Once again, I’m collecting links to SIGGRAPH content: courses, talks, posters, etc. I’ll continue to update the post as new stuff appears.

Courses

An Introduction to OpenGL Programming

Advances in Real-Time Rendering in 3D Graphics and Games

Combining GPU Data-Parallel Computing With OpenGL

Dynamic 2D/3D Registration for the Kinect

Efficient Real-Time Shadows

Lights! Speed! Action! Fundamentals of Physical Computing for Programmers

Geometry Processing With Discrete Exterior Calculus

Multithreading and VFX

Numerical Methods for Linear Complementarity Problems in Physics-Based Animation

Physically Based Shading in Theory and Practice

Ray Tracing is the Future and Ever Will Be

Recent Advances in Light-Transport Simulation: Theory & Practice

Rendering Massive Virtual Worlds (via @_Humus_)

Turbulent Fluids

Technical Papers

See Ke-Sen Huang’s excellent papers list.

Talks

BlockParty 2: Visual Procedural Rigging for Film, TV, and Games

BSSRDF Importance Sampling

Creating a Nimble New Curriculum for Digital Media Artists

Crafting the Vision Effect: An Interactive, Particle-Based Hologram for “Epic”

Coded Exposure HDR Light-Field Video Recording

Discrete Texture Design Using a Programmable Approach

Driving High-Resolution Facial Blendshapes with Video Performance

Hair Growth by Means of Sparse Modeling and Advection

Imperfect Voxelized Shadow Volumes

Incendiary Reflection: Evoking Emotion Through Deformed Facial Feedback

Interactive Indirect Lighting Computed in the Cloud

Jack’s Frost: Controllable Magic Frost Simulations for “Rise of the Guardians”

Lighting Technology of “The Last of Us”

Near-Eye Light Field Displays

Oz: The Great and Volumetric

Pencil-Tracing Mirage: Principle and its Evaluation

Rendering Fur for “Life of Pi”

Screen-Space Curvature for Production-Quality Rendering and Compositing

Sketch-based Pipeline for Mass Customization

Sub-Pixel Shadow Mapping

Survey and Evaluation of Tone Mapping Operators for HDR Video

Exhibitor Tech Talks

Intel

NVIDIA Visual Computing Theater

NVIDIA Tech Talks

Mobile Talks

Challenges With High-Quality Mobile Graphics

Graphics on the Go

Make Mobile Apps Quickly

Multi-channel Acoustic Data Transmission to Ad-hoc Mobile Phone Arrays

Unity: The Chase - Pushing the Limits of Modern Mobile GPU (video)

Posters

Adjusting the Disparity of Stereoscopic 3D Media in Post Production

Advanced Interfaces to Stem the Data Deluge in Mixed Reality…

Affective Music Recommendation System Using Input Images (video)

Celestia: A Vocal Interaction Music Game

Click & Draw Selection

Coded Exposure HDR Light-Field Video Recording

Conducting and Performing Virtual Orchestra

Cost-Based Workload Balancing for Ray Tracing on Multi-GPU Systems

Digital Ira: Creating a Real-Time Photoreal Digital Actor

Enchanted Scissors: A Scissor Interface for Support in Cutting and Interactive Fabrication

Fast and Accurate Distance, Penetration, and Collision Queries…

Fine Water on Coarse Grids

GPU Ray Tracing with Rayforce

Hierarchical Volumetric Object Representations for Digital Fabrication (thesis)

Humanlike Behavior Model With Probabilistic Intention

i-me TOUCH: Detecting Human Touch Interaction

Interactive Card Weaving Design and Construction

Learning-Based Compression for Real-Time Rendering of Surface Light Fields

LightCluster - Clustering Lights to Accelerate Shadow Computation

Musical Flocks

Near-Field Illumination for Mixed Reality With Delta Radiance Fields

Nutty Tracks - Symbolic Animation Pipeline for Expressive Robotics

Photorealistic Inner Mouth Expression in Speech Animation (video)

Pencil Tracing Mirage: Principle and its Evaluation

PhysPix: Instantaneous Rigid-Body Simulation of Rasters

Polka Dot – The Garden of Water Spirits

Perch on My Arm!: A Haptic Device That Presents Weight and a Sense of Being Grabbed

Practical 3D+2D TV Displays

Real-Time Dust Rendering by Parametric Shell Texture Synthesis (video)

Reflective, Deformable, Colloidal Display: A Waterfall-Based Colloidal Membrane…

Specular Lobe-Aware Up-Sampling Based on Spherical Gaussians

SplineGrip - An Eight-Degrees-of-Freedom Flexible Haptic Sculpting Tool

The Hand as a Shading Probe

Toward Accurate and Efficient Order-Independent Transparency

Tracking Magnetics Above Portable Displays

“Tworlds”: Twirled Worlds for Multimodal “Padiddle” Spinning

Unsupervised Cell Identification on Multidimensional X-Ray Fluorescence Datasets

Visualizing the Flow of Users on a Wireless Network

Visualizing Urban Mobility

Emerging Techologies

AGATHE: A Tool for Personalized Rehabilitation of Cognitive Functions

AIREAL: Tactile Gaming Experiences in Free Air

An Autostereoscopic Projector Array Optimized for 3D Facial Display

AquaTop Display: A True ”Immersive” Water Display System

EMY: Full-Body Exoskeleton

IllumiRoom: Peripheral Projected Illusions for Interactive Experiences

Incendiary Reflection: Evoking Emotion Through Deformed Facial Feedback

Light-in-Flight: Transient Imaging Using Photonic Mixer Devices

PAPILLON: Expressive Eyes for Interactive Characters

TransWall (second video)

Birds of a Feather

Camera

COLLADA

OpenCL

OpenGL

REST 3D

WebCL

Keynote

Marc Davis Lecture Series: Giants’ First Steps (via Eric Haines)

Photos

Official

Mauricio Vives