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IEEE Computer Graphics and Applications

Issue 4 • Date July 1994

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Displaying Results 1 - 10 of 10
  • The cosmic worm

    Publication Year: 1994, Page(s):12 - 14
    Cited by:  Papers (3)  |  Patents (9)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (238 KB)

    Sometimes scientists would like to put their heads into interesting parts of their data sets and look around, but they are hampered by the "outside looking in" aspect of workstation-based visualization. At the Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago, we are attempting to break some of the visualization barriers with a distributed computing and visualizati... View full abstract»

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  • Decriminalizing the fingerprint

    Publication Year: 1994, Page(s):15 - 16
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (238 KB)

    This is the first in a two-part series on computer graphics in identification. This installment looks at the increasing popularity of automated fingerprint identification systems. The second article will consider other methods on the rise, including facial recognition systems.<> View full abstract»

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  • Bump shading for volume textures

    Publication Year: 1994, Page(s):18 - 20
    Cited by:  Papers (5)  |  Patents (18)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (254 KB)

    Bump mapping was introduced as a method of rendering realistic shading on bumpy surfaces, without actually rendering a full 3D model of the bumps. Bump mapping works well for parameterized surfaces. The authors interpret the 3D texture as a displacement function to be added to the surface position.<> View full abstract»

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  • A sorting classification of parallel rendering

    Publication Year: 1994, Page(s):23 - 32
    Cited by:  Papers (135)  |  Patents (47)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1149 KB)

    We describe a classification scheme that we believe provides a more structured framework for reasoning about parallel rendering. The scheme is based on where the sort from object coordinates to screen coordinates occurs, which we believe is fundamental whenever both geometry processing and rasterization are performed in parallel. This classification scheme supports the analysis of computational an... View full abstract»

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  • A new algorithm for interactive graphics on multicomputers

    Publication Year: 1994, Page(s):33 - 40
    Cited by:  Papers (9)  |  Patents (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (786 KB)

    As nonshared-memory multiple instruction, multiple data (MIMD) systems become more common, it becomes important to develop parallel rendering algorithms for them. These systems, known as multicomputers, can produce data sets so large that it is difficult to visualize the data on conventional graphics systems, especially if the visualization proceeds in tandem with the calculation. Parallel systems... View full abstract»

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  • Dynamic load balancing for parallel polygon rendering

    Publication Year: 1994, Page(s):41 - 48
    Cited by:  Papers (20)  |  Patents (58)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (770 KB)

    Using parallel processing for visualization speeds up computer graphics rendering of complex data sets. A parallel algorithm designed for polygon scan conversion and rendering is presented which supports fast rendering of highly complex data sets using advanced lighting models. Dedicated graphics rendering engines do not necessarily suit such data sets, although they can support real-time update o... View full abstract»

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  • Communication costs for parallel volume-rendering algorithms

    Publication Year: 1994, Page(s):49 - 58
    Cited by:  Papers (31)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (942 KB)

    The computational expense of volume rendering motivates the development of parallel implementations on multicomputers. Parallelism achieves higher frame rates, which provide more natural viewing control and enhanced comprehension of 3D structure. Although many parallel implementations exist, we have no framework to compare their relative merits independent of host hardware. The article attempts to... View full abstract»

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  • Parallel volume rendering using binary-swap compositing

    Publication Year: 1994, Page(s):59 - 68
    Cited by:  Papers (100)  |  Patents (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1037 KB)

    We describe a parallel volume-rendering algorithm, which consists of two parts: parallel ray tracing and parallel compositing. In the most recent implementation on Connection Machine's CM-5 and networked workstations, the parallel volume renderer evenly distributes data to the computing resources available. Without the need to communicate with other processing units, each subvolume is ray traced l... View full abstract»

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  • Distributing data and control for ray tracing in parallel

    Publication Year: 1994, Page(s):69 - 77
    Cited by:  Papers (20)  |  Patents (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1016 KB)

    We first briefly describe the methodology of programming ray-tracing algorithms on distributed-memory parallel computers, or DMPCs, and review previous efforts to overcome the problems of data distribution and load balancing. Then we present two algorithms designed for DMPCs and implemented on an Intel iPSC/2. We also compare the results of our experiments with them. The first algorithm, a data-or... View full abstract»

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  • Quantization error and dithering

    Publication Year: 1994, Page(s):78 - 82
    Cited by:  Papers (6)  |  Patents (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (397 KB)

    Digital storage and transmission promise noise-free images, but it is important to keep in mind that even digital is not perfect. Digital images have their own sources of noise: round-off error and quantization error. Whenever you do any sort of image arithmetic, such as contrast enhancement or compositing, you get roundoff error. In fact, since the arithmetic is often done in only X-bit accuracy,... 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