The next conference program has
not been finalized. However, here are links to the 2004
reading material.
Creating
Believable Characters Seminar
Opacity Shadow Maps, Tae-Yong Kim and Ulrich Neumann, Eurographics Rendering Workshop 2001
Interactive Multiresolution Hair Modeling and Editing, Tae-Yong Kim and Ulrich Neumann, Proceedings of SIGGRAPH 2002
Algorithms for Hardware Accelerated Hair Rendering, Tae-Yong Kim, Rhythm and Hues Studio
Renderman Course from SIGGRAPH 2003, Christophe Hery
NVidia's GPU Gems book, chapters 16 and 17 describing some implementations of those methods in
hardware as well as some ideas of how image-based lighting can be offloaded by pre-making
occlusion maps.
George Borshukov's home page, which contains a lot of good examples of the
overall process for film quality renders.
Evolution of Central Pattern Generators
for Bipedal Walking in a Real-Time Physics Environment, Torsten Reil and PHil Husbands.
Facilitating Controller Evolution in Morpho-functional-Machines - A Bipedal Case Study,
Torsten Reil and Colm Massey, Department of Zoology, University of Oxford.
Pedro V. Sander, David Gosselin and Jason L. Mitchell "Real-Time Skin Rendering on Graphics Hardware," SIGGRAPH 2004 Technical Sketch. Los Angeles, August 2004
Paper
Video
Slides
GDC slides from Dave Gosselin of ATI
Video of the GDC talk also available
Game
Tech Leadership Summit
From Ken Demarest
Introduction to TCP/IP
The Transmission Control Protocol
Dynamic Linking and Loading
Zip Format Specification
More still to come.
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