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SIGGRAPH Asia 2010 Sketches: Seoul, Republic of Korea
- Marie-Paule Cani, Alla Sheffer:
ACM SIGGRAPH ASIA 2010 Sketches, Seoul, Republic of Korea, December 15-18, 2010. ACM 2010, ISBN 978-1-4503-0523-5 - Lingfeng Yang:
Modeling player performance in rhythm games. 1:1-1:2 - Shin'ichi Kawamoto, Tatsuo Yotsukura, Satoshi Nakamura, Junya Yamamoto, Tsunenori Shirahama, Hakuei Yamamoto:
Integrating lip-synch into game production workflow: "Sengoku BASARA 3" (Copyright restrictions prevent ACM from providing the full text for this article). 2:1 - Kenneth Chan, Koji Mikami, Kunio Kondo:
Measuring interest in linear single player FPS games. 3:1-3:2 - Hwan-Soo Yoo, Seong-Whan Kim, Ok-Hue Cho:
EDGE: an easy design tool of game event for rapid game development. 4:1-4:2 - Matthias Nieser, Jonathan Palacios, Konrad Polthier, Eugene Zhang:
Hexagonal global parameterization of arbitrary surfaces. 5:1-5:2 - Natapon Pantuwong, Masanori Sugimoto:
Skeleton-growing: a vector-field-based 3D curve-skeleton extraction algorithm. 6:1-6:2 - Kangying Cai, Weiwei Li, Weiliang Meng, Wencheng Wang, Zhibo Chen, Xin Zheng:
Robust discovery of partial rigid symmetries on 3D models. 7:1-7:2 - René Weller, Gabriel Zachmann:
ProtoSphere: a GPU-assisted prototype guided sphere packing algorithm for arbitrary objects. 8:1-8:2 - Jo Skjermo, Torbjørn Hallgren:
Virtual heritage production as a tool in education. 9:1-9:2 - Junming Jimmy Peng, Wolfgang Müller-Wittig:
Understanding Ohm's law: enlightenment through augmented reality. 10:1-10:2 - Sriranjan Rasakatla:
Solar system and gravity using visual metaphors and simulations. 11:1-11:2 - Martin Breidt, Heinrich H. Bülthoff, Cristóbal Curio:
Face models from noisy 3D cameras. 12:1-12:2 - Arthur Niswar, Ee Ping Ong, Zhiyong Huang:
Pose-invariant 3D face reconstruction from a single image. 13:1-13:2 - Katsuhisa Kanazawa, Kazushi Urabe, Tomoaki Moriya, Tokiichiro Takahashi:
An image query-based approach for urban modeling. 14:1-14:2 - Vinh Ninh Dao, Masanori Sugimoto:
A correspondence matching technique of dense checkerboard pattern for one-shot geometry acquisition. 15:1-15:2 - Shinji Ogaki, Yusuke Tokuyoshi, Sebastian Schoellhammer:
An empirical fur shader. 16:1-16:2 - Ramón Montoya-Vozmediano:
Point-based hair global illumination. 17:1 - Yutaka Goda, Tsuyoshi Nakamura, Masayoshi Kanoh:
Texture transfer based on continuous structure of texture patches for design of artistic Shodo fonts. 18:1-18:2 - Shinji Ogaki:
Direct ray tracing of Phong Tessellation. 19:1-19:2 - Graham Fyffe:
Single-shot photometric stereo by spectral multiplexing. 20:1-20:2 - Kaori Kikuchi, Bruce Lamond, Abhijeet Ghosh, Pieter Peers, Paul E. Debevec:
Free-form polarized spherical illumination reflectometry. 21:1-21:2 - Abhishek Dutta, William A. P. Smith:
Minimal image sets for robust spherical gradient photometric stereo. 22:1-22:2 - Shiming Zou, Hongxin Zhang, Xavier Granier:
Shading-interval constraints for normal map editing. 23:1-23:2 - Di Cao, Rick Parent:
Electrostatic dynamics interaction for cloth. 24:1-24:2 - Ryoichi Ando, Reiji Tsuruno:
High-frequency aware PIC/FLIP in liquid animation. 25:1-25:2 - Tomoaki Moriya, Tokiichiro Takahashi:
A real time computer model for wind-driven fallen snow. 26:1-26:2 - Witawat Rungjiratananon, Yoshihiro Kanamori, Tomoyuki Nishita:
Elastic rod simulation by chain shape matching with twisting effect. 27:1-27:2 - William Wai-Lam Ng, Clifford S. T. Choy, Daniel Pak-Kong Lun, Lap-Pui Chau:
Synchronized partial-body motion graphs. 28:1-28:2 - J. P. Lewis, Nebojsa Dragosavac:
Stable and efficient differential inverse kinematics. 29:1-29:2 - Martin Prazák, Rachel McDonnell, Carol O'Sullivan:
Perceptual evaluation of human animation timewarping. 30:1-30:2 - Takeshi Miura, Kazutaka Mitobe, Takaaki Kaiga, Takashi Yukawa, Katsubumi Tajima, Hideo Tamamoto:
Derivation of dance similarity from balance characteristics. 31:1-31:2 - Wee Teck Fong, Cher Jingting, Farzam Farbiz, Zhiyong Huang:
Sub-100 grams ungrounded haptics device for 14-g impact simulation. 32:1-32:2 - Alexis Andre:
OtoMushi: touching sound. 33:1-33:2 - Amit Bleiweiss, Dagan Eshar, Gershom Kutliroff, Alon Lerner, Yinon Oshrat, Yaron Yanai:
Enhanced interactive gaming by blending full-body tracking and gesture animation. 34:1-34:2 - Kazuki Kumagai, Tokiichiro Takahashi:
PETICA: an interactive painting tool with 3D geometrical brushes. 35:1-35:2 - Denis Kravtsov, Oleg Fryazinov, Valery Adzhiev, Alexander A. Pasko, Peter Comninos:
Real-time controlled metamorphosis of animated meshes using polygonal-functional hybrids. 36:1-36:2 - Hyunjun Lee, Minsu Ahn, Seungyong Lee:
Displaced subdivision surfaces of animated meshes. 37:1-37:2 - Galina Pasko, Denis Kravtsov, Alexander A. Pasko:
Space-time blending with improved user control in real-time. 38:1-38:2 - Xiaojuan Ning, Xiaopeng Zhang, Yinghui Wang:
Automatic architecture model generation based on object hierarchy. 39:1-39:2 - Clemens Sielaff:
EmoCoW: an interface for real-time facial animation. 40:1-40:2 - Rachel McDonnell, Martin Breidt:
Face reality: investigating the Uncanny Valley for virtual faces. 41:1-41:2 - David Komorowski, Vinod Melapudi, Darren Mortillaro, Gene S. Lee:
A hybrid approach to facial rigging. 42:1-42:2 - Gene S. Lee:
Automated target selection for DrivenShape. 43:1-43:2 - Codruta O. Ancuti, Cosmin Ancuti, Chris Hermans, Philippe Bekaert:
Fusion-based image and video decolorization: (Copyright restrictions prevent ACM from providing the full text for this article). 44:1 - Codruta O. Ancuti, Cosmin Ancuti, Chris Hermans, Philippe Bekaert:
Layer-based single image dehazing by per-pixel haze detection. 45:1-45:2 - Weiming Dong, Guanbo Bao, Xiaopeng Zhang, Jean-Claude Paul:
Fast local color transfer via dominant colors mapping. 46:1-46:2 - Koichiro Honda, Takeo Igarashi:
NinjaEdit: simultaneous and consistent editing of an unorganized set of photographs (Copyright restrictions prevent ACM from providing the full text for this article). 47:1 - Tae-Yong Kim, Oliver Palmer, Nathan Litke:
Simulating bull drool in "Knight and Day". 48:1 - Aaron Lo, Jiayi Chong, David Ryu:
Simulation-Aided Performance: behind the coils of Slinky Dog in "Toy Story 3" (Copyright restrictions prevent ACM from providing the full text for this article). 49:1 - Jae-Ho Nah, Yoon-Sig Kang, Kwang-Jo Lee, Shin-Jun Lee, Tack-Don Han, Sung-Bong Yang:
MobiRT: an implementation of OpenGL ES-based CPU-GPU hybrid ray tracer for mobile devices. 50:1-50:2 - Andrei Sherstyuk, Sally Olle, Jim Sink:
Blue Mars chronicles: building for millions. 51:1-51:2 - Jie Feng, Yang Liu, Bingfeng Zhou:
Real-time stereo visual hull rendering using a multi-GPU-accelerated pipeline. 52:1-52:2 - Chris Wyman:
Interactive voxelized epipolar shadow volumes. 53:1-53:2 - Toshiya Hachisuka, Henrik Wann Jensen:
Parallel progressive photon mapping on GPUs. 54:1 - Jae-Ho Nah, Jeong-Soo Park, Jin-Woo Kim, Chanmin Park, Tack-Don Han:
Ordered depth-first layouts for ray tracing. 55:1-55:2
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