Published by the IEEE Computer Society
|Overview of Articles|
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The goal of computer graphics isn't to control light, but to control our perception of it. Light is merely a carrier of the information we gather by perception.
• Ferwerda's tutorial offers a survey of the mechanisms and processes of early human vision, summarizing well-established results from physiology and psychophysics that are important for computer graphics but often overlooked by computer-science-oriented readers.
• Studies by Reinhardt et al. have found that straightforward color statistics can capture some important subjective notions of style and appearance in images. Their article shows how to transfer them from one image to another to copy some of the atmosphere and mood of a good picture.
• Tiddeman et al. address an important perceptual problem in facial modeling systems. Their system gives much better control of perceived age in facial modeling systems. By improving the representation of wrinkles, stubble, and subtle changes in facial contours, the authors' wavelet-based method allows smooth warping of a set of facial images to any desired age. Their approach should prove useful in a wide range of applications, including medicine, psychology, facial identification, and entertainment applications.
• Smallman et al. challenge widespread assumptions that 3D pictures are always the best way to rapidly convey critically important 3D spatial information. From their extensive studies of air-traffic control search tasks, they offer both a better understanding of how we assess 3D displays and studies that show that we can get even better results by using properly modified 2D picture-making methods.
• Stone addresses perceptual problems in large, tiled, display systems. Although these aggregates of many display devices are increasingly popular and affordable, they pose surprisingly difficult matching problems. Her article offers new ways to methodically eliminate display-to-display variations that would otherwise spoil its appearance.
• Reddy's article introduces several important basic perceptual limitations of human vision useful to anyone in computer graphics.
• Irani et al. offer new ways to improve the machine-to-mind transfer for graphs and diagrams. By decomposing such diagrams into geons, a set of rule-based 3D visual primitives used successfully in the computer-vision community, they offer ways to automatically generate 2D and 3D graphs that we can more easily analyze and remember.
Jack Tumblin will become an assistant professor of computer science at Northwestern University this fall, after completing a two-year postdoctoral research appointment at Cornell University. His graduate research explored perception and graphics, and he published work on tone mapping methods for displaying high-contrast images on low-contrast displays, models of human visual adaptation and appearance, and antialiasing. Before earning his PhD in computer science at the Georgia Institute of Technology in 1999, he worked as an electrical engineer designing real-time graphics hardware for commercial and military flight simulators at IVEX in Atlanta, where he was one of the company's founders. He earned both his BS (1978) and MS (1990) in electrical engineering at Georgia Tech. He is an associate editor of ACM Transactions on Graphics.
James A. Ferwerda is a research associate in the Program of Computer Graphics at Cornell University where he leads an interdisciplinary group studying perceptual issues in computer graphics. His current work focuses on developing computational models of human vision from psychophysical experiments and implementing graphics algorithms based on these visual models. He received a BS in 1980, an MS in 1987, and a PhD in 1998, all from Cornell University. He is a member of Siggraph and the Society for Imaging Science and Technology (IS&T).