SIGGRAPH 2004 - The 31st international conference on computer graphics and interactive techniques
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Conference: 8 - 12 August 2004
Exhibition: 10 - 12 August 2004

The Facts
  • The Sketches program is a premier forum for presenting the latest new ideas, methods, and uses of computer graphics and interactive techniques.
  • Sketches cover a broad spectrum of topics in art, design, science, and engineering, and include academic research, industrial development, practical tools, and behind-the-scenes explanations of commercial and artistic works.
  • A record 423 submissions were submitted to Sketches.
  • The Sketches Jury selected 153 Sketches for presentation at the conference.
A Quote from the SIGGRAPH 2004 Sketches Chair

"The rise in submissions includes an increase in the number of submissions from animation and special-effects studios, reflecting the role of the Sketches program as the primary venue for presentations in the industry," said Ronen Barzel, SIGGRAPH 2004 Sketches Chair. "The jury selected submissions that not only have spectacular results but also showcase new techniques and insights for achieving those results."

A Few Highlights from the SIGGRAPH 2004 Sketches Program

The Art of SSX3
Henry LaBounta, Electronic Arts Canada
A behind-the-scenes look at the visual development of the videogame SSX3. The creative process used to develop the visuals that support and enhance the gameplay will be presented.
Jury comment: It's great to see how photorealistic effects are percolating outward from the film industry into games. The list of effects being rendered at 60 frames per second is impressive.

Artifacts of the Presence Era: Visualizing Presence for Posterity
Judith Donath, Ethan Howe, Ethan Perry, and Fernanda B. Viégas, Massachusetts Institute of Technology Media Lab
This art installation uses a geological metaphor to create an impressionistic visualization of the evolving history in a museum gallery.
Jury comment: An innovative and well-executed project recording time passage in the public sphere.

Controsenso But Not So Much: Digital Artifacts to Ease Communication and Exchange With Seeing-Impaired People
Maria Alberta Alberti, Università degli Studi di Milano
Andrea Brogi, Luca Dusio and Manuela Garcia, Politecnico di Milano
Stephan Knobloch, Köln International School of Design Paola Trapani, Università degli Studi di Milano

Genoa as you have never seen it. A tour guided by seeing-impaired people to reveal city life in poetry. Interactive storytelling driven by sound and images.
Jury comment: Beautiful and poetic. Conceptually innovative. A very inspired and inspiring piece of work.

Experimental Validation of Analytical BRDF Models
Addy Ngan, Frédo Durand, and Wojciech Matusik, Massachusetts Institute of Technology
A guide to the performance of several popular BRDF models, based on experimental validations employing a large dataset of real BRDFs measured with high precision.
Jury comment: Long overdue in the field, a rigorous evaluation and comparison of the many existing BRDF models -- with some surprising results.

Making of the Superpunch
George Borshukov, Ken Faiman, John Jack, Oystein Larsen, Tadao Mihashi, Kody Sabourin, and Masuo Suzuki, ESC Entertainment
Oliver James and Scot Schinderman, formerly ESC Entertainment

The Superpunch was considered the most difficult shot in "The Matrix" sequels, most notably due to the challenge of showing a full-frame computer-generated face of a known human actor.
Jury comment: A great breakdown and description of a tour de force shot.

Modeling Expressive 3D Caricatures
Ergun Akleman and Jon Reisch, Texas A&M University
An educational method to teach students artistic concepts of abstraction and exaggeration by modeling expressive 3D caricatures. All students, regardless of their artistic abilities, can create convincing caricatures.
Jury comment: A wonderful step-by-step presentation of an artistic process that would otherwise be hard to emulate. Results are fun and engaging.

Two related Sketches:

Photometric Stereo for Archeological Inscriptions
Per Einarsson, Linköpings universitet
Paul Debevec and Tim Hawkins, USC Institute for Creative Technologies

A low-cost system suitable for use in the field for acquiring high-resolution geometry and reflectance properties using photometric stereo.

Unlighting the Parthenon
Christopher Tchou, Paul Debevec, Per Einarsson, Marcos Fajardo and Jessi Stumpfel, USC Institute for Creative Technologies
A method for calculating the reflectance of the surface of a complex diffuse object in arbitrary natural lighting.

Jury comment: These Sketches unveil the research and technology behind the animation "The Parthenon," a beautiful visualization of this important landmark. Computer animation techniques are used here to bring back to Athens the building's original sculptures, which are today scattered in museums around the world. The animation was selected for the Computer Animation Festival.

The SIGGRAPH 2004 Sketches program is Sunday, 8 August through Thursday, 12 August.

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Conference 8-12 August, Exhibition 10-12 August.  In Los Angeles, CA