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33rd SIGGRAPH 2006: Boston, Massachusetts, USA - Courses
- John W. Finnegan, Dave Shreiner:
International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2006, Boston, Massachusetts, USA, July 30 - August 3, 2006, Courses. ACM 2006, ISBN 978-1-59593-364-5
Discrete differential geometry: an applied introduction
- Eitan Grinspun, Adrian Secord:
Introduction to discrete differential geometry: the geometry of plane curves. 1-4 - Peter Schröder:
What can we measure? 5-9 - John M. Sullivan:
Curvature measures for discrete surfaces. 10-13 - Eitan Grinspun:
A discrete model of thin shells. 14-19 - Miklós Bergou, Max Wardetzky, David Harmon, Denis Zorin, Eitan Grinspun:
Discrete quadratic curvature energies. 20-29 - Konrad Polthier, Markus Schmies:
Straightest geodesics on polyhedral surfaces. 30-38 - Mathieu Desbrun, Eva Kanso, Yiying Tong:
Discrete differential forms for computational modeling. 39-54 - Sharif Elcott, Peter Schröder:
Building your own DEC at home. 55-59 - Sharif Elcott, Yiying Tong, Eva Kanso, Peter Schröder, Mathieu Desbrun:
Stable, circulation-preserving, simplicial fluids. 60-68 - Matthew Fisher, Boris Springborn, Alexander I. Bobenko, Peter Schröder:
An algorithm for the construction of intrinsic delaunay triangulations with applications to digital geometry processing. 69-74 - Ari Stern, Mathieu Desbrun:
Discrete geometric mechanics for variational time integrators. 75-80
Interactive shape editing
- Karan Singh:
Industrial motivation for interactive shape modeling: a case study in conceptual automotive design. 3-9 - Alexis Angelidis, Karan Singh:
Space deformations and their application to shape modeling. 10-29 - Denis Zorin:
Modeling with multiresolution subdivision surfaces. 30-50 - Marc Alexa:
Mesh editing based on discrete Laplace and Poisson models. 51-59 - Sarah F. Frisken, Ronald N. Perry:
Designing with distance fields. 60-66 - Marie-Paule Cani, Alexis Angelidis:
Towards virtual clay. 67-83 - Steven Schkolne:
Making digital shapes by hand. 84-93
GPU shading and rendering
- Marc Olano:
Course 3Video presentations for this course are available from the citation page. 1
State of the art in interactive ray tracing
- Peter Shirley:
Course 4. 1
High-dynamic-range imaging: theory and applications
- Paul E. Debevec, Erik Reinhard, Greg Ward, Karol Myszkowski, Helge Seetzen, Habib Zargarpour, Gary McTaggart, Drew Hess:
IntroductionSome Course 5 presentations are available on the introduction citation page. 1 - Greg Ward, Maryann Simmons:
Subband encoding of high dynamic range imagery. 2 - Greg Ward, Maryann Simmons:
JPEG-HDR: a backwards-compatible, high dynamic range extension to JPEG. 3 - Paul E. Debevec:
Image-based lighting. 4 - Jessi Stumpfel, Andrew Jones, Andreas Wenger, Chris Tchou, Tim Hawkins, Paul E. Debevec:
Direct HDR capture of the sun and sky. 5 - Paul E. Debevec:
A median cut algorithm for light probe sampling. 6 - Gary McTaggart, Chris Green, Jason L. Mitchell:
High dynamic range rendering in valve's source engine. 7
Illustrative visualization for medicine and science
- Bill Andrews:
Introduction to "Perceptual Principles in Medical Illustration"Some Course 6 presentations are available on the introduction citation page. 1 - Mario Costa Sousa:
Overview of NPR for computerized illustration. 2 - Bruce Gooch:
Perception and evaluation: optimizing computer imagery for communication. 3 - David S. Ebert, Nikolai A. Svakhine:
Volume illustration for medicine and flows. 4 - Ivan Viola, Mario Costa Sousa:
Focus of attention+context and smart visibility in visualization. 5 - Stefan Bruckner:
Interactive illustrative volume visualization techniques for exploration and communication. 6 - Don Stredney:
Illustrative visualization: implications to interactive medical simulation and training. 7
Beyond one perspective: using video camera arrays for graphics
- Marcus A. Magnor:
Introduction. 3-7 - Bennett Wilburn:
Infrastructure. 9-44 - Bennett Wilburn:
High-performance imaging with large camera arrays. 45-113 - Marcus A. Magnor:
Video-based modeling. 114-182 - Larry Zitnick:
High-quality video view interpolation. 183-237 - Larry Zitnick:
Outlook & discussion. 239-244
An interactive introduction to OpenGL programming
- Ed Angel:
Course 8Author video presentations are available from the citation page. 1
The art of open season: traditional 2D styling with today's bells and whistles
- Doug Ikeler:
Doug Ikeler. 1 - Max Bruce:
Max Bruce. 2 - Darren Lurie:
Darren Lurie. 3 - Sean Mullen:
Sean Mullen. 4
Procedural modeling of urban environments
- Peter Wonka:
Procedural modeling of architecture. 17-83 - Eric J. Hanson:
Urban modeling in visual effects. 84-136 - Neil Eskuri:
Urban modeling in the game industry. 137-138 - Pascal Müller:
Procedural modeling of cities. 139-184 - Benjamin Watson:
Modeling land use with urban simulation. 185-251
"The Chronicles of Narnia": the lion, the crowds, and rhythm & hues
- Brad Hiebert, Jubin Dave, Tae-Yong Kim, Ivan Neulander, Hans Rijpkema, Will Telford:
The Chronicles of Narnia: the lion, the crowds and rhythm and huesAuthor video presentations are available from the citation page. 1
Digital modeling of the appearances of materials
- Julie Dorsey, Holly E. Rushmeier, François X. Sillion:
Digital modeling of the appearance of materialsAuthor video presentations are available from the citation page. 1 - Julie Dorsey, Pat Hanrahan:
Modeling and rendering of metallic patinas. 2 - Julie Dorsey, Hans Køhling Pedersen, Pat Hanrahan:
Flow and changes in appearance. 3 - Julie Dorsey, Alan Edelman, Henrik Wann Jensen, Justin Legakis, Hans Køhling Pedersen:
Modeling and rendering of weathered stone. 4 - Lifeng Wang, Wenle Wang, Julie Dorsey, Xu Yang, Baining Guo, Heung-Yeung Shum:
Real-time rendering of plant leaves. 5 - Jianye Lu, Athinodoros S. Georghiades, Holly E. Rushmeier, Julie Dorsey, Chen Xu:
Synthesis of material drying history: phenomenon modeling, transferring and rendering. 6
Surface modeling and parameterization with manifolds
- Cindy Grimm, Denis Zorin:
Surface modeling and parameterization with manifolds: Siggraph 2006 course notesAuthor presenation videos are available from the citation page. 1-81
Fluid simulation
- Robert Bridson, Ronald Fedkiw, Matthias Müller-Fischer:
Fluid simulation: SIGGRAPH 2006 course notes Fedkiw and Muller-Fischer presenation videos are available from the citation page. 1-87
Computational photography
- Ramesh Raskar, Jack Tumblin:
Introduction. 1 - Jack Tumblin:
Concepts in computational photography. 2 - Ramesh Raskar, Rogério Schmidt Feris, Jingyi Yu, Matthew A. Turk:
Non-photorealistic camera: depth edge detection and stylized rendering using multi-flash imaging. 2 - Jack Tumblin:
Understanding fil-like photography. 3 - Ankit Mohan, Jack Tumblin, Bobby Bodenheimer, Cindy Grimm, Reynold J. Bailey:
Table-top computed lighting for practical digital photography. 3 - Ramesh Raskar:
Image processing tools. 4 - Shree K. Nayar, Srinivasa G. Narasimhan:
Assorted pixels: multi-sampled imaging with structural models. 4 - Jack Tumblin:
Image reconstruction techniques. 5 - Shree K. Nayar:
Computational camera: convergence of optics and software. 6 - Marc Levoy:
Computational imaging in the sciences. 7 - Ramesh Raskar:
Computational illumination. 8 - Ramesh Raskar:
Smart optics, modern sensors and future cameras. 9
OpenKODE: an open mobile media development environment
- Randi J. Rost, Lars Bishop, Chris Hall, Robert Simpson, Daniel Rice, Brian Murray, Mark Barnes, Timo Suoranta:
OpenKODE: an open mobile media development environment. 1 - Randi J. Rost:
Overview of the Khronos Group. 2 - Lars Bishop:
OpenGL ES 1.1, 2.0 and EGL. 3 - Robert Simpson:
OpenGL ES 2.0 programmable pipeline. 4 - Chris Hall:
OpenGL ES Safety Critical. 5 - Daniel Rice:
OpenVG. 6 - Brian Murray:
OpenMAX. 7 - Mark Barnes:
COLLADA. 8 - Timo Suoranta:
Developer perspectives. 9
Physically based reflectance for games
- Naty Hoffman:
Introduction. 1 - Naty Hoffman:
Reflectance. 2 - Dan Baker, Naty Hoffman:
Game development. 3 - Naty Hoffman, Dan Baker:
Reflectance rendering with point lights. 4 - Jan Kautz:
Reflectance rendering with environment map lighting. 5 - Naty Hoffman, Dan Baker, Jan Kautz:
Conclusions/summary. 6
An introduction to sketch-based interfaces
- Joseph J. LaViola Jr.:
Welcome and introduction. 1 - Joseph J. LaViola Jr.:
Sketching and gestures 101. 2 - Takeo Igarashi:
Sketch-based interfaces for interactive computer graphics. 3 - Randall Davis:
Sketch understanding: toward natural interaction toward natural interaction. 4 - Joseph J. LaViola Jr.:
Mathematical sketching. 5 - Jennifer Mankoff, Scott E. Hudson, Gregory D. Abowd:
Interaction techniques for ambiguity resolution in recognition-based interfaces. 6 - Jason I. Hong, James A. Landay:
SATIN: a toolkit for informal ink-based applications. 7 - Takeo Igarashi, Satoshi Matsuoka, Sachiko Kawachiya, Hidehiko Tanaka:
Interactive beautification: a technique for rapid geometric design. 8 - Robert C. Zeleznik, Kenneth P. Herndon, John F. Hughes:
SKETCH: an interface for sketching 3D scenes. 9 - Takeo Igarashi, John F. Hughes:
A suggestive interface for 3D drawing. 10 - Takeo Igarashi, Satoshi Matsuoka, Hidehiko Tanaka:
Teddy: a sketching interface for 3D freeform design. 11 - Shigeru Owada, Frank Nielsen, Kazuo Nakazawa, Takeo Igarashi:
A sketching interface for modeling the internal structures of 3D shapes. 12 - Takeo Igarashi, John F. Hughes:
Smooth meshes for sketch-based freeform modeling. 13 - Ryan M. Schmidt, Brian Wyvill, Mario Costa Sousa, Joaquim A. Jorge:
ShapeShop: sketch-based solid modeling with BlobTrees. 14 - James Davis, Maneesh Agrawala, Erika Chuang, Zoran Popovic, David Salesin:
A sketching interface for articulated figure animation. 15 - Matthew Thorne, David Burke, Michiel van de Panne:
Motion doodles: an interface for sketching character motion. 16 - Takeo Igarashi, Tomer Moscovich, John F. Hughes:
Spatial keyframing for performance-driven animation. 17 - Makoto Okabe, Shigeru Owada, Takeo Igarashi:
Interactive design of botanical trees using freehand sketches and example-based editing. 18 - Takashi Ijiri, Shigeru Owada, Makoto Okabe, Takeo Igarashi:
Floral diagrams and inflorescences: interactive flower modeling using botanical structural constraints. 19 - Emmanuel Turquin, Marie-Paule Cani, John F. Hughes:
Sketching garments for virtual characters. 20 - Takeo Igarashi, John F. Hughes:
Clothing manipulation. 21 - Tevfik Metin Sezgin, Thomas F. Stahovich, Randall Davis:
Sketch based interfaces: early processing for sketch understanding. 22 - Michael Oltmans, Randall Davis:
Naturally conveyed explanations of device behavior. 23 - Christine Alvarado, Randall Davis:
Resolving ambiguities to create a natural computer-based sketching environment. 24 - Tracy Hammond, Randall Davis:
Tahuti: a geometrical sketch recognition system for UML class diagrams. 25 - Jacob Eisenstein, Randall Davis:
Natural gesture in descriptive monologues. 26 - Tracy Hammond, Randall Davis:
LADDER: a language to describe drawing, display, and editing in sketch recognition. 27 - Olya Veselova, Randall Davis:
Perceptually based learning of shape descriptions for sketch recognition. 28 - Tevfik Metin Sezgin, Randall Davis:
Scale-space based feature point detection for digital ink. 29 - Jacob Eisenstein, Randall Davis:
Visual and linguistic information in gesture classification. 30 - Aaron Adler, Randall Davis:
Speech and sketching for multimodal design. 31 - Christine Alvarado, Randall Davis:
Dynamically constructed Bayes nets for multi-domain sketch understanding. 32 - Joseph J. LaViola Jr., Robert C. Zeleznik:
MathPad2: a system for the creation and exploration of mathematical sketches. 33
Spatial augmented reality
- Oliver Bimber, Ramesh Raskar:
Modern approaches to augmented reality. 1 - Oliver Bimber:
Modern approaches to augmented reality: introduction to current approaches. 2 - Ramesh Raskar:
Spatial augmentation. 3 - Oliver Bimber:
Multi-projector techniques for real-time visualizations in everyday environments. 4 - Oliver Bimber:
Prototypes and experiences. 5 - Ramesh Raskar, Remo Ziegler, Thomas Willwacher:
Cartoon dioramas in motion. 6 - Ramesh Raskar, Jeroen van Baar, Paul A. Beardsley, Thomas Willwacher, Srinivas Rao, Clifton Forlines:
iLamps: geometrically aware and self-configuring projectors. 7 - Oliver Bimber:
Combining optical holograms with interactive computer graphics. 8 - Oliver Bimber, Bernd Fröhlich, Dieter Schmalstieg, L. Miguel Encarnação:
The virtual showcase. 9 - Oliver Bimber, Franz Coriand, Alexander Kleppe, Erich Bruns, Stefanie Zollmann, Tobias Langlotz:
Superimposing pictorial artwork with projected imagery. 10 - Ramesh Raskar, Paul A. Beardsley, Jeroen van Baar, Yao Wang, Paul H. Dietz, Johnny C. Lee, Darren Leigh, Thomas Willwacher:
RFIG lamps: interacting with a self-describing world via photosensing wireless tags and projectors. 11
Taxonomy of digital creatures: defining character development techniques based upon scope of use
- Tim McLaughlin:
Taxonomy of digital creatures: defining character development techniques based upon scope of use. 1
Resumes and demo reels: if yours aren't working, neither are you
- Pamela Kleibrink Thompson:
Resumes and demo reels: if yours aren't working, neither are you. 1
The web as a procedural sketchbook
- Ken Perlin:
SIGGRAPH 2006 course notes for the web as a procedural sketchbook. 1
Exploiting perception in high-fidelity virtual environments
- Mashhuda Glencross, Alan Chalmers, Ming C. Lin, Miguel A. Otaduy, Diego Gutierrez:
Exploiting perception in high-fidelity virtual environmentsAdditional presentations from the 24th course are available on the citation page. 1
RenderMan for everyone
- Randy Cortes:
Introduction. 1 - Saty Raghavachary:
A brief introduction to RenderMan. 2 - Dan Maas:
What the RISpec never told you. 3 - Moritz Moeller:
Going mad with magic lights. 4 - Heather Pritchett, Tal Lancaster:
RenderMan in production at WDFA. 5 - Brent Burley:
Shadow map bias cone and improved soft shadows: Disney bonus section. 6 - Tal Lancaster, Brent Burley:
Computing dP/ds accurately in PRMan: Disney bonus section. 7 - Tal Lancaster:
Pixar's PhotoRealistic RenderMan version 13. 8 - Hal Bertram:
Production rendering acceleration techniques. 9
Advanced real-time rendering in 3D graphics and games
- Pedro V. Sander, Jason L. Mitchell:
Progressive buffers: view-dependent geometry and texture LOD rendering. 1-18 - John Isidoro, Pedro V. Sander:
Animated skybox rendering and lighting techniques. 19-22 - Natalya Tatarchuk:
Artist-directable real-time rain rendering in city environments. 23-64 - Christopher Oat:
Rendering gooey materials with multiple layers. 65-80 - Natalya Tatarchuk:
Practical parallax occlusion mapping with approximate soft shadows for detailed surface rendering. 81-112 - Carsten Wenzel:
Real-time atmospheric effects in games. 113-128 - Jason L. Mitchell, Gary McTaggart, Chris Green:
Shading in valve's source engine. 129-142 - Christopher Oat, Pedro V. Sander:
Ambient aperture lighting. 143-152 - Alex Evans:
Fast approximations for global illumination on dynamic scenes. 153-171
Recreational computer graphics
- Andrew S. Glassner:
Recreational computer graphics. 1
Geometric modeling based on triangle meshes
- Mario Botsch, Mark Pauly, Christian Rössl, Stephan Bischoff, Leif Kobbelt:
Geometric modeling based on triangle meshes. 1
Performance-driven facial animation
- Frédéric H. Pighin, John P. Lewis:
Introduction. 1 - Frédéric H. Pighin, John P. Lewis:
Facial motion retargeting. 2 - Chris Bregler:
Markerless face capture and automatic model construction. 3 - Li Zhang:
Markerless face capture and automatic model construction: part II: automatic model construction. 4 - Parag Havaldar:
Sony Pictures Imageworks. 5 - Jim Radford:
Virtual history: the secret plot to kill Hitler. 6 - Mark Sagar:
Facial performance capture and expressive translation for King Kong. 7 - George Borshukov, Jefferson Montgomery, Witek Werner:
Playable universal capture: compression and real-time sequencing of image-based facial animation. 8 - Frédéric H. Pighin:
Slide presentations: introduction and history. 9 - John P. Lewis, Frédéric H. Pighin:
Background mathematics. 10 - John P. Lewis, Frédéric H. Pighin:
Retargeting: algorithms for performance-driven animation. 11 - Chris Bregler:
Markerless face capture and automatic model construction: part 1. 12 - Li Zhang:
Markerless face capture and automatic model construction: part 2. 13 - George Borshukov, Jefferson Montgomery, Witek Werner, James Lau, Patrick Mooney, Barry Ruff, Dave Raposo:
Playable universal capture. 14 - Jefferson Montgomery:
Interactive UCap sequencing with Leanne Adachi. 15 - Lance Williams:
Performance-driven facial animation. 16 - Pushkar Joshi, Wen C. Tien, Mathieu Desbrun, Frédéric H. Pighin:
Learning controls for blend shape based realistic facial animation. 17 - Brian K. Guenter, Cindy Grimm, Daniel Wood, Henrique S. Malvar, Frédéric H. Pighin:
Making faces. 18 - Frédéric H. Pighin, Jamie Hecker, Dani Lischinski, Richard Szeliski, David Salesin:
Synthesizing realistic facial expressions from photographs. 19 - George Borshukov, Dan Piponi, Oystein Larsen, John P. Lewis, Christina Tempelaar-Lietz:
Universal capture: image-based facial animation for "The Matrix Reloaded". 20 - Byoungwon Choe, Hyeong-Seok Ko:
Analysis and synthesis of facial expressions with hand-generated muscle actuation basis. 21 - Jun-yong Noh, Ulrich Neumann:
Expression cloning. 22 - Hyewon Pyun, Yejin Kim, Wonseok Chae, Hyung Woo Kang, Sung Yong Shin:
An example-based approach for facial expression cloning. 23 - Daniel Vlasic, Matthew Brand, Hanspeter Pfister, Jovan Popovic:
Face transfer with multilinear models. 24 - Ian Buck, Adam Finkelstein, Charles E. Jacobs, Allison W. Klein, David Salesin, Joshua E. Seims, Richard Szeliski, Kentaro Toyama:
Performance-driven hand-drawn animation. 25
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