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Computer Graphics and Applications, IEEE

Issue 4 • Date July-Aug. 2009

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  • [Front cover]

    Page(s): c1
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  • Call for Papers

    Page(s): c2
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  • [Masthead]

    Page(s): 1
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  • Table of contents

    Page(s): 2 - 3
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  • Dressing It Up

    Page(s): 4 - 5
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    This month's cover artist, Paul Cooklin, believes art is an expression of one's self that can't be taught. He works in both digital imagery and analog fine art photography. View full abstract»

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  • Making Augmented Reality Practical on Mobile Phones, Part 2

    Page(s): 6 - 9
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    In part 1, we introduced a software environment for augmented reality (AR) on mobile phones, discussed development and debugging strategies, and showed how to execute several tasks of a common AR system in parallel on a mobile device. Here, we discuss how to overcome the most severe limitations, such as memory, rendering speed, and computational power. We analyze in detail where an optimized mobile phone AR application spends most of its processing time and give an outlook on what to expect in the next few years. View full abstract»

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  • A Virtual Environment for Teaching Social Skills: AViSSS

    Page(s): 10 - 16
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    For typical adolescents, developing appropriate social skills can be difficult. For those with Asperger's syndrome (AS), this task is much more difficult and can be a determining factor in school success. Recent studies indicate that students with AS, who are often visual learners, can learn social skills through computer-based tasks. To help individuals with AS deal with social challenges, researchers have developed the Animated Visual Supports for Social Skills (AViSSS) 3D virtual environment. In AViSSS, a rendering engine aids the rendering of animations, characters, objects, and environments. As students interact in the virtual environment, AViSSS presents them with various situations and possible responses. Each response delivers a different simulated result, along with an explanation of the choice. View full abstract»

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  • Guest Editors' Introduction: Virtual Populace

    Page(s): 17 - 18
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  • Brain Springs: Fast Physics for Large Crowds in WALL•E

    Page(s): 19 - 25
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    A major challenge of making WALLldrE was creating believable physics for human and robot crowds. To do this, Pixar technical directors combined a custom spring-physics system in the Massive software platform with traditional simulation methods. The performance was fast enough to scale for large crowds and maintain interactivity for previews. Computer animation is a developed, thriving field that has benefitted greatly from the techniques of traditional animation and its insights into what elements of motion create appealing characters. Pixar Animation Studios introduced the adaptation of such elements as squash, stretch, follow-through, and anticipation to the field, which guide some of the most successful computer animation to date. However, these elements are often neglected in crowd simulations, where rendering challenges, group behavior, and appearance variation are the dominant focus. View full abstract»

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  • The Virtual Marathon: Parallel Computing Supports Crowd Simulations

    Page(s): 26 - 33
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    To be realistic, an urban model must include appropriate numbers of pedestrians, vehicles, and other dynamic entities. Using a parallel computing architecture, researchers simulated a marathon with more than a million participants. To simulate participant behavior, they used fuzzy logic on a GPU to perform millions of inferences in real time. View full abstract»

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  • Activity-Driven Populace: A Cognitive Approach to Crowd Simulation

    Page(s): 34 - 43
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    Simulating a natural-looking virtual populace requires modeling different behavioral levels to mimic how people choose and organize their activities. A multilayer behavior model for crowd simulation can help developers endow each entity with high-level objectives built on top of a reactive and cognitive decision system. View full abstract»

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  • YaQ: An Architecture for Real-Time Navigation and Rendering of Varied Crowds

    Page(s): 44 - 53
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    The YaQ software platform is a complete system dedicated to real-time crowd simulation and rendering. Fitting multiple application domains, such as video games and VR, YaQ aims to provide efficient algorithms to generate crowds comprising up to thousands of varied virtual humans navigating in large-scale, global environments. View full abstract»

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  • Modeling Groups of Plausible Virtual Pedestrians

    Page(s): 54 - 63
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    In a proposed methodology for modeling dynamic crowd scenarios, a video corpus informs the modeling process, after which the resultant animations undergo perception-based evaluation. The aim is to improve the crowd's visual plausibility rather than the simulation's correctness. A real-life crowd animation system demonstrates the methodology's practical application. View full abstract»

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  • Physically Based Collaborative Simulations under Ring-Like Network Configurations

    Page(s): 64 - 80
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    A state-synchronization method for physically based simulations provides equivalent visual scenes at remote sites on ring-like networks. The simulation runs independently on each participating site so that sites can immediately process and display any local user's action, allowing high responsiveness. View full abstract»

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  • Non-photorealistic Rendering: Unleashing the Artist's Imagination [Graphically Speaking]

    Page(s): 81 - 85
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    If history is any indication, non-photorealistic rendering (NPR) is an important future direction for computer graphics. There are creative and business reasons for doing NPR in animation, but coherence continues to be an important problem. Even though important work has been done in the area, much work remains. View full abstract»

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  • Motivation and Procrastination: Methods for Evaluating Pragmatic Casual Information Visualizations

    Page(s): 86 - 91
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    For casual users, how do goals and incentives interact with visualization usage patterns? Professional race car drivers are almost exclusively concerned about a car's performance, whereas average car owners might be swayed by fuel efficiency, aesthetics, and even color. Similarly, factors other than performance might motivate casual information visualization (InfoVis) users. Outside of work contexts, visualizations serve as cognitive aids, art, propaganda, and even procrastination aids. Out of curiosity, we asked two women with no computer science training to look at the digg visualizations by Stamen design. To our surprise, comments changed from "sooo cute" and "I like [the] animation" during the first minute to "annoying" and "cute but not practical" less than five minutes later. Motion rapidly went from being appealing and motivating to being distracting and discouraging. Perhaps simply getting eyes on the screen is insufficient. But what makes a visualization successful in informal contexts, and if we do not know, how do we find out? View full abstract»

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  • Tools and Products

    Page(s): 92 - 93
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  • IEEE Computer Society Membership [advertisement]

    Page(s): 94 - 96
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  • Computing Now [advertisement]

    Page(s): c3
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  • VisWeek 2009

    Page(s): c4
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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