Sunday, 31 July

1:45 - 5:30 pm

Sunday, 31 July

1:45 - 5:30 pm

Hall A

Half-Day
Level: Beginning

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, plus a comparison of the approaches that worked with approaches that did not.

Prerequisites

A basic understanding of the principles of computer graphics and 3D animation. For best results, attendees should have seen the animated feature "Madagascar."

Intended Audience

Attendees who are interested in the technical aspects of production of 3D animated feature films and who have a basic understanding of computer-generated animation.

Co-Organizers

Philippe Gluckman

DreamWorks Animation

Denise Minter

DreamWorks Animation

Lecturers

Kendal Cronkhite
Rex Grignon
Milana Huang
Ewan Johnson
Janet Lavin
Scott Singer
Rob Vogt

DreamWorks Animation

Sunday, 31 July

1:45 - 5:30 pm

Room 515B

Half-Day
Level: Advanced

An introduction to state-of-the-art techniques for simulating and animating clothing. The course begins by presenting cloth simulation procedures, then presents in-depth knowledge on physical modeling of cloth and collision-resolution techniques, including practical issues in implementation. It closes by showing a variety of fashions constructed by a major digital fashion company.

Prerequisites

Rudimentary knowledge of computer graphics, computer animation, geometric modeling, linear algebra, calculus, and numerical computing.

Intended Audience

Graduate students and/or people from industry who are interested in developing physically based simulation techniques.

Co-Organizers

Kwang-Jin Choi

FXGear Inc.

Hyeong-Seok Ko

Seoul National University

Lecturers

Ronald Fedkiw

Stanford University

Dongliang Zhang

Digital Fashion Ltd

Sunday, 31 July

1:45 - 5:30 pm

Room 502A

Half-Day
Level: Intermediate

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.

Prerequisites

Basic familiarity with the computer graphics pipeline and some knowledge of calculus and linear algebra.

Intended Audience

Practitioners and researchers who would like a deeper understanding of how NPR line drawings are created and why they are effective.

Organizer

Szymon Rusinkiewicz

Princeton University

Lecturers

Doug DeCarlo

Rutgers University

Adam Finkelstein

Princeton University

Sunday, 31 July

1:45 - 5:30 pm

Room 502B

Half-Day
Level: Intermediate

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.

Prerequisites

The first module requires no prerequisites. The second module requires knowledge of C or Java or an equivalent language. Participants may benefit more from some subtopics if they have a knowledge of graphics.

Intended Audience

People who are familiar with programming and want to communicate their ideas to a larger community.

Organizer

Ken Perlin

New York University