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34th SIGGRAPH 2007: San Diego, California, USA - Courses
- Sara McMains, Peter-Pike Sloan:

International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2007, San Diego, California, USA, August 5-9, 2007, Courses. ACM 2007, ISBN 978-1-4503-1823-5
Course 1: Computational photography
- Ramesh Raskar, Jack Tumblin:

Computational photography Video files associated with this course are available from the citation page. 1 - Ankit Mohan, Jack Tumblin, Bobby Bodenheimer, Cindy Grimm

, Reynold J. Bailey:
Table-top computed lighting for practical digital photography. 2 - Shree K. Nayar, Srinivasa G. Narasimhan

:
Assorted pixels: multi-sampled imaging with structural models. 3 - Andrew Davidhazy:

Camera for conical peripheral and panoramic photography. 4 - Andrew Davidhazy:

Scanning photographic processes. 5 - Code. 6

- Bibliography. 7

Course 2: Mesh parameterization: theory and practice
- Kai Hormann

, Bruno Lévy, Alla Sheffer:
Mesh parameterization: theory and practice Video files associated with this course are available from the citation page. 1
Course 3: Sketch-based interfaces: techniques and applications
- Joseph J. LaViola:

Welcome and introduction. 1 - Joseph J. LaViola Jr.:

Sketching and gestures 101. 2 - Christine Alvarado, Ned Burns, Howard Chen, Jason Fennell, Sarah Harris, Max Pfleuger, Devin Smith, Paul Wais, Matt Weiner, Aaron Wolin:

Sketch understanding systems. 3 - Takeo Igarashi:

Sketch-based interfaces for interactive computer graphics. 4 - Hod Lipson

:
Sketching for mechanical design and CAD. 5 - Joseph J. LaViola:

Sketching and education. 6 - Christine Alvarado:

Multi-domain sketch understanding. 7 - Takeo Igarashi:

Designing freeform surfaces by sketching. 8 - Hod Lipson

:
Creating geometry from sketch-based input. 9 - Joseph J. LaViola Jr.:

Mathematical sketching. 10 - Jennifer Mankoff

, Scott E. Hudson, Gregory D. Abowd:
Interaction techniques for ambiguity resolution in recognition-based interfaces. 11 - Jason I. Hong, James A. Landay:

SATIN: a toolkit for informal ink-based applications. 12 - Sriganesh Madhvanath, Deepu Vijayasenan, Thanigai Murugan Kadiresan:

LipiTk: a generic toolkit for online handwriting recognition. 13 - Aaron Adler, Randall Davis:

Speech and sketching for multimodal design. 14 - Jacob Eisenstein, Randall Davis:

Visual and linguistic information in gesture classification. 15 - Christine Alvarado, Randall Davis:

Resolving ambiguities to create a natural computer-based sketching environment. 16 - Levent Burak Kara, Thomas F. Stahovich

:
Hierarchical parsing and recognition of hand-sketched diagrams. 17 - Takeo Igarashi, Satoshi Matsuoka, Sachiko Kawachiya, Hidehiko Tanaka:

Interactive beautification: a technique for rapid geometric design. 18 - Robert C. Zeleznik, Kenneth P. Herndon, John F. Hughes:

SKETCH: an interface for sketching 3D scenes. 19 - Takeo Igarashi, John F. Hughes:

A suggestive interface for 3D drawing. 20 - Takeo Igarashi, Satoshi Matsuoka, Hidehiko Tanaka:

Teddy: a sketching interface for 3D freeform design. 21 - Takeo Igarashi, John F. Hughes:

Smooth meshes for sketch-based freeform modeling. 22 - James Davis, Maneesh Agrawala, Erika Chuang, Zoran Popovic, David Salesin:

A sketching interface for articulated figure animation. 23 - Matthew Thorne, David Burke, Michiel van de Panne:

Motion doodles: an interface for sketching character motion. 24 - Takeo Igarashi, Tomer Moscovich, John F. Hughes:

Spatial keyframing for performance-driven animation. 25 - Makoto Okabe, Shigeru Owada, Takeo Igarashi:

Interactive design of botanical trees using freehand sketches and example-based editing. 26 - Takashi Ijiri, Shigeru Owada, Makoto Okabe, Takeo Igarashi:

Floral diagrams and inflorescences: interactive flower modeling using botanical structural constraints. 27 - Emmanuel Turquin, Marie-Paule Cani, John F. Hughes:

Sketching garments for virtual characters. 28 - Takeo Igarashi, John F. Hughes:

Clothing manipulation. 29 - Mark A. Masry, Dong Joong Kang, Hod Lipson

:
A freehand sketching interface for progressive construction of 3D objects. 30 - Mark A. Masry, Hod Lipson

:
A sketch-based interface for iterative design and analysis of 3D objects. 31 - Andries van Dam, Sascha Becker, Rosemary Michelle Simpson:

Next-generation educational software: why we need it & a research agenda for getting it. 32 - Christine Alvarado, Randall Davis:

Dynamically constructed Bayes nets for multi-domain sketch understanding. 33 - Christine Alvarado, Randall Davis:

SketchREAD: a multi-domain sketch recognition engine. 34 - Tracy Hammond

, Randall Davis:
LADDER, a sketching language for user interface developers. 35 - Tevfik Metin Sezgin

, Randall Davis:
Scale-space based feature point detection for digital ink. 36 - Tevfik Metin Sezgin, Thomas F. Stahovich, Randall Davis:

Sketch based interfaces: early processing for sketch understanding. 37 - Shigeru Owada, Frank Nielsen

, Kazuo Nakazawa, Takeo Igarashi:
A sketching interface for modeling the internal structures of 3D shapes. 38 - Ileana Anca Alexe, Loic Barthe, Marie-Paule Cani, Véronique Gaildrat:

Shape modeling by sketching using convolution surfaces. 39 - Olga A. Karpenko, John F. Hughes:

SmoothSketch: 3D free-form shapes from complex sketches. 40 - Youngihn Kho, Michael Garland:

Sketching mesh deformations. 41 - Andrew Nealen, Olga Sorkine, Marc Alexa, Daniel Cohen-Or:

A sketch-based interface for detail-preserving mesh editing. 42 - Ryan M. Schmidt, Brian Wyvill, Mario Costa Sousa, Joaquim A. Jorge:

ShapeShop: sketch-based solid modeling with BlobTrees. 43 - Hod Lipson

, Moshe Shpitalni:
Correlation-based reconstruction of a 3D object from a single freehand sketch. 44 - Hod Lipson

, Moshe Shpitalni:
Optimization-based reconstruction of a 3D object from a single freehand line drawing. 45 - Joseph J. LaViola Jr., Robert C. Zeleznik:

MathPad2: a system for the creation and exploration of mathematical sketches. 46 - Joseph J. LaViola Jr.:

An initial evaluation of a pen-based tool for creating dynamic mathematical illustrations. 47 - Joseph J. LaViola:

Bibliography. 48
Course 4: State of the art in massive model visualization
- Dave Kasik:

Course description. 1 - Dave Kasik:

Syllabus. 2 - Dave Kasik:

Motivation and challenges. 3 - Dave Kasik:

Overview technical context. 4 - Dave Kasik:

Efficient data reduction and cache-coherent techniques toward real-time performance. 5 - Wagner Toledo Corrêa, James T. Klosowski, Christopher J. Morris, Thomas M. Jackmann:

SPVN: a new application framework for interactive visualization of large datasets. 6 - Dave Kasik:

Visibility-guided rendering to accelerate 3D graphics hardware performance. 7 - Enrico Gobbetti

, Fabio Marton
:
GPU-friendly accelerated mesh-based and mesh-less techniques for the output-sensitive rendering of huge complex 3D models. 8 - Dave Kasik:

Ray tracing with multi-core/shared memory systems. 9 - Andreas Dietrich, Philipp Slusallek:

Massive model visualization using realtime ray tracing. 10 - Dave Kasik:

Putting theory into practice. 11
Course 5: Introduction to Direct3D 10
- Chuck Walbourn:

Course introduction. 1-10 - Chuck Walbourn:

Bootstrapping Direct3D 10. 11-51 - Chas. Boyd:

The Direct3D 10 pipeline. 52-109 - Michael Oneppo:

HLSL shader model 4.0. 112-152 - Sam Glassenberg:

Effects 10. 153-206 - Carsten Wenzel:

Porting game engines to Direct3D 10: Crytek's Crysis. 207-222 - Daniel Barrero:

Porting game engines to Direct3D 10: Relic Entertainment's Company of Heroes. 223-249 - Doug Service:

Porting game engines to Direct3D 10: Microsoft's Flight Simulator X. 250-274 - Nick Porcino:

Content tools & film use of Direct3D 10. 275-298 - Chuck Walbourn:

Debugging Direct3D 10 applications. 299-321 - Chas. Boyd:

Performance tuning for Direct3D 10. 322-368 - Direct3D 10 programming guide excerpts. 369-446

Course 6: Anyone can cook: inside Ratatouille's kitchen
- Han Cho:

Dressing and modeling food. 7-21 - Athena Xenakis, Erin Tomson:

Shading food: making it tasty for ratatouille. 22-33 - Stefan Gronsky:

Lighting food. 34-44 - Apurva Shah:

Cooking effects. 45-58
Course 7: Introduction to SIGGRAPH and computer graphics
- Mike Bailey, Andrew S. Glassner:

Introduction to SIGGRAPH and computer graphics. 1
Course 8: High-quality rendering using ray tracing and photon mapping
- Henrik Wann Jensen, Per H. Christensen:

High quality rendering using ray tracing and photon mapping. 1
Course 10: An interactive introduction to OpenGL programming
- Ed Angel, Dave Shreiner, Vicki Shreiner:

An interactive introduction to OpenGL programming. 1-124
Course 11: Practical least-suqares for computer graphics
- Frédéric H. Pighin, John P. Lewis:

Practical least-squares for computer graphics: Video files associated with this course are available from the citation page. 1-57
Course 12: "Surf's Up": the making of an animated documentary
- Rob Bredow, David Schaub, Daniel Kramer, Matthew Hausman, Danny Dimian, R. Stirling Duguid:

Surf's up: the making of an animated documentary. 1-123
Course 13: A gentle introduction to bilateral filtering and its applications
- Sylvain Paris, Pierre Kornprobst, Jack Tumblin, Frédo Durand:

A gentle introduction to bilateral filtering and its applications. 1 - Jack Tumblin:

Intuition on boundaries, shocks and smoothing with PDEs. 2 - Sylvain Paris:

A gentle introduction to bilateral filtering and its applications. 3
Course 14: Urban design and procedural modeling
- Peter Wonka:

State of the art in modeling and rendering. 11-111 - Pascal Mueller:

Applied procedural modeling. 112-147 - Andy Fuller:

Urban modeling in games. 148-166 - Benjamin Watson:

Real and virtual urban design. 167-228 - Peter Wonka, Pascal Müller, Benjamin Watson, Andy Fuller:

Urban design and procedural modeling. 229
Course 15: Example-based texture synthesis
- Li-Yi Wei:

Part I: fundamentals. 1 - Greg Turk:

Part II: texturing surfaces and geometry creation. 2 - Vivek Kwatra:

Part III: dynamic texture synthesis. 3 - Sylvain Lefebvre:

Part IV: runtime texture synthesis. 4
Course 16: Practical global illumination with irradiance caching
- Jaroslav Krivánek, Pascal Gautron, Greg Ward, Okan Arikan, Henrik Wann Jensen:

Practical global illumination with irradiance caching. 1 - Jaroslav Krivánek:

Stochastic ray tracing. 2 - Greg Ward:

Irradiance caching algorithm. 3 - Greg Ward:

Implementation of irradiance caching in radiance. 4 - Jaroslav Krivánek:

Implementation details. 5 - Jaroslav Krivánek:

Extension to glossy surfaces: radiance caching. 7 - Pascal Gautron:

Hardware implementation. 8 - Pascal Gautron:

Temporal coherence. 9 - Okan Arikan:

Irradiance decomposition. 10 - Gregory J. Ward, Francis M. Rubinstein, Robert D. Clear:

A ray tracing solution for diffuse interreflection. 11
Course 17: Spatial augmented reality: merging real and virtual worlds
- Oliver Bimber, Ramesh Raskar:

Modern approaches to augmented reality Video files associated with this course are available from the citation page. 1
Course 18: Resumes and demo reels: if yours don't work, neither do you!
- Pamela Kleibrink Thompson:

Resumes and demo reels: If Yours Don't Work, Neither Do You! 1
Course 19: Sorting in space: multidimensional, spatial, and metric data structures for computer graphics applications
- Hanan Samet:

Spatital data structures. 1
Course 20: Visualizing quaternions
- Andrew J. Hanson:

Visualizing quaternions: course notes for Siggraph 2007. 1
Course 21: Database techniques with motion capture
- Christos Faloutsos, Jessica K. Hodgins, Nancy S. Pollard

:
Database techniques with motion capture. 1
Course 22: LucasArts and ILM: a course in film and game convergence
- Steve Sullivan, Chris Williams, Nick Porcino, David Bullock:

LucasArts and ILM: a course in film and game convergence. 1
Course 23: Geometric modeling based on polygonal meshes
- Mario Botsch, Mark Pauly

, Leif Kobbelt, Pierre Alliez, Bruno Lévy, Stephan Bischoff, Christian Rössl:
Geometric modeling based on polygonal meshes Video files associated with this course are available from the citation page. 1
Course 24: GPGPU: general-purpose cmputation on graphics hardware
- Mike Houston:

Welcome & overview. 1 - John D. Owens:

GPU architecture overview. 2 - John D. Owens:

Data-parallel algorithms and data structures. 3 - Naga K. Govindaraju:

Sorting and searching. 4 - Mike Houston:

High level languages for GPUs overview. 5 - Ian Buck:

GPU computing with NVIDIA CUDA. 6 - Justin Hensley:

AMD CTM overview. 7 - Mike Houston:

Understanding GPUs through benchmarking. 8 - Mark J. Harris:

CUDA: performance tips and tricks. 9 - Justin Hensley:

CTM: performance tricks. 10 - Aaron E. Lefohn:

GPGPU for raster graphics. 11 - Jens H. Krüger:

GPGPU and raytracing. 12 - Naga K. Govindaraju:

Interactive geometric computations using graphics processors. 13 - Jens H. Krüger:

GPGPU flow. 14 - Mark J. Harris:

GPU physics. 15
Course 25: The mobile 3D ecosystem
- Kari Pulli, Jani Vaarala, Ville Miettinen, Robert J. Simpson, Tomi Aarnio, Mark Callow:

The mobile 3D ecosystem. 1
Course 26: The morphology of digital creatures
- Tim McLaughlin, Stuart S. Sumida:

The morphology of digital creatures. 1
Course 27: Anyone can make quality animated films! The eight basic steps to success
- Eric van Hamersveld, Bob Hanon, Debra Miller:

Anyone can make quality animated films!: the 8 basic steps to success Video files associated with this course are available from the citation page. 1
Course 28: Advanced real-time rendering in 3D graphics and games
- Chris Green:

Efficient self-shadowed radiosity normal mapping. 1-8 - Chris Green:

Improved alpha-tested magnification for vector textures and special effects. 9-18 - Jason L. Mitchell, Moby Francke, Dhabih Eng:

Illustrative rendering in Team Fortress 2. 19-32 - Christopher Oat:

Animated wrinkle maps. 33-37 - Johan Andersson:

Terrain rendering in frostbite using procedural shader splatting. 38-58 - Nico Galoppo, Miguel A. Otaduy, Paul Mecklenburg, Markus H. Gross, Ming C. Lin:

Dynamic deformation textures: GPU-accelerated simulation of deformable models in contact. 59-79 - Shannon Drone:

Real-time particle systems on the GPU in dynamic environments. 80-96 - Martin Mittring:

Finding next gen: CryEngine 2. 97-121 - Natalya Tatarchuk, Jeremy Shopf, Christopher DeCoro:

Real-Time Isosurface Extraction Using the GPU Programmable Geometry Pipeline. 122-137
Course 29: Crossing the line: moving from film to games (and possibly back)
- Evan Hirsch, Rick Stringfellow, Paul Amer, Brien Goodrich, Jamie Marshall, L. Cliff Brett:

Crossing the line: moving from film to games and possibly back Video files associated with this course are available from the citation page. 1-94
Course 30: Digital art techniques
- Kenneth A. Huff, Stefan Müller Arisona, Pascal Müller, Bernd Lintermann:

Course digital art techniques. 1-8 - Kenneth A. Huff:

One artist's work: part I. 9-72 - Stefan Müller Arisona:

Live performance tools: part II. 73-126 - Pascal Müller:

Live visuals tutorial: part III. 127-151 - Bernd Lintermann:

Interactive generative systems: part IV. 152-172
Course 31: Fluid simulation
- Robert Bridson, Matthias Müller-Fischer:

Fluid simulation: SIGGRAPH 2007 course notesVideo files associated with this course are available from the citation page. 1-81
Course 32: Interaction tomorrow
- Andy Wilson:

Input devices & sensing technologies. 11-39 - Chia Shen:

Interactive tabletops. 40-53 - Gerald Morrison:

Interactive wall displays: interaction techniques and commercial applications. 54-64 - Gerald D. Morrison:

A CMOS camera-based man-machine input device for large-format interactive displays. 65-74 - Michael Haller:

Pen-based interaction. 75-98
Course 33: Strands and hair: modeling, animation, and rendering
- Sunil Hadap, Marie-Paule Cani, Ming C. Lin, Tae-Yong Kim, Florence Bertails, Steve Marschner, Kelly Ward, Zoran Kacic-Alesic:

Strands and hair: modeling, animation, and rendering. 1-150

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