FOR IMMEDIATE RELEASE
17 March 2003
For further information:
Sheila Hoffmeyer/Ann Reichert
SIGGRAPH 2003 Media Relations
SIGGRAPH 2003 Courses Provide Instruction on Innovations and Research in the Art, Science, and Engineering of Computer Graphics and Interactive Techniques
Record Number of Courses Submitted for Second Year in a Row
(Chicago, IL) -- ACM SIGGRAPH today announced the content of the Courses program for
SIGGRAPH 2003, the 30th International Conference on Computer Graphics and Interactive Techniques, being held 27-31 July, at the San Diego Convention Center. The 2003 Courses program provides introductory-to-advanced instruction on the latest innovations and research in the art, science, and engineering of computer graphics and interactive techniques. Attendees will learn how these ideas were developed, how they are applied in creative and production environments, and what doors they may open for future applications and breakthroughs. Tutorials, full- and half-day courses will be presented at SIGGRAPH 2003 via lectures, hands-on instruction, and offsite events.
"Carefully selected from a record-setting 111 submissions, only 45 courses will participate in the program this year. The unusually high number of world-class submissions that were not selected is testament to the difficulty of the selection process for 2003," said Rick Barry, SIGGRAPH 2003 Courses chair from Pratt Institute. "The jury strove to achieve a variety and balance of subjects, of the technical and the creative, and of established and emerging presenters. We also sought out creative and visionary applications, as well as advanced technical topics.
"As a special event this year, part of a course on 'Computer Graphics for Large-Scale Immersive Theaters' will take place in the IMAX Dome Theater at the Reuben H. Fleet Science Center in San Diego's famous Balboa Park. Also new for SIGGRAPH 2003 will be hands-on courses conducted in a wireless facility, employing attendee's own, or rented laptops."
The SIGGRAPH 2003 Courses include:
Computer Graphics for Large-Scale Immersive Theaters
Organizer: Ed Lantz, Spitz, Inc.
Large-scale immersive digital cinema ("fulldome") theaters represent a new and rapidly growing medium. This course summarizes immersive theater technologies and graphics production for dome theaters, including real-time and pre-rendered techniques. It features cutting-edge immersive productions at the Reuben H. Fleet Science Center's IMAX Dome Theater.
Fun & Games: An Introduction to Art-Based Game Modding
Celia Pearce, California Institute for Telecommunications and Information Technology, University of California, Irvine
Carol Hobson, Center for Research in Computing and the Arts, University of California, San Diego
Game "modding" (adapting or creating content using commercial game engines) has become a favored strategy for rapidly producing real-time 3D worlds that can be downloaded from the web and played on any game-ready PC. Commercial games often come packaged with modding tools, and others are available as freeware and on the internet. In this course, leading and emerging international game artists show examples of their mod-based artworks and describe techniques used to create them.
3D Hardcopy: Converting Virtual Reality to Physical Models
Organizer: Sara McMains, University of California, Berkeley
An introduction to 3D layered manufacturing. This course explains the processes that commercial systems use to build 3D parts and which technologies are most appropriate for different geometries and applications. It also covers software techniques for transforming a VR model into realizable geometry and a process plan for a layered-manufacturing system.
Projectors: Advanced Geometric Issues in Applications
Organizer: Ramesh Raskar, Mitsubishi Electric Research Laboratories
The latest computer vision and graphics techniques for projector-based displays. In addition to design, rendering, and calibration algorithms in conventional projector-based systems, this course provides a practical guide to relevant topics in image warping, projective geometry, transfer functions for curved screens, camera-assisted methods, and projector-based augmented reality.
Beyond Blobs: Recent Advances in Implicit Surfaces
Greg Turk, Georgia Institute of Technology
Terry S. Yoo, National Institutes of Health
This course covers exciting advances in implicit surfaces that are useful but seldom covered by standard graphics courses. It reviews recently developed implicit modeling tools such as radial-basis functions, level sets, skeletal extraction, and topology, and demonstrates their utility for real-world applications from character animation to medical modeling.
Building Physical Interfaces: Making Computer Graphics Interactive
Cynthia Lawson, Columbia University
Eric Forman, Independent Artist
This course guides participants through the process of building physical interfaces for interaction with screen-based or installation work. It covers five principal topics: electronics, micro-controllers, input, serial communication, and output. Attendees experience the complete hands-on process by building a real project.
L-Systems and Beyond
Organizer: Przemyslaw Prusinkiewicz, University of Calgary
L-systems are a biologically motivated formalism for modeling and visualizing complex structures with a dynamically changing topology. Applications of L-systems and their extensions include modeling of plants and geometric modeling of curves and surfaces (for example, subdivision algorithms). This course presents recent theoretical results, implementations, applications, and research directions.
Frontiers in Perceptually Based Image Synthesis: Modeling, Rendering, Display, Validation
Organizer: James A. Ferwerda, Cornell University
A survey of the state of the art in perceptually based image synthesis, focusing on four areas: modeling, rendering, display, and validation. This course will be of interest to graphics practitioners who want to understand the scope and limitations of perceptually based techniques and to researchers who are looking for new opportunities in perceptually based image synthesis.
SIGGRAPH 2003 Courses start early on Sunday morning and run through Wednesday of the conference week. Complete Courses information including, schedule, topics, prerequisites, and lecturers.
For registration information, see SIGGRAPH 2003 Registration or contact SIGGRAPH 2003 Conference Management, 401 North Michigan Avenue, Chicago, Illinois 60611 USA. +1.312.321.6830 phone; +1.312.321.6876 fax; SIGGRAPH 2003 Registration.
SIGGRAPH 2003 will bring nearly 25,000 computer graphics and interactive technology professionals from six continents to San Diego for the week-long conference, 27 31 July. A comprehensive technical program and special events focusing on research, art, animation, games, interactivity, and the web are planned. SIGGRAPH 2003 includes a three-day exhibition of products and services for the computer graphics and interactive marketplace from 29 31 July 2003.
ACM SIGGRAPH, the leading professional society for computer graphics and interactive techniques, sponsors SIGGRAPH 2003.
Information on ACM SIGGRAPH Membership and Other Conferences and Activities