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IEEE Computer Graphics and Applications

Issue 2 • Date March-April 2010

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Displaying Results 1 - 16 of 16
  • [Front cover]

    Publication Year: 2010, Page(s): c1
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  • Call for Papers

    Publication Year: 2010, Page(s): c2
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  • [Masthead]

    Publication Year: 2010, Page(s): 1
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  • Table of contents

    Publication Year: 2010, Page(s):2 - 3
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  • Working in a Fast Medium

    Publication Year: 2010, Page(s):4 - 5
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  • Snapshots of the State of the Field

    Publication Year: 2010, Page(s):6 - 7
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  • Integrating Visualization and Interaction Research to Improve Scientific Workflows

    Publication Year: 2010, Page(s):8 - 13
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2523 KB) | HTML iconHTML

    Scientific-visualization research is, nearly by necessity, interdisciplinary. In addition to their collaborators in application domains (for example, cell biology), researchers regularly build on close ties with disciplines related to visualization, such as graphics, human-computer interaction, and cognitive science. One of these ties is the connection between visualization and interaction researc... View full abstract»

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  • Using Virtual Reality to Analyze Sports Performance

    Publication Year: 2010, Page(s):14 - 21
    Cited by:  Papers (5)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (5281 KB) | HTML iconHTML

    Improving performance in sports can be difficult because many biomechanical, physiological, and psychological factors come into play during competition. A better understanding of the perception-action loop employed by athletes is necessary. This requires isolating contributing factors to determine their role in player performance. Because of its inherent limitations, video playback doesn't permit ... View full abstract»

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  • Ringing: Frugal Subdivision of Curves and Surfaces

    Publication Year: 2010, Page(s):22 - 33
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (7876 KB) | HTML iconHTML

    Ringing reduces the working memory needed during the rendering of subdivision curves, surfaces, and animations. For example, it only stores 4D vertices when rendering the dth level of subdivision of a polygon using four-point, cubic, or quintic B-spline subdivision masks. Ringing can be used on CPUs and GPUs. View full abstract»

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  • Polygon-Based Fractals from Compressed Iterated Function Systems

    Publication Year: 2010, Page(s):34 - 44
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (17460 KB) | HTML iconHTML

    This paper addresses the equivalence between iterative function systems (IFS). It also explains how to classify and reduce the parameter space for a particular class of IFS.The proposed method generates various fractal textures for regular polygons and allows the creation of polygon-based fractal flakes, polygon-based spirals, and many other forms. It employs sth-order restriction, a new version o... View full abstract»

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  • Learning Blood Management in Orthopedic Surgery through Gameplay

    Publication Year: 2010, Page(s):45 - 57
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (6489 KB) | HTML iconHTML

    Orthopedic surgery treats the musculoskeletal system, in which bleeding is common and can be fatal. To help train future surgeons in this complex practice, researchers designed and implemented a serious game for learning orthopedic surgery. The game focuses on teaching trainees blood management skills, which are critical for safe operations. Using state-of-the-art graphics technologies, the game p... View full abstract»

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  • Creating an Immersive Game World with Evolutionary Fuzzy Cognitive Maps

    Publication Year: 2010, Page(s):58 - 70
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3849 KB) | HTML iconHTML

    The Evolutionary Fuzzy Cognitive Map improves on serious games by modeling both fuzzy and probabilistic causal relationships among the game's variables. It permits asynchronous updates of the variables so that they can evolve dynamically and stochastically. These improvements give players a more engaging, immersive experience. View full abstract»

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  • The Wiimote and Beyond: Spatially Convenient Devices for 3D User Interfaces

    Publication Year: 2010, Page(s):71 - 85
    Cited by:  Papers (29)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (6836 KB) | HTML iconHTML

    The Nintendo Wii Remote (Wiimote) has served as an input device in 3D user interfaces (3DUIs) but differs from the general-purpose input hardware typically found in research labs and commercial applications. Despite this, no one has systematically evaluated the device in terms of what it offers 3DUI designers. Experience with the Wiimote indicates that it's an imperfect harbinger of a new class of... View full abstract»

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  • i3Drive, a 3D Interactive Driving Simulator

    Publication Year: 2010, Page(s):86 - 92
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1909 KB) | HTML iconHTML

    i3Drive, a wheeled-vehicle simulator, can accurately simulate vehicles of various configurations with up to eight wheels in real time on a desktop PC. It presents the vehicle dynamics as an interactive animation in a virtual 3D environment. The application is fully GUI-controlled, giving users an easy overview of the simulation parameters and letting them adjust those parameters interactively. It ... View full abstract»

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  • Toward Natural Selection in Virtual Reality

    Publication Year: 2010, Page(s):93 - 96,C3
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2716 KB) | HTML iconHTML

    Here we describe a vision of VR games that combine the best features of gaming and VR: large, persistent worlds experienced in photorealistic settings with full immersion. For example, Figure 1 illustrates a hypothetical immersive VR game that could be developed using current technologies, including real-time, cinematic-quality graphics; a panoramic head-mounted display (HMD); and wide-area tracki... View full abstract»

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  • VIsWeek 2010

    Publication Year: 2010, 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.

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Meet Our Editors

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