S16_AP_5.26_10am
S16_AP_5.26_10am
S16_AP_5.26_10am
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COURSES (continued)<br />
18<br />
RESEARCH<br />
VECTOR-FIELD PROCESSING ON<br />
TRIANGLE MESHES<br />
Monday, 25 July, 2-5:15 pm<br />
INTERMEDIATE<br />
This course reviews the various representations<br />
of tangent-vector fields on triangulated<br />
surfaces and their associated discrete<br />
differential operators (curl, divergence,<br />
covariant derivative, etc). It emphasizes the<br />
tradeoffs among simplicity, efficiency, and<br />
accuracy of these geometry-processing<br />
tools for applications ranging from texture<br />
synthesis to meshing.<br />
Fernando de Goes<br />
Pixar Animation Studios<br />
Mathieu Desbrun<br />
California Institute of Technology<br />
Yiying Tong<br />
Michigan State University<br />
TUESDAY, 26 JULY<br />
RESEARCH<br />
COMPUTATIONAL GEOMETRY<br />
ALGORITHMS LIBRARY<br />
Tuesday, 26 July, 9-10:30 am<br />
INTERMEDIATE<br />
Discover the geometric algorithms and<br />
data structures that the CGAL C++ library<br />
offers to application developers in the<br />
fields of point-set processing, polygonmesh<br />
processing, and mesh generation.<br />
Understand the techniques that make CGAL<br />
reliable, efficient, and easy to integrate in<br />
existing software.<br />
Pierre Alliez<br />
Inria<br />
Andreas Fabri<br />
Laurent Rineau<br />
GeometryFactory<br />
RESEARCH<br />
INVERSE PROCEDURAL MODELING<br />
OF 3D MODELS FOR VIRTUAL<br />
WORLDS<br />
Tuesday, 26 July, 9 am-12:15 pm<br />
INTERMEDIATE<br />
A summary of recent state-of-the-art<br />
approaches for inverse procedural<br />
modeling of 3D models and their use in<br />
various domains.<br />
Daniel Aliaga<br />
Ilke Demir<br />
Bedrich Benes<br />
Purdue University<br />
Michael Wand<br />
Johannes Gutenberg-Universität Mainz<br />
GAMES MOBILE PRODUCTION<br />
THE QUEST FOR THE RAY<br />
TRACING <strong>AP</strong>I<br />
Tuesday, 26 July, 9 am-12:15 pm<br />
INTERMEDIATE<br />
Ray tracing has become a commodity in<br />
rendering as the first ray tracing hardware<br />
emerges. This course reviews current efforts<br />
and abstractions in the quest for a ray tracing<br />
<strong>AP</strong>I, especially the interaction of rasterization<br />
and ray tracing, cross-platform challenges,<br />
real-time constraints, and enabling<br />
applications that go beyond image synthesis.<br />
Alexander Keller<br />
NVIDIA Corporation<br />
Ingo Wald<br />
Intel Corporation<br />
Takahiro Harada<br />
Dmitry Kozlov<br />
Advanced Micro Devices, Inc.<br />
Ralf Karrenberg<br />
NVIDIA Corporation<br />
Luke Peterson<br />
Tobias Hector<br />
Imagination Technologies Limited<br />
WEDNESDAY, 27 JULY<br />
AR/VR<br />
GAMES<br />
GEOMETRIC AND DISCRETE-PATH<br />
PLANNING FOR INTERACTIVE<br />
VIRTUAL WORLDS<br />
Wednesday, 27 July, 9-10:30 am<br />
INTERMEDIATE<br />
An overview of algorithms and<br />
representations for achieving real-time<br />
dynamic navigation for the next generation<br />
of multi-agent simulations and computer<br />
games. Topics range from classical<br />
techniques in computational geometry and<br />
discrete search to recent methods in<br />
real-time planning and navigation meshes.<br />
Marcelo Kallmann<br />
University of California, Merced<br />
Mubbasir Kapadia<br />
Rutgers University<br />
FOR EDUCATORS<br />
RESEARCH<br />
A PRACTICAL INTRODUCTION<br />
TO FREQUENCY ANALYSIS OF<br />
LIGHT TRANSPORT<br />
Wednesday, 27 July, 9-10:30 am<br />
INTERMEDIATE<br />
This course presents frequency analysis<br />
of light transport, a generic framework<br />
for analyzing and building more efficient<br />
rendering algorithms. It applies a practical,<br />
implementation-driven method to<br />
introduce the theoretical aspect of<br />
frequency analysis and reviews various<br />
applications of the framework.<br />
Laurent Belcour<br />
Unity Technologies SF<br />
FOR EDUCATORS<br />
AN INTRODUCTION TO GR<strong>AP</strong>HICS<br />
PROGRAMMING USING WebGL<br />
Wednesday, 27 July, 9 am-12:15 pm<br />
INTRODUCTORY<br />
An introduction to graphics-application<br />
programming using WebGL, the JavaScript<br />
implementation of OpenGL ES 2.0 that is<br />
supported by all recent desktop and mobile<br />
web browsers, and how to integrate it with<br />
the HTML5 framework.<br />
Edward Angel<br />
University of New Mexico<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG