{"title":"An elementary introduction to matrix exponential for CG","authors":"Hiroyuki Ochiai, K. Anjyo, Ayumi Kimura","doi":"10.1145/2897826.2927338","DOIUrl":"https://doi.org/10.1145/2897826.2927338","url":null,"abstract":"This course presents an elementary, intuitive, and visual introduction to several mathematical basics for beginners in computer graphics. The mathematical concepts covered in this course include 2D/3D translation, rotation, affine transformation, quaternion, dual quaternion, exponential and logarithm. These are quite useful for various aspects of computer graphics, including curve/surface editing, deformation and animation of geometric objects. On one hand we don't assume that the audience has familiarity with such mathematical concepts. Elements of linear algebra and calculus at undergraduate level are sufficient for the attendees of this course. To clarify the relation between these concepts and computer graphics practice, several graphics techniques will also be demonstrated, such as morphing (ARAP), cage-based deformation and Poisson mesh editing.","PeriodicalId":268479,"journal":{"name":"ACM SIGGRAPH 2016 Courses","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125638383","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Michael J. Black, J. Romero, Gerard Pons-Moll, Federica Bogo, Naureen Mahmood
{"title":"Learning human body shapes in motion","authors":"Michael J. Black, J. Romero, Gerard Pons-Moll, Federica Bogo, Naureen Mahmood","doi":"10.1145/2897826.2927326","DOIUrl":"https://doi.org/10.1145/2897826.2927326","url":null,"abstract":"Accurately representing and animating the human body in 3D is critical for games, special effects and virtual reality. Previously this required extensive hand animation. Today realistic 3D avatars can be learned from thousands of 3D scans. This course takes participants through the process of learning and using a high quality 3D model of the human body.","PeriodicalId":268479,"journal":{"name":"ACM SIGGRAPH 2016 Courses","volume":"5 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131831930","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Capturing the human body: from VR, consumer, to health applications","authors":"Hao Li, Lingyu Wei, Anshuman Das, Tristan Swedish, Pratik Shah, R. Raskar","doi":"10.1145/2897826.2927371","DOIUrl":"https://doi.org/10.1145/2897826.2927371","url":null,"abstract":"Modeling the human body is of special interest in computer graphics to create \"virtual humans\", but material and optical properties of biological tissues are complex and not easily captured. This course will cover the major topics and challenges in using image acquisition to model the human body.","PeriodicalId":268479,"journal":{"name":"ACM SIGGRAPH 2016 Courses","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126973853","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Story: it's not just for writers... anymore","authors":"C. Caldwell","doi":"10.1145/2897826.2927306","DOIUrl":"https://doi.org/10.1145/2897826.2927306","url":null,"abstract":"This course has been designed for technical directors, artists, animators, modelers, programmers, and designers whose work is essential in making \"the story\" come to life. This information can be particularly useful when communicating with screenwriters, directors, producers, and supervisors. This course answers the question \"what is story?\" (and you don't even have to take a course in screenwriting). Entertaining with numerous clips to show how this has been used in animation and VFX. The purpose is to take the mystery out of \"what is story\" for those programmers, artists, and game designers whose work is essential in making Animation, VFX, and Games successful. The attendees will know the basic elements of story, so the next time a producer or director talk about what they want for the story, they will know what specific story benchmarks the producer/director are trying to meet in connecting emotionally with an audience. This course will build from the knowledge that story \"is a sequence of events (acts) that builds to a climax....\" and then lays out the universal elements of story that make up plot, character development, and narrative structure. This course emphasizes story elements in context (i.e. theme, character, setting, conflict etc.) and their relationship to classic story structure (i.e. setup, inciting incident, rising action, climax, resolution etc.). It analyzes conflict (i.e. internal, external, environmental), turning points, cause & effect, archetype vs stereotypes, inciting incident, and how choice defines character. In all stories there must be questions raised: What is at stake (i.e. survival, safety, love, esteem, etc.)? What is going to motivate (inciting incident) the main character (protagonist)? Will that be enough to move them from the ordinary (where they are comfortable) to go out into a different world (where the action takes place)?, and How will the character \"change\" (necessary for all dramatic stories)? These are just a few of the storytelling elements necessary to structure a solid story. This course is for all whose work makes the story better but their job isn't creating the story.","PeriodicalId":268479,"journal":{"name":"ACM SIGGRAPH 2016 Courses","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129527130","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. Keller, I. Wald, T. Harada, D. Kozlov, R. Karrenberg, Luke Peterson, Tobias Hector
{"title":"The quest for the ray tracing API","authors":"A. Keller, I. Wald, T. Harada, D. Kozlov, R. Karrenberg, Luke Peterson, Tobias Hector","doi":"10.1145/2897826.2927341","DOIUrl":"https://doi.org/10.1145/2897826.2927341","url":null,"abstract":"Ray tracing has become commodity in rendering and first ray tracing hardware emerges. Hence, the quest for an API is on. The course reviews current efforts and abstractions, especially the interaction of rasterization and ray tracing, cross platform challenges, realtime constraints, and enabling applications beyond image synthesis.","PeriodicalId":268479,"journal":{"name":"ACM SIGGRAPH 2016 Courses","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115331010","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Geometric and discrete path planning for interactive virtual worlds","authors":"Marcelo Kallmann, Mubbasir Kapadia","doi":"10.1145/2897826.2927310","DOIUrl":"https://doi.org/10.1145/2897826.2927310","url":null,"abstract":"Path planning and navigation are indispensable components for controlling autonomous agents in interactive virtual worlds. Given the growing demands on the size and complexity of modern virtual worlds, a number of new techniques have been developed for achieving intelligent navigation for the next generation of interactive multi-agent simulations. This course reviews the evolution of the several related techniques, from classical planning algorithms and computational geometry techniques to more advanced topics with focus on recent developments from the work of the authors. The covered topics range from discrete search and geometric representations to planning under different types of constraints and harnessing the power of graphics hardware in order to address Euclidean shortest paths and discrete search for multiple agents under limited time budgets. The use of planning algorithms beyond path planning is also discussed in the areas of crowd animation and whole-body motion planning for virtual characters.","PeriodicalId":268479,"journal":{"name":"ACM SIGGRAPH 2016 Courses","volume":"433 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116013995","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"CGAL: the computational geometry algorithms library","authors":"P. Alliez, Andreas Fabri","doi":"10.1145/2897826.2927362","DOIUrl":"https://doi.org/10.1145/2897826.2927362","url":null,"abstract":"This course provides an overview of CGAL geometric algorithms and data structures. We start with a presentation the objectives and scope of the CGAL open source project. The three next parts cover SIGGRAPH topics: (1) CGAL for point set processing, including denoising, outlier removal, smoothing, resampling, curvature estimation, shape detection and surface reconstruction, (2) CGAL for polygon mesh processing, including Boolean operations, deformation, skeletonization, segmentation, hole filling, isotropic remeshing, simplification, and (3) CGAL for mesh generation, including surface and volume mesh generation, from either 3D images, implicit functions or surface meshes.","PeriodicalId":268479,"journal":{"name":"ACM SIGGRAPH 2016 Courses","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131905077","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}