Scheduled System Maintenance
On Friday, October 20, IEEE Xplore will be unavailable from 9:00 PM-midnight ET. We apologize for the inconvenience.
Notice: There is currently an issue with the citation download feature. Learn more.

IEEE Computer Graphics and Applications

Issue 6 • Nov.-Dec. 2008

Filter Results

Displaying Results 1 - 19 of 19
  • [Front cover]

    Publication Year: 2008, Page(s): c1
    Request permission for commercial reuse | PDF file iconPDF (1194 KB)
    Freely Available from IEEE
  • Call for Papers

    Publication Year: 2008, Page(s): c2
    Request permission for commercial reuse | PDF file iconPDF (88 KB)
    Freely Available from IEEE
  • [Masthead]

    Publication Year: 2008, Page(s): 1
    Request permission for commercial reuse | PDF file iconPDF (97 KB)
    Freely Available from IEEE
  • Table of contents

    Publication Year: 2008, Page(s):2 - 3
    Request permission for commercial reuse | PDF file iconPDF (1123 KB)
    Freely Available from IEEE
  • Mad Science in Art

    Publication Year: 2008, Page(s):4 - 5
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1820 KB) | HTML iconHTML

    Cover artist Mike Butler discusses how he's influenced by science fiction and artists to create his unique digital art. View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Uniting the Paper and Digital Worlds

    Publication Year: 2008, Page(s):6 - 10
    Cited by:  Papers (1)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (740 KB) | HTML iconHTML

    Digital pen and paper technologies are proving increasingly popular in vertical markets such as health care and manufacturing, which make heavy use of standardized forms that can easily be produced on specialized paper. But the still-untapped frontier is the horizontal zone of everyday consumers. Within this vast and tempting territory resides the commercial digital pen's most-often targeted subgr... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Adding a Visualization Feature to Web Search Engines: It's Time

    Publication Year: 2008, Page(s):11 - 13
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (748 KB) | HTML iconHTML

    In the dynamic and interactive world of the Internet, we as a technology community have learned that we can make good Web-based applications better by adding rich visualization and analysis capabilities to control and navigate the applications' user interface. Noteworthy examples include Google Earth which, through visualization, turns hundreds of terabytes of raw satellite images and aero-photogr... View full abstract»

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

    Publication Year: 2008, Page(s):14 - 17
    Request permission for commercial reuse | PDF file iconPDF (4337 KB) | HTML iconHTML
    Freely Available from IEEE
  • Virtual Reality Software and Technology

    Publication Year: 2008, Page(s):18 - 19
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (112 KB) | HTML iconHTML

    This special issue contains an introductory survey on 3D user interfaces by leading VR authorities and significantly expanded versions of the four best short papers from the proceedings of the 14th ACM Symposium on Virtual Reality Software and Technology (VRST 07). View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • 3D User Interfaces: New Directions and Perspectives

    Publication Year: 2008, Page(s):20 - 36
    Cited by:  Papers (30)  |  Patents (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (4547 KB) | HTML iconHTML

    Three-dimensional user interfaces (3D UIs) let users interact with virtual objects, environments, or information using direct 3D input in the physical and/or virtual space. In this article, the founders and organizers of the IEEE Symposium on 3D User Interfaces reflect on the state of the art in several key aspects of 3D UIs and speculate on future research. View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Interactive Control of Large-Crowd Navigation in Virtual Environments Using Vector Fields

    Publication Year: 2008, Page(s):37 - 46
    Cited by:  Papers (14)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3171 KB) | HTML iconHTML

    Providing interactive control is a hot topic in crowd-navigation research. Here, the authors propose a simple but effective way for authoring a crowd scene. With their governing tool, users can easily drive the flow of crowds by sketching velocities on anchor points in the scene. This approach is fast enough to allow on-the-fly modification of vector fields. View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Depth-of-Field Blur Effects for First-Person Navigation in Virtual Environments

    Publication Year: 2008, Page(s):47 - 55
    Cited by:  Papers (12)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (769 KB) | HTML iconHTML

    Depth-of-field blur effects are well-known depth cues in human vision. Computer graphics pipelines added DOF effects early to enhance imagery realism, but real-time VR applications haven't yet introduced visual blur effects. The authors describe new techniques to improve blur rendering and report experimental results from a prototype video game implementation. View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Real-Time Global Illumination for VR Applications

    Publication Year: 2008, Page(s):56 - 64
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (784 KB) | HTML iconHTML

    Real-time global illumination in VR systems enhances scene realism by incorporating soft shadows, reflections of objects in the scene, and color bleeding. The virtual light field (VLF) method enables real-time global illumination rendering in VR. The VLF has been integrated with the extreme VR system for real-time GPU-based rendering in a cave automatic virtual environment. View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Virtual Human versus Human Administration of Photographic Lineups

    Publication Year: 2008, Page(s):65 - 75
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3248 KB) | HTML iconHTML

    One solution to mistaken identification by a crime's victims and eyewitnesses is to use a virtual officer to conduct identification procedures. Results from a study comparing a virtual officer with a live human investigator indicate that the virtual officer performs comparably to the human in terms of identification accuracy, emotional affect, and ease of use. View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Orthogonal-Blendshape-Based Editing System for Facial Motion Capture Data

    Publication Year: 2008, Page(s):76 - 82
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1594 KB) | HTML iconHTML

    In this work, we present a data-driven 3D facial motion capture editing system that uses the automated construction of an orthogonal-blendshape face model and constrained weight propagation. Given a collected facial motion capture data set, we start by performing a region-based principal component analysis (PCA) decomposition and constructing a truncated PCA space spanned by the largest eigenvecto... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • From Cells to Cell Processors: The Integration of Health and Video Games

    Publication Year: 2008, Page(s):83 - 85
    Cited by:  Papers (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (112 KB) | HTML iconHTML

    Healthcare offers special opportunities for the application of game research and technology. This was evident in the presentations at the 2007 Games for Health Conference.One of the most important sectors seeing the impact of games is health. In 2004, with support from the Lounsberry Foundation and the Woodrow Wilson International Center for Scholars, the Serious Games Initiative started the Games... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • 2008 Membership advertisement

    Publication Year: 2008, Page(s):86 - 88
    Request permission for commercial reuse | PDF file iconPDF (1769 KB)
    Freely Available from IEEE
  • IEEE Computer Society Membership

    Publication Year: 2008, Page(s): c3
    Request permission for commercial reuse | PDF file iconPDF (102 KB)
    Freely Available from IEEE
  • Computing Now [advertisement]

    Publication Year: 2008, Page(s): c4
    Request permission for commercial reuse | PDF file iconPDF (1838 KB)
    Freely Available from IEEE

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
The QED Group