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41st SIGGRAPH 2014: Vancouver, Canada - Courses
- Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH '14, Vancouver, Canada, August 10-14, 2014, Courses. ACM 2014, ISBN 978-1-4503-2962-0

- Javier von der Pahlen, Jorge Jimenez, Etienne Danvoye, Paul E. Debevec, Graham Fyffe, Oleg Alexander:

Digital ira and beyond: creating real-time photoreal digital actors. 1:1-1:384 - Mike Bailey:

Fundamentals seminar. 2:1-2:113 - Marcelo Kallmann, Mubbasir Kapadia:

Navigation meshes and real-time dynamic planning for virtual worlds. 3:1-3:81 - Julien Pettré, Ming C. Lin:

New generation crowd simulation algorithms. 4:1-4:72 - Shahram Izadi, Ayush Bhandari, Achuta Kadambi, Ramesh Raskar:

3D imaging with time of flight cameras: theory, algorithms and applications. 5:1-5:254 - Ann McNamara, Katerina Mania, George Alex Koulieris

, Laurent Itti:
Attention-aware rendering, mobile graphics and games. 6:1-6:119 - Ed Angel, Dave Shreiner:

An introduction to WebGL programming. 7:1-7:105 - Seth Goldstein, Mike Fitzgerald, Andy Bastable:

Kinect technology in games. 8:1 - Matthew O'Toole, Gordon Wetzstein

:
Computational cameras and displays. 9:1-9:230 - Natasha Tatarchuk, Brian Karis, Michal Drobot, Nicolas Schulz, Jerome Charles, Theodor Mader:

Advances in real-time rendering in games, part I. 10:1 - Natasha Tatarchuk, Michal Valient, Wade Brainerd, Bartlomiej Wronski, Peter Sikachev, Jean-Normand Bucci:

Advances in real-time rendering in games, part II. 11:1 - Douglas Lanman, Henry Fuchs, Mark Mine, Ian McDowall, Michael Abrash:

Put on your 3D glasses now: the past, present, and future of virtual and augmented reality. 12:1-12:173 - Niloy J. Mitra, Michael Wand, Hao Zhang

, Daniel Cohen-Or, Vladimir G. Kim, Qi-Xing Huang:
Structure-aware shape processing. 13:1-13:21 - Andrew Garrard:

Moving pictures: making the most of the mobile. 14:1-14:53 - Natasha Tatarchuk:

Character creation pipeline and rendering in destiny. 15:1 - Yongjoon Lee, Tam Armstrong, Joe Spataro:

Destiny character-animation system and lessons learned. 16:1 - Jaroslav Krivánek, Alexander Keller, Iliyan Georgiev

, Anton S. Kaplanyan, Marcos Fajardo, Mark Meyer, Jean-Daniel Nahmias, Ondrej Karlík, Juan Canada:
Recent advances in light transport simulation: some theory and a lot of practice. 17:1-17:6 - Christopher Evans, Lars Martinsson, Sascha Herfort:

Building an empire: asset production in Ryse. 18:1-18:49 - Hiroyuki Ochiai, Ken Anjyo:

Mathematical basics of motion and deformation in computer graphics. 19:1-19:47 - Peter M. Hall

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Introduction to machine learning for computer graphics. 20:1-20:33 - Erik Brunvand, Niladrish Chatterjee, Daniel M. Kopta:

Why graphics programmers need to know about DRAM. 21:1-21:75 - Dinesh K. Pai, David I. W. Levin, Ye Fan:

Eulerian solids for soft tissue and more. 22:1-22:151 - Stephen Hill, Stephen McAuley, Jonathan Dupuy, Yoshiharu Gotanda, Eric Heitz, Naty Hoffman, Sébastien Lagarde, Anders Langlands, Ian Megibben, Farhez Rayani, Charles de Rousiers:

Physically based shading in theory and practice. 23:1-23:8 - Alec Jacobson, Zhigang Deng, Ladislav Kavan, John P. Lewis:

Skinning: real-time shape deformation. 24:1 - Joseph J. LaViola Jr.:

An introduction to 3D gestural interfaces. 25:1-25:42 - Jesse Andrewartha, Søren Ragsdale, Paul Beilby:

Raytracers and workflow: a production perspective. 26:1-26:106 - Ken Anjyo, John P. Lewis, Frédéric H. Pighin:

Scattered data interpolation for computer graphics. 27:1-27:69

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