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SIGGRAPH
2001
Sketches
& Applications Fact Sheet
Conference 12-17 August 2001
Exhibition 14-16 August 2001
Los Angeles
Convention Center
Los Angeles, California USA
www.siggraph.org/s2001
Short, informal presentations on advanced research,
artistic adventures, next year's technologies, production
breakthroughs, and non-idle speculation are presented in the
Sketches & Applications program.
"Sketches and Applications received nearly 300 submissions
from 23 different countries and over 130 different companies,
research facilities, educational institutions, and individuals,"
said Dena Slothower, SIGGRAPH 2001 Sketches & Applications
Chair from Stanford University. "The final Sketches and Applications
program features 138 presentations including emerging work
from the technical, education, medical, arts, design, gaming,
performing arts, and entertainment communities."
SIGGRAPH 2001 SKETCHES & APPLICATIONS PROGRAM HIGHLIGHTS
Crashing Planes the Easy Way: "Pearl
Harbor"
Scott Benza, Industrial Light + Magic
Aircraft destruction in "Pearl Harbor" was made possible by
taking an alternative approach to rigid body systems. This
presentation demonstrates ILM's technique for creating realistic
dynamic simulations for the film.
Creating Tools for Playstation2 Game
Development
Simon Brown, Sony Computer Entertainment
Key challenges encountered in creating a level editor, miscellaneous
art tools, and data pipelines for a PS2 title.
The Development of the Virtual Human
Abdomen: Algorithms and Methodologies
Kevin Chugh, University at Buffalo, The State University of
New York Virtual Reality Laboratory
This sketch presents a haptic simulation of an abdominal palpation
examination. The development of both real-time haptic force-displacement
algorithms and a non-invasive tissue property collection device
will be discussed.
Elmo's World: Digital Puppetry on
"Sesame Street"
Emre Yilmaz
The real-time digital puppetry process used to bring five
furniture creatures to life for "Sesame Street" and how this
process fit into the production.
Linux for the Production Pipeline
Jeffrey Wike, DreamWorks Feature Animation
DreamWorks retooled its entire animation production facilities
from high-end proprietary workstations to commodity-based
Intel/Linux solutions. The result: dramatic increases in performance
and significantly reduced costs.
Mayhem: A New Trend for Virtual Environments
(and Online Games)
Manuel Oliveira, University College of London
Nemesis, a prototype massive online role-playing game, uses
new concepts and approaches from research to create a constantly
evolving virtual environment that scales according to the
number of users.
Multi-Modal Translation System by
Using Automatic Facial Image Tracking and Model-Based Lip
Synchronization
Shin Ogata, Seikei University
A multi-modal English-to-Japanese and Japanese-to-English
translation system that also translates the speaker's speech
motion and synchronizes it to the translated speech.
Using Color-Changing Textiles as
a Computer Graphics Display
Lars Erik Holmquist, PLAY, Interactive Institute
Using photochromically treated threads to create a fabric
that changes color when subjected to ultraviolet light. In
conjunction with a computer-controlled lamp, the textile becomes
a dynamic display.
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