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		<title><![CDATA[ Computer Graphics and Applications, IEEE - new TOC ]]></title>
		<link>http://ieeexplore.ieee.org</link>
		<description>TOC Alert for Publication# 38 </description>
		<year>2013</year>
		<month>May      </month>
		<day>16</day>
		<item>
			<title><![CDATA[Front Cover]]></title>
			<link><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516497]]></link>
			<description><![CDATA[Front Cover]]></description>
			<pubDate><![CDATA[May-June  2013]]></pubDate>
			<guid><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516497]]></guid>
			<volume>33</volume>
			<issue>3</issue>
			<startPage>c1</startPage>
			<endPage>c1</endPage>
			<fileSize>876</fileSize>
			<authors><![CDATA[]]></authors>
		</item>
		<item>
			<title><![CDATA[Masthead]]></title>
			<link><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516496]]></link>
			<description><![CDATA[Masthead]]></description>
			<pubDate><![CDATA[May-June  2013]]></pubDate>
			<guid><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516496]]></guid>
			<volume>33</volume>
			<issue>3</issue>
			<startPage>c2</startPage>
			<endPage>c2</endPage>
			<fileSize>70</fileSize>
			<authors><![CDATA[]]></authors>
		</item>
		<item>
			<title><![CDATA[Table of Contents]]></title>
			<link><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516500]]></link>
			<description><![CDATA[Table of Contents]]></description>
			<pubDate><![CDATA[May-June  2013]]></pubDate>
			<guid><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516500]]></guid>
			<volume>33</volume>
			<issue>3</issue>
			<startPage>1</startPage>
			<endPage>2</endPage>
			<fileSize>590</fileSize>
			<authors><![CDATA[]]></authors>
		</item>
		<item>
			<title><![CDATA[Creation and Deconstruction]]></title>
			<link><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516498]]></link>
			<description><![CDATA[This issue's article examines the digital artwork of Edwin van Munster.]]></description>
			<pubDate><![CDATA[May-June  2013]]></pubDate>
			<guid><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516498]]></guid>
			<volume>33</volume>
			<issue>3</issue>
			<startPage>3</startPage>
			<endPage>4</endPage>
			<fileSize>1447</fileSize>
			<authors><![CDATA[Singh, Gary;]]></authors>
		</item>
		<item>
			<title><![CDATA[Using GPU Shaders for Visualization, Part 3]]></title>
			<link><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516501]]></link>
			<description><![CDATA[GPU shaders aren't just for glossy special effects. Parts 1 and 2 of this discussion looked at using them for point clouds, cutting planes, line integral convolution, and terrain bump-mapping. Part 3 covers compute shaders and shader storage buffer objects&amp;#x2014;two features announced as part of OpenGL 4.3.]]></description>
			<pubDate><![CDATA[May-June  2013]]></pubDate>
			<guid><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516501]]></guid>
			<volume>33</volume>
			<issue>3</issue>
			<startPage>5</startPage>
			<endPage>11</endPage>
			<fileSize>1773</fileSize>
			<authors><![CDATA[Bailey, Mike;]]></authors>
		</item>
		<item>
			<title><![CDATA[Building Virtual Worlds Carrying on the Legacy of Randy Pausch's &#x0022;Head Fake&#x0022;]]></title>
			<link><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516492]]></link>
			<description><![CDATA[The Carnegie Mellon Building Virtual Worlds course fosters interdisciplinary collaboration and invention. It helps provide students with a solid foundation by challenging them to create innovative, future-oriented experiences through a series of critiqued rapid prototypes. This process, combined with carefully designed peer evaluation, has led to a system that hundreds of alumni credit with setting them on the road to inventing the future of entertainment technology.]]></description>
			<pubDate><![CDATA[May-June  2013]]></pubDate>
			<guid><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516492]]></guid>
			<volume>33</volume>
			<issue>3</issue>
			<startPage>12</startPage>
			<endPage>15</endPage>
			<fileSize>523</fileSize>
			<authors><![CDATA[Schell, Jesse;Klug, Chris;]]></authors>
		</item>
		<item>
			<title><![CDATA[Viewing Chinese Art on an Interactive Tabletop]]></title>
			<link><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516499]]></link>
			<description><![CDATA[To protect fragile paintings and calligraphy, Taiwan's National Palace Museum (NPM) has policies controlling the frequency and duration of their exposure. So, visitors might not see the works they planned to see. To address this problem, the NPM installed an interactive tabletop for viewing the works. This tabletop, the first to feature multiresolution and gigapixel photography technology, displays extremely high-quality images revealing brushwork-level detail. A user study at the NPM examined the tabletop's performance and collected visitor feedback.]]></description>
			<pubDate><![CDATA[May-June  2013]]></pubDate>
			<guid><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516499]]></guid>
			<volume>33</volume>
			<issue>3</issue>
			<startPage>16</startPage>
			<endPage>21</endPage>
			<fileSize>2300</fileSize>
			<authors><![CDATA[Hsieh, Chun-ko;Hung, Yi-Ping;Ben-Ezra, Moshe;Hsieh, Hsin-Fang;]]></authors>
		</item>
		<item>
			<title><![CDATA[Mobile Expressive Renderings: The State of the Art]]></title>
			<link><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6468045]]></link>
			<description><![CDATA[Mobile applications are incorporating underlying platforms' pervasiveness in many innovative ways. Performance barriers due to resource constraints are slowly vanishing, and people are increasingly using mobile devices to perform many daily tasks they previously performed on desktop computers. Although a mobile platform's ability to handle graphics-related tasks requires further investigation, researchers have already made substantial progress. One particular related research area is nonphotorealistic rendering (NPR). NPR involves inherent abstraction, and mobile platforms offer relatively less computing power. So, a convergence of these areas can help deal with producing complex renderings on resource-constrained mobile platforms. This tutorial describes the state of NPR techniques for mobile devices, especially PDAs, tablets, and mobile phones, to motivate the development of efficient mobile NPR apps. In particular, the article addresses NPR advantages, challenges, and solutions. It also discusses mobile NPR visualizations, usability concerns, and future research directions.]]></description>
			<pubDate><![CDATA[May-June  2013]]></pubDate>
			<guid><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6468045]]></guid>
			<volume>33</volume>
			<issue>3</issue>
			<startPage>22</startPage>
			<endPage>31</endPage>
			<fileSize>5364</fileSize>
			<authors><![CDATA[Dev, Kapil;]]></authors>
		</item>
		<item>
			<title><![CDATA[Scattering: Acquisition, Modeling, and Rendering]]></title>
			<link><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516493]]></link>
			<description><![CDATA[Over the past few years, the landscape of volumetric-scattering techniques has evolved rapidly. The articles in this special issue highlight how these techniques are expanding our abilities to author increasingly complex visual appearance.]]></description>
			<pubDate><![CDATA[May-June  2013]]></pubDate>
			<guid><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516493]]></guid>
			<volume>33</volume>
			<issue>3</issue>
			<startPage>32</startPage>
			<endPage>33</endPage>
			<fileSize>2297</fileSize>
			<authors><![CDATA[Gutierrez, Diego;Jarosz, Wojciech;]]></authors>
		</item>
		<item>
			<title><![CDATA[Estimating Diffusion Parameters from Polarized Spherical-Gradient Illumination]]></title>
			<link><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6471715]]></link>
			<description><![CDATA[The proposed method acquires subsurface-scattering parameters of heterogeneous translucent materials. It directly obtains dense per-surface-point scattering parameters from observations under cross-polarized spherical-gradient illumination of curved surfaces. This method does not require explicit fitting of observed scattering profiles. A variety of heterogeneous translucent objects illustrate its validity.]]></description>
			<pubDate><![CDATA[May-June  2013]]></pubDate>
			<guid><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6471715]]></guid>
			<volume>33</volume>
			<issue>3</issue>
			<startPage>34</startPage>
			<endPage>43</endPage>
			<fileSize>3134</fileSize>
			<authors><![CDATA[Zhu, Yufeng;Garigipati, Pradeep;Peers, Pieter;Debevec, Paul;Ghosh, Abhijeet;]]></authors>
		</item>
		<item>
			<title><![CDATA[Adding a Solar-Radiance Function to the Ho&amp;#x161;ek-Wilkie Skylight Model]]></title>
			<link><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6459496]]></link>
			<description><![CDATA[One prerequisite for realistic renderings of outdoor scenes is the proper capturing of the sky's appearance. Currently, an explicit simulation of light scattering in the atmosphere isn't computationally feasible, and won't be in the foreseeable future. Captured luminance patterns have proven their usefulness in practice but can't meet all user needs. To fill this capability gap, computer graphics technology has employed analytical models of sky-dome luminance patterns for more than two decades. For technical reasons, such models deal with only the sky dome's appearance, though, and exclude the solar disc. The widely used model proposed by Arcot Preetham and colleagues employed a separately derived analytical formula for adding a solar emitter of suitable radiant intensity. Although this yields reasonable results, the formula is derived in a manner that doesn't exactly match the conditions in their sky-dome model. But the more sophisticated a skylight model is and the more subtly it can represent different conditions, the more the solar radiance should exactly match the skylight's conditions. Toward that end, researchers propose a solar-radiance function that exactly matches a recently published high-quality analytical skylight model.]]></description>
			<pubDate><![CDATA[May-June  2013]]></pubDate>
			<guid><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6459496]]></guid>
			<volume>33</volume>
			<issue>3</issue>
			<startPage>44</startPage>
			<endPage>52</endPage>
			<fileSize>3247</fileSize>
			<authors><![CDATA[Ho&#x161;ek, Luk&#x00e1;&#x161;;Wilkie, Alexander;]]></authors>
		</item>
		<item>
			<title><![CDATA[Real-Time Screen-Space Scattering in Homogeneous Environments]]></title>
			<link><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6449233]]></link>
			<description><![CDATA[The proposed approximate algorithm computes light scattering in homogeneous participating environments in screen space. Instead of simulating full global illumination, this method models scattering by a physically based point spread function (PSF). To do this efficiently, the PSF is applied by performing a discrete hierarchical convolution in a texture MIP map. This method's main problem, illumination leaking, is solved through a custom anisotropic incremental filter. The solution is fully parallel, runs in hundreds of fps for the usual screen resolutions, and is directly applicable in most 2D and 3D rendering architectures.]]></description>
			<pubDate><![CDATA[May-June  2013]]></pubDate>
			<guid><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6449233]]></guid>
			<volume>33</volume>
			<issue>3</issue>
			<startPage>53</startPage>
			<endPage>65</endPage>
			<fileSize>3596</fileSize>
			<authors><![CDATA[Elek, Oskar;Ritschel, Tobias;Seidel, Hans-Peter;]]></authors>
		</item>
		<item>
			<title><![CDATA[Double- and Multiple-Scattering Effects in Translucent Materials]]></title>
			<link><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6468026]]></link>
			<description><![CDATA[Some materials, such as coffee, milk, or marble, have a soft translucent aspect because of subsurface scattering. Light enters them and gets scattered several times before leaving in a different place. A full representation of subsurface-scattering effects in illumination simulation is computationally expensive. The main difficulty comes from multiple scattering events. The high number of events increases the results' uncertainty, requiring more computation time. However, a strong correlation exists between the surface effects of multiple scattering and the effects after just two scattering events. This knowledge can help accelerate multiple-scattering effects. In particular, researchers have exploited this knowledge to provide a model and implementation for fast computation of double-scattering events using a precomputed density function stored compactly.]]></description>
			<pubDate><![CDATA[May-June  2013]]></pubDate>
			<guid><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6468026]]></guid>
			<volume>33</volume>
			<issue>3</issue>
			<startPage>66</startPage>
			<endPage>76</endPage>
			<fileSize>4042</fileSize>
			<authors><![CDATA[Holzschuch, Nicolas;Gascuel, Jean-Dominique;]]></authors>
		</item>
		<item>
			<title><![CDATA[Walled Gardens: Apps and Data as Barriers to Augmenting Reality]]></title>
			<link><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516495]]></link>
			<description><![CDATA[For augmented reality (AR) to reach its potential, AR content from multiple distinct sources must be simultaneously displayed in a more unified manner than is possible given today's application-centric environments. AR browsers and AR-enabled Web browsers point toward the functionalities that OSs must incorporate to fully support AR content. Also, application developers need richer forms of content describing the physical world and the objects in it. Standards such as ARML (Augmented Reality Markup Language) 2.0 have begun providing the glue needed to bind AR content to the physical world.]]></description>
			<pubDate><![CDATA[May-June  2013]]></pubDate>
			<guid><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516495]]></guid>
			<volume>33</volume>
			<issue>3</issue>
			<startPage>77</startPage>
			<endPage>81</endPage>
			<fileSize>683</fileSize>
			<authors><![CDATA[MacIntyre, Blair;Rouzati, Hafez;Lechner, Martin;]]></authors>
		</item>
		<item>
			<title><![CDATA[Creating Widely Accessible Spatial Interfaces: Mobile VR for Managing Persistent Pain]]></title>
			<link><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516502]]></link>
			<description><![CDATA[Using widely accessible VR technologies, researchers have implemented a series of multimodal spatial interfaces and virtual environments. The results demonstrate the degree to which we can now use low-cost (for example, mobile-phone based) VR environments to create rich virtual experiences involving motion sensing, physiological inputs, stereoscopic imagery, sound, and haptic feedback. Adapting spatial interfaces to these new platforms can open up exciting application areas for VR. In this case, the application area was in-home VR therapy for patients suffering from persistent pain (for example, arthritis and cancer pain). For such therapy to be successful, a rich spatial interface and rich visual aesthetic are particularly important. So, an interdisciplinary team with expertise in technology, design, meditation, and the psychology of pain collaborated to iteratively develop and evaluate several prototype systems. The video at http://youtu.be/mMPE7itReds demonstrates how the sine wave fitting responds to walking motions, for a walking-in-place application.]]></description>
			<pubDate><![CDATA[May-June  2013]]></pubDate>
			<guid><![CDATA[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6516502]]></guid>
			<volume>33</volume>
			<issue>3</issue>
			<startPage>82</startPage>
			<endPage>88</endPage>
			<fileSize>1371</fileSize>
			<authors><![CDATA[Schroeder, David;Korsakov, Fedor;Jolton, Joseph;Keefe, Francis J.;Haley, Alex;Keefe, Daniel F.;]]></authors>
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