Journal•ISSN: 0178-2789
The Visual Computer
Springer Science+Business Media
About: The Visual Computer is an academic journal published by Springer Science+Business Media. The journal publishes majorly in the area(s): Computer science & Computer graphics. It has an ISSN identifier of 0178-2789. Over the lifetime, 3577 publications have been published receiving 66118 citations. The journal is also known as: International journal of computer graphics ; official journal of the Computer Graphics Society, CGS & The visual computer.
Topics: Computer science, Computer graphics, Rendering (computer graphics), Pattern recognition (psychology), Convolutional neural network
Papers published on a yearly basis
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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
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1,434 citations
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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.
757 citations
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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.
588 citations
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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.
562 citations
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TL;DR: This paper presents a human walking model built from experimental data based on a wide range of normalized velocities that allows a personification of the walking action in an interactive real-time context in most cases.
Abstract: Presents a human walking model built from experimental data based on a wide range of normalized velocities. The model is structured on two levels. On the first level, global spatial and temporal characteristics are generated. On the second level, a set of parameterized trajectories produce both the position of the body in space and the internal body configuration. This is performed for a standard structure and an average configuration of the human body. The experimental context corresponding to the model is extended by allowing a continuous variation of global spatial and temporal parameters according to the motion rendition expected by the animator. The model is based on a simple kinematic approach designed to keep the intrinsic dynamic characteristics of the experimental model. Such an approach also allows a personification of the walking action in an interactive real-time context in most cases. A correction automata of such motion is then proposed
524 citations