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SIGGRAPH
2001
Courses Program Fact Sheet
Conference: 12 - 17 August 2001
Exhibition: 14 - 16 August 2001
Los Angeles Convention Center
Los Angeles, California USA
www.siggraph.org/s2001
SIGGRAPH 2001 courses provide in-depth instruction on a variety
of topics for all practitioners of the trade. Courses range
from introductory and refresher topics to cutting edge technologies
that combine computer graphics with other aspects of computing.
A record number of courses will be presented at SIGGRAPH 2001
with 27 full-day and 17 half-day courses, and 10 two-hour tutorials.
"Fifty-four courses are being presented this year covering quite
a range of topics," said Lou Harrison, from North Carolina State
University, SIGGRAPH 2001 Courses Chair. "Each year we try to
push the envelope a little bit farther, and this year, we had
so many great proposals, we had to find a way to include as
many as possible. One course we are very excited about is 'How
to Present at the Annual SIGGRAPH Conference.' It will be a
light-hearted look at some of the best, and worst practices
of presenting in a high pressure environment like SIGGRAPH."
Courses Highlights
3D Hardcopy: Converting Virtual Reality to Physical Models
Organizers: Sara McMains and Carlo Sequin, University of California,
Berkeley
Traditionally, computer graphics has rendered 3D virtual objects
in 2D, but the latest 3D rapid prototyping technologies can
quickly and easily transform a 3D computer model into a physical
3D model. In this course, attendees learn about commercial rapid
prototyping systems and promising new technologies. The course
also covers software techniques used to transform a VR model
into realizable geometry and a process plan for a rapid prototyping
system.
From Ivory Tower to Silver Screen: Visual Effects Companies
Reveal How Research and Development Finds its Way Into Production
Organizers: Jill Smolin, Cinesite Visual Effects and Pam Hogarth,
Gnomon School of Visual Effects
In this course, presenters from six top visual effects companies
discuss the many ways they use research to augment production
of major feature films including "How the Grinch Stole Christmas,"
Monsters, Inc.," Shrek," "Stuart Little 2," and "AI."
Gaming Techniques for Designing Compelling Virtual Worlds
Organizer: Michael Capps, Naval Postgraduate School
Presents the world-building tricks of the computer game trade,
which is a multi-billion dollar competition to build the most
enticing and immersive virtual environments. Speakers describe
their approaches to designing environments, review their experiences
(both good and bad), and showcase their latest technologies.
How to Give a Great SIGGRAPH Talk
Organizer: Charles Poynton
One of the most demanding public-speaking environments is the
annual SIGGRAPH conference, where audience expectations are
dauntingly high. There are specific, practical ways to make
public speaking less terrifying, and to create presentations
that will satisfy even a SIGGRAPH audience. This course show
how to prepare and deliver a great talk.
The Impact of Public Policy on Computer Graphics
Organizers: Robert Ellis, ACM SIGGRAPH Public Policy Program
Chair and Barbara Simons, ACM Past President and USACM (ACM
US Public Policy)Co-Chair
As personal computers proliferate and access to the Internet
increases use of and access to computer graphics, researchers,
developers, and practitioners confront policy and legal issues
that increasingly affect their professional activities. This
course explores the technical and policy issues associated with
intellectual property, digital copy protection, digital and
high-definition video, support for computer graphics research,
deployment of broadband telecommunications, and the role of
technical societies.
Intro to SMIL
Organizer: Kathy Barshatzky
SMIL (Synchronized Multimedia Integration Language) is an XML-based
language that allows authors to write interactive multimedia
presentations. Authors can specify the temporal behavior of
a presentation, associate hyperlinks with media objects, and
describe the layout of the presentation. In this tutorial, attendees
learn the syntax of SMIL and author their own interactive presentations.
This hands-on course is presented in the Creative Applications
Lab.
An Introduction to the Kaman Filters
Organizers: Gregory Welch and Gary Bishop, University of North
Carolina at Chapel Hill
The Kalman filter and related optimal estimators continue to
appear in a wide variety of computer graphics applications.
The Kalman filter is an optimal estimator for a large class
of problems and an effective and useful estimator for an even
larger class. This course presents an intuitive approach that
enables developers to approach the extensive literature with
confidence.
Seeing in 3D
Organizers: Geoff Wyvill, University of Otago and Bob Parslow,
Consultant
"Stand a cube on its corner. What is the shape of a horizontal
cross-section taken at half the height of this object?" About
four percent of human beings can reason about 3D space well
enough to answer this question easily and confidently. For most
of us, 3D problems lead to confusion or even panic. This course
offers a series of exercises for thinking in 3D with the result
being attendees ability to develop 3D-thinking skills independently.
"Shrek:" The Story Behind the Screen
Organizer: Linda Rae Sande, PDI/DreamWorks
This course offers both an overall and technical perspective
on the PDI/DreamWorks computer-generated, feature-length movie-making
process with a focus on some of the key areas in production
of "Shrek": art direction, character development, simulation,
effects, lighting, and digital storytelling.
The Technology and Practice of Digital Cinema (D-cinema)
Organizer: Charles Poynton
HDTV equipment using the 1920 x 1080 image format now achieves
spatial resolution comparable to film. Efforts are nearly complete
to adapt HDTV cameras and recorders to the 24 frames per second
of film. And electronic projection now matches the brightness
and spatial resolution of the cinema. This course describes
the technology of D-cinema acquisition and display, and discusses
the interface between D-cinema and digital-image creation and
editing. Course location is the University of Southern Californiašs
Digital Cinema Laboratory, in the Pacific Theater on Hollywood
Boulevard. Buses will transport attendees from LACC to the course
and back.
Using Tensor Diagrams to Represent and Solve Geometric Problems
Organizer: James F. Blinn, Microsoft Research
Conventional matrix notation for algebraic geometry does not
adequately represent some concepts that are important in understanding
and manipulating geometrical quantities. Better notational tools
can be appropriated from the field of mathematical physics.
This course focuses on one such tool, the tensor diagram and
shows how it can improve notational convenience, solve many
geometrical problems and that would otherwise be very complicated,
and facilitate understanding of the algebraic structure of such
problems.
Visualizing Relativity
Organizers: Andrew Hanson, Indiana University and Daniel Weiskopf,
Universität Stuttgart
The course is for those who seek a deeper intuitive understanding
of the theories of relativity and an introduction to how modern
computer graphics techniques can be adapted to visualize and
simulate the physics of interacting light and matter under extreme
conditions. The first half of this course focuses on how relativistic
effects can be intuitively understood starting from Euclidean
3D geometry. The second half concentrates on recent advances
in photorealistic simulation of scenes and relativistic phenomena
using computer graphics to show features that could never be
seen in real life at human time and space scales.
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