SIGGRAPH 2004 - The 31st international conference on computer graphics and interactive techniques
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Game Developers
Game developers everywhere should be making plans now to attend SIGGRAPH 2004, 8-12 August, Los Angeles.

It's your best opportunity this year to update your skills and discover the latest breakthroughs in processing power, enhanced realism, interactivity, storytelling, and animation.

Conference Registration Categories

Full Conference Conference Select Exhibits Plus

New One-Day Registration
Access to all programs and events for one action-packed SIGGRAPH 2004 day!

Register now for the best pre-conference discounts for these presentations and exhibits!

Courses  
Acting and Drawing for Animation
Art-Directed Technology: Anatomy of a "Shrek 2" Sequence
Collision Detection and Proximity Queries
Crowd and Group Animation
The Elements of Nature: Interactive and Realistic Techniques
Facial Modeling and Animation
GPGPU: General-Purpose Computation on Graphics Hardware
High-Dynamic-Range Imaging
Introduction to Bayesian Learning
"Lord of the Rings": The Visual Effects That Brought Middle Earth to the Screen
Multiple-View Geometry for Image-Based Modeling
Performance OpenGL: Platform-Independent Techniques
Photorealistic Hair Modeling, Animation, and Rendering
Point-Based Computer Graphics
Real-Time Shading
Real-Time Shadowing Techniques
Real-Time Volume Graphics
Seeing, Hearing, and Touching: Putting It All Together


Exhibitor Tech Talks  
Middle Earth: Imagination Made More Real
MOTIONBUILDER
PCI Express* Technology: A Breakthrough Technology for the Graphics Industry
The Power of Pixel Shaders: Using High-Level Shading Languages in Professional Applications
Training for Careers in Animation and Technology


Papers  
Capture From Images
Reconstruction and Interactive Rendering of Trees from Photographs

Data-Driven Character Animation
Speaking With Hands: Creating Animated Conversational Characters From Recordings of Human Performance
Style-Based Inverse Kinematics
Synthesizing Animations of Human Manipulation
Synthesizing Physically Realistic Human Motion in Low-Dimensional, Behavior-Specific Spaces

Dynamics & Modeling
BD-Tree: Output-Sensitive Collision Detection for Reduced Deformable Models
Rigid Fluid: Animating the Interplay Between Rigid Bodies and Fluid

Identifying & Sketching the Future
Motion Doodles: An Interface for Sketching Character Motion

Interacting With Images
Interactive Digital Photomontage

Large Meshes and GPU Programming
Adaptive TetraPuzzles: Efficient Out-of-Core Construction and Visualization of Gigantic Multiresolution Polygonal Models
Brook for GPUs: Stream Computing on Graphics Hardware
Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids

Photo & Video Texture
Textureshop: Texture Synthesis as a Photograph Editing Tool

Smoke, Water, & Goop
Fluid Control Using the Adjoint Method
Simulating Water and Smoke with an Octree Data Structure
Target-Driven Smoke Animation

Video-Based Rendering
Keyframe-Based Tracking for Rotoscoping and Animation
Video Tooning


Panels  
3D Animation: Difficult or Impossible to Teach and Learn?
Building a Bridge to the Aesthetic Experience: Artistic Virtual Environments and Other Interactive Digital Art
Careers in Computer Graphics Entertainment
Games Development: How Will You Feed the Next Generation of Hardware?


Special Sessions  
Next-Generation Game Visuals
Puppetry and Computer Graphics
Real-Time 3DX: Demo or Die

 
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Conference 8-12 August, Exhibition 10-12 August.  In Los Angeles, CA