Conference Main

Formal instruction in computer graphics theory, mathematics, and applications presented by experts in every aspect of the discipline in three formats: full-day courses, half-day courses, and two-hour tutorials.

SIGGRAPH 98 Courses were not organized in three discrete levels of difficulty. Instead, the Courses Committee offered two other types of information:

  • A course level indicator below each course title presented a more refined indication of course level, as derived from the course reviewers.

  • For each course, a description, prerequisites, and a summary of topics covered were carefully crafted to help attendees decide which courses were most appropriate for their background and interests.

  Interaction 1. Physical Interaction: The Nuts and Bolts of Using Touch Interfaces with Computer Graphics Applications
  2. Exploring Gigabyte Data Sets in Real Time: Algorithms, Data Management, and Time-Critical Design
  3. Parallel and Distributed Photo-Realistic Rendering
  4. Advanced Geometric Techniques for Ray Casting Volumes
  Rendering 5. A Basic Guide to Global Illumination
  6. From Fourier Analysis to Wavelets
  7. A Visual Introduction to OpenGL Programming
  8. Theory and Practice of "Tour into the Picture"
  9. Fundamentals of Video Compression Techniques
  Synthetic Actors 10. Hardcore AI for Computer Games and Animation
  Rendering 11. Advanced RenderMan: Beyond the Companion
  12. Introduction to Computer Graphics
  Modeling 13. Physically Based Modeling
  Virtual Reality 14. Applied Virtual Reality
  Rendering 15. An Overview of Image-Based Modeling and Rendering
  Modeling 16. Procedural Implicit Techniques for Modeling and Texturing
  17. Advanced Graphics Programming Techniques Using OpenGL
  18. Introduction to VRML 97
  19. Beyond Bottlenecks and Roadblocks: Internetworked 3D Computer Graphics
  20. Real-Time Graphics for Visual Simulation: Advanced Techniques from the Top Down
  Modeling 21. 3D Geometry Compression
  Sythetic Actors 22. Artificial Life for Graphics, Animation, Multimedia, and Virtual Reality
  23. 3D Visualization in Medicine
  24. Advances in Volume Visualization
  25. Color Image Coding
  26. Color Management: Theory and Implementation
  27. Introduction to Audio Compression and Representation
  Synthetic Actors 28. Virtual Humans: Behaviors and Physics, Acting and Reacting
  29. Developing High-Performance Graphics Applications for the PC Platform
  30. Art for Computer Graphicists
  Modeling 31. Cloth and Clothing in Computer Graphics
  32. Applications of Visual Perception in Computer Graphics
  Rendering 33. Rendering with Radiance: A Practical Tool for Global Illumination
  Animation & Special Effects 34. 3D Computer Animation Workshop
  Interaction 35. Interactive Visualization and Web-Based Exploration in the Physical and Natural Sciences
  Modeling 36. Subdivision for Modeling and Animation
  37. Introduction of Programming in Java 3D
  Virtual Reality 38. Immersive Environments: Research, Applications, and Magic
  Animation & Special Effects 39. The Art of Disney's "Mulan"
  Animation & Special Effects 40. Compositing in the Digital Film Industry: Case Studies in Film Production
  41. How to Survive as a Computer Graphics Entrepreneur
  42. Parallel Graphics and Visualization Technology
  43. Digital Video: Algorithms and Interfaces
  44. Digital Video: DVC, MPEG-2, and DVD
  45. Authoring Compelling and Efficient VRML 97 Worlds
  46. Computer Graphics Beyond the Third Dimension

Course OrganizersCourses Committee

SIGGRAPH 99 Courses Call for Participation

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