Calls for Papers
IEEE Computer Graphics and Applications is seeking papers for the following theme issues:
General Submissions
IEEE Computer Graphics and Applications magazine invites original articles on the theory and practice of computer graphics. Topics for suitable articles might range from specific algorithms to full system implementations in areas such as modeling, rendering, animation, information and scientific visualization, HCI/user interfaces, novel applications, hardware architectures, haptics, and visual and augmented reality systems. We also seek tutorials and survey articles.
Articles should be no more than 10 magazine pages, where a page is 800 words and an image counts as 200 words. Cite only the 12 most relevant references, and consider providing technical background in sidebars for nonexpert readers. Color images can be interspersed throughout the article and should be limited to a total of 10. Visit CG&A style and length guidelines at www.computer.org/cga/author.html.
Please submit your article using Manuscript Central (our online manuscript submission service). When uploading your article, please select the appropriate special-issue title under the category “Manuscript Type.” Also include complete contact information for all authors and coauthors in the submission. If you have any questions about submitting your article, please contact the publications coordinator at cga-ma@computer.org.

For more information and instructions on presentation and formatting, please visit our author resources page.
Ultrascale Visualization (May/June 2010)
Final submissions due: 14 Sept. 2009
As data sets quickly approach petascale sizes and beyond, there’s a pressing need to address how to visualize data sets at extreme scale. To deal with the challenges, next-generation visualization software must change. Researchers must develop new visualization algorithms and systems that can leverage the emerging software and hardware technology. Data visualization and analysis must also be more tightly integrated with the simulations generating the data.
Emerging architectures provide us a unique opportunity to develop new visualization software. Modern supercomputers already have over 100,000 cores, and machines with one million cores are on the horizon. The number of cores available to desktop machines has been steadily increasing. Extremely powerful graphics coprocessors and new programming models provide additional computation and graphics processing power, facilitating a tight coupling between applications and graphics.
Data storage and communication issues also profoundly affect visualization systems’ efficacy. This is because processor performance improvements have consistently outpaced data access rates for disks. Consequently, simulations will generate more data than we can effectively store and access with current hardware and software. Researchers must address the issues of data movement by looking into new ways to construct an end-to-end visualization pipeline.
We invite submissions related to ultrascale visualization with topics including, but not limited to,
- visualization and analysis on supercomputing platforms,
- in situ visualization and analysis,
- visualization on high-resolution displays,
- cloud computing for visualizing large-scale data,
- large-scale visualization applications,
- visualization on emerging architectures,
- visualization algorithms for large-scale shared- and distributed-memory systems,
- visualization algorithms for GPUs and GPU clusters,
- visualization on multicore CPUs,
- parallel visualization and analysis algorithms,
- parallel volume and polygon rendering, and
- out-of-core visualization algorithms.
Digital Human Faces: From Creation to Emotion (July/Aug. 2010)
Final submissions due: 23 Nov. 2009
Faces are an important vector of communication. Through facial expressions, gaze behaviors, and head movements, faces convey information on not only a person’s emotional state and attitude but also discursive, pragmatic, and syntactic elements. The expressions result from subtle muscular contractions and wrinkle formation, and we perceive them through the complex filter of subsurface scattering and other nontrivial light reflections.
Lately, there has been much interest in modeling 3D faces and their expressions. Research has covered automatic or interactive generation of 3D geometry as well as rendering and animation techniques. This research has numerous applications. One type of application involves the creation and animation of virtual actors in films and video games. New rendering techniques ensure highly realistic skin models. Motion capture with or without markers is applied to animate the body and the face. The quality can be precise enough to capture real actor performances as well as the slightest movements in emotional expressions.
Another type of application involves the creation of autonomous agents—in particular, embodied conversational agents (ECAs), autonomous entities with communicative and emotional capabilities. ECAs serve as Web assistants, pedagogical agents, or even companions. Researchers have proposed models to specify and control ECA behavior.
This special issue will broadly cover domains linked to 3D faces and their creation, rendering, and animation. In particular, it aims to gather excellent work from the computer graphics and ECA communities. Possible topics include, but aren’t limited to, the following:
Facial animation.
- Face and performance capture (marker based or markerless).
- Geometric modeling of faces (automatic or interactive).
- Face and skin rendering techniques (subsurface scattering and real-time methods).
- Expressing emotion. How do you go beyond the expression of the six basic emotions? How do you represent the large palette of facial expressions of emotions? How do you model dynamic expressions? How do you model the expression of empathy?
- Complex expressions. Expressions can arise from the blending of emotions such as the superposition of emotions or the masking of one emotion by another. Expressions can simultaneously convey different messages.
- Communicative expressions. Faces don’t solely portray emotions; they convey a variety of communicative functions such as visual prosody and performative functions. How do you model and represent such expressions? How do you capture subtle variations in the production of them? How do you model mechanisms that are synchronous with speech?
Social signals
- Communication is socially embedded. Agents and virtual actors must be socially aware. People often use smiles and eyebrow flashes to signal their attitude toward others. How do you model facial social signals?