Conference Comments Search Site Map Main
  SIGGRAPH 2000 programs captured five broad areas of interest. Throughout the Web site, symbols identify which Courses, Papers, Panels, Educators Program, and Sketches & Applications sessions are associated with these areas of interest.  
Animation & Special Effects Animation & Special Effects
Producing and using computer graphics techniques for animation, special effects, and other entertainment applications.
Art Art
New technologies and techniques for art and examples of artistic expression using computer graphics.
Game Development & Interactivity Game Development & Interactive Technique
Design, implementation, and application of game development and intuitive human-computer communication.
Virtual Reality Virtual Reality
Creation of and immersive interaction with virtual environments.
Web Technologies Web Technologies
Designing and delivering content over the Web.
 Special Effects
Courses

1 The Art and Technology of Disney's "Dinosaur"
14 "Stuart Little": A Tale of Fur, Costumes, Performances, and Integration: Breathing Real Life Into a Digital Character
23 Subdivision for Modeling and Animation
24 Smart Animated Agents
26 Motion Editing: Principles, Practice, and Promise
33 Animating Humans by Combining Simulation and Motion Capture
 
Paper Sessions

Earth, Wind, Fire, and Water
Shape and Style
Model Acquisition
Non-Photorealistic Rendering
Efficient Rendering
Animation
 
Panels

Digital Cel Animation in Japan
James Brown: Putting a New Face on the Godfather of Soul
Special Session: Industrial Light + Magic: The Making of "The Perfect Storm"
Special Session: Phil Tippett's History of Animation

 
Sketches & Applications

Integrating Traditional and Computer Generated Animation
Hollow Men and Invisible People -- Layers of a Digital Actor
Dynamics
Production
Digital Mayhem
Avatars and Autonomous Behavior
Motion Capture
 
Educators Program

Using 3D Animation in Teaching Introductory Electromagnetism
A Collaborative and Interdisciplinary Computer Animation Course
Is There Any There There? The Design and Implementation of Successful Team-Oriented Educational Environments for Computer Animators
Enhancing Teaching and Learning With Animation

 
 Art
Courses

10 A Survey of Color for Computer Graphics
21 Color Science and Color Management for CGI and Film
37 Drawing on the Right Side of the Brain

 
Paper Sessions

Earth, Wind, Fire, and Water
Texturing
Non-Photorealistic Rendering

 
Panels

Interactive Storytelling: New Genres and Directions
Exploring New Roles for Interactive Virtual Characters
No Art Jargon!
Special Session: Art & Culture Papers

 
Sketches & Applications

360°
Enhanced Information and Experience
Explorations
Rethinking Space
Shaping Narratives
Theater as Influencer and Framework
 
Educators Program

Crash Course in Creative Digital Media for the Community
Painting Together Across the World: Collaborative NetPainting Between High School Students & a Professional Artist
Teaching Computer Graphics in Brazil: Social Commitment, Creativity and Passion - Against All Odds!
 
Community Outreach

techArts: Urban Girls Get a Handle on Computer Graphics

 
 Games and Interactivity
Courses

2 Physically Based Parametric Sound Synthesis and Control
6 Developing Efficient Graphics Software
24 Smart Animated Agents
27 Approaches for Procedural Shading on Graphics Hardware
36 3D User Interface Design: Fundamental Techniques, Theory, and Practice
39 Games Research: The Science of Interactive Entertainment
43 Aggressive Performance Optimizations for 3D Graphics
 
Paper Sessions

Animation
Model Acquisition
Shape and Style
Texturing
Interactive Techniques
 
Panels

Interactive Storytelling: New Genres and Directions
The Actual Reality of Virtual Reality Software
Emotional Simulator
Computer and Video Games: The Next Generation
The Healing Powers of Virtual Reality
 
Sketches & Applications

Bunshin: A Believable Avatar Surrogate for Both Scripted and On-The-Fly Pen-Based Control in a Presentation Environment
Haptics
3D Interaction
 Virtual Reality
Courses

2 Physically Based Parametric Sound Synthesis and Control
5 Eye-Based Interaction in Graphical Systems: Theory & Practice
6 Developing Efficient Graphics Software
9 Visualizing Quaternions
18 Interactive Walkthroughs of Large Geometric Datasets
27 Approaches for Procedural Shading on Graphics Hardware
35 Image-Based Modeling, Rendering, and Lighting
36 3D User Interface Design: Fundamental Techniques, Theory, and Practice
42 Developing Shared Virtual Environments
43 Aggressive Performance Optimizations for 3D Graphics
 
Paper Sessions

Light Fields
Keynote Address: The Human-Machine Merger: Why We Will Spend Most of our Time in Virtual Reality in the 21st Century

 
Panels

The Actual Reality of Virtual Reality Software
The Healing Powers of Virtual Reality
Emotional Simulator
Understanding the Past: Computer Graphics and Archaeology

 
Sketches & Applications

Immersive Visualization
Display Hardware
Painting Space With BLUI
Acting Rehearsal in Virtual Reality
Staging the Space of Mixed Reality
The Mixed Reality Stage
Avatars and Autonomous Behavior
 
Educators Program

QuickWorlds: Teacher Driven VR Worlds in an Elementary School Curriculum
Interaction in an IVR Museum of Color

 
 Web Techniques
Courses

28 Internetworked 3D Computer Graphics: Overcoming Bottlenecks and Supporting Collaboration
34 The Convergence of Scientific Visualization Methods With the World Wide Web

 
Paper Sessions

Subdivision

 
Panels

Designing for Convergence in the Entertainment Industry
Rich Media for the Web
Special Session: Web3D RoundUP
Special Session: Fiction 2001

 
Sketches & Applications

GINGA
i2TV: Experiments in New Formats for Connected Communities
Avatars and Autonomous Behavior
Tailored Virtual Tours in Cultural Heritage Worlds
Web Rendering
 
Educators Program

Achieving Balance: The Challenges of Developing Web-Based Courseware

 

SIGGRAPH 2000 Register Now
Comments Search and Site Map Main