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IEEE Computer Graphics and Applications

Issue 4 • Date July-Aug. 2011

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Displaying Results 1 - 18 of 18
  • [Front cover]

    Publication Year: 2011, Page(s): c1
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  • Associated Information

    Publication Year: 2011, Page(s): c2
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  • Table of contents

    Publication Year: 2011, Page(s):1 - 2
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  • Diving into the Flow

    Publication Year: 2011, Page(s):3 - 4
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  • CG&A—Past and Future Themes

    Publication Year: 2011, Page(s):5 - 6
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  • Collaboration-Specific Color-Map Design

    Publication Year: 2011, Page(s):7 - 11
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2326 KB) | HTML iconHTML

    Designing color maps for domain experts differs fundamentally from designing them for general audiences. The same human-perception issues are at play, but with domain experts, domain-specific knowledge should inform the design choices. So, close collaboration between the visualization designers and experts is necessary. This article presents guidelines derived from such collaboration to help desig... View full abstract»

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  • Digitally Interpreting Traditional Folk Crafts

    Publication Year: 2011, Page(s):12 - 18
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (6018 KB) | HTML iconHTML

    Preserving cultural heritage requires that objects persist throughout time and continue to communicate an intended meaning. Owing to the decreasing number of masters of folk crafts, fading technologies, and crafts losing economic ground, computer-based preservation and interpretation of such crafts is necessary. To fabricate and preserve traditional crafts, a long-term applied-research project has... View full abstract»

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  • Apple Classified Advertisement

    Publication Year: 2011, Page(s): 19
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  • Physics-Based Characters

    Publication Year: 2011, Page(s):20 - 21
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  • Simulating 2D Gaits with a Phase-Indexed Tracking Controller

    Publication Year: 2011, Page(s):22 - 33
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (4165 KB) | HTML iconHTML

    Tracking controllers produce realistic motion in simulations by mimicking an input motion. However, current time-indexed trackers adhere strictly to the input motion's timing, causing a lack of robustness. A new phase-indexed tracker for 2D characters can deviate from the input motion's timing. Compared to time-indexed tracking with a state-of-the-art nonlinear quadratic regulator, phase-indexed t... View full abstract»

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  • Stable Proportional-Derivative Controllers

    Publication Year: 2011, Page(s):34 - 44
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3777 KB) | HTML iconHTML

    In computer animation, the proportional-derivative (PD) controller is a common technique for tracking characters' motion. A new formulation of the PD controller-stable PD (SPD)-allows arbitrarily high gains, even at large time steps. The key is to determine joint forces and torques while taking into account the character's positions and velocities in the next time step. SPD is stable even when com... View full abstract»

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  • Practical Character Physics for Animators

    Publication Year: 2011, Page(s):45 - 55
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (4003 KB) | HTML iconHTML Multimedia Media

    To significantly improve the visual quality of certain types of animated 3D character motion, a proposed graphics system infers physical properties and corrects the results by using dynamics. The system visualizes these physical characteristics and provides information not normally available to traditional 3D animators, such as the center of mass, angular momentum, and zero moment point. By compar... View full abstract»

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  • Direct Control of Simulated Nonhuman Characters

    Publication Year: 2011, Page(s):56 - 65
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (5682 KB) | HTML iconHTML

    A proposed system lets users directly control simulated self-propelled characters. Users drag a mouse to guide the character, while a physics simulation determines the motion. On the basis of the user input, the system computes an actuator command that causes the character to follow the user's intention as closely as possible while respecting the underlying physics. This direct control can be more... View full abstract»

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  • Realistic Placement of Plants for Virtual Environments

    Publication Year: 2011, Page(s):66 - 77
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (10501 KB) | HTML iconHTML

    Creating natural forest landscapes for virtual environments (VEs) requires basic knowledge of botany and ecology, without which the terrain might appear synthetic. Although tools such as scene editors have made designers' jobs easier, manually creating a natural-looking landscape is time-consuming. And, depending on the artist's knowledge, the results often don't follow the principles of ecology a... View full abstract»

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  • Intuitive Interactive Human-Character Posing with Millions of Example Poses

    Publication Year: 2011, Page(s):78 - 88
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (5775 KB) | HTML iconHTML

    The authors present a data-driven algorithm for interactive 3D human-character posing. They formulate the problem in a maximum a posteriori (MAP) framework by combining the user's inputs with the priors embedded in prerecorded human poses. Maximizing the posterior probability lets them generate a most-likely human pose that satisfies the user constraints. The system can learn priors from a huge, h... View full abstract»

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  • The Third Wave in Computer Graphics and Interactive Techniques

    Publication Year: 2011, Page(s):89 - 93
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1093 KB) | HTML iconHTML

    Computer graphics advances driven by product development became mature in the late 1980s, and advances driven by arts and entertainment matured in the early 2000s. The graphics industry is at an innovation plateau and is ready for the next wave of innovation. This third wave won't be driven in response to a single industry. Rather, innovative researchers will respond to three drivers: the visual r... View full abstract»

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  • Computer Graphics: From Desktop to Mobile and Web

    Publication Year: 2011, Page(s):94 - 96, c3
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2953 KB) | HTML iconHTML

    Traditionally, computer graphics courses have centered on desktop environments using well-known frameworks such as OpenGL. That approach might become obsolete in a new context in which developers must create applications for smart phones, tablets, and rich Internet applications. Teaching computer graphics in this situation is becoming difficult; traditional tools don't address these new requiremen... View full abstract»

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  • Vancouver SIGGRAPH 2011 advertisement

    Publication Year: 2011, 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