By Topic

IEEE Computer Graphics and Applications

Issue 6 • Date Nov.-Dec. 2002

Filter Results

Displaying Results 1 - 17 of 17
  • Into the abstract

    Publication Year: 2002, Page(s):4 - 5
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1015 KB) | HTML iconHTML

    First Page of the Article
    View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Tracking: how hard can it be?

    Publication Year: 2002, Page(s):22 - 23
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (350 KB) | HTML iconHTML

    First Page of the Article
    View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Motion tracking: no silver bullet, but a respectable arsenal

    Publication Year: 2002, Page(s):24 - 38
    Cited by:  Papers (220)  |  Patents (75)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1883 KB) | HTML iconHTML

    This article introduces the physical principles underlying the variety of approaches to motion tracking. Although no single technology will work for all purposes, certain methods work quite well for specific applications. View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Real-time rendering in curved spaces

    Publication Year: 2002, Page(s):90 - 99
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2484 KB) | HTML iconHTML

    A hypersphere surface provides a finite 3D world in which the user can fly freely without encountering boundaries, while hyperbolic space provides a spacious environment. The algorithm for rendering a scene in a hypersphere is identical to the standard algorithm for rendering a scene in ordinary flat 3D space. Indeed, the computations are so similar that off-the-shelf 3D graphics cards, when fed t... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Author index

    Publication Year: 2002, Page(s):119 - 122
    Request permission for commercial reuse | PDF file iconPDF (242 KB)
    Freely Available from IEEE
  • Subject index

    Publication Year: 2002, Page(s):122 - 131
    Request permission for commercial reuse | PDF file iconPDF (249 KB)
    Freely Available from IEEE
  • Real-time fingertip tracking and gesture recognition

    Publication Year: 2002, Page(s):64 - 71
    Cited by:  Papers (87)  |  Patents (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1285 KB) | HTML iconHTML

    Augmented desk interfaces and other virtual reality systems depend on accurate, real-time hand and fingertip tracking for seamless integration between real objects and associated digital information. We introduce a method for discerning fingertip locations in image frames and measuring fingertip trajectories across image frames. We also propose a mechanism for combining direct manipulation and sym... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Unwrapping and visualizing cuneiform tablets

    Publication Year: 2002, Page(s):82 - 88
    Cited by:  Papers (12)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1661 KB) | HTML iconHTML

    Cuneiform inscriptions, which scholars consider the first written language, were made in moist, clay tablets. We've developed a semiautomatic method for concisely displaying the tablets' inscribed writing, thereby providing a clear visualization that can be printed on paper. We first scan the tablets with 3D range scanners and use the scan data to construct a high-resolution 3D model (at a resolut... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Hybrid tracking for outdoor augmented reality applications

    Publication Year: 2002, Page(s):54 - 63
    Cited by:  Papers (36)  |  Patents (54)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1054 KB) | HTML iconHTML

    We've developed a fully mobile, wearable AR system that combines a vision-based tracker (primarily software algorithms) that uses natural landmarks, with an inertial tracker (custom hardware and firmware) based on silicon micromachined accelerometers and gyroscopes. Unlike other vision-based and hybrid systems, both components recover the full 6 DOF pose. Fusing the two tracking subsystems gives u... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Augmented reality camera tracking with homographies

    Publication Year: 2002, Page(s):39 - 45
    Cited by:  Papers (21)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1425 KB) | HTML iconHTML

    To realistically integrate 3D graphics into an unprepared environment, camera position must be estimated by tracking natural image features. We apply our technique to cases where feature positions in adjacent frames of an image sequence are related by a homography, or projective transformation. We describe this transformation's computation and demonstrate several applications. First, we use an aug... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Visual debugging

    Publication Year: 2002, Page(s):6 - 10
    Cited by:  Papers (6)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1180 KB) | HTML iconHTML

    We developed an approach that uses our innate visual pattern recognition skills as part of the debugging process. Inspired by Huang's (1996) use of color to visualize energy distributions while untangling knots, we represented the particles graphically and color-coded them by energy value. Thus far, we've applied this approach to three domains: particle systems, cluster hardware configurations, an... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • The analysis and statistics of line distribution

    Publication Year: 2002, Page(s):100 - 107
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (470 KB) | HTML iconHTML

    We gathered more than a thousand different programs from various computer graphics applications on the Internet. We checked program source code one by one and compiled the statistical distributions of line lengths and orientations of the line drawing programs. This article presents our data collection methods, lists the statistical data in detail, and discusses analytical results. We believe that ... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Extracting 3D facial animation parameters from multiview video clips

    Publication Year: 2002, Page(s):72 - 80
    Cited by:  Papers (12)  |  Patents (18)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (881 KB) | HTML iconHTML

    We propose an accurate and inexpensive procedure that estimates 3D facial motion parameters from mirror-reflected multiview video clips. We place two planar mirrors near a subject's cheeks and use a single camera to simultaneously capture a marker's front and side view images. We also propose a novel closed-form linear algorithm to reconstruct 3D positions from real versus mirrored point correspon... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Pose estimation for planar structures

    Publication Year: 2002, Page(s):46 - 53
    Cited by:  Papers (29)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1132 KB) | HTML iconHTML

    We address the registration problem for interactive AR applications. Such applications require a real-time registration process. Although the registration problem has received a lot of attention in the computer vision community, it's far from being solved. Ideally, an AR system should work in all environments without the need to prepare the scene ahead of time, and users should be able to walk any... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Digital weaving. 1

    Publication Year: 2002, Page(s):108 - 118
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (5842 KB) | HTML iconHTML

    Woven cloth is so common these days that many of us take it for granted. But even a moment's examination of an everyday cloth like denim reveals some beautiful patterns. Weavers create cloth on a mechanical device called a loom. I describe the basics of weaving. My motivation is to discover new ways to create attractive visual patterns. Of course, nothing can beat actually going out and creating r... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Real world teleconferencing

    Publication Year: 2002, Page(s):11 - 13
    Cited by:  Papers (22)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (612 KB) | HTML iconHTML

    We've been exploring how augmented reality (AR) technology can create fundamentally new forms of remote collaboration for mobile devices. AR involves the overlay of virtual graphics and audio on reality. Typically, the user views the world through a handheld or head-mounted display (HMD) that's either see-through or overlays graphics on video of the surrounding environment. Unlike other computer i... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Biomechanics and the cyberhuman

    Publication Year: 2002, Page(s):14 - 20
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1780 KB) | HTML iconHTML

    The first modern-day studies of the human body's mechanics - biomechanics - were done at Wayne State University (WSU) in Detroit, Michigan, in 1939. By the late thirties cars were becoming common and so were accidents. To know how to make cars safer, engineers needed to know what the human body could take. At that time, engineers had detailed information about the mechanics of building materials l... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.

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.

Full Aims & Scope

Meet Our Editors

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