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IEEE Computer Graphics and Applications

Issue 4 • July-Aug. 2009

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Displaying Results 1 - 20 of 20
  • [Front cover]

    Publication Year: 2009, Page(s): c1
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  • Call for Papers

    Publication Year: 2009, Page(s): c2
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  • [Masthead]

    Publication Year: 2009, Page(s): 1
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  • Table of contents

    Publication Year: 2009, Page(s):2 - 3
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  • Dressing It Up

    Publication Year: 2009, Page(s):4 - 5
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1505 KB) | HTML iconHTML

    This month's cover artist, Paul Cooklin, believes art is an expression of one's self that can't be taught. He works in both digital imagery and analog fine art photography. View full abstract»

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  • Making Augmented Reality Practical on Mobile Phones, Part 2

    Publication Year: 2009, Page(s):6 - 9
    Cited by:  Papers (9)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (297 KB) | HTML iconHTML

    In part 1, we introduced a software environment for augmented reality (AR) on mobile phones, discussed development and debugging strategies, and showed how to execute several tasks of a common AR system in parallel on a mobile device. Here, we discuss how to overcome the most severe limitations, such as memory, rendering speed, and computational power. We analyze in detail where an optimized mobil... View full abstract»

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  • A Virtual Environment for Teaching Social Skills: AViSSS

    Publication Year: 2009, Page(s):10 - 16
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1274 KB) | HTML iconHTML

    For typical adolescents, developing appropriate social skills can be difficult. For those with Asperger's syndrome (AS), this task is much more difficult and can be a determining factor in school success. Recent studies indicate that students with AS, who are often visual learners, can learn social skills through computer-based tasks. To help individuals with AS deal with social challenges, resear... View full abstract»

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  • Guest Editors' Introduction: Virtual Populace

    Publication Year: 2009, Page(s):17 - 18
    Cited by:  Papers (1)
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  • Brain Springs: Fast Physics for Large Crowds in WALL•E

    Publication Year: 2009, Page(s):19 - 25
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (967 KB) | HTML iconHTML

    A major challenge of making WALLldrE was creating believable physics for human and robot crowds. To do this, Pixar technical directors combined a custom spring-physics system in the Massive software platform with traditional simulation methods. The performance was fast enough to scale for large crowds and maintain interactivity for previews. Computer animation is a developed, thriving field that h... View full abstract»

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  • The Virtual Marathon: Parallel Computing Supports Crowd Simulations

    Publication Year: 2009, Page(s):26 - 33
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2342 KB) | HTML iconHTML

    To be realistic, an urban model must include appropriate numbers of pedestrians, vehicles, and other dynamic entities. Using a parallel computing architecture, researchers simulated a marathon with more than a million participants. To simulate participant behavior, they used fuzzy logic on a GPU to perform millions of inferences in real time. View full abstract»

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  • Activity-Driven Populace: A Cognitive Approach to Crowd Simulation

    Publication Year: 2009, Page(s):34 - 43
    Cited by:  Papers (13)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3390 KB) | HTML iconHTML

    Simulating a natural-looking virtual populace requires modeling different behavioral levels to mimic how people choose and organize their activities. A multilayer behavior model for crowd simulation can help developers endow each entity with high-level objectives built on top of a reactive and cognitive decision system. View full abstract»

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  • YaQ: An Architecture for Real-Time Navigation and Rendering of Varied Crowds

    Publication Year: 2009, Page(s):44 - 53
    Cited by:  Papers (7)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2937 KB) | HTML iconHTML

    The YaQ software platform is a complete system dedicated to real-time crowd simulation and rendering. Fitting multiple application domains, such as video games and VR, YaQ aims to provide efficient algorithms to generate crowds comprising up to thousands of varied virtual humans navigating in large-scale, global environments. View full abstract»

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  • Modeling Groups of Plausible Virtual Pedestrians

    Publication Year: 2009, Page(s):54 - 63
    Cited by:  Papers (9)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3001 KB) | HTML iconHTML

    In a proposed methodology for modeling dynamic crowd scenarios, a video corpus informs the modeling process, after which the resultant animations undergo perception-based evaluation. The aim is to improve the crowd's visual plausibility rather than the simulation's correctness. A real-life crowd animation system demonstrates the methodology's practical application. View full abstract»

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  • Physically Based Collaborative Simulations under Ring-Like Network Configurations

    Publication Year: 2009, Page(s):64 - 80
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3511 KB) | HTML iconHTML

    A state-synchronization method for physically based simulations provides equivalent visual scenes at remote sites on ring-like networks. The simulation runs independently on each participating site so that sites can immediately process and display any local user's action, allowing high responsiveness. View full abstract»

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  • Non-photorealistic Rendering: Unleashing the Artist's Imagination [Graphically Speaking]

    Publication Year: 2009, Page(s):81 - 85
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1745 KB) | HTML iconHTML

    If history is any indication, non-photorealistic rendering (NPR) is an important future direction for computer graphics. There are creative and business reasons for doing NPR in animation, but coherence continues to be an important problem. Even though important work has been done in the area, much work remains. View full abstract»

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  • Motivation and Procrastination: Methods for Evaluating Pragmatic Casual Information Visualizations

    Publication Year: 2009, Page(s):86 - 91
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1075 KB) | HTML iconHTML

    For casual users, how do goals and incentives interact with visualization usage patterns? Professional race car drivers are almost exclusively concerned about a car's performance, whereas average car owners might be swayed by fuel efficiency, aesthetics, and even color. Similarly, factors other than performance might motivate casual information visualization (InfoVis) users. Outside of work contex... View full abstract»

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  • Tools and Products

    Publication Year: 2009, Page(s):92 - 93
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  • IEEE Computer Society Membership [advertisement]

    Publication Year: 2009, Page(s):94 - 96
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  • Computing Now [advertisement]

    Publication Year: 2009, Page(s): c3
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  • VisWeek 2009

    Publication Year: 2009, 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.

Full Aims & Scope

Meet Our Editors

Editor-in-Chief
L. Miguel Encarnação
University of Iowa