Abstract is missing.
- Mosaic for stackable objectsJin Wan Park. 1 [doi]
- Strokes for drawings using illuminated paper surfacesKyoko Murakami, Reiji Tsuruno, Etsuo Genda. 2 [doi]
- A viscous paint model for interactive applicationsWilliam V. Baxter III, Yuanxin Liu, Ming C. Lin. 3 [doi]
- Automatic image retargetingVidya Setlur, Saeko Takagi, Ramesh Raskar, Michael Gleicher, Bruce Gooch. 4 [doi]
- Tweaking stylized light and shadeKen Anjyo, Shuhei Wemler. 5 [doi]
- Sketch interface for 3D modeling of flowersTakashi Ijiri, Takeo Igarashi, Shin Takahashi, Etsuya Shibayama. 6 [doi]
- SketchPose: artist-friendly posing toolBrendan Duncan, Mark Swain. 7 [doi]
- Making the leap: cross-training 2D artists into 3DMatt Elson, Walt Sturrock. 8 [doi]
- Inter-frame caching for high quality terrain renderingMåten Larsson, Magnus Wrenninge, Douglas Roble. 9 [doi]
- Robust rendering of high resolution terrainMatt Fairclough, Magnus Wrenninge, Mårten Larsson. 10 [doi]
- A software for reconstructing 3D-terrains from scanned mapsJoachim Pouderoux, Jean-Christophe Gonzato, Pascal Guitton, Xavier Granier. 11 [doi]
- Visual simulation of the interaction between market demand, planning rules and city formMichael Flaxman, Yuzuru Isoda, Keiji Yano. 12 [doi]
- A physically based model of iceTheodore Kim, Michael Henson, Ming C. Lin. 13 [doi]
- Rendering falling rain and snowNiniane Wang, Bretton Wade. 14 [doi]
- Stormy weatherWilli Geiger, Robert Hoffmeister, Masi Oka, Simon Eves. 15 [doi]
- Image-based tomographic reconstruction of flamesIvo Ihrke, Marcus A. Magnor. 16 [doi]
- Controsenso, but not too much: digital artifacts to ease communication and exchange with seeing-impaired peopleM. A. Alberti, A. Brogi, P. Trapani, L. Dusio, M. Garcia, S. Knobloch. 17 [doi]
- Ecce HomologyRuth West, Jeff Burke, Cheryl Kerfeld, Eitan Mendelowitz, Thomas Holton, Ehtan Drucker, Weihong Yan. 18 [doi]
- Artifacts of the presence era: visualizing presence for posterityFernanda B. Viégas, Ethan Perry, Judith S. Donath, Ethan Howe. 19 [doi]
- Symbol mallJirayu Uttaranakorn, Daryl H. Hepting, Sheila Petty. 20 [doi]
- Faster GPU computations using adaptive refinementCraig Donner, Henrik Wann Jensen. 21 [doi]
- Quick-VDR: interactive view-dependent rendering of massive modelsSung-Eui Yoon, Brian Salomon, Russell Gayle, Dinesh Manocha. 22 [doi]
- Fast and reliable collision culling using graphics hardwareNaga K. Govindaraju, Ming C. Lin, Dinesh Manocha. 23 [doi]
- UberFlow: a GPU-based particle enginePeter Kipfer, Mark Segal, Rüdiger Westermann. 24 [doi]
- Abstract virtual environments for assessing cognitive abilitiesMatthew Rizzo, Joan Severson. 25 [doi]
- Interactive American Sign Language dictionaryJose L. Hernandez-Rebollar, Erick Méndez. 26 [doi]
- Interactive visualization of exceptionally complex industrial CAD datasetsAndreas Dietrich, Ingo Wald, Philipp Slusallek. 27 [doi]
- Computer-linked autofabricated 3D models for teaching structural biologyAlexandre Gillet, Suzanne Weghorst, William Winn, Daniel Stoffler, Michel F. Sanner, David S. Goodsell, Arthur J. Olson. 28 [doi]
- Skeletal parameter estimation from optical motion capture dataAdam G. Kirk, James F. O'Brien, David A. Forsyth. 29 [doi]
- Interactive motion decompositionAri Shapiro, Yong Cao, Petros Faloutsos. 30 [doi]
- Markerless human motion transferGerman K. M. Cheung, Simon Baker, Jessica K. Hodgins, Takeo Kanade. 31 [doi]
- Motion emphasis filter for making mental motion of 3D charactersYoshiyuki Koie, Toshihiro Konma, Kunio Kondo. 32 [doi]
- Café tools: contents that connect peopleAtsuro Ueki, Masa Inakage. 33 [doi]
- Very slowly animating textiles: shimmering flowerJoanna Berzowska. 34 [doi]
- Scents of space: an interactive smell systemUsman Haque. 35 [doi]
- A malleable surface touch interfaceFlorian Vogt, Timothy T. H. Chen, Reynald Hoskinson, Sidney Fels. 36 [doi]
- Geometry synthesisAres Lagae, Olivier Dumont, Philip Dutré. 37 [doi]
- Squashing cubes: automating deformable model construction for graphicsDoug L. James, Jernej Barbic, Christopher D. Twigg. 38 [doi]
- Shape preserving mesh deformationAlla Sheffer, Vladislav Kraevoy. 39 [doi]
- Swirling-sweepers: constant volume modelingAlexis Angelidis, Marie-Paule Cani, Geoff Wyvill, Scott A. King. 40 [doi]
- Shrek 2Scott Peterson. 41 [doi]
- Simulating and rendering wet hairKelly Ward, Nico Galoppo, Ming C. Lin. 42 [doi]
- Quick image-based lighting of hairIvan Neulander. 43 [doi]
- A self-shadow algorithm for dynamic hair using density clusteringTom Mertens, Jan Kautz, Philippe Bekaert, Frank Van Reeth. 44 [doi]
- A framework for haptic rendering of large-scale virtual environmentsMashhuda Glencross, Roger J. Hubbold. 45 [doi]
- Haptic rendering of interaction between textured modelsMiguel A. Otaduy, Nitin Jain, Avneesh Sud, Ming C. Lin. 46 [doi]
- Multi-resolution sound renderingMichael Wand, Wolfgang Straßer. 47 [doi]
- Virtual instrument design and animationCynthia Bruyns, Robert Taylor, Carlo H. Séquin. 48 [doi]
- Be-heading a vampire: combining 2D and 3D elements with on-set motion capture to create the vampire brides in Van HelsingDoug Griffin, Jeff Saltzman, Jeff White, Kevin Wooley. 49 [doi]
- Jiggly bits and motion retargeting: bringing the motion of Hyde to life in Van Helsing with dynamicsRyan Kautzman, Andrea Maiolo, Doug Griffin, Andy Buecker. 50 [doi]
- Posing as a werewolf: the creature matchmove tool used for "Van Helsing"Chris Monks, Marla Newall, Cary Phillips, Nicolas Popravka, Jason Smith, James Tooley. 51 [doi]
- There's more than one way to skin a wolf: wolf transformations in "Van Helsing"Nigel Sumner, Ari Rapkin, Steve Aplin, Andrew Cawrse, Lee Fulton, Tony Pelle, Philip Peterson, Eric Wong. 52 [doi]
- Long hair and fur for "Van Helsing"Zoran Kacic-Alesic, Lee Uren, Tim Brakensiek. 53 [doi]
- Adaptable setup for performance driven facial animationVolker Helzle, Christoph Biehn, Thomas Schlömer, Florian Linner. 54 [doi]
- Constraint-based synthesis of visual speechJames D. Edge, Steve C. Maddock. 55 [doi]
- Multilinear models for face synthesisDaniel Vlasic, Matthew Brand, Hanspeter Pfister, Jovan Popovic. 56 [doi]
- Improved automatic caricature by feature normalization and exaggerationZhenyao Mo, John P. Lewis, Ulrich Neumann. 57 [doi]
- Tile-based kolam patternsSaty Raghavachary. 58 [doi]
- Column modelingEsan Mandal, Vinod Srinivasan, Ergun Akleman. 59 [doi]
- Cords: keyframe control of curves with physical propertiesPatrick Coleman, Karan Singh. 60 [doi]
- Modeling expressive 3D caricaturesErgun Akleman, Jon Reisch. 61 [doi]
- I, Robot: character pipeline, tools, and methodsErick Miller, Serge Sretschinsky, Steve Preeg, Jonathan Gerber, Paul George. 62 [doi]
- Throwing a CGI curve ball: cartoony character setup on Chicken LittleKevin Geiger. 63 [doi]
- The tar monster: creating a character with fluid simulationMark Wiebe, Ben Houston. 64 [doi]
- Bulging muscles and sliding skin: deformation systems for HellboyWilliam Todd Stinson, Paul G. Thuriot. 65 [doi]
- PACKMAN: texture compression for mobile phonesJacob Ström, Tomas Akenine-Möller. 66 [doi]
- Tile-based texture mapping on graphics hardwareLi-Yi Wei. 67 [doi]
- Constrained segmentation of complex models for image-based texture editingIoana M. Boier-Martin, Holly E. Rushmeier, Richard Giantisco. 68 [doi]
- Subband encoding of high dynamic range imageryGreg Ward, Maryann Simmons. 69 [doi]
- Practical simulation of surface tension flowsJonathan M. Cohen, Jeroen Molemaker. 70 [doi]
- Image based fluidsLewis Kofsky. 71 [doi]
- Leveraging third-party tools for art-driven fluids & foliageFrancois Antoine, David Allen. 72 [doi]
- Fast solutions to gas volumetrics in matrix revolutionsJohnny Gibson, Davy Wentworth. 73 [doi]
- Radiance caching and local geometry correctionOkan Arikan, David A. Forsyth, James F. O'Brien. 74 [doi]
- Image-based lighting with a piecewise-constant importance functionJonathan M. Cohen. 75 [doi]
- Inelastic scattering in participating media using curved photon mappingDiego Gutierrez, Francisco J. Serón, Adolfo Muñoz, Oscar Anson. 76 [doi]
- Ray maps for global illuminationVlastimil Havran, Jirí Bittner, Hans-Peter Seidel. 77 [doi]
- Superimposing pictorial artwork with projected imageryOliver Bimber, Franz Coriand, Alexander Kleppe, Erich Bruns, Stefanie Zollmann, Tobias Langlotz. 78 [doi]
- Abstracting design, designing abstractions...: use of computer graphics in early stages of architectural designAndrzej Zarzycki. 79 [doi]
- Unlighting the ParthenonChris Tchou, Jessi Stumpfel, Per Einarsson, Marcos Fajardo, Paul E. Debevec. 80 [doi]
- Photometric stereo for archeological inscriptionsPer Einarsson, Tim Hawkins, Paul E. Debevec. 81 [doi]
- Functionally optimized subdivision surfacesPushkar Joshi, Carlo H. Séquin, Ryo Takahashi. 82 [doi]
- Fair LVC-curves on subdivision surfacesCarlo H. Séquin, Ling Xiao. 83 [doi]
- Re-usable implicit functionsAlyn Rockwood. 84 [doi]
- Nice and fast implicit surfaces over noisy point cloudsJan Klein, Gabriel Zachmann. 85 [doi]
- From the ground up: building a machine city for Matrix: RevolutionsCharles Rose. 86 [doi]
- Shrek 2Matt Baer. 87 [doi]
- Shrek 2Arnauld Lamorlette, Matt Baer. 88 [doi]
- The SuperpunchGeorge Burshukov, Kody Sabourin, Masuo Suzuki, Oystein Larsen, Tadao Mihashi, Ken Faiman, Scot Schinderman, Oliver James, John Jack. 89 [doi]
- Experimental validation of analytical BRDF modelsAddy Ngan, Frédo Durand, Wojciech Matusik. 90 [doi]
- RenderMonkey: an effective environment for shader prototyping and developmentNatalya Tatarchuk. 91 [doi]
- Rendering skewed plane of sharp focus and associated depth of fieldBrian A. Barsky, Egon C. Pasztor. 92 [doi]
- zDOF: a fast, physically accurate algorithm for simulating depth-of-field effects in synthetic images using z-buffersClay Budin. 93 [doi]
- Refolding planar polygonsHayley N. Iben, James F. O'Brien, Erik D. Demaine. 94 [doi]
- Modeling and simulation of sharp creasesMin-Hyung Choi, Min Hong, Samuel W. J. Welch. 95 [doi]
- Prong features detection of a 3D model based on the watershed algorithmFu-Che Wu, Bing-Yu Chen, Rung-Huei Liang, Ming Ouhyoung. 96 [doi]
- Similarity-based surface modelling using geodesic fansSteve Zelinka, Michael Garland. 97 [doi]
- Imitation and social intelligence for synthetic charactersDaphna Buchsbaum, Bruce Blumberg. 98 [doi]
- 3D Character extension for stop motion puppetsMelanie Beisswenger. 99 [doi]
- X-Ray Window: portable visualization on the International Space StationWilliam W. White. 100 [doi]
- BLADESHIPS: an interactive attraction in mixed realityMasayuki Takemura, Shungo Haraguchi, Yuichi Ohta. 101 [doi]
- The art of SSX3Henry LaBounta. 102 [doi]
- Quality issues in asset creation on a massive scale for Everquest IIStuart Compton. 103 [doi]
- An efficient production pipeline used to create 52 full 3DCGI anime episodesKen Suzuki, Yoshishige Matsuno, Shigeru Horiguchi, Hiroshi Arima. 104 [doi]
- Workflow and CG tools for the cartoon tv program "Monkey Turn"Satoru Yamagishi, Megumi Kondo, Hiroshi Uchibori, Ken Anjyo. 105 [doi]
- Inside-out interaction: an interaction technique for dealing with large interface surfaces such as web pages on small screen displaysDaniel Fällman, Andreas Lund, Mikael Wiberg. 106 [doi]
- Video see-through and optical tracking with consumer cell phonesMathias Möhring, Christian Lessig, Oliver Bimber. 107 [doi]
- An autostereoscopic optical see-through display for augmented realityAlex Olwal, Christoffer Lindfors, Jonny Gustafsson. 108 [doi]
- Wearable scanning laser projector (WSLP) for augmenting shared spaceT. Maeda, H. Ando. 109 [doi]
- Spherical harmonic gradientsThomas Annen, Jan Kautz, Frédo Durand, Hans-Peter Seidel. 110 [doi]
- Non-linear kernel-based precomputed light transportPaul Green, Jan Kautz, Wojciech Matusik, Frédo Durand, Henrik Wann Jensen. 111 [doi]
- Bidirectional importance sampling for illumination from environment mapsDavid Burke, Abhijeet Ghosh, Wolfgang Heidrich. 112 [doi]
- Wrangling lighting and rendering data at Disney feature animationMark A. McLaughlin, Joseph M. Lohmar, Ernest J. Petti, Lewis Wakeland, Chris D. Springfield. 113 [doi]
- Conceiving embodiment: the dance-architecture of spawnMette Ramsgard Thomsen, Carol Brown. 114 [doi]
- NightDriving: videodance in performanceJohn Crawford, Lisa Naugle. 115 [doi]
- Illusory interactive performance by self eye movementJunji Watanabe, Tetsutoshi Tavata, M. A. Verdaasdonk, Hideyuki Ando, Taro Maeda, Susumu Tachi. 116 [doi]
- Live cinema: an instrument for cinema editing as a live performanceMichael Lew. 117 [doi]
- Reflectance field rendering of human faces for "Spider-Man 2"Mark Sagar. 118 [doi]
- Rendering translucent robotsChris Harvey, Paul George. 119 [doi]
- Generalized approach to rendering fabricRick Glumac, David Doepp. 120 [doi]
- A perceptual metric for production testingYangli Hector Yee, Anna Newman. 121 [doi]
- The body's surface as a multimedia interface: closed-eyes nonverbal telehaptic communicationWilliam Meyer. 122 [doi]
- Fragra: a visual-olfactory VR gameArito Mochizuki, Takashi Amada, Sayuri Sawa, Tadayuki Takeda, Shogo Motoyashiki, Kazuhiro Kohyama, Masataka Imura, Kunihiro Chihara. 123 [doi]
- Veggie diaries: urban mobile MR entertainmentKenji Iguchi, Tomoki Issac Saso, Masa Inakage. 124 [doi]
- Outdoor mixed reality utilizing surveillance camerasYoshinari Kameda, Taisuke Takemasa, Yuichi Ohta. 125 [doi]
- Interactive scene modeling from dense color and sparse depthVoicu Popescu, Elisha Sacks, Gleb Bahmutov. 126 [doi]
- Towards a unified approach to 3D environment capture and renderingG. Watson, B. Lamond. 127 [doi]
- Extracting face bump maps from videoJames A. Paterson, Andrew W. Fitzgibbon. 128 [doi]
- Learning silhouette features for control of human motionLiu Ren, Gregory Shakhnarovich, Jessica K. Hodgins, Hanspeter Pfister, Paul A. Viola. 129 [doi]
- A new style of ancient culture: animated Chinese Dunhuang muralsYi-Bo Zhu, Chen-Jia Li, I-Fan Shen. 130 [doi]
- The electric sheep distributed screen-saverScott Draves. 131 [doi]
- All This Useless Beauty: a 200 megapixel panoramaAnthony Santoro, Paul G. Kry. 132 [doi]
- Making space for time in time-lapse photographyMichael Terry, Gabriel J. Brostow, Grace Ou, Jaroslav Tyman, Diane Gromala. 133 [doi]
- Galilean invariance for fluid simulationMaurya Shah, Frederic H. Pighin, Jonathan Cohen, Penne Lee. 134 [doi]
- DD: : Fluid: : Solver: : SolverFireNafees Bin Zafar, Henrik Fält, Mir Zafar Ali, Chamberlain Fong. 135 [doi]
- Creating animations of fluids and cloth with moving charactersNobuhiro Kondoh, Shuuji Sasagawa, Atsushi Kunimatsu. 136 [doi]
- RLE sparse level setsBen Houston, Mark Wiebe, Christopher Batty. 137 [doi]
- Visualization of heart functionVassilios Hurmusiadis, Nicholas Clifford, Chris Briscoe. 138 [doi]
- Synaesthesia, data mapping and synchronicityBrian Evans. 139 [doi]
- Model and control of simulated respiration for animationVictor B. Zordan, Bhrigu Celly, Bill Yuan-chi Chiu, Paul C. DiLorenzo. 140 [doi]
- A heightfield on an isometric gridMorgan McGuire, Peter G. Sibley. 141 [doi]
- Growing up with fluid simulation on "The Day After Tomorrow"Jason Iversen, Ryo Sakaguchi. 142 [doi]
- The Day After Tomorrow twister sequence toolkit: a volumetric tornado pipelineJonah Hall. 143 [doi]
- Procedural building destruction for "The Day After Tomorrow"Jens Zalzala. 144 [doi]
- Building crowds of unique charactersErick Miller, David Prescott, Darren Hendler, Dave Hodgins, David Blumenfeld, Spencer Alexander, Leonardo Szew, Adam Sidwell, Manny Wong. 145 [doi]
- CC shadow volumesBrandon Lloyd, Jeremy Wendt, Naga K. Govindaraju, Dinesh Manocha. 146 [doi]
- Practical real-time hair rendering and shadingThorsten Scheuermann. 147 [doi]
- Real-time skin rendering on graphics hardwarePedro V. Sander, David Gosselin, Jason L. Mitchell. 148 [doi]
- Displacement mapping with ray-casting in hardwareKeith Yerex, Martin Jägersand. 149 [doi]
- lgf3: a versatile framework for image-based modeling and renderingChristian Vogelgsang, Günther Greiner. 150 [doi]
- A self-reconfigurable camera arrayCha Zhang, Tsuhan Chen. 151 [doi]
- Reflection morphingAndrew Martin, Voicu Popescu. 152 [doi]
- Real-time rendering for autostereoscopic 3D display systemsYasunobu Yamauchi, Shingo Yanagawa, Hitoshi Kobayashi, Kazuki Taira, Yuzo Hirayama. 153 [doi]