Sunday, 31 July

8:30 am - 12:15 pm

Sunday, 31 July

8:30 am - 12:15 pm

Hall A

Half-Day
Level: Intermediate

Whether the film is one minute or one hour, there are simple basic steps to producing any animated film. This course explains how anyone with a little talent can apply industry-standard techniques to create polished, professional, commercial animated films. All the basic techniques, from developing the initial concept to compositing the final release print, are summarized and discussed. Comprehensive handouts guide attendees through the process.

Prerequisites

Basic knowledge of 2D and 3D animation techniques, Photoshop, and Premiere or AfterEffects or Final Cut Pro.

Intended Audience

People who want to create their own complete animated films.

Co-Organizers

Eric Van Hamersveld

The Art Institute of California
San Diego

Bob Hanon

The Art Institute of California
San Diego

Lecturer

Debra Miller

The Art Institute of California
San Diego

Sunday, 31 July

8:30 am - 12:15 pm

Room 515B

Half-Day
Level: Intermediate

A comprehensive overview of articulated-rigid-body dynamics simulation based on Featherstone's recursive method and supplemented with analytical constraints, impact, frictional contact, joint-space control, and implicit integration. Novel applications from film production and video games, including simulation of foliage, hair, and character dynamics, are demonstrated.

Prerequisites

Familiarity with physically based simulation techniques, rigid-body dynamics, collision detection, kinematics of articulated bodies, numerical linear algebra, differential equations, and numerical methods.

Intended Audience

This course is intended for practitioners with some experience in physically based modeling and an interest in articulated body simulation. It provides a comprehensive overview of the topic, practical implementation details, and suggestions for novel areas of application. The intended audience also includes effects developers, technical directors, and researchers in the area.

Co-Organizers

Sunil Hadap

PDI/DreamWorks

Vangelis Kokkevis

Sony Computer Entertainment

Sunday, 31 July

8:30 am - 12:15 pm

Room 502A

Half-Day
Level: Intermediate

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.

Prerequisites

A basic understanding of camera operation and image processing is required. Familiarity with concepts of linear systems, convolution, and machine vision is useful.

Intended Audience

Photographers, digital artists, image-processing programmers, and vision researchers who use or build applications for digital cameras or images.

Co-Organizers

Ramesh Raskar

Mitsubishi Electric Research Labs (MERL)

Jack Tumblin

Northwestern University

Sunday, 31 July

8:30 am - 12:15 pm

Room 502B

Half-Day
Level: Beginning

A complete introduction to authoring interactive 3D graphics applications using OpenGL. The course covers fundamental topics such as modeling, lighting, depth buffering, and texture mapping. A brief survey of more advanced topics is also presented. At the completion of the course, attendees will be able to write interactive OpenGL applications with moving, lit, textured 3D objects.

Prerequisites

Ability to read simple programs written in the C programming language. The course presents concepts from linear algebra (vector notation and matrix multiplication), but knowledge of those subjects is not required to understand the material.

Intended Audience

Anyone interested in learning how to author applications with OpenGL.

Organizer

Dave Shreiner

SGI

Lecturers

Ed Angel

University of New Mexico

Vicki Shreiner

SGI