CALL FOR PAPERS 
THE VISUAL COMPUTER 
SPECIAL ISSUE on Computational Video 

Guest Editors: Y. Aloimonos and A. Varshney 
Center for Automation Research 
University of Maryland at College Park 

SCHEDULE: 
Submission of Manuscripts: October 30, 2001 
Review and decision notification: December 1, 2001 
Revised camera-ready copies: December 30, 2002 
Publication: early 2002 

The past few years have witnessed a number of fundamental developments 
in the processing of perceptual data. This, in conjunction with advances 
in technology, has led to a dramatic increase in a variety of 
applications ranging from video manipulation to virtual reality. More 
specifically, application of geometry, statistics, control theory and 
physics to visual input opens new avenues and creates new methodologies 
for a variety of important, novel areas. Examples include video editing, 
teleimmersion and virtual reality, three-dimensional video, synthetic 
worlds and the synergistic mixture of graphics with computer vision. 

In video editing one needs to alter the content of the video by deleting 
or inserting particular objects; this requires recovering and 
maintaining relationships between different coordinate systems. If the 
camera that captured the video segment of interest was moving, then only 
if the movement of the camera can be determined will we be able to place 
a new object in the video. This is a problem that has been heavily 
studied in computer vision. Similarly, if there are independently moving 
objects in the video that need to be manipulated, they must be detected 
and localized. This is the motion segmentation problem, another topic of 
great interest in computer vision. 

In virtual reality and synthetic world models one needs to synthesize 
views of a realistic scene; this can only happen through the synergy of 
graphics and vision by using models of the real world in artificial 
environments. Virtual Reality environments immerse their viewers into 
totally synthetic worlds disembodied from the viewers' senses. 
Augmented reality, on the other hand, extends a viewer's real-world 
sensing by projecting graphical models into the viewer's field of view. 
These models must be aligned with the viewer's image of the real world. 
This registration problem can be solved in a close-range indoor 
environment by using magnetic or infrared devices that track the 
viewer's head pose. Outdoors, however, the only universal methods of 
localizing the viewer, or in general of performing registration tasks, 
are based on visual and inertial sensors. Using a video-based 
head-mounted display has the advantage of using the same images for 
computing pose that will be superimposed on the virtual objects. A 
potential problem with this approach is the need for intrinsic camera 
calibration. But outdoor applications where the devices must be wearable 
cannot guarantee the preservation of an off-line a priori calibration. 
Thus one has to treat the registration and calibration problems 
simultaneously, a problem of great current interest in computer vision. 

Creating avatars amounts to applying control theory techniques to 
realistic models of animate objects. This requires both realistic models 
and knowledge of the control dynamics that will produce a particular 
action. These problems are currently dealt with in various ways, but it 
is generally accepted that robust solutions will be obtained by applying 
computer vision methodologies to develop shape and action descriptions. 

Creating 3D video that can be seen from any viewpoint amounts to 
relating multiple video streams. In order to visualize a video sequence 
from any viewpoint it would appear that one needs to collect it from all 
possible viewpoints. This is, however, impossible; a general solution 
requires the development of appropriate shape descriptions of the scene 
depicted in the video. This is a version of the well-known structure 
from motion problem in computer vision. 

All these applications require understanding the relationships between 
the analysis and synthesis of perceptual data. The field of computer 
vision is devoted to the analysis problem -- from visual data, recover 
models of the world. The field of graphics is devoted to the synthesis 
problem -- develop models that give rise to realistic visual data. The 
new emerging paradigm makes the distinction between these disciplines 
quite fuzzy, as models extracted by analysis can be used for synthesis. 
Indeed, analysis and synthesis are becoming inseparable. 

Although the applications described above, and many others, appear to 
arise in different communities and to have an engineering flavor, there 
exists a scientific theme that ties them together. The techniques that 
underlie the eventual solution of these problems constitute, basically, 
tools for visual imagination. These tools will allow us to simulate 
large numbers of processes; they are tools that will help us visualize 
and imagine. 

In this special issue of VISUAL COMPUTER entitled "Computational Video" 
we solicit submissions on any of the topics described above. It is our 
hope that the papers in the journal will help define the new emerging 
themes in the confluence of computer graphics and computer vision. 
Please send by October 30, 2001 three copies of a manuscript prepared 
according to the journal's guidelines (about 5000 words) to:
....?