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FuBaFeBpEx Birds of a Feather 3D Animation Education Around the World Room 506 Details
3D Animation Education Around the World
Educators from around the world are invited to discuss issues in 3D animation educations identified through surveys in the United States and Japan.
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Monday, 6 August 3:00 pm to 4:00 pm |
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FuBaFeBpEx Birds of a Feather ACCAD/Ohio State Alumni Gathering Hershey Room Details
ACCAD/Ohio State Alumni Gathering
All Ohio State University alumni, but especially those who studied at CGRG/ACCAD are welcome to attend.
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Tuesday, 7 August 4:00 pm to 6:00 pm |
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FuBaFeBpEx Birds of a Feather ACM SIGGRAPH Carto BOF Room 507 Details
ACM SIGGRAPH Carto BOF
This ACM SIGGRAPH Cartographic Visualization (Carto) session explores how viewpoints and techniques from the computer graphics community can be effectively applied to cartographic and spatial datasets.
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Tuesday, 7 August 12:30 pm to 2:30 pm |
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FuBaFeBpEx ACM Student Research Competition ACM Student Research Competition Final Presentation Room 406AB Details
ACM Student Research Competition Final Presentation
Fifteen student posters are selected for judging at SIGGRAPH 2012. The panel of distinguished judges selects five semi-finalists. The semi-final poster authors present their work to the judges.
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Thursday, 9 August 2:00 pm to 3:30 pm |
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Fu Courses Applying Color Theory to Digital Media and Visualization Room 408B Details
Applying Color Theory to Digital Media and Visualization
This course reviews the visual impact of specific color combinations and provides practical suggestions on digital color mixing for visualization.
The course begins by describing the red, green, Bbue (RGB) color model of color computer monitors (additive color) and the cyan, magenta, yellow and key black (CMYK) color model of printers and other output devices (subtractive color) and how to move between these two color models and other color models. Then it reviews color gamut, explaining that a color gamut and color model combine to define a color space, describes types of color systems such as the Munsell color system and the Pantone color-matching system, and introduces the color wheel and how to work with it to create digital media and visualizations.
Other topics include: digital color application illustrated by digital media and visualization examples inspired by artistic movements such as Pointillism, Impressionism, Fauvism, Cubism, and Color Field Painting; concepts introduced by Johannes Itten for successful color combinations and Josef Albers for understanding the interaction of color; and how color theories and tools are applied actual visualization projects.
The course concludes with a hands-on workshop session where attendees can work with online color scheme tools to build visualization color maps followed by a review of additional reading on applying color theory.
COURSE SCHEDULE
3:45 pm
Introduction
3:50 pm
Reviewing Additive and Subtractive Color Models
3:55 pm
Defining Color Gamut, Color Spaces & Color Systems
4:05 pm
Overview of Selected Artistic Movements Pertaining to Color Theory
4:15 pm
Visualization Case Studies
4:35 pm
Hands on Workshop Using Online Color Tools
5;10 pm
Wrap-Up , Other Resources & Concluding Remarks
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Tuesday, 7 August 3:45 pm to 5:15 pm |
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FuBaFeBpEx Birds of a Feather ASIFA-Hollywood Animation Educators Forum Asks: How Do We Maintain Excellent Animation Programs and Teach the Latest Technology at the Same Time? Room 402A Details
ASIFA-Hollywood Animation Educators Forum Asks: How do we maintain excellent animation programs and teach the latest technology at the same time?
A discussion led by animation educators for people interested in excellence in animation education and strategies for teaching in today's climate of shrinking resources and rapidly changing technology.
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Tuesday, 7 August 2:00 pm to 3:00 pm |
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FuBaFeBpEx Birds of a Feather Blender Foundation - Artist Showcase Room 402A Details
Blender Foundation - Artist Showcase
Artists and developers of the free open-source program Blender present work they did for film and games and how it was created. Open stage!
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Sunday, 5 August 3:30 pm to 5:00 pm |
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FuBaFeBpEx Birds of a Feather Blender Foundation - Community Meeting Room 402A Details
Blender Foundation - Community Meeting
Chairman Ton Roosendaal presents work on the free open-source program Blender in the past year and discusses future plans. Everyone is invited to join and provide feedback.
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Sunday, 5 August 2:00 pm to 3:30 pm |
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Fu Courses Character Rigging and Creature Wrangling in Game, Feature Animation, and Visual Effects Production Room 403AB Details
Character Rigging and Creature Wrangling in Game, Feature Animation,
and Visual Effects Production
This course focuses on rigging, deformations, dynamics, and animation production practices in feature-film animation, visual effects, and videogame development. Topics include: analysis of performance requirements, motion-system setup, procedural rigging for secondary animation, and efficient extension of techniques over a wide range of primary and secondary characters.
COURSE SCHEDULE
2 pm
Course Introduction
McLaughlin
2:10 pm
Digital Character Development for Games
Cloward
3:10 pm
Digital Character Development for Feature Animation
Tooley
4:10 pm
Digital Character Development for Visual Effects
McLaughlin
5:10 pm
Q&A
Cloward, Tooley, and McLaughlin
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Tuesday, 7 August 2:00 pm to 5:15 pm |
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Fu Courses Cinematic Color: From Your Monitor to the Big Screen Room 408A Details
Cinematic Color: From Your Monitor to the Big Screen
Color affects many areas of the computer-graphics pipeline, From texture painting to lighting, rendering, compositing, image display, and the theater, handling color is a tricky problem. Tired of getting your images right on the monitor only to have them fall apart later on? This course presents the best practices used in modern visual-effects and animation-color pipelines, and how to adapt apply these concepts for home use.
The course begins with an introduction to color processing and its relationship to image fidelity, color reproducibility, and physical realism. Topics include: common misconceptions about linearity, gamma, and working with high-dynamic-range (HDR) color spaces. Pipeline examples from recent films by Sony Pictures Imageworks explain which color transforms were used and why. The course concludes with a brief discussion of recent developments in color standardization at the Academy of Motion Picture Arts & Sciences and how attendees can experiment with all of these concepts for free using open-source software.
Download Course Notes for Cinematic Color: From Your Monitor to the Big Screen
COURSE SCHEDULE
9 am
Color Science
9:30 am
Motion-Picture Color Management
10 am
Implementation, Examples, Q&A
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Tuesday, 7 August 9:00 am to 10:30 am |
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FuBaFeBpEx Birds of a Feather Collaboration Between Education and Industry: The New Model Room 516 Details
Collaboration Between Education and Industry: The New Model
Join us to discuss ways to promote creative and technical collaboration in support of college and university curricula through partnerships with regional entertainment enterprises.
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Wednesday, 8 August 10:00 am to 12:00 pm |
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FuBaFeBpEx Birds of a Feather Deliberate Practice Makes Perfect - 10,000 Hours to Expertise Room 402A Details
Deliberate Practice Makes Perfect - 10,000 Hours to Expertise
Success is a group project. Learn how the 10,000 Hour Theory can be taught to and implemented by students to achieve effective goal-setting, time management, and skill development.
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Monday, 6 August 9:30 am to 10:30 am |
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Fu Courses Delivering Creative Feedback: A Workshop on Critique Room 406AB Details
Delivering Creative Feedback: A Workshop on Critique
Delivering useful, honest and effective feedback to creatives is one of the biggest daily challenges faced by producers, supervisors, teachers, etc. When critiques “feel” subjective, feedback loops can have negative effects on morale and production, regardless of the validity of the criticism.
Art and design students learn and practice critique every day during, but after they embark on their careers those skills are quickly forgotten. For professionals in technical and scientific fields, where solutions and hypotheses can be proven right or incorrect, giving feedback on subjective matters (where all answers are shades of grey) or providing constructive criticism face to face can be very challenging.
Whether you are dusting off old skills or learning critique techniques for the first time, this hands-on workshop provides a simple, effective framework for delivering actionable criticism to your team everyday, regardless of environment. The course shows attendees how to establish a structure for providing critique that works in creative, technical, and academic environments, and then focuses on some specific techniques for delivering feedback.
Topics include: “client” expectations, defining expectations, problem definition, and constraints in creative briefs that serve as the backbone for the project or assignment; methods for delivering feedback against the brief; and the importance of building and sustaining environments that sustain trust and foster open and direct feedback. Actual critique methods are practiced in small groups during the course.
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Tuesday, 7 August 3:45 pm to 5:15 pm |
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FuBaFeBpEx Birds of a Feather Exploring Software Delivery and Pipeline Choices for Students in the Cloud Room 506 Details
Exploring Software Delivery and Pipeline Choices for Students in the Cloud
For educators and their sysadmins interested in learning how remote software and systems delivery and optimized pipelines can enhance their students work and productivity.
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Monday, 6 August 9:00 am to 10:00 am |
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FuBaFeBp Courses Fundamentals Seminar Room 408A Details
Fundamentals Seminar
The Fundamentals Seminar is an entertaining three-hour introduction to computer graphics concepts for new attendees who want to optimize their time at SIGGRAPH 2012. This session is open to all attendees.
Topics include strategies for getting the most from the conference, the graphics pipeline, the graphics hardware displayed in the Exhibition, modeling, rendering, and animation.
The Fundamentals Seminar is especially important for educators.
COURSE SCHEDULE
9 am
Welcome and Overview
9:10 am
How to Attend SIGGRAPH
9:20 am
The Graphics Process
9:40 am
Graphics Hardware
10 am
Modeling
10:30 am
Break
10:45 am
Maybe Our Vision Isn't as Good as We Think It Is
10:50 am
Rendering
11:15 am
Animation
11:50 am
Finding Additional Information
Noon
Q&A
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Sunday, 5 August 9:00 am to 12:15 pm |
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Fu Courses GPU Shaders for OpenGL 4.x Room 408B Details
GPU Shaders for OpenGL 4.x
Shader programming has become an indispensable part of graphics application development, but learning to program shaders is difficult, and understanding the effect of shader parameters is even more challenging. This course presents shader development from an interactive standpoint.
Topics include vertex, fragment, geometry, and tessellation shaders; shader-specific theory; the GLSL 4.x shader language; the graphics pipeline; which features are exposed in shaders; and how shaders fit into pipeline operations. Examples of each class of shaders are introduced and used to discuss details of shader concepts. Though many attendees will not yet have compatible hardware for the recently released OpenGL 4.x and GLSL 4.x specifications, the course explains their new features and functions. Attendees receive free copies of glman, which makes learning shaders easier by speeding the experimental cycle.
COURSE SCHEDULE
2 pm
Welcome and Overview
2:05 pm
Review of the Graphics Pipeline
2:15 pm
Basic Shader Concepts
2:30 pm
Transformations
2:45 pm
Introduction to GLSL
3 pm
GLSL Variables
3:30 pm
Vertex Shaders
3:45 pm
Break
4 pm
Fragment Shaders
4:15 pm
Image Manipulation
4:30 pm
Textures
4:45 pm
Noise
5 pm
Geometry and Tessellation Shaders
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Wednesday, 8 August 2:00 pm to 5:15 pm |
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Fu Courses Graphics Programming for the Web Room 408B Details
Graphics Programming for the Web
With HTML5 and ever-improving browser performance, the web has emerged as an ideal platform for showcasing graphics applications. Several graphics applications that were once too slow to be written in anything but native code may now be fast enough to run as web apps.
This course for developers who want to develop graphics applications for the web introduces the concepts of core web programming and the dominant graphics technologies that are supported by most modern browsers. It begins with a brief primer on general-purpose web programming (HTML parsing, CSS, and DOM- and render-tree construction), how Javascript can be used to generate dynamic web content, and how to improve performance and accelerate development time.
The bulk of this course describes the web technologies specific to graphics:
• CSS3: transitions, animations, 3D transforms and the new CSS-shaders
• HTML5 Canvas 2D: path API, compositing, image editing, and animation
• SVG: overview of API, how it's different from HTML5 Canvas 2D
• WebGL: the key necessary steps, relation to OpenGL, performance hints
• WebCL: the formal specifications, what’s implemented and what’s to come
For each topic, the course provides a significant number of code examples that illustrate the relevant graphics capabilities. Attendees are welcome to copy and paste our code snippets and execute them inside any modern web browser.
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Thursday, 9 August 9:00 am to 12:15 pm |
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FuBaFeBpEx Birds of a Feather Hacking Objects: An Exploration in Rule Breaking Brunette Room Details
Hacking Objects: An Exploration in Rule Breaking
This session is for people interested in tinkering with things, breaking things, and remaking things - breaking codes and teaching computational concepts through physical objects.
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Monday, 6 August 5:00 pm to 6:00 pm |
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FuBaFeBpEx Birds of a Feather Image Based Lighting Using Pixar's RenderMan Georgia 2 Details
Image-Based Lighting Using Pixar's RenderMan
In this session, Christos Obretenov talks about the image-based lighting, multiple importance sampling, and raytracing techniques with the latest version of Pixar's RenderMan.
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Tuesday, 7 August 8:00 pm to 9:00 pm |
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Fu Courses Introduction to Modern OpenGL Room 406AB Details
Introduction to Modern OpenGL
OpenGL is the most widely available library for creating interactive computer graphics applications across all of the major computer operating systems. Its applications range from creating systems for scientific visualization to computer-aided design, interactive gaming, and entertainment, and with each new version, its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming OpenGL, emphasizing current methods for using the library. While there have been numerous courses on OpenGL in the past, the recent sequence of revisions to the API, culminating in OpenGL version 4.2, provide a wealth of new functionality and features for creation of ever-richer content.
In recent years, OpenGL has undergone numerous updates that have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective OpenGL programmer. The most notable of those changes are the introduction of shader-based rendering, which has expanded to subsume almost all functionality in OpenGL, and the depracation of immediate-mode functions. Course attendees are introduced to each of the shader stages in OpenGL version 4.2, along with methods for specifying data to be used in rendering with OpenGL.
The course begins with an overview of the complete OpenGL pipeline, introducing all the latest shader stages. Then it focuses on the shader-based pipeline, which requires an application to provide both a vertex shader and a fragment shader. It also includes an summary of key graphics concepts: the synthetic-camera model, transformations, viewing, and lighting.
COURSE SCHEDULE
2 pm
Greeting and Course Overview
Angel
2:15 pm
OpenGL Pipeline Introduction
Shreiner
2:35 pm
A Prototype Application
Angel
3:05 pm
Basic Graphics Concepts
Shreiner
3:30 pm
Break
3:45 pm
The OpenGL Shading Language (GLSL)
Shreiner
4:10 pm
The Fundamental Pipeline – Part 1: Vertex Shaders
Angel
4:35 pm
The Fundamental Pipeline – Part 2: Fragment Shaders
Angel
5 pm
Wrap Up and Q&A
Angel and Shreiner
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Monday, 6 August 2:00 pm to 5:15 pm |
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FuBaFeBpEx Birds of a Feather IVRC: International Collegiate Virtual Reality Contest Room 402A Details
IVRC: International Collegiate Virtual Reality Contest
For attendees interested in interactive techniques, especially for education. IVRC is the International Collegiate Virtual Reality Contest, which is organized with the Virtual Reality Society.
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Sunday, 5 August 12:00 pm to 1:00 pm |
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FuBaFeBpEx Keynote Speaker Keynote Speaker West Hall B Details
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Monday, 6 August 11:00 am to 1:00 pm |
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FuBaFeBpEx Birds of a Feather Khronos Institute for Training and Education (KITE) for Educators Room 506 Details
Khronos Institute for Training and Education (KITE) for Educators
This session is for educators who wish to interact with the newly formed Khronos Institute for Training and Education by sharing educational materials and advising on certification .
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Sunday, 5 August 3:00 pm to 5:00 pm |
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FuBaBpEx Studio–Workshops Material is Expensive But Complexity is Free Studio/Concourse Foyer Details
Material is Expensive, But Complexity is Free
In traditional manufacturing, the more complex the shape, the more it costs to make. Additive manufacturing, also known as 3D printing, takes about the same time for simple shapes as for complex ones, but the materials used are more costly. This workshop teaches some design principles and introduces software tools to get the most from 3D printing.
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Monday, 6 August 9:00 am to 10:30 am |
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Fu Talks Model Stories Room 406AB Details
Adapting Curriculum to Explore New 3D Modeling Technologies and Workflows
Adapting a college curriculum to keep pace with fundamental technical shifts in 3D modeling presents a unique challenge, particularly when the paradigm for learning undergoes drastic changes in a short period of time. This talk discusses approaches to teaching that address the pace of change in this environment.
3D Diff: An Interactive Approach to Mesh Differencing and Conflict Resolution
A novel approach to interactive mesh-conflict resolution that visually compares models and allows the user to select one of the two revisions for each conflicted scene-graph node.
Growing Documentary: Creating a Computer-Supported Collaborative Storytelling Environment
After witnessing and experiencing the Great East Japan Earthquake on 11 March 2011, makers of the Growing Documentary introduced a concept to explore and expand the field of computer-supported collaborative video storytelling through promotion of interactive documentaries that could help people create and share their stories with the world.
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Tuesday, 7 August 2:00 pm to 3:30 pm |
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FuBaFeBpEx Birds of a Feather OpenGL ES Gold Ballroom Salon 3 Details
OpenGL ES
OpenGL ES is royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including consoles, phones, appliances and vehicles. Attend for latest news and updates!
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Wednesday, 8 August 5:00 pm to 6:00 pm |
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FuBaBpEx Studio–Workshops Presenting Mojito: A Yahoo! Library Implementing a JavaScript-Based on-Line/Off-Line, Multi-Device, Hosted Application Platform Studio/Concourse Foyer Details
Presenting Mojito: A Yahoo! Library Implementing a JavaScript-Based Online/Offline, Multi-Device, Hosted Application Platform
Mojito is an MVC application framework built on YUI 3 that enables agile development of web applications. It allows developers to write client and server components in the same language (JavaScript), using the same framework. Because Mojito applications are written in JavaScript, they can run on both client and server.
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Monday, 6 August 2:00 pm to 3:30 pm |
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Fu Courses Principles of Animation Physics Room 502AB Details
Principles of Animation Physics
An understanding of physics is essential for creating believable animated motion. Many basic concepts in animation (such as follow-through, drag, and weight shift) are clearer when considered in the context of basic mechanics.
This course was developed with support from the National Science Foundation by Alejandro Garcia, who was on leave at the Department of Artistic Development at DreamWorks Animation SKG, where he presented over 30 classes and special lectures on physics as it applies to animation. The course covers essential topics from physical mechanics to basic bio-mechanics that apply specifically to character animation.
COURSE SCHEDULE
2 pm
Welcome and Introduction
2:05 pm
Timing, Spacing, and Scale
2:20 pm
Law of Inertia
2:35 pm
Momentum and Forces
2:50 pm
Center of Gravity
3:05 pm
Weight Gain and Loss
3:20 pm
Action and Reaction
3:35 pm
Break
3:45 pm
Basic Poses
4:10 pm
Jumps
4:35 pm
Walks
5 pm
Concluding Remarks
5:05 pm
Q & A
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Sunday, 5 August 2:00 pm to 5:15 pm |
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FuBaFeBp SIGGRAPH Dailies! SIGGRAPH Dailies! Room 515AB Details
SIGGRAPH Dailies!
This celebration of excellence in modeling, shading, animation, lighting, effects, and more showcases images and short animations of extraordinary power and beauty. Each presenter has one minute to present an animation and describe the work.
Brought to you by DreamWorks Animation
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Tuesday, 7 August 6:15 pm to 7:45 pm |
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FuBaBpEx Studio–Talks Space is the Place (Studio Talks) Room 153BC Details
Multi-Disciplinary Mashups – People, Technology, and Design
Taking cues from a diverse array of external disciplines and technologies, the Smartgeometry Workshops provide a unique environment for architectural design exploration through multidisciplinary collaboration and technology mashups.
Public Displays of Computing: Space, Place, and Computing
Computing in Place is an on-going research project focused on a large-scale digital display in two public lobbies of a university, a type of space for which no theory currently exists. This talk demonstrates how to understand this setting through the lenses of human activity, interaction, and space.
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Wednesday, 8 August 2:00 pm to 3:30 pm |
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FuBaFeBpEx Birds of a Feather Studio Trainer Meet Up Room 507 Details
Studio Trainer Meet Up
A chance for technical trainers, technical writers, and training staff to meet and talk about the rewards and challenges of training artists in an animation, visual effects, or game studio.
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Wednesday, 8 August 2:00 pm to 3:30 pm |
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FuBaFeBpEx Birds of a Feather Studio Views of Demo Reels Room 506 Details
Studio Views of Demo Reels
Representatives from various animation and visual effects production studios talk about what they look for in student demo reels.
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Sunday, 5 August 12:30 pm to 2:00 pm |
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FuBaFeBpEx Birds of a Feather Teaching Artists to Program With Algorithmic Art Room 506 Details
Teaching Artists to Program With Algorithmic Art
Algorithmic art combines computational algorithms with design principles to create visual art. This session explores algorithmic art as a context for teaching and motivating computational thinking skills in the classroom.
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Monday, 6 August 2:00 pm to 3:00 pm |
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FuBaFeBpEx Birds of a Feather Teaching OpenGL in a Post-Deprecation World Room 506 Details
Teaching OpenGL in a Post-Deprecation World
This session is for educators interested in sharing experiences with teaching OpenGL, including its new features, and taking into account its deprecated ones.
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Sunday, 5 August 2:00 pm to 3:00 pm |
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FuBaFeBpEx Birds of a Feather Teaching Procedural Workflows Room 506 Details
Teaching Procedural Workflows
This session examines various approaches to teaching abstract and intangible topics essential to procedural workflows.
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Monday, 6 August 1:00 pm to 2:00 pm |
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FuBaFeBpEx Technical Papers Fast Forward Technical Papers Fast Forward West Hall B Details
Technical Papers Fast Forward
An entertaining, illuminating summary of SIGGRAPH 2012 Technical Papers in an exciting two-hour session! The author(s) of each paper are allowed a little less than a minute to wow the crowd with their results and entice attendees to hear their complete paper presentation later in the week.
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Sunday, 5 August 6:00 pm to 8:00 pm |
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FuBaFeBpEx Birds of a Feather The ACME Network Presents: Animation and 21st Century Skills - Mentoring From the Front Line, Online Room 402A Details
The ACME Network Presents: Animation and 21st Century Skills - Mentoring From the Front Line, Online
ACME connects middle school through college learners to a mentoring network of peers, educators, and creative industry professionals via our online software platform. Tour our site and discuss mentoring.
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Tuesday, 7 August 1:00 pm to 2:00 pm |
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Fu Courses The Hitchhiker's Guide to the Galaxy of Mathematical Tools for Shape Analysis Room 406AB Details
The Hitchhiker's Guide to the Galaxy of Mathematical Tools for Shape Analysis
A practical guide for researchers who are exploring the new frontiers of 3D shape analysis and managing the complex mathematical tools that most methods rely on. Many research solutions come from advances in pure and applied mathematics, as well as from re-reading classical mathematical theories. Managing these math tools is critical to understanding and solving current problems in 3D shape analysis. This course is designed to help mathematicians and scientists communicate in a world where boundaries between disciplines are (fortunately) blurred, so they can quickly find the right mathematical tools for a bright intuitive idea and strike a balance between theoretical rigor and computationally feasible solutions.
The course presents basic concepts in differential geometry and proceeds to advanced topics in algebraic topology, always keeping an eye on their computational counterparts. It includes examples of applications to shape correspondence, symmetry detection, and shape retrieval that show how these mathematical concepts can be translated into practical solutions.
COURSE SCHEDULE
MODULE 1 [Spagnuolo and Biasotti]
2 pm
Introduction and Welcome
2:05 pm
Mathematics and Shape Analysis Challenges
2:15 pm
Mathematical Guide, Part 1
3:10 pm
Examples of Applications, Part 1
MODULE 2 [Biasotti and Spagnuolo]
3:45 pm
Mathematical Guide, Part 2
4:30 pm
Examples of Applications, Part 2
5 pm
Conclusions
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Sunday, 5 August 2:00 pm to 5:15 pm |
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FuBaFeBpEx Birds of a Feather Undergraduate Research Alliance Room 516 Details
Undergraduate Research Alliance
Faculty and students from all institutions of higher learning are invited to join us as we discuss our undergraduate research efforts, our successes and failures, and future ideas.
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Monday, 6 August 1:00 pm to 2:30 pm |
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FuBaFeBpEx Birds of a Feather Visualization/Visual Analytics Curriculum Room 506 Details
Visualization/Visual Analytics Curriculum
The last 10 years have seen profound changes in algorithms, techniques, and applications of visualization and the advent of visual analytics. This session discusses the resulting changes to the curricula.
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Monday, 6 August 4:00 pm to 5:00 pm |
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FuBaFeBpEx Birds of a Feather Women In Animation International Room 507 Details
Women In Animation International
Women In Animation International hosts this annual gathering to promote networking and camaraderie at Siggraph. All are welcome to join this fun event.
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Tuesday, 7 August 9:00 am to 10:30 am |
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