IEEE Transactions on Visualization and Computer Graphics

Issue 4 • Oct.-Dec. 2001

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Displaying Results 1 - 9 of 9
  • Author index

    Publication Year: 2001, Page(s):380 - 381
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  • Subject index

    Publication Year: 2001, Page(s):381 - 384
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  • Preventing self-intersection under free-form deformation

    Publication Year: 2001, Page(s):289 - 298
    Cited by:  Papers (29)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (947 KB) | HTML iconHTML

    Free-Form Deformation (FFD) is a versatile and efficient modeling technique which transforms an object by warping the surrounding space. The conventional user-interface is a lattice of movable control points but this tends to be cumbersome and counterintuitive. Directly Manipulated Free-Form Deformation (DMFFD) allows the user to drag object points directly and has proven useful in an interactive ... View full abstract»

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  • Reliable path for virtual endoscopy: ensuring complete examination of human organs

    Publication Year: 2001, Page(s):333 - 342
    Cited by:  Papers (27)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (538 KB) | HTML iconHTML

    Virtual endoscopy is a computerized, noninvasive procedure for detecting anomalies inside human organs. Several preliminary studies have demonstrated the benefits and effectiveness of this modality. Unfortunately, previous work cannot guarantee that an existing anomaly will be detected, especially for complex organs with multiple branches. In this paper, we introduce the concept of reliable naviga... View full abstract»

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  • Extended specifications and test data sets for data level comparisons of direct volume rendering algorithms

    Publication Year: 2001, Page(s):299 - 317
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1751 KB) | HTML iconHTML

    Direct volume rendering (DVR) algorithms do not generate intermediate geometry to create a visualization, yet they produce countless variations in the resulting images. Therefore, comparative studies are essential for objective interpretation. Even though image and data level comparison metrics are available, it is still difficult to compare results because of the numerous rendering parameters and... View full abstract»

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  • Minimally immersive flow visualization

    Publication Year: 2001, Page(s):343 - 350
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1184 KB) | HTML iconHTML

    This paper describes a minimally immersive interactive system for flow visualization of multivariate volumetric data. The system, SFA, uses perceptually motivated rendering to increase the quantity and clarity of information perceived. Proprioception, stereopsis, perceptually motivated shape visualization, and three-dimensional interaction are combined in SFA to allow the three-dimensional volumet... View full abstract»

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  • High-quality texture reconstruction from multiple scans

    Publication Year: 2001, Page(s):318 - 332
    Cited by:  Papers (64)  |  Patents (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2679 KB) | HTML iconHTML

    The creation of three-dimensional digital content by scanning real objects has become common practice in graphics applications for which visual quality is paramount, such as animation, e-commerce, and virtual museums. While a lot of attention has been devoted recently to the problem of accurately capturing the geometry of scanned objects, the acquisition of high-quality textures is equally importa... View full abstract»

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  • Extracting objects from range and radiance images

    Publication Year: 2001, Page(s):351 - 364
    Cited by:  Papers (19)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2405 KB) | HTML iconHTML

    In this paper, we present a pipeline and several key techniques necessary for editing a real scene captured with both cameras and laser range scanners. We develop automatic algorithms to segment the geometry from range images into distinct surfaces, register texture from radiance images with the geometry, and synthesize compact high-quality texture maps. The result is an object-level representatio... View full abstract»

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  • Efficient conservative visibility culling using the prioritized-layered projection algorithm

    Publication Year: 2001, Page(s):365 - 379
    Cited by:  Papers (30)  |  Patents (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (691 KB) | HTML iconHTML

    We propose a novel conservative visibility culling technique based on the Prioritized-Layered Projection (PLP) algorithm. PLP is a time-critical rendering technique that computes, for a given viewpoint, a partially correct image by rendering only a subset of the geometric primitives, those that PLP determines to be most likely visible. Our new algorithm builds on PLP and provides an efficient way ... View full abstract»

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Aims & Scope

The IEEE Transactions on Visualization and Computer Graphics (TVCG) publishes papers on subjects related to computer graphics and visualization techniques, systems, software, hardware, and user interface issues. Specific topics in computer graphics and visualization include, but are not limited to the following: a) algorithms, techniques and methodologies; b) systems and software; c) user studies and evaluation; d) rendering techniques and methodologies, including real-time rendering, graphics hardware, point-based rendering, and image-based rendering; e) scientific, information, and biomedical visualization; f) volume graphics; g) shape modeling and processing, including image-based modeling, geometric and volumetric modeling, dynamic modeling, point-based modeling, geometry processing, shape analysis, shape matching and retrieval, and computational topology; h) virtual, augmented, and mixed reality; i) animation and simulation, including character animation, facial animation, motion-capture, physics-based simulation and animation; j) haptics; k) perception, human computer interaction and user interfaces; l) visual analysis and visual analytics; m) graphics aspects of computer games and edutainment; n) visual programming and software visualization; o) general purpose computing on graphics processing units (GPGPU); p) high-dynamic range imaging and display, 3D display technology, multi-spectral displays; q) computational photography; r) applications of computer graphics and visualization.

Full Aims & Scope

Meet Our Editors

Editor-in-Chief
Leila De Floriani

University of Maryland
College Park, MD 20742

ldf4tvcg@umiacs.umd.edu