Conference: 31 July - 4 August 2005
Exhibition: 2 - 4 August 2005
- There are 39 SIGGRAPH 2005 Courses.
- Courses are a cornerstone of the SIGGRAPH 2005 technical program.
- Courses formats are tutorials, half-day sessions, and full-day sessions.
- 176 international researchers and professionals reviewed Course submissions to advise the final jury selections.
- 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 and disciplines.
- SIGGRAPH 2005 Course topics include: interactive haptic computing, visualization, computational techniques, simulation, real-time graphics, open-source developments, mathematics, animation, modeling, rendering, web paradigms, mobile computing, manufacturing, professional development, and much more.
A Quote from the SIGGRAPH 2005 Courses Chair
"SIGGRAPH 2005 Courses are your future's DNA. The topics, presenters, and attendees that they attract will make a dramatic difference in how you see and solve future challenges," said John Fujii, SIGGRAPH 2005 Courses chair from Hewlett-Packard. "I cannot even count the different ways that these ideas and networks of people will fan out into your tomorrow. Analysts use graphics GPUs as supercomputers. Educators collaborate through Open Source. Yesterday's ray-tracing problems are now 'real-time.' Even considering quantum computer graphics is within your grasp today. 'Bring Your Brain?' Bring a few and share the synergy of Courses with your colleagues in computer graphics and interactive techniques."
A Few Highlights from the SIGGRAPH 2005 Courses Program
Co-Organizers: Ramesh Raskar, Mitsubishi Electric Research Labs (MERL), and Jack Tumblin, Northwestern University
Learn the latest computational methods in digital imaging that overcome the traditional limitations of a camera and enable novel imaging applications. The course provides a practical guide to topics in image capture, lighting, and manipulation methods for generating compelling pictures for computer graphics and for extracting scene properties for computer vision.
Digital Face Cloning
Co-Organizers: Fred Pighin, University of Southern California, and J.P. Lewis, Graphics Primitive
Digitally cloned actors have recently become a reality. This course describes the distinct technologies used in producing a photo-real digital clone and outlines the significant remaining research challenges in this emerging field.
From Mocap to Movie: The Making of "The Polar Express"
Organizer: Rob Bredow, Sony Pictures Imageworks
Supervisors present an in-depth look at the making of "The Polar Express," including innovations in on-stage motion capture, virtual camera systems, animation, f/x, and rendering (which contributed to the film's unique look and style).
Hot Topics in 3D Medical Visualization
Organizer: Luis Ibanez, Kitware Inc.
Recent open-source research initiatives have created new APIs for complex data analysis. When combined with computer graphics, these tools become powerful applications for computer-assisted medicine. This tutorial covers medical applications, data analysis, and visualization, and touches on the policies and digital infrastructure for engaging in open-source software development.
Introduction to Real-Time Ray Tracing
Co-Organizers: Peter Shirley, University of Utah, and Philipp Slusallek, Universität des Saarlandes
Real-time ray tracing brings physically correct images, advanced rendering features, and easy content creation to interactive 3D graphics. This course gives attendees the background and insight required to build their own fast ray tracers, discusses advanced applications, and provides first-hand experience through free software distributed to all attendees.
Line Drawings From 3D Models
Organizer: Szymon Rusinkiewicz, Princeton University
Techniques for automated rendering of 3D models using sparse line drawing styles for applications ranging from illustration through cartoons and games. The course introduces concepts of visual perception; defines silhouettes, contours, creases, and suggestive contours; describes efficient algorithms for finding these lines; and presents methods for artistic stylization.
"Madagascar:" Bringing a New Visual Style to the Screen
Co-Organizers: Philippe Gluckman and Denise Minter, DreamWorks Animation
New insights into the creative and technical thought processes required to evolve a new look for a CG movie. Highlights include how moving away from stylized realism required rethinking the creative process, development methods, and technologies. Discussions include a comparison of the approaches that work as well as those approaches that have failed.
Pre-Computed Radiance Transfer: Theory and Practice
Co-Organizers: Jan Kautz, Massachusetts Institute of Technology, Jaakko Lehtinen, Helsinki University of Technology and Remedy Entertainment Ltd., and Peter-Pike Sloan, Microsoft Corporation
Realistic shading and how it can be achieved using pre-computed radiance transfer. The course covers: the theory underlying a general model of shading and shadowing for real-time rendering; basic radiance transfer techniques; advanced radiance transfer techniques that incorporate higher-frequency lighting and arbitrary BRDFs. The course also covers the differences among these radiance transfer algorithms as well as the insights the presenters have gained working in this area including implementation details and a complete theoretical derivation.
Quantum Rendering: An Introduction to Quantum Computing and Quantum Algorithms, and Their Applications to Computer Graphics
Co-Organizers: Marco Lanzagorta, NCI Information Systems/US Naval Research Laboratory, and Jeffrey K. Uhlmann, University of Missouri-Columbia
A concise and self-contained introduction to quantum computing and its application to computer graphics. In addition to providing a general overview of quantum computing, the course reviews the theoretical limitations of classical computing for graphics and simulation, and investigates how quantum computers can overcome these restrictions.
Recent Advances in Haptic Rendering & Applications
Co-Organizers: Ming C. Lin, University of North Carolina at Chapel Hill, and Miguel Otaduy, Eidgenössische Technische Hochschule Zürich
An overview of recent haptic rendering algorithms that use the sense of touch as a communication medium in addition to graphical display. The course also presents different approaches to designing touch-enabled interfaces for various applications, from scientific visualization, medical training, 3D-model design, and virtual prototyping to creative processes.
The Web as a Procedural Sketchbook
Organizer: Ken Perlin, New York University
Ideas that effectively integrate new technology with new visual design can be quickly developed and published on the web, using only Java applets. This course uses a selection of applets as illustrative examples to show how you can rapidly develop and publish new ideas on the web. Attendees learn to use Java applets to quickly disseminate visual and procedural ideas (animation, modeling, design, gameplay paradigms, etc.). The course provides source code for an extensive set of libraries that enable rapid development of applets.
Co-Organizers: Marcus Magnor, MPI Informatik, and Marc Pollefeys, University of North Carolina at Chapel Hill
A thorough introduction to how to acquire and process multiple video streams for omni-perspective, interactive rendering of real-world, dynamic scenes. Attendees learn how to reconstruct and represent dynamic scene geometry from multi-video footage, as well as how to render time-varying scenes video-realistically from arbitrary viewpoints in real time.
SIGGRAPH 2005 Courses start early on Sunday morning and run through Wednesday of the conference week.
Complete Courses information including topics, prerequisites, and lecturers