Program Date & Time
Exhibitor Tech Talks
Introduction to Nobound 3D Engine for Multiplatform
Exhibitor Tech Talk Stage

Presented in Korean / 한국어로 발표 됨

This talk introduces CODE3’s Nobound 3D, a versatile engine for cross-platform development environments, especially smart phones. It supports both PC Windows and smart-phone platforms including iPhone and Android.

Thursday
16 December
12:15 PM - 1:00 PM
Exhibitor Tech Talks
Lucasfilm Singapore, an Integrated Digital Studio
Exhibitor Tech Talk Stage

Presented in English / 영어로 발표 됨

Lucasfilm Singapore is a fully integrated digital studio designed to produce content for feature and television animation, visual effects, and games. The studio in Singapore houses the Singapore divisions for Industrial Light & Magic, LucasArts, and Lucasfilm Animation, which them to share technology, processes and people, with interwoven, interdependent teams. This also allows for seamless hand-off of work between the US and Singapore, creating a highly productive production pipeline with a complementary workflow. And because tools and techniques are always changing, Lucasfilm Singapore provides on-going production training for all artistic staff, conducted by leading supervisors and mentors from ILM and LucasArts.

This talk covers how Lucasfilm Singpore's convergence leverages productivity. Productions not only share infrastructure and resources, but also people, skill sets, and assets among multiple platforms. Artists work in a truly integrated studio – with the ability to contribute to a game, a television show, or visual effects for feature films – all under one roof.

Thursday
16 December
1:30 PM - 3:00 PM
Posters Presentations
Posters Presentations
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.
Interaction Design Based on Pattern Language
A new design tool for interaction installation or new-media art based on pattern language.
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
1:30 PM - 3:00 PM
Special Sessions
Creating New Games From Lucasfilm Favorites
Auditorium

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

Lucasfilm has some of the greatest IP in the industry. Who wouldn’t want to work on a Star Wars game? In this Special Session, Kent Byers, Associate Producer for LucasArts Singapore, summarizes Star Wars: The Force Unleashed II, the highly anticipated sequel to the fastest-selling Star Wars game ever created, which has sold more than seven million copies worldwide. In Star Wars: The Force Unleashed, the world was introduced to Darth Vader’s now-fugitive apprentice, Starkiller, the unlikely hero who ignited the flames of rebellion in a galaxy so desperately in need of a champion.

Thursday
16 December
1:45 PM - 2:30 PM
Technical Sketches
Education
Room 315

Presented in English / 영어로 발표 됨

Understanding Ohm's Law - Enlightenment Through Augmented Reality
A new application of augmented-reality technology in teaching the physics of electical circuits.
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.
Visual Metaphors for Teaching Solar System and Gravity
Real-world visual metaphors that convey the concepts of the solar system and gravity to children.
Thursday
16 December
2:15 PM - 4:00 PM
Technical Sketches
Geometry Processing
Room 308A

Presented in English / 영어로 발표 됨

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.
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.
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.
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.
Thursday
16 December
2:15 PM - 4:00 PM
Technical Papers
Rendering
Room E1-E4

Presented in English / 영어로 발표 됨

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: 142
Consistent Normal Interpolation
A simple modification of Phong normal interpolation that allows physically plausible reflections yet changes smoothly across the surface.
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: 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.
Thursday
16 December
2:15 PM - 4:00 PM
Courses
Simulating Believable Crowd and Group Behaviors
Room 314

Presented in English / 영어로 발표 됨

Crowds and groups are a vital element of life, and simulating them in a convincing manner is one of the great challenges in computer graphics and interactive techniques. This course focuses on the problem of efficiently simulating realistic crowd and group behavior for a range of applications, including games and design of spaces. It covers data-driven methods, where the characteristics of crowds are simulated based on real-world data; evaluation and perceptual issues, and creation of behavioral variety; interactive simulation and control of large-scale crowds and traffic for games and other real-time applications; and finally a case study of using crowd simulation for design of spaces in the Disney theme parks.

Thursday
16 December
2:15 PM - 6:00 PM
Courses
Physical and Graphical Effects in OpenCL by Example
Room 308B/C

Presented in English / 영어로 발표 됨

There are strong indications that the future of interactive graphics involves a more flexible programming model than today's OpenGL/Direct3D pipelines. That means that graphics developers will need a basic understanding of how to combine emerging parallel-programming techniques with the traditional interactive rendering pipeline.

This course provides an introduction to parallel-programming architectures and environments for interactive graphics, and demonstrates how to combine traditional rendering APIs with advanced parallel computation. It presents several studies of how developers combine traditional rendering API techniques with advanced parallel computation. Each case study includes a live demo and discusses the mix of parallel-programming constructs used, details of the graphics algorithm, and how the rendering pipeline and computation interact to achieve the technical goals. All computation is done in OpenCL. A combination of DirectX and OpenGL is used for the rendering.

Thursday
16 December
2:15 PM - 6:00 PM
Courses
Recent Advances in Online Game Technology
Room E6

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

Compared with console games, online games have unique characteristics that require more complicated design of software architecture. This course delivers state-of-the-art technologies for making online games from clients to servers. Topics include advanced production secrets in developing the world’s best online games. Attendees learn what to consider in making advanced online games and how to optimize them to meet the increasing performance demands of future online environments. The course is taught by lead programmers and software engineers from Crytek, ETRI, NCSoft, and Intel.

Thursday
16 December
2:15 PM - 6:00 PM
Special Sessions
Bulldozer Trash From "Toy Story 3"
Auditorium

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

This introduction to trash simulation pipelines for Disney/Pixar's "Toy Story 3" focuses on interactions between bulldozers and trash piles. The simulation pipeline used Pixar's in-house rigid-body tool, Ned, to create a sim model and several custom simulation-rig forces, collision events, procedural motions, etc. A second pipeline generated interactive smoke and dust. Texture-driven particles were used to convert collision data to textures, and Atmos, Pixar's system for creating volumetric effects based on ray-marching in RenderMan provided rendering volume information.

Thursday
16 December
2:30 PM - 3:15 PM
Special Sessions
Photomodel and Sequence Light Setup on "Iron Man 2"
Auditorium

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

What is photomodeling, and what is sequence light setup? In this Special Session, KiBum Kim, Digital Artist for ILM Singapore, explains how he created the virtual set for the movie using real photos from the actual set and how these models were used in lighting sequences. He uses actual shots from the movie to illustrate these two processes and shows how they can be updated and shared for other shots to save time and effort.

Thursday
16 December
3:15 PM - 4:00 PM
Exhibitor Tech Talks
A New Approach to Interactive 3D Lighting: The Technology Behind Bakery Relight™
Exhibitor Tech Talk Stage

Presented in English / 영어로 발표 됨

Discover how The Bakery enables lighting artists to work interactively on final render-quality images when dealing with complex 3D scenes.

Erwan Maigret, CEO & COO, explains the vision of The Bakery and how it fits in an evolving image industry, where production of 3D sequences needs more than ever to create massive productivity benefits without compromising creativity. Arnauld Lamorlette, CTO & Relight™ Product Manager, summarizes the technology used in Bakery Relight™ and demonstrates how lighting work can be done exclusively inside of the 3D scene. He also explains the benefits of this approach with regard to the latest production constraints (stereoscopy, high definition, and growing complexity).

Thursday
16 December
3:15 PM - 5:00 PM
Technical Sketches
Geometry Capture and Reconstruction
Room 308A

Presented in English / 영어로 발표 됨

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.
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.
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 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.
Thursday
16 December
4:15 PM - 6:00 PM
Technical Papers
Image & Video Editing
Room E1-E4

Presented in English / 영어로 발표 됨

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: 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: 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: 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.
Thursday
16 December
4:15 PM - 6:30 PM
Computer Animation Festival - Talks
Behind-the-Scenes of VFX on Feature Films
Auditorium

In this presentation, VFX supervisiors from DIGITALIDEA talk about creating VFX shots: how previsualization is used to design and simulate difficult shots; how digital matte painting is used to create virtual backgrounds; how crowd simulation, set extension, and digital environments are created; and how they all come together to bring the director's vision to reality.
Having worked on over 200 feature films,

Thursday
16 December
4:15 PM - 5:00 PM
Computer Animation Festival - Talks
The Clone Wars: Setting the Bar for TV Animation
Auditorium

Translating George Lucas’ vision to the small screen is an incredible task. To say there is no other TV animation like it is an understatement. Every episode is a cinematic work of art. Currently in its third season, "The Clone Wars" has redefined the quality, complexity, and expectations for TV animation. In this session, Jass Mun, Senior FX Artist for Lucasfilm Animation Singapore, talks about the production pipeline and how the production teams, from layout to final compositing, work together to deliver these high-quality episodes on deadline. The talk emphasizes production of effects for the episodes.

Thursday
16 December
5:00 PM - 5:45 PM
Computer Animation Festival - Electronic Theater
Computer Animation Festival - Electronic Theater 1
Auditorium

A two-hour overview of the best animations, visual effects, and scientific visualizations produced in the last year. The jury assembled this show to represent the must-see works in computer graphics for 2010. The Electronic Theater also includes a few pieces shown by special invitation. On opening night, 16 December, the Electronic Theater begins with presentation of the Computer Animation Festival's Best of Show and Best Technical Awards.

Thursday
16 December
7:00 PM - 9:00 PM
Reception
SIGGRAPH Asia 2010 Reception
Ramada Seoul Grand Ballroom

Mingle with the SIGGRAPH Asia 2010 community. Greet old friends, share a toast with colleagues, and meet the thinkers from Asia and around the world who are shaping the future of computer graphics and interactive techniques. Let the Navier-Stokes Band entertain you, and bring your business cards to make new connections for another year of business and collaborations.

SIGGRAPH Asia 2010 provides food. Drinks are available for purchase.

Full Conference attendees receive one reception ticket. Tickets are available for purchase in the Merchandise Store. The cost is ₩ 40,000 per ticket.

Thursday
16 December
7:00 PM - 10:00 PM
Courses
Creating New Interfaces for Musical Expression: Introduction to NIME
Room 314

Presented in English / 영어로 발표 됨

Due to advances in digital audio technologies, computers now play a role in most music production and performance. Digital technologies offer unprecedented opportunities for creation and manipulation of sound, but the flexibilty of these new technologies implies an often confusing array of choices for musical composers and performers. Some artists are using computers directly to create music and generate an explosion of new musical forms. However, most would agree that the computer is not a musical instrument, in the same sense as traditional instruments, and it is natural to wonder "how to play the computer" using interface technology appropriate for human brains and bodies.

A decade ago, the presenters of this course organized the first workshop on New Interfaces for Musical Expression (NIME), to attempt to answer this question by exploring connections with the better-established field of human-computer interaction. The course summarizes what has been learned at the NIME conferences. It begins with an overview of the theory and practice of new musical interface design and asks: What makes a good musical interface? Are any useful design principles or guidelines available? Then it reviews topics such as mapping from human action to musical output and control intimacy, and presents practical information about the tools for creating musical interfaces, including an overview of sensors and microcontrollers, audio synthesis techniques, and communication protocols such as Open Sound Control (and MIDI). The remainder of the course consists of several specific case studies of the major broad themes of the NIME conference, including augmented and sensor-based instruments, mobile and networked music, and NIME pedagogy.

Friday
17 December
9:00 AM - 12:45 PM
Computer Animation Festival - Animation Theater
Computer Animation Festival - Animation Theater 2
Room 307A/B
Friday
17 December
9:00 AM - 6:00 PM
Technical Papers
Reconstructing and Editing Geometry
Room E1-E4

Presented in English / 영어로 발표 됨

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: 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: 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: 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.
Friday
17 December
9:00 AM - 10:45 AM
Technical Sketches
Rendering and Textures
Room 315

Presented in English / 영어로 발표 됨

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.
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.
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.
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.
Friday
17 December
9:00 AM - 10:45 AM
Exhibitor Sessions
Khronos DevU (Developer University)
307C

Presented in English / 영어로 발표 됨

Khronos standards are fundamental to many of the technologies on display at SIGGRAPH Asia 2010. If you develop multimedia content for games, DCC, CAD, or mobile devices, you should attend Khronos Group’s DevU (Developer University) to learn about the new industry standards for royalty-free multimedia development:

• Applications driving next-generation handset requirements
• Opportunities opened up by innovation and standardization in graphics and mobile gaming
• Technological advances in multimedia handset technology

Friday
17 December
9:00 AM - 6:00 PM
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.
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.
Interaction Design Based on Pattern Language
A new design tool for interaction installation or new-media art based on pattern language.
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.
Friday
17 December
9:00 AM - 6:00 PM