Page 96 – ACM SIGGRAPH HISTORY ARCHIVES
2012 Posters Akagi A Resolution Reduction Method for Multi-resolution Terrain Maps 01

“A resolution reduction method for multi-resolution terrain maps” by Akagi, Anada, Koka, Nakayama, Nomaki, et al. …

2004 Talks: Buchsbaum_Imitation and Social Intelligence for Synthetic Characters

“Imitation and Social Intelligence for Synthetic Characters” by Buchsbaum and Blumberg

2004 Talks: Zelinka_Similarity-Based Surface Modelling Using Geodesic Fans

“Similarity-Based Surface Modelling Using Geodesic Fans” by Zelinka and Garland

2004 Talks: Wu_Prong Features Detection of a 3D Model Based on the Watershed Algorithm

“Prong Features Detection of a 3D Model Based on the Watershed Algorithm” by Wu, Chen, Liang and Ouhyoung

2004 Talks: Choi_Modeling and Simulation of Sharp Creases

“Modeling and simulation of sharp creases” by Choi, Hong and Welch

2004 SIGGRAPH Image Not Available

“Refolding planar polygons” by Iben, O’Brien and Demaine

2004 Talks: Budin_zDOF - A Fast, Physically Accurate Algorithm for Simulating Depth-of-Field Effects in Synthetic Images Using Z-Buffers

“zDOF: a fast, physically accurate algorithm for simulating depth-of-field effects in synthetic images using z-buffers” by Budin

2004 Talks: Barsky_Rendering Skewed Plane of Sharp Focus and Associated Depth of Field

“Rendering Skewed Plane of Sharp Focus and Associated Depth of Field” by Barsky and Pasztor

2004 Talks: Tatarchuk_RenderMonkey: An Effective Environment for Shader Prototyping and Development

“RenderMonkey: an effective environment for shader prototyping and development” by Tatarchuk

2004 SIGGRAPH Image Not Available

“Experimental Validation of Analytical BRDF Models” by Ngan, Durand and Matusik

2004 Talks: Borshukov_Making of The Superpunch

“Making of The Superpunch” by Borshukov, Faiman, Jack, Larsen, Mihashi, et al. …

2004 Talks: Lamorlette_Fireballs in Shrek 2

“Fireballs in Shrek 2” by Lamorlette, Baer and Max

2004 Talks: Baer_Procedural Petticoats in Shrek 2

“Procedural Petticoats in Shrek 2” by Baer

2004 Talks: Rose_From the Ground Up: Building a Machine City for Matrix: Revolutions

“From the ground up: building a machine city for Matrix: Revolutions” by Rose

2004 Talks: Klein_Nice and Fast Implicit Surfaces over Noisy Point Clouds

“Nice and Fast Implicit Surfaces over Noisy Point Clouds” by Klein and Zachmann

2004 Talks: Sequin_Fair LVC-Curves on Subdivision Surfaces

“Fair LVC–Curves on Subdivision Surfaces” by Séquin and Xiao

2004 Talks: Joshi_Functionally Optimized Subdivision Surfaces

“Functionally Optimized Subdivision Surfaces” by Joshi, Séquin and Takahashi

2004 Talks: Einarsson_Photometric Stereo for Archeological Inscriptions

“Photometric Stereo for Archeological Inscriptions” by Einarsson, Debevec and Hawkins

2004 Talks: Tchou_Unlighting the Parthenon

“Unlighting the Parthenon” by Tchou, Debevec, Stumpfel, Einarsson and Fajardo

2004 Talks: Zarzycki_Abstracting design, designing abstractions...

“Abstracting design, designing abstractions…: use of computer graphics in early stages of architectural design” by Zarzycki

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