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Computer Graphics and Applications, IEEE

Issue 2 • Date March 1995

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Displaying Results 1 - 11 of 11
  • "Detour: Brain Deconstruction Ahead"

    Page(s): 14 - 17
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (454 KB)  

    The author discusses the construction of her virtual reality software "Detour: Brain Deconstruction Ahead" which involves medical trauma. The software simulates perceptual anomalies. She looks at VR as a medium by which whole, meaningful, perceptual experiences can be communicated. This leads to enhanced communication with others as well as deeper awareness within ourselves.<> View full abstract»

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  • Image warping with scattered data interpolation

    Page(s): 37 - 43
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    Discusses a new approach to image warping based on scattered data interpolation methods which provides smooth deformations with easily controllable behavior. A new, efficient deformation algorithm underlies the method View full abstract»

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  • Shape blending using the star-skeleton representation

    Page(s): 44 - 50
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    Shape blending, the metamorphosis of one shape into another, is a central problem in two-dimensional computer animation. In spite of impressive uses of morphing in film and video productions, the problem is far from solved. In particular, shape blending still requires considerable manual effort. By decomposing two polygons into equivalent star-shaped pieces and a connecting skeleton, the paper presents a blending method which can represent polygon interiors, not just boundaries, and generate high-quality results with minimal user intervention View full abstract»

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  • Voronoi diagrams for planar shapes

    Page(s): 52 - 59
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    Although many algorithms compute Voronoi diagrams for polygons, few do so for shapes bounded by arbitrary closed curves. The paper presents an algorithm which does this. It also traces the diagrams directly from their differential properties View full abstract»

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  • Vector field animation with texture maps

    Page(s): 22 - 24
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (260 KB)  

    Vector fields can represent magnetic, electrical, fluid, and gas velocity fields in engineering applications, as well as various displacement and strain fields. They implicitly contain a large amount of data not directly or easily observable. Computer graphics has several techniques to assist scientists and engineers in understanding the phenomena behind the analyzed data. The paper discusses a technique that uses time-dependent textures to animate vector data in 2D and 3D spaces. It can visualize large data sets when conventional methods are too slow or generate too cluttered a display View full abstract»

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  • See how they run: modeling evacuations in VR

    Page(s): 11 - 13
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    A virtual reality application called Vegas lets users experiment in real time with evacuation scenarios. Colt Virtual Reality, Ltd., based in Hampshire, United Kingdom, developed Vegas (virtual egress analysis and simulation), which runs on a 486-based PC. Its designers say that other evacuation models lack the user-friendly visualization of Vegas, and they hope its graphic capabilities will make the data available and comprehensible to a wider audience. In particular, they hope it will allow people to see how quickly fire and smoke can spread, and how important fast and calm action can be in an emergency. Colt has used Vegas to predict egress times from an underground subway station and evacuation times from a cross-channel ferry, as well as from several other, more traditional, buildings View full abstract»

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  • How to draw a sphere.2. Coordinate systems

    Page(s): 70 - 76
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    For pt. 1 see ibid., 1995. The author continues his discussion about how to render a single arbitrarily transformed sphere. In part 1 he described what the inner loop is going to look like and he listed a whole bunch of vector matrix algebra operations and the geometric constructions they represent. He now starts to derive the inner loop of the rendering algorithm in order to see all the matrix algebra in action. Most of the time, however, will be spent picking the correct coordinate system to make the inner loop fast and accurate. Even if you aren't going to write special purpose sphere rendering programs, this will clearly illustrate the workings of the homogeneous perspective transform and the geometric interpretations of transformation matrices View full abstract»

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  • Interactive design of complex time dependent lighting

    Page(s): 26 - 36
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    Visualizing complicated lighting sequences while designing large theatrical productions proves difficult. The author provides some techniques that achieve fast interaction regardless of scene and lighting complexity, even when used with costly rendering algorithms View full abstract»

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  • Generating extraterrestrial terrain

    Page(s): 18 - 21
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    In recent years, generating both realistic and fanciful terrain has roused substantial interest among computer graphics specialists, motion picture and special-effects artists, geologists, and even mathematicians. Most fractal terrain models have been based on Fourier filtering, midpoint displacement, Poisson faulting, and successive random additions. Techniques such as these, while often creating convincing fractal forgeries of natural mountain terrain, do not always account for the fact that mountains are not statistically self-similar or identical from top to bottom. Nor do many prior methods naturally account for the beautiful ridges, craters, streaks, and various other features often associated with extraterrestrial terrain. The simple, flexible approach I present creates aesthetic extraterrestrial terrain with rich structures of varying asymmetry View full abstract»

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  • Elimination and resultants.2. Multivariate resultants

    Page(s): 60 - 69
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    In part 1 we explained how resultants apply to problems in computer graphics and geometric modeling. This tutorial concerns methods for constructing multivariate resultants, including methods for bidegree and equal-degree polynomial equations. It also describes u-resultants, a powerful use of standard resultants View full abstract»

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  • Visualization of plasma turbulence

    Page(s): 7 - 10
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    We have developed a three-dimensional toroidal gyrokinetic particle simulation to study tokamak turbulence. The gyrokinetic equations are a reduced set derived from the Vlasov-Maxwell equations by phase averaging over the ion gyromotion and keeping only the time and space scales relevant for describing tokamak plasmas. These large-scale simulations in complex geometry can produce gigabytes of data consisting of large 3D arrays evolving in time. Visualization plays a critical role in going from the raw nonlinear solution of these complex equations to a simplified theoretical model explaining the essential underlying physics View full abstract»

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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