For many, the research papers and panels at SIGGRAPH represent
the heart of the conference. Indeed, publication in the SIGGRAPH
proceedings is recognized around the world as the pinnacle of research
excellence in the field of computer graphics and interactive techniques.
SIGGRAPH also includes papers from peripheral fields that sometimes
overlap with computer graphics, such as computer vision, cognitive
and behavioral modeling, computer games, robotics, audio, visualization,
and applications of computer graphics. The ground-breaking research
revealed at SIGGRAPH often provides the computer graphics industry—including
graphics hardware designers, animation and modeling software developers,
and special effects shops—with a foundation of ideas on which
to build their next generation of products. And sometimes the opposite
occurs—technological advances in the computer graphics industry
are often so revolutionary that they end up as SIGGRAPH papers.
SIGGRAPH insists that the research presented remain cutting-edge
at the time of the conference. A field as fast-paced as computer
graphics demands that research be presented as with minimum delay,
and so, to SIGGRAPH, speed is critical. Papers are submitted less
than 30 weeks before the final proceedings are distributed! This
gives reviewers very little time to communicate at length with the
authors of the papers during the selection process. Also, unlike
some other conferences, SIGGRAPH does not accept papers of works-in-progress.
All the papers presented at SIGGRAPH are of extremely high in quality
and are complete works with a full set of results. After the selection
process, less than a quarter of the papers submitted find their
way into the proceedings.
The SIGGRAPH papers, after selection, are grouped into several
topic categories. This year, the topic categories were a total of
fifteen categories: Images and Video, Modeling and Simulation, Geometry,
Parameterization and Meshes, Character Animation, 3D Acquisition
and Image-Based Rendering, Animation from Motion Capture, Lighting
and Appearance, Shadows, Translucency, and Visibility, Soft Things,
Humans and Animals, Texture Synthesis, Graphics Hardware, Fluids
and Fire, and Painting and Non-Photorealistic Rendering.
This year, the papers were presented over a course of three days,
from Tuesday, July 23, to Friday, July 26. One of the most exciting
aspects of the paper presentations is that the research is presented
and explained by the very researchers who created it. After each
half-hour presentation, members of the audience are
given a chance to ask questions to the presenters.
For more information, including
links to this year's papers on the web, see http://www.cs.brown.edu/~tor/sig2002.html.