Madhusudhanan SrinivasanKing Abdullah University of Science and Technology | KAUST · KAUST Visualization Core Lab
Madhusudhanan Srinivasan
PhD
About
17
Publications
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268
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Introduction
Additional affiliations
April 2009 - May 2014
May 2014 - present
Publications
Publications (17)
Interactive visualizations play an essential role in supporting the analysis tasks of ocean and atmospheric scientists working on a variety of simulation models and observational datasets. Designing visual analytics systems intended for addressing prob- lems in the ocean and atmospheric domain require careful task analysis of the requirements of do...
Understanding movement of marine megafauna across the ocean is largely based on approaches and models based on analysis of tracks of single animals. While this has led to major progress, the possibility of concerted group dynamics has not been sufficiently examined, possibly due to challenges in exploring massive amounts of data required to this en...
PathlinesExplorer is a novel image-based tool, which has been designed to visualize large scale pathline fields on a single computer [7]. PathlinesExplorer integrates explorable images (EI) technique [4] with order-independent transparency (OIT) method [2]. What makes this method different is that it allows users to handle large data on a single wo...
Advances for application of electron microscopy to serial imaging are opening doors to new ways of analyzing cellular structure. New and improved algorithms and workflows for manual and semiautomated segmentation allow to observe the spatial arrangement of the smallest cellular features with unprecedented detail in full three-dimensions (3D). From...
Recent advances in supercomputing capabilities pose a multi-faceted data retrieval challenge to the exploration and visualisation of the obtained results: the bandwidth between visualisation devices and the high-performance computing (HPC) clusters neither scales with the simulation data nor with the compute power, the total memory footprint of the...
We present tools and techniques for the design of an interactive motion data structure to drive virtual avatars. Our approach automatically analyzes a traditional labeled motion graph and constructs a condensed, coarser graph referred to as a Behavior Finite State Machine (BFSM). Each node of the BFSM represents a single behavior, and each weighted...
Virtual reality systems are an excellent environment for stereo panorama displays. The acquisition and display methods described here combine high-resolution photography with surround vision and full stereo view in an immersive environment. This combination provides photographic stereo-panoramas for a variety of VR displays, including the StarCAVE,...
Reverse-time migration (RTM) and full-waveform inversion (FWI) are a powerful but computationally expensive method. We propose to improve their efficiency by using a multisource method and a general-purpose graphics processing unit (GPGPU). In the multisource method, several sources are used simultaneously to compute the migration image and the gra...
The CAVE, a walk-in virtual reality environment typically consisting of 4–6 3 m-by-3 m sides of a room made of rear-projected
screens, was first conceived and built in 1991. In the nearly two decades since its conception, the supporting technology
has improved so that current CAVEs are much brighter, at much higher resolution, and have dramatically...
We present a method for simulating individual pedestrian motion based on empirical data. Our model keeps track of the pedestrian’s
position and body configuration (pose) and uses motion capture data to produce plausible motion. While our ultimate goal is
creating 3D animations of crowds, our initial efforts focus on 2D simulations. In this paper, w...
Graph-based approaches for sequencing motion capture data have produced some of the most realistic and controllable character motion to date. Most previous graph-based approaches have employed a run-time global search to find paths through the motion graph that meet user-defined constraints such as a desired locomotion path. Such searches do not sc...
Many training, education, and visualization environ- ments would benefit from realistic animated characters. Unfortunately, interfaces for character motion specification are often complex and ill-suited to non- experts. We present a tangible interface for basic character manipulation on planar surfaces. In particular, we focus on interface aspects...
1 Time between goal change (τ sec.) ρ (τ) Valve character 2D character Motion−graphs character 5 Figure 1: Quantifying and comparing responsive behavior for three different techniques. Images from left to right: 1. 2D locomotion using a coarse motion-graphs based approach. 2. Character locomotion using an interactive game SDK. 3. Character locomoti...
1 Abstract Due to its unique position in Islam, Makkah arguably draws more interest and attention from more people than any other city of the world. In this paper, we describe our ongoing effort to design a digital model of the core area of Makkah. We describe a crowd simulation engine that simulates tens to hundreds of thousands of pilgrims at int...
Printout. Thesis (M.S.)--Oregon State University, 2005. Includes bibliographical references (leaves 49-52).