Volume 26, Number 1, February 2002
: Better acting in computer games: the use of procedural methods.
: Artists and engineers as cats and dogs: implications for interactive storytelling.
: Emergent authorship: the next interactive revolution.
, Yu-Tun Tsai
: A photogrammetry-based verification of assumptions applied in the interpretation of paper architecture.
: Teaching visual aspects in an introductory computer graphics course.
: Some remarks on a rational cubic spline for the visualization of monotonic data.
Volume 26, Number 2, April 2002
: Multiresolution extraction and rendering of transparent isosurfaces.
: Providing security for eLearning.
Terry W. Gintz
: Artist's statement CQUATS - a non-distributive quad algebra for 3D renderings of Mandelbrot and Julia sets.
Volume 26, Number 3, June 2002
: An elementary proof of correctness of the Chaos Game for IFS and its hierarchical and recurrent generalizations.
: A stochastic cellular automaton for three-coloring penrose tiles.
Volume 26, Number 4, August 2002
: Curricular modules: 3D and immersive visualization tools for learning.
Dennis J. Bouvier
: From pixels to scene graphs in introductory computer graphics courses.
: Another choice for orbit traps to generate artistic fractal images.
Volume 26, Number 5, October 2002
: On approximation accuracy of the Chaos Game's finite-time activity.
: Efficient computation of a measure of depth between convex objects for graphics applications.
Volume 26, Number 6, December 2002
: Guest editor's introduction: (Computer Graphics in Brazil).
: Shape understanding system: Understanding the thin object.
: Biomorphic art: an artist's statement.