sabato 6 ottobre 2007

SIGGRAPH Courses Notes 2002

1. Mathematics and Physics for Coding Motion and Interactivity in Web Graphics
2. Advanced Global Illumination
3. Developing Efficient Graphics Software
4. Multidimensional Visualization With Applications to Multivariate Problems
5. Image-Based Lighting
6. Human-Centered Processes in Virtual Environments: Methodologies and Real-Life Case Studies
7. Introducing X3D
8. My Work Is Finished, Now What Do I Do?A Guide to Making a Dynamite Demo Reel
9. Simulating Nature: Realistic and Interactive Techniques
10. Level Set and PDE Methods for Computer Graphics
11. MPEG-4: Next-Generation Standard for Interactive Media
12. Modeling Techniques for Medical Applications
13. Perceptual and Artistic Principles for Effective Computer Depiction
14. Advanced Issues in Level of Detail
15. Design of Interactive Multimodal Media Systems
16. RenderMan in Production
17. State of the Art in Hardware Shading
18. XML Basics for XHTML, SVG, and SMIL
19. Panic-Free Public Speaking
20. Design and Implementation of Direct Manipulation in 3D
21. A Field Guide to Digital Color
22. Practical Parallel Rendering
23. Recent Advances in Non-Photorealistic Rendering for Art and Visualization
24. Introduction to SVG and SMIL
25. Using Tensor Diagrams to Represent and Solve Geometric Problems
26. Light Interaction With Plants
27. Recreating the Past
28. Motion Capture: Pipeline, Applications, and Use
29. Beyond Blobs: Recent Advances in Implicit Surfaces
30. Character Setup From Rig Mechanics to Skin Deformations: A Practical Approach
31. Interactive Geometric Computations Using Graphics Hardware
32. Stuart Little 2: Let the Feathers Fly
33. Introduction to Computer Graphics
34. Building Interactive Spaces
35. Super-Size It! Scaling Up to Massive Virtual Worlds
36. Real-Time Shading Languages
37. Performance OpenGL: Platform-Independent Techniques
38. Introduction to the Impact of Public Policy on Computer Graphics
39. Acquiring Material Models Using Inverse Rendering
40. The Web as a Procedural Sketchbook
41. Non-Traditional Modeling
42. High-Quality Volume Graphics on Consumer PC Hardware
43. A Practical Guide to Global Illumination Using Photon Mapping
44. Image-Based Modeling
45. Sounds Good to Me! Computational Sound for Graphics, VR, and Interactive Systems
46. OpenGL 2.0
47. Commodity Clusters for Immersive Projection Environments
48. Dynamic Media on Demand: Exploring Wireless and Wired Streaming Technologies and Content
49. Understanding Virtual Environments: Immersion, Presence, and Performance
50. Image Processing for Volume Graphics
51. Mathematical Optimization in Graphics and Vision
52. Advanced Virtual Medicine: Techniques and Applications for Virtual Endoscopy
53. Intellectual Property, Copyright, and Digital Rights Management for Computer Graphics
54. Obtaining 3D Models With a Hand-Held Camera
55. Projector-Based Graphics
56. Imagery, Symbolism, and Human Consciousness
57. NURBS (NonUniform Rational B-Splines): A Primer
58. Psychometrics 101: How to Design, Conduct, and Analyze Perceptual Experiments in Computer Graphics
59. An Interactive Introduction to OpenGL Programming

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