Couses Fact Sheet
The Facts
"SIGGRAPH Courses provide attendees with tangible intelligence that they are able to take back to their workplaces and implement right away," said Dave Shreiner, SIGGRAPH 2006 Courses Chair. "Many times that knowledge more than justifies any costs associated with attending SIGGRAPH."
Select highlights from the SIGGRAPH 2006 Courses Program
Illustrative Visualization for Medicine and Science
Co-Organizers: David S. Ebert, Purdue University and Mario Costa Sousa, University of Calgary
Research and recent development in computer-generated illustration techniques within non-photorealistic rendering. This course concentrates specifically on illustration methods for computer-generated technical, scientific, medical, and interactive illustrations of both surface and volumetric data. It also presents the perspective of two medical illustrators on computerized illustration.
"The Chronicles of Narnia": The Lion, The Crowds, and Rhythm & Hues
Organizer: Brad Hiebert, Rhythm & Hues Studios
For its work on "The Chronicles of Narnia," Rhythm & Hues created a new work flow, new tools, and new procedures. This course offers a detailed look at the production, from Aslan to the crowds of mythological creatures in the battle. Detailed topics include proprietary software, pipeline, rigging, fur, dynamics, crowds, and more.
Physically Based Reflectance for Games
Organizer: Nathaniel Hoffman, Naughty Dog, Inc.
How to use the physical principles of reflectance to increase game realism while acknowledging real-world production issues such as performance and ease of content creation. In this course, game developers learn how to incorporate realistic reflectance in their games, and graphics researchers learn how to evaluate the applicability of their research to game development.
Exploiting Perception in High-Fidelity Virtual Environments
Organizer: Mashhuda Glencross, The University of Manchester
This course introduces high-fidelity virtual environments and explains the key components required to build compelling environments. Then it details perceptually inspired techniques that facilitate high-fidelity rendering, collaboration, and complex interaction in these virtual environments. Particular emphasis is placed on real applications, with several live demonstrations.
RenderMan for Everyone
Organizer: Rudy Cortes, Walt Disney Feature Animation
An in-depth, three-part course designed to expand knowledge of the RISpec. The first part is an introduction to RenderMan. The second is a detailed look into the RISpec. The third presents tips and tricks used in production.
The Art of Story Telling
Organizer: Ted Burge, Walt Disney Feature Animation
Four of Hollywood's screenwriter gurus teach story structure, how to create believable characters, and the techniques that make stories connect with an audience on an emotional level.
Recreational Computer Graphics
Organizer: Andrew Glassner, Coyote Wind Studios
With computer graphics, we can expand our imaginations, explore the natural world, and create stunning shapes, images, textures, and patterns. This course looks at a variety of different topics that show how graphics can help us enjoy the wonder and beauty of the world we live in.
High-Dynamic-Range Imaging: Theory and Applications
Organizer: Paul Debevec, USC Institute for Creative Technologies
New techniques in capturing, representing, processing, and displaying high-dynamic-range images and video that present the full range of light in the real world, which enables marked improvements in visual fidelity and photorealism. Application areas include lighting, compositing, film, game design, and display hardware.
Performance-Driven Facial Animation
Organizer: Fred Pighin, Industrial Light & Magic
Performance-driven facial animation (PDFA) has been recently adopted in a number of important entertainment projects. This course describes tracking, cross mapping, and model derivation technologies used in PDFA, and summarizes unresolved issues. Leading researchers and industry specialists present current and forthcoming motion-capture techniques, cross-mapping technologies, and application case studies from important recent and current projects.
SIGGRAPH 2006 Courses start early on Sunday morning and run through Wednesday of the conference week.
Complete Courses information including topics, prerequisites, and lecturers
- There are 30 presentations in the SIGGRAPH 2006 Courses Program.
- Courses are one of the cornerstones of the SIGGRAPH 2006 technical program.
- Course presentation formats are tutorials, half-day sessions, and full-day sessions.
- Over 170 international researchers and professionals reviewed course submissions to advise the final jury selections.
- Courses are designed by recognized experts from industry and academia to teach beginning, intermediate, and advanced skills and techniques to computer graphics and interactive technology professionals.
- Skills learned by attendees can be implemented across numerous applications areas and disciplines.
- SIGGRAPH 2006 Courses cover a wide variety of topics including learning how to master the latest digital theories and expert practices in the art and science of computer graphics.
- The goal of each course is to deepen understanding, encourage exploration, and immediately enhance real-world skills.
- SIGGRAPH 2006 Courses span across all industries, from game developers to virtual reality/environments to RenderMan.
"SIGGRAPH Courses provide attendees with tangible intelligence that they are able to take back to their workplaces and implement right away," said Dave Shreiner, SIGGRAPH 2006 Courses Chair. "Many times that knowledge more than justifies any costs associated with attending SIGGRAPH."
Select highlights from the SIGGRAPH 2006 Courses Program
Illustrative Visualization for Medicine and Science
Co-Organizers: David S. Ebert, Purdue University and Mario Costa Sousa, University of Calgary
Research and recent development in computer-generated illustration techniques within non-photorealistic rendering. This course concentrates specifically on illustration methods for computer-generated technical, scientific, medical, and interactive illustrations of both surface and volumetric data. It also presents the perspective of two medical illustrators on computerized illustration.
"The Chronicles of Narnia": The Lion, The Crowds, and Rhythm & Hues
Organizer: Brad Hiebert, Rhythm & Hues Studios
For its work on "The Chronicles of Narnia," Rhythm & Hues created a new work flow, new tools, and new procedures. This course offers a detailed look at the production, from Aslan to the crowds of mythological creatures in the battle. Detailed topics include proprietary software, pipeline, rigging, fur, dynamics, crowds, and more.
Physically Based Reflectance for Games
Organizer: Nathaniel Hoffman, Naughty Dog, Inc.
How to use the physical principles of reflectance to increase game realism while acknowledging real-world production issues such as performance and ease of content creation. In this course, game developers learn how to incorporate realistic reflectance in their games, and graphics researchers learn how to evaluate the applicability of their research to game development.
Exploiting Perception in High-Fidelity Virtual Environments
Organizer: Mashhuda Glencross, The University of Manchester
This course introduces high-fidelity virtual environments and explains the key components required to build compelling environments. Then it details perceptually inspired techniques that facilitate high-fidelity rendering, collaboration, and complex interaction in these virtual environments. Particular emphasis is placed on real applications, with several live demonstrations.
RenderMan for Everyone
Organizer: Rudy Cortes, Walt Disney Feature Animation
An in-depth, three-part course designed to expand knowledge of the RISpec. The first part is an introduction to RenderMan. The second is a detailed look into the RISpec. The third presents tips and tricks used in production.
The Art of Story Telling
Organizer: Ted Burge, Walt Disney Feature Animation
Four of Hollywood's screenwriter gurus teach story structure, how to create believable characters, and the techniques that make stories connect with an audience on an emotional level.
Recreational Computer Graphics
Organizer: Andrew Glassner, Coyote Wind Studios
With computer graphics, we can expand our imaginations, explore the natural world, and create stunning shapes, images, textures, and patterns. This course looks at a variety of different topics that show how graphics can help us enjoy the wonder and beauty of the world we live in.
High-Dynamic-Range Imaging: Theory and Applications
Organizer: Paul Debevec, USC Institute for Creative Technologies
New techniques in capturing, representing, processing, and displaying high-dynamic-range images and video that present the full range of light in the real world, which enables marked improvements in visual fidelity and photorealism. Application areas include lighting, compositing, film, game design, and display hardware.
Performance-Driven Facial Animation
Organizer: Fred Pighin, Industrial Light & Magic
Performance-driven facial animation (PDFA) has been recently adopted in a number of important entertainment projects. This course describes tracking, cross mapping, and model derivation technologies used in PDFA, and summarizes unresolved issues. Leading researchers and industry specialists present current and forthcoming motion-capture techniques, cross-mapping technologies, and application case studies from important recent and current projects.
SIGGRAPH 2006 Courses start early on Sunday morning and run through Wednesday of the conference week.
Complete Courses information including topics, prerequisites, and lecturers
