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Real-time shading
Real-time procedural shading was once seen as a distant dream. When the first version of this course was offered four years ago, real-time shading was possible, but only with one-of-a-kind hardware or by combining the effects of tens to hundreds of ...
Color science and color appearance models for CG, HDTV, and D-CINEMA
This course introduces the science behind image digitization, tone reproduction, and color reproduction in computer generated imagery (CGI), HDTV, and digital cinema (D-cinema). We detail how color is represented and processed as images are transferred ...
Introduction to computer graphics
Computer graphics is an exciting field of endeavor, but it is often difficult for a newcomer to get started. This course is that opportunity! The topics being presented will address many areas within computer graphics and treat each from the point of ...
State of the art in Monte Carlo global illumination
Realistic image synthesis is increasingly important in areas such as entertainment (movies, special effects and games), design, architecture and more. A common trend in all these areas is the quest for more realistic images of increasingly complex ...
Facial modeling and animation
In this course we present an overview of the concepts and current techniques in facial modeling and animation. We introduce this research area by its history and applications. As a necessary prerequisite for facial modeling, data acquisition is ...
Point-based computer graphics
This course introduces points as a powerful and versatile graphics primitive. Speakers present their latest concepts for the acquisition, representation, modeling, processing, and rendering of point sampled geometry along with applications and research ...
Multiple-view geometry for image-based modeling
This course presents the state of the art in multiple-view geometry, including methods and algorithms for reconstructing 3-D geometric models of scenes from video or photographs. This course is based on a novel approach to multiple-view geometry that ...
The Lord of the Rings: the visual effects that brought middle earth to the screen
Weta Digital's work on the "Lord of the Rings" trilogy involved it in all aspects of feature film visual effects, from creature and digital double animation to massive battle scenes, from the creation of entirely digital environments to the ground-...
007 - Acting and drawing for animation
This course provides an introduction to acting and drawing techniques used to develop stronger character animation. Physical warm ups, trust and improvisation will be introduced. Participants will physically participate in theater games and drawing ...
Art-directed technology: anatomy of a Shrek2 sequence
- Rachel Falk,
- Denise Minter,
- Conrad Vernon,
- Guillaume Aretos,
- Lucia Modesto,
- Arnauld Lamorlette,
- Nick Walker,
- Tim Cheung,
- Janet Rentel-Lavin,
- Harry Max
We have reached a new frontier of computer-animated filmmaking. With each new DreamWorks animated film, we are defining and redefining the technologies, techniques, pipeline, and development process for how to create a film efficiently. Each film's ...
High dynamic range imaging
Current display devices can display only a limited range of contrast and colors, which is one of the main reasons that most image acquisition, processing, and display techniques use no more than eight bits per color channel. This course outlines recent ...
Collision detection and proximity queries
This course will primarily cover widely accepted and proved methodologies in collision detection. In addition more advanced or recent topics such as continuous collision detection, ADFs, and using graphics hardware will be introduced. When appropriate ...
Shape-based retrieval and analysis of 3D models
Large repositories of 3D data are rapidly becoming available in several fields, including mechanical CAD, molecular biology, and computer graphics. As the number of 3D models grows, there is an increasing need for computer algorithms to help people find ...
Performance OpenGL: platform independent techniques or
The OpenGL Application Programming Interface (API) is the most widely supported, cross-platform computer-graphics interface available to programmers today. Such broad support of OpenGL across different graphics hardware presents challenges in maximizing ...
Unconventional human computer interfaces
This course focuses on how we can use the potential of the human body in experimental or unconventional interface techniques. It explores the biological or physiological characteristics of the separate parts of the body, from head to toe, and from skin ...
Commodity-based projection VR
This course teaches the details of building a moderate-cost, single-screen projection-based virtual reality system. It will cover the basics of virtual reality - stereoscopy, tracking, audio - and the options for implementing them with commodity ...
A practical guide to global illumination using ray tracing and photon mapping
This course serves as a practical guide to ray tracing and photon mapping. The notes are mostly aimed at readers familiar with ray tracing, who would like to add an efficient implementation of photon mapping to an existing ray tracer. The course itself ...
Color in information display principles, perception, and models
Color is a key component of information display that is easy to use badly. As a result, Edward Tufte's key principle for color design is "do no harm." While inspired color design is an art, the principles that underlie good color design have their roots ...
Introduction to Bayesian learning
Sophisticated computer graphics applications require complex models of appearance, motion, natural phenomena, and even artistic style. Such models are often difficult or impossible to design by hand. Recent research demonstrates that, instead, we can "...
There can still be only one: independent animation production for the lonely
This course is designed to introduce the participant to professional digital production procedures used in the animation industry and their application for use by individuals or small groups. Participants will learn the logical order of production, ...
Enhancing three-dimensional vision with three-dimensional sound
This course offers a thorough introduction to three-dimensional, multi-channel sound. Three-dimensional sound has been neglected in most VR and AR applications, even though it can significantly enhance their realism and immersion. This course explains ...
Real-time shadowing techniques
Shadows heighten realism and provide important visual cues about the spatial relationships between objects. But integration of robust shadow shadowing techniques in real-time rendering is not an easy task. In this course on how shadows are incorporated ...
Level set and PDE methods for computer graphics
Level set methods, an important class of partial differential equation (PDE) methods, define dynamic surfaces implicitly as the level set (iso-surface) of a sampled, evolving nD function. The course begins with preparatory material that introduces the ...
Real-time volume graphics
The tremendous evolution of programmable graphics hardware has made high-quality real-time volume graphics a reality. In addition to the traditional application of rendering volume data in scientific visualization, the interest in applying these ...
An interactive introduction to OpenGL programming
"An Interactive Introduction to OpenGL Programming" provides an overview of the OpenGL Application Programming Interface (API), a library of subroutines for drawing three-dimensional objects and images on a computer. After the completion of the course, ...
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Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
SIGGRAPH '11 | 432 | 82 | 19% |
SIGGRAPH '10 | 390 | 103 | 26% |
SIGGRAPH '09 | 439 | 78 | 18% |
SIGGRAPH '08 | 518 | 90 | 17% |
SIGGRAPH '07 | 455 | 108 | 24% |
SIGGRAPH '06 | 474 | 86 | 18% |
SIGGRAPH '05 | 461 | 98 | 21% |
SIGGRAPH '04 | 478 | 83 | 17% |
SIGGRAPH '03 | 424 | 81 | 19% |
SIGGRAPH '02 | 358 | 67 | 19% |
SIGGRAPH '01 | 300 | 65 | 22% |
SIGGRAPH '00 | 304 | 59 | 19% |
SIGGRAPH '99 | 320 | 52 | 16% |
SIGGRAPH '98 | 303 | 45 | 15% |
SIGGRAPH '97 | 265 | 48 | 18% |
SIGGRAPH '96 | 247 | 52 | 21% |
SIGGRAPH '95 | 257 | 56 | 22% |
SIGGRAPH '94 | 242 | 57 | 24% |
SIGGRAPH '93 | 225 | 46 | 20% |
SIGGRAPH '92 | 213 | 45 | 21% |
SIGGRAPH '90 | 210 | 43 | 20% |
SIGGRAPH '89 | 190 | 38 | 20% |
SIGGRAPH '88 | 161 | 34 | 21% |
SIGGRAPH '87 | 140 | 33 | 24% |
SIGGRAPH '85 | 175 | 35 | 20% |
SIGGRAPH '84 | 118 | 41 | 35% |
SIGGRAPH '81 | 132 | 38 | 29% |
SIGGRAPH '80 | 140 | 52 | 37% |
SIGGRAPH '79 | 110 | 43 | 39% |
SIGGRAPH '78 | 120 | 64 | 53% |
Overall | 8,601 | 1,822 | 21% |