This issue contains 5 regular papers. Yuanfeng Zhu, Ajay Sundar Ramakrishnan, Bernd Hamann, and Michael Neff, from University of California in Davis, USA, present a new system for automatically generating three dimensional animations of piano performance, given an input midi music file. A graph theory-based motion planning method is used to decide which set of fingers should strike the piano keys for each chord. Anticipating the progression of the music, the positions of unused fingers are calculated to make possible efficient fingering of future notes. Initial key poses of the hands, including those for complex piano techniques such as crossovers and arpeggio, are determined based on the finger positions and piano theory. An optimization method is used to refine these poses, producing a natural and minimal energy pose sequence. The second paper by Mathieu Perriollat, from VI-Technology in Grenoble, France and Adrien Bartoli, from Université d'Auvergne in Clermont Ferrand, France, deals with developable surface reconstruction from real observations. Most of the existing developable surface parameterizations do not handle boundaries or are driven by overly large parameter sets. The main contribution of this paper is a generative model of bounded developable surfaces that solves these two issues. The model is governed by intuitive parameters whose number depends on the actual deformation and includes the `flat shape boundary'. The authors also propose a 3D reconstruction method well adapted to the use of key point matches over multiple images. The third paper by Fabien Tence from Virtualys in Brest, France, and Laurent Gaubert, Julien Soler, Pierre De Loor, and Cédric Buche, from Université de Bretagne Occidentale in Plouzané, France, propose a method for video games to create programs whose behaviors cannot be told apart from players when observed playing the game. To achieve this goal, the authors choose models using Markov chains to generate the behaviors by imitation. They propose a new model, called CHAMELEON, to enhance expressiveness and the associated imitation learning algorithm. They first organize the sensors and motors by semantic refinement and add a focus mechanism in order to improve the believability. Then, they integrate an algorithm to learn the topology of the environment which tries to best represent the use of the environment by the players. In the fourth paper, MingQi Yu and HongYan Quan, from China Normal University in Shanghai, China, put forward a hierarchical method of fluid surface modeling in natural landscapes. The proposed method produces a visually plausible surface geometry with the texture from a single video image recorded by a standard video device. In contrast with the conventional physically-based fluid simulation, the new method computes preliminary results using empirical method and adopts Stokes wave model to obtain the reconstruction result. The authors illustrate the working of system with a wide range of possible scene, and a qualitative evaluation of their method is provided to verify the quality of the surface geometry. The experiment shows that the method can meet the requirement of real-time performance and the reality of the fluid. The last paper by Oktar Ozgen, Marcelo Kallmann, Carlos Coimbra, from University of California at Merced, USA, and Selcuk Sumengen and Selim Balcisoy, from Sabanci University, Istanbul, Turkey, describes a new method based on the use of fractional differentiation in order to improve the efficiency of simulations based on Smoothed Particle Hydrodynamics (SPH). The proposed approach is based on the observation that the effects requiring a high concentration of particles are most often produced from colliding flows, and therefore by achieving a better modeling of this behavior with the use of fractional derivatives similar high-quality results can be achieved with a lower number of particles. As a result, the new method can be used to reduce the resolution without significant loss of quality, or to improve the quality of the simulation in the current chosen resolution.