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SIGGRAPH '16: ACM SIGGRAPH 2016 Courses
ACM2016 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
SIGGRAPH '16: Special Interest Group on Computer Graphics and Interactive Techniques Conference Anaheim California July 24 - 28, 2016
ISBN:
978-1-4503-4289-6
Published:
24 July 2016
Sponsors:
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Bibliometrics
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Abstract

In SIGGRAPH 2016 Courses, attendees learn from the experts in the field and gain inside knowledge that is critical to career advancement. Courses help attendees learn "how to do something" or "how to do something faster, better, smarter, or easier." They are presented in short (1.5 hours), medium (3.25 hours), or all-day formats and often include elements of interactive demonstration, performance, or other imaginative approaches to teaching.

The spectrum of Courses ranges from an introduction to the foundations of computer graphics and interactive techniques to advanced instruction on the current and future technologies.

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course
A practical introduction to frequency analysis of light transport

Frequency Analysis of Light Transport is a way to analyze and build more efficient physically based rendering algorithms. It enables to use tools from signal processing to build better algorithms. In this course, we will introduce its theoretical ...

course
Advances in real-time rendering, part I
course
Advances in real-time rendering, part II
course
An elementary introduction to matrix exponential for CG

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, ...

course
An introduction to graphics programming using WebGL
course
Augmented reality: principles and practice
course
Capturing the human body: from VR, consumer, to health applications
Article No.: 7, pp 1–151https://doi.org/10.1145/2897826.2927371

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 ...

course
CGAL: the computational geometry algorithms library

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, ...

course
Computational tools for 3D printing
course
Fourier analysis of numerical integration in Monte Carlo rendering: theory and practice: understanding estimation error in Monte Carlo image synthesis
Article No.: 10, pp 1–40https://doi.org/10.1145/2897826.2927356

Since being introduced to graphics in the 1980s, Monte Carlo sampling and integration has become the cornerstone of most modern rendering algorithms. Originally introduced to combat the effect of aliasing when estimating pixels values, Monte Carlo has ...

course
Fundamentals seminar
Article No.: 11, pp 1–132https://doi.org/10.1145/2897826.2927319
course
Public Access
Geometric and discrete path planning for interactive virtual worlds
Article No.: 12, pp 1–29https://doi.org/10.1145/2897826.2927310

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 ...

course
Haptic technologies for direct touch in virtual reality
Article No.: 13, pp 1–123https://doi.org/10.1145/2897826.2927307

Virtual reality (VR) is experiencing a renaissance thanks to technological progress in computer graphics and the commercial breakthroughs in head-mounted display and tracking technologies. Fully immersive VR requires virtual touch of comparably high ...

course
HDR content creation: creative and technical challenges
Article No.: 14, pp 1–82https://doi.org/10.1145/2897826.2927355
course
Human-centered design for VR interactions
Article No.: 15, pp 1–60https://doi.org/10.1145/2897826.2927320

VR has the potential to provide experiences and deliver results that cannot be otherwise achieved. However, interacting with immersive applications is not always straightforward and it is not just about an interface for the user to reach their goals. It ...

course
Inverse procedural modeling of 3D models for virtual worlds
Article No.: 16, pp 1–316https://doi.org/10.1145/2897826.2927323

This course presents a collection of state-of-the-art approaches for modeling and editing of 3D models for virtual worlds, simulations, and entertainment, in addition to real-world applications. The first contribution of this course is a coherent review ...

course
Learning human body shapes in motion
Article No.: 17, pp 1–411https://doi.org/10.1145/2897826.2927326

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 ...

course
Modeling plant life in computer graphics
Article No.: 18, pp 1–180https://doi.org/10.1145/2897826.2927332
course
Moving mobile graphics
course
Open problems in real-time rendering
course
Public Access
Physically based sound for computer animation and virtual environments

Physically based sound is an important emerging approach for computer synthesis of realistic synchronized sounds for physically based animation and real-time virtual environments. A major challenge for learning and implementing these sound techniques is ...

course
Story: it's not just for writers... anymore
Article No.: 23, pp 1–10https://doi.org/10.1145/2897826.2927306

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,...

course
The material point method for simulating continuum materials
Article No.: 24, pp 1–52https://doi.org/10.1145/2897826.2927348

Simulating the physical behaviors of deformable objects and fluids has been an important topic in computer graphics. While the Lagrangian Finite Element Method (FEM) is widely used for elasto-plastic solids, it usually requires additional computational ...

course
The quest for the ray tracing API

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 ...

course
Vector field processing on triangle meshes
Article No.: 27, pp 1–49https://doi.org/10.1145/2897826.2927303

While scalar fields on surfaces have been staples of geometry processing, the use of tangent vector fields has steadily grown in geometry processing over the last two decades: they are crucial to encode both directions and sizing on surfaces as commonly ...

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Acceptance Rates

Overall Acceptance Rate1,822of8,601submissions,21%
YearSubmittedAcceptedRate
SIGGRAPH '114328219%
SIGGRAPH '1039010326%
SIGGRAPH '094397818%
SIGGRAPH '085189017%
SIGGRAPH '0745510824%
SIGGRAPH '064748618%
SIGGRAPH '054619821%
SIGGRAPH '044788317%
SIGGRAPH '034248119%
SIGGRAPH '023586719%
SIGGRAPH '013006522%
SIGGRAPH '003045919%
SIGGRAPH '993205216%
SIGGRAPH '983034515%
SIGGRAPH '972654818%
SIGGRAPH '962475221%
SIGGRAPH '952575622%
SIGGRAPH '942425724%
SIGGRAPH '932254620%
SIGGRAPH '922134521%
SIGGRAPH '902104320%
SIGGRAPH '891903820%
SIGGRAPH '881613421%
SIGGRAPH '871403324%
SIGGRAPH '851753520%
SIGGRAPH '841184135%
SIGGRAPH '811323829%
SIGGRAPH '801405237%
SIGGRAPH '791104339%
SIGGRAPH '781206453%
Overall8,6011,82221%