SIGGRAPH 1999 论文列表
Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1999, Los Angeles, CA, USA, August 8-13, 1999, Abstracts and Applications.
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Worldboard: enabling a global augmented reality infrastructure.
Which way is the flow?
Wet and messy fur.
Volumetric modeling of artistic techniques in colored pencil drawing.
Virtual Car.
Video embodiment - MovieSpiral: towards intuitive/comprehensive interfaces for digital video interaction.
Tracking and modifying human motion with dynamic simulation.
Tangible modeling system.
Stereo analyst: visualizing large stereoscopic imagery in real-time.
Speedlines: depicting motion in motionless pictures.
Shape extraction for a polygon mesh.
Shading and shadow casting in image-based rendering without geometric models.
Representation of the tactile surface texture of an object using a force feedback system.
Rendering 3D objects into photographs taken by uncalibrated perspective cameras.
Real-time translation of human motion from video to animation.
Real-time principal direction line drawings of arbitrary 3D surfaces.
Real-time and physically realistic simulation of global deformation.
Real-time shadows, reflections, and transparency using a Z buffer/ray tracer hybrid.
Quasi-linear Z buffer.
Prototype system of mutual telexistence.
Projecting computer graphics on moving surfaces: a simple calibration and tracking method.
Postprocess 2D motion blur for cel animation.
Physically based anatomic modeling for construction of musculoskeletal systems.
Phong shading at Gouraud speed.
OpenGL texture-mapping with very large datasets and multi-resolution tiles.
Occlusion culling with optimized hierarchical buffering.
Oblique projector rendering on planar surfaces for a tracked user.
Multifluid finite volume Navier-Stokes solutions for realistic fluid animation.
Multi-dimensional quaternion interpolation.
The morphological cross-dissolve.
Modeling HIV.
Methods for preventing cloth self-intersection.
LiveWeb: visualizing live user activities on the Web.
Interactive rendering with arbitrary BRDFs using separable approximations.
Interactive haptic modeling of tensegrities and network structures.
Interactive CSG.
Image-based techniques for object removal.
Image-based modeling, rendering, and lighting in Fiat Lux.
Image re-composer.
Image moment-based stroke placement.
The Holodeck interactive ray cache.
Head-mounted projector for projection of virtual environments on ubiquitous object-oriented retroreflective screens in real environment.
Handheld interactions: tailoring interfaces for single-purpose devices.
Freeform curve generation by recursive subdivision of polygonal strip complexes.
Filtered noise and the fourth dimension.
Fast polygon mesh querying by example.
Enhancing the efficiency and versatility of directly manipulated free-form deformation.
Dynamic texture: physically based 2D animation.
Decremental Delaunay triangulation.
Declarative behaviors for virtual creatures.
Color super-histograms for video representation: preliminary research and findings.
Capturing the motions of actors in movies.
Automatic recognition and mapping of constraints for motion retargetting.
Asynchronous, adaptive, rigid body simulation.
Application of computer graphics for design and delivery of conformal radiation therapy.
Animating expressivity through effort elements.
Animating bird flight using aerodynamics.
An interface for transcribing American Sign Language.
A level-set approach for the metamorphosis of solid models.
3D rendering effects for 2D animation.
3D physics-based brush model for painting.
3D imaging for rapid response on remote sites.
3D gait reconstruction using two-camera markerless video.
3D facial reconstruction and visualization of ancient Egyptian mummies using spiral CT data.
VisiPhone.
Virtual music reproduction.
Setup of the Konsum Art.Server.
SaltoArte: explorations in spatial interactive multimedia.
Phene-: creating a digital chimera.
Passion spaces based on the synesthesia phenomenon.
Nicholson NY/Pequot interactives.
Nami.
The mutable cursor: using the cursor as a descriptive and directive device in digital interactive stories.
MSA's attractors: navigational aids for virtual environments.
Hyper-3D paintings in quick time VR: wunderkammer and hyperaesthesia.
Explorations of new visual systems.
Computational expressionism: a model for drawing with computation.
The application of non-periodic tiling patterns in the creation of artistic images.
A 3D natural emulation design approach to virtual communities.
Viewpainting models for Star Wars: (Episode I "The Phantom Menace").
Technical animation issues for the battle droids of Star Wars: (Episode I "The Phantom Menace").
Multiple creatures choreography on Star Wars: (Episode I "The Phantom Menance").
The making of the painted world: "What Dreams May Come".
The Haunting.
Directing 3D animated characters for advertising: turning marketing strategy info storytelling strategy.
Digital cars.
Deep canvas in Disney's Tarzan.
Creature modeling and facial animation on Star Wars: Episode I "The Phantom Menace".
Creating digital corpses for "The Mummy".
Creating a digital world from scratch: the launch of the First Union Bank advertising compaign.
Creature wrangling and enveloping for Star Wars: Episode I "The Phantom Menace".
Cloth animation for Star Wars: Episode I "The Phantom Menace".
A ghostly figure rising out of an evil, dark bog: the making of "The Wraith" from "The Mummy".
City of News.
Digital cloning system.
TV guides.
HyperMask: virtual reactive faces for storytelling.
metaField maze.
VisiPhone.
Water display.
Emergence.
Microworlds, sirens, and Argonauts.
Visual conductor.
Head-mounted projector.
Shared space: collaborative augmented reality.
Hologram/head-mounted display.
Touchable 3D display.
Ensphered vision.
musicBottles.
Curlybot.
ROUTE66.
Leon.
Life Spacies.
(void*): a cast of characters.
HandSCAPE.
The Luminous Room: some of it, anyway.
Surface drawing.
Fiction 2000: technology, tradition, and the essence of story.
A visit with an animation legend.
Star Wars Episode 1: the Phantom Menace.
Web 3D RoundUP.
Mixed reality: where real and virtual worlds meet.
Digital watermarking: what will it do for me? And what it won't!
Function and form of visual effects in animated films.
Visual storytelling.
How SIGGRAPH research is utilized in games.
Visual effects: incredible effects vs. credible science.
Experiential computer art.
Get real!: global illumination for film, broadcast, and game production.
Scene graph APIs: wired or tired?
Visualizing large-scale datasets: challenges and opportunities.
Research and development for film production.
Natural and invisible human interfaces.
3D tracking in FX production: blurring the lines between the virtual and the real.
CG crowds: the emergence of the digital extra.
How to cheat and get away with it: what computer graphics can learn from perceptual psychology.
Hot topics in graphics hardware.
Why is the Mona Lisa smiling?
When children draw in 3D.
Web pages, interactive interfaces, and worm holes: the next generation of user interface designers.
Walking the tightrope: balancing digital and traditional skills in undergraduate education.
Visual effects through adaptive technologies.
Virtual science laboratory.
Virtual Harlem.
ThinkQuest: students and teachers exploring a global Web-based education project.
Teaching and creating animatics.
The teacher's mid-life crisis: Moore's Stairmaster of the fittest.
Supporting online collaborative communities.
SP3D and the Lighthouse: explorations in 3D Internet learning.
The SIGGRAFFITI wall: multi-input painting.
The round earth project: collaborative VR for elementary school kids.
Proposal writing 101: ensuring your submission is understood.
People in the past: the ancient Puebloan farmers of southwest Colorado.
Organizing summer computer graphics camps.
Museums and computer games.
Minotaur: a tactile archaeology game for kids.
Math and computer-generated effects: tools of the trade.
Math - what's the use?
Introduction to digital effects.
Introduction to 3D concepts for teachers.
The interactive learning environment.
The integration of graphics, video, science, and communication technologies.
Integrating art and technology in a statewide curriculum.
Incorporating principles and examples from art/design and film/video into a CS computer graphics course.
How to marry an éclair: anatomy of an animated tale.
High-end interactive media in the museum.
Hands-on universe: teaching astronomy with Java-based image processing tools.
Hands-on animation.
Going farther in less time: responding to change in introductory graphics courses.
Get a job!: a recruiter tells you what you need to know.
The future in computer graphics education.
Figures of speech.
FELIX 3D display.
Exploratories: an educational strategy for the 21st century.
Educators workshop in 3D computer graphics.
Education delivered through storytelling: using virtual reality as an educational tool.
Drawing & learning.
Digital design education at UCLA.
Developing creativity: a curriculum based on the use of computer graphics technology.
Creative programming: merging the artist with the computer programmer.
The creation of the Nu.M.E. project.
Creating 3D animation.
Creating 2D animation.
Computer camp: for girls only!
ColorWeb.
City@Peace.
The atmosphere: incorporating interactive multimedia into the classroom.
Art before technology or technology before art?: that is the question.
Art and technology: electronic resources from the Getty.
A creative journey.
The 4D virtual museum of the city of Bologna, Italy.