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IEEE Computer Graphics and Applications

Patricia Crossno
Modeling physical phenomena through computational simulation increasingly relies on generating a collection of related runs, known as an ensemble. This article explores the challenges we face in developing analysis and visualization systems for large and complex ensemble data sets, which we seek to understand without having to view the results of every simulation run. Implementing approaches and ideas developed in response to this goal, we demonstrate the analysis of a 15K run material fracturing study using Slycat, our ensemble analysis system...
March 2018: IEEE Computer Graphics and Applications
Belen Masia
Computational imaging techniques allow capturing richer, more complete representations of a scene through the introduction of novel computational algorithms, overcoming the limitations imposed by hardware and optics. The areas of application range from medical imaging to security, to areas in engineering, to name a few. Computational displays combine optics, hardware and computation to faithfully reproduce the world as seen by our eyes, something that current displays still cannot do. This article looks at a few examples of both, aiming to convey the power of the joint co-design of hardware and computational algorithms, also taking into account visual perception...
March 2018: IEEE Computer Graphics and Applications
Pavel Kouril, Fotis Liarokapis
Underwater excavation is still a very difficult and demanding task. One of the main problems is how to train inexperienced archaeologists. One of archaeologys most challenging tasks is known as dredging. This article presents a novel system for simulating underwater excavation techniques using immersive VR. The focus is not on simulating swimming but on excavating underwater while following established archaeological methods and techniques. In particular, the use of dredging procedures was implemented by a realistic simulation of sand in real-time performance...
March 2018: IEEE Computer Graphics and Applications
Sameer Kishore, Xavi Navarro, Eva Dominguez, Nonny De La Pena, Mel Slater
We show how a combination of virtual reality and robotics can be used to beam a physical representation of a person to a distant location, and describe an application of this system in the context of journalism. Full body motion capture data of a person is streamed and mapped in real time, onto the limbs of a humanoid robot present at the remote location. A pair of cameras in the robots eyes stream stereoscopic video back to the HMD worn by the visitor, and a two-way audio connection allows the visitor to talk to people in the remote destination...
March 2018: IEEE Computer Graphics and Applications
Pei-Ying Chiang, Han-Yu Chang, Yung-Ju Chang
This article presents a pottery-making training system with a focus on teaching fundamental knowledge and practical techniques in a virtual-reality environment. Gesture analysis makes it possible to correct the learners actions via visual feedback. Our results demonstrate the efficacy in assisting beginners with learning the gestures used in pottery-making.
March 2018: IEEE Computer Graphics and Applications
Aline Menin, Rafael Torchelsen, Luciana Nedel
Using virtual environments (VEs) is a safer and cost-effective alternative to executing dangerous tasks, such as training firefighters and industrial operators. Immersive virtual reality (VR) combined with game aspects have the potential to improve the user experience in the VE by increasing realism, engagement, and motivation. This article investigates the impact of VR technology on 46 immersive gamified simulations with serious purposes and classifies it towards a taxonomy. Our findings suggest that immersive VR improves simulation outcomes, such as increasing learning gain and knowledge retention and improving clinical outcomes for rehabilitation...
March 2018: IEEE Computer Graphics and Applications
Niels Christian Nilsson, Tabitha Peck, Gerd Bruder, Eri Hodgson, Stefania Serafin, Mary Whitton, Frank Steinicke, Evan Suma Rosenberg
Virtual reality users wearing head-mounted displays can experience the illusion of walking in any direction for infinite distance while, in reality, they are walking a curvilinear path in physical space. This is accomplished by introducing unnoticeable rotations to the virtual environment-a technique called redirected walking. This paper gives an overview of the research that has been performed since redirected walking was first practically demonstrated 15 years ago.
March 2018: IEEE Computer Graphics and Applications
Stefania Serafin, Michele Geronazzo, Cumhur Erkut, Niels C Nilsson, Rolf Nordahl
A high-fidelity but efficient sound simulation is an essential element of any VR experience. Many of the techniques used in virtual acoustics are graphical rendering techniques suitably modified to account for sound generation and propagation. In recent years, several advances in hardware and software technologies have been facilitating the development of immersive interactive sound-rendering experiences. In this article, we present a review of the state of the art of such simulations, with a focus on the different elements that, combined, provide a complete interactive sonic experience...
March 2018: IEEE Computer Graphics and Applications
Mingliang Cao, Yi Li, Zhigeng Pan
This article discusses what would be needed to realize visual avatars that could dress us well and potentially impact our health by suggesting clothes appropriate for our activities.
March 2018: IEEE Computer Graphics and Applications
Jason Jerald
We dont know all the answers about VR design, nor will we ever. However, five essential concepts discussed here can help you iterate toward building impactful VR experiences.
March 2018: IEEE Computer Graphics and Applications
John Patchett, James Ahrens
In situ processing produces reduced size persistent representations of a simulations state while the simulation is running. The need for in situ visualization and data analysis is usually described in terms of supercomputer size and performance in relation to available storage size.
January 2018: IEEE Computer Graphics and Applications
Michael Krone, Sebastian Grottel, Guido Reina, Christoph Muller, Thomas Ertl
This article discusses our experience in creating MegaMol, an open-source visualization framework for large particle-based data.
January 2018: IEEE Computer Graphics and Applications
Haiming Zhao, Xiaogang Jin, Xiaojian Huang, Menglei Chai, Kun Zhou
We present an easy-to-use parametric image retouching method for thinning or fattening a face in a single portrait image while maintaining a close similarity to the source image. First, our method reconstructs a 3D face from the input face image using a morphable model. Second, according to the linear regression equation derived from the depth statistics of the soft tissue in the face and the user-set parameters of weight-change degree, we calculate the new positions of the feature points. The Laplacian deformation method is then used for non-feature points in the 3D face model...
January 2018: IEEE Computer Graphics and Applications
Chuhua Xian, Shuo Jin, Charlie C L Wang
Handle-driven image warping based on linear blending is widely used in many applications because of its merits on intuitiveness, efficiency, and ease of implementation. In this paper, we develop a method to compute high-quality weights within a closed domain for image warping. The property of C2 continuity in weights is guaranteed by the carefully formulated basis functions. The efficiency of our algorithm is ensured by a closed-form formulation of the computation for weights. The cost of inserting a new handle is only the time to evaluate the distances from the new handle to all other sample points in the domain...
January 2018: IEEE Computer Graphics and Applications
Francesca Samsel, Sebastian Klaassen, David H Rogers
This article presents ColorMoves, an interactive tool that promotes exploration of scientific data through artist-driven color methods in a unique and transformative way. We discuss the power of contrast in scientific visualization, the design of the ColorMoves tool, and the tools application in several science domains.
January 2018: IEEE Computer Graphics and Applications
Jason Jerald
This article presents a taxonomy of spatial interaction patterns and techniques and discusses specific examples.
January 2018: IEEE Computer Graphics and Applications
Gary Singh
A tool that creates realtime interactive color maps for scientific visualization helped enhance the dynamics of a major research project for the Climate, Ocean, and Sea Ice Modeling team at Los Alamos National Laboratory.
January 2018: IEEE Computer Graphics and Applications
Lhaylla Crissaff, Louisa Wood Ruby, Samantha Deutch, R Luke DuBois, Jean-Daniel Fekete, Juliana Freire, Claudio Silva
Art historians have traditionally used physical light boxes to prepare exhibits or curate collections. On a light box, they can place slides or printed images, move the images around at will, group them as desired, and visual-ly compare them. The transition to digital images has rendered this workflow obsolete. Now, art historians lack well-designed, unified interactive software tools that effectively support the operations they perform with physi-cal light boxes. To address this problem, we designed ARIES (ARt Image Exploration Space), an interactive image manipulation system that enables the exploration and organization of fine digital art...
January 2018: IEEE Computer Graphics and Applications
Marcelo Cabral Ghilardi, Julio Jacques Junior, Isabel Manssour
In this article, we propose a model for crosswalk detection and localization by using satellite images captured from Google Maps, for the purpose of assisting visually impaired people. The detection is performed by an SVM classifier, which is combined with Google Road Map to speed up computation time and to eliminate some possible false alarms. We assume that a visually impaired person holds a smartphone with an embedded GPS, which is used to initialize the extraction of images from Google Maps, as well as to assist its user by providing audio feedback of the nearest detected crosswalk...
January 2018: IEEE Computer Graphics and Applications
Shiqi Wang, Ke Gu, Kai Zeng, Zhou Wang, Weisi Lin
Screen content image (SCI) has recently emerged as an active topic due to the rapidly increasing demand in many graphically rich services such as wireless displays and virtual desktops. SCIs are often composed of pictorial regions and computer generated textual/graphical content, which exhibit different statistical properties that often lead to different viewer behaviors. Inspired by this, we propose an objective quality assessment approach for SCIs that incorporates both visual field adaptation and information content weighting into structural similarity based local quality assessment...
January 2018: IEEE Computer Graphics and Applications
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