Inventory: Missing Course Notes
Missing: [Final Programs] [Advance Programs] [ Call for Participation] [Locators] [Course Notes] [SIGGRAPH Video Reviews] [Electronic Theater Booklets] [Art and Animation Catalogs] [Slide Sets]
If you have any of these items and are willing to donate them, send them to Bonnie Mitchell, 1000 Fine Arts Building, Bowling Green State University, Bowling Green, OH 43403
2002 | 2002 1 Mathematics and Physics for Coding Motion and Interactivity in Web Graphics 2002 2 Advanced Global Illumination 2002 3 Developing Efficient Graphics Software 2002 4 Multidimensional Visualization With Applications to Multivariate Problems 2002 5 Image-Based Lighting 2002 6 Human-Centered Processes in Virtual Environments: Methodologies and Real-Life Case Studies 2002 7 Introducing X3D 2002 8 My Work Is Finished, Now What Do I Do? A Guide to Making a Dynamite Demo Reel 2002 9 Simulating Nature: Realistic and Interactive Techniques 2002 10 Level Set and PDE Methods for Computer Graphics 2002 11 MPEG-4: Next-Generation Standard for Interactive Media 2002 13 Perceptual and Artistic Principles for Effective Computer Depiction 2002 14 Advanced Issues in Level of Detail 2002 15 Design of Interactive Multimodal Media Systems 2002 16 RenderMan in Production 2002 17 State of the Art in Hardware Shading 2002 18 XML Basics for XHTML, SVG, and SMIL 2002 19 Panic-Free Public Speaking 2002 20 Design and Implementation of Direct Manipulation in 3D 2002 21 A Field Guide to Digital Color 2002 22 Practical Parallel Rendering 2002 23 Recent Advances in Non-Photorealistic Rendering for Art and Visualization 2002 24 Introduction to SVG and SMIL 2002 25 Using Tensor Diagrams to Represent and Solve Geometric Problems 2002 26 Light Interaction With Plants 2002 27 Recreating the Past 2002 28 Motion Capture: Pipeline, Applications, and Use 2002 29 Beyond Blobs: Recent Advances in Implicit Surfaces 2002 30 Character Setup From Rig Mechanics to Skin Deformations: A Practical Approac 2002 31 Interactive Geometric Computations Using Graphics Hardware 2002 32 Stuart Little 2: Let the Feathers Fly 2002 33 Introduction to Computer Graphics 2002 34 Building Interactive Spaces 2002 35 Super-Size It! Scaling Up to Massive Virtual Worlds 2002 36 Real-Time Shading Languages 2002 37 Performance OpenGL: Platform-Independent Techniques 2002 38 Introduction to the Impact of Public Policy on Computer Graphics 2002 39 Acquiring Material Models Using Inverse Rendering 2002 40 The Web as a Procedural Sketchbook 2002 41 Non-Traditional Modeling 2002 42 High-Quality Volume Graphics on Consumer PC Hardware 2002 43 A Practical Guide to Global Illumination Using Photon Mapping 2002 44 Image-Based Modeling 2002 45 Sounds Good to Me! Computational Sound for Graphics, VR, and Interactive Systems 2002 46 OpenGL 2.0 2002 47 Commodity Clusters for Immersive Projection Environments 2002 48 Dynamic Media on Demand: Exploring Wireless and Wired Streaming Technologies and Content 2002 49 Understanding Virtual Environments: Immersion, Presence, and Performance 2002 50 Image Processing for Volume Graphics 2002 51 Mathematical Optimization in Graphics and Vision 2002 52 Advanced Virtual Medicine: Techniques and Applications for Virtual Endoscopy 2002 53 Intellectual Property, Copyright, and Digital Rights Management for Computer Graphics 2002 54 Obtaining 3D Models With a Hand-Held Camera 2002 56 Imagery, Symbolism, and Human Consciousness 2002 57 NURBS (NonUniform Rational B-Splines): A Primer 2002 58 Psychometrics 101: How to Design, Conduct, and Analyze Perceptual Experiments in Computer Graphics 2002 59 An Interactive Introduction to OpenGL Programming 2002 55 Projector-Based Graphics 1980 1 Introduction to Raster Graphics 1980 2 User Interfaces to Graphics Systems 1980 4 Low Cost Computer Graphics 1980 6 Advanced (3D) Raster Graphics 1980 7 Computer Aided Design 1982 14 Graphic Design and Information Graphics |
2001 | 2001 1 The Impact of Public Policy on Computer Graphics 2001 2 Obtaining 3D Models With a Hand-Held Camera 2001 3 Performance OpenGL: Platform-Independent Techniques 2001 4 A Survey of Color for Computer Graphics 2001 5 Visualizing Quaternions 2001 6 Object Space Visibility 2001 7 A Primer on Shapes: Curves and Surfaces 2001 8 An Introduction to the Kalman Filter 2001 9 Media-Rich Programming With OpenML 2001 10 State of the Art in Modeling and Measuring of Surface Reflection 2001 11 Tracking: Beyond 15 Minutes of Thought 2001 12 Developing Efficient Graphics Software 2001 13 Interactive Ray-Tracing 2001 14 Image-Based Lighting 2001 15 Visualizing Relativity 2001 16 Gaming Techniques for Designing Compelling Virtual Worlds 2001 17 Geometric Signal Processing on Large Polygonal Meshes 2001 18 Using Tensor Diagrams to Represent and Solve Geometric Problems 2001 19 Shrek’: The Story Behind the Screen 2001 20 Advanced Global Illumination 2001 21 Seeing is Believing: Reality Perception in Modeling, Rendering, and Animation 2001 22 Intro to SMIL 2001 23 Motion Dynamics Animation Workshop 2001 24 Real-Time Shading 2001 25 Physically Based Modeling 2001 26 Internetworked 3D Computer Graphics: Overcoming Bottlenecks, Supporting Collaboration, and Stepping up to Wireless Connectivity 2001 27 Augmented Reality: The Interface is Everywhere 2001 28 Introduction to Computer Graphics 2001 29 State of the Art in Monte Carlo Ray Tracing for Realistic Image Synthesis 2001 20 Visibility, Problems, Techniques, and Applications 2001 31 Computer Graphics for Large-Scale Immersive Theaters 2001 32 Nonphotorealistic Rendering in Scientific Visualization 2001 33 New Directions in Shape Representations 2001 34 User-Interface Design for Work, Home, and on the Way 2001 35 The Technology and Practice of Digital Cinema (D-cinema) 2001 36 From Ivory Tower to Silver Screen: Visual Effects Companies Reveal How Research and Development Finds its Way Into Production 2001 37 Commodity-Based Scalable Visualization 2001 38 A Practical Guide to Global Illumination Using Photon Mapping 2001 39 3D Hardcopy: Converting Virtual Reality to Physical Models 2001 40 Practical Parallel Processing for Today’s Rendering Challenges 2001 41 How to Give a Great SIGGRAPH Talk 2001 42 Seeing in 3D 2001 43 Aggressive Performance Optimizations For 3D Graphics 2001 44 Advanced Topics in 3D User Interface Design 2001 45 Advanced Issues in Level of Detail 2001 46 Acquisition and Visualization of Surface Light Fields 2001 47 Simulating Nature: Realistic and Interactive Techniques 2001 48 Advanced RenderMan 3 2001 49 Image Processing for Volume Graphics 2001 50 Digital Geometry Processing 2001 51 Making Motion Capture Useful 2001 52 DirectX 8 Graphics 2001 53 Geometric Algebra 2001 54 An Interactive Introduction to OpenGL Programming |
2000 | 2000 1 The Art and Technology of Disney’s “Dinosaur” 2000 2 Physically Based Parametric Sound Synthesis and Control 2000 3 Getting Started With the Java Media APIs 2000 4 Visibility: Problems, Techniques, and Applications 2000 5 Eye-Based Interaction in Graphical Systems: Theory & Practice 2000 6 Developing Efficient Graphics Software 2000 8 A Practical Guide to Global Illumination Using Photon Maps 2000 9 Visualizing Quaternions 2000 10 A Survey of Color for Computer Graphics 2000 11 Visual Curves and Surfaces: A Non-Technical Approach 2000 12 Obtaining 3D Models with a Hand-Held Camera 2000 13 Rendering and Visualization in Parallel Environments 2000 14 “Stuart Little:” A Tale of Fur, Costumes, Performances, and Integration: Breathing Real Life Into a Digital Character 2000 15 Migrating to an Object-Oriented Graphics API 2000 16 Image-Based Surface Details 2000 17 An Interactive Introduction to OpenGL Programming 2000 18 Interactive Walkthroughs of Large Geometric Datasets 2000 19 3D Photography 2000 20 Modeling for Medical Applications 2000 21 Color Science and Color Management for CGI and Film 2000 22 Introduction to Computer Graphics 2000 23 Subdivision for Modeling and Animation 2000 24 Smart Animated Agents 2000 25 Simulating Nature: From Theory to Practice 2000 26 Motion Editing: Principles, Practice, and Promise 2000 27 Approaches for Procedural Shading on Graphics Hardware 2000 28 Internetworked 3D Computer Graphics: Overcoming Bottlenecks and Supporting Collaboration 2000 29 Introduction to the Java Advanced Imaging API 2000 30 Practical Parallel Processing for Realistic Rendering 2000 31 Geometric Algebra: New Foundations, New Insights 2000 32 Advanced Graphics Programming Techniques Using OpenGL 2000 33 Animating Humans by Combining Simulation and Motion Capture 2000 34 The Convergence of Scientific Visualization Methods with the World Wide Web 2000 35 Image-Based Modeling, Rendering, and Lighting 2000 36 3D User Interface Design: Fundamental Techniques, Theory, and Practice 2000 37 Drawing on the Right Side of the Brain 2000 38 3D Geometry Compression 2000 39 Games Research: The Science of Interactive Entertainment 2000 40 Advanced RenderMan 2: To RI_INFINITY and Beyond 2000 41 Advanced Issues in Level of Detail 2000 42 Developing Shared Virtual Environments 2000 43 Aggressive Performance Optimizations For 3D Graphics 2000 44 Image Quality Metrics 2000 45 The Technology of Digital Cinema (D-cinema) |
1999 | 1999 1 Rendering and Visualization in Parallel Environments 1999 2 2D and 3D Image Registration and Image Warping 1999 3 Introduction to the Java Advanced Imaging API 1999 4 Practical Generation of Models From Acquired Data 1999 5 From Fourier Analysis to Wavelets 1999 6 Fundamental Issues of Visual Perception for Effective Image Generation 1999 8 Case Study: Scanning Michelangelo’s Florentine Pietá 1999 9 System Designs for Visualizing Large-Scale Scientific Data 1999 10 Developing Efficient Graphics Software 1999 11 Visualizing Quaternions 1999 12 Lighting and Shading Techniques for Interactive Applications 1999 13 A Survey of Color for Computer Graphics 1999 14 From Concept to Creation in Two Hours: The Advent of 3D Desktop Publishing 1999 15 Drawing on the Right Side of the Brain 1999 16 When All You Have is a Hammer, Everything Looks Like a Nail 1999 17 Non-Photorealistic Rendering 1999 18 Introduction to Computer Graphics 1999 19 3D Computer Animation Workshop 1999 20 Interactive Walkthroughs of Large Geometric Datasets 1999 21 Internetworked 3D Computer Graphics: Overcoming Bottlenecks and Supporting Collaboration 1999 22 3D Geometric Compression 1999 23 Virtual Worlds/Real Sounds 1999 24 A Visual Effects Galaxy 1999 25 Advanced RenderMan: Beyond the Companion 1999 26 Simulating Nature: From Theory to Application 1999 27 Smart(er) Animated Agents 1999 28 3D Photography 1999 29 Advanced Graphics Programming Techniques Using OpenGL 1999 30 An Interactive Introduction to OpenGL 1999 31 Why Does it Do That? 10 Mysteries of Computer Artmaking Revealed Art 1999 32 CPU Extensions for Graphics and Video 1999 33 Modeling Techniques for Medical Applications 1999 34 Developing Shared Virtual Environments 1999 35 Motion Editing: Principles, Practice, and Promise 1999 36 Physically Based Modeling 1999 37 Subdivision for Modeling and Animation 1999 38 Haptics: From Basic Principles to Advanced Applications 1999 39 Image-Based Modeling, Rendering, and Lighting 1999 40 Introduction to Programming With Java 3D 1999 41 Volume Graphics 1999 42 Color Science for Film, Video, and CGI |
1998 | 1998 1 Physical Interaction: The Nuts and Bolts of Using Touch Interfaces with Computer Graphics Applications 1998 2 Exploring Gigabyte Data Sets in Real Time: Algorithms, Data Management and Time-Critical Design 1998 3 Parallel and Distributed Photo-Realistic Rendering 1998 4 Advanced Geometric Techniques for Ray Casting Volumes 1998 5 A Basic Guide to Global Illumination 1998 6 From Fourier Analysis to Wavelets 1998 7 A Visual Introduction to OpenGL Programming 1998 8 Theory and Practice of “Tour Into the Picture” 1998 9 Fundamentals of Video Compression Techniques 1998 10 Hardcore AI for Computer Games and Animation 1998 11 Advanced RenderMan: Beyond the Companion 1998 13 Physically Based Modeling 1998 14 Applied Virtual Reality 1998 15 Image-Based Modeling and Rendering 1998 16 Procedural Implicit Techniques for Modeling and Texturing 1998 17 Advanced Graphics Programming Techniques Using OpenGL 1998 19 Beyond Bottlenecks and Roadblocks: Internetworked 3D Computer Graphics 1998 20 Real-Time Graphics for Visual Simulation: Advanced Techniques from the Top Down 1998 21 3D Geometry Compression 1998 23 3D Visualization in Medicine 1998 24 Advances in Volume Visualization 1998 25 Color Image Coding 1998 26 Color Management: Theory and Implementation 1998 27 Introduction to Audio Compression and Representation 1998 28 Virtual Humans: Behaviors and Physics, Acting and Reacting 1998 29 Developing High-Performance Graphics Applications for the PC Platform 1998 30 Art for Computer Graphicists 1998 31 Cloth and Clothing in Computer Graphics 1998 33 Rendering with Radiance: A Practical Tool for Global Illumination 1998 34 3D Computer Animation Workshop 1998 36 Subdivision for Modeling and Animation 1998 38 Immersive Environments: Research, Applications, and Magic 1998 39 The Art of Disney’s “Mulan” 1998 40 Compositing in the Digital Film Industry: Case Studies in Film Production 1998 41 How to Survive as a Computer Graphics Entrepreneur 1998 42 Parallel Graphics and Visualization Technology 1998 43 Digital Video: Algorithms and Interfaces 1998 44 Digital Video: Motion JPEG, MPEG-2, DVC, and DVD 1998 46 Computer Graphics Beyond the Third Dimension |
1997 | 1997 1 Motion Capture in Practice 1997 3 Programming with OpenGL: An Introduction 1997 4 Exploring Gigabyte Datasets in Real Time: Algorithms, Data Management, and Time-Critical Design 1997 5 Sound Bytes VRML Authoring for Noisy Worlds 1997 7 Design and Application of Object-Oriented 3D Visualization Systems 1997 8 Texture Synthesis with Line Integral Convolution 1997 10 Introduction to Computer Graphics 1997 11 Programming with OpenGL: Advanced Techniques 1997 12 Interactive Walk-Through of Complex Environments 1997 15 Applied Virtual Reality 1997 16 Interactive Movies: Techniques, Technologies, and Contents 1997 17 Virtual Humans: Behaviors and Physics, Acting, and Reacting 1997 18 Beyond Bottlenecks and Roadblocks: Internetwork Computer Graphics 1997 20 Computer Animation Using Digital Video for the Web, Multimedia, and Broadcast 1997 21 Designing Real-Time Graphics for Entertainment 1997 22 Mastering Visible Wisdom: Graphic Design for Usable GUIs of Productivity Tools, Multimedia, and the Web 1997 24 OpenGL and Window System Integration 1997 26 3D Computer Animation Workshop 1997 27 Scanning and Recording of Motion Picture Film 1997 28 Authoring Compelling and Efficient VRML 2.0 Worlds 1997 29 Programming Virtual Worlds 1997 30 Making Direct Manipulation Work in Virtual Reality 1997 35 Introduction to Java3D 1997 6 Stereo Computer Graphics for Virtual Reality 1997 13 Digital Color 1997 19 Physically Based Modeling Principles and Practice 1997 23 Artificial Life for Graphics, Animation, Multimedia, and Virtual Reality 1997 25 Multiresolution Surface Modeling 1997 31 Principles of Volume Visualization 1997 32 Advances in Volume Visualization 1997 33 Principles of Visual Perception and Its Applications in Computer Graphics 1997 34 Warping and Morphing of Graphical Objects 1997 14 New Frontiers in Modeling and Texturing |
1996 | 1996 1 The Making of “Toy Story” 1996 5 The Design and Application of Object-Oriented 3D Graphics and Visualization Systems 1996 7 Global Illumination in Architecture and Theater 1996 8 Information Visualization 1996 9 Introduction to Computer Graphics 1996 10 Procedural Modeling and Animation Techniques 1996 11 Implicit Surfaces for Geometric Modeling and Computer Graphics 1996 13 Wavelets in Computer Graphics 1996 16 Visualizing Scientific Data and Information: Focusing on the Physical and Natural Sciences 1996 17 Creating and Manipulating Sound to Enhance Computer Graphics I: Algorithms and Techniques 1996 18 Creating and Manipulating Sound to Enhance Computer Graphics II: Applications and Demonstrations 1996 19 High-Technology Marketing: An Introduction to Key Concepts and Tools for Strategic Marketing of Technology Products 1996 20 Introduction to Digital Compositing 1996 21 Intermediate Digital Compositing 1996 23 Programming with OpenGL: Advanced Rendering 1996 24 How to Survive as a Computer Graphics Entrepreneur 1996 25 Life-Like, Believable Communication Agents 1996 27 Fractal Models for Image Synthesis, Compression, and Analysis 1996 28 Digital Color 1996 29 Representations of Geometry for Computer Graphics 1996 33 Designing Real-Time 3D Graphics for Entertainment 1996 34 Volume Visualization: Principles and Practice 1996 35 Interactive Walkthrough of Large Geometric Databases |
1995 | 1995 4 Using Renderman in Animation Production 1995 5 Tricks of the Trade: Computer Graphics Productions 1995 6 Designing Real Time 3D Graphics for Entertainment 1995 8 Programming Virtual Worlds 1995 9 Developing Advanced Virtual Reality Applications 1995 10 Sound for Animation and Virtual Reality 1995 11 Dynamic Behaviors for Real-Time Synthetic Humans 1995 12 VRML: Using 3D to Surf the Web 1995 13 Electronic Publishing an CD-ROM 1995 14 Practical Guide to Recording Video Animation from Computer Graphics 1995 15 Making Multimedia: From Vaporware to Goldrush 1995 16 Intro to Video and Audio Compression Techniques 1995 17 Programming with OpenGL: An Introduction 1995 21 Introduction to Computer Graphics 1995 25 Computer Vision for Computer Graphics 1995 26 Wavelets and Their Application to Computer Graphics 1995 27 Visualizing Multi-Dimensional Geometry and Applications to Multi-Variate Problems 1995 30 Advanced Techniques for Scientific Visualization 1995 32 Interactive Walkthrough of Large Geometric Databases 1995 33 Procediral Modeling, Texturing, and Animation Techniques |
1993 | 1993 1 Character Motion Systems 1993 2 Introduction to Scientific Visualization Tools and Techniques 1993 3 Developing Large Scale Graphics Software Toolkits 1993 9 Introduction to Volume Visualization Imaging Multidimensional Scientific Data 1993 11 Introduction to Volume Visualization Imaging Multidimensional Scientific Data 1993 16 Stereo Computer Graphics with Application to Virtual Reality 1993 20 Computer Graphics in Visual Effects 1993 21 Three dimensional Visualization Using Medical Data 1993 22 Making Radiosity Practical 1993 24 Graphic Design for User Interfaces 1993 25 Modeling, Visualizing, and Animating Implicit Surfaces 1993 26 The OpenGL Graphics Interface 1993 27 MM: Designing Multimedia Environments for Children 1993 29 MM: Concepts of Color, Video, and Compression 1993 40 RES Modeling in Computer Graphics 1993 41 RES Volume Visualization 1993 42 RES Global Illumination 1993 43 Implementing Virtual Reality 1993 44 RES Procedural Modeling and Rendering Techniques 1993 45 MM: Survey of Formal Standards for Multimedia Systems 1993 51 MM: Copyright Protection for Software, Graphics, and Multimedia 1993 52 MM: Multimedia and Multimodal Parsing 1993 56 MM: Structured Design of Hypermedia Applications 1993 57 MM: Large Multimedia Databases 1993 60 RES An Introduction to Physically Based Modeling 1993 61 Film Craft in User Interface Design 1993 62 Fundamentals and Overview of Computer Graphics 1993 71 Visualizing Planet Earth 1993 76 The Fundamentals of Color Desktop Publishing in Print Production 1993 80 Recent Techniques in Human Modeling Animation and Rendering 1993 81 An Introduction to Data Sonification 1993 82 RES Curve and Surface Design: From Geometry to Applications |
1992 | 1992 14 The OpenGL Graphics Interface 1992 15 Curve and Surface Design: From Geometry to Applications 1992 16 Particle System Modeling, Animation, and Physically Based Techniques 1992 18 Global Illumination |
1991 | 1991 15 PHIGS Plus, Proposed Extension to PHIGS Graphics Standard 1991 16 X3D-PEX (PEX): Three-Dimensional Graphics in a Distributed Window System 1991 17 Video Technology for Computer Graphics 1991 27 Photorealistic Volume Modeling and Rendering Techniques |
1990 | 1990 16 Introduction To Window Management 1990 24 Advanced Topics in Ray Tracing |
1989 | 1989 17 Introduction to Visual Programming Environments 1989 21 Fractals: Analysis and Modeling |
1988 | 1988 1 Fundamentals and Overview of Computer Graphics 1988 2 Applying Graphics Standards 1988 3 Introduction To Computer Animation 1988 4 Synthetic Actors: The Impact of Artificial Intelligence and Robotics on Animation 1988 5 Special Effects With Computer Graphics 1988 6 3-D Character Animation by Computer 1988 8 Fractals: Introduction Basics and Application 1988 7 Introduction to Raytracing 1988 9 Image Synthesis 1988 10 A Consumer’s and Developer’s Guide to Image Synthesis 1988 11 Introduction To Window Management 1988 12 Introduction To Programming The X Window System 1988 13 The PostScript Page Description Language 1988 14 Digital Typography 1988 15 User Interface Management Systems 1988 16 User Interface Considerations of Windowing Systems 1988 17 Color in Computer Graphics 1988 18 Algorithms for Data Representation Graphics 1988 19 Visualization Techniques in the Physical Sciences 1988 20 Computer Graphics in Science 1988 21 Stereoscopic And Multiplanar Computer Graphics 1988 22 Object-Oriented Graphics 1988 23 Introduction To Solid Modelling 1988 24 Curve and Surface Design From Geometry to Applications 1988 25 Contemporary Approaches to Geometry for Computer Graphics and Computer Aided Design 1988 28 Functional-based Modeling |
1987 | 1987 17 Topics in Physically Based Modeling 1987 20 The Geometry of Curve and Surface Design |
1984 | 1984 2 Color Perception 1984 8 Introduction to Computer Animation 1984 9 Advanced Computer Graphics Animation 1984 10 Introduction to TV, Video, Film, Printing 1984 13 Technologies of Highly Interactive Computer Graphics 1984 15 The Mathematics of Computer Graphics 1984 16 Graphics Applications in Robotics 1984 17 CAD Systems 1984 18 Introduction to Solid Modeling 1984 19 Advanced Topics in Solid Modeling 1984 20 Freeform Curves and Surfaces I 1984 21 Freeform Curves and Surfaces II 1984 22 VLSI and Computer Graphics 1984 24 Medical and Biological Applications of Computer Graphics 1984 25 Office Automation with a Graphical Accent |
1992 | 1982 13 State-of-the-Art in Image Synthesis |
1980 | 1980 3 Title MISSING |
1979 | 1979 1 Introduction to Computer Graphics 1979 6 Graphics Standards |
1978 | 1978 Computer Aided Design Tutorial 1978 Workshop on Standards for Computer Graphics |