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- research-articleMay 2009
Anatomical considerations in facial motion capture
ACM SIGGRAPH Computer Graphics (SIGGRAPH), Volume 43, Issue 2Article No.: 2, Pages 1–9https://doi.org/10.1145/1629216.1629220Facial performance capture has been enabled unquestionably by significant technological advances in three dimensional motion capture and modeling. Yet from a critical artistic perspective, the question remains: why do performances so generated ...
- research-articleNovember 2007
AFIS data compression: an example of how domain specific compression algorithms can produce very high compression ratios
ACM SIGGRAPH Computer Graphics (SIGGRAPH), Volume 41, Issue 4Article No.: 3, Pages 1–36https://doi.org/10.1145/1331098.1331103This article describes the development and implementation of a data compression algorithm designed specifically for fingerprints, referred to as GBP compression. The algorithm is herein discussed. Data Compression algorithms can be designed for general ...
- articleNovember 2006
Innovations in rendering
ACM SIGGRAPH Computer Graphics (SIGGRAPH), Volume 40, Issue 3Pages 9–eshttps://doi.org/10.1145/1186743.1186755SIGGRAPH is the major annual conference for innovation in graphics and interaction for academia and industry. This year's SIGGRAPH conference saw a wide range of novel techniques presented and a few of the older ones consolidated. The paper acceptance ...
- articleNovember 2006
Augmented perception via cartoon rendering: reflections on a real-time video-to-cartoon system
ACM SIGGRAPH Computer Graphics (SIGGRAPH), Volume 40, Issue 3Pages 8–eshttps://doi.org/10.1145/1186743.1186754The Emerging Technologies section of this year's conference includes two independent projects that convert live video into a cartoon-like image in real-time. In one system (Real-time video abstraction, Northwestern University), you can see your own face ...
- articleNovember 2006
High dynamic range ("HDR") technology
ACM SIGGRAPH Computer Graphics (SIGGRAPH), Volume 40, Issue 3Pages 6–eshttps://doi.org/10.1145/1186743.1186752HDR technology is the ability to display a wider range of light and dark colours on a screen. Both Valve and EA have produced videogames using HDR. Here is the scoop on what they had to say about HDR and their experiences using it.
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- articleMay 2006
Making it real: the future of stereoscopic 3D film technology
ACM SIGGRAPH Computer Graphics (SIGGRAPH), Volume 40, Issue 1Pages 3–eshttps://doi.org/10.1145/1181080.1181086In this initial feature for the launch of SIGGRAPH Quarterly's online magazine, Sony Pictures Imageworks' Rob Engle and Rob Bredow discuss the subject of stereoscopic 3D film production and presentation, and offer their ideas as to where this ...
- articleAugust 2000
Spatial standardization
ACM SIGGRAPH Computer Graphics (SIGGRAPH), Volume 34, Issue 3Pages 38–41https://doi.org/10.1145/359293.359330This Standards Pipeline reports on recent work within the international standards community to coordinate standards efforts that deal with spatial information, and especially geo-spatial information. Two special meetings on this topic were recently ...
- articleAugust 2000
Chapters continue to grow
ACM SIGGRAPH Computer Graphics (SIGGRAPH), Volume 34, Issue 3Pages 16–21https://doi.org/10.1145/359293.359307Scott Langs's spell as Director for Professional Chapters recently ended, but his legacy will live on in a strong organisation that is immensely popular, thanks in great part to the remarkable job Scott has been doing for the past five years. He has ...