(Chicago, IL) – The SIGGRAPH Technical Papers program is the
premier international forum for disseminating new scholarly work in
computer graphics and interactive techniques. SIGGRAPH 2011,
7 –11 August 2011 at the Vancouver Convention Centre, will
feature 82 Technical Papers, selected from among 432
submissions.
The papers to be presented were chosen by a distinguished
committee of 52 experts from academia and industry. This
year’s Technical Papers program also includes conference
presentations for 33 papers published this year in the journal
ACM Transactions on Graphics (TOG).
“Each year, the SIGGRAPH Technical Papers program evolves
to feature the most cutting-edge advances in technology," says
Hugues Hoppe, SIGGRAPH 2011 Technical Papers Chair from Microsoft
Research. “This year is no different as SIGGRAPH 2011
Technical Papers will provide a look into some of the latest
achievements in facial animation, stereo and multi-layered
displays, procedural modeling, and rendering.â€
In addition to core topics of modeling, animation, rendering,
imaging, and human-computer interaction, the Technical Papers
program encouraged submissions from areas related to computer
graphics, including: computer games, design, vision, scientific and
information visualization, audio, and robotics.
Featured highlights from the SIGGRAPH 2011 Technical Papers
program:
High-Quality Passive Facial Performance Capture Using
Anchor Frames
A new technique for high-quality facial performance capture that
leverages the repetitive structure of face motions to automatically
locate frames with similar expressions, called anchor frames.
High-resolution geometry is reconstructed and temporal motion is
propagated in parallel using robust image-space matching between
the anchor frames.
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Authors: Thabo Beeler, ETH Zürich and Disney Research Zürich;
Fabian Hahn, Disney Research Zürich; Derek Bradley, Disney
Research Zürich; Bernd Bickel, Disney Research Zürich; Paul
Beardsley, Disney Research Zürich; Craig Gotsman, Technion-Israel
Institute of Technology; Bob Sumner, Disney Research Zürich;
Markus Gross, Disney Research Zürich
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Practical application as suggested by the Technical Papers
Chair: Highly detailed facial capture using multiple cameras
without markers.
Bounded Biharmonic Weights for Real-Time
Deformation
Deformation by linear blending dominates practical use as the
fastest approach for transforming 2D and 3D shapes. This paper
develops "bounded biharmonic weights" that produce smooth
and intuitive deformations for any combination of points, bones,
and cages of arbitrary topology, making control of deformations
simple and flexible.
Authors: Alec Jacobson, New York University; Jovan Popović,
Adobe Systems Incorporated; Ilya Baran, Disney Research Zürich;
Olga Sorkine, New York University
Practical application as suggested by the Technical
Papers Chair: An elegant UI framework that unifies cages,
skeletons, and point constraints for 2D and 3D deformations.
Tomographic Image Generation for Attenuation-Based Light
Field and High-Dynamic-Range Displays
This method optimizes auto-multiscopic displays composed of compact
volumes of light-attenuating material. Inexpensively fabricated by
stacking transparencies, the attenuators recreate a light field
when illuminated by a backlight. Tomographic optimization resolves
inconsistencies between views, leading to brighter,
higher-resolution 3D displays with extended depth of field and
improved dynamic range.
Authors: Gordon Wetzstein, The University of British Columbia;
Douglas Lanman, MIT Media Lab; Wolfgang Heidrich, The University of
British Columbia; Ramesh Raskar, MIT Media Lab
Practical application as suggested by the Technical
Papers Chair: Exploring displays with more than two depth
layers.
A Temporally Quantized Diffusion Model for Rendering
Translucent Materials     Â
This new model for subsurface scattering remains accurate for high
absorption, supports high-frequency illumination, and can handle
very thin materials. It is efficient to evaluate and works well in
production.
Authors: Eugene d'Eon, Weta Digital Ltd; Geoffrey Irving, Weta
Digital Ltd
Practical application as suggested by the Technical
Papers Chair: Amazingly realistic human skin.
Physics-Inspired Upsampling for Cloth Simulation in
Games
With this method for learning linear upsampling operators in
physically based cloth simulation, coarse meshes are enriched with
mid-scale details in minimal time and memory budgets, as required
in computer games.
Authors: Ladislav Kavan, Disney Interactive Studios; Daniel
Gerszewski, University of Utah; Adam Bargteil, University of Utah;
Peter-Pike Sloan, Disney Interactive StudiosÂ
Practical application as suggested by the Technical
Papers Chair: A practical approach to enhancing cloth
animation in real-time games.
Computational Stereo Camera System With Programmable
Control Loop
This computational stereo camera system closes the control loop to
handle traditionally difficult shots. It is completely
programmable, so complex shots can easily be scripted and adjusted
depending on the scene and artistic preferences.
Authors: Simon Heinzle, Disney Research Zürich; Pierre Greisen,
Disney Research Zürich and ETH Zürich; David Gallup, University
of North Carolina; Christine Chen, ETH Zürich; Daniel Saner, ETH
Zürich; Aljoscha Smolic, Disney Research Zürich; Andreas Peter
Burg, ETH Zürich; Wojciech Matusik, Disney Research Zürich;
Markus Gross, ETH Zürich and Disney Research Zürich
Practical application as suggested by the Technical
Papers Chair: Stereo camera that uses computer vision
processing to help automate interaxial and convergence
settings.
Real-Time Eulerian Water Simulation Using a Restricted
Tall Cell Grid
A new real-time Eulerian fluid simulation that uses a hybrid grid
of regular cubic cells on top of a layer of tall cells above an
arbitrary terrain. The method includes a novel multigrid method and
several fluid solver modifications, and achieves 30fps in
real-world scenarios on a modern GPU.
Authors: Nuttapong Chentanez, NVIDIA Corporation; Matthias Muller,
NVIDIA Corporation
Practical application as suggested by the Technical
Papers Chair: Realistic fluids rendered in real time.
A complete listing of all the papers presented in this year’s
program will be available on the SIGGRAPH 2011 web
site in late May.Â
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About SIGGRAPH 2011
SIGGRAPH 2011 will bring thousands of computer graphics and
interactive technology professionals from six continents to
Vancouver, Canada for the industry's most respected technical and
creative programs focusing on research, science, art, animation,
music, gaming, interactivity, education, and the web from Sunday, 7
August through Thursday, 11 August 2011 at the Vancouver Convention
Centre. SIGGRAPH 2011 includes a three-day exhibition of products
and services from the computer graphics and interactive marketplace
from 9-11 August 2011. More details are available at www.siggraph.org/s2011 or on the SIGGRAPH 2011
Facebook and Twitter.
About ACM SIGGRAPH
The ACM Special Interest Group on Computer Graphics and Interactive
Techniques www.siggraph.org is an interdisciplinary community
interested in research, technology, and applications in computer
graphics and interactive techniques. Members include researchers,
developers and users from the technical, academic, business, and
art communities. ACM SIGGRAPH enriches the computer graphics and
interactive techniques community year-round through its
conferences, global network of professional and student chapters,
publications, and educational activities.
About ACM
ACM, the Association for Computing Machinery www.acm.org is the
world’s largest educational and scientific computing society,
uniting educators, researchers, and professionals to inspire
dialogue, share resources, and address the field’s challenges.
ACM strengthens the computing profession’s collective voice
through strong leadership, promotion of the highest standards, and
recognition of technical excellence. ACM supports the professional
growth of its members by providing opportunities for lifelong
learning, career development, and professional networking.
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