Dena Slothower

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Dena Slothower Sketches & Applications 158 ComicDiary: Representing 176 Elastic Object Manipulation Using Chair Individual Experiences in Comics Coarse-to-fine Representation of Dena Slothower Style Mass-Spring Models 159 Compressing Large Polygonal 177 ELMO: A Head-Mounted Display Stanford University Models for Real-Time Image Synthesis 160 A Computationally Efficient 178 Elmo’s World: Digital Puppetry on Framework for Modeling Soft Body “Sesame Street” 140 Committee & Jury Impact 179 The Empathic Visualisation 141 Introduction 161 Computing 3D Geometry Directly Algorithm: Chernoff Faces from Range Images Revisited 142 “2001: An MR-Space Odyssey” 162 Computing Nearly Exact Visible 180 Enhanced Reality: A New Frontier Applying Mixed Reality Technology Sets within a Shaft with 4D for Computer Entertainment to VFX in Filmmaking Hierarchical Z-Buffering 181 Explicit Control of Topological 138 143 2D Shape Interpolation Using a 163 CONTIGRA: A High-Level XML- Evolution in 3D Mesh Morphing Hierarchical Approach Based Aprroach to Interactive 3D 182 Fair and Robust Curve Interpolation 144 3D Traffic Visualization in Real Components on the Sphere Time 164 Crashing Planes the Easy Way: 183 A Fast Simulating System for 145 ALVIN on the Web: Distributive Pearl Harbor Realistic Motion and Realistic Mission Rehearsal for a Deep 165 Creating Tools for PLAYSTA- Appearance of Fluids Submersible Vehicle TION2 Game Development 184 Fast-moving Water in DreamWorks’ 146 Analysis and Simulation of Facial 166 Creative Approaches to the “Spirit” Movements in Elicited and Posed Integration of CGI with 185 Feature-based Topological Mesh Expressions Using High-Speed Traditional Animation in Disney’s Metamorphosis Camera “Atlantis: The Lost Empire” 186 A Flexible Approach to 3D 147 The Animator-Oriented Motion 167 Death Valley Flyby: A Simulation Reconstruction from Single Images Generator, Animanium, Based on Comparing Fault-Controlled 187 Flow Noise Humanoid Robot-Control Algorithm Alluvial Fans Along the Black 188 French Surface: A New Technique 148 AntiAliasing Perlin Noise Mountain Range for Surface Design 149 The Attack on Pearl Harbor 168 Decomposing Animation into 189 genieBottles: An Interactive Battleship Row: Everything BlendShapes Narrative in Bottles Including the Kitchen Sink 169 Destroying a Dam Without Getting 190 Grooming and Rendering Cats and 150 Averaged Area Tables for Texture Wet: Rule-Based Dynamic Dogs Filtering Simulation for “Wave of Death” 191 Growing Fitted Textures 151 Bringing Photorealism to Fantasy, 170 The Development of the Virtual 192 Hand Held Torque Feedback Device the Hybrid Approach of a Digital Human Abdomen: Algorithms and 193 Hardware Acceleration for Physical Matte Artist Methodologies Modeling of Deformable Objects 152 “Budweiser Alien” Commercial 171 digital stupa: interactive animations 194 Hardware-Accelerated High- 153 Calibration Free, Easy 3D Modeling 172 Digital Tricks for Japanese Cel Quality Filtering of Solid Textures from Turntable Image Sequences Animation 195 HDR Shop 154 Change Blindness With Varying 173 Dynamic Flesh and Muscle 196 A Head-Mounted Projective Display Rendering Fidelity: Looking But Simulation: “Jurassic Park III” and its Applications in Interactive Not Seeing 174 Dynamic Meshing Using Adaptively Augmented Environments 155 Character Setup and Animation for Sampled Distance Fields 197 High Dynamic Range Photography, “3-2-1 Penguins!” 175 Efficient Update of Geometric Global Illumination, and Mental 156 Collisions and Adaptive Levels of Constraints in an Evolving Mesh Ray on a Commercial Budget and Detail Representation Timeline 157 Colored-Paper Mosaic Rendering 198 How Changes in Technology Change the Use of Computer Animation at Walt Disney Feature Animation Conference Abstracts and Applications Sketches & Applications Contents 199 “How the Grinch Stole Christmas:” 230 The Mouthesizer: A Facial 258 Simulation Fidelity Metrics for The Who Construction Kit Gesture Musical Interface Virtual Environments Based on 200 Human Motion Signatures for 231 Multi-Modal Translation System by Memory Semantics Character Animation Using Automatic Facial Image 259 Simulation of Deforming Elastic 201 Hybrid Ink-Line Rendering in a Tracking and Model-Based Lip Solids in Contact Production Environment Synchronization 260 Simultaneous Model Assembly in 202 Image-Based Rendering and 232 A Multipurpose Array of Tactile Real and Virtual Spaces Illumination Using Spherical Rods for Interactive eXpression 261 Sketching Space: Virtual to Real Mosaics 233 Multi-Resolution Depth Buffer 262 Skinning Cats and Dogs Using 203 Image-Based Photometric 234 Multi-Resolution Light Field Muscle Deformations Reconstruction for Mixed-Reality Rendering with the Wavelet Stream 263 Solving a 3D Cube Puzzle in a 204 Image-Based Reconstruction of 235 My Finger’s Getting Tired: Collaborative Virtual Environment: Shift-Variant Materials Interactive Installations As Good as Really Being There 205 Image-Based Rendering for for the Mind and Body Together? Animated Deforming Objects 236 NATO.o+55+3D.Modular – A New 264 Spatial Resolution in Haptic 206 Imaging the Living Computer: Real-Time and Non-Real-Time Rendering Neuroscience Methods in Multimedia Authoring and DSP 265 A Suggestive Interface for 3D Visualizing the Performance of Environment Drawing Parallel Programs 237 Non-Graphical Application of 266 “Summer Breeze:” Creating a High- 207 Immersive Visualization of a Very- Hardware Accelerated Voxelization End 3D Movie Using Limited Large-Scale Seismic Model 238 Occlusion Culling and Summed- Resources 208 Implementing Vector-Based Area Tables 267 Symplectic Ray Tracing: Ray Tracing Texturing in RenderMan 239 Open Processes Create Open with Hamiltonian Dynamics in 209 An Integrated Solution to Camera Products: “Interface Ecology” Black-Hole Spacetime Animation for Stage as a Metadisciplinary Base 268 Tangible Communication 210 An Interactive System for for CollageMachine 269 Texture and Shape Synthesis on Robust Topological Modeling of 240 Organic Textures with Controlled Surfaces Meshes Anisotropy and Directionality 270 Time-Critical Volume Rendering 211 An Interactive Virtual Clay Using 241 Paint the Town Red: 271 Trees in “How The Grinch Stole Implicit Surfaces and Particle Recreating Stalingrad Christmas”: Automating the Task Systems for “Enemy at the Gates” of Creating and Rendering Large 139 212 Intuitive Multiple Viewpoints 242 Permanent Shutdown: Numbers of Complex Objects Control using Interlocked Motion Experiments in Interactivity 272 Using Color-Changing Textiles of Coordinate Pairs 243 PlaceWorld: An Integration as a Computer Graphics Display 213 k-DOPs as Tighter Bounding of Shared Virtual Worlds 273 Using Precomputed Cloth Volumes for Better Occlusion 244 Practical Image-Based Lighting Simulations for Interactive Performance for Fur and Surfaces Applications 214 Life-Sized Projector-Based 245 Procedural Dynamics System for 274 Variational Classification for Dioramas Spatially Real and Animating the Sleigh in “How Visualization of 3D Ultrasound Visually Virtual the Grinch Stole Christmas” Data 215 Lifting Detail from Darkness 246 RainMan: Fluid Pseudodynamics 275 VideoFOCUS and VideoFOCUSWire: 216 Light Field Rendering with with Probabilistic Control Transforming Moving Images to Triangular Viewpoint Mesh for Stylized Raindrops Stills 217 Light Stage 2.0 247 A Real-Time High Dynamic 276 View-Dependent Texture-Mapping 218 Lighting Sensitive Displays Range Light Probe of Video for Realistic Avatars in 219 Linux for the Production Pipeline 248 Real-Time Rendering of Collaborative Virtual 220 The Living Forest: The Story Populated Urban Environments Environments of a 3D Feature Film in Europe 249 Real vs. Approximate Collisions: 277 Virtual Showcases 221 Locally Reparameterized Light When Can We Tell The 278 Visual Attention Driven Fields Difference? Progressive Rendering for 222 The Magic Behind the Magic: Pearl 250 Real-Time Cloth Simulation Interactive Walkthroughs Harbor with Sparse Particles 279 Whippin’ up a Storm 223 Manipulate the Unreachable: 251 Real-Time Computer Graphics 280 X3D Content Examples, Editing, Through-The-Lens Remote Object for On-Set Visualization: “A.I.” Conformance Suite, and Software Manipulation in Virtual and “The Mummy Returns” Development Kit (SDK) CDs Environments 252 Real-Time Stroke Textures 224 Mapping-Independent Triangulation 253 Rendering by Manifold Hopping of Parametric Surfaces 254 Rendering “Pepe” with Global 225 Mayhem: A New Trend for Virtual Illumination Environments (and Online Games) 255 Rendering Semi-Solid Objects 226 A Method for Numerical with Particles Constrained Optimization 256 RitSens – Computer-Aided System 227 Micro Archiving for Studying Rhythmic Abilities 228 Model-Base Analysis and Synthesis in Bimanual Coordination of Human Body Images 257 Shadermaps: A Method for 229 Modeling of Clouds Using a Accelerating Procedural Shading Coupled Map Lattice Conference Abstracts and Applications Sketches & Applications Committee & Jury Chair Dena Slothower Stanford University Program Coordinator Vicki Caulfield Sketches & Applications Program Coordinator Committee Jonathan Gibbs PDI/DreamWorks Darin Grant Digital Domain Doug Roble SIGGRAPH 2002 Marc Kessler Sketches & University of Michigan Applications Chair Jacquelyn Martino Cheryl Stockton Philips Research, USA Studio Firefly Pratt Institute Maureen Nappi New York University Gary Templet Sandia National Kathy Neely 140 Laboratories Fashion Institute of Technology Jury Cary Phillips Simon Allardice Industrial Light + Magic Lynda.com
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