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Sketches & Applications Fact Sheet
 
Looking for a glimpse at the latest research, the newest ideas, or the hottest innovations in the fields of computer graphics and interactive techniques? This is the core of the presentations that are scheduled at the SIGGRAPH 2000 Sketches & Applications program.
 
Imaginative artists, designers, engineers, and researchers present their process improvements and problem solutions in a variety of disciplines ranging from film production to scientific visualization, from artistic expression to building virtual objects with laser scanners. These informal presentations are designed to spark interest and foster discussion amongst the presenters and the conference attendees with a goal to expand everyone's experiences.
 
SIGGRAPH 2000 offers 29 Sketches & Applications sessions with a total of 107 presentations in three key categories:
 
Animation
Art, Design & Multimedia
Technical
 
Tom Appolloni, Harris Corporation, is the SIGGRAPH 2000 Sketches & Applications Chair.
 
Sketches & Applications Highlights
 
Animation
 
Major Damage: The Virtual Garage Studio Process for Producing Animations
Kellie Bea, The Better Mouse Trap
"Major Damage" is a creator-owned, independent short film project inspired by the superhero and monster comics we all read as kids. Itıs several minutes of computer-generated, slam-bang, superhero mayhem! The demolition crew on "Major Damage" will show-and-tell their techniques and strategies.
 
Hollow Men and Invisible People - Layers of the Digital Actor
Sony Pictures Imageworks
In creating the digital version of Kevin Bacon for the film "The Hollow Man," the digital artists and technicians had to achieve both internal and external anatomical accuracy to replicate the actor seen in the film. This series of sketches will show how they did it in gory detail.
 
The Use of Spryticle in the Visual Effects for "The Road to El Dorado"
Jennifer Cohen, DreamWorks SKG
This sketch will explain the three-dimensional use of two-dimensional drawn water effects animation played back in 3D space on digital cards driven by 3D particle systems. The result is a compelling marriage of hand-drawn and CG techniques to achieve complex environmental effects.
 
Art, Design & Multimedia
 
Liquid Time: An Exploration of Video Cubism
Camille Utterback, New York University
The Liquid Time installation and software explore video cubism by deconstructing the video frame as a unit of playback. Slices from different frames of the same video are displayed simultaneously.
 
i2TV : Experiments in New Formats for Connected Communities
Jasminko Novak, Monika Fleischmann, and Wolfgang Strauss, GMD - German National Research Center for Information Technology
i2TV (interactive Internet TV) is an experiment in researching new dramaturgical formats, media integration, and models for medial staging of connected online/on-site events for connected communities.
 
Virtual Hercules in Pompeii
Maria Elena Bonfigli, Bologna University
Luigi Calori, Antonella Guidazzoli, Massimo Alessio Mauri, and Maura Melotti, CINECA VIS.I.T. Lab

Hercules in Pompeii is a case study for accessing tailored versions of Virtual Environments for Archaeological Sites using an XML-based markup language to describe databases of 3D objects and historical information.
 
Survivors: Testimonies of the Holocaust
Stephanie Barish and Scott Chamberlin, Annenberg Center for Communications
Survivors: Testimonies of the Holocaust features first hand accounts of four Holocaust survivors from the Shoah Foundation archive. This multimedia application couples these testimonies with in-depth geographical and historical information.
 
GINGA
Fumio Matsumoto and Shohei Matsukawa, Plannet Architectures
GINGA, Global Information Network as Genomorphic Architecture, visualizes spatial architecture of information on the Internet. In GINGA, metamorphic relationships in cyberspace are manifested in the form of an "information-scape."
 
Panoscope 360°
Luc Courchesne, Université de Montréal
Panoscope 360° is a panoramic viewer capable of displaying a full 360-degree cylindrical image from a single video or data channel. A donut-shaped rear projection screen is placed horizontally above a conic reflector. From within, visitors see a virtual cylindrical image obtained by reflection.
 
Technical
 
Six Layers of Kevin Bacon
Laurence Treweek, Sony Pictures Imageworks
For the soon-to-be-released feature film "The Hollow Man" the director wanted to reveal the biological structures of the lead character, played by Kevin Bacon, during his transformations. Each layer of the body posed new technical challenges and required a variety of unique rendering techniques. The main problem was to discern how to create the mass of tissue that lies below the surface.
 
Fast Multi-Resolution Operations on Images in the Wavelet Domain
Iddo Drori and Dani Lischinski, The Hebrew University
This sketch presents a framework for performing various image operations directly in the wavelet domain. Such operations include different forms of image warps, convolutions, and blendings. Wavelet domain operations are faster then their direct counterparts and naturally support progressive and multi-resolution processing.
 
A Match Moving Technique for Human Body Images
Jun'ichi Hoshino, Niigata University
The author presents a new technique for automatic registration of virtual objects with human body images. Merging computer-generated objects into video sequences is an important technique for many applications such as special effects and augmented reality.
 
"Toy Story 2" Technical Challenges
Guido Quaroni, Pixar Animation Studios
Ever increasing in complexity, feature length animations continue to stretch our techniques. This sketch presents the biggest challenges in the making of "Toy Story 2" including the development of a custom particle system and new procedural techniques for animating dust.
 
Meshsweeper: Fast Closest Point on a Polygonal Mesh and Applications
Andre Gueziec, Multigen-Paradigm, Inc.
This sketch presents a new algorithm for computing the distance from a point to an arbitrary polygonal mesh. The algorithm uses a multiresolution hierarchy of bounding volumes generated by geometric simplification. The algorithm is dynamic, exploiting coherence between subsequent queries using a priority process and achieving constant time queries in some cases.
 
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