality context. Here, foveated rendering is a promising approach for reducing the number of shaded samples. However, besides the reduction of the visual acuity, the eye is an optical system, filtering radiance through lenses. The lenses create depth-of-field (DoF) effects when accommodated to objects at varying distances. The central idea of this article is to exploit these effects as a filtering method to conceal rendering artifacts. To showcase the potential of such filters, we present a foveated rendering system, tightly integrated with a gaze-contingent DoF filter. Besides presenting benchmarks of the DoF and rendering pipeline, we carried out a perceptual study, showing that rendering quality is rated almost on par with full rendering when using DoF in our foveated mode, while shaded samples are reduced by more than 69%.
Rendering techniques for design evaluation and review or for visualizing large volume data often use computationally expensive ray-based methods. Due to the number of pixels and the amount of data, these methods often do not achieve interactive frame rates. A view direction based rendering technique renders the users central field of view in high quality whereas the surrounding is rendered with a level of detail approach depending on the distance to the users central field of view thus giving the opportunity to increase rendering efficiency. We propose a prototype implementation and evaluation of a focus-based rendering technique based on a hybrid ray tracing/sparse voxel octree rendering approach.
In contrast to projection-based systems, large, high resolution multi-display systems offer a high pixel density on a large visualization area. This enables users to step up to the displays and see a small but highly detailed area. If the users move back a few steps they don't perceive details at pixel level but will instead get an overview of the whole visualization. Rendering techniques for design evaluation and review or for visualizing large volume data (e.g. Big Data applications) often use computationally expensive ray-based methods. Due to the number of pixels and the amount of data, these methods often do not achieve interactive frame rates.
A view direction based (VDB) rendering technique renders the user's central field of view in high quality whereas the surrounding is rendered with a level-of-detail approach depending on the distance to the user's central field of view. This approach mimics the physiology of the human eye and conserves the advantage of highly detailed information when standing close to the multi-display system as well as the general overview of the whole scene. In this paper we propose a prototype implementation and evaluation of a focus-based rendering technique based on a hybrid ray tracing/sparse voxel octree rendering approach.
We present a system that combines voxel and polygonal representations into a single octree acceleration structure that can be used for ray tracing. Voxels are well-suited to create good level-of-detail for high-frequency models where polygonal simplifications usually fail due to the complex structure of the model. However, polygonal descriptions provide the higher visual fidelity. In addition, voxel representations often oversample the geometric domain especially for large triangles, whereas a few polygons can be tested for intersection more quickly.
Generating and visualizing large areas of vegetation that look natural makes terrain surfaces much more realistic. However, this is a challenging field in computer graphics, because ecological systems are complex and visually appealing plant models are geometrically detailed. This work presents Silva (System for the Instantiation of Large Vegetated Areas), a system to generate and visualize large vegetated areas based on the ecological surrounding. Silva generates vegetation on Wang-tiles with associated reusable distributions enabling multi-level instantiation. This paper presents a method to generate Poisson Disc Distributions (PDDs) with variable radii on Wang-tile sets (without a global optimization) that is able to generate seamless tilings. Because Silva has a freely configurable generation pipeline and can consider plant neighborhoods it is able to incorporate arbitrary abiotic and biotic components during generation. Based on multi-levelinstancing and nested kd-trees, the distributions on the Wang-tiles allow their acceleration structures to be reused during visualization. This enables Silva to visualize large vegetated areas of several hundred square kilometers with low render times and a small memory footprint.
Computer graphics research strives to synthesize images of a high visual realism that are indistinguishable from real visual experiences. While modern image synthesis approaches enable to create digital images of astonishing complexity and beauty, processing resources remain a limiting factor. Here, rendering efficiency is a central challenge involving a trade-off between visual fidelity and interactivity. For that reason, there is still a fundamental difference between the perception of the physical world and computer-generated imagery. At the same time, advances in display technologies drive the development of novel display devices. The dynamic range, the pixel densities, and refresh rates are constantly increasing. Display systems enable a larger visual field to be addressed by covering a wider field-of-view, due to either their size or in the form of head-mounted devices. Currently, research prototypes are ranging from stereo and multi-view systems, head-mounted devices with adaptable lenses, up to retinal projection, and lightfield/holographic displays. Computer graphics has to keep step with, as driving these devices presents us with immense challenges, most of which are currently unsolved. Fortunately, the human visual system has certain limitations, which means that providing the highest possible visual quality is not always necessary. Visual input passes through the eye’s optics, is filtered, and is processed at higher level structures in the brain. Knowledge of these processes helps to design novel rendering approaches that allow the creation of images at a higher quality and within a reduced time-frame. This thesis presents the state-of-the-art research and models that exploit the limitations of perception in order to increase visual quality but also to reduce workload alike - a concept we call perception-driven rendering. This research results in several practical rendering approaches that allow some of the fundamental challenges of computer graphics to be tackled. By using different tracking hardware, display systems, and head-mounted devices, we show the potential of each of the presented systems. The capturing of specific processes of the human visual system can be improved by combining multiple measurements using machine learning techniques. Different sampling, filtering, and reconstruction techniques aid the visual quality of the synthesized images. An in-depth evaluation of the presented systems including benchmarks, comparative examination with image metrics as well as user studies and experiments demonstrated that the methods introduced are visually superior or on the same qualitative level as ground truth, whilst having a significantly reduced computational complexity.
Fatigue strength estimation is a costly manual material characterization process in which state-of-the-art approaches follow a standardized experiment and analysis procedure. In this paper, we examine a modular, Machine Learning-based approach for fatigue strength estimation that is likely to reduce the number of experiments and, thus, the overall experimental costs. Despite its high potential, deployment of a new approach in a real-life lab requires more than the theoretical definition and simulation. Therefore, we study the robustness of the approach against misspecification of the prior and discretization of the specified loads. We identify its applicability and its advantageous behavior over the state-of-the-art methods, potentially reducing the number of costly experiments.