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IEEE Computer Graphics and Applications

Issue 3 • Date May-June 2008

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Displaying Results 1 - 22 of 22
  • [Front cover]

    Publication Year: 2008, Page(s): c1
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  • CG-A Editorial Calendar

    Publication Year: 2008, Page(s): c2
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  • CG&A Masthead

    Publication Year: 2008, Page(s): 1
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  • Table of contents

    Publication Year: 2008, Page(s):2 - 3
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  • Abstracts and Fragments [About the cover]

    Publication Year: 2008, Page(s):4 - 5
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1038 KB) | HTML iconHTML

    Cover artist Tim Borgmann discusses striking a balance between creating abstract art and working as a professional illustrator and animator. View full abstract»

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  • Using a Game Engine for VR Simulations in Evacuation Planning

    Publication Year: 2008, Page(s):6 - 12
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1321 KB) | HTML iconHTML

    Researchers who want to use virtual reality-based simulations in their work must address some important requirements. Simulations require a good 3D graphical rendering capability. For realistic results, they must also consider the effects of physical laws, such as gravity and collision forces. A software platform that meets these requirements can serve a broad range of science and technology appli... View full abstract»

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  • Visualization Criticism

    Publication Year: 2008, Page(s):13 - 15
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (416 KB) | HTML iconHTML

    Criticism is a vital part of the practice of design, architecture, and art. It's extremely difficult to establish rules for making good art or designing a new object. Criticizing a work means applying the standards to identify weaknesses and suggest improvements. Critiquing can be a useful tool for teaching, developing better techniques, and deeper thinking about visualization. View full abstract»

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  • Procedural Methods for Urban Modeling

    Publication Year: 2008, Page(s):16 - 17
    Cited by:  Papers (1)
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  • Procedural Urban Modeling in Practice

    Publication Year: 2008, Page(s):18 - 26
    Cited by:  Papers (19)  |  Patents (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2978 KB) | HTML iconHTML

    Film and game studios can no longer meet audience demand for visual content by increasing production budgets. Instead they are turning to procedural modeling, particularly for modeling cities. The authors review procedural modeling, examine the CityEngine tool, and study the use of procedural urban modeling in Electronic Arts' Need for Speed games. View full abstract»

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  • Legible Simplification of Textured Urban Models

    Publication Year: 2008, Page(s):27 - 36
    Cited by:  Papers (9)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3165 KB) | HTML iconHTML

    Most of the algorithms used for research in mesh simplification and discrete levels of detail (LOD) work well for simplifying single objects with a large number of polygons. For a city-sized collection of simple buildings, using these traditional algorithms could mean the disappearance of an entire residential area in which the buildings tend to be smaller than those in commercial regions. To solv... View full abstract»

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  • IEEE Computer Society information ad

    Publication Year: 2008, Page(s): 37
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  • Interactive Reconfiguration of Urban Layouts

    Publication Year: 2008, Page(s):38 - 47
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (6060 KB) | HTML iconHTML

    The layout of an urban space is a complex collection of man-made structures arranged in parcels, city blocks, and neighborhoods. An editor for interactively reconfiguring city layouts exploits geographical information system (GIS) data and provides tools to expand, scale, replace, and move parcels and blocks while efficiently exploiting their connectivity and zoning. The ability to create, extend,... View full abstract»

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  • Generating Semantic 3D Models of Underground Infrastructure

    Publication Year: 2008, Page(s):48 - 57
    Cited by:  Papers (5)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2826 KB) | HTML iconHTML

    By combining semantic scene-graph markups with generative modeling, this framework retains semantic information late in the rendering pipeline. It can thus enhance visualization effects and interactive behavior without compromising interactive frame rates. Large geospatial databases are populated with the results of hundreds of person-years of surveying effort. Utility workers access these databas... View full abstract»

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  • Detailed Building Facades

    Publication Year: 2008, Page(s):58 - 66
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2147 KB) | HTML iconHTML

    Many virtual environments require architectural settings, which often prove time consuming and tedious to model. Here the author introduces methods and techniques for rapid modeling and modifying of detailed building facades that adapt to geometry automatically. Designers can then modify the facade's outline, window placement, and different styles on an abstract level. View full abstract»

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  • Fast Simulation of Realistic Trees

    Publication Year: 2008, Page(s):67 - 75
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1768 KB) | HTML iconHTML

    Trees in 3D interactive applications began mostly as textured billboards, scaled semi- transparent pictures that spun around their vertical axis to face the viewer. Those situations where vegetation began to play a stronger foreground role required higher fidelity, and simple geometric structures emerged. Although initially rudimentary and sometimes combined with textured subshapes, these new form... View full abstract»

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  • Automated Vascular Geometric Analysis of Aortic Aneurysms

    Publication Year: 2008, Page(s):76 - 86
    Cited by:  Papers (1)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1927 KB) | HTML iconHTML

    An automated geometric analysis procedure uses volumetric computerized tomography scan data to produce a fully defined analytical model of the patient's arterial geometry with minimal user interaction. This model can be a powerful tool for surgery planning and stent design in addition to providing a basis for computational simulations. View full abstract»

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  • Build Your Career [advertisement]

    Publication Year: 2008, Page(s): 87
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  • Color-Space CAD: Direct Gamut Editing in 3D

    Publication Year: 2008, Page(s):88 - 98
    Cited by:  Papers (2)  |  Patents (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3460 KB) | HTML iconHTML

    Color-space CAD is an interactive image-processing framework that lets users manipulate colors directly in 3D perceptual color space. Unlike traditional 2D color- manipulation tools, which often require multiple iterations, color-space CAD allows direct 3D navigation of the solution space. The framework uses graphics hardware to accelerate the computation-intensive mapping operations. View full abstract»

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  • Using VR for Human Development in Africa

    Publication Year: 2008, Page(s):99 - 103
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1449 KB) | HTML iconHTML

    Most VR practitioners probably don't think of Africa as being at the forefront of technology innovation. Some might even regard Africa as an exotic holiday destination; to others, it's a continent characterized by poverty and hunger, to be avoided. Within this context, what role, if any, can VR play in human development in Africa? View full abstract»

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  • Tools and Products

    Publication Year: 2008, Page(s): 104
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (324 KB) | HTML iconHTML

    Department editor Dave Kasik highlights some of the new computer graphics tools and products on the market. In this issue the featured tools and products are a wireless mini trackball keyboard from Adesso, a distribution amplifier from Gefen, a super fast DVD burner from Samsung, an upgrade for photoshop connections from Strata, and a software line for video on-the-go from Pinnacle. View full abstract»

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  • Advertiser/Product Index

    Publication Year: 2008, Page(s): c3
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  • Call for Papers

    Publication Year: 2008, Page(s): c4
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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.

Full Aims & Scope

Meet Our Editors

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