TUTORIALS

Performance OpenGL: Platform Independent Techniques
Implicit Modelling
Augmented Reality Interfaces
An introduction to colour in computer graphics
Seeing in 3D
Next-generation virtual worlds with VRML, X3D and MPEG4
RenderMan for Artists and Designers

Performance OpenGL: Platform Independent Techniques
Presenter: Dave Shreiner (SGI)
Length: Half day

One of OpenGL's virtues is that it is powerful enough for the novice graphics programmer to be successful in developing applications, yet it's powerful and flexible enough for the most demanding interactive graphics applications. Performance OpenGL closely analyzes the OpenGL rendering pipeline, discussing each stage and its affect on rendering performance. Additionally, the tutorial illustrates a number of "good habits" that an OpenGL programmer should develop when developing code with an eye towards performance.


Implicit Modelling

Presenters: Alexander Pasko (Hosei University), Brian Wyvill (University of Calgary)
Length: Half day

Models based on traditional paradigms such as polygons or parametric patches, require very large data volumes to capture a reasonable degree of complexity. In contrast, this course presents the state-of-the-art in the area of implicit modeling. This methodology contains numerous advantages over traditional approaches, the area is gaining in importance with a wide range of applications from commercial animation to computer aided design and computer games. Methods for designing, storing, manipulating and rendering these models will be presented, along with practical applications and future directions for research. The course will cover implicit modelling techniques both from the point of view of skeleton modelling and the function representation (FRep). Two practical systems will be presented: the BlobTree and Hyperfun along with descriptions of the various problem areas and solutions. Algorithms for modelling, rendering and animation will be presented along with many practical examples.


Augmented Reality Interfaces

Presenter: Mark Billinghurst (HITLabNZ, University of Canterbury)
Length: Half day

As computers become more and more invisible, Augmented Reality (the overlaying of virtual images on the real world) is becoming an increasingly important application area for computer graphics and user interface design. This tutorial will provide a detailed introduction to Augmented Reality techniques and research directions. It will also provide an overview of the open-source software tools needed to build AR applications, and show some hands-on demonstrations. Although AR techniques are well know in the Virtual Reality community, there have been few opportunities for the broader community to gain an introduction to the field. This tutorial helps meet that need. It is particularly designed to provide a cutting edge introduction to research on Augmented Reality, so that attendees will leave knowing which are the key unexplored areas for AR research, and some of the skills to explore those areas.


An introduction to colour in computer graphics
Presenter: Graeme Gill (Colorbus)
Length: Half day

Workers in computer graphics deal with colour every day, but few really understand the principals on which colour in graphics systems are based, or how to deal with colour when communicating with others outside their particular field, be it CGI, film, video, photography, art or printing.

This course will attempt to lay a foundation for understanding how human beings perceive colour, how this has been standardized as a common means to measure and quantify colour, and how this modern understanding of colour has been used to create tools and standards to allow the communication of colour accurately between many disciplines and media.

This course should be valuable to those looking for an introduction to colour in computer graphics, as well as those who are looking to expand their knowledge of colour with a broader view of the field, and would like to be in a better position to deal with the colour issues that arise in sending the results of their work into the world.


Seeing in 3D
Presenter: Geoff Wyvill (University of Otago)
Length: Full day

Stand a cube on its corner. What is the shape of a horizontal cross-section taken at half the height of this object? About 4% of us can reason about 3D space well enough to answer this question easily and with confidence. Most of us enter a state of panic when confronted by 3D problems. Yet it is possible to train yourself to think and visualize in 3D. We take you through a series of exercises over one day that will start you thinking in 3D. Once you have the basic principles you can develop the skill independently.


Next-generation virtual worlds with VRML, X3D and MPEG4
Presenters: Viveka Weiley (Karmanaut), Chris Thorne (Systemic), Damian Hills (Assimilate) Miriam English (Independent Virtual Reality Artist)
Length: Full day

Web3D has come along way since VRML2 was standardised in 1997. New tools, techniques, and richer standards are emerging. A plethora of proprietary formats exist, alongside improved open standards. The arrival of MPEG4 set-top boxes with VRML as the 3D layer promises a new delivery platform for realtime 3D virtual worlds.

The first half of this course will provide an overview of the current state of Web3D including proprietary technologies as well as open standards, and an introduction to VRML97, which is the international standard for Web3D and the basis for the 3D layer of MPEG4. We will then cover integration of VRML with other Web3D technologies such as Java3D and Shockwave3D.

The second half of the course will cover the latest tools for VRML content creation, and go beyond VRML97 to the extensions outlined in Amendment 1 such as NURBS and GeoVRML. The afternoon will cover the new VRML-compatible XML standard known as X3D. Finally, we will cover cross-platform authoring and delivery of VRML content to platforms such as Windows, Mac and Linux PCs, games consoles, handheld devices, and MPEG4-capable devices.


RenderMan for Artists and Designers
Presenter: Malcolm Kesson (Savannah College of Art and Design)
Length: Full day

Traditionally it has been difficult for artists and designers to make creative use of Pixar's RenderMan technology. It often seems that without a background in computer science the learning curve to getting started with RenderMan, especially in relation to exploring the shading language, is too steep. Rarely are there opportunities for artists and designers to be given a basic hands-on introduction to RenderMan, its Shading Language or, for example, its use with Maya. The purpose of this tutorial is to provide just such an opportunity. The content of the tutorial is drawn from 6 years of experience of teaching RenderMan to undergraduate and graduate students of art.