Thursday, 4 August

3:45 - 5:30 pm

Thursday, 4 August

3:45 - 5:30 pm

Hall A

Session Chair: Wolfgang Heidrich, The University of British Columbia

Precomputed Shadow Fields for Dynamic Scenes

Kun Zhou
Yaohua Hu
Steve Lin
Baining Guo
Heung-Yeung Shum

Microsoft Research Asia

All-Frequency Interactive Relighting of Translucent Objects With Single and Multiple Scattering

Rui Wang
John Tran
David Luebke

University of Virginia

Precomputed Local Radiance Transfer for Real-Time Lighting Design

Anders Wang Kristensen

University of California, San Diego

Tomas Akenine-Mölller

Lunds universitet

Henrik Wann Jensen

University of California, San Diego

Local, Deformable Precomputed Radiance Transfer

Peter-Pike Sloan
Ben Luna

Microsoft Corporation

John Snyder

Microsoft Research

Thursday, 4 August

3:45 - 5:30 pm

Room 515B

Session Chair: Mark VandeWetter, Pixar Animation Studios

Visual Simulation of Melting Ice Considering the Natural Convection

A method for generating melting ice animations considering thermal energy propagation between air with the properties of fluid and ice.

Masaaki Matsumura

Kyushu University
aki (at) verygood.aid.design.kyushu-u.ac.jp

Reiji Tsuruno

Kyushu University

MoXi: Real-Time Ink Dispersion in Absorbent Paper

A paint system that allows users to paint in the spontaneous style of Eastern ink painting on a computer.

Nelson S-H. Chu

Hong Kong University of Science and Technology
cpegnel (at) ust.hk

Chiew-Lan Tai

Hong Kong University of Science and Technology

Real-Time Simulation of Thin Paint Media

An application for real-time interactive creation of images with thin watery paint, including watercolor, gouache, and Chinese ink.

Tom Van Laerhoven

Limburgs Universitair Centrum, Expertise Centre Digital Media
tom.vanlaerhoven (at) luc.ac.be

Frank Van Reeth

Limburgs Universitair Centrum, Expertise Centre Digital Media

Spring-Bead Animation of Viscoelastic Materials

A method to simulate viscoelastic material using a spring-mass system. Many particles (20,000) are used to create a randomly connected mesh that mimics the structure of polymeric material.

Nobuhiko Tamura

Chiba University
tsumura (at) faculty.chiba-u.jp

Norimichi Tsumura
Toshiya Nakaguchi
Yoichi Miyake

Chiba University

Thursday, 4 August

3:45 - 5:30 pm

Room 515A

Session Chair: Steve Derrick, Vicarious Visions

GPU-Based Trimming and Tessellation of NURBS and T-Spline Surfaces

Implementation Sketch
Implementation details (class hierarchy, data structures, and GPU programs) from the SIGGRAPH 2005 Paper: GPU-Based Trimming and Tessellation of NURBS and T-Spline Surfaces.

Michael Guthe

Universität Bonn
guthe (at) cs.uni-bonn.de

Ákos Balázs
Reinhard Klein

Universität Bonn, Institute of Computer Science II

Image-Space Construction of Displaced Normal Maps

A hybrid 2D/3D algorithm for efficiently constructing a normal map of displacement-mapped geometry. It handles arbitrary procedural displacement and doesn't require fine tessellation or REYES dicing.

Ivan Neulander

Rhythm & Hues Studios
ivan (at) rhythm.com

Rendering Detailed Outdoor Ground Surfaces on the GPU
A new technique for rendering extremely detailed, heterogeneous outdoor ground surfaces in real time, using minimal memory bandwidth and performing all computation on the GPU.

Orin Tresnjak-Smith

University of Maryland
orin (at) bytopia.net

Real-Time Rendering of Billboard Plants in a Dynamic Lighting Environment

A new method to render large landscapes that are covered by thousands of trees in a dynamic lighting environment. The billboard plants are illuminated using a special texture.

Oliver Franzke

Technischen Universität Dresden
of641854 (at) inf.tu-dresden.de

Oliver Deussen

Universität Konstanz

Thursday, 4 August

3:45 - 5:30 pm

Petree Hall D

Session Chair: Juan Buhler

Spirit and Opportunity: Animating NASAs Mission to Mars

Behind the scenes of the most realistic, dramatic visualization of NASA's Mars Exploration Rover mission.

Daniel Maas

Maas Digital LLC
dmaas (at) maasdigital.com

Real-Time Data Fusion and Visualization for the Mars Exploration Rovers

A case study of several real-time data fusion and visualization techniques employed by NASA/JPL's Science Activity Planner software to support Mars Rover operations.

Justin Wick

Cornell University
jvw3 (at) cornell.edu

Data-Visualization Strategies for Tsunami Research

A summary of workflow improvements for animation and real-time rendering of tsunami simulation data.

Roger Edberg

University of Alaska Fairbanks
edberg (at) arsc.edu

VolumeShop: Interactive Direct Volume Illustration

Methods to realize an interactive system for creation of dynamic illustrations directly from volumetric datasets that combine artistic visual styles and expressive visualization techniques.

Stefan Bruckner

Technische Universität Wien
bruckner (at) cg.tuwien.ac.at

Ivan Viola

Technische Universität Wien

M. Eduard Gröller

Technische Universität Wien

Thursday, 4 August

3:45 - 5:30 pm

Petree Hall C

Session Chair: Diego Gutierrez, Universidad de Zaragoza

Optimized Photon Tracing Using Spherical Harmonic Light Maps

Optimizing photon tracing using spherical harmonic light maps to represent photon accumulation on surfaces. This sketch shows how this can be used with normal maps to light real-time scenes.

Otavio Good

Secret Level Inc.
otavio (at) secretlevel.com

Zachary Taylor

Secret Level Inc.

Interactive Ray Tracing of Point-Based Models

Point-based methods have recently gained significant interest in both modeling and rendering. This sketch summarizes new developments in interactively ray tracing point-based models, including complex models and photorealistic shading.

Ingo Wald

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

Hans-Peter Seidel

Max-Planck-Institut für Informatik

Implementing Lightcuts
Implementation Sketch

Techniques for creating an efficient implementation of the new lightcuts rendering framework. This sketch is designed to complement the SIGGRAPH 2005 Paper: Lightcuts: A Scalable Approach to Illumination.

Bruce Walter

Cornell University
bjw (at) graphics.cornell.edu

Sebastian Fernandez
Adam Arbree
Kavita Bala
Michael Donikian
Donald P. Greenberg

Cornell University

Ray Tracing Depth Maps Using Precomputed Edge Tables

A data structure for tracing many shadow rays in parallel using a depth map.

Kevin Egan

Rhythm & Hues Studios
kegan (at) rhythm.com

Ivan Neulander

Rhythm & Hues Studios

Thursday, 4 August

3:45 - 5:30 pm

Room 511AB

Session Chair: Andre Gueziec, Triangle Software

Animating Autonomous Pedestrians

This research addresses the challenge of animating pedestrians in urban environments through an artificial-life approach, which integrates motor, perceptual, behavioral, and cognitive components.

Wei Shao

New York University
weishao (at) cs.nyu.edu

Demetri Terzopoulos

New York University

Learning to Move Autonomously in a Hostile World

As virtual worlds become richer and more complex, the agents that populate them face increasingly complicated control decisions. This sketch describes a framework for controlling autonomous agents online in real time.

Leslie Ikemoto

University of California, Berkeley
lesliei (at) eecs.berkeley.edu

Okan Arikan
David Forsyth

University of California, Berkeley

Composite Behavior Synthesis Technique for Mental Communication Games

A new technique for expressing CG characters' mental status by synthesizing pose, unconscious movement, and conversational gesture.

Atsushi Nakano

University of Tsukuba
nakano (at) edu.esys.tsukuba.ac.jp

Motion Patches: Building Blocks for Virtual Environments Annotated With Motion Data

Motion patches represent motion sets integrated with environment objects. Using a small number of motion patches, multiple characters can be animated at interactive rates in large, complex virtual environments.

Kang Hoon Lee

Seoul National University
zoi (at) mrl.snu.ac.kr

Myeong Geol Choi
Jehee Lee

Seoul National University

Thursday, 4 August

3:45 - 5:30 pm

Hall B

Session Chair: Daniel Maskit, Digital Domain

Lava, Lava Everywhere

How Industrial Light & Magic created the lava planet Mustafar for "Star Wars: Episode 3."

Willi Geiger

Industrial Light & Magic wgeiger (at) ilm.com

Philippe Rebours
Kevin Sprout
John Helms

Industrial Light & Magic

A Production Tool for Terrain Generation

Overview of an intuitive tool that lets non-technical artists create technically complex, procedural terrains for a large-scale feature production.

Magnus Wrenninge

Digital Domain
magnus (at) wrenninge.se

Mårten Larsson
Lucio Flores
Brad Herman

Digital Domain

Animating Waves on the Beaches of Madagascar

Summary of the wave animation system (FX-surf) and the techniques used to create and animate crashing and lapping waves for "Madagascar."

Mahesh Ramasubramanian

PDI/DreamWorks
mahesh_ramas (at) yahoo.com

Leapin' Lizards: Anatomy of a Four-Ton Varactyl

On "Star Wars Episode III: Revenge of the Sith," performance-driven simulation and layered anatomical models were used to create realistic flesh, skin, and feathers for giant lizard creatures.

Jason Smith

Industrial Light & Magic
jsmith (at) ilm.com

Aaron Ferguson
Juan Sanchez
Sunny Wei
Sang Jun Lee
Ryan Kautzman

Industrial Light & Magic