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Courses Fact Sheet
SIGGRAPH 2000 provides the what, why, and how of computer graphics and interactive techniques for all practitioners of the trade. Course topics range from those dealing with interactive techniques to virtual environments to new game technology. A record number of courses will be presented at SIGGRAPH 2000 in 29 full-day and nine half-day courses, and six tutorials.
"We have over 40 courses this year, covering a wide range of topics, at levels ranging from beginner to advanced. Every year we try to present courses on emerging topics and this year is no exception," said Anselmo Lastra, University of North Carolina at Chapel Hill, SIGGRAPH 2000 Courses Chair." A good example is the Digital Cinema course, which prepares practitioners for the transition from traditional film to electronic media for cinema."
Courses Highlights
Animating Humans by Combining Simulation and Motion Capture
Jessica K. Hodgins, Georgia Institute of Technology, and Zoran Popovic, University of Washington
Recent results have demonstrated that simulation and human data can be combined to create models of human motion that are easier to use and more useful for analysis and visualization than either human data or simulation alone. This course reviews the use of simulation and motion capture data to animate human motion, and looks at how they can be combined.
Approaches for Procedural Shading on Graphics Hardware
Marc Olano, SGI
Procedural shading, long valued for off-line rendering and production animation, is just now becoming possible on interactive graphics hardware. This course presents eight approaches, ranging from full procedural shading on advanced specialized hardware to limited, yet still surprisingly flexible shading on off-the-shelf systems.
The Art and Technology of Disney's "Dinosaur"
Neil Eskuri, Walt Disney Feature Animation
An exploration of the artistic and technical challenges in Walt Disney Feature Animation's recent film, "Dinosaur." In this course, artistic and technical members of the production staff explain how they photographed the live-action backgrounds and acquired virtual set data; designed and modeled photorealistic characters; animated, rigged, and skinned the characters; integrated the 3D characters into the live-action plates; and manipulated and enhanced live-action backgrounds.
Drawing on the Right Side of the Brain
Betty Edwards, Drawing on the Right Side of the Brain, Inc.
In this course, attendees are introduced to the perceptual skills required for realistic drawing and seeing things "as they are." This course presents basic strategies for accessing the visual, perceptual mode of thinking. This type of thinking is learned through the acquisition of very basic drawing skills and the acquisition of an understanding of the nature of drawing.
Games Research: The Science of Interactive Entertainment
Craig Reynolds, Sony Computer Entertainment America and Chris Hecker, definition six, inc.
This course showcases cutting-edge game technology and demonstrates that interactive entertainment is an exciting and important application for future research by the SIGGRAPH community. It will present both the application of recent research to specific games and platforms, as well as novel research specifically targeted at future games.
Image-Based Surface Details
Yizhou Yu, University of California, Berkeley
This course imparts a series of working image-based techniques for modeling, capturing, recovering, and classifying detailed surface appearance data that can be used for graphical rendering techniques to synthesize realistic images and animations. It provides participants with details often omitted from technical papers.
An Interactive Introduction to OpenGL Programming
Dave Shreiner, SGI
Creating interactive three-dimensional graphics applications using the OpenGL programming interface. Through tutorials, simple programming exercises, source code examples, and generated images, attendees investigate topics ranging from specifying 3D geometric models, and transformations to lighting, shading, and texture mapping. This hands-on course will be presented in the Creative Applications Lab.
"Stuart Little": A Tale of Fur, Costumes, Performances, and Integration: Breathing Real Life Into a Digital Character
Jay Redd and Jim Berney, Sony Pictures Imageworks
An in-depth, exclusive look into creation of "Stuart Little," a live-action film with an all-digital, fully articulated leading character. Stuart's creators explore conceptualization, design, research, and development of photo-real fur, costuming, and animation set-up, as well as physical effects, CG lighting, compositing, and final delivery of over 500 shots of varying difficulty. Attendees learn how these techniques are applied in a real-world computer graphics production.
3D Photography
Brian Curless, University of Washington, and Steven Seitz, Carnegie Mellon University
An introduction to 3D photography: the process of using cameras and light to capture the shape and appearance of real objects. Methods include both passive and active vision techniques ranging from stereo, structure-from-motion, and photogrammetry to imaging radar, optical triangulation, and interferometry. The course introduces these fundamental methods, provides in-depth analysis of several emerging techniques. Includes a presentation of the Digital Michelangelo Project.
The Technology of Digital Cinema (D-cinema)
Charles Poynton
Digital techniques are now widely used for generating, rendering, compositing, and editing motion pictures; however, 35mm motion picture film has endured as the medium of choice for acquisition and display. This is set to change: Digital camera and recording technology derived from high-definition television (HDTV) can capture imagery at 35mm film quality, and electronic projection technology is now suitable for cinema. This course presents technology for digital cinema including HDTV acquisition, standards, and projection systems. A cinema projection system will be shown at the conference.
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