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Computer Graphics and Applications, IEEE

Issue 4 • Date July 1988

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Displaying Results 1 - 7 of 7
  • Applications of computer graphics and image processing to 2D and 3D modeling of the functional architecture of visual cortex

    Page(s): 13 - 23
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1305 KB)  

    A description is given of a series of studies in computational neuroscience that illustrate the application of computer graphics and image processing to the reconstruction and representation of the complex architectures that make up primate visual cortex. Techniques are demonstrated for reconstructing brains in three dimensions, 'peeling' them apart, and flattening the brain with minimal metric error. Simulations of natural images as they are mapped in the brain by these architectures are shown, including the simulation of a stereo image at the level of primary visual cortex.<> View full abstract»

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  • Interactive visualization of 3D seismic data: a volumetric method

    Page(s): 24 - 30
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (801 KB)  

    The authors demonstrate the utility of examining seismic data with a volumetric scheme, whereby a synoptic view of the interior of the data volume is possible before conventional interpretation. High-amplitude seismic events, representing reflections from subterranean surfaces, are transformed to color pixels, and the resulting 3-D images reveal the structure of the geological layers. Such morphological features as hills, valleys, and faults are apparent indicating that the approach could prove useful for identifying potential oil reservoirs. The authors implement the technique on a personal computer to produce displays of similar quality, but they find that the construction of the 3-D images is too slow for reasonable interactivity. However, with the addition of a parallel-processing accelerator, a personal-computer-based workstation would be feasible for this kind of 3-D visualization and interpretation.<> View full abstract»

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  • Building, visualizing, and computing on surfaces of evolution

    Page(s): 31 - 41
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1132 KB)  

    An approach is presented to giving a robot the ability to move safely through a scene using its own vision that depends, as in humans, on the ability to operate explicitly in both space and time and to exploit the massive redundancy present in the hundreds of views that can be obtained when moving through a scene. The mechanism for integrating these space-time factors is a 3-D surface-building process called the Weaving Wall. In robotic navigation work the 3-D surfaces built by its process represent the space-time evolution of scene images, and this representation, in conjunction with geometric constraints, enables the 3-D structure of the scene to be determined. In other domains where there is a gradual evolution of data over a third dimension (e.g. medical tomography), the surfaces constructed by the Weaving Wall are immediately of value for their topographic structure. The designs of both the surface-building and scene-reconstruction processes make them well suited for real-time operation, given appropriate hardware.<> View full abstract»

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  • Spherical harmonic molecular surfaces

    Page(s): 42 - 50
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    Starlike surfaces can be defined in spherical coordinates by a function r( theta , phi ) on the unit sphere, which can be expanded in spherical harmonics to give a consequence of smooth approximations to the surface. This method has been used to approximate the solvent-accessible surface of a molecule. The coefficients in the expansion provide a small collection of numbers that characterize the molecular shape. The resulting smooth surfaces can be rendered with random dots or smooth shading. These spherical harmonic surfaces have advantages for modeling overall molecular shape, particularly time-averaged shapes relevant to electrostatic and other intermolecular interactions.<> View full abstract»

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  • MacSpin: dynamic graphics on a desktop computer

    Page(s): 51 - 58
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    The authors describe how MacSpin, a program for dynamic display of multivariate data, and its user interface facilitate a high level of interaction between analyst and data. MacSpin uses rotation to display 3-D scatterplots, and offers such dynamic graphics primitives as animation, identification, and highlighting. With these features the user can visually find trends, clusters, and other patterns in multivariate data as well as highly unusual observations (outliers). The program offers a broad range of data manipulation and calculation features that allow the user to transform, edit, and categorize data as patterns in the display indicate. MacSpin also provides display options and a number of statistical summaries. The authors describe how the program is used on real data. They discuss some history of dynamic graphics, the program's environment and user interface, and experiences and conclusions.<> View full abstract»

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  • Hierarchical data structures and algorithms for computer graphics. II. Applications

    Page(s): 59 - 75
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    For pt.I see ibid., vol.8, no.3, p.48-68, May (1988). Advanced applications for preliminary display methods are focused on, with emphasis on the octree. Topics include use of the quadtree as a basis for hidden-surface algorithms, parallel and perspective projection methods to display a collection of objects represented by an octree, and the use of octrees to facilitate such image-rendering techniques as ray tracing and radiosity.<> View full abstract»

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  • Where am I? What am I looking at? (cinematography)

    Page(s): 76 - 81
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    The author considers the problem, in making space movies, of figuring out where to place the camera and in what direction to point it to get an interesting picture. He develops an approach whereby the program is told what is to appear on the screen and determines where to place and point the camera. He bases the approach on the standard 'look at' transformation.<> View full abstract»

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Aims & Scope

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