SIGGRAPH30

SIGGRAPH 1996 论文列表

Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1996, New Orleans, LA, USA, August 4-9, 1996.

Imaging Features in Advanced Graphics Architectures (Panel).
Live Computer Animation (Panel).
Springing into the Fifth Decade of Computer Graphics: Where we've been and where we're going!
Building Compelling VRML Worlds (Panel).
Virtual Reality and Mental Disorders (Panel).
Cognition, Perception, and Experience in the Virtual Environment: do you see what I see? (Panel).
Graphics PCs will put Workstation Graphics in the Smithsonian (Panel).
Issues in Networking for Entertainment, Graphics, and Data (Panel).
The Soul of the Machine: The Search for Spirituality in Cyberspace (Panel).
Advanced Television for the United States: Status and Issues (Panel).
Webbed Spaces: Between Exhibition and Network (Panel).
How can SIGGRAPH be more Effective in Promoting Computer Graphics? (Panel).
Global Multi-User Virtual Environments (Panel).
Digital Stunt Doubles: Safety through Numbers (Panel).
Breaking the Myth: One Picture is NOT (Always) Worth a Thousand Words (Panel).
VRML: Prelude and Future (Panel).
Art on the Web, the Web as Art (Panel).
The Future of Virtual Reality: Head Mounted Displays versus Spatially Immersive Displays (Panel).
Painterly Rendering for Animation.
Rendering Parametric Surfaces in Pen and Ink.
Scale-Dependent Reproduction of Pen-and-Ink Illustrations.
Image-Guided Streamline Placement.
Adding Force Feedback to Graphics Systems: Issues and Solutions.
Technologies for Augmented Reality Systems: Realizing Ultrasound-Guided Needle Biopsies.
Superior Augmented Reality Registration by Integrating Landmark Tracking and Magnetic Tracking.
Simulating Facial Surgery Using Finite Element Models.
Flow and Changes in Appearance.
Visual Models of Plants Interacting with Their Environment.
Modeling and Rendering of Metallic Patinas.
Display of Clouds Taking into Account Multiple Anisotropic Scattering and Sky Light.
Rendering from Compressed Textures.
VC-1: A Scalable Graphics Computer with Virtual Local Frame Buffers.
Talisman: Commodity Realtime 3D Graphics for the PC.
Coarse-Grained Parallelism for Hierarchical Radiosity Using Group Iterative Methods.
Reconstructing Curved Surfaces from Specular Reflection Patterns Using Spline Surface Fitting of Normals.
Automatic Reconstruction of B-Spline Surfaces of Arbitrary Topological Type.
Fitting Smooth Surfaces to Dense Polygon Meshes.
A Volumetric Method for Building Complex Models from Range Images.
A Framework for Interactive Texturing on Curved Surfaces.
A Cellular Texture Basis Function.
Multiresolution Video.
Consequences of Stratified Sampling in Graphics.
Combining Frequency and Spatial Domain Information for Fast Interactive Image Noise Removal.
Blue Screen Matting.
A Model of Visual Adaptation for Realistic Image Synthesis.
Reproducing Color Images as Duotones.
Comic Chat.
The Virtual Cinematographer: A Paradigm for Automatic Real-Time Camera Control and Directing.
Improv: A System for Scripting Interactive Actors in Virtual Worlds.
Disney's Aladdin: First Steps toward Storytelling in Virtual Reality.
Interpolation Subdivision for Meshes with Arbitrary Topology.
Free-Form Deformations with Lattices of Arbitrary Topology.
OBBTree: A Hierarchical Structure for Rapid Interference Detection.
SKETCH: An Interface for Sketching 3D Scenes.
Limit Cycle Control and Its Application to the Animation of Balancing and Walking.
Efficient Generation of Motion Transitions Using Spacetime Constraints.
Linear-Time Dynamics Using Lagrange Multipliers.
Position-Based Physics: Simulating the Motion of Many Highly Interacting Spheres and Polyhedra.
Simplification Envelopes.
Real-Time, Continuous Level of Detail Rendering of Height Fields.
Progressive Meshes.
Interactive Multiresolution Surface Viewing.
Hierarchical View-Dependent Structures for Interactive Scene Manipulation.
Hierarchical Image Caching for Accelerated Walkthroughs of Complex Environments.
Hierarchical Polygon Tiling with Coverage Masks.
The Feudal Priority Algorithm on Hidden-Surface Removal.
The Lumigraph.
Light Field Rendering.
View Morphing.
Modeling and Rendering Architecture from Photographs: A Hybrid Geometry- and Image-Based Approach.