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IEEE Computer Graphics and Applications

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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  • Visualizing a real forest

    Publication Year: 1998, Page(s):12 - 15
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (708 KB)

    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 comput... View full abstract»

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  • Interacting with virtual humans through body actions

    Publication Year: 1998, Page(s):8 - 11
    Cited by:  Papers (16)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (364 KB)

    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... View full abstract»

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  • Computer puppetry

    Publication Year: 1998, Page(s):38 - 45
    Cited by:  Papers (25)  |  Patents (9)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (836 KB)

    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... View full abstract»

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  • Upon reflection [computational geometry]

    Publication Year: 1998, Page(s):86 - 92
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (144 KB)

    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... View full abstract»

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  • Motion sick in cyberspace

    Publication Year: 1998, Page(s):16 - 21
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (324 KB)

    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 impl... 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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  • CGI training for the entertainment film industry

    Publication Year: 1998, Page(s):30 - 37
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (140 KB)

    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 char... View full abstract»

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  • Designing a PC game engine

    Publication Year: 1998, Page(s):46 - 53
    Cited by:  Papers (31)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (984 KB)

    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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  • Taking a 2D educational title into 3D

    Publication Year: 1998, Page(s):54 - 57
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (384 KB)

    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 ... View full abstract»

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  • Polymorph: morphing among multiple images

    Publication Year: 1998, Page(s):58 - 71
    Cited by:  Papers (18)  |  Patents (9)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1984 KB)

    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 ... 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 (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (628 KB)

    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 an... View full abstract»

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  • A ghost in a snowstorm [computer graphics]

    Publication Year: 1998, Page(s):79 - 84
    Cited by:  Papers (2)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (144 KB)

    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 th... View full abstract»

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Aims & Scope

IEEE CG&A bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments, including product announcements.

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Meet Our Editors

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