Journals starting with sig

SIGART BULLETIN(3) * Distributed Artificial Intelligence-An Annotated Bibliography

SIGGRAPH 95 * Animating Human Athletics
* Animating Soft Substances With Implicit Surfaces
* Applications Of Irradiance Tensors To The Simulation Of Non-Lambertian Phenomena
* Automated Learning Of Muscle-Actuated Locomotion Through Control Abstraction
* Automatic Reconstruction Of Surfaces And Scalar Fields From 3d Scans
* Cellular Texture Generation
* Correction Of Geometric Perceptual Distortion In Pictures
* Creation And Rendering Of Realistic Trees
* Decorating Implicit Surfaces
* Fast Multiresolution Image Querying
* Feature-Based Volume Metamorphosis
* Fourier Principles For Emotion-Based Human Figure Animation
* Image Metamorphosis Using Snakes And Free-Form Deformations
* Intelligent Scissors For Image Composition
* Live Paint: Painting With Procedural Multiscale Textures
* Modeling Surfaces Of Arbitrary Topology Using Manifolds
* Motion Warping
* Multiresolution Analysis Of Arbitrary Meshes
* Physically-Based Glare Effects For Digital Images
* Pyramid-Based Texture Analysis/Synthesis
* Realistic Modeling For Facial Animation
* Signal Processing Approach To Fair Surface Design, A
* Versatile And Efficient Techniques For Simulating Cloth And Other Deformable Objects
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SIGGRAPH 96 * Cellular Texture Basis Function, A
* Display Of Clouds Taking Into Account Multiple Anisotropic Scattering And Skylight
* Flow And Changes In Appearance
* Framework For Interactive Texturing On Curved Surfaces, A
* Light Field Rendering
* Lumigraph, The
* Modeling And Rendering Of Metallic Patinas
* Multiresolution Video
* Reconstructing Curved Surfaces From Specular Reflection Patterns Using Spline Surface Fitting Of Normals
* Rendering From Compressed Textures
* Reproducing Color Images As Duotones
* View Morphing
* Visual Models Of Plants Interacting With Their Environment
* Volumetric Method For Building Complex Models From Range Images, A
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SIGGRAPH 97 * Adapting Simulated Behaviors For New Characters
* Anatomically Based Modeling
* Anatomy-Based Modeling Of The Human Musculature
* Can We Get There From Here?: Current Challenges In Cloth Design, Modeling And Animation
* Computer-Generated Watercolor
* Efficient Bump Mapping Hardware
* Facial Animation: Past, Present And Future
* Fake Fur Rendering
* Framework For Realistic Image Synthesis, A
* Guaranteeing The Topology Of An Implicit Surface Polygonization For Interactive Modeling
* Illustrating Surface Shape In Volume Data Via Principal Direction-Driven 3d Line Integral Convolution
* Interactive Boolean Operations For Conceptual Design Of 3d Solids
* Interactive Multiresolution Mesh Editing
* Interactive Update Of Global Illumination Using A Line-Space Hierarchy
* Metropolis Light Transport
* Model For Simulating The Photographic Development Process On Digital Images, A
* Model Of Visual Masking For Computer Graphics, A
* Modeling The Motion Of A Hot, Turbulent Gas
* Multiresolution Sampling Procedure For Analysis And Synthesis Of Texture Images
* Non-Linear Approximation Of Reflectance Functions
* Object Shape And Reflectance Modeling From Observation
* Orientable Textures For Image-Based Pen-And-Ink Illustration
* Processing Images And Video For An Impressionistic Effect
* Progressive Simplicial Complexes
* Recovering High Dynamic Range Radiance Maps From Photographs
* Surface Simplification Using Quadric Error Metrics
* Video Rewrite: Driving Visual Speech With Audio
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SIGGRAPH 98 * Anthropometric Face Model Using Variational Techniques, An
* Appearance-Preserving Simplification
* Exact Evaluation Of Catmull-Clark Subdivision Surfaces At Arbitrary Parameter Values
* Fast Calculation Of Soft Shadow Textures Using Convolution
* Interactive Multi-Resolution Modeling On Arbitrary Meshes
* Interactive Reflections On Curved Objects
* Large Steps In Cloth Simulation
* Making Faces
* Maps: Multiresolution Adaptive Parameterization Of Surfaces
* Neuroanimator: Fast Neural Network Emolation And Control Of Physics-Based Models
* Non-Distorted Texture Mapping From Sheared Triangulated Meshes
* Non-Uniform Recursive Subdivision Surfaces
* Progressive Forest Split Compression
* Real Time Compression Of Triangle Mesh Connectivity
* Recovering Photometric Properties Of Architectural Scenes From Photographs
* Shading Language On Graphics Hardware: The Pixelflow Shading System, A
* Synthesizing Realistic Facial Expressions From Photographs
* Wires: A Geometric Deformation Technique
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SIGGRAPH(84) * Adaptive Subdivision Algorithm And Parallel Architecture For Realistic Image Synthesis, An
* Beam Tracing Polygonal Objects
* Compositing Digital Images
* Distributed Ray Tracing
* Efficient Octree Conversion By Connectivity Labeling
* Family Of New Algorithms For Soft Filling, A
* Global And Local Deformations Of Solid Primitives
* Hardware Stochastic Interpolator For Raster Displays, A
* Interpolating Splines With Local Tension, Continuity, And Bias Control
* Modeling The Interaction Of Light Between Diffuse Surfaces
* Plants, Fractals, And Formal Languages
* Ray Tracing Of Steiner Patches
* Ray Tracing Volume Densities
* Ray Tracing With Cones
* Shade Trees
* Simulation Of Natural Scenes Using Textured Quadric Surfaces
* Summed-Area Tables For Texture Mapping
* Texture Synthesis For Digital Painting
18 for SIGGRAPH(84)

SIGGRAPH(85) * Animating Rotation With Quaternion Curves
* Anisotropic Reflection Models
* Antialiasing Through Stochastic Sampling
* Approximate And Probabilistic Algorithms For Shading And Rendering Structured Particle Systems
* Automatic Beautifier For Drawings And Illustrations, An
* Bintrees, Csg Trees, And Time
* Blend Surfaces For Set Theoretic Volume Modelling Systems
* Bounding Ellipsoids For Ray-Fractal Intersection
* Compositing 3-D Rendered Images
* Construction Of Fractal Objects With Iterated Function Systems
* Continuous Tone Representation Of Three-Dimensional Objects Taking Account Of Shadows And Interreflection
* Drawing Prism: A Versatile Graphic Input Device, The
* Efficient Alias-Free Rendering Using Bit-Masks And Look-Up Tables
* Fast Image Generation Of Constructive Solid Geometry Using A Cellular Array Processor
* Fast Spheres, Shadows, Textures, Transparencies, And Image Enhancements In Pixel-Planes
* Geometric Modeling Of Solid Objects By Using A Face Adjacency Graph Representation
* Hemi-Cube: A Radiosity Solution For Complex Environments, The
* Image Synthesizer, An
* Integrated Analytic Spatial And Temporal Anti-Aliasing For Polyhedra In 4-Space
* Modeling The Mighty Maple
* On Ray Tracing Parametric Surfaces
* Parametric Keyframing Interpolation Incorporating Kinetic Adjustment And Phrasing Control
* Solid Texturing Of Complex Surfaces
* Statistically Optimized Sampling For Distributed Ray Tracing
* Techniques For Conic Splines
* Two-And-A-Half-D Motion Blur Algorithm, A
* Visual Simulation Of Clouds
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SIGGRAPH(86) * Adaptive Precision In Texture Mapping
* Adaptive Subdivision Method For Surface-Fitting From Sampled Data, An
* Anti-Aliasing In Topological Color Spaces
* Atmospheric Illumination And Shadows
* Automated Conversion Of Curvilinear Wire-Frame Models To Surface Boundary Models: A Topological Approach
* Consistent Hierarchical Representation For Vector Data, A
* Constructive Solid Geometry For Polyhedral Objects
* Continuous Tone Representation Of Three-Dimensional Objects Illuminated By Sky Light
* Definition And Rendering Of Terrain Maps, The
* Filtering By Repeated Integration
* Free-Form Deformation Of Solid Geometric Models
* Modeling Waves And Surf
* Radiosity Method For Non-Diffuse Environments, A
* Ray Tracing Complex Scenes
* Ray Tracing Deformed Surfaces
* Ray Tracing Parametric Surface Patches Utilizing Numerical Techniques And Ray Coherence
* Real Time Design And Animation Of Fractal Plants And Trees
* Rendering Equation, The
* Simple Model Of Ocean Waves, A
* Synthesis Of Cloth Objects, The
20 for SIGGRAPH(86)

SIGGRAPH(87) * Accurate Triangulations Of Deformed, Intersecting Surfaces
* Adaptive Forward Differencing For Rendering Curves And Surfaces
* Bidirectional Reflection Functions From Surface Bump Maps
* Boundary Evaluation Of Non-Convex Primitives To Produce Trimmed Surfaces
* Character Generation Under Grid Constraints
* Controlling Dynamic Simulation With Kinematic Constraints, Behavior Functions And Inverse Dynamics
* Direct Least-Squares Fitting Of Algebraic Surfaces
* Discrete Beta-Splines
* Efficient Algorithms For 3d Scan-Conversion Of Parametric Curves, Surfaces, And Volumes
* Efficient New Algorithm For 2-D Line Clipping: Its Development And Analysis, An
* Elastically Deformable Models
* Energy Constraints On Parameterized Models
* Fast Ray Tracing By Ray Classification
* Flocks, Herds, And Schools: A Distributed Behavioral Model
* Generating Antialiased Images At Low Sampling Densities
* Marching Cubes: A High Resolution 3d Surface Construction Algorithm
* Muscle Model For Animating Three-Dimensional Facial Expression, A
* Planar 2-Pass Texture Mapping And Warping
* Principles And Applications Of Pencil Tracing
* Ray Tracing Complex Models Containing Surface Tessellations
* Real-Time Manipulation Of Texture-Mapped Surfaces
* Rectangular Convolution For Fast Filtering Of Characters
* Rendering Antialiased Shadows With Depth Maps
* Set Operations On Polyhedra Using Binary Space Partitioning Trees
* Shading Bicubic Patches
* Shading Model For Atmospheric Scattering Considering Luminous Intensity Distribution Of Light Sources, A
* Two-Pass Solution To The Rendering Equation: A Synthesis Of Ray Tracing And Radiosity Methods, A
* Zonal Method For Calculating Light Intensities In The Presence Of A Participating Medium, The
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SIGGRAPH(88) * Applications Of Computer Graphics To The Visualization Of Meteorological Data
* Collision Detection And Response For Computer Animation
* Constant-Time Filtering With Space-Variant Kernels
* Constraint Methods For Flexible Models
* Developmental Models Of Herbaceous Plants For Computer Imagery Purposes
* Efficient Algorithm For Finding The Csg Representation Of A Simple Polygon, An
* Getting Graphics In Gear: Graphics And Dynamics In Driving Simulation
* Hand Biomechanics Workstation, A
* Harnessing Chaos For Image Synthesis
* Hierarchical B-Spline Refinement
* Intensity Fluctuations And Natural Texturing
* Modeling Inelastic Deformation: Viscoelasticity, Plasticity, Fracture
* Modeling System Based On Dynamic Constraints, A
* Motion Dynamics Of Snakes And Worms, The
* Motion Interpolation By Optimal Control
* New Radiosity Approach By Procedural Refinements For Realistic Image Synthesis, A
* Parallel Algorithm For Polygon Rasterization, A
* Plant Models Faithful To Botanical Structure And Development
* Progressive Refinement Approach To Fast Radiosity Image Generation, A
* Ray Tracing Solution For Diffuse Interreflection, A
* Realistic Animation Of Rigid Bodies
* Rendering Algorithm For Visualizing 3d Scalar Fields, A
* Rendering Trimmed Nurbs With Adaptive Forward Differencing
* Spacetime Constraints
* Terrain Simulation Using A Model Of Stream Erosion
* V-Buffer: Visible Volume Rendering
* Volume Rendering
27 for SIGGRAPH(88)

SIGGRAPH(89) * Accurate Color Reproduction For Computer Graphics Applications
* Algorithms For Solid Noise Synthesis
* Analytical Methods For Dynamic Simulation Of Non-Penetrating Rigid Bodies
* Antialiased Ray Tracing By Adaptive Progressive Refinement
* Characterization Of Ten Rasterization Techniques, A
* Combinatorial Analysis Of Ramified Patterns And Computer Imagery Of Trees
* Curve-To-Curve Associations In Spline-Based Inbetweening And Sweeping
* Efficient 3-D Visualization Technique For Finite Element Models And Other Coarse Volumes, An
* Efficient Algorithm For Hidden Surface Removal, An
* From Splines To Fractals
* General Two-Pass Method Integrating Specular And Diffuse Reflection, A
* Good Vibrations: Model Dynamics For Graphics And Animation
* Guaranteed Ray Intersections With Implicit Surfaces
* Hardware Acceleration For Window Systems
* Hypertexture
* Illumination Networks: Fast Realistic Rendering With General Reflectance Functions
* Improving Radiosity Solutions Through The Use Of Analytically Determined Form-Factors
* Incremental Computation Of Planar Maps
* Near Real-Time Shadow Generation Using Bsp Trees
* Parameterized Ray Tracing
* Pixel Machine: A Parallel Image Computer, The
* Pixel-Planes 5: A Heterogeneous Multiprocessor Graphics System Using Processor-Enhanced Memories
* Ray Tracing Algorithm For Progressive Radiosity, A
* Ray Tracing Deterministic 3-D Fractals
* Real-Time Rendering Of Trimmed Surfaces
* Rendering Cubic Curves And Surfaces With Integer Adaptive Forward Differencing
* Rendering Fur With Three Dimensional Textures
* Scan Line Display Of Algebraic Surfaces
* Separable Image Warping With Spatial Lookup Tables
* Simulation Of Object And Human Skin Deformations In A Grasping Task
* Synthesis And Rendering Of Fractal Terrains, The
* Three-Dimensional Terrain Modeling And Display For Environmental Assessment
* Voxel Space Automata: Modeling With Stochestic Growth Processes In Voxel Space
33 for SIGGRAPH(89)

SIGGRAPH(90) * Accumulation Buffer: Hardware Support For High-Quality Rendering, The
* Accurate Rendering Technique Based On Colorimetric Conception
* Adaptive Mesh Generation For Global Diffuse Illumination
* Adaptive Radiosity Textures For Bidirectional Ray Tracing
* Antialiasing Of Interlaced Video Animation
* Building Block Shaders
* Comprehensible Rendering Of 3-D Shapes
* Cone-Spheres
* Curved Surfaces And Coherence For Non-Penetrating Rigid Body Simulation
* Direct Wysiwyg Painting And Texturing On 3-D Shapes
* Efficient Radiosity Solution For Bump Texture Generation, An
* Extended Free-Form Deformation: A Sculpturing Tool For 3d Geometric Modeling
* Fast Animation And Control Of Nonrigid Structures
* Footprint Evaluation For Volume Rendering
* Generalized B-Spline Surfaces Of Arbitrary Topology
* Geometric Collisions For Time-Dependent Parametric Surfaces
* Hidden Curve Removal For Free Form Surfaces
* High Speed High Quality Antialiased Vector Generation
* Incremental Radiosity: An Extension Of Progressive Radiosity To An Interactive Image Synthesis System
* Language For Shading And Lighting Calculations, A
* Light-Water Interaction Using Backward Beam Tracing
* Lighting Model Aiming At Drive Simulators, A
* Merging Bsp Yields Polyhedral Set Operations
* Method Of Generating Stone Wall Patterns, A
* Model For Anisotropic Reflection, A
* Parallel Object-Space Hidden Surface Removal
* Particle Animation And Rendering Using Data Parallel Computation
* Particle Transport And Image Synthesis
* Rapid, Stable Fluid Dynamics For Computer Graphics
* Ray Tracing Trimmed Rational Surface Patches
* Real-Time Robot Motion Planning Using Rasterizing Computer Graphics Hardware
* Rendering And Animation Of Gaseous Phenomena By Combining Fast Volume And Scanline A-Buffer Techniques
* Rendering Architecture Of The Dn10000vs, The
* Rendering Csg Models With A Zz-Buffer
* Reusable Motion Synthesis Using State-Space Controllers
* Strength Guided Motion
* Using Tolerances To Guarantee Valid Polyhedral Modeling Results
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SIGGRAPH(91) * Animated Free-Form Deformation: An Interactive Animation Technique
* Animation Aerodynamics
* Animation Of Dynamic Legged Locomotion
* Artificial Evolution For Computer Graphics
* Coherent Projection Approach For Direct Volume Rendering, A
* Comprehensive Physical Model For Light Reflection, A
* Computer Animation Of Knowledge-Based Human Grasping
* Convolution Surfaces
* Coping With Friction For Non-Penetrating Rigid Body Simulation
* Deformable Curve And Surface Finite-Elements For Free-Form Shape Design
* Digital Halftoning With Space Filling Curves
* Efficient Antialiased Rendering Of 3-D Linear Fractals
* Efficient Antialiasing Technique, An
* Generalized Implicit Functions For Computer Graphics
* Generating Textures On Arbitrary Surfaces Using Reaction-Diffusion
* Geometrically Deformed Models: A Method For Extracting Closed Geometric Models From Volume Data
* Global Illumination Solution For General Reflectance Distributions, A
* Hierarchical Splitting: A Progressive Refinement Algorithm For Volume Rendering
* Interactive Behaviors For Bipedal Articulated Figures
* Making Radiosity Usable: Automatic Preprocessing And Meshing Techniques For The Generation Of Accurate Radiosity Solutions
* Motion Without Movement
* Nc Machining With G-Buffer Method
* New Simple And Efficient Antialiasing With Subpixel Masks, A
* Piecewise Surface Flattening For Non-Distorted Texture Mapping
* Progressive Multi-Pass Method For Global Illumination, A
* Rapid Hierarchical Radiosity Algorithm, A
* Reaction-Diffusion Textures
* Sculpting: An Interactive Volumetric Modeling Technique
* Spectrally Optimal Sampling For Distribution Ray Tracing
* Spot Noise-Texture Synthesis For Data Visualization
* Trichromatic Approximation For Computer Graphics Illumination Models
* Unbiased Sampling Techniques For Image Synthesis
* Volumetric Shape Description Of Range Data Using ``Blobby Model''
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SIGGRAPH(92) * Computing The Antipenumbra Of An Area Light Source
* Decimation Of Triangle Meshes
* Direct Manipulation Of Free-Form Deformations
* Dressing Animated Synthetic Actors With Complex Deformable Clothes
* Dynamic Deformation Of Solid Primitives With Constraints
* Dynamic Simulation Of Non-Penetrating Flexible Bodies
* Fast And Accurate Light Reflection Model, A
* Fast Shadows And Lighting Effects Using Texture Mapping
* Feature-Based Image Metamorphosis
* Functional Optimization For Fair Surface Design
* Illumination From Curved Reflectors
* Importance-Driven Radiosity Algorithm, An
* Interval Analysis For Computer Graphics
* Interval Arithmetic And Recursive Subdivision For Implicit Functions And Constructive Solid Geometry
* Measuring And Modeling Anisotropic Reflection
* Physically Based Approach To 2-D Shape Blending, A
* Pump It Up: Computer Animation Of A Biomechanically Based Model Of Muscle Using The Finite Element Method
* Re-Tiling Polygonal Surfaces
* Scheduled Fourier Volume Morphing
* Shape Transformation For Polyhedral Objects
* Simple Method For Extracting The Natural Beauty Of Hair, A
* Smooth Interpolation Of Orientations With Angular Relocity Constraints Using Quaternions
* Smoothing Polyhedra Using Implicit Algebraic Splines
* Surface Modeling With Oriented Particle Systems
* Surface Reconstruction From Unorganized Points
* Three Dimensional Apparel Cad System
* Through-The-Lens Camera Control
* Topological Design Of Sculptured Surfaces
* Variational Surface Modeling
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SIGGRAPH(93) * 2-D Shape Blending: An Intrinsic Solution To The Vertex Path Problem
* Animation Of Plant Development
* Combining Hierarchical Radiosity And Discontinuity Meshing
* Display Of The Earth Taking Into Account Atmospheric Scattering
* Galerkin Radiosity: A Higher Order Solution Method For Global Illumination
* Hierarchical Illumination Algorithm For Surfaces With Glossy Reflection, A
* Imaging Vector Fields Using Line Integral Convolution
* Implicit Formulation For Precise Contact Modeling Between Flexible Solids, An
* Interactive Texture Mapping
* Linear Color Representations For Full Spectral Rendering
* Mesh Optimization
* Modeling Soil: Realtime Dynamic Models For Soil Slippage And Manipulation
* On The Form Factor Between Two Polygons
* Painting With Light
* Radioptimization-Goal Based Rendering
* Radiosity Algorithms Using Higher Order Finite Element Methods
* Reflection From Layered Surfaces Due To Subsurface Scattering
* Sensor-Actuator Networks
* Spacetime Constraints Revisited
* Turbulent Wind Fields For Gaseous Phenomena
* Wavelet Radiosity
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SIGGRAPH(94) * 3d Position, Attitude And Shape Input Using Video Tracking Of Hands And Lips
* Animated Conversation: Rule-Based Generation Of Facial Expression Gesture And Spoken Intonation For Multiple Conversational Agents
* Artificial Fishes: Physics, Locomotion, Perception, Behavior
* Displacement Mapping Using Flow Fields
* Efficient Algorithms For Local And Global Accessibility Shading
* Efficient Techniques For Interactive Texture Placement
* Energy Preserving Non-Linear Filters
* Fast Volume Rendering Using A Shear-Warp Factorization Of The Viewing Transformation
* Framework For The Analysis Of Error In Global Illumination Algorithms, A
* Free-Form Shape Design Using Triangulated Surfaces
* Generalization Of Lambert'S Reflectance Model
* Generalized De Casteljau Approach To 3d Free-Form Deformation, A
* Illumination In Diverse Codimensions
* Irradiance Jacobian For Partially Occluded Polyhedral Sources, The
* Low Cost Illumination Computation Using An Approximation Of Light Wavefronts
* Method Of Displaying Optical Effects Within Water Using Accumulation Buffer
* Multiresolution Curves
* Piecewise Smooth Surface Reconstruction
* Polarization And Birefringency Considerations In Rendering
* Predicting The Drape Of Woven Cloth Using Interacting Particles
* Synthetic Topiary
* Textures And Radiosity: Controlling Emission And Reflection With Texture Maps
* Using Particles To Sample And Control Implicit Surfaces
* Visual Simulation Of Lightning
* Wavelength Dependent Reflectance Functions
* Zippered Polygon Meshes From Range Images
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