S16_AP_5.26_10am
S16_AP_5.26_10am
S16_AP_5.26_10am
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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