Geometry

D-NURBS for Physics-Based Shape ModelingA prototype modeling environment based on D-NURBS that demonstrates the usefulness of D-NURBS in graphics and geometric modeling.

Hong Qin

Department of Computer and Information Science and Engineering

E301 CSE Building

University of Florida

Gainesville, Florida 32611 USA

+1.352.393.1226

+1.352.392.1220 fax

qin@cis.ufl.edu

Surface Simplification Inside a Tolerance VolumeA technique for simplifying a triangulated surface while respecting a set of given approximation error bounds.

André Guéziec

IBM T.J. Watson Research Center

P.O. Box 704

Yorktown Heights, New York 10598 USA

gueziec@watson.ibm.com

Efficient Sampling of CSG ModelsConversion of CSG models into implicit functions defined by grids of point samples.

George Sealy

Department of Computer Science

University of Otago

Box 56

Dunedin, NEW ZEALAND

george@piglet.otago.ac.nz

Human Figure Animation

Modeling of Expressive Movement of MusiciansA program that reads a MIDI-encoded drum score and renders a 3D animation of the drummer's performance in real time.

Adam Wood-Gaines

F. David Fracchia

Tom Calvert

School of Computing Science

Simon Fraser University

Burnaby, British Columbia V5A 1S6 CANADA

woodgain@cs.sfu.ca

Efficient Dynamic Simulation and Control of Articulated FiguresAn animation system for articulated figures based on efficient forward dynamics, fast collision response, and adaptive control.

Evangelos Kokkevis

Dimitri Metaxas

Norman J. Badler

Department of Computer and Information Science

University of Pennsylvania

Philadelphia, Pennsylvania 19104 USA

evagelo@graphics.cis.upenn.edu

Modeling and Rendering

Stripe: A Software Tool For Efficient Triangle StripsA software tool for constructing triangle strips from partially triangulated models.

Francine Evans

Steven Skiena

Amitabh Varshney

Department of Computer Science

SUNY

Stony Brook, New York 11794 USA

evans@cs.sunysb.edu

Fast and Flexible Polygonization of Height FieldsA simple algorithm for generating quality polygonal approximations of arbitrary height fields.

Michael Garland

Paul S. Heckbert

School of Computer Science

Carnegie Mellon University

5000 Forbes Avenue

Pittsburgh, Pennsylvania 15213 USA

garland@cs.cmu.edu

Fast Rendering of Subdivision SurfacesA method for rendering Loop's subdivision surfaces that is fast, uses minimum memory, and is simple in structure.

Kari Pulli

University of Washington

Mark Segal

Silicon Graphics, Inc.

A Spatially and Temporally Coherent Object-Space Visibility AlgorithmA conservative algorithm that identifies a superset of visible polygons, exploits spatial and temporal coherence, and is easily parallelizable.

Satyan Coorg

Seth Teller

Laboratory for Computer Science

Massachusetts Institute of Technology

545 Tech Square

Cambridge, Massachusetts 02139 USA

+1.617.258.7885

+1.617.253.6652 fax

seth@graphics.lcs.mit.edu

Geometry and Dynamics

The Average Window is SmallA mathematical model for the expected-time analysis of line-clipping algorithms. An improved variant of the Cohen-Sutherland clipping algorithm, QuickClip, is shown to be 2.43 times faster on the average.

Frank Devai

School of Computing and Mathematics

University of Ulster

Magee College, Northland Road

Londonderry BT48 7JL

UNITED KINGDOM

+44.1504.37.5327

+44.1504.37.5470 fax

FL.Devai@ulster.ac.uk

Real-Time Collision Detection for Motion Simulation within Complex EnvironmentsA method, based on bounding-volume trees, for collision detection for objects moving within complex environments.

Martin Held

James T. Klosowski

Joseph S.B. Mitchell

SUNY

Stony Brook, New York 11794 USA

{held,jklosow,jsbm}@ams.sunysb.edu

Fast and Accurate Computation of Polyhedral Mass PropertiesA very fast algorithm for computing centers of mass and moments of inertia for polyhedra that tends to minimize numerical errors.

Brian Mirtich

University of California, Berkeley

mirtich@cs.berkeley.edu

Marching Cubes in Cylindrical and Spherical CoordinatesAn extension of a common isosurface extraction algorithm to visualize data sampled in non-rectangular coordinate systems.

Jeff Goldsmith

Jet Propulsion Laboratory

jeff@tintin.jpl.nasa.gov

Art

Implementing the Four Perspectives of Renaissance PaintersImplementation of linear, atmospheric, color, and planes of focus perspective for synthetic imagery.

Nadia al'Greimil

George Washington University

nadia@seas.gwu.edu

F. Kenton Musgrave

Bethesda Softworks

musgrave@seas.gwu.edu

Autographic Halftoning for Artist-PrintmakersA program that allows fine-art printmakers to incorporate their own graphic "handwriting" into the halftoning process.

Naren Barfield

George Whale

Camberwell College of Arts

London, UNITED KINGDOM

"Toon Shaders" for Simulating Cel AnimationOngoing development of 3D computer graphics rendering software for use in synthesizing images that simulate the appearance of cel animation.

Michael Arias

Softimage Special Projects

Microsoft Corporation

michael.arias@softimage.com

Traditional Cel Animation Look with 3D RenderersA combination of rendering and image processing techniques that produce a cel animation look.

Rev Lebaredian

Warner Brothers Digital Studio

+1.213.665.8151

revl@netcom.com

Technical Sketches | This Web Site

Final SIGGRAPH 96 Web site update: 25 October 1996.

For complete information on the next conference and exhibition, see: http/www.siggraph.org/s97/