Hall A
Session Chair: Jehee Lee, Seoul National University
Toyohashi University of Technology
University of Washington
University of Toronto
University of Washington
Massachusetts Institute of Technology, Computer Science and Artificial Intelligence Laboratory
Nokia/Massachusetts Institute of Technology Computer Science and Artificial Intelligence Laboratory
Massachusetts Institute of Technology, Computer Science and Artificial Intelligence Laboratory
Carnegie Mellon University
Georgia Institute of Technology
Carnegie Mellon University
Georgia Institute of Technology
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Hall B
Session Chair: Julie Dorsey, Yale University
Cornell University
University of California, Berkeley
Massachusetts Institute of Technology
Computer Science and Artificial Intelligence Laboratory
ARTIS, GRAVIR/IMAG - INRIA
Massachusetts Institute of Technology
Computer Science and Artificial Intelligence Laboratory
ARTIS, GRAVIR/IMAG - INRIA
Microsoft Research Asia
Zhejiang University
Chinese University of Hong Kong
Microsoft Research Asia
Zhejiang University
Microsoft Research Asia
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Room 515B
Session Chair: Andre Gueziec, Triangle Software
Efficient physically based models for musculoskeletal systems and other complex articulated bodies. The models feature close contact, stable constitutive properties, and robust numerics for large simulations.
Rutgers University
dpai (at) cs.rutgers.edu
Rutgers University
An interface for controlling humanoid characters under physical simulation. The characters can be controlled interactively, and they have a set of reactive behaviors.
University of California, Los Angeles
ashapiro (at) cs.ucla.edu
University of California, Los Angeles
Implementation Sketch
Some key implementation issues related to the algorithm described in the SIGGRAPH
2005 Paper: Adaptive Dynamics of Articulated Bodies.
University of North Carolina at Chapel Hill
stephane.redon (at) inria.fr
University of North Carolina at Chapel Hill
An efficient volume-preservation technique that provides not only robust volume preservation but an ability to control the distribution of volume depending on the characteristics of external loadings.
University of Colorado at Denver and Health Sciences Center
minhong71 (at) hotmail.com
University of Colorado at Denver and Health Sciences Center
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Room 511AB
Session Chair: Cindy Grimm, Washington University in St. Louis
A volumetric method of surface reconstruction. Instead of imposing constraints and regularization values of a scalar field, this method imposes constraints and regularization on the gradient field.
Brown University
pgs (at) cs.brown.edu
Brown University
A novel method for modeling heterogeneous objects that contain entities of various dimensionalities with non-homogeneous internal structure. A hybrid model called Implicit Complex integrates cellular representations and constructive function representations.
Institute for Mathematical Modeling and Bournemouth University
Bournemouth University
Hosei University
Global non-rigid alignment of 3D range scans and images that compensates for low-frequency warps such as those arising from calibration errors.
Princeton University
bjbrown+siggraph (at) cs.princeton.edu
Princeton University
A useful new design tool for creation of fair meshes, texture mapping, and surface creation in the presence of obstacles.
Technische Universität Wien
wallner (at) geometrie.tuwien.ac.at
Technische Universität Wien
University of Minnesota
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Petree Hall D
Session Chair: Ed Angel, University of New Mexico
A method for acquisition and rendering of relightable 3D videos of human actors.
Max-Planck-Institut für Informatik
theobalt (at) mpi-sb.mpg.de
Max-Planck-Institut für Informatik
Stanford University
Max-Planck-Institut für Informatik
A technique for capturing reflectance and geometry for real-time performances using high-speed, time-multiplexed LED and projector light patterns. This sketch explores how the dataset allows for local lighting effects.
University of Southern California, Institute for Creative Technologies
jones (at) ict.usc.edu
University of Southern California, Institute for Creative Technologies
University of Southern California, Institute for Creative Technologies
Exploration of the optimal way to illuminate a scene to reduce the number of required reference images when relighting images and video sequences.
Universitat Politècnica de Catalunya
fmoreno (at) iri.upc.es
Columbia University
A commodity-level solution to the problem of generating well-lit object photographs that is fast, cheap, and easy to use.
Northwestern University
ankit (at) northwestern.edu
Northwestern University
ankit (at) northwestern.edu
Vanderbilt University
Washington University in St. Louis
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Room 515A
Session Chair: Dan Wexler, NVIDIA Corporation
Two methods for cubemap filtering, angular extent filtering, and edge fixup that alleviate the edge-seam artifacts that commonly occur when using cubemaps on graphics hardware.
ATI Research Inc.
jisidoro (at) ati.com
A technique for generating summed-area tables at interactive rates and how to use the resulting summed-area tables to render glossy environmental reflections.
University of North Carolina at Chapel Hill
hensley (at) cs.unc.edu
ATI Research, Inc.
University of North Carolina at Chapel Hill
A new method for perceptually correct soft-shadow rendering that is easy to integrate, robust, and runs interactively on consumer graphics hardware.
NVIDIA Corporation
rfernando (at) nvidia.com
A GPU-based rendering technique for fast, high-quality rendering of first-bounce global illumination.
IRISA/INRIA and University of Central Florida
pgautron (at) irisa.fr
Czech Technical University and IRISA/INRIA
IRISA/INRIA
University of Central Florida
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Petree Hall C
Session Chair: Kevin Bjorke, NVIDIA Corporation
A new framework for indirect illumination of hair-like structures that has never been done before. It enables rendering of images that have not been created before.
Texas A&M University
cem_yuksel (at) yahoo.com
Texas A&M University
Baking the effect of bump maps on specular response into a modified specular response that is less susceptible to texture filtering effects when CG models are small in frame.
Industrial Light & Magic
patc (at) ilm.com
A practical physically based approach for real-time rendering of scenes in participating media that captures important qualitative effects while maintaining the ease-of-use of the OpenGL fog model.
Columbia University
bosun (at) cs.columbia.edu
Columbia University
Carnegie Mellon University
Columbia University
An empirical model for multiple scattering in heterogeneous translucent objects for which classical approximations such as the dipole approximation to the diffusion equation are no longer valid.
Max-Planck-Institut für Informatik
cfuchs (at) mpi-sb.mpg.de
Max-Planck-Institut für Informatik
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