Papers by Carlos Dietrich

Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
The sport data tracking systems available today are based on specialized hardware (high-definitio... more The sport data tracking systems available today are based on specialized hardware (high-definition cameras, speed radars, RFID) to detect and track targets on the field. While effective, implementing and maintaining these systems pose a number of challenges, including high cost and need for close human monitoring. On the other hand, the sports analytics community has been exploring human computation and crowdsourcing in order to produce tracking data that is trustworthy, cheaper and more accessible. However, state-of-theart methods require a large number of users to perform the annotation, or put too much burden into a single user. We propose HistoryTracker, a methodology that facilitates the creation of tracking data for baseball games by warm-starting the annotation process using a vast collection of historical data. We show that HistoryTracker helps users to produce tracking data in a fast and reliable way. CCS CONCEPTS • Human-centered computing → Human computer interaction (HCI); HCI design and evaluation methods; Empirical studies in HCI ; Interaction design; Empirical studies in interaction design;
Baseball Timeline: Summarizing Baseball Plays Into a Static Visualization
Computer Graphics Forum

StatCast Dashboard: Exploration of Spatiotemporal Baseball Data
IEEE Computer Graphics and Applications, 2016
Major League Baseball (MLB) has a long history of providing detailed, high-quality data, leading ... more Major League Baseball (MLB) has a long history of providing detailed, high-quality data, leading to a tremendous surge in sports analytics research in recent years. In 2015, MLB.com released the StatCast spatiotemporal data-tracking system, which has been used in approximately 2,500 games since its inception to capture player and ball locations as well as semantically meaningful game events. This article presents a visualization and analytics infrastructure to help query and facilitate the analysis of this new tracking data. The goal is to go beyond descriptive statistics of individual plays, allowing analysts to study diverse collections of games and game events. The proposed system enables the exploration of the data using a simple querying interface and a set of flexible interactive visualization tools.
Visualização de volumes de dados multimodais utilizando hardware gráfico
Triangulaçoes Regulares e Aplicações
ABSTRACT
Visualização Interativa Direta de Imagens 3D em Tempo Real

Mathematics and Visualization, 2010
Interfaces between materials with different mechanical properties play an important role in techn... more Interfaces between materials with different mechanical properties play an important role in technical applications. Nowadays molecular dynamic simulations are used to observe the behavior of such compound materials at the atomic level. Due to different atom crystal sizes, dislocations in the atom crystal structure occur once external forces are applied, and it has been observed that studying the change of these dislocations can provide further understanding of macroscopic attributes like elasticity and plasticity. Standard visualization techniques such as the rendering of individual atoms work for 2D data or sectional views; however, visualizing dislocations in 3D using such methods usually fails due to occlusion and clutter. In this work we propose to extract and visualize the structure of dislocations, which summarizes the commonly employed filtered atomistic representations into a concise representation, similar to the visualizations used with data from dislocation dynamics. The benefits of our approach are much clearer images still retaining all relevant data and easier visual tracking of the topological changes of these structures over time.
Revista De Informática Teórica E Aplicada, 2003
The recent development of graphics hardware is presenting a change in the implementation of the g... more The recent development of graphics hardware is presenting a change in the implementation of the graphics pipeline, from a fixed set of functions, to user- developed special programs to be executed on a per-vertex or per-fragment basis. This programmability allows the efficient implementation of different algorithms directly on the graphics hardware. In this tutorial we will present the main techniques
Baseball4D: A tool for baseball game reconstruction & visualization
2014 IEEE Conference on Visual Analytics Science and Technology (VAST), 2014
Storing and accessing topology on the gpu: A case study on mass-spring systems
ABSTRACT
On determining a signature for skeletal maturity
Proceedings XIV Brazilian Symposium on Computer Graphics and Image Processing, 2001
A bstract. In this paper we present a computational framework for semi-automated assessment of sk... more A bstract. In this paper we present a computational framework for semi-automated assessment of skeletal age based on a multi-scale image analysis approach. Through 2D digital X-ray images of the left hand, maturity indicators are searched by means of a two-step process: the user ...
Houston, we have a problem
Proceedings of the 2008 ACM symposium on Applied computing - SAC '08, 2008
This paper presents a survey of problems found in the development process of electronic games. Th... more This paper presents a survey of problems found in the development process of electronic games. These problems were collected mainly from game postmortems and specialized litterature on game development, allowing a comparison with respect to well-known problems in the traditional software industry.

Transplantation Proceedings, 2005
The efficiency of software for a personal computer in the interactive generation of threedimensio... more The efficiency of software for a personal computer in the interactive generation of threedimensional (3D) images from computer tomography was studied in six pig livers after hepatic resection and catheterization of the hepatic and portal veins. After perfusion the livers were submitted to computed tomography angiography, volumetric measurement by water displacement, and production of an acrylic model of the veins by the injection and corrosion method, by which the lengths of the hepatic and portal veins were measured. From the angiogram, the software generated a 3D image that allowed measurement of the vein lengths. The identified branches of the hepatic and portal veins were correlated with the hepatic sectors and segments, respectively. The virtual measures from the 3D images were compared with the real measures. There were no significant differences between the topography and the vessel length. The mean difference between the volumes calculated from software and those measured by water displacement corresponded to 1.2%, and between the vessel lengths, 0.2%. In conclusion, the software for personal computer (named LIVER3D) is efficient, allowing interactive inspection of 3D images. All virtual measurements of liver vessel length and partial/total liver volume were similar to the actual ones.
An Efficient and Low Cost Alternative to Reconstruction, Visualization and Analysis of Three-Dimensional Liver Images from Helicoidal Computed Tomography for Anatomy Study and Surgery Planning, and the Development of a Program and Validation Study in Vitro Using Pig Liver
Transplantation Journal, 2004

IEEE Transactions on Visualization and Computer Graphics, 2000
Marching Cubes is the most popular isosurface extraction algorithm due to its simplicity, efficie... more Marching Cubes is the most popular isosurface extraction algorithm due to its simplicity, efficiency and robustness. It has been widely studied, improved, and extended. While much early work was concerned with efficiency and correctness issues, lately there has been a push to improve the quality of Marching Cubes meshes so that they can be used in computational codes. In this work we present a new classification of MC cases that we call Edge Groups, which helps elucidate the issues that impact the triangle quality of the meshes that the method generates. This formulation allows a more systematic way to bound the triangle quality, and is general enough to extend to other polyhedral cell shapes used in other polygonization algorithms. Using this analysis, we also discuss ways to improve the quality of the resulting triangle mesh, including some that require only minor modifications of the original algorithm.
Computing in Science & Engineering, 2000
Most computational codes that use irregular grids depend on the triangle quality of the single wo... more Most computational codes that use irregular grids depend on the triangle quality of the single worst triangle in the grid: skinny triangles can lead to bad performance and numerical instabilities. Marching Cubes is the standard isosurface grid generation algorithm, and while most triangles it generates are good, it almost always generates some bad triangles. Here we show how simple changes to Marching Cubes can lead to a drastically reduced number of degenerate triangles, making it a more practical choice for isosurface grid generation, reducing or eliminating the need and costs of post-processing.
Uploads
Papers by Carlos Dietrich