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35th SIGGRAPH 2008: Los Angeles, CA, USA - Classes
- International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2008, Los Angeles, California, USA, August 11-15, 2008, Classes. ACM 2008, ISBN 978-1-4503-7845-1
SIGGRAPH Core: 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. 1:1-1:50
SIGGRAPH Core: Advanced global illumination using photon mapping
- Wojciech Jarosz, Henrik Wann Jensen, Craig Donner:
Advanced global illumination using photon mapping. 2:1-2:112 - Wojciech Jarosz, Matthias Zwicker
, Henrik Wann Jensen:
The beam radiance estimate for volumetric photon mapping. 3:1-3:112 - Craig Donner, Henrik Wann Jensen:
Rendering translucent materials using photon diffusion. 4:1-4:9
SIGGRAPH Core: Advanced material appearance modeling
- Julie Dorsey, Holly E. Rushmeier
, François X. Sillion:
Advanced material appearance modeling. 5:1-5:145 - Holly E. Rushmeier
:
Input for participating media. 6:1-6:24 - Holly E. Rushmeier
:
The perception of simulated materials. 7:1-7:12 - Julie Dorsey, Holly E. Rushmeier
:
Light and materials in virtual cities. 8:1-8:4
SIGGRAPH Core: Beyond programmable shading: fundamentals
- Aaron E. Lefohn, Mike Houston, Chas Boyd, Kayvon Fatahalian, Tom Forsyth, David Luebke, John D. Owens:
Beyond programmable shading: fundamentals. 9:1-9:21 - Kayvon Fatahalian:
Overview: making sense of GPU architectures. 10:1-10:13 - Kayvon Fatahalian, Mike Houston:
GPUs a closer look. 11:1-11:11 - William Mark:
Future graphics architectures. 12:1-12:11 - John D. Owens:
Parallel programming models overview. 13:1-13:15 - Chas Boyd:
Data-parallel computing. 14:1-14:10 - Mike Houston:
Stream computing. 15:1-15:37 - John Nickolls, Ian Buck, Michael Garland, Kevin Skadron
:
Scalable parallel programming with CUDA. 16:1-16:14 - Matt Pharr, Aaron E. Lefohn, Craig E. Kolb, Paul Lalonde, Theresa Foley, Geoff Berry:
Programmable graphics: the future of interactive rendering. 17:1-17:6
SIGGRAPH Core: Beyond programmable shading: in action
- Aaron E. Lefohn, Mike Houston, David Luebke, Jon Olick, Fabio Pellacini:
Beyond programmable shading: in action. 18:1-18:20 - Fabio Pellacini:
Interactive cinematic lighting. 19:1-19:47 - Jon Olick:
Current generation parallelism in games. 20:1-20:120 - Jon Olick:
Next generation parallelism in games. 21:1-21:89
SIGGRAPH Core: CGAL - the computational geometry algorithms library
- Pierre Alliez, Andreas Fabri, Efi Fogel
:
Computational geometry algorithms library. 22:1-22:358
Professional Development and Education: Computational photography: advanced topics
- Paul E. Debevec, Ramesh Raskar, Jack Tumblin:
Computational photography: advanced topics. 23:1-23:198
SIGGRAPH Core: Don't be a WIMP
- Johannes Behr, Dirk Reiners:
Class notes: don't be a WIMP: (http: //www.not-for-wimps.org). 24:1-24:170
SIGGRAPH Core: Flow simulations using particles: bridging computer graphics and CFD
- Petros Koumoutsakos
, Georges-Henri Cottet, Diego Rossinelli:
Flow simulations using particles: bridging computer graphics and CFD. 25:1-25:73
Professional Development and Education: Get the Job You Want in Computer Graphics
- Pamela Kleibrink Thompson, Fran R. Zandonella, Stan Szymanski:
Get the job you want in computer graphics. 26:1-26:102
SIGGRAPH Core: High dynamic range imaging & image-based lighting
- Greg Ward, Erik Reinhard
, Paul E. Debevec:
High dynamic range imaging & image-based lighting. 27:1-27:137 - Greg Ward:
The hopeful future of high dynamic range imaging: invited paper. 28:1-28:3 - Greg Ward:
A general approach to backwards-compatible delivery of high dynamic range images and video. 29:1-29:7 - Greg Ward:
Defining dynamic range. 30:1-30:3 - Paul E. Debevec, Jitendra Malik:
Recovering high dynamic range radiance maps from photographs. 31:1-31:10 - Paul E. Debevec:
Rendering synthetic objects into real scenes: bridging traditional and image-based graphics with global illumination and high dynamic range photography. 32:1-32:10 - Paul E. Debevec:
A median cut algorithm for light probe sampling. 33:1-33:3
SIGGRAPH Core: HDRi for artists
- Kirt Witte, Christian Bloch, Hilmar Koch, Zap Andersson, Gary M. Davis:
High dynamic range imaging for artists. 34:1-34:6
Professional Development and Education: Introduction to computer graphics
- Andrew S. Glassner:
An introduction to modeling. 35:1-35:356
Professional Development and Education: Introduction to SIGGRAPH and interactive computer graphics
- Mine Özkar
, Sotirios Kotsopoulos:
Introduction to shape grammars. 36:1-36:175
Professional Development and Education: Introduction to shape grammars
- Mike Bailey:
Introduction to SIGGRAPH and interactive computer graphics. 37:1-37:85
Professional Development and Education: Know your rights: a legal primer for software developers, artists and content creators
- Gil Irizarry, Gregory P. Silberman, Neer Gupta:
Know your rights: a legal primer for software developers, artists and content creators. 38:1-38:5
SIGGRAPH Core: Line drawings from 3D models
- Szymon Rusinkiewicz
, Forrester Cole, Doug DeCarlo, Adam Finkelstein:
Line drawings from 3D models. 39:1-39:356
Complexity and Accessibility: Massive model visualization techniques
- David J. Kasik, Andreas Dietrich, Enrico Gobbetti
, Fabio Marton
, Dinesh Manocha
, Philipp Slusallek
, Abe Stephens, Sung-Eui Yoon:
Massive model visualization techniques: course notes. 40:1-40:188 - Andreas Dietrich, Philipp Slusallek
:
Massive model visualization using realtime ray tracing. 41:1-41:33
SIGGRAPH Core: Motion planning and autonomy for virtual humans
- Julien Pettré, Marcelo Kallmann, Ming C. Lin:
Motion planning and autonomy for virtual humans. 42:1-42:31 - Michael Gleicher:
Autonomous navigation for a virtual human - part I. 43:1-43:37 - Claudia Esteves:
Autonomous navigation for a virtual human - part II. 44:1-44:8 - Julien Pettré:
Autonomous navigation for crowds of virtual humans: part I: interactive design of virtual population using navigation graphs. 45:1-45:21 - Ming C. Lin:
Autonomous navigation for crowds of virtual humans: part II: motion planning techniques for large-scale crowd simulation. 46:1-46:41 - Marcelo Kallmann:
Autonomous object manipulation for virtual humans. 47:1-47:97 - Jean-Paul Laumond:
Digression: back to real? 48:1-48:10 - Michael Lee Gleicher:
Graph-based motion synthesis: an annotated bibliography. 49:1-49:11 - Marcelo Kallmann:
Manipulation planning for virtual humans: summary of representative papers. 50:1-50:6 - Lucas Kovar, Michael Gleicher, Frédéric H. Pighin:
Motion graphs. 51:1-51:10 - Michael Gleicher, Hyun Joon Shin
, Lucas Kovar, Andrew Jepsen:
Snap-together motion: assembling run-time animations. 52:1-52:9 - Claudia Esteves, Gustavo Arechavaleta, Julien Pettré, Jean-Paul Laumond:
Animation planning for virtual characters cooperation. 53:1-53:22 - Julien Pettré, Helena Grillon, Daniel Thalmann:
Crowds of moving objects: navigation planning and simulation. 54:1-54:7 - Avneesh Sud, Erik Andersen, Sean Curtis, Ming C. Lin, Dinesh Manocha
:
Real-time path planning for virtual agents in dynamic environments. 55:1-55:9 - Avneesh Sud, Russell Gayle, Erik Andersen, Stephen J. Guy, Ming C. Lin, Dinesh Manocha
:
Real-time navigation of independent agents using adaptive roadmaps. 56:1-56:10 - Ari Shapiro, Marcelo Kallmann, Petros Faloutsos:
Interactive motion correction and object manipulation. 57:1-57:8 - Marcelo Kallmann, Amaury Aubel, Tolga Abaci, Daniel Thalmann:
Planning collision-free reaching motions for interactive object manipulation and grasping. 58:1-58:11
SIGGRAPH Core: OpenGL: what's coming down the graphics pipeline
- Dave Shreiner:
OpenGL: what's coming down the graphics pipeline. 59:1-59:69
SIGGRAPH Core: Practical global illumination with irradiance caching
- Jaroslav Krivánek, Pascal Gautron, Greg Ward, Henrik Wann Jensen, Per H. Christensen, Eric Tabellion:
Practical global illumination with irradiance caching. 60:1-60:20 - Jaroslav Krivánek:
Global illumination with Monte Carlo ray tracing. 61:1-61:25 - Greg Ward:
Irradiance caching algorithm. 62:1-62:28 - Greg Ward:
Implementation of irradiance caching in radiance. 63:1-63:11 - Jaroslav Krivánek:
Problems & solutions: implementation details. 64:1-64:52 - Henrik Wann Jensen:
Irradiance caching and photon mapping. 65:1-65:37 - Jaroslav Krivánek:
Extension to glossy surfaces: radiance caching. 66:1-66:49 - Pascal Gautron:
Hardware implementation. 67:1-67:61 - Pascal Gautron:
Temporal radiance caching. 68:1-68:49 - Eric Tabellion:
Irradiance caching at DreamWorks. 69:1-69:47 - Per H. Christensen:
Irradiance caching in Pixar's RenderMan. 70:1-70:26 - Gregory J. Ward, Robert D. Clear:
A ray tracing solution for diffuse interreflection. 71:1-71:8 - Gregory J. Ward, Paul S. Heckbert:
Irradiance gradients. 72:1-72:17 - Indirect calculation. 73:1-73:40
- Eric Tabellion, Arnauld Lamorlette:
An approximate global illumination system for computer generated films. 74:1-74:8 - Jaroslav Krivánek, Pascal Gautron, Sumanta N. Pattanaik, Kadi Bouatouch:
Radiance caching for efficient global illumination computation. 75:1-75:19 - Jaroslav Krivánek, Pascal Gautron, Kadi Bouatouch, Sumanta N. Pattanaik:
Improved radiance gradient computation. 76:1-76:5 - Jaroslav Krivánek, Kadi Bouatouch, Sumanta N. Pattanaik, Jirí Zára:
Making radiance and irradiance caching practical: adaptive caching and neighbor clamping. 77:1-77:12 - Pascal Gautron, Jaroslav Krivánek, Kadi Bouatouch, Sumanta N. Pattanaik:
Radiance cache splatting: a GPU-friendly global illumination algorithm. 78:1-78:10 - Pascal Gautron, Kadi Bouatouch, Sumanta N. Pattanaik:
Temporal radiance caching. 79:1-79:29
SIGGRAPH Core: Principles of appearance acquisition and representation
- Tim Weyrich
, Jason Lawrence, Hendrik P. A. Lensch, Szymon Rusinkiewicz
, Todd E. Zickler:
Principles of appearance acquisition and representation. 80:1-80:119
SIGGRAPH Core: Projectors for graphics
- Oliver Bimber, Ramesh Raskar, Aditi Majumder, Hendrik P. A. Lensch:
Projectors for graphics. 81:1-81:4 - Aditi Majumder:
Large format displays. 82:1-82:103 - Oliver Bimber:
Visually augmenting the real world with projectors. 83:1-83:76 - Oliver Bimber, Daisuke Iwai
, Gordon Wetzstein, Anselm Grundhöfer:
The visual computing of projector-camera systems. 84:1-84:25 - Ramesh Raskar:
Mobile projectors and optical communication. 85:1-85:48 - Hendrik P. A. Lensch:
Projector-based illumination for 3D scene modeling. 86:1-86:85
SIGGRAPH Core: Psychophysics 101: How to run perception experiments in computer graphics
- James A. Ferwerda:
Psychophysics 101: how to run perception experiments in computer graphics. 87:1-87:60
SIGGRAPH Core: Real time physics
- Matthias Müller, Jos Stam, Doug L. James
, Nils Thürey:
Real time physics: class notes. 88:1-88:90
SIGGRAPH Core: Realistic hair simulation: animation and rendering
- Florence Bertails, Sunil Hadap, Marie-Paule Cani, Ming C. Lin, Tae-Yong Kim, Steve Marschner, Kelly Ward, Zoran Kacic-Alesic:
Realistic hair simulation: animation and rendering. 89:1-89:154
Complexity and Accessibility: Sorting in space: multidimensional, spatial, and metric data structures for CG applications
- Hanan Samet:
Sorting in space: multidimensional, spatial, and metric data structures for computer graphics applications. 90:1-90:106 - Hanan Samet:
A sorting approach to indexing spatial data. 91:1-91:15
ABCDE: The art of proposal writing
- Barb Helfer, Steve Cunningham, Mike McGrath, Larry Rosenblum:
The art of proposal writing. 92:1-92:39
SIGGRAPH Core: Tile-based methods for interactive applications
- Ares Lagae, Craig S. Kaplan, Chi-Wing Fu, Victor Ostromoukhov, Oliver Deussen:
Tile-based methods for interactive applications. 93:1-93:267
Impact on Society: Transportation visualization
- Theresa-Marie Rhyne, Michael Manore, Ronald G. Hughes:
Transportation visualization. 94:1-94:12 - Michael A. Manore:
Visualization education and training. 95:1-95:5 - Ronald G. Hughes:
Research agenda for visualization in transportation. 96:1-96:5 - Theresa-Marie Rhyne:
Visualization and the larger world of computer graphics. 97:1-97:4
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