Abstract is missing.
- Crossing the line: moving from film to games and possibly back Video files associated with this course are available from the citation pageEvan Hirsch, Rick Stringfellow, Paul Amer, Brien Goodrich, Jamie Marshall, L. Cliff Brett. 1-94 [doi]
- Computational photography Video files associated with this course are available from the citation pageRamesh Raskar, Jack Tumblin. 1 [doi]
- Course introductionChuck Walbourn. 1-10 [doi]
- Welcome and introductionJoseph J. LaViola. 1 [doi]
- The morphology of digital creaturesTim McLaughlin, Stuart S. Sumida. 1 [doi]
- Course digital art techniquesKenneth A. Huff, Stefan Müller Arisona, Pascal Müller, Bernd Lintermann. 1-8 [doi]
- Fluid simulation: SIGGRAPH 2007 course notesVideo files associated with this course are available from the citation pageRobert Bridson, Matthias Müller-Fischer. 1-81 [doi]
- Database techniques with motion captureChristos Faloutsos, Jessica K. Hodgins, Nancy S. Pollard. 1 [doi]
- Visualizing quaternions: course notes for Siggraph 2007Andrew J. Hanson. 1 [doi]
- Surf's up: the making of an animated documentaryRob Bredow, David Schaub, Daniel Kramer, Matthew Hausman, Danny Dimian, R. Stirling Duguid. 1-123 [doi]
- Part I: fundamentalsLi-Yi Wei. 1 [doi]
- LucasArts and ILM: a course in film and game convergenceSteve Sullivan, Chris Williams, Nick Porcino, David Bullock. 1 [doi]
- The mobile 3D ecosystemKari Pulli, Jani Vaarala, Ville Miettinen, Robert Simpson, Tomi Aarnio, Mark Callow. 1 [doi]
- Modern approaches to augmented reality Video files associated with this course are available from the citation pageOliver Bimber, Ramesh Raskar. 1 [doi]
- High quality rendering using ray tracing and photon mappingHenrik Wann Jensen, Per H. Christensen. 1 [doi]
- Practical global illumination with irradiance cachingJaroslav Krivánek, Pascal Gautron, Greg Ward, Okan Arikan, Henrik Wann Jensen. 1 [doi]
- Mesh parameterization: theory and practice Video files associated with this course are available from the citation pageKai Hormann, Bruno Lévy, Alla Sheffer. 1 [doi]
- Introduction to SIGGRAPH and computer graphicsMike Bailey, Andrew Glassner. 1 [doi]
- Practical least-squares for computer graphics: Video files associated with this course are available from the citation pageFrederic H. Pighin, John P. Lewis. 1-57 [doi]
- An interactive introduction to OpenGL programmingEd Angel, Dave Shreiner, Vicki Shreiner. 1-124 [doi]
- Geometric modeling based on polygonal meshes Video files associated with this course are available from the citation pageMario Botsch, Mark Pauly, Leif Kobbelt, Pierre Alliez, Bruno Lévy, Stephan Bischoff, Christian Rössl. 1 [doi]
- Course descriptionDave Kasik. 1 [doi]
- Welcome & overviewMike Houston. 1 [doi]
- Resumes and demo reels: If Yours Don't Work, Neither Do You!Pamela Kleibrink Thompson. 1 [doi]
- Strands and hair: modeling, animation, and renderingSunil Hadap, Marie-Paule Cani, Ming C. Lin, Tae-Yong Kim 0002, Florence Bertails, Steve Marschner, Kelly Ward, Zoran Kacic-Alesic. 1-150 [doi]
- Anyone can make quality animated films!: the 8 basic steps to success Video files associated with this course are available from the citation pageEric van Hamersveld, Bob Hanon, Debra Miller. 1 [doi]
- Spatital data structuresHanan Samet. 1 [doi]
- A gentle introduction to bilateral filtering and its applicationsSylvain Paris, Pierre Kornprobst, Jack Tumblin, Frédo Durand. 1 [doi]
- Efficient self-shadowed radiosity normal mappingChris Green. 1-8 [doi]
- Intuition on boundaries, shocks and smoothing with PDEsJack Tumblin. 2 [doi]
- Sketching and gestures 101Joseph J. LaViola Jr.. 2 [doi]
- Part II: texturing surfaces and geometry creationGreg Turk. 2 [doi]
- GPU architecture overviewJohn Owens. 2 [doi]
- Stochastic ray tracingJaroslav Krivánek. 2 [doi]
- Table-top computed lighting for practical digital photographyAnkit Mohan, Jack Tumblin, Bobby Bodenheimer, Cindy Grimm, Reynold J. Bailey. 2 [doi]
- SyllabusDave Kasik. 2 [doi]
- Part III: dynamic texture synthesisVivek Kwatra. 3 [doi]
- Assorted pixels: multi-sampled imaging with structural modelsShree K. Nayar, Srinivasa G. Narasimhan. 3 [doi]
- Data-parallel algorithms and data structuresJohn Owens. 3 [doi]
- Motivation and challengesDave Kasik. 3 [doi]
- A gentle introduction to bilateral filtering and its applicationsSylvain Paris. 3 [doi]
- Irradiance caching algorithmGreg Ward. 3 [doi]
- Sketch understanding systemsChristine Alvarado, Ned Burns, Howard Chen, Jason Fennell, Sarah Harris, Max Pfleuger, Devin Smith, Paul Wais, Matt Weiner, Aaron Wolin. 3 [doi]
- Part IV: runtime texture synthesisSylvain Lefebvre. 4 [doi]
- Overview technical contextDave Kasik. 4 [doi]
- Camera for conical peripheral and panoramic photographyAndrew Davidhazy. 4 [doi]
- Sorting and searchingNaga K. Govindaraju. 4 [doi]
- Sketch-based interfaces for interactive computer graphicsTakeo Igarashi. 4 [doi]
- Implementation of irradiance caching in radianceGreg Ward. 4 [doi]
- High level languages for GPUs overviewMike Houston. 5 [doi]
- Scanning photographic processesAndrew Davidhazy. 5 [doi]
- Sketching for mechanical design and CADHod Lipson. 5 [doi]
- Implementation detailsJaroslav Krivánek. 5 [doi]
- Efficient data reduction and cache-coherent techniques toward real-time performanceDave Kasik. 5 [doi]
- SPVN: a new application framework for interactive visualization of large datasetsWagner Toledo Corrêa, James T. Klosowski, Christopher J. Morris, Thomas M. Jackmann. 6 [doi]
- GPU computing with NVIDIA CUDAIan Buck. 6 [doi]
- Code6 [doi]
- Sketching and educationJoseph J. LaViola. 6 [doi]
- Dressing and modeling foodHan Cho. 7-21 [doi]
- Visibility-guided rendering to accelerate 3D graphics hardware performanceDave Kasik. 7 [doi]
- Extension to glossy surfaces: radiance cachingJaroslav Krivánek. 7 [doi]
- AMD CTM overviewJustin Hensley. 7 [doi]
- Multi-domain sketch understandingChristine Alvarado. 7 [doi]
- Bibliography7 [doi]
- Understanding GPUs through benchmarkingMike Houston. 8 [doi]
- Hardware implementationPascal Gautron. 8 [doi]
- Designing freeform surfaces by sketchingTakeo Igarashi. 8 [doi]
- GPU-friendly accelerated mesh-based and mesh-less techniques for the output-sensitive rendering of huge complex 3D modelsEnrico Gobbetti, Fabio Marton. 8 [doi]
- CUDA: performance tips and tricksMark Harris. 9 [doi]
- Creating geometry from sketch-based inputHod Lipson. 9 [doi]
- Ray tracing with multi-core/shared memory systemsDave Kasik. 9 [doi]
- Temporal coherencePascal Gautron. 9 [doi]
- Improved alpha-tested magnification for vector textures and special effectsChris Green. 9-18 [doi]
- One artist's work: part IKenneth A. Huff. 9-72 [doi]
- Massive model visualization using realtime ray tracingAndreas Dietrich, Philipp Slusallek. 10 [doi]
- Irradiance decompositionOkan Arikan. 10 [doi]
- CTM: performance tricksJustin Hensley. 10 [doi]
- Mathematical sketchingJoseph J. LaViola Jr.. 10 [doi]
- State of the art in modeling and renderingPeter Wonka. 11-111 [doi]
- A ray tracing solution for diffuse interreflectionGregory J. Ward, Francis M. Rubinstein, Robert D. Clear. 11 [doi]
- Input devices & sensing technologiesAndy Wilson. 11-39 [doi]
- Bootstrapping Direct3D 10Chuck Walbourn. 11-51 [doi]
- GPGPU for raster graphicsAaron E. Lefohn. 11 [doi]
- Interaction techniques for ambiguity resolution in recognition-based interfacesJennifer Mankoff, Scott E. Hudson, Gregory D. Abowd. 11 [doi]
- Putting theory into practiceDave Kasik. 11 [doi]
- GPGPU and raytracingJens Krüger. 12 [doi]
- SATIN: a toolkit for informal ink-based applicationsJason I. Hong, James A. Landay. 12 [doi]
- LipiTk: a generic toolkit for online handwriting recognitionSriganesh Madhvanath, Deepu Vijayasenan, Thanigai Murugan Kadiresan. 13 [doi]
- Interactive geometric computations using graphics processorsNaga K. Govindaraju. 13 [doi]
- Speech and sketching for multimodal designAaron Adler, Randall Davis. 14 [doi]
- GPGPU flowJens Krüger. 14 [doi]
- GPU physicsMark Harris. 15 [doi]
- Visual and linguistic information in gesture classificationJacob Eisenstein, Randall Davis. 15 [doi]
- Resolving ambiguities to create a natural computer-based sketching environmentChristine Alvarado, Randall Davis. 16 [doi]
- Hierarchical parsing and recognition of hand-sketched diagramsLevent Burak Kara, Thomas F. Stahovich. 17 [doi]
- Interactive beautification: a technique for rapid geometric designTakeo Igarashi, Satoshi Matsuoka, Sachiko Kawachiya, Hidehiko Tanaka. 18 [doi]
- SKETCH: an interface for sketching 3D scenesRobert C. Zeleznik, Kenneth P. Herndon, John F. Hughes. 19 [doi]
- Illustrative rendering in Team Fortress 2Jason L. Mitchell, Moby Francke, Dhabih Eng. 19-32 [doi]
- A suggestive interface for 3D drawingTakeo Igarashi, John F. Hughes. 20 [doi]
- Teddy: a sketching interface for 3D freeform designTakeo Igarashi, Satoshi Matsuoka, Hidehiko Tanaka. 21 [doi]
- Shading food: making it tasty for ratatouilleAthena Xenakis, Erin Tomson. 22-33 [doi]
- Smooth meshes for sketch-based freeform modelingTakeo Igarashi, John F. Hughes. 22 [doi]
- A sketching interface for articulated figure animationJames Davis, Maneesh Agrawala, Erika Chuang, Zoran Popovic, David Salesin. 23 [doi]
- Motion doodles: an interface for sketching character motionMatthew Thorne, David Burke, Michiel van de Panne. 24 [doi]
- Spatial keyframing for performance-driven animationT. Igarashi, Tomer Moscovich, John F. Hughes. 25 [doi]
- Interactive design of botanical trees using freehand sketches and example-based editingMakoto Okabe, Shigeru Owada, Takeo Igarashi. 26 [doi]
- Floral diagrams and inflorescences: interactive flower modeling using botanical structural constraintsTakashi Ijiri, Shigeru Owada, Makoto Okabe, Takeo Igarashi. 27 [doi]
- Sketching garments for virtual charactersEmmanuel Turquin, Marie-Paule Cani, John F. Hughes. 28 [doi]
- Clothing manipulationTakeo Igarashi, John F. Hughes. 29 [doi]
- A freehand sketching interface for progressive construction of 3D objectsMark A. Masry, D. Kang, Hod Lipson. 30 [doi]
- A sketch-based interface for iterative design and analysis of 3D objectsMark A. Masry, Hod Lipson. 31 [doi]
- Next-generation educational software: why we need it & a research agenda for getting itAndries van Dam, Sascha Becker, Rosemary Michelle Simpson. 32 [doi]
- Dynamically constructed Bayes nets for multi-domain sketch understandingChristine Alvarado, Randall Davis. 33 [doi]
- Animated wrinkle mapsChristopher Oat. 33-37 [doi]
- Lighting foodStefan Gronsky. 34-44 [doi]
- SketchREAD: a multi-domain sketch recognition engineChristine Alvarado, Randall Davis. 34 [doi]
- LADDER, a sketching language for user interface developersTracy Hammond, Randall Davis. 35 [doi]
- Scale-space based feature point detection for digital inkTevfik Metin Sezgin, Randall Davis. 36 [doi]
- Sketch based interfaces: early processing for sketch understandingTevfik Metin Sezgin, Thomas F. Stahovich, Randall Davis. 37 [doi]
- Terrain rendering in frostbite using procedural shader splattingJohan Andersson. 38-58 [doi]
- A sketching interface for modeling the internal structures of 3D shapesShigeru Owada, Frank Nielsen, Kazuo Nakazawa, Takeo Igarashi. 38 [doi]
- Shape modeling by sketching using convolution surfacesIleana Anca Alexe, Loic Barthe, Marie-Paule Cani, Véronique Gaildrat. 39 [doi]
- SmoothSketch: 3D free-form shapes from complex sketchesOlga A. Karpenko, John F. Hughes. 40 [doi]
- Interactive tabletopsChia Shen. 40-53 [doi]
- Sketching mesh deformationsYoungihn Kho, Michael Garland. 41 [doi]
- A sketch-based interface for detail-preserving mesh editingAndrew Nealen, Olga Sorkine, Marc Alexa, Daniel Cohen-Or. 42 [doi]
- ShapeShop: sketch-based solid modeling with BlobTreesR. Schmidt, B. Wyvill, M. C. Sousa, J. A. Jorge. 43 [doi]
- Correlation-based reconstruction of a 3D object from a single freehand sketchHod Lipson, Moshe Shpitalni. 44 [doi]
- Optimization-based reconstruction of a 3D object from a single freehand line drawingHod Lipson, Moshe Shpitalni. 45 [doi]
- Cooking effectsApurva Shah. 45-58 [doi]
- 2: a system for the creation and exploration of mathematical sketchesJoseph J. LaViola Jr., Robert C. Zeleznik. 46 [doi]
- An initial evaluation of a pen-based tool for creating dynamic mathematical illustrationsJoseph J. LaViola Jr.. 47 [doi]
- BibliographyJoseph J. LaViola. 48 [doi]
- The Direct3D 10 pipelineChas. Boyd. 52-109 [doi]
- Interactive wall displays: interaction techniques and commercial applicationsGerald Morrison. 54-64 [doi]
- Dynamic deformation textures: GPU-accelerated simulation of deformable models in contactNico Galoppo, Miguel A. Otaduy, Paul Mecklenburg, Markus H. Gross, Ming C. Lin. 59-79 [doi]
- A CMOS camera-based man-machine input device for large-format interactive displaysGerald D. Morrison. 65-74 [doi]
- Live performance tools: part IIStefan Müller Arisona. 73-126 [doi]
- Pen-based interactionMichael Haller. 75-98 [doi]
- Real-time particle systems on the GPU in dynamic environmentsShannon Drone. 80-96 [doi]
- Finding next gen: CryEngine 2Martin Mittring. 97-121 [doi]
- Applied procedural modelingPascal Mueller. 112-147 [doi]
- HLSL shader model 4.0Michael Oneppo. 112-152 [doi]
- Real-Time Isosurface Extraction Using the GPU Programmable Geometry PipelineNatalya Tatarchuk, Jeremy Shopf, Christopher DeCoro. 122-137 [doi]
- Live visuals tutorial: part IIIPascal Müller. 127-151 [doi]
- Urban modeling in gamesAndy Fuller. 148-166 [doi]
- Interactive generative systems: part IVBernd Lintermann. 152-172 [doi]
- Effects 10Sam Glassenberg. 153-206 [doi]
- Real and virtual urban designBenjamin Watson. 167-228 [doi]
- CrysisCarsten Wenzel. 207-222 [doi]
- Company of HeroesDaniel Barrero. 223-249 [doi]
- Urban design and procedural modelingPeter Wonka, Pascal Müller, Benjamin Watson, Andy Fuller. 229 [doi]
- Flight Simulator XDoug Service. 250-274 [doi]
- Content tools & film use of Direct3D 10Nick Porcino. 275-298 [doi]
- Debugging Direct3D 10 applicationsChuck Walbourn. 299-321 [doi]
- Performance tuning for Direct3D 10Chas. Boyd. 322-368 [doi]
- Direct3D 10 programming guide excerpts369-446 [doi]