Thursday, 4 August

1:45 - 3:30 pm

Thursday, 4 August

1:45 - 3:30 pm

Hall A

As-Rigid-As-Possible Shape Manipulation

Takeo Igarashi

The University of Tokyo

Tomer Moscovich
John F. Hughes

Brown University

A Sketch-Based Interface for Detail-Preserving Mesh Editing

Andrew Nealen

Technische Universität Darmstadt

Olga Sorkine

Tel Aviv University

Marc Alexa

Technische Universität Darmstadt

Daniel Cohen-Or

Tel Aviv University

TextureMontage: Seamless Texturing of Arbitrary Surfaces From Multiple Images

Kun Zhou
Xi Wang

Microsoft Research Asia

Yiying Tong
Mathieu Desbrun

California Institute of Technology

Baining Guo
Heung-Yeung Shum

Microsoft Research Asia

Thursday, 4 August

1:45 - 3:30 pm

Hall B

Soft Shadow Volumes for Ray Tracing

Samuli Laine

Helsinki University of Technology

Timo Aila

Helsinki University of Technology and Hybrid Graphics Ltd.

Ulf Assarsson

ARTIS, INRIA and Illuminate Labs Ltd.

Jaakko Lehtinen

Helsinki University of Technology and Remedy Entertainment Ltd.

Tomas Akenine-Möller

Lunds universitet

Wavelet Importance Sampling: Efficiently Evaluating Products of Complex Functions

Petrik Clarberg

Lunds universitet

Wojciech Jarosz

University of California, San Diego

Tomas Akenine-Möller

Lunds universitet

Henrik Wann Jensen

University of California, San Diego

Multi-Level Ray Tracing Algorithm

Alexander Reshetov
Alexei Soupikov
Jim Hurley

Intel Corporation

Unbiased Energy Redistribution Path Tracing

David Cline
Justin Talbot
Parris Egbert

Brigham Young University

Thursday, 4 August

1:45 - 3:30 pm

Room 515B

While the World Wide Web could become the nerve center for a social super-organism, it remains frustratingly rudimentary. Documents lack uniformity and integration; linking is unintelligent and unstable; interaction is limited, controlled by authors and browsers. However, things are changing. Advances in artificial intelligence could be applied to the WWW, transforming it to a globally distributed, massively parallel, wetware-oriented universe. Panelists from all areas of web development discuss this and other possibilities for the future of the web.

Moderator

Robert Lisek

Fundamental Research Lab

Panelists

Franco Birkut

0100101110101101.org

Jonah Brucker-Cohen

Trinity College Dublin

Martha Carrer Cruz Gabriel

Universidade de São Paulo
Universidade Anhembi Morumbi

Alessandro Ludovico

UBERMORGEN.COM

Monika May

www.DigitalMAY.com
Colorado Technical University

Thursday, 4 August

1:45 - 3:30 pm

Petree Hall C

Session Chair: Mark VandeWettering, Pixar Animation Studios

Cloth Capture

A method for capturing the geometry and parameterization of fast-moving cloth using multiple video cameras, without requiring camera calibration.

Ryan White

University of California, Berkeley
ryanw (at) cs.berkeley.edu

Anthony Lobay
D.A. Forsyth

University of California, Berkeley

Motion Capture Using Color-Coded Patterns

An image-based algorithm for surface reconstruction of a moving garment from multiple calibrated video cameras. Using a color-coded cloth texture generates convincing reconstruction results.

Volker Scholz

Max-Planck-Institut für Informatik
vscholz (at) mpi-sb.mpg.de

Timo Stich
Marcus Magnor

Max-Planck-Institut für Informatik

Michael Keckeisen
Markus Wacker

WSI/GRIS Universität Tübingen

Cloth Simulation on the GPU

A robust method to simulate cloth on any GPU supporting Shader Model 3. Because it is geared toward performance and visual realism, it is suitable for virtual reality and games.

Cyril Zeller

NVIDIA Corporation
czeller (at) nvidia.com

Model Flowing: Capturing and Tracking of Deformable Geometry

A new markerless deformable-model capture system using an array of cameras. The 3D deformation is solved directly and in all views simultaneously.

Kjell Reuterswärd

Linköpings universitet
kjere757 (at) student.liu.se

John Flynn
Doug Roble

Digital Domain

Ken Museth

Linköpings universitet

Thursday, 4 August

1:45 - 3:30 pm

Petree Hall D

Session Chair: Cindy Grimm, Washington University in St. Louis

(elf) electronic-life-forms

Elfs are very simple life-approaching systems powered by solar energy. The immediate compassion for these life forms is an amazing experience, even though their abilities are very limited.

Pascal Glissmann

Academy of Media Arts
pascal (at) subcologne.com

Martina Höfflin

Academy of Media Arts

Emo System: A Public Message Display to Share Emotional Information

A proposal for a networked location-based message system that supports a sense of togetherness among workers within a company.

Atsuro Ueki

Inakage Lab, Keio University
atsurou (at) activemail.jp

Tsubasa Tokunaga

Inakage Lab, Keio University

Yoshimasa Niwa

Inakage Lab, Keio University

Masayuki Iwai

Tokuda Lab, Keio University

Masa Inakage

Inakage Lab, Keio University

Real Toys from Virtual Models

The design of sewing patterns for 3D objects is a time honored art. This work introduces an algorithm for automatic pattern design that focuses on patterns for soft, stuffed toys.

Dan Julius

The University of British Columbia
djulius (at) cs.ubc.ca

Vladislav Kraevoy
Alla Sheffer

The University of British Columbia

Bump Mapping Onto Real Objects

A method that applies a three-dimensional appearance onto real objects. The method forms anisotropy based on the normal vector, and it works just like bump mapping onto real surfaces.

Naoki Kawai

DaiNippon Printing Co., Ltd.
Kawai-N (at) mail.dnp.co.jp

Thursday, 4 August

1:45 - 3:30 pm

Room 515A

Session Chair: Dan Wexler, NVIDIA Corporation

Dynamic Adaptive Shadow Maps on Graphics Hardware

A novel implementation of adaptive shadow maps (ASMs) that supports interactive rendering with a moving light and viewpoint. The ASM data structure and refinement algorithm are implemented on the GPU.

Aaron Lefohn

University of California, Davis
lefohn (at) cs.ucdavis.edu

Shubhabrata Sengupta

University of California, Davis

Joe Kniss

University of Utah

Robert Strzodka

Caesar Research Institute

John Owens

University of California, Davis

Building a Graphics Debugger

Building a graphics debugger entails a number of software engineering and algorithmic challenges. This sketch shows which are fundamental to the task and which are simply quirks of today's systems.

Nathani3l Duca

Johns Hopkins University
duca (at) jhu.edu

Jonathan Cohen

Johns Hopkins University

GPU-Accelerated Iterated Function Systems

This sketch describes GPUflame, an application that generates high-quality renderings of iterated function system fractals using GPU hardware to accelerate both the computation and display of the final images.

Simon G. Green

NVIDIA Corporation
sgreen (at) nvidia.com

Octree Textures on Graphics Hardware

An interactive 3D painting application that stores paint in an octree-like GPU-based adaptive data structure. The implementation supports effective resolutions up to 2048x2048x2048 with quadlinear (mipmap) filtering.

Joe Kniss

University of Utah

Aaron Lefohn

University of California, Davis

Robert Strzodka

Caesar Research Institute

Shubhabrata Sengupta
John D. Owens

University of California, Davis

Thursday, 4 August

1:45 - 3:30 pm

Room 511AB

Session Chair: Joey Berzowska, Extra Soft Lab/Concordia University

Hako-ne: An Augmented Musical Dollhouse

A hybrid art-and-technology project that drives the development of augmented reality. This project integrates 3D graphics with the real world, using a custom Pocket PC-based optical see-through viewer device.

Saaya Itabashi

Inakage Lab, Keio University
shaaya (at) imgl.sfc.keio.ac.jp

Kenji Iguchi

Inakage Lab, Keio University

Masa Inakage

Inakage Lab, Keio University

Heterogeneous Character Animation: How to Make an Interactive Character Jump Between Stationary and Mobile Graphical Computers

A method for enabling a real-time animated character to appear to jump between a stationary computer screen and a mobile graphical device.

Bill Tomlinson

University of California, Irvine
wmt (at) uci.edu

Man Lok Yau

University of California, Irvine

Jesse Gray

Massachusetts Institute of Technology, Media Laboratory

Location-Aware Interactive Applications

This sketch describes two novel interactive applications. Both use the user's location to control the interaction, and the user's interface provides movement through the physical environment.

Kirsten Cater

University of Bristol
cater (at) cs.bris.ac.uk

Constance Fleuriot

University of Bristol

Richard Hull
Josephine Reid

Hewlett Packard Laboratories

Future Cast System

A new visual entertainment presented at Expo 2005 in Aichi Japan. The special feature of this entertainment system is that the entire audience can become virtual movie performers.

Shigeo Morishima

Waseda University
shigeo@waseda.jp

Akinobu Maejima

Waseda University

Shuhei Wemler

Silicon Studio Corp.

Tamotsu Machida

VINO AZUL Inc.

Masao Takebayashi

DENTSU TEC Inc

Thursday, 4 August

1:45 - 3:30 pm

Room 407

Moderator

Roy Ascott

Planetary Collegium, University of Plymouth

Panelist

Jon Wilkinson

Full Circle Design