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37th SIGGRAPH 2010: Los Angeles, California, USA - Talks
- James L. Mohler:
International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2010, Los Angeles, California, USA, July 26-30, 2010, Talks Proceedings. ACM 2010, ISBN 978-1-4503-0394-1
Rendering Intangibles
- Adam Martinez, Terrance Tornberg:
Lighting and rendering Alice in Wonderland. - Ivan Neulander:
Fast furry ray gathering. - Toshiya Hachisuka, Wojciech Jarosz, Henrik Wann Jensen:
An error estimation framework for photon density estimation.
Detailed Surfaces
- Gino Acevedo, Sergei Nevshupov, Jess Cowely, Kevin Norris:
An accurate method for acquiring high resolution skin displacement maps. - Mathias Eitz, Kristian Hildebrand, Tamy Boubekeur, Marc Alexa:
Sketch-based 3D shape retrieval. - Ryan M. Schmidt, Karan Singh:
meshmixer: an interface for rapid mesh composition. - Ergun Akleman, Jianer Chen, Yen-Lin Chen, Qing Xing:
Cyclic twill-woven objects.
Tissue & Medical Analysis
- Ian Stavness, John E. Lloyd, Sidney S. Fels, Yohan Payan:
Dynamic hard-soft tissue models for orofacial biomechanics. - Kwan-Liu Ma, Anna Tikhonova, Carlos D. Correa:
Distance visualization of ultrascale data with explorable images. - Jian Chen, Daniel K. Riskin, Tatjana Y. Hubel, David J. Willis, Arnold Song, Hanyu Liu, Kenneth Breuer, Sharon Swartz, David H. Laidlaw:
Exploration of bat wing morphology through a strip method and visualization.
Volumes and Precipitation
- Christoph Sprenger, Diego Trazzi, Allen Hemberger, Sebastian Marino:
Digital Water for Avatar. - Ian J. Coony, David J. Hutchins, Kevin Lee, Mike Harris, Tim Molinder, Kee Suong:
Prep and landing: Christmas in July: the effects snow process. - Sho Hasegawa, Jason Iversen, Hideki Okano, Jerry Tessendorf:
I love it when a cloud comes together. - Cyril Delalandre, Pascal Gautron, Jean-Eudes Marvie, Guillaume François:
Single scattering in heterogenous participating media.
Split Second Screen Space
- Neil Hutchinson, Balor Knight, Matthew Ritchie, George Parrish, Jeremy Moore:
Screen space classification for efficient deferred shading. - Dmitry Andreev:
Real-time frame rate up-conversion for video games: or how to get from 30 to 60 fps for "free". - Matt Ritchie, Greg Modern, Kenny Mitchell:
Split second motion blur. - Cyril Soler, Olivier Hoel, Frank Rochet:
A deferred shading pipeline for real-time indirect illumination.
Biomedical
- Lillian Y. Chang, Nancy S. Pollard:
Estimating subject-specific parameters for modeling hand joints. - Ariel Bernal, Ashok Thirumurthi, Hans Pabst, Tyler Nowicki, Michael McCool:
Multigrid optical flow for deformable medical volume registration. - Dinesh K. Pai, Kees van den Doel, Timothy Edmunds, Benjamin Gilles, David I. W. Levin, Shinjiro Sueda, Qi Wei, Sang Hoon Yeo:
Sensorimotor physiology: modeling, imaging, and neural control.
Simulation In Production
- Kelly Ward, Maryann Simmons, Andy Milne, Hidetaka Yosumi, Xinmin Zhao:
Simulating Rapunzel's hair in Disney's Tangled. - Akash Garg, Kyle Maxwell:
Seamless fracture in a production pipeline. - Mattias Lagergren, Fredrik Limsäter, Björn Rydahl:
High-detailed fluid simulations on the GPU.
Blowing $h!t Up
- Nafees Bin Zafar, David Stephens, Mårten Larsson, Ryo Sakaguchi, Michael Clive, Ramprasad Sampath, Ken Museth, Dennis Blakey, Brian Gazdik, Robby Thomas:
Destroying LA for "2012".
Visualization for Art & Design
- Greg James, Barry Silverman, Brian Silverman:
Visualizing a classic CPU in action: the 6502. - Jörn Loviscach:
The universe of fonts, charted by machine. - DongSheng Cai, S. Goto, T. Shinohara, Noriko Nagata, Jun Kurumisawa, Asako Fukumoto:
Synesthetic color scheme in Fantasia. - Olga Subirós, Todd Palmer:
Splash: real or virtual?
Pipelines and Asset Management
- Gregory Meeres-Young, Hannes Ricklefs, Robert Tovell:
Managing thousands of assets for the Prince of Persia city of Alamut. - Ian J. Coony, Brian Silva, Bruce Wright, Andrew Kinney:
Prep and landing set'm and forget'm: a motion graphics pipeline for effects. - Christian Eisenacher, Chuck Tappan, Brent Burley, Daniel Teece, Arthur Shek:
Example-based texture synthesis on Disney's Tangled.
APIs for Rendering
- Larry Gritz, Clifford Stein, Christopher D. Kulla, Alejandro Conty:
Open Shading Language. - Andrei Tatarinov:
Reyes using DirectX 11. - Dan Lecocq, Markus Hadwiger, Alyn Rockwood:
WebGLot: high-performance visualization in the browser.
Motion & Emotion
- Ryosuke Ichikari, Kaori Kikuchi, Wataru Toishita, Ryuhei Tenmoku, Fumihisa Shibata, Hideyuki Tamura:
On-site real-time 3D match move for MR-based previsualization with relighting. - Hai Ting Lin, Yu-Wing Tai, Michael S. Brown:
Motion regularization for matting motion blurred objects. - Nicolas Stoiber, Olivier Aubault, Renaud Séguier, Gaspard Breton:
The mimic game: real-time recognition and imitation of emotional facial expressions. - Nicoletta Adamo-Villani, Kyle Hayward, Jason Lestina, Ronnie B. Wilbur:
Effective animation of sign language with prosodic elements for annotation of digital educational content.
Fun In Flatland
- Pierre Bénard, Ares Lagae, Peter Vangorp, Sylvain Lefebvre, George Drettakis, Joëlle Thollot:
NPR Gabor noise for coherent stylization. - William Baxter, Nelson Siu-Hang Chu, Naga K. Govindaraju:
Project Gustav: immersive digital painting. - Ronald Richter, Mathias Eitz, Marc Alexa:
Interactively browsing large image collections.
Games & Real Time
- James Grieve, Clint Hanson, John (Liuguo) Zhang, Lucas Granito, Cody Snyder:
User generated terrain in ModNation Racers. - Hong Yuan, Derek Nowrouzezahrai, Peter-Pike J. Sloan:
Irradiance rigs. - Venceslas Biri, Adrien Herubel, Stephane Deverly:
Practical morphological antialiasing on the GPU. - Hiroyuki Kubo, Yoshinori Dobashi, Shigeo Morishima:
Curvature-dependent reflectance function for rendering translucent materials.
Interaction Omelette
- Andrew Jones, Graham Fyffe, Xueming Yu, Alex Ma, Jay Busch, Mark T. Bolas, Paul E. Debevec:
Head-mounted photometric stereo for performance capture. - Naoki Hashimoto, Akio Watanabe:
Dynamic luminance correction for colored surfaces. - Ian N. Robinson, Kar-Han Tan, Ramin Samadani, W. Bruce Culbertson, John G. Apostolopoulos:
A laser-based system for through-the-screen collaboration. - Benjamin Schroeder, Richard E. Parent, Marc Ainger:
A spatial workbench for physically-based sound.
Fur, Feathers and Trees
- Damien Fagnou, James Leaning:
Furtility: dynamic grooming for Wolfman. - James Leaning, Damien Fagnou:
Feathers for mystical creatures: creating pegasus for Clash of the Titans. - Arthur Shek, Dylan Lacewell, Andrew Selle, Daniel Teece, Tom Thompson:
Art-directing Disney's Tangled procedural trees.
Touchy-Feely
- Douglas Lanman, Matthew Hirsch, Yunhee Kim, Ramesh Raskar:
Content-adaptive parallax barriers for automultiscopic 3D display. - Jakob Leitner, Christian Rendl, Florian Perteneder, Adam Gokcezade, Thomas Seifried, Michael Haller, Robert C. Zeleznik, Andrew Bragdon:
NiCE formula editor. - Jean-Baptiste de la Rivière, Cédric Kervégant, Nicolas Dittlo, Mathieu Courtois, Emmanuel Orvain:
3D multitouch: when tactile tables meet immersive visualization technologies. - Yoshiki Takeoka, Takashi Miyaki, Jun Rekimoto:
Z-touch: a multi-touch system for detecting spatial gestures near the tabletop.
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