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Showing papers on "Graphics published in 2010"


Journal ArticleDOI
TL;DR: ggplot2 as mentioned in this paper is an implementation in R of The Grammar of Graphics, a systematic approach to the specification of statistical graphics that was introduced in a book previously reviewed in the Journal of Statistical Software by Cox (2007).
Abstract: ggplot2: Elegant Graphics for Data Analysis is a new addition to the UseR! series by Springer, probably the fastest expanding source of resources for computational statistics at the current moment. The books in this series are all linked with R, either presenting a new package developed by the own authors of the book or describing how to applying statistical techniques with the different packages available in R. ggplot2 is an implementation in R of The Grammar of Graphics (Wilkinson 2005) a systematic approach to the specification of statistical graphics that was introduced in a book previously reviewed in the Journal of Statistical Software by Cox (2007). This implementation has been developed by Hadley Wickham, who is also the author of the book reviewed here.

4,089 citations


Book
01 Nov 2010
TL;DR: This work is an unprecedented attempt to synthesize principles of graphic communication with the logic of standard rules applied to writing and topography in an array of more than 1,000 maps and diagrams.
Abstract: Originally published in French in 1967, "Semiology of Graphics" holds a significant place in the theory of information design. Founded on Jacques Bertin's practical experience as a cartographer, Part One of this work is an unprecedented attempt to synthesize principles of graphic communication with the logic of standard rules applied to writing and topography. Part Two brings Bertin's theory to life, presenting a close study of graphic techniques including shape, orientation, color, texture, volume, and size in an array of more than 1,000 maps and diagrams.

1,309 citations


Journal ArticleDOI
TL;DR: This paper presents a parallel-friendly formulation of the free-form deformation algorithm suitable for graphics processing unit execution and performs registration of T1-weighted MR images in less than 1 min and shows the same level of accuracy as a classical serial implementation when performing segmentation propagation.

998 citations


Journal ArticleDOI
TL;DR: It is suggested that GPUs have the potential to facilitate the growth of statistical modeling into complex data-rich domains through the availability of cheap and accessible many-core computation.
Abstract: We present a case-study on the utility of graphics cards to perform massively parallel simulation of advanced Monte Carlo methods. Graphics cards, containing multiple Graphics Processing Units (GPUs), are self-contained parallel computational devices that can be housed in conventional desktop and laptop computers and can be thought of as prototypes of the next generation of many-core processors. For certain classes of population-based Monte Carlo algorithms they offer massively parallel simulation, with the added advantage over conventional distributed multi-core processors that they are cheap, easily accessible, easy to maintain, easy to code, dedicated local devices with low power consumption. On a canonical set of stochastic simulation examples including population-based Markov chain Monte Carlo methods and Sequential Monte Carlo methods, we nd speedups from 35 to 500 fold over conventional single-threaded computer code. Our findings suggest that GPUs have the potential to facilitate the growth of statistical modelling into complex data rich domains through the availability of cheap and accessible many-core computation. We believe the speedup we observe should motivate wider use of parallelizable simulation methods and greater methodological attention to their design.

334 citations


Journal ArticleDOI
TL;DR: Extensions and refinements developed while building an open source implementation of the grammar of graphics for R, ggplot2 are described, highlighting the hierarchy of defaults, and the implications of embedding a graphical grammar into a programming language.
Abstract: A grammar of graphics is a tool that enables us to concisely describe the components of a graphic. Such a grammar allows us to move beyond named graphics (e.g., the “scatterplot”) and gain insight into the deep structure that underlies statistical graphics. This article builds on Wilkinson, Anand, and Grossman (2005), describing extensions and refinements developed while building an open source implementation of the grammar of graphics for R, ggplot2. The topics in this article include an introduction to the grammar by working through the process of creating a plot, and discussing the components that we need. The grammar is then presented formally and compared to Wilkinson’s grammar, highlighting the hierarchy of defaults, and the implications of embedding a graphical grammar into a programming language. The power of the grammar is illustrated with a selection of examples that explore different components and their interactions, in more detail. The article concludes by discussing some perceptual issues, a...

273 citations


Journal ArticleDOI
TL;DR: Results show that domain knowledge can affect information selection and encoding from complex graphics as well as processes of interpreting and making inferences from the encoded information, and provide validation of one principle for the design of effective graphical displays, namely that graphics should not display more information than is required for the task at hand.

242 citations


Journal ArticleDOI
TL;DR: The author examines the empirical, methodological, theoretical, and practical contributions of the six studies in this special issue on eye tracking as a tool to study and enhance multimedia learning to add to the evidence base on how people learn and think with graphics.

219 citations


Patent
21 Jun 2010
TL;DR: In this paper, a method of selecting graphic or video files having corresponding locators used to locate such graphic and video files using a computer is presented, where the identifiers are stored in a database.
Abstract: A method of selecting graphic or video files having corresponding locators used to locate such graphic or video files using a computer. Identifiers are created by searching an area within a web page near a graphic or video file for searchable identification terms and searching an area within a web page near links to a graphic or video for searchable identification terms. The identifiers are stored in a database. User requests for graphic or video file content are received and the database of identifiers is searched to find graphic and video files corresponding criteria of the user. Graphic or video file content is then provided to the user.

210 citations


Journal ArticleDOI
28 Jun 2010
TL;DR: A method to dynamically construct highly concurrent linked lists on modern graphics processors is introduced, able to directly implement fully programmable blending, which frees developers from the restrictions imposed by current graphics APIs.
Abstract: We introduce a method to dynamically construct highly concurrent linked lists on modern graphics processors. Once constructed, these data structures can be used to implement a host of algorithms useful in creating complex rendering effects in real time. We present a straightforward way to create these linked lists using generic atomic operations available in APIs such as OpenGL 4.0 and DirectX 11. We also describe several possible applications of our algorithm. One example uses per-pixel linked lists for order-independent transparency; as a consequence, we are able to directly implement fully programmable blending, which frees developers from the restrictions imposed by current graphics APIs. The second uses linked lists to implement real-time indirect shadows.

178 citations


Journal ArticleDOI
TL;DR: A basic model of Chromatographic Data and Multichannel Detectors to Solve Overlapping Issues and Limitations and Things To Consider.
Abstract: 1.3. Objectives of This Work 4584 2. Chromatographic Data 4584 2.1. The Chromatographic Signal 4584 2.2. Common Chromatographic Artifacts 4584 2.3. A Basic Model of Chromatographic Data 4585 3. Removing Artifacts by Preprocessing 4587 3.1. Baseline Offset/Background Contribution 4587 3.1.1. Curve-Fitting 4587 3.1.2. Factor Model Approach 4588 3.1.3. Limitations and Things To Consider 4589 3.2. Retention Time Shifts across Samples 4589 3.2.1. Synchronizing Signals 4589 3.2.2. Factor Model Approach 4592 3.2.3. Limitations and Things To Consider 4593 4. Co-eluting Peaks 4593 4.1. The Importance of Multichannel Detectors To Solve Overlapping Issues 4595

170 citations


Journal ArticleDOI
TL;DR: In this article, the authors describe the implementation of the code in CUDA to simulate the propagation of seismic waves in a heterogeneous elastic medium, and also implement Convolution Perfectly Matched Layers (CPMLs) on the graphics cards to efficiently absorb outgoing waves on the fictitious edges of the grid.
Abstract: We accelerate a three-dimensional finite-difference in the time domain (FDTD) wave propagation code by a factor between about 20 and 60 compared to a serial implementation using Graphics Processing Unit (GPU) computing on NVIDIA graphics cards with the CUDA programming language. We describe the implementation of the code in CUDA to simulate the propagation of seismic waves in a heterogeneous elastic medium. We also implement Convolution Perfectly Matched Layers (CPMLs) on the graphics cards to efficiently absorb outgoing waves on the fictitious edges of the grid. We show that the code that runs on a graphics card gives the expected results by comparing our results to those obtained by running the same simulation on a classical processor core. The methodology that we present can be used for Maxwell's equations as well because their form is similar to that of the seismic wave equation written in velocity vector and stress tensor.

Journal ArticleDOI
TL;DR: This review paper is intended to give an updated tour of both foundations and trends in the area of geodesic methods in vision and graphics, in particular segmentation, sampling, meshing and comparison of shapes.
Abstract: This monograph reviews both the theory and practice of the numerical computation of geodesic distances on Riemannian manifolds. The notion of Riemannian manifold allows one to define a local metric (a symmetric positive tensor field) that encodes the information about the problem one wishes to solve. This takes into account a local isotropic cost (whether some point should be avoided or not) and a local anisotropy (which direction should be preferred). Using this local tensor field, the geodesic distance is used to solve many problems of practical interest such as segmentation using geodesic balls and Voronoi regions, sampling points at regular geodesic distance or meshing a domain with geodesic Delaunay triangles. The shortest paths for this Riemannian distance, the so-called geodesics, are also important because they follow salient curvilinear structures in the domain. We show several applications of the numerical computation of geodesic distances and shortest paths to problems in surface and shape processing, in particular segmentation, sampling, meshing and comparison of shapes. All the figures from this review paper can be reproduced by following the Numerical Tours of Signal Processing. http://www.ceremade.dauphine.fr/~peyre/numerical-tour/ Several textbooks exist that include description of several manifold methods for image processing, shape and surface representation and computer graphics. In particular, the reader should refer to [42, 147, 208, 209, 213, 255] for fascinating applications of these methods to many important problems in vision and graphics. This review paper is intended to give an updated tour of both foundations and trends in the area of geodesic methods in vision and graphics.

Journal ArticleDOI
TL;DR: Thoroughly revised and updated, Graphics for Learning is the second edition of the bestselling book that summarizes the guidelines for the best use of graphics for instructional materials, including multimedia, texts, working aids, and slides.
Abstract: Are you getting the most learning value from visuals? Thoroughly revised and updated, Graphics for Learning is the second edition of the bestselling book that summarizes the guidelines for the best use of graphics for instructional materials, including multimedia, texts, working aids, and slides. The guidelines are based on the most current empirical scientific research and are illustrated with a wealth of examples from diverse training materials. The authors show how to plan illustrations for various types of content, including facts, concepts, processes, procedures, and principles. The book also discusses technical and environmental factors that will influence how instructional professionals can apply the guidelines to their training projects. Praise for the First Edition "For years I've been looking for a book that links cognitive research on learning to graphics and instructional design. Here it is! Ruth Clark and Chopeta Lyons not only explain how to make graphics workthey've created a very interesting read, full of useful guidelines and examples." Lynn Kearny, CPT, instructional designer and graphic communicator, Graphic Tools for Thinking and Learning "Finally! A book that integrates visual design into the larger context of instructional design and development." Linda Lohr, Ed.D., author, Creating Graphics for Learning and assistant professor, University of Northern Colorado

Patent
14 Dec 2010
TL;DR: In this paper, the authors describe methods and systems for securing sensitive information using a hypervisor-trusted client, in a computing device executing a Hypervisor hosting a control virtual machine and a non-Trusted virtual machine, where the graphics manager rendered graphical data generated by the client agent to the secure section of the graphics processing unit memory.
Abstract: The methods and systems described herein provide for securing sensitive information using a hypervisor-trusted client, in a computing device executing a hypervisor hosting a control virtual machine and a non-trusted virtual machine. A user of a non-trusted virtual machine requests to establish a connection to a remote computing device. Responsive to the request, a control virtual machine launches a client agent. A graphics manager executed by the processor of the computing device assigns a secure section of a memory of a graphics processing unit of the computing device to the client agent. The graphics manager renders graphical data generated by the client agent to the secure section of the graphics processing unit memory.

Journal ArticleDOI
TL;DR: This paper utilizes sampling and spatio-temporal clustering techniques to generate a concise overview of the achievable variations and their temporal evolution in a three-dimensional scene description and allows the user to explore the simulation space in a goal-oriented manner.
Abstract: Graphics artists commonly employ physically-based simulation for the generation of effects such as smoke, explosions, and similar phenomena. The task of finding the correct parameters for a desired result, however, is difficult and time-consuming as current tools provide little to no guidance. In this paper, we present a new approach for the visual exploration of such parameter spaces. Given a three-dimensional scene description, we utilize sampling and spatio-temporal clustering techniques to generate a concise overview of the achievable variations and their temporal evolution. Our visualization system then allows the user to explore the simulation space in a goal-oriented manner. Animation sequences with a set of desired characteristics can be composed using a novel search-by-example approach and interactive direct volume rendering is employed to provide instant visual feedback.

Patent
01 Apr 2010
TL;DR: In this article, a method and apparatus of providing graphics in an e-book page includes displaying an ebook page of an e book on a display, wherein the ebook pages includes an embedded moving image object, receiving a multi-touch user input via a multitouch touchscreen associated with the display, and animating the moving image objects in place in response to the user input.
Abstract: A method and apparatus of providing graphics in an e-book page includes displaying an e-book page of an e-book on a display, wherein the e-book page includes an embedded moving image object, receiving a multi-touch user input via a multi-touch touchscreen associated with the display, wherein the multi-touch user input corresponds to a user input command to animate the moving image object, and animating the moving image object in place in the e-book page in response to the multi-touch user input. The embedded moving object may be one of a plurality of embedded moving image objects included in the e-book page and the method and apparatus may receive a plurality of multi-touch user inputs via the multi-touch touchscreen associated with the display, with each multi-touch user input corresponding to a respective user input command to animate a respective moving image object. The method and apparatus may then animate each of the plurality of moving image objects in place in the e-book page in response to the plurality of multi-touch user inputs.

Journal ArticleDOI
TL;DR: GPU-Quicksort, an efficient Quicksort algorithm suitable for highly parallel multicore graphics processors, is described and shown that in CUDA, NVIDIA's programing platform for general-purpose computations on graphical processors, it performs better than the fastest-known sorting implementations for graphics processors.
Abstract: In this article, we describe GPU-Quicksort, an efficient Quicksort algorithm suitable for highly parallel multicore graphics processors. Quicksort has previously been considered an inefficient sorting solution for graphics processors, but we show that in CUDA, NVIDIA's programing platform for general-purpose computations on graphical processors, GPU-Quicksort performs better than the fastest-known sorting implementations for graphics processors, such as radix and bitonic sort. Quicksort can thus be seen as a viable alternative for sorting large quantities of data on graphics processors.

Patent
21 Dec 2010
TL;DR: In this paper, the authors present a method for displaying a first context in a user interface of a mobile device based on first device platform information, the first context including a first arrangement of information, graphics, and application icons that are associated with the first device platforms information, and displaying the second context in the user interface without prompting a user of the mobile device.
Abstract: Example methods and apparatus to display mobile device contexts are disclosed. An example method includes displaying a first context in a user interface of a mobile device based on first device platform information, the first context including a first arrangement of information, graphics, and application icons that are associated with the first device platform information, determining that second device platform information received after the first device platform information corresponds to a second context, the second context being different from the first context and including a second arrangement of information, graphics, and applications that are associated with the second device platform information, and displaying the second context in the user interface replacing the first context without prompting a user of the mobile device.

Patent
16 Jul 2010
TL;DR: A system for creating and editing image and text-based projects includes a server connected to a data network, the server having access to a digital medium containing an executable graphics user interface (GUI) accessible by computer browser as discussed by the authors.
Abstract: A system for creating and editing image and or text-based projects includes a server connected to a data network, the server having access to a digital medium containing an executable graphics user interface (GUI) accessible by computer browser, at least one data repository residing on the network, the repository accessible to the server, the repository containing images, and product-related graphics, a print configuration engine implemented in software residing on and executable from the digital medium or another accessible medium, the print configuration engine for rendering image and or text-based products for printing, and at least one bi-directional communication channel established between a computing appliance running a version of the GUI while connected to the network and a server managing the data repository.

Patent
18 Mar 2010
TL;DR: In this paper, a method to represent graphical images upon a transparent windscreen head-up display of a vehicle describing an operational environment for the vehicle is presented, where the desired graphic in the viewing space is transformed into a projected graphic in a projection space defined by the surface of the windscreen.
Abstract: A method to represent graphical images upon a transparent windscreen head up display of a vehicle describing an operational environment for the vehicle includes monitoring data describing critical information in the operational environment for the vehicle, monitoring a location of a viewpoint of an operator of the vehicle, determining a desired graphic to represent the critical information in a viewing space based upon the data and the viewpoint, transforming the desired graphic in the viewing space into a projected graphic in a projection space defined by the surface of the windscreen, transforming the projected graphic in the projection space into patterns of projected light in a projector space, and generating commands to a graphics projection system based upon the patterns of projected light.

Journal ArticleDOI
01 May 2010
TL;DR: The implementation of Gillespie's stochastic simulation algorithm — SSA is described and some computational experiments illustrating the power of this technology for this important and challenging class of problems are presented.
Abstract: The small number of some reactant molecules in biological systems formed by living cells can result in dynamical behavior which cannot be captured by traditional deterministic models. In such a problem, a more accurate simulation can be obtained with discrete stochastic simulation Gillespie's stochastic simulation algorithm - SSA. Many stochastic realizations are required to capture accurate statistical information of the solution. This carries a very high computational cost. The current generation of graphics processing units GPU is well-suited to this task. In this paper we describe our implementation and present some computational experiments illustrating the power of this technology for this important and challenging class of problems.

Journal ArticleDOI
TL;DR: In this paper, the authors quantify the type and quality of the graphical representations and how they interacted with the textual material in middle school science texts using Graphical Analysis Protocol (GAP).
Abstract: Middle school teachers tend to rely heavily on texts that have become increasing more visual. There is little information available about the graphical demands of general middle grades' science texts. The purpose of this study was to quantify the type and quality of the graphical representations and how they interacted with the textual material in middle school science texts. Four State of Texas–approved sixth-grade science texts were examined using a researcher-developed instrument, Graphical Analysis Protocol (GAP). Results produced reasons for concern (least analytic forms of graphics dominated, one third of all graphics were decorative in nature, most graphics were static in nature, and approximately one third were not connected to the text spatially or semantically) and reasons for optimism (approximately one third of the time more analytic forms of graphics were used, two thirds served a specific cognitive function, and over half of the graphics were connected to the text and indexically referenced)...

Journal ArticleDOI
TL;DR: This third edition takes into account recent changes in R, including advances in graphical user interfaces (GUIs) and graphics packages.
Abstract: (2010). Data Analysis and Graphics Using R: An Example-Based Approach. Journal of Quality Technology: Vol. 42, No. 4, pp. 417-417.

Journal ArticleDOI
TL;DR: This work distinguishes an automatic visualization system (AVS) from an automated visualization system, a programming system for automating the production of charts, graphs and visualizations, designed to protect researchers from ignoring missing data, outliers, miscodes and other anomalies that can violate statistical assumptions or otherwise jeopardize the validity of models.
Abstract: AutoVis is a data viewer that responds to content - text, relational tables, hierarchies, streams, images - and displays the information appropriately (that is, as an expert would). Its design rests on the grammar of graphics, scagnostics and a modeler based on the logic of statistical analysis. We distinguish an automatic visualization system (AVS) from an automated visualization system. The former automatically makes decisions about what is to be visualized. The latter is a programming system for automating the production of charts, graphs and visualizations. An AVS is designed to provide a first glance at data before modeling and analysis are done. AVS is designed to protect researchers from ignoring missing data, outliers, miscodes and other anomalies that can violate statistical assumptions or otherwise jeopardize the validity of models. The design of this system incorporates several unique features: (1) a spare interface - analysts simply drag a data source into an empty window, (2) a graphics generator that requires no user definitions to produce graphs, (3) a statistical analyzer that protects users from false conclusions, and (4) a pattern recognizer that responds to the aspects (density, shape, trend, and so on) that professional statisticians notice when investigating data sets.

Journal ArticleDOI
TL;DR: This paper presents a survey on existing perceptually-based metrics for visual impairment of 3-D objects and provides an extensive comparison between them to inform and help computer graphics researchers for choosing the most accurate tool for the design and the evaluation of their mesh processing algorithms.
Abstract: Recent advances in 3-D graphics technologies have led to an increasing use of processing techniques on 3-D meshes, such as filtering, compression, watermarking, simplification, deformation, and so forth. Since these processes may modify the visual appearance of the 3-D objects, several metrics have been introduced to properly drive or evaluate them, from classic geometric ones such as Hausdorff distance, to more complex perceptually-based measures. This paper presents a survey on existing perceptually-based metrics for visual impairment of 3-D objects and provides an extensive comparison between them. In particular, different scenarios which correspond to different perceptual and cognitive mechanisms are analyzed. The objective is twofold: 1) catching the behavior of existing measures to help Perception researchers for designing new 3-D metrics and 2) providing a comparison between them to inform and help computer graphics researchers for choosing the most accurate tool for the design and the evaluation of their mesh processing algorithms.

01 Jan 2010
TL;DR: The framework is built around the Map Reduce abstraction, which allows application developers to focus on their application, while enabling high performance GPU implementation, and shows the utility of the framework by implementing Support Vector Machine training as well as classification.
Abstract: Recent developments in programmable, highly parallel Graphics Processing Units (GPUs) have enabled high performance general purpose computation We describe a framework designed for high performance GPU programming, built on Nvidia’s Compute Unified Device Architecture (CUDA) platform The framework is built around the Map Reduce abstraction, which allows application developers to focus on their application, while enabling high performance GPU implementation We show the utility of our framework by implementing Support Vector Machine training as well as classification, achieving speedups of up to 32× and 150× respectively over commonly used SVM software running on a CPU

Journal ArticleDOI
18 Jan 2010
TL;DR: This is the first study that shows interaction of audio and graphics representation in a material perception task, and it is shown how this result can contribute to significant savings in computation time in an interactive audio-visual rendering system.
Abstract: High-quality rendering of both audio and visual material properties is very important in interactive virtual environments, since convincingly rendered materials increase realism and the sense of immersion. We studied how the level of detail of auditory and visual stimuli interact in the perception of audio-visual material rendering quality. Our study is based on perception of material discrimination, when varying the levels of detail of modal synthesis for sound, and bidirectional reflectance distribution functions for graphics. We performed an experiment for two different models (a Dragon and a Bunny model) and two material types (plastic and gold). The results show a significant interaction between auditory and visual level of detail in the perception of material similarity, when comparing approximate levels of detail to a high-quality audio-visual reference rendering. We show how this result can contribute to significant savings in computation time in an interactive audio-visual rendering system. To our knowledge, this is the first study that shows interaction of audio and graphics representation in a material perception task.

Journal ArticleDOI
TL;DR: A fast algorithm for filling unknown regions in an image using the strategy of exemplar-matching, which decompose exemplars into the frequency coefficients and select fewer coefficients which are the most significant to evaluate the matching score.
Abstract: In this paper, we present a fast algorithm for filling unknown regions in an image using the strategy of exemplar-matching. Unlike the original exemplar-based method using exhaustive search, we decompose exemplars into the frequency coefficients and select fewer coefficients which are the most significant to evaluate the matching score. We have also developed a local gradient-based algorithm to fill the unknown pixels in a query image block. These two techniques bring the ability of input with varied dimensions to the fast query of similar image exemplars. The fast query is based upon a search-array data structure, and can be conducted very efficiently. Moreover, the evaluation of search-arrays runs in parallel maps well on the modern graphics hardware with graphics processing units (GPU). The functionality of the approach has been demonstrated by experimental results on real photographs.

Journal ArticleDOI
TL;DR: A new approach to the generation of synthetic graphics documents containing non-isolated symbols in a real context based on the definition of a set of constraints that permits to generate documents with different features that are reflected in variation of localization results.
Abstract: This paper deals with the topic of performance evaluation of symbol recognition & spotting systems. We propose here a new approach to the generation of synthetic graphics documents containing non-isolated symbols in a real context. This approach is based on the definition of a set of constraints that permit us to place the symbols on a pre-defined background according to the properties of a particular domain (architecture, electronics, engineering, etc.). In this way, we can obtain a large amount of images resembling real documents by simply defining the set of constraints and providing a few pre-defined backgrounds. As documents are synthetically generated, the groundtruth (the location and the label of every symbol) becomes automatically available. We have applied this approach to the generation of a large database of architectural drawings and electronic diagrams, which shows the flexibility of the system. Performance evaluation experiments of a symbol localization system show that our approach permits to generate documents with different features that are reflected in variation of localization results.

Journal ArticleDOI
TL;DR: In this system, the image processing speed for holography is more than 300 times faster than that of today's personal computers, and a 3-D image composed of 1000 points can be animated at virtually video rate, although the image size is as small as 5 cm3.
Abstract: We succeeded in developing a prototype three-dimensional (3-D) color television system by holography using three graphics processing units and three liquid-crystal display panels for displaying three primary colored images. A 3-D animation system featuring holography is said to have potential for ultimate 3-D television. Because of the technical complexity involved, however, the practical use of 3-D television is difficult. In our system, the image processing speed for holography is more than 300 times faster than that of today’s personal computers, and a 3-D image composed of 1000 points can be animated at virtually video rate, although the image size is as small as 5 cm3. The system succeeded in producing realistic 3-D color animation.