Journal•ISSN: 0178-2789
The Visual Computer
Springer Science+Business Media
About: The Visual Computer is an academic journal. The journal publishes majorly in the area(s): Computer science & Artificial intelligence. It has an ISSN identifier of 0178-2789. Over the lifetime, 2965 publications have been published receiving 55970 citations.
Topics: Computer science, Artificial intelligence, Computer graphics, Rendering (computer graphics), Computer vision
Papers published on a yearly basis
Papers
More filters
[...]
TL;DR: A new duality betweenbounded and unbounded convex sets and hstars (a generalization of hyperbolas) and between Convex Unions and Intersections is found and motivates some efficient ConveXity algorithms and other results inComputational Geometry.
Abstract: By means ofParallel Coordinates planar “graphs” of multivariate relations are obtained. Certain properties of the relationship correspond tothe geometrical properties of its graph. On the plane a point ←→ line duality with several interesting properties is induced. A new duality betweenbounded and unbounded convex sets and hstars (a generalization of hyperbolas) and between Convex Unions and Intersections is found. This motivates some efficient Convexity algorithms and other results inComputational Geometry. There is also a suprising “cusp” ←→ “inflection point” duality. The narrative ends with a preview of the corresponding results inR
N
.
1,362 citations
[...]
TL;DR: A method to represent asoft object, or collection of objects, as a surface of constant value in a scalar field over three dimensions, and its uses in animation are discussed.
Abstract: We introduce the concept ofsoft objects whose shape changes in response to their surroundings. Established geometric modelling techniques exist to handle most engineering components, including ‘free form’ shapes such as car bodies and telephones. More recently, there has been a lot of interest in modelling natural pheomena such as smoke, clouds, mountains and coastlines where the shapes are described stochastically, or as fractals. None of these techniques lends itself to the description ofsoft objects. This class of objects includes fabrics, cushions, living forms, mud and water. In this paper, we describe a method of modelling such objects and discuss its uses in animation. Our method is to represent asoft object, or collection of objects, as a surface of constant value in a scalar field over three dimensions. The main technical problem is to avoid calculating the field value at too many points. We do this with a combination of data structures at some cost in internal memory usage.
744 citations
[...]
TL;DR: Game design principles for upper limb stroke rehabilitation are identified and several games developed using these principles are presented, which may make them suitable for deployment at home.
Abstract: Effective stroke rehabilitation must be early, intensive and repetitive, which can lead to problems with patient motivation and engagement. The design of video games, often associated with good user engagement, may offer insights into how more effective systems for stroke rehabilitation can be developed. In this paper we identify game design principles for upper limb stroke rehabilitation and present several games developed using these principles. The games use low-cost video-capture technology which may make them suitable for deployment at home. Results from evaluating the games with both healthy subjects and people with stroke in their home are encouraging.
546 citations
[...]
TL;DR: These uncertainty visualization techniques present data in such a manner that users are made aware of the locations and degree of uncertainties in their data so as to make more informed analyses and decisions.
Abstract: Visualized data often have dubious origins and quality. Different forms of uncertainty and errors are also introduced as the data are derived, transformed, interpolated, and finally rendered. In the absence of integrated presentation of data and uncertainty, the analysis of the visualization is incomplete at best and often leads to inaccurate or incorrect conclusions. This paper surveys techniques for presenting data together with uncertainty. These uncertainty visualization techniques present data in such a manner that users are made aware of the locations and degree of uncertainties in their data so as to make more informed analyses and decisions. The techniques include adding glyphs, adding geometry, modifying geometry, modifying attributes, animation, sonification, and psycho-visual approaches. We present our results in uncertainty visualization for environmental visualization, surface interpolation, global illumination with radiosity, flow visualization, and figure animation. We also present a classification of the possibilities in uncertainty visualization, and locate our contributions within this classification.
532 citations
[...]
TL;DR: This paper considers mesh partitioning and skeletonisation on a wide variety of meshes, and bases its algorithms on a volume-based shape-function called the shape-diameter-function (SDF), which remains largely oblivious to pose changes of the same object and maintains similar values in analogue parts of different objects.
Abstract: Mesh partitioning and skeletonisation are fundamental for many computer graphics and animation techniques. Because of the close link between an object’s skeleton and its boundary, these two problems are in many cases complementary. Any partitioning of the object can assist in the creation of a skeleton and any segmentation of the skeleton can infer a partitioning of the object. In this paper, we consider these two problems on a wide variety of meshes, and strive to construct partitioning and skeletons which remain consistent across a family of objects, not a single one. Such families can consist of either a single object in multiple poses and resolutions, or multiple objects which have a general common shape. To achieve consistency, we base our algorithms on a volume-based shape-function called the shape-diameter-function (SDF), which remains largely oblivious to pose changes of the same object and maintains similar values in analogue parts of different objects. The SDF is a scalar function defined on the mesh surface; however, it expresses a measure of the diameter of the object’s volume in the neighborhood of each point on the surface. Using the SDF we are able to process and manipulate families of objects which contain similarities using a simple and consistent algorithm: consistently partitioning and creating skeletons among multiple meshes.
492 citations