| J. Foley, A. Van Dam, "Fundamentals of Interactive Computer Graphics", Addison-Wesley, 1984, 1st edition. |
....radiance values to their vertices and perform a Gouraud interpolation. 3 Preprocessing During the preprocessing phase we generate the visibility maps for each vertex of the mesh. 3. 1 Computation of visibility maps We compare three different ways to encode a visibility map: the hemicube [2], a single plane [3] and the hemisphere discretized into a rectangular grid. To obtain the visibility map in a vertex v the mesh is projected by a central projection with center v to one of these models (see figure 2) The hemicube, the hemisphere and the single plane are centered around v s ....
J. D. Foley, A. van Dam, S. K. Feiner, and J. F. Hughes. Fundamentals of Interactive Computer Graphics, Addison Wesley, second edition. 1990.
....o f # ## # ## Log opponent [8] ### # ## # Comprehensive [9] Two o f # ## # ## Table 1: Colour space conventions. For the normalised RGB and the comprehensive normalisation intensity variation is removed so one colour component is a linear combination of the other two. The HSV colour space [10] may be derived from the RGB space as # ############ # # #### # # # ### (1) where # # ########## ##########. The log opponent space [8] # # ####### # # # ###### ####### # # # ###### ###### # ###### (2) is an attempt to model the human vision system s opponent colour ....
James D. Foley, Andries van Dam, Steven K. Feiner, and John F. Hughes. Fundamentals of interactive computer graphics. Addison-Wesley, 2 edition, 1994.
....segmented manually. Figure 2 shows some example clothed training images. Our first objective was to choose a colour space in which the skin region was as compact as possible. Each pixel, r, g, b in the training set is transformed to one of the colour spaces shown in Table 1. The HSV colour space [10] may be derived from the RGB space as v =max(r, g, b) s=d v, h = 8 : g b r = v 2 r b g = v 4 g r b = v (1) Figure 2: Example clothed images from the training set Colour space Components RGB r, g, b HSV h, s, v Normalised RGB Two o f r, g, Log opponent [8] I,R g ,B y ....
James D. Foley, Andries van Dam, Steven K. Feiner, and John F. Hughes. Fundamentals of interactive computer graphics. Addison-Wesley, 2 edition, 1994.
....paint the farther side first, then the root polygon (which is contained by the separating plane) and lastly the viewpoint side a back to front painting of the polygons. 3 K D Trees in Ray Tracing To use such a binary structure for ray tracing the following must be kept in mind: 5e would like to be able to ray trace any kind of object. Therefore, using the planes of polygons as separating planes is restrictive; at the same time the plane must be easy to intersect against so as not to be a bottleneck during traversal. Splitting objects across planes is inappropriate for ....
....bounding volumes is essential; again, these volumes must be simple enough so as to serve as a quick intersection check. We propose using planes orthogonal to the X, Y and Z axes as separating planes. It is easy to intersect a ray against any of these planes. The construction of the tree is also 5 y=c2 I Z=4 x=c3 c8 ,z=c6 11 II j y=c7 x=cl x=c5 Figure 1: A Sample k d Tree faster since only comparisons are involved. A sample k d tree is shown in Fig. 1. The dotted lines indicate planes of constant Z (parallel to the plane of the page) Only the separating planes are indicated. ....
[Article contains additional citation context not shown here]
James D. Foley and Van Dam A. Fundamentals of Interactive Computer Graphics. Addison Vresley, Reading, Massachusetts, 1982.
....expression is given by: 12 ; 33 3 ; 1 2 , 1 2 00 0 , Mj nj M ss s M huuu uuu r (14) 12 , M ss s j r are coefficients depending on control points of the j th basis function. Synthetic formulation for 1D and 2D domain can be done by mean of matrix representation [10]: 1 1 [1] nj j hu= TMQ ( 12 2 1 [2] n nj j huu= TMTMQ (15) where : 32 1 kkkk uuu = T with 0 1, 1 k ukkM and jM Q is a M dim structure that collect the local control points of the j th basis function: 1 1 ( 1] 1) j n j n n j n Q Q = Q ; 12 12 12 ....
Foley J.A. and Van Dam A., "Fundamentals of Interactive Computer Graphics", Addison-Wesley, ISBN 0201 -14468-9, 1982.
....are of compatible color categories. 1. Mapping pixels to categories: This is done by a simple indexing of the colorlook up table by the color of the pixel specified in terms of its hue, saturation, and brightness components. These components can be derived from the specific color as described in [9]. This step takes time = O(N) where N is the size of the image. 2. Grouping pixels of same category. The image is divided into small non overlapping bins of fixed size ( say, 8x8) and the color categories found in the bins are recorded. The size of the bin can be chosen based on expectations ....
J.D. Foley and A. Van Dam, Fundamentals of Interactive Computer Graphics, Reading: Addison Wesley, 1984.
....are of compatible color categories. 1. Mapping pixels to categories: This is done by a simple indexing of the colorlook up table by the color of the pixel specified in terms of its hue, saturation, and brightness components. These components can be derived from the specific color as described in [9]. This step takes time = O(N) where N is the size of the image. 2. Grouping pixels of same category: The image is divided into small non overlapping bins of fixed size ( say, 8x8) and the color categories found in the bins are recorded. The size of the bin can be chosen based on expectations ....
J.D. Foley and A. Van Dam, Fundamentals of Interactive Computer Graphics, Reading: Addison Wesley, 1984.
....mean convex polyhedron. 3.4.1 A Modified Cyrus Beck Algorithm Given two convex polyhedra P and Q, the idea is to clip P by Q and vice versa. As in Section 3.2, it is not sufficient to clip only P by Q, see Figure 3.3. Since both of them are convex, the Cyrus Beck algorithm can be used [FvDFH90] which will be modified to take advantage of the special situation. The Cyrus Beck algorithm works as follows: The polyhedron is represented by the intersection of half spaces, which are defined by the polygons of the object. An edge is represented by its parametric form. H : x Gamma p)n 0 ....
J. D. Foley, A. van Dam, and Steven K. Feiner, and John F. Hughes. Fundamentals of Interactive Computer Graphics. Addison-Wesley Publishing Company, second edition, 1990.
....one attribute (the region pixel count) was deleted since it is constant (value 9) for the data set. This data set originally came from the UCI collection [143] The algorithm for the 3 d non linear transformations of value mean, saturation mean and hue mean can be found in Foley and van Dam A. [55]. a examples. There is a common test set of . examples in each case. The test set selection method is common. x box u horizontal position of box y box u vertical position of box width u width of box high u height of box onpix u total on pixels x bar u ....
Foley, J. and van Dam A. [1982], Fundamentals of interactive computer graphics, Addison-Wesley, London. BIBLIOGRAPHY 183
....real and imaginary, mapping complex numbers onto this space. The angle of the pixel vector in that space can be manipulated by embedding sequences as before [11] Alternatively, if a colour image is mapped to a colour space where one of the components represents some sort of angle (e.g. HSV or HLS [4], where the Hue component is often represented as a position in a rainbow colour wheel) then that angle can be directly modified in proportion to the phase angles of the sequence. Again, since the encoding is entirely in the phase of the signal, amplitude modulation of the watermark component ....
J. D. Foley and A van Dam, Fundamentals of Interactive Computer Graphics, Addison-Wesley, 1982.
....synthetic movies has received a large amount of attention from the field of computer graphics. 16 2.1 Computer Graphics Intraframe synthetic movies have been given much attention by the field of Interactive Computer Graphics. Foley and Van Dam, in their classic treatise upon the subject[Foley83] define interactive computer graphics to be when the user dynamically controls the picture s content, format, size, or color. by means of an interaction device . Computer graphic animations are very similar to synthetic movies. The difference between them is the amount of time required to ....
J.D. Foley, A. Van Dam,Fundamentals of Interactive Computer Graphics, Addison Wesley, Reading, Massachusetts, 1984, p. 3.
....and how these influence our physical abilities of communication with the environment. 5.1.2. Guidelines Conventional guidelines are necessary to create a common platform, within as well as between ap HELIOS Supplement to Comput. Methods Programs Biomed. 7 plications. Se for instance [11] [12], 13] 15] 16] 17] for examples. General guidelines, however, often prove to be too general to serve as a solution to a specific design problem. They can provide very detailed rules on low design level, which of course is good and necessary, but they don t provide enough of the information ....
Foley JD., Van Dam A., Feiner S., Hughes J., Fundamentals of Interactive Computer Graphics, Chapter 9: Dialogue Design, 1990, Addison-Wesley, Reading MA.
....left and up (Figure 6a) These vectors have unit length, are perpendicular to each other, and satisfy the equation H Theta L = U. Rotations of the turtle are expressed by the equation: h H 0 L 0 U 0 i = h H L U i R; 7) where R is a 3 Theta 3 rotation matrix [39]. Changes in the turtle s state are caused by interpretation of specific symbols, each of which may be followed by parameters. If one or more parameters are present, the value of the first parameter affects the turtle s state. If the symbol is not followed by any parameter, default values ....
J. D. Foley and A. Van Dam. Fundamentals of interactive computer graphics. Addison-Wesley, Reading, 1982.
.... Covariance #X = # S k for point k isa33 symmetric matrix and can be decomposed as #X = RX diag # 1 ,# 2 ,# 3 R T X , 29) where # 1 ,# 2 , and # 3 denote the scale factors along three dominant directions, and rotation RX is a composition of the rotation around X, Y, and Z axes [33], RX = R # R # R# , 30) where R # = # # 10 0 0 cos # sin # 0 sin # cos # # # , R # = # # cos # 0 sin # 010 sin # 0 cos # # # , and R # = # # cos # sin # 0 sin # cos # 0 001 # # . The three angles #, #, and # can be solved from the nine over determined equations in (30) ....
J. D. Foley and A. van Dam, Fundamentals of Interactive Computer Graphics, Addison-Wesley, Reading, MA, 1984.
....type are handled by the method. Keywords: geometric modeling, sketching, wireframe, surface reconstruction 1 INTRODUCTION Many powerful modeling systems exist which provide the user with tools for modeling complex objects. One can distinguish two main classes of traditional systems. CSG based [Foley90] systems define an object from a boolean combination of primitives such as cubes, spheres. Surface based systems [Wavef] provide the user with tools like extrusion, loft, sweep and surface of revolution, for defining complex surfaces. In addition, deformation tools such as FFD [Seder86, Coqui90] ....
James D. Foley, Andries van Dam, Steven K. Feiner, and John F. Hughes. Fundamentals of Interactive Computer Graphics. The Systems Programming Series. Addison-Wesley, Reading, MA, USA, second edition, 1990.
....and the use of shadows to suggest the shape and relative positions of objects. The perspective projection alone provides depth information as the extent of objects in the x and y directions is scaled with z (depth) These and other well known cues are described in most standard graphics texts [15][16] 25] 26] 4 Previous Work This section surveys related research that is directly related to the work reported here. A more general discussion of human factors issues for virtual reality can be found in the survey article by Ellis [10] and the collection of papers in [11] 5 4.1 Fish Tank ....
Foley, J.D. and A. Van Dam. Fundamentals of Interactive Computer Graphics, Addison-Wesley Publishing Company (1982).
.... The projective mapping, also known as the perspective or homogeneous transformation, is a projection from one plane through a point onto another plane [Maxwell46] Homogeneous transformations are used extensively for 3 D affine modeling transformations and for perspective camera transformations [Foley van Dam82] The 2 D projective mappings studied here are a subset of these familiar 3 D homogeneous transformations. 15 869, 13 Sept 99 2 The general form of a projective mapping is a rational linear mapping: x = au bv c gu hv i ; y = du ev f gu hv i (1) Manipulation of projective ....
James D. Foley, Andries van Dam, Fundamentals of Interactive Computer Graphics, Addison-Wesley, Reading, MA, 1982.
.... The projective mapping, also known as the perspective or homogeneous transformation, is a projection from one plane through a point onto another plane [Maxwell46] Homogeneous transformations are used extensively for 3 D affine modeling transformations and for perspective camera transformations [Foley van Dam82] The 2 D projective mappings studied here are a subset of these familiar 3 D homogeneous transformations. 15 869, 13 Sept 99 2 The general form of a projective mapping is a rational linear mapping: x = au bv c gu hv i ; y = du ev f gu hv i (1) Manipulation of projective ....
James D. Foley, Andries van Dam, Fundamentals of Interactive Computer Graphics, Addison-Wesley, Reading, MA, 1982.
....= #d (N L) 4.1) and the specular radiance is R s = # s 4# 2 e tan 2 # # 2 # N L N ( I) 4.2) where . N is the normal to the surface at # p, 76 . L is the vector to the light source at # p, I is the incident ray direction, H is the half vector (H = L I #L I# ) FvD82] H represents the normal direction that would reflect the light along the incident ray) # is the angle between N and H, #d ,# s are the diffuse and specular coefficients of the surface respectively, and . # is a measure of surface roughness. For an infinite light source, the light ....
J.D. Foley and A. van Dam. Fundamentals of Interactive Computer Graphics. Addison-Wesley, 1982.
....A complete circular scan can be identified from the first timing mark to the next first timing mark. This data is then converted into an x y rectangular image if it is the scan that is to be displayed. Bresenham s circle drawing routine is used to convert the scanned circular data into the image [20]. Since the biological aspects of the project have not been completed, it was determined that for proof of principle the raw data be converted into a binary image instead of a gray scale image. Based upon testing and analog noise level analysis, threshold values have been determined to indicate ....
Foley, J. D., & Van Dam A. (1982). Fundamentals of Interactive Computer Graphics. Massachusetts: Addison-Wesley Publishing Company.
.... this approach and provide a flat object oriented structure: MacApp [7] ET [8] or InterViews [9] The main drawback that emerges from this structure is that it gives few guidelines for the design of a UI [10] Other systems, e.g. GWUIMS [11] or IMAGES, rely on classical UI models like Foley [12], Seeheim [13] or the reference model [14] and apply object orientation specifically to identify UI components and their relationships. However, the strictly layered structure of the underlying UI models imposes communication overheads that disqualifies them to support fast interactions [15] ....
J. Foley and A. Van Dam, Fundamentals of Interactive Computer Graphics, pp. 220-222, Addison-Wesley, 1982.
.... odd parity rule and shows that the odd parity rule may be correctly extended to point location relative to any arbitrary closed surface in 3D space. Keywords: Point location, computer graphics, odd parity rule, Gauss Law, electromagnetic field theory. 1. Introduction In computer graphics [1][2] 3] 13] to determine whether a point lies within or outside a polygon, a ray is drawn starting at the point and extending to infinity in any direction but not intersecting any vertex. If the ray intersects the outline of the polygon an odd number of times, the test point is considered to be ....
....the outline of the polygon an odd number of times, the test point is considered to be within the polygon. Otherwise, the point is outside the polygon. The technique is referred to as the odd parity rule. The basic scheme is due to Sutherland and Hodgman [4] A key element function INSIDE [1], determines whether a point, P, is to the left or right of a boundary, represented by the directed line segment from P 1 to P 2 . First, the cross product of P 1 P 2 and P 1 P is computed. Second, where the cross product is along the positive z axis, the point P is to the left and thus ....
J.D. Foley and A. van Dam, Fundamentals of Interactive Computer Graphics, Addison-Wesley Publishing Company, Mass, 1984.
....This stage is a function of the technology used. It could be the simple ray geometry of classic optics using a pinhole camera. It could include such technology as magnetic resonance or x ray imaging in medical applications. Orthographic projection is a popular method for modeling this process [23]. For this dissertation, no particular imaging system is considered. However, the emphasis is on photographic or television types of imaging. 1.2.3. Pixel Coordinates Space After the light is projected onto a plane by the imaging system, transformations in the source space may be analyzed in ....
J. D. Foley and A. Van Dam, Fundamentals of Interactive Computer Graphics, Reading, MA: Addison-Wesley Publishing, 1984.
....to the left and up (Figure 7) These vectors have unit length, are perpendicular to each other, and satisfy the equation H # L = U. Rotations of the turtle are expressed by the equation: h H 0 L 0 U 0 i = h H L U i R; where R is a 3 # 3 rotation matrix [14]. Specifically, rotations by angle # about vectors U , L and H are represented by the matrices: RU ###= 2 6 4 cos # sin # 0 , sin # cos # 0 0 0 1 3 7 5 ; R L ###= 2 6 4 cos # 0 , sin # 0 1 0 sin # 0 cos # 3 7 5 ; RH ###= 2 6 4 1 0 0 0 cos # , sin # 0 sin # cos # ....
J. D. Foley and A. Van Dam. Fundamentals of interactive computer graphics. AddisonWesley, Reading, Massachusetts, 1982. 34
....the image is mapped (images may be mapped at any x, y and depth coordinate) It is possible to preload an image, precalculating the final (3D merged) result and storing it for fast rendering at time critical parts of the show. Another group of requests allow to draw interactive 3D graphics [4] in the window, correctly merging with depths of images. Although the ideal protocol would have been to submit display lists, technical limitations imposed to use submission of procedures to execute (which are expected to draw those display lists) Yet another request allows to show text, in any ....
J. D. Foley and A. van Dam. Fundamentals of Interactive Computer Graphics. Addison-Wesley Systems Programming Series. Addison-Wesley, Reading, Massachusetts, 1982.
....or the application is build with a low level toolkit and it is more efficient and usable but much more expensive to develop and maintain. We believe that this situation comes from the fact that highlevel toolkits rely on an output oriented visualization model, described in textbooks such as [13], to manage interaction. Instead, we propose to use several superimposed graphical layers to separate the entities involved in visualization from those involved in interaction management and feedback. This Multi Layer Model was first introduced in [10] In this article, we focus on the ....
James D. Foley, Andries van Dam, Steven K. Feiner, and John F. Hughes. Fundamentals of Interactive Computer Graphics. The Systems Programming Series. Addison-Wesley, Reading, MA, USA, second edition, 1990.
....energy distribution of a light source. This visual effect of the spectrum distribution has three components: the dominant wavelength corresponds to the subjective notion of hue (that is the colour we see ) purity corresponds to saturation of the colour; and the luminance is the amount of light (Foley Van Dam 1984). The colours in the digital image are, however, represented by the Red Green Blue (RGB) model and there are various ways of segmenting the colours, such as directly thresholding the raw RGB values, or using the chromacity values which depend only on hue and saturation but can be made independent ....
....interest for the purpose of segmentation. The HSV model, and its relation to the RGB values are shown in Figure 11. White H V S Green Yellow Cyan Red Blue Magenta Black 1.0 0. 0 White Green Yellow Cyan Red Blue Magenta (a) b) Figure 11: The HSV and RGB colour models (Adapted from Foley and Van Dam, 1984): a) single hexcone HSV colour model (note that the V and S axis are orthogonal, and H indicates the rotation about the V axis) b) RGB colour cube viewed along the principal diagonal (for both (a) and (b) the solid lines indicate the visible edges, and the dashed lines represent ....
[Article contains additional citation context not shown here]
Foley, J. D. and Van Dam, A. (1984). Fundamentals of Interactive Computer Graphics, Addison-Wesley Publishing Company, pp. 593-622.
....and the boundary tracing process begins from this point. The tracing process follows the border of the component until it arrives back at the seed pixel. The second stage extracts the component from the image by performing a flood fill operation to isolate and remove the component from the image [FV82] After the second stage is completed and the component is extracted from the image, the extraction process returns to the first stage and repeats until all components have been extracted [WMB94, pp. 263 268] Use of nested component extraction began with Johnsen et al. JSC83] and was ....
James D. Foley and Andries Van Dam. Fundamentals of Interactive Computer Graphics. Addison-Wesley, Reading, Mass., USA, 1982.
....we instead compute the squared distance in RGBff space between each voxel s color and the mean color of the set of voxels in question. We compute distances in RGB space for higher performance; in the future, we may try computing distances in a more a perceptually uniform color space such as L u v [15]. The squared distance in RGB space is weighted by the opacity of the voxel because low opacity voxels have a smaller contribution to the final image than high opacity voxels. The squared distance function d takes two color vectors c1 = r1#g 1 #b 1#ff 1 ) and c2 = r2#g 2#b 2 #ff 2 ) and is: ....
....multiple runs to search for the correct error tolerances. We measured image quality by computing the average distance between images with zero error tolerance and the ones with some error allowed. The distance was defined as the distance in L u v color space, a perceptually uniform color space [15, 16]. The RGB to L u v conversions assumed a D65 white point. 6.2 Results Overall, the TSP tree algorithm using the color based error metrics had higher rendering performance than the non TSP tree SGI Volumizer implementation, and also higher performance than the TSP tree algorithm using scalar ....
J. D. Foley, A. van Dam, S. K. Feiner, and J. F. Hughes. Fundamentals of Interactive Computer Graphics, page 584. Addison-Wesley Publishing Company, second edition, 1990.
....If the vertical distance to the line from this new position is less than 1 2 pixel, the algorithm stays on the same scanline; otherwise, it steps up one pixel as well. In the literature, Bresenham code for lines is almost always non optimal for a software implementation. For example, References [4], 6] 8] all show algorithms akin to the following: 14 Smart Code, Stupid Memory: A Fast X Server for a Dumb Color Frame Buffer pdst = fg; if (e 0) pdst = scanlineWidth; e = e2; else e = e1; pdst ; The variable e represents the distance of the pixel from the line. The ....
J.D. Foley, A. Van Dam. Fundamentals of Interactive Computer Graphics. Addison-Wesley , Reading, Massachusetts, 1982.
....span in screen space representing each wall is computed using the traditional perspective divide transformation. Rasterization proceeds in reverse depth order (from back to front) so that nearer walls are drawn over and occlude farther walls. This approach is called the Painter s Algorithm [10] and is sub optimal. Two better ways would be to render front to back, keeping track of spans that have been written and masking those sections out, or to use a pre computed data structure such as BSP trees [11] Because all walls are orthogonal to the ground plane, and the viewer has zero pitch, ....
Foley, J., and Van Dam, A., Fundamentals of Interactive Computer Graphics, Addison-Wesley.
No context found.
J. Foley, A. Van Dam, "Fundamentals of Interactive Computer Graphics", Addison-Wesley, 1984, 1st edition.
No context found.
J. D. Foley and A. Van Dam, Fundamentals of Interactive Computer Graphics, Addison-Wesley Publishing Company, Reading, MA, pp. 523-537 (1982).
No context found.
D. Foley, A. Van Dam, Fundamentals of Interactive Computer Graphics, Addison-Wesley, March 1983.
No context found.
James D. Foley, Andries van Dam, Fundamentals of Interactive Computer Graphics,
No context found.
J. D. Foley, A. van Dam, S. K. Feiner, and J. F. Hughes. Fundamentals of Interactive Computer Graphics, page 584. Addison-Wesley Publishing Company, second edition, 1990.
No context found.
J.A. Foley and A. Van Dam. Fundamentals of Interactive Computer Graphics. Addison-Wesley, 1982.
No context found.
J.A. Foley and A. Van Dam. Fundamentals of Interactive Computer Graphics. Addison-Wesley, 1982.
No context found.
Foley, J. D., and Van Dam, A. Fundamentals of Interactive Computer Graphics, second ed. Addison-Wesley Publishing Company, Reading, Massachusetts, 1990.
No context found.
J.D. Foley, A. van Dam , Fundamentals of Interactive Computer Graphics (Reading, Mass, Addison Wesley, 1982)
No context found.
Foley, J., Van Dam, A, Fundamentals of Interactive Computer Graphics, Reading, MA: AddisonWesley, 1982.
No context found.
J. D. Foley and A. Van Dam, "Fundamentals of Interactive Computer Graphics", Addison-Wesley, 1982. A Format for a Graphical Communication Protocol
No context found.
J. D. Foley and A. van Dam. Fundamentals of Interactive Computer Graphics. Addison-Wesley, 1982.
No context found.
James D. Foley, Andries van Dam, Fundamentals of Interactive Computer Graphics, Addison-Wesley, Reading, MA, 1982.
No context found.
James D. Foley, Andries van Dam, Steven K. Feiner, and John F. Hughes. Fundamentals of Interactive Computer Graphics. The Systems Programming Series. Addison-Wesley, Reading, MA, USA, second edition, 1990.
No context found.
J.D. Foley and A. van Dam, Fundamentals of Interactive Computer Graphics, Addison-Wesley Systems Programming Series, Addison-Wesley, Reading, MA, 1982.
No context found.
Foley, J. D., van Dam, A., Fundamentals of Interactive Computer Graphics, Reading, MA: Addison-Wesley, 1982.
No context found.
J.D. Foley, A. Van Dam. Fundamentals of Interactive Computer Graphics. Addison Wesley. 1984.
No context found.
Foley, J.D. and Van Dam, A. (1984), Fundamentals of Interactive Computer Graphics, Addison Wesley.
No context found.
James D. Foley and Andries van Dam. Fundamentals of Interactive Computer Graphics. Addison-Wesley, Reading, MA, 1982.
First 50 documents Next 50
Online articles have much greater impact More about CiteSeer.IST Add search form to your site Submit documents Feedback
CiteSeer.IST - Copyright Penn State and NEC