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Program Date & Time
Focus
Full ConferenceBasic Conference

International Center

International Center
West Lobby

The International Center offers bilingual tours of SIGGRAPH 2010 programs, informal translation services, and space for meetings, talks and demonstrations.

Sunday, 25 July

9:00 AM - 6:00 PM
Full ConferenceBasic Conference

International Resources Events

SpaceTime Showcase
International Center, West Lobby

Digital review of projects accepted to the annual SpaceTime competition featuring the state of creative computer-based student work from around the globe.

Contact: Marc Barr, mjbarr (at) mtsu.edu

Sunday, 25 July

10:00 AM - 1:00 PM
Full ConferenceBasic ConferenceComputer Animation Festival

Birds of a Feather

iTokyo+IVRC
Room 301 A

Interactive-Tokyo(iTokyo) and IVRC2010, the 18th annual student competition, are VR and interactive-techniques events in Japan. Laval Virtual (France) and CMU ETC (USA) have exchanges with iTokyo+IVRC.

Sunday, 25 July

11:00 AM - 12:00 PM
Students
Full ConferenceBasic Conference

Art Gallery

TouchPoint: Haptic Exchange Between Digits
Room 151

The work exhibited in the SIGGRAPH 2010 Art Gallery investigates the polysensory nature of human experience in a technologically enhanced environment. The exhibition explores the permeable membrane of the techno-human interface, where we engage an array of tools to materialize and visualize artifacts of creative expression. Integral to the work is human haptic interaction, involving the "viewer" and/or the artist through a unique physical interface.

Sunday, 25 July

12:00 PM - 5:30 PM
Art
Full ConferenceBasic Conference

The Studio

The Studio
Room 151

Collaborate in hands-on learning lab, where students, professionals, artists, scientists, engineers, and the latest technologies create surprising artworks and systems.

Sunday, 25 July

12:00 PM - 5:30 PM
Full ConferenceBasic Conference

The Sandbox

The Sandbox
Outside Room 403 AB

Test drive current game-development technologies, explore game design, and play the games that are defining the next generation of digital interactivity.

Sunday, 25 July

12:00 PM - 5:30 PM
Games
Full ConferenceBasic Conference

Posters

Posters
West Lobby

Observe graphic displays of incremental, preliminary, partial, and innovative insights that will shape the future of computer graphics and interactive techniques.

Sunday, 25 July

12:00 PM - 5:30 PM
Full Conference

Geek Bar

Geek Bar
Room 409

Real-time human networking. Streaming content from the SIGGRAPH 2010 session rooms. Wireless access. Comfy chairs.

Sunday, 25 July

12:00 PM - 5:30 PM
Full ConferenceBasic Conference

Emerging Technologies

Emerging Technologies
Room 151

Interactive demonstrations of innovative technologies in a broad range of applications, including displays, robotics, input devices, and interaction techniques. Emerging Technologies includes a mix of works invited by the organizers and works selected from juried submissions. All the demos are available for attendees to try out and discuss with the creators.

Sunday, 25 July

12:00 PM - 5:30 PM
Full ConferenceBasic Conference

The Studio–Workshops

3D Character Animation In Depth
The Studio/Room 151

An in-depth look at 3D character animation for film and video games. Topics include the process of acting out references, creating customized MEL scripts, hot keys, animation-pipeline tools, blocking pose to pose vs. straight ahead, key framing vs. dynamics, layering animation, animation polishing with tangents, follow through and overlapping actions, adding moving holds, and tricks and shortcuts to make animating fast, efficient, and fun.

Sunday, 25 July

12:15 PM - 1:45 PM
Full ConferenceBasic Conference

The Studio–Presentations

Tactile Tactics: Getting Close to Technology
The Studio/Room 151

As computers become smarter, stronger, and more woven into the fabric of the world, it is increasingly important to make sure they don’t autonomously cause harm. Even better, they should support health and welfare. But how can technology know what’s good for others, especially when people so often get it wrong? One way is for computers to gauge emotional responses to their actions. Another approach would be to create machines that have genuine feelings akin to our own. Taken together, these concepts provide the foundation for exploring artificial empathy.

This talk summarizes a project that contributes to artificial empathy by building robots that engage participants through playful touch. Touch is featured because it is a basic, primary and direct means of inducing feeling. It also avoids relying on anthropomorphic features that do not relate to a machine's instruments. The talk expands the argument for touch as a basis for artificial empathy, discusses the value of games as a framework for guiding touch interaction, and outlines some recent projects.

Sunday, 25 July

12:30 PM - 1:00 PM
Full ConferenceBasic Conference

The Studio–Digital Artistry

HDR Imaging
The Studio/Room 151

This presentation explores the whys and hows of HDR imaging as the digital world's answer to Ansel Adams' Zone System. It shows and illustrates what can be achieved with dynamic-range capture and covers how to shoot and process it, related software applications, and how to simulate it when mutli-exposure image capture is not possible.

Sunday, 25 July

12:30 PM - 1:45 PM
Full Conference

Screenings

Commercials & Cinematics
Room 408 AB

Sunday, 25 July

2:00 PM - 3:30 PM
Full Conference

Courses

Spectral Mesh Processing
Theater 411

Spectral mesh processing was proposed at the beginning of the 1990s to port the “signal processing toolbox” to 3D mesh models. Now, with recent advances in computing power and numerical software, this vision can be fully implemented. In this course, attendees learn how to transfer the underlying concepts to the mesh-model setting, how to implement the “spectral mesh processing” toolbox, and how to use it for real applications, including filtering, shape matching, remeshing, segmentation, and parameterization.

COURSE SCHEDULE

2 pm
Introduction
Levy

2:05 pm
What is so Spectral?
Zhang

2:45 pm
Do Your Own Spectral Mesh Processing at Home?
Levy

3:30 pm
Break

3:45 pm
Applications -- What Can We Do With It ?
Segmentation, Shape Retrieval, Non-Rigid Matching, Symmetry Detection
Zhang

4:35 pm
Applications -- What Can We Do With It ?
Quadrangulation, Parameterization
Levy

5 pm
Conclusion, Q&A
Zhang and Levy

Sunday, 25 July

2:00 PM - 5:15 PM
Research
Full Conference

Courses

Processing for Visual Artists and Designers
Room 406 AB

Processing is a free language designed for artists, designers, musicians, educators, students, and anyone else who wants to create expressive, meaningful images, animations, and interactive graphics. Unlike most programming languages, it has been designed from the ground up for creating modern visual works appropriate for print, the web, and installations. With Processing, even people who are new to computers can create rich, exciting graphics that can be used in applications as diverse as interactive demonstrations, personally expressive art, interactive educational environments, gaming, procedural art, text manipulation, and animation.

Using Processing to create graphics and animations is intellectually and emotionally rewarding. Even beginners can create imagery that's wildly complex or serenely simple and elegant. It can move as though alive, or change in only the most subtle ways. Computers give us a whole new world of tools and media for communicating and expressing ourselves. When your intellectual programming mind and your intuitive image-making mind are purring together in harmony, the process is pure joy and the results are often beautiful. Best of all, Processing is free!

This course introduces the basic ideas of modern programming, but it does not focus on abstract theory. Every idea is illustrated, and Processing's value in making pictures and animations is made clear. The course provides all the tools, from context to motivation, required to continue the learning adventure and become a Processing master.

COURSE SCHEDULE

2 pm
Welcome and Overview

2:05 pm
Why Processing Is Useful and Cool

2:20 pm
A Closet Full of Shoes: Variables

2:40 pm
Rinse, Lather, Repeat: Loops and Routines

3:10 pm
Drawing Pictures

3:45 pm
Break

4 pm
Smooth Moves: Using Curves

4:20 pm
Say It Like You Mean It: Using Type

4:30 pm
Building A Project, Start To Finish

5 pm
Resources: Where To Go From Here

5:05 pm
Q&A

Sunday, 25 July

2:00 PM - 5:15 PM
Art
Full Conference

Courses

Physically Based Shading Models in Film and Game Production
Room 502 B

Physically grounded shading models have been known for many years, but they have only recently started to replace the "ad-hoc" models in common use for both film and game production. Compared to "ad-hoc" models, which require laborious tweaking to produce high-quality images, physically-based, energy-conserving shading models easily create materials that hold up under a variety of lighting environments. These advantages apply to both photorealistic and stylized scenes, and to game development as well as production of CG animation and computer VFX. Surprisingly, physically based models are not more difficult to implement or evaluate than the traditional "ad-hoc" ones.

This course begins with a short explanation of the physics of light-matter interaction and how it is expressed in simple shading models. Then several speakers discuss specific examples of how shading models have been used in film and game production. In each case, the advantages of the new models are demonstrated, and drawbacks or issues arising from their usage are discussed. The course also includes descriptions of specific production techniques related to physically based shading.

COURSE SCHEDULE

2 pm
Background: The Physics of Shading
Hoffman

2:30 pm
Practical Implementation of Physically Based Shading Models at tri-Ace
Gotanda

3 pm
Crafting Physically Motivated Shading Models for Game Development
Hoffman

3:30 pm
Break

3:45 pm
Terminators and Iron Men: Image-Based Lighting and Physical Shading at ILM
Snow

4:30 pm
Faster Photorealism in Wonderland: Physically Based Shading and Lighting at Sony Pictures Imageworks
Martinez

5 pm
Conclusion, Q&A
Gotanda, Hoffman, Martinez

Sunday, 25 July

2:00 PM - 5:15 PM
Games, Production Communities
Full Conference

Courses

Perceptually Motivated Graphics, Visualization, and 3D Displays
Room 502 A

This course provides an overview of how knowledge of the human visual system (HVS) and perception are applied to several aspects of computer graphics, virtual environments, visualization, and 3D display technologies. It explains the role HVS and human perception play in optimization of rendering algorithms, display algorithms, virtual environments design, fidelity, and engineering. Example applications include real-time rendering, high-quality rendering, material editing using images, and training and knowledge transfer in virtual environments. The course also surveys recent research results presented at the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization and other conferences.

COURSE SCHEDULE

2 pm
Welcome Introduction
McNamara

2:05 pm
Perceptually Motivated 3D Displays and Depth Perception Banks

2:45 pm
Perceptually Motivated Visualization
Healey

3:30 pm
Break

3:45 pm
Perceptually Motivated Rendering
McNamara

4:15 pm
Perceptually Motivated Simulation & Virtual Environments
Mania

4:45 pm
Leading Edge Research and APGV 2010
Mania and Banks

5 pm
A Look to the Future
McNamara and Mania

5:10 pm
Conclusion, Q&A
All

Sunday, 25 July

2:00 PM - 5:15 PM
Research
Full ConferenceBasic Conference

The Studio–Workshops

Modeling with Zbrush
The Studio/Room 151

How to use Zbrush as a tool for 3D modeling. No previous Zbrush knowledge required. Workshop topics include organic forms and high-poly detailing.

Sunday, 25 July

2:00 PM - 3:30 PM
Full ConferenceBasic ConferenceComputer Animation Festival

Birds of a Feather

LA SIGGRAPH Meet & Greet
Room 301 A

The Los Angeles Chapter of ACM SIGGRAPH proudly presents an informal Meet & Greet, open to all attendees, with current and past chapter officers and Executive Council members.

Sunday, 25 July

2:00 PM - 3:30 PM
Students
Full ConferenceBasic Conference

The Studio–Presentations

Introduction to Rhino
The Studio/Room 151

This talk answers two basic questions: What is Rhino? What does it do? Then it demonstrates how to model a salt and pepper shaker.

Sunday, 25 July

2:00 PM - 3:30 PM
Full ConferenceBasic Conference

The Studio–Digital Artistry

Intro to 3D Capabilities in Photoshop CS5 Extended
The Studio/Room 151

This high-level introduction to Photoshop CS5 includes details on all the new 3D-related features in Photoshop CS5 Extended.

Sunday, 25 July

2:00 PM - 3:30 PM
Full Conference

Courses

Image Statistics: From Data Collection to Applications in Graphics
Room 403 AB

Natural images exhibit statistical regularities that differentiate them from random collections of pixels, and the human visual system appears to have evolved to exploit such statistical regularities. Because computer graphics is about producing imagery for observation by humans, it is important to understand which statistical regularities occur in nature, so they can be emulated by image-synthesis methods. This course introduces all aspects of natural image statistics, ranging from data collection to analysis and their applications in computer graphics, computational photography, and image processing.

COURSE SCHEDULE

2 pm
Introduction
Reinhard

2:05 pm
Data Collection and Calibration
Pouli

2:15 pm
First Order Statistics
Pouli

2:30 pm
Second Order Statistics
Cunningham

2:55 pm
Higher Order Statistics
Reinhard

3:10 pm
Color Statistics
Reinhard

3:25 pm
Discussion
All

Sunday, 25 July

2:00 PM - 3:30 PM
Full Conference

Talks

Avatar in Depth
Room 515 AB
A Physically Based Approach to Virtual Character Deformations
James Cameron's "Avatar" required the principal digital characters to be photo-realistic, full-screen, and almost fully naked in hundreds of shots. To accomplish this task, Weta Digital developed a robust character-simulation toolset that delivered the required level of realism.
Rendering "Avatar": Spherical Harmonics in Production
Application of spherical harmonics in a production rendering environment for accelerated final-frame rendering of complex scenes and materials.
PantaRay: Directional Occlusion for Fast Cinematic Lighting of Massive Scenes
NVIDIA Research and Weta Digital Ltd. present the results of a joint research collaboration. The talk describes the architecture of a novel system for precomputation of ray-traced sparse, directional occlusion caches used as a primary lighting technology during the making of "Avatar".

Sunday, 25 July

2:00 PM - 3:30 PM
Production Communities
Full ConferenceBasic Conference

International Resources Events

SpaceTime Student Exhibition Opening
International Center, West Lobby

Opening and awards presentation for ACM SIGGRAPH SpaceTime Student Exhibition.

Contact: Marc Barr, mjbarr (at) mtsu.edu

Sunday, 25 July

3:30 PM - 4:30 PM
Full ConferenceBasic Conference

The Studio–Workshops

Imagination Made Solid: An Intoduction to Personal Fabrication and Desktop Manufacturing
The Studio/Room 151

Turn your ideas into real things! In this workshop, attendees use simple 3D modeling programs to create designs for real things and work with a MakerBot to produce the real-world results.

Sunday, 25 July

3:45 PM - 5:15 PM