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31st SIGGRAPH 2004: Los Angeles, California, USA - Sketches
- Ronen Barzel:
International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2004, Los Angeles, California, USA, August 8-12, 2004, Sketches. ACM 2004
Artistic depiction
- Jin Wan Park:
Mosaic for stackable objects. 1 - Kyoko Murakami, Reiji Tsuruno, Etsuo Genda:
Strokes for drawings using illuminated paper surfaces. 2 - William V. Baxter III, Yuanxin Liu, Ming C. Lin:
A viscous paint model for interactive applications. 3 - Vidya Setlur, Saeko Takagi, Ramesh Raskar, Michael Gleicher, Bruce Gooch:
Automatic image retargeting. 4
Sketchy sketches
- Ken Anjyo, Shuhei Wemler:
Tweaking stylized light and shade. 5 - Takashi Ijiri, Takeo Igarashi, Shin Takahashi, Etsuya Shibayama:
Sketch interface for 3D modeling of flowers. 6 - Brendan Duncan, Mark Swain:
SketchPose: artist-friendly posing tool. 7 - Matt Elson, Walt Sturrock:
Making the leap: cross-training 2D artists into 3D. 8
Terrain & maps
- Mårten Larsson, Magnus Wrenninge, Douglas Roble:
Inter-frame caching for high quality terrain rendering. 9 - Matt Fairclough, Magnus Wrenninge, Mårten Larsson:
Robust rendering of high resolution terrain. 10 - Joachim Pouderoux, Jean-Christophe Gonzato, Pascal Guitton, Xavier Granier
:
A software for reconstructing 3D-terrains from scanned maps. 11 - Michael Flaxman, Yuzuru Isoda, Keiji Yano:
Visual simulation of the interaction between market demand, planning rules and city form. 12
I've seen fire and I've seen rain
- Theodore Kim, Michael Henson, Ming C. Lin:
A physically based model of ice. 13 - Niniane Wang, Bretton Wade:
Rendering falling rain and snow. 14 - Willi Geiger, Robert Hoffmeister, Masi Oka, Simon Eves:
Stormy weather. 15 - Ivo Ihrke, Marcus A. Magnor:
Image-based tomographic reconstruction of flames. 16
Design and visual communication
- Maria Alberta Alberti, Andrea Brogi, Paola Trapani, Luca Dusio, Manuela Garcia, Stephan Knobloch:
Controsenso, but not too much: digital artifacts to ease communication and exchange with seeing-impaired people. 17 - Ruth West, Jeff Burke, Cheryl Kerfeld, Eitan Mendelowitz, Thomas Holton, Ethan Drucker, Weihong Yan:
Ecce Homology. 18 - Fernanda B. Viégas, Ethan Perry, Judith S. Donath, Ethan Howe:
Artifacts of the presence era: visualizing presence for posterity. 19 - Jirayu Uttaranakorn, Daryl H. Hepting
, Sheila Petty:
Symbol mall. 20
GPU 1
- Craig Donner, Henrik Wann Jensen:
Faster GPU computations using adaptive refinement. 21 - Sung-Eui Yoon, Brian Salomon, Russell Gayle, Dinesh Manocha
:
Quick-VDR: interactive view-dependent rendering of massive models. 22 - Naga K. Govindaraju, Ming C. Lin, Dinesh Manocha
:
Fast and reliable collision culling using graphics hardware. 23 - Peter Kipfer, Mark Segal, Rüdiger Westermann:
UberFlow: a GPU-based particle engine. 24
Applications
- Matthew Rizzo, Joan Severson:
Abstract virtual environments for assessing cognitive abilities. 25 - Jose L. Hernandez-Rebollar, Erick Méndez:
Interactive American Sign Language dictionary. 26 - Andreas Dietrich, Ingo Wald, Philipp Slusallek
:
Interactive visualization of exceptionally complex industrial CAD datasets. 27 - Alexandre Gillet, Suzanne Weghorst, William Winn, Daniel Stoffler, Michel F. Sanner, David S. Goodsell, Arthur J. Olson:
Computer-linked autofabricated 3D models for teaching structural biology. 28
Motion
- Adam G. Kirk, James F. O'Brien, David A. Forsyth:
Skeletal parameter estimation from optical motion capture data. 29 - Ari Shapiro, Yong Cao, Petros Faloutsos:
Interactive motion decomposition. 30 - German K. M. Cheung, Simon Baker, Jessica K. Hodgins, Takeo Kanade:
Markerless human motion transfer. 31 - Yoshiyuki Koie, Toshihiro Konma, Kunio Kondo:
Motion emphasis filter for making mental motion of 3D characters. 32
Tangible/ambient media
- Atsuro Ueki, Masa Inakage:
Café tools: contents that connect people. 33 - Joanna Berzowska:
Very slowly animating textiles: shimmering flower. 34 - Usman Haque:
Scents of space: an interactive smell system. 35 - Florian Vogt, Timothy T. H. Chen, Reynald Hoskinson, Sidney S. Fels:
A malleable surface touch interface. 36
Squash, stretch and repeat
- Ares Lagae, Olivier Dumont, Philip Dutré
:
Geometry synthesis. 37 - Doug L. James, Jernej Barbic, Christopher D. Twigg:
Squashing cubes: automating deformable model construction for graphics. 38 - Alla Sheffer, Vladislav Kraevoy:
Shape preserving mesh deformation. 39 - Alexis Angelidis, Marie-Paule Cani, Geoff Wyvill, Scott A. King
:
Swirling-sweepers: constant volume modeling. 40
Hair
- Scott Peterson:
Animating Puss in Boots' feather in Shrek 2. 41 - Kelly Ward, Nico Galoppo, Ming C. Lin:
Simulating and rendering wet hair. 42 - Ivan Neulander:
Quick image-based lighting of hair. 43 - Tom Mertens, Jan Kautz, Philippe Bekaert, Frank Van Reeth:
A self-shadow algorithm for dynamic hair using density clustering. 44
Haptics and sound
- Mashhuda Glencross
, Roger J. Hubbold:
A framework for haptic rendering of large-scale virtual environments. 45 - Miguel A. Otaduy, Nitin Jain, Avneesh Sud, Ming C. Lin:
Haptic rendering of interaction between textured models. 46 - Michael Wand, Wolfgang Straßer:
Multi-resolution sound rendering. 47 - Cynthia Bruyns, Robert Taylor, Carlo H. Séquin:
Virtual instrument design and animation. 48
Creatures of "Van Helsing"
- Doug Griffin, Jeff Saltzman, Jeff White, Kevin Wooley:
Be-heading a vampire: combining 2D and 3D elements with on-set motion capture to create the vampire brides in Van Helsing. 49 - Ryan Kautzman, Andrea Maiolo, Doug Griffin, Andy Buecker:
Jiggly bits and motion retargeting: bringing the motion of Hyde to life in Van Helsing with dynamics. 50 - Chris Monks, Marla Newall, Cary B. Phillips, Nicolas Popravka, Jason Smith, James Tooley:
Posing as a werewolf: the creature matchmove tool used for "Van Helsing". 51 - Nigel Sumner, Ari Rapkin, Steve Aplin, Andrew Cawrse, Lee Fulton, Tony Pelle, Philip Peterson, Eric Wong:
There's more than one way to skin a wolf: wolf transformations in "Van Helsing". 52 - Zoran Kacic-Alesic, Lee Uren, Tim Brakensiek:
Long hair and fur for "Van Helsing". 53
Frowns, smiles and pouts
- Volker Helzle
, Christoph Biehn, Thomas Schlömer, Florian Linner:
Adaptable setup for performance driven facial animation. 54 - James D. Edge, Steve C. Maddock:
Constraint-based synthesis of visual speech. 55 - Daniel Vlasic, Matthew Brand, Hanspeter Pfister
, Jovan Popovic:
Multilinear models for face synthesis. 56 - Zhenyao Mo, John P. Lewis, Ulrich Neumann:
Improved automatic caricature by feature normalization and exaggeration. 57
Art-driven modeling
- Saty Raghavachary:
Tile-based kolam patterns. 58 - Esan Mandal, Vinod Srinivasan, Ergun Akleman:
Column modeling. 59 - Patrick Coleman, Karan Singh:
Cords: keyframe control of curves with physical properties. 60 - Ergun Akleman, Jon Reisch:
Modeling expressive 3D caricatures. 61
Feature creatures
- Erick Miller, Serge Sretschinsky, Steve Preeg, Jonathan Gerber, Paul George:
I, Robot: character pipeline, tools, and methods. 62 - Kevin Geiger:
Throwing a CGI curve ball: cartoony character setup on Chicken Little. 63 - Mark Wiebe, Ben Houston:
The tar monster: creating a character with fluid simulation. 64 - William Todd Stinson, Paul G. Thuriot:
Bulging muscles and sliding skin: deformation systems for Hellboy. 65
Texture
- Jacob Ström, Tomas Akenine-Möller:
PACKMAN: texture compression for mobile phones. 66 - Li-Yi Wei:
Tile-based texture mapping on graphics hardware. 67 - Ioana M. Boier-Martin, Holly E. Rushmeier
, Richard Giantisco:
Constrained segmentation of complex models for image-based texture editing. 68 - Greg Ward, Maryann Simmons:
Subband encoding of high dynamic range imagery. 69
Feasible fluid, foliage, and fog
- Jonathan M. Cohen, Jeroen Molemaker:
Practical simulation of surface tension flows. 70 - Lewis Kofsky:
Image based fluids. 71 - François Antoine, David Allen:
Leveraging third-party tools for art-driven fluids & foliage. 72 - Johnny Gibson, Davy Wentworth:
Fast solutions to gas volumetrics in matrix revolutions. 73
Global illumination
- Okan Arikan, David A. Forsyth, James F. O'Brien:
Radiance caching and local geometry correction. 74 - Jonathan M. Cohen:
Image-based lighting with a piecewise-constant importance function. 75 - Diego Gutierrez, Francisco J. Serón
, Adolfo Muñoz, Oscar Anson:
Inelastic scattering in participating media using curved photon mapping. 76 - Vlastimil Havran
, Jirí Bittner
, Hans-Peter Seidel:
Ray maps for global illumination. 77
Art and architecture
- Oliver Bimber, Franz Coriand, Alexander Kleppe, Erich Bruns, Stefanie Zollmann, Tobias Langlotz
:
Superimposing pictorial artwork with projected imagery. 78 - Andrzej Zarzycki
:
Abstracting design, designing abstractions...: use of computer graphics in early stages of architectural design. 79 - Chris Tchou, Jessi Stumpfel, Per Einarsson, Marcos Fajardo, Paul E. Debevec:
Unlighting the Parthenon. 80 - Per Einarsson, Tim Hawkins, Paul E. Debevec:
Photometric stereo for archeological inscriptions. 81
Surface modeling
- Pushkar Joshi, Carlo H. Séquin, Ryo Takahashi:
Functionally optimized subdivision surfaces. 82 - Carlo H. Séquin, Ling Xiao:
Fair LVC-curves on subdivision surfaces. 83 - Alyn Rockwood:
Re-usable implicit functions. 84 - Jan Klein
, Gabriel Zachmann:
Nice and fast implicit surfaces over noisy point clouds. 85
Effects omelette
- Charles Rose:
From the ground up: building a machine city for Matrix: Revolutions. 86 - Matt Baer:
Procedural petticoats in Shrek 2. 87 - Arnauld Lamorlette, Matt Baer:
Fireballs in Shrek 2. 88 - George Burshukov, Kody Sabourin, Masuo Suzuki, Oystein Larsen, Tadao Mihashi, Ken Faiman, Scot Schinderman, Oliver James
, John Jack:
Making of The Superpunch. 89
Rendering
- Addy Ngan, Frédo Durand, Wojciech Matusik:
Experimental validation of analytical BRDF models. 90 - Natalya Tatarchuk:
RenderMonkey: an effective environment for shader prototyping and development. 91 - Brian A. Barsky, Egon C. Pasztor:
Rendering skewed plane of sharp focus and associated depth of field. 92 - Clay Budin:
zDOF: a fast, physically accurate algorithm for simulating depth-of-field effects in synthetic images using z-buffers. 93
Modeling medley
- Hayley N. Iben, James F. O'Brien, Erik D. Demaine:
Refolding planar polygons. 94 - Min-Hyung Choi, Min Hong, Samuel W. J. Welch:
Modeling and simulation of sharp creases. 95 - Fu-Che Wu, Bing-Yu Chen, Rung-Huei Liang, Ming Ouhyoung
:
Prong features detection of a 3D model based on the watershed algorithm. 96 - Steve Zelinka, Michael Garland:
Similarity-based surface modelling using geodesic fans. 97
Monkeying with reality
- Daphna Buchsbaum, Bruce Blumberg:
Imitation and social intelligence for synthetic characters. 98 - Melanie Beisswenger:
3D Character extension for stop motion puppets. 99 - William W. White:
X-Ray Window: portable visualization on the International Space Station. 100 - Masayuki Takemura, Shungo Haraguchi, Yuichi Ohta
:
BLADESHIPS: an interactive attraction in mixed reality. 101
Art on the small screen
- Henry LaBounta:
The art of SSX3. 102 - Stuart Compton:
Quality issues in asset creation on a massive scale for Everquest II. 103 - Ken Suzuki, Yoshishige Matsuno, Shigeru Horiguchi, Hiroshi Arima:
An efficient production pipeline used to create 52 full 3DCGI anime episodes. 104 - Satoru Yamagishi, Megumi Kondo, Hiroshi Uchibori, Ken Anjyo:
Workflow and CG tools for the cartoon tv program "Monkey Turn". 105
Augmented reality
- Daniel Fällman, Andreas Lund, Mikael Wiberg:
Inside-out interaction: an interaction technique for dealing with large interface surfaces such as web pages on small screen displays. 106 - Mathias Möhring, Christian Lessig, Oliver Bimber:
Video see-through and optical tracking with consumer cell phones. 107 - Alex Olwal, Christoffer Lindfors, Jonny Gustafsson:
An autostereoscopic optical see-through display for augmented reality. 108 - Taro Maeda, Hideyuki Ando
:
Wearable scanning laser projector (WSLP) for augmenting shared space. 109
Lighting
- Thomas Annen, Jan Kautz, Frédo Durand, Hans-Peter Seidel:
Spherical harmonic gradients. 110 - Paul Green, Jan Kautz, Wojciech Matusik, Frédo Durand, Henrik Wann Jensen:
Non-linear kernel-based precomputed light transport. 111 - David Burke, Abhijeet Ghosh, Wolfgang Heidrich:
Bidirectional importance sampling for illumination from environment maps. 112 - Mark A. McLaughlin, Joseph M. Lohmar, Ernest J. Petti, Lewis Wakeland, Chris D. Springfield:
Wrangling lighting and rendering data at Disney feature animation. 113
Intermedia performance
- Mette Ramsgard Thomsen
, Carol Brown:
Conceiving embodiment: the dance-architecture of spawn. 114 - John Crawford, Lisa Naugle:
NightDriving: videodance in performance. 115 - Junji Watanabe, Tetsutoshi Tavata, M. A. Verdaasdonk, Hideyuki Ando
, Taro Maeda, Susumu Tachi:
Illusory interactive performance by self eye movement. 116 - Michael Lew:
Live cinema: an instrument for cinema editing as a live performance. 117
Production rendering
- Mark Sagar:
Reflectance field rendering of human faces for "Spider-Man 2". 118 - Chris Harvey, Paul George:
Rendering translucent robots. 119 - Rick Glumac, David Doepp:
Generalized approach to rendering fabric. 120 - Yangli Hector Yee, Anna Newman:
A perceptual metric for production testing. 121
Mixed reality applications
- William Meyer:
The body's surface as a multimedia interface: closed-eyes nonverbal telehaptic communication. 122 - Arito Mochizuki, Takashi Amada, Sayuri Sawa, Tadayuki Takeda, Shogo Motoyashiki, Kazuhiro Kohyama, Masataka Imura, Kunihiro Chihara:
Fragra: a visual-olfactory VR game. 123 - Kenji Iguchi, Tomoki Issac Saso, Masa Inakage:
Veggie diaries: urban mobile MR entertainment. 124
Computer vision
- Yoshinari Kameda, Taisuke Takemasa, Yuichi Ohta
:
Outdoor mixed reality utilizing surveillance cameras. 125 - Voicu Popescu, Elisha Sacks, Gleb Bahmutov:
Interactive scene modeling from dense color and sparse depth. 126 - G. Watson, B. Lamond:
Towards a unified approach to 3D environment capture and rendering. 127 - James A. Paterson, Andrew W. Fitzgibbon:
Extracting face bump maps from video. 128