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Computer Graphics and Applications, IEEE

Issue 6 • Date Nov.-Dec. 2009

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Displaying Results 1 - 18 of 18
  • [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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  • Soft as a Whisper

    Page(s): 4 - 5
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    This paper discussed about a software called Apophysis that has known to be a software that can be downloaded by anyone and used by an online fractal-art community. View full abstract»

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  • Voreen: A Rapid-Prototyping Environment for Ray-Casting-Based Volume Visualizations

    Page(s): 6 - 13
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    By splitting a complex ray-casting process into different tasks performed on different processors, Voreen provides a lot of flexibility because users can intervene at different points during ray casting. Voreen's object-oriented design lets users easily create customized processor classes that cooperate seamlessly with existing classes. A user-friendly GUI supports rapid prototyping of visualization ideas. We've implemented several applications based on our library. In the future, we'd like to further extend Voreen's capabilities to make visualization prototyping even easier on all abstraction levels. Thus, we plan to realize a set of dedicated processor skeletons, which are solely configured through shader programs and can thus be modified at runtime. View full abstract»

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  • In Situ Visualization at Extreme Scale: Challenges and Opportunities

    Page(s): 14 - 19
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    In situ visualization is clearly a promising solution for ultrascale simulations. We've seen some success in realizing this solution and in ongoing efforts to add support for in situ visualization to open source visualization toolkits such as ParaView and Visit. However, for others to adopt this approach, we need further research and experimental studies to derive a set of guidelines and usable visualization software components. If this research is successful, it will lead to a new visualization and data-understanding infrastructure, potentially change how scientists work, and accelerate scientific discovery. This paper discusses critical issues in realizing in situ visualization and suggest important research directions. View full abstract»

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  • 3D User Interfaces

    Page(s): 20 - 21
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  • Building on Realism and Magic for Designing 3D Interaction Techniques

    Page(s): 22 - 33
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    Imagination-based interaction can complement reality-based interaction in the design of 3D user interfaces. This hybrid approach could lead to interface design guidelines that promote higher-level consistency, and thus usability, for a large range of diverse interfaces. View full abstract»

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  • Efficient 3D Pointing Selection in Cluttered Virtual Environments

    Page(s): 34 - 43
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    In this article, we study the impact of such eye-hand visibility mismatch on selection tasks performed with hand-rooted pointing techniques. We propose a new mapping for ray control, called Ray Casting from the Eye (RCE), which attempts to overcome this mismatch's negative effects. In essence, RCE combines the benefits of image-plane techniques (the absence of visibility mismatch and continuity of the ray movement in screen space) with the benefits of ray control through hand rotation (requiring less physical hand movement). This article builds on a previous study on the impact of eye-to-hand separation on 3D pointing selection. Here, we provide empirical evidence that RCE clearly outperforms classic ray casting (RC) selection, both in sparse and cluttered scenes. View full abstract»

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  • Insights from Dividing 3D Goal-Directed Movements into Meaningful Phases

    Page(s): 44 - 53
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    A new method for analyzing 3D goal-directed movements provides more insights than existing approaches by dividing them into meaningful phases. An experiment applying a simple 3D task, resembling a standardized 2D multidirectional pointing task, yielded insights that can help researchers better identify input devices' and interaction techniques' strengths and weaknesses. View full abstract»

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  • Spatial Input for Temporal Navigation in Scientific Visualizations

    Page(s): 54 - 64
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    Scientific-visualization tools can make time-varying simulations easier to understand. The growing efficiency of today's high-performance computers enables simulation of physical phenomena with a high temporal resolution. Consequently, visualization systems require efficient navigation in the temporal dimension. This 3D user interface employs direct-manipulation metaphors for temporal navigation in scientific visualizations. By interacting with objects using their 3D trajectory, users can navigate in time by specifying spatial inputs. View full abstract»

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  • Navigation Tools for Viewing Augmented CAD Models

    Page(s): 65 - 73
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    During the production of an object, design modifications can occur because of, for example, corrections of design flaws, third-party components that must be replaced but are unavailable, or simply mistakes. So, undocumented discrepancies might exist between the CAD model and the final object. Although such discrepancies might not have consequences for the object's functionality, this gap between the virtual model and the real object could become problematic when the model is used for maintenance and repair. To solve these problems, we first developed a zoom-and-pan user interface for navigating within a mixed view. We then created tools that let users change direction and focus. These two tools allow navigation within a set of images using virtual 3D points, thus letting users intuitively access other mixed views. View full abstract»

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  • Texture Synthesis for Mobile Data Communications

    Page(s): 74 - 81
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    This paper presents an approach to image coding that first paints a regularly arranged dotted pattern, using colors picked from a texture sample with features corresponding to the embedded data. It then camouflages the dotted pattern using the same texture sample while preserving quality comparable to that of existing synthesis techniques. View full abstract»

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  • Unique Character Instances for Crowds

    Page(s): 82 - 90
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    Real-time crowd simulations are realistic only if each human instance looks unique. A proposed solution varies the shape of human instances by attaching accessories. It also modifies the instances' appearance with a generic technique based on segmentation maps that can generate detailed color variety and patterns. View full abstract»

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  • Environ: Integrating VR and CAD in Engineering Projects

    Page(s): 91 - 95
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    Environ plays an important part in a collaborative problem-solving environment tailored to assist the control and execution of large, complex petroleum engineering projects. To aid collaboration, Environ provides a scripting layer for executing commands (locally and remotely) and resources such as annotation of engineering artifacts and synchronized navigation control. Although Environ's performance is satisfactory for numerous CAD models, its performance deserves more attention, especially because we designed it to run on desktop computers and to visualize CAD models of increasing complexity. As we mentioned before, no commercial or academic solution has completely solved the problems of CAD-VR integration. This fact restricts, but hasn't stopped, the industry's increasing use of VR systems. Meanwhile, our research related to Environ, as well as other researchers' work, is providing valuable contributions to the search for effective solutions. View full abstract»

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  • Tools and Products

    Page(s): 96
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  • New student member package for 2010 - [advertisement]

    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