Courses Fact Sheet

SIGGRAPH 96 offered more Courses than ever before, with 22 full-day Courses and 16 half-day Courses. The Course lectures, demonstrations, and seminars covered every aspect of computer graphics, from basic principles to advanced multi-dimensional mathematics. Courses discussed an array of topics such as: business startups, animation and visual effects, virtual reality, wavelets, and human-machine interaction.

"Courses selected reflect both the diversity and the convergence of the computer graphics. The popularity of the Web and the ability to get graphics acceleration on low-priced machines has increased the demand for graphics and interaction, causing diverse interests to converge," says Scott Senften SIGGRAPH 96 Courses Chair. "Virtual reality, once restrained to high-end systems, is now finding its way to the Web through VRML, forcing a focus on useful and creative solutions for interacting with machines. The desire for animation and interactive games is causing us to revisit lighting, texturing, and advanced representation of models for efficient and realistic rendering."


The Making of "Toy Story"

Graham Walters

Tia Kratter
Galyn Susman
Eben Ostby
Rick Sayre
Eliot Smyrl
Craig Good
Pete Docter
Sharon Calahan
Oren Jacob

This course looked inside the production of the world's first feature-length animation, "Toy Story." Presentations by members of the crew took the audience through each state of the production pipeline: art and design, modeling, shading, layout, animation, lighting, and effects.

Introduction to VRML

David Nadeau
San Diego Supercomputer Center

John Moreland
San Diego Supercomputer Center

Michael Heck
Template Graphics Software, Inc.

How Virtual Reality Modeling Language (VRML) is used to author 3D virtual worlds on the World Wide Web. Participants learned the syntax of VRML, typical usage patterns, how to avoid common mistakes, and tricks and techniques for increasing performance and realism. This course included details and techniques not available in the VRML specifications or published texts.

How to Survive as a Computer Graphics Entrepreneur

Mark Leon
Forward Edge Technologies

David Hamby
Lightspan Partnership

Nancy Collier
Barking Dog Software

Helpful approaches to finding the answer to a basic question: "Can I survive as a computer graphics entrepreneur?" Course presenters provided practical knowledge and experience, business advice, and an audience-participation session.

Life-Like, Believable Communication Agents

Ryohei Nakatsu
ATR Media Integration & Communications Research Laboratories

Naoko Tosa
ATR Media Integration & Communications Research Laboratories

Shigeru Morishima
Seikei University

Alex Pentland
Justine Cassell
Massachusetts Institute of Technology

Ken Perlin
New York University

This course was designed to give attendees a clear idea of how humans will be able to interact and communicate with computer agents of the future in a natural and life-like manner. The course first discussed the concept and characteristics of "believable" communication agents. Various state-of-the-art technologies were then presented with an emphasis on how they can be integrated with computer graphics technologies to realize next-generation agents.

So Real I Can Almost Touch It: The Use of Touch as an I/O Device for Graphics and Visualization

Mike Bailey
University of California at San Diego

David Johnson
TiNi Alloy Company

Jim Kramer
Virtual Technologies, Inc.

Thomas Massie
SensAble Devices, Inc.

Russell Taylor
University of North Carolina

The sense of touch is under-exploited as an input/output device for computer graphics and scientific visualization. This course explored various tactile technologies and how to adapt them for use in human-machine interaction.

Introduction to Virtual Reality

Anselmo Lastra
Henry Fuchs
University of North Carolina at Chapel Hill

Kenneth Pimentel

Stephen Ghee
Division Limited

Hans Webe
University of North Carolina

Randy Pausch
University of Virginia

An introduction to virtual reality using immersive displays. This course covered system requirements, hardware, design of applications, and implementation of virtual worlds. The emphasis was on practical issues that must be addressed to begin working in virtual environments.

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Final SIGGRAPH 96 Web site update: 25 October 1996.
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