SIGGRAPH32

SIGGRAPH 1997 论文列表

Proceedings of the 24th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1997, Los Angeles, CA, USA, August 3-8, 1997.

A framework for realistic image synthesis.
Experiences with virtual reality applications (panel).
The rhetoric of the synthetic: images of the body in technology, business and culture (panel).
Image-based rendering: really new or déjà vu? (panel).
Sounding off on audio: the future of Internet sound (panel).
Putting a human face on cyberspace: designing avatars and the virtual worlds they live in (panel).
Medical visualization - why we use CG and does it REALLY make a difference in creating meaningful images (panel).
Educating the digital artist for the entertainment industry: the collision of academia and business (panel).
Community/content/interface: creative online journalism (panel).
What 3D API for Java should I use and why? (panel).
Interfacing reality: exploring emerging trends between humans and machines (panel).
The difference between here and there: what graphic design brings to e-space (panel).
Motion capture and CG character animation (panel).
Narrative environments: virtual reality as a storytelling medium (panel).
Can we get there from here? Current challenges in cloth design, modeling and animation (panel).
Facial animation: past, present and future (panel).
The implications of a theory of play for the design of computer toys (panel).
Computer-generated watercolor.
Real-time nonphotorealistic rendering.
Processing images and video for an impressionist effect.
Orientable textures for image-based pen-and-ink illustration.
Design galleries: a general approach to setting parameters for computer graphics and animation.
Object shape and reflectance modeling from observation.
Recovering high dynamic range radiance maps from photographs.
Multiresolution sampling procedure for analysis and synthesis of texture images.
Video Rewrite: driving visual speech with audio.
The haptic display of complex graphical environments.
SCAAT: incremental tracking with incomplete information.
The two-user Responsive Workbench: support for collaboration through individual views of a shared space.
Antialiasing of curves by discrete pre-filtering.
Hardware accelerated rendering of antialiasing using a modified a-buffer algorithm.
Efficient bump mapping hardware.
InfiniteReality: a real-time graphics system.
Fast construction of accurate quaternion splines.
Guaranteeing the topology of an implicit surface polygonization for interactive modeling.
Interactive Boolean operations for conceptual design of 3-D solids.
Interactive multiresolution mesh editing.
Creating full view panoramic image mosaics and environment maps.
Multiperspective panoramas for cel animation.
Rendering with coherent layers.
Tour into the picture: using a spidery mesh interface to make animation from a single image.
Progressive simplicial complexes.
Surface simplification using quadric error metrics.
View-dependent simplification of arbitrary polygonal environments.
View-dependent refinement of progressive meshes.
Modeling the motion of a hot, turbulent gas.
Anatomically based modeling.
Anatomy-based modeling of the human musculature.
Adapting simulated behaviors for new characters.
A model of visual masking for computer graphics.
A model for simulating the photographic development process on digital images.
Fake fur rendering.
Non-linear approximation of reflectance functions.
Illustrating surface shape in volume data via principal direction-driven 3D line integral convolution.
Rendering complex scenes with memory-coherent ray tracing.
The visibility skeleton: a powerful and efficient multi-purpose global visibility tool.
Visibility culling using hierarchical occlusion maps.
Metropolis light transport.
Interactive update of global illumination using a line-space hierarchy.
Instant radiosity.
Fitting virtual lights for non-diffuse walkthroughs.
Interactive simulation of fire in virtual building environments.
Virtual voyage: interactive navigation in the human colon.
Moving objects in space: exploiting proprioception in virtual-environment interaction.
Quantifying immersion in virtual reality.
Computer graphics achievement award: Przemyslaw Prusinkiewicz.
Steven A. Coons award for outstanding creative contributions to computer graphics: James Foley.