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COURSES<br />

16<br />

FP F #SIGGR<strong>AP</strong>H2016<br />

Instruction, insight, and inspiration from academic and industry experts. SIGGR<strong>AP</strong>H<br />

2016 Courses deliver invaluable learning opportunities in three levels of difficulty<br />

(introductory, intermediate, and advanced).<br />

Full Conference Platinum and Full Conference registration allows attendees<br />

access to all SIGGR<strong>AP</strong>H 2016 Courses. Also visit the Studio Workshops<br />

(formerly Studio Courses), which are open to: FP F S EP E.<br />

Seating is on a first-come, first-served basis.<br />

Please arrive early for the Courses you wish to attend.<br />

Image Credit: Physically Based Shading in Theory and Practice © 2016<br />

Stephen McAuley, Stephen Hill, Ubisoft Entertainment S.A.<br />

GAMES<br />

SPECIAL SESSIONS<br />

INVITED CONTENT<br />

Advances in Real-Time<br />

Rendering, Part I<br />

Monday, 25 July, 9 am-12:15 pm<br />

INTERMEDIATE<br />

Modern video games employ a variety of<br />

sophisticated algorithms to produce groundbreaking<br />

3D rendering that pushes the visual<br />

boundaries and interactive experience of rich<br />

environments. This course presents stateof-the-art<br />

and production-proven rendering<br />

techniques for fast, interactive rendering of<br />

complex an engaging virtual worlds.<br />

Natalya Tatarchuk<br />

Bungie, Inc.<br />

Advances in Real-Time<br />

Rendering, Part II<br />

Monday, 25 July, 2-5:15 pm<br />

INTERMEDIATE<br />

Phase Two of a course on state-of-theart<br />

and production-proven rendering<br />

techniques for fast, interactive rendering of<br />

complex and engaging virtual worlds.<br />

Natalya Tatarchuk<br />

Bungie, Inc.<br />

Open Problems in Real-Time<br />

Rendering<br />

Tuesday, 26 July, 2-5:15 pm<br />

INTERMEDIATE<br />

Leading industry experts and researchers<br />

discuss the top unsolved problems in realtime<br />

rendering, why current solutions don’t<br />

work in-practice, the desired ideal solution,<br />

and the problems that need to be solved to<br />

work toward that ideal.<br />

Natalya Tatarchuk<br />

Bungie, Inc.<br />

Aaron Lefohn<br />

NVIDIA Corporation<br />

SUNDAY, 24 JULY<br />

FIRST-TIMER<br />

FOR EDUCATORS<br />

FUNDAMENTALS SEMINAR<br />

Sunday, 24 July, 10:45 am-12:15 pm<br />

INTRODUCTORY<br />

The Fundamentals Seminar provides a<br />

basic background in the concepts and<br />

terminology of computer graphics and<br />

interactive techniques.<br />

Mike Bailey<br />

Oregon State University<br />

AR/VR<br />

FOR EDUCATORS<br />

H<strong>AP</strong>TIC TECHNOLOGIES FOR<br />

DIRECT TOUCH IN VIRTUAL REALITY<br />

Sunday, 24 July, 10:45 am-12:15 pm<br />

INTRODUCTORY<br />

This course reviews recent advances<br />

in haptic technologies in the computer<br />

graphics community. It provides initial<br />

training on these technologies to<br />

prepare computer graphics researchers<br />

and developers for development of<br />

computational methods and immersive<br />

VR/AR applications with direct touch.<br />

Miguel A. Otaduy<br />

Universidad Rey Juan Carlos<br />

Allison Okamura<br />

Stanford University<br />

Sriram Subramanian<br />

University of Sussex<br />

FOR EDUCATORS<br />

AN ELEMENTARY INTRODUCTION<br />

TO MATRIX EXPONENTIAL FOR CG<br />

Sunday, 24 July, 2-3:30 pm<br />

INTRODUCTORY<br />

This intuitive and visual introduction to<br />

mathematical concepts in computer<br />

graphics basics begins with 2D translation<br />

and rotation, then describes 3D affine<br />

transformation, quaternions, dual<br />

quaternions, and more. These concepts are<br />

explained via the mathematical concept of<br />

matrix exponential and illustrated with a few<br />

simple animation examples.<br />

Hiroyuki Ochiai<br />

IMI Kyushu University<br />

Ken Anjyo<br />

Ayumi Kimura<br />

OLM Digital, Inc.<br />

ANIMATION & VFX<br />

AR/VR<br />

FOR EDUCATORS GAMES PRODUCTION<br />

STORY: IT'S NOT JUST FOR<br />

WRITERS ANYMORE<br />

Sunday, 24 July, 2-3:30 pm<br />

INTRODUCTORY<br />

An introduction to classic story structure<br />

with numerous visual examples. These<br />

elements, normally found in many<br />

screenwriting courses, are organized<br />

specifically for computer scientists, technical<br />

artists, and game and VR designers who<br />

make animation, VFX, VR, and interactive<br />

games come to life.<br />

Craig Caldwell<br />

University of Utah<br />

Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG

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