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IEEE Computer Graphics and Applications

IEEE Computer Graphics and Applications

Feed Description- IEEE Computer Graphics and Applications 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 news and product announcements. Special applications sidebars relate research stories to commercial development. A cover story focuses on creative applications of the technology by an artist or designer. And graphics all-stars Jim Blinn and Andrew Glassner offer insight and wit in their popular columns. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer graphics technology and its applications in everything from business to the arts.

01/06/2009 Mad Science in Art
Cover artist Mike Butler discusses how he's influenced by science fiction and artists to create his unique digital art.

01/06/2009 Uniting the Paper and Digital Worlds
Digital pen and paper technologies are increasingly popular in vertical markets such as health care, but the broad market of everyday consumers remains untapped. In the past year, several developers targeting that market have focused on notetakers—whether journalists, lawyers, or students—in the hope of uniting the paper and digital worlds.

01/06/2009 Adding a Visualization Feature to Web Search Engines: It's Time
It's widely recognized that all Web search engines today are almost identical in presentation layout and behavior. In fact, the same presentation approach has been applied to depicting search engine results pages (SERPs) since the first Web search engine launched in 1993. In this Visualization Viewpoints article, I propose to add a visualization feature to Web search engines and suggest that the new addition can improve search engines' performance and capabilities, which in turn lead to better Web search technology.

01/06/2009 Tools and Products
Department editor Dave Kasik highlights some of the new computer graphics tools and products on the market. In this issue the featured tools and products are a 3D visualization system from iZ3D, a virtual-camera tracking system from Intersense, a virtual mirror camera from Heinrich-Hertz Institute, a GPU-based ray tracer from Nvidia, an enhanced keyboard rollerbar from Contour Design, a digital-image enhancer from Akvis Software, and a visual search tool from LeafThrough.

01/06/2009 Virtual Reality Software and Technology
This special issue contains an introductory survey on 3D user interfaces by leading VR authorities and significantly expanded versions of the four best short papers from the proceedings of the 14th ACM Symposium on Virtual Reality Software and Technology (VRST 07).

01/06/2009 3D User Interfaces: New Directions and Perspectives
Three-dimensional user interfaces (3D UIs) let users interact with virtual objects, environments, or information using direct 3D input in the physical and/or virtual space. In this article, the founders and organizers of the IEEE Symposium on 3D User Interfaces reflect on the state of the art in several key aspects of 3D UIs and speculate on future research.

01/06/2009 Interactive Control of Large-Crowd Navigation in Virtual Environments Using Vector Fields
Providing interactive control is a hot topic in crowd-navigation research. Here, the authors propose a simple but effective way for authoring a crowd scene. With their governing tool, users can easily drive the flow of crowds by sketching velocities on anchor points in the scene. This approach is fast enough to allow on-the-fly modification of vector fields.

01/06/2009 Depth-of-Field Blur Effects for First-Person Navigation in Virtual Environments
Depth-of-field blur effects are well-known depth cues in human vision. Computer graphics pipelines added DOF effects early to enhance imagery realism, but real-time VR applications haven't yet introduced visual blur effects. The authors describe new techniques to improve blur rendering and report experimental results from a prototype video game implementation.

01/06/2009 Real-Time Global Illumination for VR Applications
Real-time global illumination in VR systems enhances scene realism by incorporating soft shadows, reflections of objects in the scene, and color bleeding. The Virtual Light Field (VLF) method enables real-time global illumination rendering in VR. The VLF has been integrated with the Extreme VR system for real-time GPU-based rendering in a Cave Automatic Virtual Environment.

01/06/2009 Virtual Human versus Human Administration of Photographic Lineups
One solution to mistaken identification by a crime's victims and eyewitnesses is to use a virtual officer to conduct identification procedures. Results from a study comparing a virtual officer with a live human investigator indicate that the virtual officer performs comparably to the human in terms of identification accuracy, emotional affect, and ease of use.

01/06/2009 Orthogonal-Blendshape-Based Editing System for Facial Motion Capture Data
The authors present a novel data-driven 3D facial motion capture data editing system using automated construction of an orthogonal blendshape face model and constrained weight propagation, aiming to bridge the popular facial motion capture technique and blendshape approach. In this work, a 3D facial-motion-capture-editing problem is transformed to a blendshape-animation-editing problem. Given a collected facial motion capture data set, we construct a truncated PCA space spanned by the greatest retained eigenvectors and a corresponding blendshape face model for each anatomical region of the human face. As such, modifying blendshape weights (PCA coefficients) is equivalent to editing their corresponding motion capture sequence. In addition, a constrained weight propagation technique allows animators to balance automation and flexible controls.

01/06/2009 From Cells to Cell Processors: The Integration of Health and Video Games
Healthcare offers special opportunities for the application of game research and technology. This was evident in the presentations at the 2007 Games for Health Conference.

01/06/2009 Annual Index
Annual Index

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