Procedural elements for computer graphics
Procedural elements for computer graphics
Geometric modeling
The visual display of quantitative information
The visual display of quantitative information
The illusion of reality
Illumination and color in computer generated imagery
Illumination and color in computer generated imagery
Using computer color effectively: an illustrated reference
Using computer color effectively: an illustrated reference
Envisioning information
An introduction to ray tracing
An introduction to ray tracing
Advanced animation and rendering techniques
Advanced animation and rendering techniques
The geometry of computer graphics
The geometry of computer graphics
Generative modeling for computer graphics and CAD: symbolic shape design using interval analysis
Generative modeling for computer graphics and CAD: symbolic shape design using interval analysis
Physically-based modeling for computer graphics: a structured approach
Physically-based modeling for computer graphics: a structured approach
Curves and surfaces for computer aided geometric design (3rd ed.): a practical guide
Curves and surfaces for computer aided geometric design (3rd ed.): a practical guide
Visualization of natural phenomena
Visualization of natural phenomena
Stereo computer graphics: and other true 3D technologies
Stereo computer graphics: and other true 3D technologies
Computational geometry in C
The data handbook (2nd ed.): a guide to understanding the organization and visualization of technical data
Virtual reality systems
Interactive computer animation
Interactive computer animation
The way computer graphics works
The way computer graphics works
The VRML 2.0 sourcebook (2nd ed.)
The VRML 2.0 sourcebook (2nd ed.)
The geometry toolbox for graphics and modeling
The geometry toolbox for graphics and modeling
Wavelets for computer graphics: theory and applications
Wavelets for computer graphics: theory and applications
Jim Blinn's corner: dirty pixels
Jim Blinn's corner: dirty pixels
Jim Blinn's corner: a trip down the graphics pipeline
Jim Blinn's corner: a trip down the graphics pipeline
The computer image
Compressed image file formats: JPEG, PNG, GIF, XBM, BMP
Compressed image file formats: JPEG, PNG, GIF, XBM, BMP
Andrew Glassner's notebook: recreational computer graphics
Andrew Glassner's notebook: recreational computer graphics
The art and science of digital compositing
The art and science of digital compositing
Curves and surfaces in geometric modeling: theory and algorithms
Curves and surfaces in geometric modeling: theory and algorithms
Dynamic simulations of multibody systems
Dynamic simulations of multibody systems
Mathematics for 3D game programming and computer graphics
Mathematics for 3D game programming and computer graphics
Fundamentals of Computer Graphics
Fundamentals of Computer Graphics
Game Programming Gems 2
Open GL Primer
3d Graphics: A Visual Approach
3d Graphics: A Visual Approach
The Computer in the Visual Arts
The Computer in the Visual Arts
Principles of Digital Image Synthesis
Principles of Digital Image Synthesis
3d Computer Graphics
Graphics Gems
Java Examples in a Nutshell
Game Programming Gems
Texturing and Modeling
Advanced RenderMan: Creating CGI for Motion Picture
Advanced RenderMan: Creating CGI for Motion Picture
The Java 3d API Specification with Cdrom
The Java 3d API Specification with Cdrom
Programming Php
Visual Cues: Practical Data Visualization
Visual Cues: Practical Data Visualization
Game Programming Gems
Supercomputing and the Transformation of Science
Supercomputing and the Transformation of Science
Mathematical Elements for Computer Graphics
Mathematical Elements for Computer Graphics
Computational Geometry for Design and Manufacture
Computational Geometry for Design and Manufacture
Thinking in Java
Subdivision Methods for Geometric Design: A Constructive Approach
Subdivision Methods for Geometric Design: A Constructive Approach
Data Mining: Concepts, Models, Methods and Algorithms
Data Mining: Concepts, Models, Methods and Algorithms
Computer Graphics with OpenGL
Field Guide to Digital Color
OpenGL(R) Shading Language
Visualization Handbook
Interactive Computer Graphics: A Top-Down Approach using OpenGL (4th Edition)
Interactive Computer Graphics: A Top-Down Approach using OpenGL (4th Edition)
Ruby in a Nutshell
Physics for Game Developers
Computer Graphics Using OpenGL (3rd Edition)
Computer Graphics Using OpenGL (3rd Edition)
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The SIGGRAPH conference is an exciting event, but it is often an intimidating experience for first-time attendees. There are so many new terms, new concepts, and new products to try to understand. It is like standing in a room with 100 doors and having no idea which door to open because you have no idea what the label on each door actually means. This leaves new attendees baffled and frustrated about how to spend their time. This course is designed to ease newcomers into the SIGGRAPH conference experience by presenting the fundamental concepts and vocabulary at a level that can be readily understood. Far from being made up of dry facts, this course will also portray the fun and excitement that led most of us here in the first place. Attendees in the course will become well-prepared to understand, appreciate, enjoy, network, and learn from the rest of the SIGGRAPH experience.