Colloquium Archive

Graphics And Apple’s Idevices

Vicki & Dave Shreiner, Mountain View, CA


As the hottest mobile development platforms available, the iPod, iPhone, and iPad are capable 3D graphics machines. In this talk, we'll describe the graphics system in these devices, and discuss some best practices for developing graphics-intensive applications for them. We'll discuss some best practices for developing graphics-intensive applications for them. We'll describe the topics in a manner accessible to everyone - even the non-graphics programmer.

Modern Lighting Algorithms

Joe Andresen, Oracle, Santa Clara, CA


This presentation will cover the topic of lighting, one of the most important parts of the graphics pipeline. The struggle of attaining realism in graphics has always been limited to the simulation of light. Let’s look at a real-time lighting algorithm known as deferred shading as well as some global illumination techniques like Radiosity and Ambient Occlusion. We'll take an interactive look at an engine pipeline and inspect the various parts that make up a shader pipeline. Topics Include: OpenGL, Shaders, Deferred shading, Radiosity, Ambient Occlusion, FrameBuffers/RenderBuffers, Compositing, Normal Mapping, C++, and more. Pizza after talk in Darwin 28

Mobile Imaging Applications

Nina Bhatti, Hewlett Packard, Palo Alto, CA


Camera phones are ubiquitous, and consumers have been adopting them faster than any other technology in modern history. When connected to a network, though, they are capable of more than just picture taking: Suddenly, they gain access to the power of the cloud. We exploit this capability by providing a series of image-based personal advisory services. These are designed to work with any handset over any cellular carrier using commonly available Multimedia Messaging Service (MMS) and Short Message Service (SMS) features. Targeted at the unsophisticated consumer, these applications must be quick and easy to use, not requiring download capabilities or preplanning. Thus, all application processing occurs in the back-end system (i.e., as a cloud service) and not on the handset itself. Presenting an image to an advisory service in the cloud, a user receives information that can be acted upon immediately. Two of our examples involve color assessment – selecting cosmetics and home décor paint palettes; the third provides the ability to extract text from a scene. In the case of the color imaging applications, we have shown that our service rivals the advice quality of experts. The result of this capability is a new paradigm for mobile interactions - image-based information services exploiting the ubiquity of camera phones.

Display Advertising In Mobile

Kamakshi Sivaramakrishnan, Google, Mountain View, CA


Modern smart phones and mobile web browsers display advertisements on consumer properties like the iPhone/Android apps and mobile versions of popular content publishers like,, etc. Similar to traditional ad supported online web content model, mobile web content is also supported by advertisements as revenue models. Such a revenue model relies on market mechanisms to elicit prices for these advertisements, making use of an auction among advertisers who bid in order to have their ads shown. These advertisers, depending on the context of either web or mobile, target either keywords, content and mobile traffic profile respectively. The ad placement problem involves three parties--advertisers, publishers, and auctioneer (or ad network)--we present cutting edge algorithmic techniques that jointly optimizes the goal for each of these parties. A commonly used business model in digital ad placements is pay-per-click where the advertiser participates in the auction for an ad impression by expressing a value for a possible click on the impression. As a result, the auctioneer actively tries to solve a critical problem, i.e., to predict the probability of click through, commonly known as click through rate. The algorithms for click through rate prediction, traffic allocation and pricing use techniques from three mathematical areas: mechanism design, optimization, and statistical estimation. We present an overview of the statistical techniques that estimate the competitiveness of an ad and hence traffic it would receive when participating in the auction. The discussions will be generalized to the problem of digital advertising with topical references to the mobile advertising context at relevant points through the talk.

Tv As A Platform: The Change Towards Over-The-Top Broadcasting

Daniel Glickhorn, Samsung Electronics, Irvine, CA


What are the changes toward software solutions for the digital media business and the newly changing state of software based TV? Let’s check out some recent projects (publicly released) from Samsung and its competitors and figure out where the digital / Internet connected TV and digital media markets are going. Let’s also look at the research challenges in this market and how personally I used my undergraduate & masters programs to leverage access to such opportunities. Pizza after talk in Darwin 28