Tutorial
Level: Beginner
Learn what it takes to get a job in the computer graphics field. A top career coach and recruiter reveals the secrets of how to create an irresistible résumé and showcase your talent in a demo reel to get the job you want. Sample résumés and demo reels are included.
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Room 515A
Tutorial
Level: Beginning
The process of developing digital creatures from concept to the screen is presented as a series of decision points. The focus is on classifying issues to allow design and performance requirements to drive the techniques employed in execution of the final product.
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Room 502A
Tutorial
Level: Beginning
Realistic computer graphics rendering requires modeling the appearance of materials. This course covers the range of techniques for specifying the materials, including classifying physical materials by observation, basic mathematical representations, and modeling changes in material appearance over time.
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Room 502B
Tutorial
Level: Beginning
This tutorial focuses on issues confronting computer graphics designers and other software developers. The parameters of intellectual property risk, applicable rules, and the possible future repercussions of using open-source libraries are addressed from the viewpoint of how to make prudent choices in advancing your business or research.
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Tutorial
Level: Advanced
This tutorial exposes the fundamental features of quaternions as they apply to all fields of computer graphics and visualization by using visual representations of quaternions themselves to provide intuition and insight.
Attendees should be comfortable with and have an appreciation for conventional mathematical methods of 3D computer graphics and geometry used in geometric transformations and polygon rendering. The course will be of most interest to people who wish to deepen their intuitive understanding of moving coordinate frames and quaternion-based animation techniques.
Students, scientists, and practitioners whose work and/or interests involve 3D orientation frames.
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Tutorial
Level: Beginning
An introduction to 3D layered manufacturing. Overview and comparison of commercial layered manufacturing systems; software techniques, interchange issues, and process planning; and application areas with case studies, from visualization models to working prototype parts.
People who may have seen layered manufacturing displays in the SIGGRAPH 2005 Exhibition and want to learn more about what it's good for, details about how it works in practice, and an unbiased comparison of the different technologies available.
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3:45 -5:00 pm
Hall A
Session Chair: Alla Sheffer, The University of British Columbia
Princeton University
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3:45 -5:00 pm
Hall B
Session Chair: Wojciech Matusik, Mitsubishi Electric Research Laboratories (MERL)
Brown University
Mitsubishi Electric Research Laboratories (MERL)
Brown University
Massachusetts Institute of Technology
Computer Science and Artificial Intelligence Laboratory
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3:45 -5:00 pm
Room 515B
California State University, Monterey Bay
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Hall A
Encounter intriguing early results, speculative ideas, and the people who generated them. Posters are displayed throughout the conference week. In scheduled sessions, poster presenters discuss their work and answer questions.
Poster authors will stand by their posters to talk with attendees and demonstrate
their work during these times:
Tuesday, 2 August, 10:30 am - 12:15 pm
Wednesday, 3 August, 10:30 am - 12:15 pm
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Petree Hall C
Session Chair: Apurva Shah, Pixar Animation Studios
A summary of the various techniques used to generate hierarchical data and apply foliage motion to stylized hand-modeled trees in an animated jungle.
PDI/DreamWorks
dcaeiro (at) pdi.com
Initially developed for "Shrek 2," the Wig System is a flexible and highly controllable hair animation and simulation tool that is specifically suited for the demands of feature-film animation.
DreamWorks Animation
nico (at) dreamworksanimation.com
How to use widely available tools to develop an integrated 2D and 3D production pipeline suitable for independent filmmakers. This sketch introduces the pipeline and techniques used in "Shanghai Beauty."
Cinematic Artist
yeding1977 (at) Hotmail.com
The vine system allowed quick addition of "vine designs" via a simple user interface so hundreds of vines could be created in a single shot for "Madagascar."
PDI/DreamWorks
lkermel (at) hotmail.com
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Room 407
Planetary Collegium, University of Plymouth
boredomresearch
Charles Morrow Ltd.
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