Special Issue on Embedded Software Design for 3D Graphics Visualization (CFP)

Call for Papers

Special Issue on Embedded Software Design for 3D Graphics Visualization

In the field of Computer Graphics, one of the big challenges is to produce photo-quality images from a three-dimensional model. The challenge is especially bigger when this production has to occur in real time, i.e. at a rate of at least 60 frames per second (60 fps) to ensure interactivity between the user and the image preview. These goals are still far from being achieved, especially when it comes to combining performance and image quality as these are conflicting, i.e. better quality implies lower performance throughput and higher performance yields bad quality rendering results.

Graphics processors using algorithms based on Local Illumination (rasterization) dominate the market for at least two decades now. Rasterization is used to identify the process of converting a vector information (e. g. geometric descriptions) into an image. Within this implementation model, the hardware is not aware of the whole scene and its main focus is on how to project or convert polygons to image coordinate at a high speed, i. e. in an order of magnitude of hundreds of thousands of polygons per second, using a pipelined processing. However, without knowledge of the scene=92s characteristics and details about the position the other objects in the scene, the generated images lack of important features, like shadowing and reflection. The methods that can produce better and more realistic images are those that fall within the category of algorithms that use the principle of Global Illumination, in which the whole scene is evaluated with respect to each of its element before yielding the final image, as in the algorithm Ray tracing.

The Elsevier Embedded Software Design (JSA) Journal seeks original manuscripts for a Special Issue on Embedded Software for 3D Graphics Visualization scheduled to appear in the second half of 2011. The papers must present novel embedded software designs, architectures and models used for rendering 3D scenes efficiently.

Submission Guidelines The submitted papers must be written in English and describe original research which is neither published, nor currently under review by other journals or conferences. The author guidelines for preparation of manuscript can be found at

formatting link
All manuscripts and any supplementary material should be submitted to the via the Elsevier online system of the journal, available at
formatting link
Please, send a letter of intent and all enquiries regarding this special issue to Guest Editors.

Important Dates Submission deadline: September 27, 2010 Extended to October 31st.,

2010 First author notification: November 29, 2010 Revisions due by: January 31, 2011 Final Notification: March 29, 2011

Guest Editors Nadia Nedjah Dept. of Electronics Engineering and Telecommunications State University of Rio de Janeiro, Brazil snipped-for-privacy@eng.uerj.br

Felipe Maia Galv=E3o Fran=E7a Systems Engineering and Computer Science Program Federal University of Rio de Janeiro, Brazil snipped-for-privacy@cos.ufrj.br

Luiza de Macedo Mourelle Dept. of Systems Engineering and Computation State University of Rio de Janeiro, Brazil snipped-for-privacy@eng.uerj.br

Reply to
Nadia
Loading thread data ...

Hmmm, I wonder if they consider an XBOX-360 as an embedded system? Last time I played Halo or Modern Combat, the=20 real-time 3D graphics seemed pretty good. I guess it also depends on the definition of "photo-quality". If it has to be done at 60FPS, I don't think it's going to be printed on paper, so it might be better to require full high-definition 1080P graphics.

Is that what they use in the latest NVIDIA cards?

It sounds like the author is years behind the curve for PC and game=20 console graphics. Way back in 2007, they were talking about 500,000,000=20 polygons per second on the XBOX-360.

Mark Borgerson

Reply to
Mark Borgerson

ElectronDepot website is not affiliated with any of the manufacturers or service providers discussed here. All logos and trade names are the property of their respective owners.