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Computer Graphics and Applications, IEEE

Issue 1 • Date Jan.-Feb. 1998

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Displaying Results 1 - 14 of 14
  • Beyond The Virtual Salon - software Games For Girls

    Publication Year: 1998 , Page(s): 4 - 6
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  • Computer Graphics In Entertainment

    Publication Year: 1998 , Page(s): 22 - 23
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  • Upon reflection [computational geometry]

    Publication Year: 1998 , Page(s): 86 - 92
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    The author looks at the geometry of the classic law of mirror reflection. This law tells us that the angle of incidence equals the angle of reflection. It turns out that this little geometric truth can help solve another set of interesting problems called billiard problems, which describe the shortest path a billiard ball can take on a polygonal table. The author starts by looking at two different derivations of the law of reflection, one geometric and one analytic. He then looks at the problem of finding the shortest circuit of a billiard ball around a triangular table View full abstract»

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  • Interacting with virtual humans through body actions

    Publication Year: 1998 , Page(s): 8 - 11
    Cited by:  Papers (11)
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    Since their inception, interactive virtual environments have not been able to interpret users' gestures. Researchers have investigated a few tentative solutions, but most of them concern a specific set of body parts like hands, arms, or facial expressions. However, when placing a participant in a virtual world to interact with synthetic inhabitants, it would be more convenient and intuitive to use body-oriented actions. To achieve this, we developed a hierarchical model of human actions based on fine-grained primitives. An associated recognition algorithm identifies simultaneous actions on the fly View full abstract»

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  • Visualizing a real forest

    Publication Year: 1998 , Page(s): 12 - 15
    Cited by:  Papers (2)
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    The authors collaborated with computer scientists, psychologists, artists, and others to create a highly realistic, computer-generated walkthrough of an existing forest. Funded by the US Department of Agriculture (USDA) Forest Service, this work supported current experiments at the University of Arizona's Department of Psychology. Researchers hope to determine the level of realism needed in computer-generated visualizations or animations of natural scenes for humans to reach conclusions about the virtual environment similar to those they would have reached by experiencing the actual site. The plan is to compare subjects' responses to actual, video taped, and photographed walkthroughs, and computer simulated walkthroughs View full abstract»

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  • Polymorph: morphing among multiple images

    Publication Year: 1998 , Page(s): 58 - 71
    Cited by:  Papers (8)  |  Patents (9)
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    Polymorph extends conventional morphing to derive morphed images from more than two images at once, effectively integrating geometric manipulations and color blending. We present a general framework for polymorphing by extending the traditional image morphing paradigm that applies to two images. The authors formulate each input image as a vertex of an (n-1)-dimensional simplex, where n equals the number of input images. They look at the mathematical framework for polymorph, followed by warp function generation and propagation, blending function generation, and the implemented polymorph system. Metamorphosis examples demonstrate the use of polymorph for image composition View full abstract»

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  • Computer puppetry

    Publication Year: 1998 , Page(s): 38 - 45
    Cited by:  Papers (11)  |  Patents (7)
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    Computer puppetry is an important form of motion capture that lets animation directors see a character's performance in real time and make immediate corrections to achieve the desired result. The first step in bringing a computer puppet to life is creating the character's concept. How the character will be used forms an important part of its design. To illustrate this process, the author refers to Medialab's methods and procedures. He does this not to single out Medialab, but to draw on experience for concrete examples of principles that prove similar for any computer puppetry system View full abstract»

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  • Motion sick in cyberspace

    Publication Year: 1998 , Page(s): 16 - 21
    Cited by:  Papers (1)
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    The author discusses the problem of simulation sickness, first noticed in flight simulators. The problem now affects many more people due to the availability of immersive virtual reality systems and video arcade games. Published estimates suggest that 10 to 60 percent of the population experiences some adverse effects from computer displays of motion. The author considers how this has serious implications for the ultimate applicability of virtual reality. He investigates the symptoms and causes of motion sickness View full abstract»

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  • CGI training for the entertainment film industry

    Publication Year: 1998 , Page(s): 30 - 37
    Cited by:  Papers (2)
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    As the digital film industry matures, the education needed to become part of it also evolves and shifts. We must therefore rethink how we educate future digital entertainment workers. Barely three decades old, the computer graphics field has been through enormous changes. Possibilities and experimentation have evolved into commonly used and widely accepted tools to create effects, images, and characters for films. The education needed to succeed in the digital entertainment industry has also changed. The early emphasis on technical skills, especially computer science, has broadened to include a strong focus on art and animation skills. The reasons for this necessitate looking at the industry and education over the last twenty or so years (1975-98). While the article primarily addresses the entertainment film industry, that industry offered few digital production jobs before 1992. We must therefore consider the role that television commercials (and those ubiquitous “flying logos”) played in the development and adoption of digital technology in the film industry. In addition to theatrical motion pictures, the fast growing digital film industry now produces a wide variety of film based entertainment, from ride simulators to large format special venue theaters such as OmniMax and Imax View full abstract»

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  • Corner blending of free-form N-sided holes

    Publication Year: 1998 , Page(s): 72 - 78
    Cited by:  Papers (2)
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    Geometric modeling requires constructing blends between surfaces to meet manufacturing specifications, reduce stress concentrations in designs, and enhance aesthetics. Industrial engineers may design parts using different surface types to satisfy design requirements. Surface blending integrates the diverse representations. Because most CAD/CAM software uses parametric representations for curves and surfaces, blending techniques for parametric surfaces are more urgently needed than methods for implicit surfaces. The authors discuss a new method for parametric surface blending. They apply their corner blending technique to three- to six-sided holes and discuss corner blending of three sided holes for three different cases, each presenting different blending challenges View full abstract»

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  • Technology-based out-of-home entertainment

    Publication Year: 1998 , Page(s): 24 - 28
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    Technology based out of home entertainment has not proven successful in the marketplace. The article assesses non technological factors that contribute to an entertainment facility's profitability: human element; economic metrics; and operational issues View full abstract»

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  • Taking a 2D educational title into 3D

    Publication Year: 1998 , Page(s): 54 - 57
    Cited by:  Papers (1)
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    Maturing software for creating real-time interactive 3D (3D/VR) and hardware enabling its delivery give us the chance to explore practical issues involved in making commercially viable 3D/VR content. In October 1996, The Learning Company released the educational title Logic Quest, built using Sense8's WorldToolKit software. One of the first commercial 3D/VR children's titles for Windows 95, Logic Quest provides an example of what is involved in converting a 2D title (Think Quick!) to 3D. Studying the process the company followed lets us evaluate some of the challenges and benefits of moving a 2D title to 3D View full abstract»

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  • A ghost in a snowstorm [computer graphics]

    Publication Year: 1998 , Page(s): 79 - 84
    Cited by:  Papers (1)  |  Patents (2)
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    There is a storm cloud growing on the horizon of the digital convergence between computer graphics and television/graphic arts. Computer graphics and image processing assume that pixel values are linearly related to light intensity. A typical video or paint image, however, encodes intensity nonlinearly. Most image manipulation software does not take this into account and just does arithmetic on the pixel values as though they were linearly related to light intensity. This is obviously wrong. The question is, how wrong, and for what pixel values is the problem worst and best? The author presents a review of the basic concepts View full abstract»

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  • Designing a PC game engine

    Publication Year: 1998 , Page(s): 46 - 53
    Cited by:  Papers (20)  |  Patents (2)
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    Computer game engine requirements change in response to evolving game platforms and demands for reduced development costs. We propose a 3D game engine, marketed as NetImmerse, for varying performance levels View full abstract»

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IEEE Computer Graphics and Applications bridges the theory and practice of computer graphics.

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Meet Our Editors

Editor-in-Chief
L. Miguel Encarnação
University of Iowa