Computer Graphics World

FEBRUARY 09

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At least one reason we make hand gestures when we talk is to help people see what we mean. Visualization is a critical part of un- derstanding. On the computer, 3D visual- ization opens up the door to collaboration and decision-making. Not many people make decisions based on hand waving. e fi eld of visualization and, especially, immersive visualization is utterly booming, with changes happening in every area of the industry as designers and scientists push the technology for greater realism, while hardware architectures rise to the chal- lenge. Systems are being built on what can only be called a grand scale. For instance, several visualization centers have been built that take advantage of Sony's 4 projectors for super high resolutions and crazy real- ism—or, at least, it used to be crazy; now it's just expensive. What's changing right in front of our eyes is the range of tools available for this purpose. A lot of the high-end visualiza- tion systems we have now came from work done in the 1980s by Carolina Cruz-Neira, Tom DeFanti, and Dan San- din at the University of Illinois, Chicago, where the fi rst CAVE (Cave Automatic February 2009 26 ■ ■ ■ ■ Visualization

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