By Topic

IEEE Computer Graphics and Applications

Issue 4 • Date July-Aug. 2003

Filter Results

Displaying Results 1 - 13 of 13
  • Music to the Eyes [About the Cover]

    Publication Year: 2003, Page(s):4 - 5
    Request permission for commercial reuse | PDF file iconPDF (776 KB) | HTML iconHTML
    Freely Available from IEEE
  • Nonphotorealistic rendering

    Publication Year: 2003, Page(s):26 - 27
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (231 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.
  • A survey of stroke-based rendering

    Publication Year: 2003, Page(s):70 - 81
    Cited by:  Papers (48)  |  Patents (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (4351 KB) | HTML iconHTML

    This tutorial describes several stroke-based rendering (SBR) algorithms. SBR is an automatic approach to creating nonphotorealistic imagery by placing discrete elements such as paint strokes or stipples. View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • A developer's guide to silhouette algorithms for polygonal models

    Publication Year: 2003, Page(s):28 - 37
    Cited by:  Papers (58)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1544 KB) | HTML iconHTML

    Silhouettes play an important role in shape recognition because they provide one of the main cues for figure-to-ground distinction. However, since silhouettes are view dependent, they need to be determined for every frame of an animation. Finding an efficient way to accomplish this is nontrivial. Indeed, a variety of different algorithms exist that compute silhouettes for geometric objects. This a... View full abstract»

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

    Publication Year: 2003, Page(s):96 - 101
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (308 KB) | HTML iconHTML

    Previously we came up with two algebraic representations for lines in 3D projective space: we got one from connecting two points and the other from intersecting two planes. In both cases the algebraic representation was an antisymmetric 4 × 4 matrix, but these two matrices were not the same. In this paper, we try to understand these differences and see how to convert one to the other. We bec... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Pervasive pose-aware applications and infrastructure

    Publication Year: 2003, Page(s):14 - 18
    Cited by:  Papers (13)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1037 KB) | HTML iconHTML

    Pose-aware devices, in concert with functional geometric models describing architectural spaces, enable a new class of indoor applications, including resource location, route finding, direct population and annotation of world models, and direct information overlay. The article describes these applications along with the device infrastructure and algorithms required to support them. We demonstrate ... View full abstract»

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

    Publication Year: 2003, Page(s):62 - 68
    Cited by:  Papers (12)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1160 KB) | HTML iconHTML

    We present an approach to produce animations of 3D models using stippling as a rendering style. Our technique ensures frame-to-frame coherence as the model moves and changes over time. View full abstract»

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

    Publication Year: 2003, Page(s):38 - 43
    Cited by:  Papers (20)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1376 KB) | HTML iconHTML

    The article presents an algorithm for texture transfer between images that is up to several orders of magnitude faster than current state-of-the-art techniques. I demonstrate how the technique can leverage self-similarity of complex images to increase resolution of some types of images and to create novel, artistic looking images from photographs without any prior artistic source. Compared to othe... View full abstract»

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

    Publication Year: 2003, Page(s):82 - 95
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (976 KB) | HTML iconHTML

    One of the most famous visual tools for logic is the Venn diagram, which most frequently shows the relationship between three object classes by drawing three overlapping circles. I discuss Venn diagrams, how they can be generalized to more than three sets of objects, and related tools for visual logic. View full abstract»

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

    Publication Year: 2003, Page(s):20 - 25
    Cited by:  Papers (54)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (795 KB) | HTML iconHTML

    User studies offer a scientifically sound method to measure a visualization's performance. Reasons abound for pursuing user studies, particularly when evaluating the strengths and weaknesses of different visualization techniques. A good starting point in any study is the scientific or visual design question to be examined. This drives the process of experimental design. A poorly designed experimen... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Nonphotorealistic rendering of medical volume data

    Publication Year: 2003, Page(s):44 - 52
    Cited by:  Papers (13)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1066 KB) | HTML iconHTML

    The article introduces volumetric hatching, a novel technique that produces pen-and-ink-style images from medical volume data. Unlike previous approaches that generate full-surface models, our technique uses characteristics of the volume near the stroke being produced to generate a local intermediate surface. Because global isosurfaces can't exactly model many medical subjects, our volume-based me... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Understanding fire and smoke flow through modeling and visualization

    Publication Year: 2003, Page(s):6 - 13
    Cited by:  Papers (3)  |  Patents (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1761 KB) | HTML iconHTML

    Computer modeling and visualization are important tools for understanding the processes of fire behavior. Fire models range in complexity from simple correlations for predicting quantities such as flame heights or flow velocities to moderately complex zone fire models for predicting time-dependent smoke layer temperatures and heights. Zone fire model calculations can run on today's computers withi... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Stylized highlights for cartoon rendering and animation

    Publication Year: 2003, Page(s):54 - 61
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1406 KB) | HTML iconHTML

    We propose a new highlight shader for the 3D objects used in cel animation. Without using a texture-mapping technique, our shader makes highlight shapes and animations in a cartoon style. Our shader makes an initial highlight shape using Blinn's (1977) traditional specular model. It then interactively modifies the initial shape through geometric, stylistic, and Boolean transformations for the high... 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