Conference: 8 - 12 August 2004
Exhibition: 10 - 12 August 2004
A Quote from the SIGGRAPH 2004 Courses Chair
- There are 33 SIGGRAPH 2004 Courses.
- Courses are a corner stone of the SIGGRAPH 2004 technical program.
- Courses formats are tutorials, half-day sessions, and full-day sessions.
- Each Course was selected by a jury of industry professionals.
- Courses are designed by industry experts to teach beginning, intermediate, and advanced skills and techniques to computer graphics and interactive technology professionals.
- Skills learned by attendees can be implemented across numerous application areas.
- SIGGRAPH 2004 Course topics include: interactive design, computer vision, computing hardware, display systems, real-time graphics, animation, modeling, rendering, and more.
- SIGGRAPH 2004 Courses covering new topics are: Acting and Drawing for Animation; Art-Directed Technology: Anatomy of a "Shrek 2" Sequence; Augmenting Three-Dimensional Vision with Three-Dimensional Sound; Crowd and Group Animation; Collision Detection and Proximity Queries; Commodity-Based Projection VR; GPGPU: General-Purpose Computation on Graphics Hardware; Introduction to Bayesian Learning; "Lord of the Rings": The Visual Effects that Brought Middle Earth to the Screen; Real-Time Shadowing Techniques; Shape-Based Retrieval and Analysis of 3D Models; and Unconventional Human-Computer Interfaces.
"The SIGGRAPH 2004 Courses Call for Participation asked the community to 'come teach.' The response was such a high level of quality content that it was a challenge for the jury to select the Courses program," said Jacquelyn Martino, SIGGRAPH 2004 Courses chair from Massachusetts Institute of Technology. "From Real-Time Shadowing Techniques to Developing Augmented Reality Applications, this year's courses present an excellent mix covering the applications of both computer graphics and interactive technology. We also are pleased to offer a number of Courses that will be completely new to the SIGGRAPH audience."
A Few Highlights from the SIGGRAPH 2004 Courses Program
Acting and Drawing for Animation
Organizer: Lucilla Potter Hoshor, Savannah College of Art and Design
This workshop provides hands-on demonstrations of acting and drawing principles required to achieve strong animated performances. It covers staging, power centers, positioning, character development and design, emotional recall, fluidity, improvisation for storytelling, and timing.
Developing Augmented Reality Applications
Co-Organizers: Mark Billinghurst, University of Canterbury, and Dieter Schmalstieg, Technische Universität Wien
A detailed introduction to augmented reality (AR) and how to build AR applications. Attendees also learn about current research and explore hands-on demonstrations.
GPGPU: General-Purpose Computation on Graphics Hardware
Co-Organizers: Mark Harris, NVIDIA Corporation, and David Luebke, University of Virginia
Recent advances in graphics processor (GPU) technology have transformed GPUs into powerful engines capable of a variety of computations beyond computer graphics. This course presents a detailed introduction to general-purpose computation on graphics hardware (GPGPU), with an emphasis on core computational building blocks, ranging from linear algebra to database queries.
Introduction to Bayesian Learning
Organizer and Lecturer: Aaron Hertzmann, University of Toronto
Bayesian reasoning is a fundamental tool of machine learning and statistics. Beginning from first principles, this course develops the general methodologies for designing learning algorithms and describes their application to several problems in graphics.
Real-Time Shadowing Techniques
Co-Organizers:Jan Kautz, Massachusetts Institute of Technology, and Marc Stamminger,
How to incorporate shadows in real-time rendering. Basic shadowing techniques, more advanced techniques that exploit new features of graphics hardware, the differences among these algorithms, and their strengths and weaknesses. The course includes implementation details.
Seeing, Hearing, and Touching: Putting It All Together
Organizer: Brian Fisher, The University of British Columbia
As computer display technologies become increasingly multimodal, ubiquitous, and immersive, interaction designers must understand how vision, sound, and touch are perceived and understood by users. In this course, attendees learn key aspects of perceptual theory and its application to design of interactive multimedia systems through lectures, demonstrations, and design case studies.
Unconventional Human-Computer Interfaces
Co-Organizers: Steffi Beckhaus, Universität Hamburg, and Ernst Kruijff, Fraunhofer-Institut für Medienkommunikation
An introduction to the potential of various human systems, how these systems can be interfaced with hardware components, and for what purposes they can be applied. This course demonstrates a wide range of unconventional interfaces and explores the potential for new kinds of systems and application areas.
SIGGRAPH 2004 Courses start early on Sunday morning and run through Wednesday of the conference week.
Complete Courses information including schedule, topics, prerequisites, and lecturers