Program Date & Time
Courses
Scattered Data Interpolation for Computer Graphics
Room 314

Presented in English / 영어로 발표 됨

Interpolation is a fundamental topic in computer graphics. While textbooks have generally focused on "regular" interpolation schemes such as B-splines, scattered interpolation approaches also have been a wide variety of applications. These include topics in facial animation, skinning, morphing, rendering, and fluid simulation.

This best-practice guide to scattered data interpolation reviews the major algorithms for scattered interpolation, shows how and where they are applied in a variety of published graphics studies, and compares and contrasts them. The algorithms include Shepard interpolation, Wiener interpolation, Laplace and thin-plate interpolation, radial basis functions (RBFs), moving least squares, and kernel regression. The course summarizes stability and computational properties with a focus on real-time applications and provides some theoretical insights to broaden the course's engineering perspective.

Wednesday
15 December
9:00 AM - 12:45 PM
Courses
Sorting in Space: Multidimensional, Spatial, and Metric Data Structures for Graphics Applications
Room 308A

Presented in English / 영어로 발표 됨

Representation of spatial data is an important issue in game programming, computer graphics, visualization, solid modeling, computer vision, and geographic information systems (GIS). Recently, there has been much interest in hierarchical representations such as quadtrees, octrees, and pyramids, based on image hierarchies, as well as methods that use bounding boxes, based on object hierarchies. The key advantage of these representations is that they provide a way to index into space. In fact, they are little more than multidimensional sorts. They are compact and, depending on the nature of the spatial data, they save space and time, and facilitate operations such as search.

This course provides a brief overview of hierarchical spatial data structures and related algorithms that make use of them. It describes hierarchical representations of points, lines, collections of small rectangles, regions, surfaces, and volumes. For region data, it points out the dimension-reduction property of the region quadtree and octree, and how to navigate between nodes in the same tree, a main reason for the popularity of these representations in ray-tracing applications. The course also demonstrates how to use these representations for both raster and vector data. In the case of nonregion data, it shows how these data structures can be used to compute nearest objects in an incremental fashion so that the number of objects need not be known in advance. It also reviews a number of different tessellations and shows why hierarchical decomposition into squares instead of triangles or hexagons is preferred. The course concludes with a demonstration of the SAND spatial browser, based on the SAND spatial database system, and presentation of the VASCO JAVA applet.

Wednesday
15 December
9:00 AM - 10:45 AM
Courses
Introduction to Augmented Reality and Its Applications
Room 308B/C

Presented in Korean, translated simultaneously to English / 한국어로 발표 됨 (영어 동시 통역)

This course introduces and defines augmented reality and user interfaces that can apply AR to enhance users' perceptions of reality.

Wednesday
15 December
9:00 AM - 10:45 AM
Courses
"Toy Story 3" Double Feature: Characters and Lighting
Room E1-E4

Presented in English, translated simultaneously to Korean / 영어로 발표 됨 (한국어 동시 통역)

This course explores rebuilding and relighting the Toy Story characters, their worlds, and their human co- stars, and ensuring that they remained familiar and recognizable to the audiences who saw them 11 years ago in "Toy Story 2".

The tools available in computer graphics have significantly improved during the last decade. Technologies such as ambient occlusion, subsurface scattering, efficient Indirect Illumination, and subdivision surfaces either did not exist or were in their infancy when "Toy Story 2" was released in 1999. Audiences have also developed higher expectations for the visuals in contemporary animated films. New and improved technologies add welcome richness and depth, but they must be used carefully, to make sure that familiar characters do not become strangers.

For "Toy Story 3", the Pixar team had to rebuild all the models, both characters and sets, yet make them appear exactly the same as their earlier incarnations. As they increased the level of detail and visual richness, they had to maintain a consistent design that would be recognizable from the preceding two films. The course explanations of visual storytelling through lighting, early prototypes of Lotso, and many examples of the team's successes and failures.

Wednesday
15 December
10:00 AM - 12:45 PM
Courses
Introduction to Data-Driven Animation: Programming With Motion Capture
Room 308A

Presented in English / 영어로 발표 됨

Data-driven animation using motion-capture data has become a standard practice in character animation. A number of techniques have been developed to add flexibility on captured human motion data by editing joint trajectories, warping motion paths, blending a family of parameterized motions, splicing motion segments, and adapting motion to new characters and environments.

Even with the abundance of motion-capture data and the popularity of data-driven animation techniques, programming with motion capture-data is still not easy. A single clip of motion data encompasses a lot of heterogeneous information including joint angles, the position and orientation of the skeletal root, their temporal trajectories, and a number of coordinate systems. Due to this complexity, even simple operations on motion data, such as linear interpolation, are rarely described as succinct mathematical equations in research papers.

This course provides not only a solid mathematical background, but also a practical guide to programming with motion-capture data. It begins with a brief review of affine geometry and coordinate-invariant (conventionally called coordinate-free) geometric programming, which generalizes incrementally to deal with three-dimensional rotations/orientations, the poses of an articulated figure, and full-body motion data. Then it identifies a collection of coordinate-invariant operations on full-body motion data and their object-oriented implementation. Finally, it explains the practical use of this programming framework in a variety of contexts ranging from data-driven manipulation and interpolation to state-of-the-art biped locomotion control.

Wednesday
15 December
11:00 AM - 12:45 PM
Exhibitor Sessions
The Foundry GeekFest Asia
317B

Presented in English, translated simultaneously to Korean / 영어로 발표 됨 (한국어 동시 통역)

In three individual sessions, The Foundry and some special industry guests showcase their high-end compositor NUKE, stereo toolset OCULA, creative texture-painting tool MARI, and new digital production hub STORM. They also summarize research and development at The Foundry.

In order to attend The Foundry GeekFest, attendees must register via The Foundry web site.

Wednesday
15 December
1:00 PM - 8:00 PM
Courses
Cross-Cultural User-Interface Design
Room 308A

Presented in English / 영어로 발표 됨

User interfaces for desktop, web, mobile, and vehicle applications reach across culturally diverse user communities, sometimes within a single country or language group, and certainly throughout the world. If user interfaces are to be usable, useful, and appealing to such a wide range of audiences, user-interface and user-experience developers must account for cultural preferences in globalizing and localizing products and services. In this tutorial, attendees learn about culture models, culture characteristics, and practical principles and techniques of design and analysis that are immediately useful in both current and next-generation products and services. As the course concludes, attendees have an opportunity to put their new understanding into practice through a series of pen-and-paper exercises.

Wednesday
15 December
2:15 PM - 6:00 PM
Courses
Introduction to Computer Graphics
Room 314

Presented in English, translated simultaneously to Korean / 영어로 발표 됨 (한국어 동시 통역)

A SIGGRAPH conference is an exciting event, but it is often an intimidating experience for first-time attendees. There are so many new terms, new ideas, and new product concepts to try to understand. It is like standing in a room with 100 doors and having no idea which door to open because you have no idea what the label on each door actually means. This leaves new attendees baffled and frustrated about how to spend their time. This course is designed to ease newcomers into the SIGGRAPH Asia conference experience by presenting the fundamental concepts and vocabulary at a level that can be readily understood. Far from being made up of dry facts, this course will also portray the fun and excitement that led most of us here in the first place. Attendees in the course will become well-prepared to understand, appreciate, enjoy, network, and learn from the rest of the SIGGRAPH Asia experience.

This is a half-day Beginning course. This course will be given lecture-style. There will be PowerPoint slides and live demos showing the use of computer graphics in applications These will be used to illustrate fundamental concepts (e.g., here is an image with and without perspective) and to illustrate those concepts in applications (e.g., here is the use of perspective in a visualization application and why you have to be careful when using it). The source code for the graphics program demos will be included on the conference DVD so that attendees can use them in their own applications and classes as well.

Because this is the first time that SIGGRAPH is being held in Korea, an introductory course taught by experienced practioners will be an important aspect of the conference.

Wednesday
15 December
2:15 PM - 6:00 PM
Technical Sketches Fast Forward
Technical Sketches Fast Forward Session
Room E5

Presented in English / 영어로 발표 됨

Displaced Subdivision Surfaces of Animated Meshes
A technique for extraction of a series of displaced subdivision surfaces from an existing animated mesh.
Synchronized Partial-Body Motion Graphs
An automatic method to construct a graph that specifies transitions and correlations between partial-body motions so as to increase the connectivity and the reusability of the graphs.
Modeling Player Performance In Rhythm Games
A method for modeling skill level in a rhythm game by building probabilistic models of how well the player is able to match a technically perfect execution.
Fast Local Color Transfer Via Dominant Colors Mapping
A more accurate local color-transfer method.
High-Frequency-Aware PIC/FLIP in Liquid Animation
A simple extension to PIC/FLIP (Particle-in-Cell/Fluid-Implicit-Particle) for animating liquid with enhanced behaviors such as pushing or eddying.
Automatic Architecture Model Generation Based on Object Hierarchy
A novel framework for generating an explicit architecture model from scanned points of an existing
architecture.
Shading-Interval Constraints for Normal Map Editing
A new paint-based approach to editing a normal map according to the intended shading. It is formulated as a quadratic optmization with interval constraints on shading.
Simulation-Aided Performance: Behind The Coils Of Slinky Dog in "Toy Story 3"
Summary of the collaborative work between simulation technical directors and animators for Slinky Dog in "Toy Story 3".
Hexagonal Global Parameterization of Arbitrary Surfaces
A new type of global surface parameterization that respects six-fold rotational symmetries in surfaces, with applications in texture and geometry-pattern synthesis as well as triangular remeshing.
Texture Transfer Based on Continuous Structure of Texture Patches
A texture-transfer method that considers continuous structure of texture patches to express the continuous flow of Shodo (Chinese and Japanese calligraphy) art brushwork.
Real-Time Stereo Visual Hull Rendering using a Multi-GPU-accelerated Pipeline
A novel real-time, image-based visual hull-rendering pipeline that adopts a single PC with multiple GPUs and renders stereo images of the object at 30~40 fps.
Ordered Depth-First Layouts for Ray Tracing
In this ordered depth-first tree layout, a child that has a larger surface area is stored next to its parent, so parent-child localities can be maximized.
Real-Time Controlled Metamorphosis of Animated Meshes Using Polygonal-Functional Hybrids
This approach allows production of metamorphosing transitions between animated meshes of arbitrary topology in real time, using both the meshes and the animated skeletons of the objects.
Stable and Efficient Differential Inverse Kinematics
This method combines ideas from two differential inverse kinematics algorithms to produce a new approach that is both efficient and free from instability.
An Empirical Fur Shader
An empirical fur shader that can render the difference between animal fur structures. Human hair fibers can also be handled in the same framework.
Parallel Progressive Photon Mapping on GPUs
A GPU implementation of progressive photon mapping. The main idea is a new data-parallel progressive radiance estimation algorithm, including data-parallel construction of photon maps.
An Image Query-Based Approach for Urban Modeling
This method for reconstructing actual cityscapes uses pre-created texture and 3D models, and searches
suitable objects based on a photograph of buildings.
A Real-Time Computer Model for Wind-Driven Fallen Snow
A new modeling method for the appearance of accumulated snow formed by snow-drift near obstacles in real time.
Derivation of Dance Similarity From Balance Characteristics
A novel similarity measure for motion-capture data streams of dance movements. The method includes balance, because balance depends on the context of motion.
EDGE: An Easy Design Tool for Rapid Game Development
With EDGE, game designers without programming skills can make game events and effects.
Skeleton-Growing: A Vector-Field-Based 3D Curve-Skeleton Extraction Algorithm
Skeleton-growing is a 3D curve-skeleton extraction algorithm that can deliver a single reliable result without the threshold-adjusting process.
Automated Target Selection for DrivenShape
This sketch presents an automated means to select targets for
DrivenShape. Targets are chosen to allow DrivenShape to
produce the lowest error in common contexts.
Point-Based Hair Global Illumination
A point based representation was extensively used on "Tangled" to generate occlusion and indirect illumination involving the characters' hair. This sketch describes how this was achieved in reasonable rendering times.
Simulating Drools and Snots for Bulls in "Knight and Day"
A set of techniques used to produce drool effects for bulls in the "Knight and Day" movie production.
Direct Ray Tracing of Phong Tessellation
A summary of the details of direct ray tracing of Phong Tessellation, which enables rendering of smooth surfaces in a simple and robust way.
Space-Time Blending With Improved User Control in Real Time
Improving the original space-time blending technique to provide users with a set of more intuitive controls in real-time applications.
MobiRT: An Implementation of OpenGL ES-Based CPU-GPU Hybrid Ray Tracer for Mobile Devices
Implementation of an OpenGL ES-based CPU-GPU hybrid ray trace, the first demonstration of full-Whitted ray tracing in dynamic scenes using OpenGL ES.
Virtual Heritage Production as a Tool in Education
Virtual heritage productions typically require many different fields of expertise, so it is a good match for interdisciplinary teamwork theory.
The Emotion Color Wheel: An Interface for Real-Time Facial Animation
The EmoCoW is an experimental color-coded interface for blend-shape animating of virtual characters in real time with only one hand and a six-axes input device.
Sub-100 Grams Ungrounded Haptic Device for 14-g Impact Simulation
An untethered, push-pull, spring-less, solenoid-based handheld device that simulates 14g impacts in mid-air, for simulating ball-racket collisions in a tennis simulator.
Visual Metaphors for Teaching Solar System and Gravity
Real-world visual metaphors that convey the concepts of the solar system and gravity to children.
Single-Shot Photometric Stereo by Spectral Multiplexing
Generalizing three-color photometric stereo to multiple color channels, yielding both a normal map and a full-color reflectance map in a single shot, using off-the-shelf parts only.
Pose-Invariant 3D Face Reconstruction From a Single Image
A novel method for 3D face reconstruction from only a single image, without requiring the image to be in a specific pose.
Interactive Voxelized Epipolar Shadow Volumes
A new visibility sampling in epipolar space that can be efficiently computed via a standard parallel scan. This allows shadow rendering in participating media at up to 300 fps.
Minimal Image Sets for Robust Spherical Gradient Photometric Stereo
A new method for reducing data-capture requirements for accurate face-shape recovery.
Perceptual Evaluation of Human Animation Timewarping
This perceptual evaluation of motion timewarping, a common editing method for motion capture data, finds a significant difference between speeding up and slowing down the motions.
Electrostatic Dynamics Interaction for Cloth
By simulating a new external force, this method implements electrostatic adherence behaviors between textile and objects. With Coulomb's law, draping and balloon floating influenced by electrostatic field are realistically illustrated.
Understanding Ohm's Law - Enlightenment Through Augmented Reality
A new application of augmented-reality technology in teaching the physics of electical circuits.
Measuring Interest in Linear Single-Player FPS Games
This study measured attention levels to identify points of high player interest in linear single-player FPS games.
Free-Form Polarized Spherical Illumination Reflectometry
A lightweight in-situ acquisition system for per-pixel reflectance parameters, such as diffuse and specular albedo, specular roughness, and surface orientation.
ProtoSphere: A GPU-Assisted Prototype-Guided Sphere-Packing Algorithm for Arbitrary Objects
A novel method for filling arbitrary objects very quickly and stably with sets of non-overlapping spheres.
Blue Mars Chronicles: Building for Millions
Insights and guidelines on how to maintain productive relationships with 3D content developers of the online virtual world Blue Mars.
NinjaEdit: Simultaneous and Consistent Editing of an Unorganized Set of Photographs
A novel editing technique to apply visual effects to multiple photographs of a scene easily and simultaneously, maintaining their visual coherency with 3D reconstruction.
Integrating Lip-Synch Into Game Production Workflow: Sengoku BASARA 3
This skeetch describes integration of automated lip-synch (lip synchronization) into production of Sengoku BASARA 3, a PS3/Wii game by Capcom.
Fusion-Based Image and Video Decolorization
A novel decolorization method built on the principle of image fusion.
Enhanced Interactive Gaming by Blending Full-Body Tracking and Gesture Recognition
A framework that enhances motion-capture tracking data by seamlessly blending it with predefined animations in real time. The process is triggered by a unique gesture-recognition system.
Layer-Based Single-Image Dehazing by Per-Pixel Haze Detection
A novel single-image dehazing technique built on a per-pixel haze-detection strategy.
OtoMushi: Touching Sound
OtoMushi displays sound samples as insects, allowing for quick exploration, mixing, and playback of a collection of sounds. Scratching the insects creates a similar effect on the sounds.
Face Models From Noisy 3D Cameras
A model-based approach to computing high-quality 3D face models from very noisy 3D data such as that obtained from time-of-flight cameras without user interaction.
A Hybrid Approach to Facial Rigging
This sketch presents a hybrid approach to facial rigging that uses
Pose Space Deformation to seamlessly combine both geometric
deformations and blendshapes.
A Correspondence-Matching Technique of Dense Checkerboard Pattern for One-Shot Geometry Acquisition
A rapid correspondence-matching technique for a dense and incomplete checkerboard pattern displayed by a projector-camera system for one-shot geometry acquisition.
Face Reality: Investigating the Uncanny Valley for Virtual Faces
An experiment to determine if changing the rendering style of a conversing virtual human alone can change how trustworthy the character is perceived to be.
PETICA: An Interactive Painting Tool With 3D Geometrical Brushes
Interactive painting software, PETICA, that enables users to freely design 3D shapes and attributes to create digital painting brushes and paint pictures with these brushes.
Elastic Rod Simulation by Chain-Shape Matching with Twisting Effect
A simple deformation model for handling the dynamics of bending, stretching, and twisting of elastic rods. Also: segment-based collision handling for complex collisions of the elastic rods.
Robustly Discovering Partial Rigid Symmetries on 3D Models
An iterative voting method to robustly discover partial rigid symmetries on 3D models, especially symmetries at small scales.
Wednesday
15 December
3:30 PM - 5:15 PM
Technical Papers Fast Forward
Technical Papers Fast Forward Session
Auditorium

Presented in English / 영어로 발표 됨

TOG Article: 183
Data-Driven Suggestions for Creativity Support in 3D Modeling
This paper introduces data-driven suggestions for 3D modeling. The approach computes and presents components that can augment the artist's current shape.
TOG Article: 180
Volumetric Modeling With Diffusion Surfaces
This paper proposes Diffusion Surfaces (DSs), a new primitive for volumetric modeling, and a user interface tailored to modeling objects whose inner structure has rotational symmetries.
TOG Article: 172a
Computational Rephotography
A real-time estimation and visualization technique that helps users match the viewpoint of a reference photograph. Users can reach the desired viewpoint by following this visualization technique at capture time.
TOG Article: 169
Accelerating Spatially Varying Gaussian Filters
An acceleration method for approximating spatially varying Gaussian filters. The method offers better filtering quality over the standard bilateral filter with a moderate increase in computational complexity.
TOG Article: 137
Stable Inverse Dynamic Curves
This technique automatically converts any 2D curve into the rest shape of a dynamic curve that can be subsequently animated.
TOG Article: 166
Parallel Poisson Disk Sampling With Spectrum Analysis on Surfaces
A fast, parallel Poisson disk-surface sampling algorithm suitable for dynamic meshes and introduction of a spectrum-analysis method for directly evaluating sample distribution on arbitrary manifold surfaces.
TOG Article: 140
Morphable Crowds
A novel method of blending crowd animations into a new crowd that exhibits the intervening formations and motion styles at an arbitrary scale.
TOG Article: 175
Multi-Phase Fluid Simulations Using Regional Level Sets
Simulation of multi-phase liquid interactions with each component registered to the regional level-set graph.
TOG Article: 179
Fast Parallel Surface and Solid Voxelization on GPUs
Data-parallel methods for conservative and 6-separating surface voxelization and for solid voxelization, including a novel octree-based sparse solid voxelization approach.
TOG Article: 152
Analysis, Reconstruction and Manipulation Using Arterial Snakes
Arterial snakes for analyzing and reconstructing the arterial surfaces and decomposing them into a set of semantically useful arterial components, which benefits the manipulation of such surfaces.
TOG Article: 171
Optimizing Continuity in Multiscale Imagery
A method for creation of visually smooth mipmap pyramids from imagery at several scales introduces techniques to reduce ghosting and blurring, and demonstrates continuous zooms from space to ground level.
TOG Article: 155
Piles of Objects
This method for directly modeling piles of objects in multibody simulations improves computation time and achieves accurate or desired piling effects.
TOG Article: 170
Computational Highlight Holography
Computational highlight holography converts 3D models into mechanical "holograms". Small grooves are milled into a surface, and each produces a reflected or refracted highlight that moves with correct binocular and motion parallax.
TOG Article: 147
Stereoscopic 3D Copy & Paste
This end-to-end system for 3D copy and paste handles occlusion and perspective change, and it preserves the stereo volume of copied objects.
TOG Article: 168
Spectral Sampling of Manifolds
This sampling method based on spectral analysis of manifolds results in faithful reconstructions, and it is efficient, out-of-core, feature-sensitive, intuitive to control, and simple to implement.
TOG Article: 145
Diffusion Maps for Edge-Aware Image Editing
This paper demonstrates the advantages of using diffusion distances instead of regular distances between pixel values in edge-aware image editing, and it analyzes efficient methods for computing such distances.
TOG Article: 174
Scalable Fluid Simulation Using Anisotropic Turbulence Particles
A novel, scalable method for simulating turbulent fluids. The method uses energy transport and an efficient particle representation to achieve accurate turbulent detail at interactive frame rates.
TOG Article: 162
Circularly Polarized Spherical Illumination Reflectometry
A novel method for surface reflectometry based on photographing a subject under a full-on spherical field of circularly polarized illumination and analysis of the resultant Stokes reflectance field.
TOG Article: 156
Multi-Resolution Isotropic Strain Limiting
A fast multi-resolution, isotropic strain-limiting method that is straightforward to implement, efficient to use, and applicable to a wide range of shell and solid materials.
TOG Article: 177
Unbiased, Adaptive Stochastic Sampling for Rendering Inhomogeneous Participating Media
This unbiased and adaptive sampling technique for generating scattering events accelerates rendering of highly inhomogeneous participating media inbyone to two orders of magnitude.
TOG Article: 181
Computer-Generated Residential Building Layouts
A method for automated generation of interior building layouts. The approach is based on the layout design process developed in architecture.
TOG Article: 176
Detail-Preserving Fully-Eulerian Interface Tracking Framework
This paper presents a new fully Eulerian interface tracking framework that preserves fine details of liquid.
TOG Article: 154
Real-Time Collision Culling of a Million Bodies on Graphics Processing Units
A very fast, parallel, broad-phase collision-culling algorithm that can deal with a million objects. The algorithm is integrated with real-time simulation of particle dynamics and rigid-body dynamics.
TOG Article: 146
Data-Driven Image Color Theme Enhancement
Photographers carefully conceive the color composition of their images to convey desired color themes. This paper presents a data-driven method for enhancing a desired color theme in an image.
TOG Article: 158
Automatic Generation of Destination Maps
A system for automatic generation of destination maps: navigational aids designed to show anyone within a region how to reach a small set of locations.
TOG Article: 150
Cone Carving for Surface Reconstruction
Visibility cones carve the ambient space of the shape from inside out to better approximate the signed distances to the shape near holes and infer correct surface topology for reconstruction.
TOG Article: 138
Motion Fields for Interactive Character Animation
A structureless representation of motion data enables intelligent characters with highly agile responses to user input and natural handling of arbitrary disturbances.
TOG Article: 144
A Progressive Error Estimation Framework for Photon Density Estimation
A first-error estimation framework for photon-density estimation methods that works under complex and general light transport configurations.
TOG Article: 148
MovieReshape: Tracking and Reshaping of Humans in Videos
A method for quick and easy manipulation of the body shape and proportions of a human actor in arbitrary video footage.
TOG Article: 149
Metric-Aware Processing of Spherical Imagery
An adapted finite-element system that supports intrinsic gradient-domain processing of spherical imagery.
TOG Article: 182
Context-Based Search for 3D Models
A context-based model search engine that uses information about the supporting scene a user is building to find good models.
TOG Article: 157
Animation Wrinkling: Augmenting Coarse Cloth Simulations With Realistic-Looking Wrinkles
Moving cloth exhibits dynamic, complex wrinkles. Existing wrinkling methods are computationally expensive and require significant user expertise. This alternative approach augments existing coarse-cloth animation with realistic-looking dynamic wrinkles.
TOG Article: 184
Style-Content Separation by Anisotropic Part Scales
This paper demonstrates co-analysis of a set of 3D objects to create novel instances derived from the set. The analysis is facilitated by style-content separation.
TOG Article: 172
Axial-Cones: Modeling Spherical Catadioptric Cameras for Wide-Angle Light Field Rendering
This novel geometric ray modeling for non-central spherical catadioptric cameras allows fast and exact wide-FOV lightfield rendering. The method enables perspective algorithms to be directly applied to catadioptric cameras.
TOG Article: 164
Optical Computing for Fast Light Transport Analysis
This paper shows how to efficiently perform numerical computations on a scene's unknown transport matrix (eigenvector analysis, low-rank approximation, inversion) by doing them partially in optics with projectors and cameras.
TOG Article: 161
Video Quality Assessment for Computer Graphics Applications
The proposed metric predicts the perceived quality of natural as well as rendered video sequences, even if the input videos have different dynamic ranges.
TOG Article: 151
Automatic Reconstruction of Tree Skeletal Structures From Point Clouds
An automatic approach to reconstructing tree skeletal structures from point clouds that are often noisy, incomplete, and have trees with overlapping crowns.
TOG Article: 165
Light Reallocation for High-Contrast Projection Using Analog Micromirror Arrays
This paper demonstrates a proof-of-concept projector with a secondary array of individually controllable analog micromirrors added to improve the contrast and peak brightness of conventional projectors by reallocating light.
TOG Article: 159
Resizing by Symmetry-Summarization
Understanding the symmetry content inside an image allows image resizing via summarization. This provides extra space for effective image resizing.
TOG Article: 142
Consistent Normal Interpolation
A simple modification of Phong normal interpolation that allows physically plausible reflections yet changes smoothly across the surface.
TOG Article: 153
Editing Operations for Irregular Vertices in Triangle Meshes
An interactive editing framework that provides control over the type, location, and number of irregular vertices in the input mesh.
TOG Article: 143
Combining Global and Local Virtual Lights for Detailed Glossy Illumination
This global-illumination solution for glossy inter-reflections handles the low-rank (dense) and high-rank (sparse) lighting components separately, using visibility clustering and a novel local-lights technique.
TOG Article: 178
A Hierarchical Volumetric Shadow Algorithm for Single Scattering
An incremental, hierarchical algorithm for rendering volumetric shadows in single-scattering participating media.
TOG Article: 141
A Practical Appearance Model for Dynamic Facial Color
This animatable appearance model for skin-color animation, based on real measurements of melanin and hemoglobin, is efficiently coupled with a geometric facial-animation rig.
TOG Article: 163
Content-Adaptive Parallax Barriers: Optimizing Dual-Layer 3D Displays Using Low-Rank Light Field Factorization
This method for optimizing automultiscopic dual-stacked LCDs proves that conventional parallax barriers only project rank-1 light fields and demonstrates higher-rank reconstructions using time-multiplexed masks, optimized for each frame.
TOG Article: 139
Video-Based Reconstruction of Animatable Human Characters
A new performance-capture approach that reconstructs a rigged fully animatable virtual double of a real person from multi-view video recordings.
TOG Article: 160
A Comparative Study of Image Retargeting
A comprehensive study and analysis of image-retargeting methods and human perception of resized images.
TOG Article: 185
Multi-Feature Matching of Fresco Fragments
This multiple-cue matching approach for reassembling fragments of archaeological artifacts improves current 3D matching algorithms by incorporating normal-based feature descriptors and reweighting features by importance.
TOG Article: 167
Anisotropic Blue Noise Sampling
Anisotropic blue noise sampling extends traditional isotropic dart throwing, relaxation, and Fourier-spectrum analysis techniques for anisotropic scenarios. Applications include stippling, re-meshing, rendering, and object placement.
Wednesday
15 December
6:00 PM - 8:00 PM
Exhibitor Sessions
CUDA Workshop
317B/C

Presented in English, translated simultaneously to Korean / 영어로 발표 됨 (한국어 동시 통역)

Languages, Tools, and APIs for GPU Computing
9:00-9:50 am
This talk covers the key features and differences between the major programming languages, APIs, and development tools available today. It also explains several high-level design patterns for consumer, professional, and HPC applications, with practical programming considerations for each.
Scott Fitzpatrick
NVIDIA Corporation

Introduction to Programming for CUDA C
10:00-10:50 am
This presentation teaches the basics of programming GPUS . For anyone with a background in C or C++, it explains everything necessary to start programming in CUDA C. Explore the various APIs available to CUDA applications and learn the best (and worst) ways to employ them in applications. The concepts are illustrated with step-by-step walkthroughs of code samples.

Samuel Gateau
NVIDIA Corporation

Computational Photography, Real-Time Plenoptic Rendering
11:00-11:50 am
Learn how to change the focus of an image after it has been captured. Get the latest information on GPU-based plenoptic rendering, including a demonstration of refocusing, novel view generation, polarization, high-dynamic-range imaging, and stereo 3D. Learn how GPU hardware enables interactive plenoptic rendering with high-resolution imagery, and how this process opens up entirely new possibilities for modern photography.

Todor Georgiev
Adobe Systems Incorporated

Andrew Lumsdaine
Indiana University

Using 3D Stereoscopic Solutions in Broadcast and Film Production
12:00-12:50 pm
Film, television, and the entire digital-content industry are undergoing a stereoscopic 3D revolution. 3D stereoscopic techniques provide an entirely new way to tell a story to your audience. Learn how software tools and hardware work together to make stereoscopic 3D production and distribution possible.

Andrew Page
NVIDIA Corporation

Developer Tools for the GPU: Parallel Nsight & AXE
1:00-1:50 pm
Learn about NVIDIA's latest software-development tools. The first half of this session explains how NVIDIA's range of professional software makes it easy for application developers to maximize the power of professional GPUs to deliver ultimate experiences and capabilities within their products and for their customers. Many of these offerings benefit end users directly, as they push the boundaries of what's possible in graphics and visual computing.

The second half of the session covers NVIDIA’s Parallel Nsight development environment for Windows. Parallel Nsight, fully integrated into Visual Studio 2010, introduces native GPU debugging and platform-wide performance analysis tools for both computing and graphics developers.

Phillip Miller
Samuel Gateau
NVIDIA Corporation

DX11 Tessellation
2:00-2:50 pm
This talk provides a comprehensive overview of Direct3D11 tessellation technology. It not only demonstrates how to leverage Direct3D11 tessellation to take your games to the next level, but also addresses crucial practical issues. It also presents a few breathtaking practical examples and demonstrates how these advanced techniques have been adopted into gaming source engines.

Tianyun Ni
NVIDIA Corporation

Using the GPU for Visual Effects for Film & Video
3:00-4:30 pm
Learn from NVIDIA partners who are working with the GPU to improve visual effects for film and video."Avatar" Case Study: Accelerating Out-Of-Core Ray Tracing of Sparsely Sampled Occlusion with Pantaray
3:00-3:30 pm
Modern VFX rendering pipelines confront major complexity challenges: a film like "Avatar" requires rendering hundreds of thousands of frames, each containing hundreds of millions or billions of polygons. Furthermore, the process of lighting requires many rendering iterations across all shots. This talk presents the architecture of an efficient out-of-core ray-tracing system designed to make rendering precomputations of gigantic assets practical on GPUs. The system, dubbed PantaRay, leverages development of modern ray-tracing algorithms for massively parallel GPU architectures and combines them with new out-of-core streaming and level-of-detail rendering techniques.
Luca Fascione
Sebastian Sylwan
Weta Digital
Additional speakers and topics coming soon.

CUDA and Fermi Optimization Techniques
4:45-6:00 pm
This talk presents a detailed technical overview of implementing CUDA on Fermi for various algorithms: Monte Carlo simulation, finite-difference method, and some useful image processing algorithms. Learn how to implement these algorithms on Fermi-based CUDA architecture and how to use new Fermi features and optimize to achieve optimum performance on these applications.

Hyungon Ryu
NVIDIA Corporation

Presentations will be available for download on the SIGGRAPH Asia 2010 and NVIDIA web sites soon after the workshop.

Thursday
16 December
9:00 AM - 6:00 PM
Technical Papers
Curves, Characters & Crowds
Room E1-E4

Presented in English / 영어로 발표 됨

TOG Article: 137
Stable Inverse Dynamic Curves
This technique automatically converts any 2D curve into the rest shape of a dynamic curve that can be subsequently animated.
TOG Article: 140
Morphable Crowds
A novel method of blending crowd animations into a new crowd that exhibits the intervening formations and motion styles at an arbitrary scale.
TOG Article: 138
Motion Fields for Interactive Character Animation
A structureless representation of motion data enables intelligent characters with highly agile responses to user input and natural handling of arbitrary disturbances.
TOG Article: 139
Video-Based Reconstruction of Animatable Human Characters
A new performance-capture approach that reconstructs a rigged fully animatable virtual double of a real person from multi-view video recordings.
Thursday
16 December
9:00 AM - 10:45 AM
Courses
Efficient Substitutes for Subdivision Surfaces in Feature-Quality Games
Room E5

Presented in English / 영어로 발표 됨

As real-time graphics aspires to movie-quality rendering, higher-order, smooth-surface representations take center stage. Catmull-Clark subdivision surfaces are the dominant higher-order surface type used in feature films, as they can model surfaces of arbitrary topological type and provide a compact representation for smooth surfaces that facilitate modeling and animation. But their use has been hindered in real-time applications because the exact evaluation of such surfaces on modern GPUs is neither memory nor performance efficient. The advent of DirectX 11, recent theoretical results in efficient substitutes for subdivision surfaces, and recent hardware advances offer the possibility to see real-time cinematic rendering in the near future.

This course covers the hardware tessellation part of the SIGGRAPH 2009 Course Efficient Substitutes for Subdivision Surfaces with the emphasis on character tessellation in movie-quality games. It adds additional material based on recent research findings and practical optimizations. The goal of this course is to familiarize attendees with the practical aspects of introducing substitutes in subdivision surfaces to increase efficiency in real-time applications.

The course begins by highlighting the properties that make SubD modeling attractive and introduces some recent techniques to capture these properties by alternative surface representations with a smaller foot-print. It lists and compares the new surface representations and focuses on their implementation on current and next-generation GPUs, then addresses crucial practical issues, such as watertight evaluation, creases and corners, view-dependent displacement occlusion mapping, and LOD computation. Finally and most importantly, it explains how these advanced techniques have been adopted into their gaming pipelines.

Thursday
16 December
9:00 AM - 10:45 AM
Technical Sketches
Games
Room 308A

Presented in English / 영어로 발표 됨

Modeling Player Performance In Rhythm Games
A method for modeling skill level in a rhythm game by building probabilistic models of how well the player is able to match a technically perfect execution.
EDGE: An Easy Design Tool for Rapid Game Development
With EDGE, game designers without programming skills can make game events and effects.
Measuring Interest in Linear Single-Player FPS Games
This study measured attention levels to identify points of high player interest in linear single-player FPS games.
Integrating Lip-Synch Into Game Production Workflow: Sengoku BASARA 3
This skeetch describes integration of automated lip-synch (lip synchronization) into production of Sengoku BASARA 3, a PS3/Wii game by Capcom.
Thursday
16 December
9:00 AM - 10:45 AM
Computer Animation Festival - Animation Theater
Computer Animation Festival - Animation Theater 1
Room 307A/B
Thursday
16 December
9:00 AM - 6:00 PM
Courses
Procedural Shading in RenderMan
Room E6

Presented in English, translated simultaneously to Korean / 영어로 발표 됨 (한국어 동시 통역)

Proceduralism is a powerful concept in computer graphics. It facilitates scenes of enormous scale, exquisite varieties of detail, and impressive efficiency. However, artists who are fluent in procedural techniques are still rare, and many studios miss out on the possibilities that this exciting field offers. This course explores how to create procedural shaders without programming, using Pixar's industry standard renderer, RenderMan, and its Autodesk Maya-based front-end, RenderMan Studio.
The first section of the course is an overview of RenderMan, its history, use in the industry, important features, and how it works. Topics include the Reyes pipeline and how it has helped to create some of the most impressive visuals in computer graphics, and proceduralism: its pros and cons, both in general and as it applies to shading.

The second section is a live demonstration of how to create a procedural animated shader for an orange that ages over time, from unripe to fresh to old and dusty. The demo begins with a sphere in Maya, then shows how to create all the detail using a shading network in RenderMan Studio. No textures are used. The look is created entirely with noise, splines, displacement, and more! Finally, the course presents examples of how the techniques used in shading the orange apply in industry and beyond.

Thursday
16 December
9:00 AM - 10:45 AM
Courses
Introduction to OpenCL by Example
Room 308B/C

Presented in English / 영어로 발표 됨

The rapidly changing capabilities of modern graphics processing units (GPUs) require that developers understand how to combine parallel-programming techniques with the traditional interactive rendering pipeline exposed by OpenGL and Direct3D. This course demonstrates how to combine traditional rendering APIs with advanced parallel computation using OpenCL (Open Computing Language), a cross-platform API for programming parallel systems such as GPUs. The course presenters are experts on general-purpose GPU computation and advanced rendering from academia and industry, and have presented papers and tutorials on the topic at SIGGRAPH, Graphics Hardware, Supercomputing, and elsewhere.

The first section reviews the basics of the OpenCL API, including a "Hello World" application written in OpenCL. Attendees with laptops will be able to try the examples on their own during the course. The second section covers more advanced cases, including how to write applications that interact with standard graphics APIs. The final section includes performance-optimization "tips and tricks" for writing OpenCL applications.

Thursday
16 December
9:00 AM - 10:45 AM
Posters
Posters
Foyer Hall E
Optical-Flow-Based Head Tracking for Camera Mouse, Immersive 3D, and Robotics
Head tracking using optical flow with auto-feature tracking for camera mouse, immersive 3D, hands-free gaming, and robotics.
Chladni Satellite: Converting Real-Time Information on Solar Wind Into Aural and Visual Experience
This interactive Installation provides an environment for visitors to feel various changes in space "weather" directly on the earth.
A Pinch-Up Gesture on Multi-Touch Table with Hover Detection
A technique for realizing hover action in a multi-touch table with DSI and a pinch-up gesture to move objects intuitively.
New Cloth Modeling for Designing Dyed Patterns
This novel cloth-modeling method includes a local geometric operation for plural dyed patterns and stitching operation for cloth gathering.
Enhancing Video Games in Real Time With Biofeedback Data
This graduate-student project explores the relationship between external visual and audio stimuli, such as those in video games, and the effects they have on the player.
Feature-Based Probability Blending
This new blending algorithm for use with texture splatting maintains the illusion of terrain features (for example, bricks) protruding intermittently through underlying textures at terrain transitions.
Embedded Motion: Generating the Perception of Motion in Peripheral Vision
Visual motion stimulus that is selectively perceived in the peripheral visual field for more impressive visual expression in pictures and videos.
Creating A Digital Model of An Origami Crane Through Recognition of Origami States from Image Sequence
This system recognizes the user's paper-folding process and builds a 3D digital model of an origami crane that has the same texture as the actual origami.
Camera Model for Inverse Perspective
A novel camera model that can express the inverse perspective projection as well as the normal perspective projection and the orthogonal projection.
Intuitive 3D Caricature Face Maker
An interactive system for generating a caricatured 3D face from a single photo by combining the 2D caricature generation method and 3D geometric morphing method.
Tangible User Interface Design for Home Automation Energy Management
This study explores how to satisfy the emotional needs of a tangible user interface in a home automation environment.
Final Gathering Using Adaptive Multiple-Importance Sampling
A proposal for a suitable PDF technique for efficient final gathering using adaptive multiple-importance sampling (AMIS).
A System for Activity Visualization of Game Experience on a Smart Phone
Establishing a game-simulation system in which a producer can design user activity connected with a smart-phone experience of game storytelling.
Fast and Symmetry-Aware Quadrangulation
This symmetry-aware quadrangulation method manipulates the positions of singularities using a hierarchical approach that makes the quadrangulation faster.
Examination: Interactive Art Installation
This installation uses a model of its creator'€™s head as an interactive interface and projects 3D animated images of the creator on both sides of the room.
A Japanese Text-Based Mobile Augmented-Reality Application
An application that uses Japanese words as markers by converting Japanese characters from signs to text and extracting keywords in real time.
Design and Application for an Interpersonal Communication Interface
This communication interface can detect the user’s behavior and control lighting changes in accordance with time and the distance when the user views the frame.
Progressive Mesh Cutting for a Real-Time Haptic Incision Simulator
An effective mesh-cutting method for a real-time incision simulator. The method reproduces visual and haptic feedback involved in the incision.
A Realistic 3D Facial Deformation With Facial Asymmetry of Healthy Subjects
A novel method that generates plausible faces from symmetric face models by means of statistical knowledge about the facial asymmetry of healthy subjects.
Interactive Oriental Orchid Created With the Spirit and the Mind
An ink-and-wash painting of oriental orchid created with fingertips as of they are brushing dust off of an orchid leaf.
Lens-Dispersion Simulation Using a Dispersive Lens Model and a Spectral-Rendering Method
A novel method for simulating lens dispersion that combines a new realistic lens model and an efficient spectral-rendering method.
A 3D Active-Touch Interaction Based on Meso-Structure Analysis
Modeling surface asperity of cultural properties based on meso-structure analysis and development of a 3D exhibition system that enables users to touch the digital archive model interactively.
Composing Music and Images for Public Display Using Correlated KANSEI Information
A public display system that uses dynamic composition of digital images and sounds by analyzing related KANSEI information.
Conversion of Performance-Mesh Animation Into Cage-Based Animation
A new linear framework to convert performance-mesh animation into cage-based animation. The method preserves the silhouette consitency of the input data better than the skeleton-based approach.
Development of a Learning-Assist System for Dextrous Finger Movements
This learning-assist system for dextrous finger movements uses finger motion-capture data measured by Hand-MoCap.
Ghost Interruption
This presentation illustrates the artistic and technical production process of a digital performance: Ghost Interruption. The dancer interacts with animated images that function as a virtual environment.
Modeling Trees With Crown-Shape Constraints
A method for modeling trees with basic solid geometry figures, such as spheres, cones, cylinders, and prisms.
Interaction With Objects Inside Media
Media that can provide a physics-based application with predefined object information and the corresponding sensory feedback data while remaining compatible with current image formats.
Cell Voice: Touching Minds and Hearts Through Voice and Light
Cell Voice is a simple and interesting context-aware message medium that allows people to directly leave voice messages in a device and convert tactile sensation into auditory data.
Pendulum
An interpretation of how emptiness, a factor in various human-perceived experiences, can be integrated in media art.
Procedural Modeling of Multiple Rocks Piled on Flat Ground
This procedural modeling method generates realistic rock shapes and effectively places the rocks on the ground.
ZOOTOPIA : A Tangible and Accessible Zoo for Hospitalized Children
ZOOTOPIA was designed for kids experiencing anxiety, detachment, and loneliness from being too long in the hospital. With ZOOTOPIA, a stroll through the zoo becomes fun and accessible.
A Real-Time and Direct-Touch Interaction for a 3D Exhibition of Woven Cultural Property
A real-time and direct-touch interaction for a 3D exhibition of the Tenmizuhiki tapestries: Hirashaji Houou Monyou Shishu of Fune-hoko of the Gion Festival in Kyoto.
Real-Time Integral Photography Using the Extended Fractional View Method
This new system captures, synthesizes, and displays moving integral photography in real time using the extended fractional view method.
Gesture-Based Control of the Snake Robot and Its Simulated Gaits
A method of controlling the Snake robot and and its simulate gaits using natural gestures like hood lift with a custom-developed data glove and accelerometers/
Life Twitter: Connecting Everyday Commodities With Social Networking Services
A system that uses sensor bundles to reshape everyday commodities. When the reformed commodities are used, the system automatically "twitters" users' activities to the social network.
Multi-Touch Based on the Metaphor of Persistence of Vision
A new method for converting single-touch devices to multi-touch using the metaphor of persistence of vision.
Ridge Detection With a Drop-of-Water Principle
This extraction method for ridge lines generates a ridge-lined 3D terrain map of Japan.
Visualizing and Experiencing Harmful Gases in the VR Environment
An approach to visualizing and experiencing the harmful gases caused by fire in the virtual reality environment, which could help people to conduct safer fire-response activities.
Horizon-Based Screen-Space Ambient Occlusion Using Mixture Sampling
A new screen-space ambient occlusion solution that overcomes the issues of earlier methods and provides more realistic results.
Reiki - The Dark Light
Using computer-vision techniques to reproduce the ancient Chinese legend that individual humans have their own particular energy that we can't see in everyday life.
Flick Flock: The Distant and Distinct Characteristics of the Masses in Immersive Aesthetic Space
This poster elaborates on concepts of distance and distinctiveness behind an immersive virtual environment called Flick Flock (2009) that uses embodied interaction to explore human perceptual processes.
A Task-Parallel Programming Language for Interactive Applications
Based on some observations about common data and code structure in rendering and interactive applications, this poster introduces a prototype language for managing tasks and data in task-parallel programs.
Surge: An Experiment in Real-Time Music Analysis for Gaming
A multi-disciplinary collaboration at Drexel University focuses on expanding the music-game genre through merging novel audio-analysis algorithms with music-driven dynamic gameplay to create a "music-reactive" game.
A Glove-Type Input Device Using Hetero-Core Fiber Sensors for 3D-CG Modeling
A glove-type input device using hetero-core fiber optic sensors for 3D-CG modeling and intuitive interface.
Fast Patching of Moving Regions for High-Dynamic-Range Imaging
A fast-intensity mapping-function-based method for patching moving regions and perserving better high-dynamic-range images in the synthesis process.
Toward a GPU-Only Rod-Based Hair Animation System
A closed-loop GPU system for animating human hair in real time using a physically realistic method that accounts for hair twisting.
Volume Matting: Object-Tracking-Based Matting Tool
A new kind of auto-rotoscoping tool that is incorporated a matting procedure for extracting detailed
alpha mattes into a key-frame-based object-tracking procedure with appropriate occlusion handling.
Rendering Method for Multiple Reflections on a Concave Mirror
Generation of multiple reflections on a semi-cylindrical mirror with an analytical method that can render multiple reflection images according to eye position.
Pondang: Artificial Creature Ecology With Evolutionary Sound
An investigation into a tangible interactive art form (Pondang) shared by virtual creatures in an artificial pond and humans.
Direct Volume Drilling of Internal Structures Using a 2D Pointing Device
A new mouse-based drilling approach on the volume-rendering image and a framework for interactive drilling on the arbitrary 3D internal region.
Object-Motion-Based Video Key-Frame Extraction
A method of extracting the key frame that contains the most dominant object motion.
Bounding Volumes for Implicit Intersections
An approach for automatic generation of bounding volumes for intersections of implicit surfaces. The approach is based on set operations, normalization, and offsetting.
A Rule-Based Method for Creating Bookshelf Models
A rule-based method for generating bookshelf models that can be easily given variations by employing structural patterns.
Annotating With "Sticky" Light for Remote Guidance
A remote guidance system that can support a mobile worker by projecting "sticky annotations" from a remote helper into the worker's physical environment.
Cognitive Laser: New Gaming Device for First-Person-Shooter Games Using a Laser Shooter and a Big Screen
Traditional displays for first-person-shooter games use a CRT, which cannot support large-screen display. This new input device uses laser-recognizable display techniques.
Square Deformed Map With Simultaneous Expression of Close and Distant View
A new deformed map in which both close and distant view are expressible. The top view for the central area and the overhead view for the surrounding area are smoothly connected by deformation.
Visorama 2.0: A Platform for Multimedia Gigapixel Panoramas
The Visorama system provides a full platform for viewing and interacting with multimedia gigapixel panoramas.
Scene(ic): Performativity and Visual Narrative in Amateur Digital Photography
Scene(ic) is an an interactive installation that investigates the relationship among lived experience, performativity, and the visual narrative of travel photography. A tangent of memory is made manifest.
Complex Mapping With the Interpolated Julia Set and Mandelbrot Set
Introduction of color interpolation into flat images of the Julia and Mandelbrot sets for creating a shading-like effect and transferring the two fractals to the Riemann sphere.
Interactive View-Dependent Rendering With Culling for Articulated Models in Crowd Scenes
A novel, view-dependent rendering method for crowd scenes: a cluster hierarchy for an animated, articulated model as a dual representation for view-dependent rendering and occlusion culling.
Motion Sketch
A compact and convenient representation of an image sequence in a motion-outline image, captioned as "Motion Sketch".
Data-Glove-Based Interface for Real-Time Character Motion Control
A real-time character motion control interface that uses finger angles and hand positions from data gloves and magnetic sensors to control the character motion and style parameter.
Water History in a Deferred Shader: Wet Sand on the Beach
Waves in real-time graphics typically fail to leave surfaces looking wet. This method displays contact history between water and its container in way that is suitable for real-time graphics.
Thursday
16 December
9:00 AM - 6:00 PM
Exhibitor Sessions
Autodesk at SIGGRAPH Asia 2010
Room 301A/B

Presented in English and Korean, translated simultaneously / 한국어와 영어로 발표됨 (동시 통역)

Autodesk showcases its latest Digital Entertainment Creation (DEC) technology and how it enables cutting-edge pipelines for games, film, and television production.

This is your opportunity to:

  • Hear from Autodesk’s guest presenters: Rising Sun Pictures, Lucasfilm Aniamtion, SamG Animation, FXGear, Studio Gale, Digital IDEA, etc. Simultaneous translation is provided in English and Korean.
  • Learn how a modern pipeline powered by the latest offerings from Autodesk can help increase your performance, productivity, and creativity.
  • Take the Autodesk Mudbox Challenge for a chance to win great prizes.
  • Expand your network, learn ,and share information with your peers.

Check here for the latest event and speaker information.

Thursday
16 December
9:30 AM - 6:00 PM
Exhibitor Sessions
Autodesk Product Demonstration Stations
Room 304A & 301B

Presented in English and Korean / 한국어와 영어로 발표됨

Autodesk demonstrates its latest Digital Entertainment Creation (DEC) technology and how it enables cutting-edge pipelines for game, film, and television production.

The demonstrations are open to all SIGGRAPH Asia 2010 attendees.

Thursday
16 December
9:30 AM - 6:00 PM
Exhibition
Exhibition
Hall C1 & C2
The SIGGRAPH Asia 2010 Exhibition is a diverse and energetic showcase of everything Asia and beyond has to offer in computer graphics and interactive techniques:

Hardware and software companies
Production studios
Association pavilions
Educational institutions
Research laboratories
And more

Try the latest systems, talk with the people who developed them, and meet buyers, distributors, and resellers. The SIGGRAPH Asia 2010 Exhibition provides the networking opportunities you need for another year of evolving ideas and successful business.

Thursday
16 December
9:30 AM - 6:00 PM
Exhibitor Tech Talks
3D Everywhere
Exhibitor Tech Talk Stage

Presented in English / 영어로 발표 됨

Learn about X3D the only open standard (ISO), royalty-free file format and run-time player specification for virtual environments. See the latest real-world interactive 3D applications built with X3D, a powerful optimized visualization of real-time 3D graphics for the web that has easy-to-create interactive 3D content with robust interoperability and supports native 3D in HTML5. Find out how you can build and protect your content investment in this ever-changing competitive market.

Thursday
16 December
10:00 AM - 11:00 AM
Featured Speakers
Design for Speed
Auditorium

Presented in English, translated simultaneously to Korean / 영어로 발표 됨 (한국어 동시 통역)

Inside the studios of one of the world's most technologically advanced automotive and racing companies, a lump of clay, an organic expression of a next-generation car, sits near a supercomputer that visualizes the car in a virtual environment that is almost impossible to distinguish from real life. The studio walls are covered with images and examples of natural objects and technological tours de force; animals, jet fighters, exotic new materials, and even the world’s fastest sailfish splashed in chrome with McLaren’s rocket red accents. The studio's designers are constantly debating and exploring new technologies, new materials, and new concepts.

Technology has changed the way designers work. Traditional design phases, from hand-drawn sketches to clay modeling, are now realized through digital tablets and digital three-dimensional modeling. Designers must combine the best traditional and new approaches to define the optimal balance between digital and analog solutions.

Automobiles have always been a reflection of technology draped in art, and "super cars" are the ultimate expression of automotive art and technology. Designers who create the next generation of super cars must have the right tools to articulate their vision. At the same time, they must always ask: What’s next?

With its roots in Formula One racing, the design studio at McLaren is where "what’s next" is already here. In his featured speech, McLaren Design Director Frank Stephenson explains how his world-class design team looks beyond what's next to challenge the future.

Thursday
16 December
11:00 AM - 1:00 PM
Exhibitor Tech Talks
Real-Time Shading in Wave3D
Exhibitor Tech Talk Stage

Presented in Korean / 한국어로 발표 됨

Shading indicates a shadow effect on the target that will be rendered for normal CG. Real-time rendering has a different meaning. Response is very important in real-time rendering. It processes commands through hardware to calculate GPU graphics. In the "shader module", a programmable module processes the vertex and the pixel, and the CPU becomes less flexible and provides less time for calculation. Solving these problems requires an algorithm that focuses on visual effects rather than accuracy in a standardized data structure.

Thursday
16 December
11:00 AM - 11:40 AM
Exhibitor Tech Talks
Building 3D Real Worlds for Your Business
Exhibitor Tech Talk Stage

Presented in Korean / 한국어로 발표 됨

Web 3D technology breaks the barriers of time and space, and displays everything that exists in the real world in 3D space just as it is. This talk explores current web 3D technology and how it can be applied to a business model.

Thursday
16 December
11:40 AM - 12:15 PM