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IEEE Computer Graphics and Applications

Issue 2 • Date March-April 2001

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Displaying Results 1 - 12 of 12
  • Showing off in 3D

    Publication Year: 2001, Page(s):4 - 5
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (321 KB) | HTML iconHTML

    First Page of the Article
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  • Tensor contraction in C++

    Publication Year: 2001, Page(s):88 - 92
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (124 KB)

    In my last column (see ibid., January/February 2001), I talked about a notational device for matrix algebra called tensor diagrams. This time I write some C++ code to symbolically evaluate these quantities. This gives me a chance to play with some as yet untried features in the C++ standard library, such as strings and standard template library (STL) container classes View full abstract»

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  • Ndebele painting in VR

    Publication Year: 2001, Page(s):10 - 13
    Cited by:  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (384 KB) | HTML iconHTML

    The Ndebele tribe of southern Africa consists of four subtribes. The Ndzundza is the only Ndebele group practising the decorative arts of painting and beadwork. The craft of producing striking, colourful and geometrical artwork has become their most distinctive feature. The Ndebele wall painting's work and richness provided the inspiration for our project. We created a virtual environment (VE) and... View full abstract»

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  • Virtual Archaeologist: assembling the past

    Publication Year: 2001, Page(s):53 - 59
    Cited by:  Papers (28)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1000 KB) | HTML iconHTML

    We present a complete method, encapsulated in our Virtual Archaeologist system, for the full reconstruction of archaeological finds from 3D scanned fragments. Virtual Archaeologist is designed to assist archaeologists in reconstructing monuments or smaller finds by avoiding unnecessary manual experimentation with fragile and often heavy fragments. An automated procedure cannot completely replace t... View full abstract»

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  • 3D mapping of underwater caves

    Publication Year: 2001, Page(s):14 - 20
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2996 KB) | HTML iconHTML

    Wakulla Springs-a group of deep, underground, water-filled caves south of Tallahassee, FL, USA-is an example where mapping has proved challenging. The Wakulla 2 expedition of the US Deep Caving Team Inc. had one primary goal-to automatically build the first fully 3D cave map. To make the map, divers had to survive the hostile environment. The divers' attention mostly focuses on staying alive, so t... View full abstract»

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  • Baseball arithmetic and the laws of pseudoperspective

    Publication Year: 2001, Page(s):70 - 78
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (172 KB) | HTML iconHTML

    The paper considers how the derivation and analysis of two of the fundamental transformations in the graphics pipeline-perspective and pseudoperspective-can be simplified by applying the same elementary rules of arithmetic that govern the numerical properties of batting averages in baseball View full abstract»

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  • Curvature-dependent triangulation of implicit surfaces

    Publication Year: 2001, Page(s):60 - 69
    Cited by:  Papers (38)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1856 KB) | HTML iconHTML

    Implicit surfaces appear in many applications, including medical imaging, molecular modeling, computer aided design, computer graphics and finite element analysis. Despite their many advantages, implicit surfaces are difficult to render efficiently. Today's real-time graphics systems are heavily optimized for rendering triangles, so an implicit surface should be converted to a mesh of triangles be... View full abstract»

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  • Loose, artistic “textures” for visualization

    Publication Year: 2001, Page(s):6 - 9
    Cited by:  Papers (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1492 KB) | HTML iconHTML

    Through evolution, the human visual system has developed the ability to process natural textures. However, in addition to natural textures, humans also visually process man-made textures - some of the richest and most compelling of which are in works of art. Art goes beyond what perceptual psychologists understand about visual perception and there remain fundamental lessons that we can learn from ... View full abstract»

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  • Tricks of the trade [computer graphics]

    Publication Year: 2001, Page(s):80 - 87
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (808 KB) | HTML iconHTML

    Everybody has their own favorite bunch of programming tricks. A few years ago, I started the Graphics Gems series of books to bring together lots of these handy techniques. The Journal of Graphics Tools (http://www.acm.org/jgt) has continued that tradition. In this column, I thought I would describe some little tricks of mine that are too small even for JGT. Small can be beautiful. Most of these t... View full abstract»

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  • The Virtual SpacePlane

    Publication Year: 2001, Page(s):42 - 52
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1216 KB) | HTML iconHTML

    The paper discusses the Virtual SpacePlane, a virtual prototype of the US Air Force's Manned SpacePlane, which operates in a realistic distributed virtual environment. The Manned SpacePlane (MSP) project is in the initial stages of evaluating the benefit of using military spaceplanes for a variety of low-earth orbit and atmospheric missions. The baseline assumption for the MSP project is that we w... View full abstract»

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  • Interactive relighting of panoramas

    Publication Year: 2001, Page(s):32 - 41
    Cited by:  Papers (13)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1716 KB) | HTML iconHTML

    We have developed an interactive image-based panorama viewer that incorporates illumination information for re-lighting. Our panoramic image representation lets users incorporate the illumination information into the panorama and to interactively adjust the lighting conditions. We propose a concept of an apparent pixel bidirectional reflectance distribution function (pBRDF) to represent the outgoi... View full abstract»

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  • A Benchmark for Animated Ray Tracing

    Publication Year: 2001, Page(s):22 - 31
    Cited by:  Papers (15)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3720 KB) | HTML iconHTML

    We saw the need for our Benchmark for Animated Ray Tracing (BART) because no benchmark exists in this area and because at least two groups have been ray tracing fairly complex and realistic scenes at interactive speeds - at rates above one frame per second. Another reason is because acceleration data structures for animated ray tracing have not been studied much but probably will be in the future.... 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