Program Date & Time
Courses
Stereoscopy From XY to Z
317B/C

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

Stereoscopy has been very well known since the beginning of the 19th century. The theory is very simple: just present a left view of a scene to the left eye, and a right view to the right eye, and the viewer's brain perceives a three-dimensional view. In 2010, stereoscopy is a common experience, in the latest blockbuster movies and in systems designed for viewing 3D at home. Although the theory is simple, realization of a comfortable and convincing stereoscopic experience implies many subtle considerations, both aesthetics and technical.

This course addresses those requirements in animation and real-time applications. It presents a comprehensive overview of the rendering techniques and explores artistic concepts to provide a solid understanding of stereoscopy and how to make it work most effectively for viewers. Topics include the standard stereo projection techniques, how stereo images are perceived by the viewer, creative ways to use stereo, and and how to fix the common issues encountered when stereo is added to a graphics pipeline.

Friday
17 December
9:00 AM - 12:45 PM
Courses
Storytelling for Computer-Animated Shorts
Room 308B/C

Presented in English / 영어로 발표 됨

This course examines the purposes and value of stories and storytelling as they relate to the classical story structure. The role of genres and cliches is examined as they relate to storytelling. The top five storytelling techniques are presented in detail, with many examples. The 10 principles of animation are revisited from a storytelling point of view. Classical story design and structure are presented as a simple and powerful model that travels across cultures and generations. And the five parts of a classical story are analyzed in detail. The course concludes with a summary of characterization and revelation of deep character. Short exercises complement the lectures and dialog.

Friday
17 December
9:00 AM - 12:45 PM
Exhibitor Tech Talks
GPU Ray Tracing at the Desktop and in the Cloud
Exhibitor Tech Talk Stage

Presented in English / 영어로 발표 됨

Ray tracing is a natural fit for the massively parallel processing capabilities of GPUs, and the resulting performance gains are making physically correct techniques plausible for production and simpler techniques truly interactive. This talk surveys a range of GPU ray-tracing options and solutions that are transforming the creative process, and describes how developers can harness GPU power in their applications and even in the cloud.

Friday
17 December
9:30 AM - 10:45 AM
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.

Friday
17 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.

Friday
17 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.

Friday
17 December
9:30 AM - 6:00 PM
Technical Papers
From Rigid to Soft
Room E1-E4

Presented in English / 영어로 발표 됨

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: 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: 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: 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.
Friday
17 December
11:00 AM - 12:45 PM
Exhibitor Tech Talks
The Production Pipeline for Facial Performance Capture
Exhibitor Tech Talk Stage

Presented in English / 영어로 발표 됨
Presented in Korean / 한국어로 발표 됨

CoreENT provides simple solutions for facial and body performance capture using a small number of motion-capture devices. This demonstration shows how to use Facerobot and in-house solutions to auto-clean raw data for efficient, high-performance pipelines in CG production.

Friday
17 December
11:00 AM - 12:00 PM
Technical Sketches
Acquisition
Room 308A

Presented in English / 영어로 발표 됨

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.
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.
Minimal Image Sets for Robust Spherical Gradient Photometric Stereo
A new method for reducing data-capture requirements for accurate face-shape recovery.
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.
Friday
17 December
11:00 AM - 12:45 PM
Exhibitor Tech Talks
Development of a Total Solution That Converts 2D Video Into High-Quality 3D Video
Exhibitor Tech Talk Stage

12:00-12:20 pm
Presented in Korean / 한국어로 발표 됨

12:20-12:30 pm
Presented in Korean / 한국어로 발표 됨 Q&A

12:30-12:50 pm
Presented in English / 영어로 발표 됨

12:50-1:00
Presented in English / 영어로 발표 됨 Q&A

This total solution uses scene-feature, example-based automatic converting techniques to convert 2D video to high-quality 3D video and triple productivity.

Friday
17 December
12:00 PM - 1:00 PM
Exhibitor Tech Talks
Work-in-Singapore Session: Job Opportunities in Singapore’s Interactive & Digital Media Industry
Exhibitor Tech Talk Stage

Presented in English / 영어로 발표 됨

Want to work in the bustling city state of Singapore? Kenneth Chew, Area Director for Contact Singapore’s South Korea operations, summarizes Singapore’s growing and excitingiInteractive and digital media industry, which includes a potent mix of local and foreign animation companies: game and visual FX studios such as Ubisoft, Koei, Electronic Arts, Lucasfilm Animation Singapore, Rainbow Media, Peach Blossom Media, Scrawl Studios, and more. Also, learn about the reasons why so many skilled specialists from around the world are moving to Singapore for work and how you can join them in Singapore!

Contact Singapore is a Singapore government agency that aims to attract graduates and professionals to live and work in Singapore, particularly in industry sectors such as interactive and digital media, engineering and R&D, and healthcare.

More information: Contact Singapore's South Korea office

Friday
17 December
1:15 PM - 2:45 PM
Technical Papers
Image & Video Applications
Room E1-E4

Presented in English / 영어로 발표 됨

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: 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: 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: 160
A Comparative Study of Image Retargeting
A comprehensive study and analysis of image-retargeting methods and human perception of resized images.
Friday
17 December
2:15 PM - 4:00 PM
Courses
Build Your Own 3D Display
Room E6

Presented in English / 영어로 발표 됨

Commercial stereoscopic displays have re-emerged in the consumer market, and film studios routinely produce live-action and animated 3D content for theatrical release. While primarily enabled by the widespread adoption of digital projection, which allows accurate view synchronization, the underlying 3D display technologies have changed little in the last few decades. Theatrical systems rely on stereoscopic display: projecting a left/right image pair separated by various filters in glasses worn by viewers. In contrast, several LCD manufactures are introducing automultiscopic displays, which allow view-dependent imagery to be perceived without special glasses. 3D display is poised for another resurgence.

This hands-on introduction to 3D display provides attendees with the mathematics, software, and practical details necessary to build their own low-cost stereoscopic displays. An example-driven approach is used throughout. Each new concept is illustrated by a practical 3D display implemented with off-the-shelf parts. First, glasses-bound stereoscopic displays are explained. Detailed plans are provided for attendees to construct their own LCD shutter glasses. Next, unencumbered automultiscopic displays are explained, including step-by-step directions to construct lenticular and parallax-barrier designs using modified LCDs. All the necessary software, including algorithms for rendering and calibration, is provided for each example, so attendees can quickly construct 3D displays for their own educational, amusement, and research purposes.

The course concludes by describing various methods for capturing, rendering, and viewing various multi-view imagery sources. Stereoscopic OpenGL support is reviewed, as well as methods for ray-tracing multi-view imagery with POV-Ray. Techniques for capturing "live-action" light fields are also outlined. Finally, recent developments are summarized and attendees are encouraged to evolve the capabilities of their self-built 3D displays.

Friday
17 December
2:15 PM - 4:00 PM
Technical Papers
Korean Technical Papers Session
Room E5

Presented in Korean / 한국어로 발표 됨

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: 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: 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.
Friday
17 December
2:15 PM - 4:00 PM
Featured Speakers
My New Philosophy of Caricature
Auditorium

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

Originally a high school art teacher, Jae-Dong Park started his career as a comics artist at the newly founded Hangyeore Sinmun daily newspaper in 1988. From the first issue, Park created humorous illustrations and comics for the illustrations section. His caricatures played a significant part in the movement for democracy in Korea. He attacked the men in power through exaggeration and travesty. After Korea completed its democratization process, he drew for Hangyeore Sinmun until 1996, when he turned to animation with the film "Odoltoki". In 2009, the 10th Korean National Assembly honored him with the Caricaturist of the Year award. His honors also include directing two animations and publishing three books of essays. He is interested in art and technology, and the movement among Korean artists and engineers to bring art and technology together. He is particularly interested in CG technology that can create caricatures from photographs with high-level guidance.

In his featured talk, Jae-Dong Park discusses how computer graphics have changed the way of drawing caricatures and cartoons over the last decade. He speaks about his vision of how non-photorealistic rendering, an active research subject in CG, can enrich human life, shares his passion for art, and explains his own approach to drawing caricatures that exaggerate without offending the subjects of his drawings.

Friday
17 December
2:15 PM - 3:45 PM
Technical Sketches
Physics and Natural Phenomena
Room 308A

Presented in English / 영어로 발표 됨

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.
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.
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.
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.
Friday
17 December
2:15 PM - 4:00 PM
Exhibitor Sessions
Investment & Business Opportunities in Gwangju
Room 327

Presented in Korean / 한국어로 발표 됨

This introduction to incentives for investment and relocation companies in Gwangju is available by invitation only. Interested attendees should inquire at the registration desk at the entrance of the session room.

Friday
17 December
3:00 PM - 8:00 PM
Exhibitor Tech Talks
The Art of Technology at ILM Singapore
Exhibitor Tech Talk Stage

Presented in English / 영어로 발표 됨

Industrial Light & Magic (ILM) is one of the world’s leading visual effects houses. It has been awarded 15 Academy Awards for Best Visual Effects, 23 Scientific and Technical Achievement Awards, and the National Medal of Technology, by the President of the United States.

In 2006, George Lucas’ world-renowned visual effects studio expanded its operations beyond its San Francisco headquarters, opening a studio in Singapore. The Singapore division of ILM is a full-service effects studio responsible for delivering complete shots and sequences on top-tier Hollywood projects. From asset development and digital-matte painting, through animation, creature, and effects simulation, to lighting and compositing, ILM Singapore delivers cutting-edge work for feature films. At the Singapore studio, ILM veterans work alongside top-level talent from around the world.

ILM Singapore leverages the expertise and technological know-how developed over 35 years at Industrial Light & Magic. Knowledge and culture flow freely between the two locations via daily video conferences, visits from San Francisco-based supervisors, and integration of key ILM Singapore artists with the teams in California to receive training in the latest techniques. Tools and workflow at ILM Singapore are identical to those in San Francisco, allowing for seamless collaboration on all aspects of projects.

This talk explores how ILM has been able to remain at the forefront of the film industry by focusing on artistry and pioneering technology. From developing proprietary software to investing in employee training, ILM continues to set the gold standard for production management while producing awe-inspiring imagery for audiences worldwide.

Friday
17 December
3:30 PM - 5:00 PM
Special Sessions
Computer Graphics in the Study of Master Paintings and Drawings: Three-Dimensional Virtual Worlds Behind the Two-Dimensional Masterpieces
Auditorium

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

Computer graphics models of artists' studios allow scholars to address a number of vexing problems in the history and interpretation of art, particularly those related to old masters' working methods. Recent studies have used this modeling technique to analyze how some of the world's most famous paintings were created:

• A model of Jan van Eyck's Portrait of Arnolfini and his wife exposed perspective inaccuracies that are difficult to discern by the unaided eye. The model also confirmed that the focal length of the convex mirror in the painting was much shorter than a putative projection mirror for this work. Both results led to rejection of the claim that this work was executed by tracing optical projections.

• The lighting direction estimated in a model of Jan Vermeer's Girl With a Pearl Earring agreed closely with directions estimated by five other sources within the painting, objectively revealing this artist's mastery in rendering the effects of light and supporting the claim that this work was executed with a live model, not from the artist's imagination.

• A model of Georges de la Tour's Christ in the Carpenter's Studio confirmed that the light in the tableau was at the candle, rather than "in place of the other figure", and this, in turn, led to a rejection of the claim that this painting was executed using optical projections.

• A model of Parmigianino's Self Portrait in a Convex Mirror revealed that the warped image is consistent with the artist faithfully recording the image of a rectilinear room distorted by the mirror, rather than inventing a fictive space. The model also reveals that the work may be hung too high in its gallery home.

This talk, profusely illustrated with art works and movies of computer graphics models of artists' studios, explains the steps by which computer experts and art scholars build such computer graphics models, the types of assumptions that are brought to bear, and the strengths and limitations of the overall methodology. The talk concludes with a number of unsolved problems in the history of art that seem amenable to these computer graphics methods.

Friday
17 December
4:15 PM - 6:00 PM
Courses
DirectX 11: Learn the Latest Tricks
Room E6

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

This course explains the various components of DirectX 11, such as direct compute, tessellation, multi-threaded command buffers, dynamic shader linking, new texture-compression formats, read-only depth, conservative oDepth, etc.

Friday
17 December
4:15 PM - 6:00 PM
Technical Papers
Sampling & Filtering
Room E5

Presented in English / 영어로 발표 됨

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: 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: 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: 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.
Friday
17 December
4:15 PM - 6:30 PM
Technical Papers
Imaging Hardware
Room E1-E4

Presented in English / 영어로 발표 됨

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: 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: 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: 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.
Friday
17 December
4:15 PM - 6:00 PM
Technical Sketches
Motion Editing and Control
Room 315

Presented in English / 영어로 발표 됨

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.
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.
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.
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.
Friday
17 December
4:15 PM - 6:00 PM
Technical Sketches
Interaction and Virtual Reality
Room 308A

Presented in English / 영어로 발표 됨

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.
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.
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.
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.
Friday
17 December
4:15 PM - 6:00 PM
Courses
East Meets West: The Power of the Pitch
Room 308B/C

This course presents a publisher's perspective on development opportunities related to the pursuit of new intellectual property, work for hire on existing portfolio needs, and possible acquisition off external, independent developers.

The course explores four key questions:

1. What are publishers looking for these days?
2. How does a small, independent developer get traction when risks are high and investment is scarce?
3. How does the publisher's perspective change based on the genre and/or the region for product opportunities?
4. What is the best way to pitch a company and/or a product-development opportunity?

The course ends with a question-and-answer session.

Presented in cooperation with the Academy of Interactive Arts & Sciences.

Friday
17 December
4:15 PM - 6:00 PM