SIGGRAPH 96
Courses

10. Procedural Modeling and Animation Techniques

Full Day / Advanced


This course imparts a working knowledge of procedural approaches in modeling, shading, and animation. Procedural approaches include solid texturing, hypertextures, volume density functions, character animation, fractals, artificial evolution, L-systems, and implicit surfaces. The course provides participants with details that are often omitted from technical papers, explores the design of procedures, and presents new material in procedural modeling and animation.

Who Should Attend
Individuals interested in procedural modeling, shading, and animation techniques; the procedural design approaches of several researchers; and a toolbox of procedures for producing realistic images.

Organizer
David Ebert
University of Maryland Baltimore County

Lecturers
John Hart
Washington State University

F. Kenton Musgrave
The George Washington University

Ken Perlin
New York University

Karl Sims
Genetic Arts

Brian Wyvill
University of Calgary


Schedule

8:30 am: Introduction - Ebert

Welcome and introduction
What we plan to accomplish
Definition and overview of procedural methods

8:45 am: Procedural Solid Object Geometry - Perlin

Introduction
Interesting shapes

Useful procedures and their development
Lifeforms
Woven Cloth
Architexture

9:15 am: Procedural Character Animation - Perlin

Gesturing
Creating emotions
Real-time characters with emotions

9:45 am: Procedural Geometry - Ebert

Introduction, motivation, relationship to solid texturing and hypertextures
Modeling gases, fluids, and fire
Useful procedures and their development

10:00 am: Break

10:15 am: Procedural Geometry (continued) - Ebert

10:30 am: Animation of Procedural Volumes - Ebert

Introduction to animation techniques
Animating solid textures
Animating gases
Animating fluids and fire

11:00 am: Implicit Surface Modeling and Animation - Wyvill

Parametric and implicit surface model (ISM) definitions
Implicit surfaces based on skeletons
Interactive modeling techniques
Blending (continuity, hard and soft blending)
Polygonization techniques (uniform voxel, adaptive octree, shrinkwrap) item Polygonization of CSG and ISM
Ray tracing implicit surfaces
Solid texturing implicit surfaces
Animating implicit surfaces (curve following, warping, blending, negative fields, metamorphosis of ISM and ISM/CSG models, examples, videos).

Noon: Break

1:30 pm: Procedural Models of Geometric Detail - Hart

An implicit representation of rough surfaces
Noise as a deformation (range vs. domain)
Blending rough surfaces
Rendering rough surfaces

Recurrent iterated function systems
Definition
Modeling and the inverse problem
Rendering using instancing

Procedural geometric instancing
L-systems, turtle graphics, problems
A procedural definition of geometry using instancing
Rendering (ray tracing vs. z-buffering)

2:30 pm: Procedural Models of Natural Phenomena - Musgrave

Introduction
Fractals in nature
Fractals and procedural modeling

Procedural Models of Natural Phenomena
Examples: clouds, fire, smoke, water
Terrain models
Textures for terrains
Planets
Procedural terrain models w/adaptive level of detail

3:00 pm: Break

3:15 pm: Procedural Models of Natural Phenomena (continued) - Musgrave

Development of a Procedural Texture: An Example
Ontogenetic vs. teleological modeling
Incremental implementation of a complex model

What lies ahead: procedural universes

3:45 pm: Artificial Evolution - Sims

Evolution
Genetic programming
Generating the parameter space
Searching the parameter space

Evolving Plants
Evolving Textures
Evolving Creatures

4:45 pm: Conclusion - All

Course Summary
Hot tips & pitfalls
Panel Question Answering Session


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Final SIGGRAPH 96 Web site update: 25 October 1996.
For complete information on the next conference and exhibition, see: http/www.siggraph.org/s97/