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IEEE Computer Graphics and Applications

Issue 3 • Date May-June 2013

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Displaying Results 1 - 15 of 15
  • Front Cover

    Publication Year: 2013, Page(s): c1
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    Freely Available from IEEE
  • Masthead

    Publication Year: 2013, Page(s): c2
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    Freely Available from IEEE
  • Table of Contents

    Publication Year: 2013, Page(s):1 - 2
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    Freely Available from IEEE
  • Creation and Deconstruction

    Publication Year: 2013, Page(s):3 - 4
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1447 KB) | HTML iconHTML

    This issue's article examines the digital artwork of Edwin van Munster. View full abstract»

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  • Using GPU Shaders for Visualization, Part 3

    Publication Year: 2013, Page(s):5 - 11
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1773 KB) | HTML iconHTML

    GPU shaders aren't just for glossy special effects. Parts 1 and 2 of this discussion looked at using them for point clouds, cutting planes, line integral convolution, and terrain bump-mapping. Part 3 covers compute shaders and shader storage buffer objects-two features announced as part of OpenGL 4.3. View full abstract»

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  • Building Virtual Worlds Carrying on the Legacy of Randy Pausch's "Head Fake"

    Publication Year: 2013, Page(s):12 - 15
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (523 KB) | HTML iconHTML

    The Carnegie Mellon Building Virtual Worlds course fosters interdisciplinary collaboration and invention. It helps provide students with a solid foundation by challenging them to create innovative, future-oriented experiences through a series of critiqued rapid prototypes. This process, combined with carefully designed peer evaluation, has led to a system that hundreds of alumni credit with settin... View full abstract»

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  • Viewing Chinese Art on an Interactive Tabletop

    Publication Year: 2013, Page(s):16 - 21
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2300 KB) | HTML iconHTML

    To protect fragile paintings and calligraphy, Taiwan's National Palace Museum (NPM) has policies controlling the frequency and duration of their exposure. So, visitors might not see the works they planned to see. To address this problem, the NPM installed an interactive tabletop for viewing the works. This tabletop, the first to feature multiresolution and gigapixel photography technology, display... View full abstract»

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  • Mobile Expressive Renderings: The State of the Art

    Publication Year: 2013, Page(s):22 - 31
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (5364 KB) | HTML iconHTML

    Mobile applications are incorporating underlying platforms' pervasiveness in many innovative ways. Performance barriers due to resource constraints are slowly vanishing, and people are increasingly using mobile devices to perform many daily tasks they previously performed on desktop computers. Although a mobile platform's ability to handle graphics-related tasks requires further investigation, res... View full abstract»

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  • Scattering: Acquisition, Modeling, and Rendering

    Publication Year: 2013, Page(s):32 - 33
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  • Estimating Diffusion Parameters from Polarized Spherical-Gradient Illumination

    Publication Year: 2013, Page(s):34 - 43
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3134 KB) | HTML iconHTML

    The proposed method acquires subsurface-scattering parameters of heterogeneous translucent materials. It directly obtains dense per-surface-point scattering parameters from observations under cross-polarized spherical-gradient illumination of curved surfaces. This method does not require explicit fitting of observed scattering profiles. A variety of heterogeneous translucent objects illustrate its... View full abstract»

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  • Adding a Solar-Radiance Function to the Hošek-Wilkie Skylight Model

    Publication Year: 2013, Page(s):44 - 52
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3247 KB) | HTML iconHTML

    One prerequisite for realistic renderings of outdoor scenes is the proper capturing of the sky's appearance. Currently, an explicit simulation of light scattering in the atmosphere isn't computationally feasible, and won't be in the foreseeable future. Captured luminance patterns have proven their usefulness in practice but can't meet all user needs. To fill this capability gap, computer graphics ... View full abstract»

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  • Real-Time Screen-Space Scattering in Homogeneous Environments

    Publication Year: 2013, Page(s):53 - 65
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3596 KB) | HTML iconHTML

    The proposed screen-space algorithm approximates light scattering in homogeneous participating environments, such as water. Instead of simulating full global illumination, this method models scattering by a physically based point spread function. A discrete hierarchical convolution in a texture MIP map makes the algorithm efficient, and a custom anisotropic incremental filter prevents illumination... View full abstract»

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  • Double- and Multiple-Scattering Effects in Translucent Materials

    Publication Year: 2013, Page(s):66 - 76
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (4042 KB) | HTML iconHTML Multimedia Media

    Some materials, such as coffee, milk, or marble, have a soft translucent aspect because of subsurface scattering. Light enters them and gets scattered several times before leaving in a different place. A full representation of subsurface-scattering effects in illumination simulation is computationally expensive. The main difficulty comes from multiple scattering events. The high number of events i... View full abstract»

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  • Walled Gardens: Apps and Data as Barriers to Augmenting Reality

    Publication Year: 2013, Page(s):77 - 81
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (683 KB) | HTML iconHTML

    For augmented reality (AR) to reach its potential, AR content from multiple distinct sources must be simultaneously displayed in a more unified manner than is possible given today's application-centric environments. AR browsers and AR-enabled Web browsers point toward the functionalities that OSs must incorporate to fully support AR content. Also, application developers need richer forms of conten... View full abstract»

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  • Creating Widely Accessible Spatial Interfaces: Mobile VR for Managing Persistent Pain

    Publication Year: 2013, Page(s):82 - 88
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1371 KB) | HTML iconHTML

    Using widely accessible VR technologies, researchers have implemented a series of multimodal spatial interfaces and virtual environments. The results demonstrate the degree to which we can now use low-cost (for example, mobile-phone based) VR environments to create rich virtual experiences involving motion sensing, physiological inputs, stereoscopic imagery, sound, and haptic feedback. Adapting sp... View full abstract»

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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