Conferences related to Computer Graphics

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2013 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

CVPR is the premiere annual Computer Vision event comprising the main CVPR conference and 27 co-located workshops and short courses. With its high quality and low cost, it provides an exceptional value for students, academics and industry.


2013 IEEE International Conference on Multimedia and Expo (ICME)

To promote the exchange of the latest advances in multimedia technologies, systems, and applications from both the research and development perspectives of the circuits and systems, communications, computer, and signal processing communities.

  • 2012 IEEE International Conference on Multimedia and Expo (ICME)

    IEEE International Conference on Multimedia & Expo (ICME) has been the flagship multimedia conference sponsored by four IEEE Societies. It exchanges the latest advances in multimedia technologies, systems, and applications from both the research and development perspectives of the circuits and systems, communications, computer, and signal processing communities.

  • 2011 IEEE International Conference on Multimedia and Expo (ICME)

    Speech, audio, image, video, text processing Signal processing for media integration 3D visualization, animation and virtual reality Multi-modal multimedia computing systems and human-machine interaction Multimedia communications and networking Multimedia security and privacy Multimedia databases and digital libraries Multimedia applications and services Media content analysis and search Hardware and software for multimedia systems Multimedia standards and related issues Multimedia qu

  • 2010 IEEE International Conference on Multimedia and Expo (ICME)

    A flagship multimedia conference sponsored by four IEEE societies, ICME serves as a forum to promote the exchange of the latest advances in multimedia technologies, systems, and applications from both the research and development perspectives of the circuits and systems, communications, computer, and signal processing communities.

  • 2009 IEEE International Conference on Multimedia and Expo (ICME)

    IEEE International Conference on Multimedia & Expo is a major annual international conference with the objective of bringing together researchers, developers, and practitioners from academia and industry working in all areas of multimedia. ICME serves as a forum for the dissemination of state-of-the-art research, development, and implementations of multimedia systems, technologies and applications.

  • 2008 IEEE International Conference on Multimedia and Expo (ICME)

    IEEE International Conference on Multimedia & Expo is a major annual international conference with the objective of bringing together researchers, developers, and practitioners from academia and industry working in all areas of multimedia. ICME serves as a forum for the dissemination of state-of-the-art research, development, and implementations of multimedia systems, technologies and applications.


2013 IEEE Virtual Reality (VR)

IEEE Virtual Reality is the premier international conference and exhibition on virtual reality.

  • 2012 IEEE Virtual Reality Workshops (VR)

    Immersive gaming 3D Interaction for VR VR systems and toolkits Augmented and mixed reality Computer graphics techniques Advanced display technology Immersive projection technology Multi-user and distributed VR and gaming Serious games Haptics, audio and other non-visual interfaces Tracking and Sensing Modeling and Simulation User studies and Evaluation Presence and Cognition Navigation Applications of AR/MR/VR

  • 2011 IEEE Virtual Reality (VR)

    IEEE Virtual Reality 2011 is the premier international conference and exhibition on virtual reality. It will be held on 19 23 March 2011 at SUNTEC Convention Center, Singapore. The conference focuses recent research and development in the fields of virtual environments, augmented reality, and 3D user interface.

  • 2010 IEEE Virtual Reality Conference (VR)

    IEEE VR 2010 is the premier international conference and exhibition in virtual reality. It provides a unique opportunity to interact with leading experts in VR and closely-related fields such as augmented reality, mixed reality and 3D user interfaces. Share your own work and educate yourself through exposure to the research of your peers from around the world.

  • 2009 IEEE Virtual Reality Conference (VR)

    Innovative research, groundbreaking technology, pioneering concepts and hands-on experiences in the disciplines of virtual reality, augmented reality, and 3D user interfaces is what IEEE VR 2009

  • 2008 IEEE Virtual Reality Conference (VR)

    The brightest minds, the most innovative research, the leading companies, and the most stimulating discussions in the fields of virtual environments, augmented reality, and 3D user interfaces.

  • 2007 IEEE Virtual Reality Conference (VR)

  • 2006 IEEE Virtual Reality Conference (VR)


2013 XXIV International Conference on Information, Communication and Automation Technologies (ICAT)

Computer Systems Architecture, Parallel and Distributed Computing, Software Engineering, Artificial and Swarm Intelligence, Soft-computing Methodologies and Evolutionary Computation, Image and Video Processing, Machine Learning and Knowledge Based Systems, Complex Systems: Modelling and Simulation, Linear, Non-linear and Hybrid Control, Predictive, Robust and Adaptive Control, Intelligent Control Systems, Sensors, Actuators and Mechatronic Systems, Robotics, Mobile Robots and Telerobotics, Motion Control Systems, Networked Controlled Systems, Real-time and Process Control, Computer and Microprocessor-Based Control, Fault Diagnostics and Fault Tolerant Systems, Electrical Machines and Drives, Drive Control and Applications, Hybrid Electric Vehicles, Mobile Computing and Networking, Network Protocols and Topologies, Network Architectures and Network-Based Applications, Wireless Communications, Quality of Service, Reliability and Performance Modelling and Network Measurement Techniques


2012 IEEE International Conference on Electro/Information Technology (EIT 2012)

This conference provides a high profile forum for disseminating the latest research on electrical and computer engineering with application in information technology. It brings together academic researchers, industrial scientists, and IT professionals from electrical engineering, computer engineering, computer science, and informatics to share late-breaking advances of these interdisciplinary fields.


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Periodicals related to Computer Graphics

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Computer

Computer, the flagship publication of the IEEE Computer Society, publishes peer-reviewed technical content that covers all aspects of computer science, computer engineering, technology, and applications. Computer is a resource that practitioners, researchers, and managers can rely on to provide timely information about current research developments, trends, best practices, and changes in the profession.


Computer Graphics and Applications, IEEE

IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a strong combination of peer-reviewed feature articles and refereed departments, including news and product announcements. Special Applications sidebars relate research stories to commercial development. Cover stories focus on creative applications of the technology by an artist or ...


Multimedia, IEEE

IEEE Multimedia Magazine covers a broad range of issues in multimedia systems and applications. Articles, product reviews, new product descriptions, book reviews, and announcements of conferences and workshops cover topics that include hardware and software for media compression, coding and processing; media representations and standards for storage, editing, interchange, transmission and presentation; hardware platforms supporting multimedia applications; operating systems suitable ...


Visualization and Computer Graphics, IEEE Transactions on

Specific topics include, but are not limited to: a) visualization techniques and methodologies; b) visualization systems and software; c) volume visulaization; d) flow visualization; e) information visualization; f) multivariate visualization; g) modeling and surfaces; h) rendering techniques and methodologies; i) graphics systems and software; j) animation and simulation; k) user interfaces; l) virtual reality; m) visual programming and program visualization; ...



Most published Xplore authors for Computer Graphics

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Xplore Articles related to Computer Graphics

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An overview of computer graphics training course

B. Zalik; N. Guid; T. Klojcnik AFRICON '92 Proceedings., 3rd AFRICON Conference, 1992

The computer graphics training course at the Department for Computer Science, University of Maribor, Slovenia is considered. The reasons why computer graphics is needed as part of the computer science curriculum are considered. The computer graphics course curriculum is then reviewed. The main focus is given on the description of computer graphics training. Software teaching tools developed by the authors ...


The design and implement of Scene Management in 3D engine SR

Cao Xu-Yang; Zhang Yan-Feng; Gao Shun-De; Teng Ru-Min; Wang Xin 2010 International Conference on Mechanic Automation and Control Engineering, 2010

Scene Management is the spirit of the 3D engine. Its design is directly affects the efficiency of rendering and conflict detection. If we don't manage the object in the scene specially or we just use the link-list to manage the object simplify, all of the object in the scene need to be clipped, transformed, lighted and doing raster by the ...


Fractal graphics and image compression on a SIMD processor

S. F. Reddaway; A. Wilson; A. Horn Proceedings., 2nd Symposium on the Frontiers of Massively Parallel Computation, 1988

The algorithms best suited to a single-instruction multiple-data (SIMD) processor array (in particular the AMT DAP510) both for encoding and image generation (decoding) are discussed. The iterated function system (IFS) literature is reviewed from an engineering rather than a mathematical angle. IFS image regeneration theory and performance data are provided. Some alternative machine architecture are discussed


Dynamic 3D human actor generation method using a time-of-flight depth camera

Ji-Ho Cho; Sung-Yeol Kim; Yo-Sung Ho; Kwan H. Lee IEEE Transactions on Consumer Electronics, 2008

In this paper, we present a novel method to generate a dynamic 3D human actor using a time-of-flight depth camera, which provides synchronized color and depth images in real time. In practice, depth data obtained from the depth camera have critical problems, such as optical noise, absence of depth information for certain regions, and unmatched boundaries. In this work, we ...


A multi-scale image inpainting algorithm based on GMRF model

Rui Wang; Dongbing Gu; Guangwen Liu; Junxi Sun 2009 IEEE International Conference on Robotics and Biomimetics (ROBIO), 2009

A novel approach to image inpainting is introduced in this paper. The novelty lies in the combination of the MRF inpainting technique and a multiscale information fusion mechanism. This combination uses both local information via the MRF technique and global information via the multi-scale mechanism to improve the image inpainting quality. The proposed algorithm consists of three steps. In the ...


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Educational Resources on Computer Graphics

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eLearning

An overview of computer graphics training course

B. Zalik; N. Guid; T. Klojcnik AFRICON '92 Proceedings., 3rd AFRICON Conference, 1992

The computer graphics training course at the Department for Computer Science, University of Maribor, Slovenia is considered. The reasons why computer graphics is needed as part of the computer science curriculum are considered. The computer graphics course curriculum is then reviewed. The main focus is given on the description of computer graphics training. Software teaching tools developed by the authors ...


The design and implement of Scene Management in 3D engine SR

Cao Xu-Yang; Zhang Yan-Feng; Gao Shun-De; Teng Ru-Min; Wang Xin 2010 International Conference on Mechanic Automation and Control Engineering, 2010

Scene Management is the spirit of the 3D engine. Its design is directly affects the efficiency of rendering and conflict detection. If we don't manage the object in the scene specially or we just use the link-list to manage the object simplify, all of the object in the scene need to be clipped, transformed, lighted and doing raster by the ...


Fractal graphics and image compression on a SIMD processor

S. F. Reddaway; A. Wilson; A. Horn Proceedings., 2nd Symposium on the Frontiers of Massively Parallel Computation, 1988

The algorithms best suited to a single-instruction multiple-data (SIMD) processor array (in particular the AMT DAP510) both for encoding and image generation (decoding) are discussed. The iterated function system (IFS) literature is reviewed from an engineering rather than a mathematical angle. IFS image regeneration theory and performance data are provided. Some alternative machine architecture are discussed


Dynamic 3D human actor generation method using a time-of-flight depth camera

Ji-Ho Cho; Sung-Yeol Kim; Yo-Sung Ho; Kwan H. Lee IEEE Transactions on Consumer Electronics, 2008

In this paper, we present a novel method to generate a dynamic 3D human actor using a time-of-flight depth camera, which provides synchronized color and depth images in real time. In practice, depth data obtained from the depth camera have critical problems, such as optical noise, absence of depth information for certain regions, and unmatched boundaries. In this work, we ...


A multi-scale image inpainting algorithm based on GMRF model

Rui Wang; Dongbing Gu; Guangwen Liu; Junxi Sun 2009 IEEE International Conference on Robotics and Biomimetics (ROBIO), 2009

A novel approach to image inpainting is introduced in this paper. The novelty lies in the combination of the MRF inpainting technique and a multiscale information fusion mechanism. This combination uses both local information via the MRF technique and global information via the multi-scale mechanism to improve the image inpainting quality. The proposed algorithm consists of three steps. In the ...


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IEEE-USA E-Books

  • Ray-based and Wavefront-based 3D Representations for Holographic Displays

    A three-dimensional (3D) holography display is capable of reproducing extremely high-quality 3D images by wavefront reconstruction, and its advantage against ray-based 3D display is the capability to reproduce deep 3D scenes at high resolution. One of the important issue in holographic display is the calculation of holograms from 3D data, because it requires wavefront- based rendering that is much more complicated than conventional ray-based computer graphics. Although ray-based rendering techniques have been applied to hologram computation, they cause reduction of resolution as in the case of ray-based displays. This chapter addresses a technology that converts 3D data represented by light-rays into wavefront data and vice versa at ray-sampling (RS) planes defined near the objects to be displayed, and a new method is proposed for the computation of hologram using a RS plane. The proposed method enables to employ the advanced rendering techniques for occlusion processing, surface shading, specular or glossy surfaces, and translucent objects in the computation of holograms, without loss of the advantage of holographic displays. A scanning vertical camera array system is presented for capturing high-density light-field information, which are applied to computational holography and holographic prints. Experimental results demonstrate that the proposed ray-wavefront conversion technique allows the realistic display of deep 3D images at high resolution.

  • Bibliography

    Robot motion planning has become a major focus of robotics. Research findings can be applied not only to robotics but to planning routes on circuit boards, directing digital actors in computer graphics, robot-assisted surgery and medicine, and in novel areas such as drug design and protein folding. This text reflects the great advances that have taken place in the last ten years, including sensor-based planning, probabalistic planning, localization and mapping, and motion planning for dynamic and nonholonomic systems. Its presentation makes the mathematical underpinnings of robot motion accessible to students of computer science and engineering, rleating low-level implementation details to high-level algorithmic concepts.

  • Index

    Robot motion planning has become a major focus of robotics. Research findings can be applied not only to robotics but to planning routes on circuit boards, directing digital actors in computer graphics, robot-assisted surgery and medicine, and in novel areas such as drug design and protein folding. This text reflects the great advances that have taken place in the last ten years, including sensor-based planning, probabalistic planning, localization and mapping, and motion planning for dynamic and nonholonomic systems. Its presentation makes the mathematical underpinnings of robot motion accessible to students of computer science and engineering, rleating low-level implementation details to high-level algorithmic concepts.

  • No title

    Plants and trees are among the most complex natural objects. Much work has been done attempting to model them, with varying degrees of success. In this book, we review the various approaches in computer graphics, which we categorize as rule-based, image-based, and sketch-based methods. We describe our approaches for modeling plants and trees using images. Image-based approaches have the distinct advantage that the resulting model inherits the realistic shape and complexity of a real plant or tree. We use different techniques for modeling plants (with relatively large leaves) and trees (with relatively small leaves).With plants, we model each leaf from images, while for trees, the leaves are only approximated due to their small size and large number. Both techniques start with the same initial step of structure from motion on multiple images of the plant or tree that is to be modeled. For our plant modeling system, because we need to model the individual leaves, these leaves need to be segmented out from the images. We designed our plant modeling system to be interactive, automating the process of shape recovery while relying on the user to provide simple hints on segmentation. Segmentation is performed in both image and 3D spaces, allowing the user to easily visualize its effect immediately. Using the segmented image and 3D data, the geometry of each leaf is then automatically recovered from the multiple views by fitting a deformable leaf model. Our system also allows the user to easily reconstruct branches in a similar manner. To model trees, because of the large leaf count, small image footprint, and widespread occlusions, we do not model the leaves exactly as we do for plants. Instead, we populate the tree with leaf replicas from segmented source images to reconstruct the overall tree shape. In addition, we use the shape patterns of visible branches to predict those of obscured branches. As a result, we are able to design our tree modeling system so as to minimi e user intervention. We also handle the special case of modeling a tree from only a single image. Here, the user is required to draw strokes on the image to indicate the tree crown (so that the leaf region is approximately known) and to refine the recovery of branches. As before, we concatenate the shape patterns from a library to generate the 3D shape. To substantiate the effectiveness of our systems, we show realistic reconstructions of a variety of plants and trees from images. Finally, we offer our thoughts on improving our systems and on the remaining challenges associated with plant and tree modeling. Table of Contents: Introduction / Review of Plant and Tree Modeling Techniques / Image- Based Technique for Modeling Plants / Image-Based Technique for Modeling Trees / Single Image Tree Modeling / Summary and Concluding Remarks / Acknowledgments

  • No title

    This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review f all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the ocal Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / Bibliography

  • The Physical Interface

    This chapter contains sections titled: Manual Input Devices, Visual Displays and Computer Graphics, Input-Output Bandwidth, How Important Is Typing Skill?, Individualized Interfaces

  • No title

    <p>This book is written for students, CAD system users and software developers who are interested in geometric continuity--a notion needed in everyday practice of Computer-Aided Design and also a hot subject of research. It contains a description of the classical geometric spline curves and a solid theoretical basis for various constructions of smooth surfaces. Textbooks on computer graphics usually cover the most basic and necessary information about spline curves and surfaces in order to explain simple algorithms. In textbooks on geometric design, one can find more details, more algorithms and more theory. This book teaches how various parts of the theory can be gathered together and turned into constructions of smooth curves and smooth surfaces of arbitrary topology.</p><p>The mathematical background needed to understand this book is similar to what is necessary to read other textbooks on geometric design; most of it is basic linear algebra and analys s. More advanced mathematical material is introduced using elementary explanations. Reading <i>Geometric Continuity of Curves and Surfaces</i> provides an excellent opportunity to recall and exercise necessary mathematical notions and it may be your next step towards better practice and higher understanding of design principles.</p>

  • No title

    Information theory (IT) tools, widely used in scientific fields such as engineering, physics, genetics, neuroscience, and many others, are also emerging as useful transversal tools in computer graphics. In this book, we present the basic concepts of IT and how they have been applied to the graphics areas of radiosity, adaptive ray-tracing, shape descriptors, viewpoint selection and saliency, scientific visualization, and geometry simplification. Some of the approaches presented, such as the viewpoint techniques, are now the state of the art in visualization. Almost all of the techniques presented in this book have been previously published in peer- reviewed conference proceedings or international journals. Here, we have stressed their common aspects and presented them in an unified way, so the reader can clearly see which problems IT tools can help solve, which specific tools to use, and how to apply them. A basic level of knowledge in computer graphics is required but basic concepts i IT are presented. The intended audiences are both students and practitioners of the fields above and related areas in computer graphics. In addition, IT practitioners will learn about these applications. Table of Contents: Information Theory Basics / Scene Complexity and Refinement Criteria for Radiosity / Shape Descriptors / Refinement Criteria for Ray-Tracing / Viewpoint Selection and Mesh Saliency / View Selection in Scientific Visualization / Viewpoint-based Geometry Simplification

  • Basic Set Definitions

    Robot motion planning has become a major focus of robotics. Research findings can be applied not only to robotics but to planning routes on circuit boards, directing digital actors in computer graphics, robot-assisted surgery and medicine, and in novel areas such as drug design and protein folding. This text reflects the great advances that have taken place in the last ten years, including sensor-based planning, probabalistic planning, localization and mapping, and motion planning for dynamic and nonholonomic systems. Its presentation makes the mathematical underpinnings of robot motion accessible to students of computer science and engineering, rleating low-level implementation details to high-level algorithmic concepts.

  • No title

    This synthesis lecture presents an intuitive introduction to the mathematics of motion and deformation in computer graphics. Starting with familiar concepts in graphics, such as Euler angles, quaternions, and affine transformations, we illustrate that a mathematical theory behind these concepts enables us to develop the techniques for efficient/effective creation of computer animation. This book, therefore, serves as a good guidepost to mathematics (differential geometry and Lie theory) for students of geometric modeling and animation in computer graphics. Experienced developers and researchers will also benefit from this book, since it gives a comprehensive overview of mathematical approaches that are particularly useful in character modeling, deformation, and animation. Table of Contents: Preface / Symbols and Notations / Introduction / Rigid Transformation / Affine Transformation / Exponential and Logarithm of Matrices / 2D Affine Transformation between Two Triangles / Global 2D Sh pe Interpolation / Parametrizing 3D Positive Affine Transformations / Further Readings / Bibliography / Authors' Biographies