- Sponsor:
- siggraph
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.
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 ...
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, ...
Capturing the human body: from VR, consumer, to health applications
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 ...
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, ...
Fourier analysis of numerical integration in Monte Carlo rendering: theory and practice: understanding estimation error in Monte Carlo image synthesis
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 ...
Geometric and discrete path planning for interactive virtual worlds
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 ...
Haptic technologies for direct touch in virtual reality
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 ...
Human-centered design for VR interactions
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 ...
Inverse procedural modeling of 3D models for virtual worlds
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 ...
Learning human body shapes in motion
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 ...
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 ...
Story: it's not just for writers... anymore
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,...
The material point method for simulating continuum materials
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 ...
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 ...
Vector field processing on triangle meshes
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 ...
ACM SIGGRAPH 2016 Courses
Recommendations
Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
SIGGRAPH '11 | 432 | 82 | 19% |
SIGGRAPH '10 | 390 | 103 | 26% |
SIGGRAPH '09 | 439 | 78 | 18% |
SIGGRAPH '08 | 518 | 90 | 17% |
SIGGRAPH '07 | 455 | 108 | 24% |
SIGGRAPH '06 | 474 | 86 | 18% |
SIGGRAPH '05 | 461 | 98 | 21% |
SIGGRAPH '04 | 478 | 83 | 17% |
SIGGRAPH '03 | 424 | 81 | 19% |
SIGGRAPH '02 | 358 | 67 | 19% |
SIGGRAPH '01 | 300 | 65 | 22% |
SIGGRAPH '00 | 304 | 59 | 19% |
SIGGRAPH '99 | 320 | 52 | 16% |
SIGGRAPH '98 | 303 | 45 | 15% |
SIGGRAPH '97 | 265 | 48 | 18% |
SIGGRAPH '96 | 247 | 52 | 21% |
SIGGRAPH '95 | 257 | 56 | 22% |
SIGGRAPH '94 | 242 | 57 | 24% |
SIGGRAPH '93 | 225 | 46 | 20% |
SIGGRAPH '92 | 213 | 45 | 21% |
SIGGRAPH '90 | 210 | 43 | 20% |
SIGGRAPH '89 | 190 | 38 | 20% |
SIGGRAPH '88 | 161 | 34 | 21% |
SIGGRAPH '87 | 140 | 33 | 24% |
SIGGRAPH '85 | 175 | 35 | 20% |
SIGGRAPH '84 | 118 | 41 | 35% |
SIGGRAPH '81 | 132 | 38 | 29% |
SIGGRAPH '80 | 140 | 52 | 37% |
SIGGRAPH '79 | 110 | 43 | 39% |
SIGGRAPH '78 | 120 | 64 | 53% |
Overall | 8,601 | 1,822 | 21% |