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IEEE Computer Graphics and Applications

Issue 4 • July 1988

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Displaying Results 1 - 7 of 7
  • Applications of computer graphics and image processing to 2D and 3D modeling of the functional architecture of visual cortex

    Publication Year: 1988, Page(s):13 - 23
    Cited by:  Papers (4)  |  Patents (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1305 KB)

    A description is given of a series of studies in computational neuroscience that illustrate the application of computer graphics and image processing to the reconstruction and representation of the complex architectures that make up primate visual cortex. Techniques are demonstrated for reconstructing brains in three dimensions, 'peeling' them apart, and flattening the brain with minimal metric er... View full abstract»

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  • Interactive visualization of 3D seismic data: a volumetric method

    Publication Year: 1988, Page(s):24 - 30
    Cited by:  Papers (8)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (801 KB)

    The authors demonstrate the utility of examining seismic data with a volumetric scheme, whereby a synoptic view of the interior of the data volume is possible before conventional interpretation. High-amplitude seismic events, representing reflections from subterranean surfaces, are transformed to color pixels, and the resulting 3-D images reveal the structure of the geological layers. Such morphol... View full abstract»

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  • Building, visualizing, and computing on surfaces of evolution

    Publication Year: 1988, Page(s):31 - 41
    Cited by:  Papers (4)  |  Patents (11)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1132 KB)

    An approach is presented to giving a robot the ability to move safely through a scene using its own vision that depends, as in humans, on the ability to operate explicitly in both space and time and to exploit the massive redundancy present in the hundreds of views that can be obtained when moving through a scene. The mechanism for integrating these space-time factors is a 3-D surface-building pro... View full abstract»

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  • Spherical harmonic molecular surfaces

    Publication Year: 1988, Page(s):42 - 50
    Cited by:  Papers (49)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1500 KB)

    Starlike surfaces can be defined in spherical coordinates by a function r( theta , phi ) on the unit sphere, which can be expanded in spherical harmonics to give a consequence of smooth approximations to the surface. This method has been used to approximate the solvent-accessible surface of a molecule. The coefficients in the expansion provide a small collection of numbers that characterize the mo... View full abstract»

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  • MacSpin: dynamic graphics on a desktop computer

    Publication Year: 1988, Page(s):51 - 58
    Cited by:  Papers (11)  |  Patents (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (753 KB)

    The authors describe how MacSpin, a program for dynamic display of multivariate data, and its user interface facilitate a high level of interaction between analyst and data. MacSpin uses rotation to display 3-D scatterplots, and offers such dynamic graphics primitives as animation, identification, and highlighting. With these features the user can visually find trends, clusters, and other patterns... View full abstract»

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  • Hierarchical data structures and algorithms for computer graphics. II. Applications

    Publication Year: 1988, Page(s):59 - 75
    Cited by:  Papers (12)  |  Patents (16)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1822 KB)

    For pt.I see ibid., vol.8, no.3, p.48-68, May (1988). Advanced applications for preliminary display methods are focused on, with emphasis on the octree. Topics include use of the quadtree as a basis for hidden-surface algorithms, parallel and perspective projection methods to display a collection of objects represented by an octree, and the use of octrees to facilitate such image-rendering techniq... View full abstract»

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  • Where am I? What am I looking at? (cinematography)

    Publication Year: 1988, Page(s):76 - 81
    Cited by:  Papers (15)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (505 KB)

    The author considers the problem, in making space movies, of figuring out where to place the camera and in what direction to point it to get an interesting picture. He develops an approach whereby the program is told what is to appear on the screen and determines where to place and point the camera. He bases the approach on the standard 'look at' transformation.<> 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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Editor-in-Chief
L. Miguel Encarnação
University of Iowa