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Computer Graphics and Applications, IEEE

Issue 1 • Date Jan.-Feb. 2001

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Displaying Results 1 - 14 of 14
  • Digital media

    Publication Year: 2001 , Page(s): 14 - 17
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (112 KB) |  | HTML iconHTML  

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  • Wired Worlds: Exploring the Digital Frontier. A pioneering gallery of digital media discovery

    Publication Year: 2001 , Page(s): 72 - 77
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1604 KB) |  | HTML iconHTML  

    The National Museum of Photography, Film and Television is Britain's leading center for lens-based media. To provide a strengthened platform for the 21st Century, the museum created a new flagship gallery that explores and addresses the importance of digital media. “Wired Worlds: Exploring the Digital Frontier” uses innovative presentational and communication approaches to describe the distinctive nature, styles and techniques of digital media. The 500-m 2 gallery took nearly three years and $2.2 million to complete. To address the challenges of an evolving field, we adopted an intensive, organic research and development approach. We organized a creative/curatorial project team, 10 contracted international digital media artists and developers, and a London-based design studio. We also consulted with other media professionals, academics and partnership companies View full abstract»

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  • Creating broadcast interactive drama in an NVE

    Publication Year: 2001 , Page(s): 56 - 60
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    By exploiting a networked virtual environment architecture, we produced the gaming part of an interactive television drama series, TypoToons. For decades TV show makers have been inventing tools and tricks to enhance the stories they tell. Equivalents of, and additions to these conventional tricks in interactive media can only mature an interactive television if multidisciplinary teams can obtain hands on experience of these newly emerging worlds. The production team for TypoToons and the interactively participating audience provided an excellent opportunity to develop such a team View full abstract»

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  • Fill 'er up! [Graphics filling algorithms]

    Publication Year: 2001 , Page(s): 78 - 85
    Cited by:  Papers (5)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1700 KB) |  | HTML iconHTML  

    One of the most important and useful ideas in 2D computer graphics is the fill. Simple in concept but powerful in practice, filling is so basic a technique that there's a fill tool in just about every 2D drawing system sold today. Probably one of the first important uses of fills was to color in 2D cartoon characters, but that's just the tip of the iceberg. It's hard to know who wrote the first fill routine, but it may have been Dick Shoup, who implemented a fill technique for his Superpaint system in the mid-1970s. The next big step was Alvy Ray Smith's 24-bit flood-fill algorithm, which also included tint fill. Change came fast after that point, culminating in the sophisticated filling tools we have today. In this article, I discuss some fill techniques that I've cooked up over time to solve different jobs. I focus on techniques for identifying fill pixels View full abstract»

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  • Digital TV in the convergent environment

    Publication Year: 2001 , Page(s): 32 - 36
    Cited by:  Papers (1)
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    The growth of digital TV heralds a seamless convergence of media, telecommunications, and information technology, offering viewers increasingly exciting, informative interactive programming. In countries such as the UK where digital TV services have become extensively available, the ground is prepared for a seamless convergence of media, telecommunications, and information technology interactivity is provided mainly by a combination of local storage (which is now becoming vast) and the Public Switched Telephone Network (PSTN), including mobile access. The industry is also investigating other return channels, such as those using satellites or the terrestrial TV antenna systems. Thus digital TV is a key element in the communications revolution. Where there is rapid growth in the number of homes with digital TV, there is likely to be a more favorable climate for the development of electronic commerce View full abstract»

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  • Web-based digital medical images

    Publication Year: 2001 , Page(s): 44 - 47
    Cited by:  Papers (2)  |  Patents (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1252 KB) |  | HTML iconHTML  

    Our Web-based interactive system provides efficient and flexible digital medical image data access and manipulation over the Internet, thus offering potential cost savings to the health care system. It has the potential to integrate and associate data from multiple vendors' systems and multiple imaging modalities, not only at an institutional level but also at a regional level. An example of its potential applications is the expert evaluation of images acquired at remote sites in rural areas, which often lack local specialist services. View full abstract»

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  • A future for entertainment-defense research collaboration

    Publication Year: 2001 , Page(s): 37 - 43
    Cited by:  Papers (5)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (492 KB) |  | HTML iconHTML  

    In 1997, the National Research Council (NRC) issued a report that specified a joint research agenda for defense and entertainment modeling and simulation. This report showed the excellent opportunities for synergy between the entertainment and defense industries. For years, they have been solving similar problems for very different application areas. While those two communities' opposing cultures have been difficult to reconcile, recent efforts have proven promising. The looming question is whether the military sector can follow the leaping technological pace in the entertainment sector. That pace indicates tremendous growth in the entertainment industry, which will be coupled with continued technological innovation. The article shows how those advances will be equally vital for future defense applications, thereby demonstrating the importance of continued and increased defense-entertainment collaboration View full abstract»

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  • Digital media technology: industry trends and developments

    Publication Year: 2001 , Page(s): 27 - 31
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (124 KB) |  | HTML iconHTML  

    The range and definition of digital media is vast, reaching from PCs to consumer electronics, but at the center of it all is the display controller. Powered by the advances in semiconductor fabrication and the expansion of the PC market, new graphics controllers, video processors, and audio processors have emerged that promise astounding home entertainment systems at affordable prices. Along with digital media advances have come developments in communications devices. However, the cost of expanding the physical infrastructure is thwarting advances in communications. In addition, both the communications infrastructure problems and the lack of interesting or compelling 3D content are limiting the interactivity of the home entertainment system. But the pace of development and function assimilation continues unabated, and new amazing digital media devices and systems are appearing View full abstract»

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  • Image analysis for digital media applications

    Publication Year: 2001 , Page(s): 18 - 26
    Cited by:  Papers (13)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1268 KB) |  | HTML iconHTML  

    In this broad-based overview, we review image analysis for three classes of digital media applications: traditional signal processing related procedures, including image enhancement, restoration and compression; relatively new media creation and data retrieval problems, including computer animation and multimedia data retrieval; and pattern recognition, including document imaging and electronic books View full abstract»

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  • Extracting semantic video objects

    Publication Year: 2001 , Page(s): 48 - 55
    Cited by:  Papers (9)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (336 KB) |  | HTML iconHTML  

    We present an accurate and user-interactive semantic video object (SVO) extraction system. Although we also obtain an SVO with an accurate boundary by integrating temporal and spatial information, our way is quite different from others' work. Instead of fusing spatial and temporal segmentations on the first or all the frames of a video sequence, our system adaptively performs spatial and temporal segmentation and fusion when necessary. To achieve this, our system detects the variations between successive frames. We only need to fuse the spatial and temporal segmentation when a large variation occurs. Otherwise, the system tracks the previous SVO's boundary. We find this simple method efficient in both speed and accuracy. Since the temporal segmentation, spatial segmentation, spatio-temporal fusion, and boundary tracking all employ simple algorithms, our system has a low computational complexity View full abstract»

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  • Sharing attractions on the Net with VPark

    Publication Year: 2001 , Page(s): 61 - 71
    Cited by:  Papers (6)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (3384 KB) |  | HTML iconHTML  

    We present a networked virtual environment (NVE) system and an attraction building system based on Windows NT that enables users to introduce their own scenario-based applications into a shared virtual environment. Our goal was to develop and integrate several modules into a system capable of animating realistic virtual humans in a real-time performance. This includes modeling and representing virtual humans with high realism and simulating human face and body movements in real time. Realism becomes quite important in NVEs, where the communication among participants is crucial for their sense of presence View full abstract»

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  • Interacting with direct volume rendering

    Publication Year: 2001 , Page(s): 10 - 12
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1060 KB) |  | HTML iconHTML  

    Visualization researchers at the San Diego Supercomputer Center have written a program called Volume Explorer, or vx, which performs interactive direct volume rendering on the Volume Pro board. Using OpenGL, the GL Utility Toolkit and the Micro User Interface, vx generates the graphics and facilitates user interaction around the Volume Pro card. Regardless of the method, my colleagues and I have become very big fans of interactive direct volume rendering. This article shows some of our preliminary work with vx. On the screen, you can change and manipulate images at update rates of more than 30 frames per second View full abstract»

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  • Polynomial discriminants. 2. Tensor diagrams

    Publication Year: 2001 , Page(s): 86 - 92
    Cited by:  Papers (4)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (176 KB) |  | HTML iconHTML  

    Recently I've been playing with diagrammatic ways of doing algebra and have come up with a lot of interesting results. This article presents the first of these - using tensor diagrams to compute discriminants of polynomials and to solve a related problem: line-curve tangency. I believe that the Einstein index notation can help us think about these and similar problems and allow us to come up with solutions that we wouldn't find any other way. View full abstract»

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  • Adorning VRML worlds with environmental aspects

    Publication Year: 2001 , Page(s): 6 - 9
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1104 KB) |  | HTML iconHTML  

    Little work has so far been done to add environmental aspects into VRML architectural models. These observations led us to develop a software package named VREnhancer to address this problem. With our project, we aimed to design an effective approach for adding environmental aspects to VRML architectural models. This approach tries to give VRML worlds greater realism and better visual quality while maintaining an acceptable navigation speed. VREnhancer has provided VRML world creators more flexibility and feasibility to adorn and change their designs. This article looks at the development of the project, its design and implementation, and the related technology, It also evaluates VREnhancer through adorning the virtual campus of Hull University, UK, with environmental aspects. 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