An Interactive System for Robust Topological Modeling of Meshes Ergun Akleman Mapping-independent triangulation of parametric surfaces Marco Attene Tighter Bounding Volumes for Better Occlusion Performance Dirk Bartz Non-graphical application of hardware accelerated voxelization Steffi Beckhaus Averaged Area Tables for Texture Filtering Uwe Behrens Crashing Planes the Easy Way: Pearl Harbor Scott Benza Virtual Showcases Oliver Bimber Hardware Acceleration for Physical Modeling of Deformable Objects Benjamin Bishop Sketching Space: Virtual to Real Bill Brody CREATING TOOLS FOR PLAYSTATION2 GAME DEVELOPMENT Simon Brown X3D Content Examples, Editing, Conformance Suite and Software Development Kit (SDK) CDs Don Brutzman Practical Image-Based Lighting for Surfaces and Fur Deborah Carlson Change blindness with varying rendering fidelity: looking but not seeing Kirsten Cater SUMMER BREEZE: Creating a High-End 3D Movie using Limited Resources Sheng-Fang Chen FRENCH SURFACE: A New Technique for Surface Design Zita Cheng Immersive Visualization of a Very Large Scale Seismic Model Prashant Chopra The Development of the Virtual Human Abdomen: Algorithms and Methodologies Kevin Chugh ''Character Setup and Animation for 3-2-1 Penguins!'' by Big Idea Productions Michael Comet PlaceWorld: An Integration of Shared Virtual Worlds Jon Cook CONTIGRA: A High-Level Declarative Approach to Interactive 3D Components Raimund Dachselt Collisions and Adaptive Levels of Detail John Dingliana Modeling of Clouds Using a Coupled Map Lattice Yoshinori Dobashi A Flexible Approach to 3D Reconstruction from Single Images Sabry El-Hakim ''Budweiser Alien'' Commercial Sketch Leandro Estebecorena Rendering ''Pepe'' with Global Illumination Marcos Fajardo Paint the Town Red: Recreating Stalingrad For ''Enemy at the Gates'' Paul Franklin Real-Time Stroke Textures Bert Freudenberg A Computationally Efficient Framework for Modeling Soft Body Impact Sarah F. Frisken Computing 3D Geometry Directly from Range Images Sarah F. Frisken Intuitive Multiple Viewpoints Control using Interlocked Motion of Coordinate Pairs Shinji Fukatsu Hand Held Torque Feedback Device Yukio Fukui Occlusion Culling and Summed-Area Tables Andreas Genz Image-Based Photometric Reconstruction for Mixed-Reality Simon Gibson High Dynamic Range Photography, Global Illumination, and Mental Ray on a Commercial Budget and Timeline Brian Goldberg How Changes in Technology Change the Use of Computer Animation at Walt Disney Feature Animation Steve Goldberg Growing Fitted Textures Gabriele Gorla Computing Nearly Exact Visible Sets within a Shaft with 4D Hierarchical Z-Buffering Ned Greene 3D Traffic Visualization in Real Time André Gueziec Calibration Free, Easy 3D Modeling from Turntable Image Sequences Sumit Gupta Visual Attention Driven Progressive Rendering for Interactive Walkthroughs JÖrg Haber Implementing Vector Based Texturing in RenderMan john Haddon Hardware-Accelerated High-Quality Filtering of Solid Textures Markus Hadwiger Light Stage 2.0 Tim Hawkins Using Precomputed Cloth Simulations for Interactive Applications Daniel L. Herman RainMan: Fluid Pseudodynamics with Probabilistic Control for Stylized Raindrops Daniel L. Herman Imaging the Living Computer -- Neuroscience Methods in Visualizing the Performance of Parallel Programs Daniel L. Herman Simulation of Deforming Elastic Solids in Contact Gentaro Hirota Compressing Large Polygonal Models Jeffrey Ho Using Color-Changing Textiles as a Computer Graphics Display Lars Erik Holmquist The Attack on Pearl Harbor Battleship Row: Everything including the kitchen sink David Frederic Horsley Model-base analysis and synthesis of human body images Junichi Hoshino A Head-Mounted Projective Display and its Applications in Interactive Augmented Environments Hong Hua Grooming and Rendering Cats and Dogs Pedro Huang Bringing Photorealism to Fantasy, the Hybrid Approach of a Digital Matte Artist Paul Huston Suggestive Interface for 3D Drawing Takeo Igarashi 2D Shape Interpolation Using A Hierarchical Approach Henry Johan Creative Approaches to the Integration of CGI with Traditional Animation in Disney's ''Atlantis - The Lost Empire'' Kiran Joshi ALVIN on the Web - Distributive Mission Rehearsal for a Deep Submersible Vehicle Jan Jungclaus Tangible Communication Ken-ichi Kameyama Bing Locally Reparameterized Light Fields Sing Kang Elastic Object Manipulation Using Coarse-to-fine Representation of Mass-Spring Models Hirofumi Kawai Image-Based Rendering for Animated Deforming Objects Hiroshi Kawasaki Digital Tricks for Japanese Cel Animation Akio Kazumi Permanent Shutdown ž experiments in interactivity Justin Kent Open Processes Create Open Products: ™Interface Ecologyš As A Metadisciplinary Base For CollageMachine Andruid Kerne Light Field Rendering with Triangular Viewpoint Mesh Dongho Kim ELMO: A Head Mount Display for Real-time Image Synthesis Kiyoshi Kiyokawa The Magic behind the Magic: Pearl Harbor Marshall Krasser Procedural Dynamics System for Animating the Sleigh in ''How the Grinch stole Christmas'' Markus Kurtz An Integrated Solution to Camera Animation for Stage Mathew Lamb Multi-resolution depth buffer Eugene Lapidous Feature-based Topological Mesh Metamorphosis Seungyong Lee Image-Based Reconstruction of Shift-Variant Materials Hendrik Lensch Lifting Detail from Darkness J.P. Lewis Decomposing Animation into BlendShapes J.P. Lewis Variational Classification for Visualization of 3D Ultrasound Data Dani Lischinski The Empathic Visualisation Algorithm: Chernoff Faces Revisited Andreas Loizides Life-Sized Projector-Based Dioramas Spatially Real and Visually Virtual Kok-Lim Low The Mouthesizer: A Facial Gesture Musical Interface Michael Lyons Simulation Fidelity Metrics for Virtual Environments based on Memory Semantics Katerina Mania Trees in ''How The Grinch Stole Christmas'': Automating the task of creating and rendering large numbers of complex objects. Charlotte Manning Enhanced Reality: A New Frontier for Computer Entertainment Richard Marks Interactive Virtual Clay Using Implicit Surfaces and Particle Systems Masatoshi Matsumiya genieBottles: An Interactive Narrative in Bottles Ali Mazalek Dynamic Flesh and Muscle Simulation: Jurassic Park III Tim McLaughlin Simultaneous Model Assembly in Real and Virtual Spaces Eckhard Meier Organic Textures with Controlled Anisotropy and Directionality Kazunori Miyata RitSens - Computer aided system for studying rhythmic abilities in bimanual coordination Artemis Moroni Lighting Sensitive Displays Shree K. Nayar NATO.0+55 - Realtime Trimodal Signal Processing Netochka Nezvanova The Living Forest: The Story of a 3D Feature Film in Europe Juan Nouche Image Based Rendering and Illumination Using Spherical Mosaics James F. O'Brien Real vs. Approximate Collisions: When can we tell the difference? Carol O'Sullivan Multi-Modal Translation System by Using Automatic Facial Image Tracking and Model-Based Lip Synchronization Shin Ogata ''2001: An MR-Space Odyssey''---Applying Mixed Reality Technology to VFX in Filmmaking Toshikazu Ohshima Mayhem: A New Trend for Virtual Environments (and Online Games) Manuel M. Oliveira Real-time Cloth Simulation with Sparse Particles Masaki Oshita A Multipurpose Array of Tactile Rods for Interactive eXpression Dan Overholt Flow Noise Ken Perlin A Method For Numerical Constrained Optimization Ronald Perry Multi-Resolution Light Field Rendering with the Wavelet Stream Ingmar Peter digital stupa: interactive animations Daniel Pirofsky Dynamic Meshing Using Adaptively Sampled Distance Fields Jackson Pope Fast-moving Water in DreamWorks "Spirit" Saty Raghavachary View-Dependent Texture-Mapping of Video for Realistic Avatars in Collaborative Virtual Environments Vivek Rajan Skinning Cats and Dogs Using Muscle Deformations Hans Rijpkema My Finger's Getting Tired: Interactive Installations for the Mind and Body Don Ritter Real-Time Computer Graphics for On-Set Visualization: A.I. and The Mummy Returns Seth Rosenthal Micro Archiving Tatsuya Saito ComicDiary: Representing Individual Experiences in Comics Style Ryuuki Sakamoto Symplectic Raytracing: Raytracing with Hamiltonian Dynamics in Blackhole Spacetime Tetsu Satoh Whippin' up a Storm Alex Seiden Death Valley Flyby: A Simulation Comparing Fault-Controlled Alluvial Fans Along the Black Mountain Range Carlos Seligo Hyun Color Paper Mosaic Rendering Sang Seo Fair and Robust Curve Interpolation on the Sphere Carlo Sequin Large Time-Critical Volume Rendering Han-Wei Shen Rendering by manifold hopping Heung-Yeung Shum Efficient Update of Geometric Constraints in an Evolving Mesh Representation Maryann Simmons Rendering Semi-solid Objects With Particles: The Mud ''Poop'' Effect From PDI/DreamWorks' CG Animated Film, ''Shrek'' Scott Singer Solving a 3D Cube Puzzle in a Collaborative Virtual Environment: As Good as Really Being There Together? Anthony Steed AntiAliasing Perlin Noise Ian Stephenson Manipulate the Unreachable: Through-The-Lens Remote Object Manipulation in Virtual Environments Stanislav Stoev The Animator Oriented Motion Generator, Animanium, based on Humanoid Robots Control Algorithm Fumio Sumi Explict Control of Topological Evolution in 3D Mesh Morphing Shigeo Takahashi Hybrid Ink-Line Rendering in a Production Environment Rasmus Tamstorf HDR Shop Chris Tchou Real Time Rendering of Populated Urban Environments Franco Tecchia VideoFOCUS and VideoFOCUSWire: Transforming Moving Images to Stills. Laura Teodosio Shadermaps: A Method For Accelerating Procedural Shading Jones Thouis Destroying a Dam Without Getting Wet - Rule Based Dynamic Simulation for "Wave of Death" Stephan Trojansky Human Motion Signature for Character Animation M. Alex O. Vasilescu A Real Time High Dynamic Range Light Probe Jamie Waese A fast simulating system for realistic motion and realistic appearance of fluids Yukio Watanabe Linux for the Production Pipeline Jeffrey Wike Spatial Resolution in Haptic Rendering Juli Yamashita Elmo's World: Digital Puppetry on Sesame Street Emre Yilmaz Texture and Shape Synthesis on Surfaces Lexing Ying Analysis and Simulation of Facial Movements in Elicited and Posed Expressions Using High-Speed Camera Tatsuo Yotsukura