Stormy Weather Willi Geiger Tile-Based Texture Mapping on Graphics Hardware Li-Yi Wei Superimposing Pictorial Artwork with Projected Imagery Oliver Bimber Video See-Through and Optical Tracking with Consumer Cell Phones Mathias Möhring Inter-frame caching for high quality terrain rendering Mårten Larsson Creating Animations of Fluids and Cloth with Moving Characters Nobuhiro Kondoh X-Ray Window: Portable Visualization on the International Space Station William W. White Controsenso But Not So Much: Digital Artifacts to Ease Communication and Exchange with Seeing-Impaired People Maria Alberta Alberti Reflectance Field Rendering of Human Faces in "Spider-Man 2" Mark Sagar Making The Leap: Crosstraing Traditional Artists in 3D Matt Elson Throwing A CGI Curve Ball: Cartoony Character Setup on Chicken Little Kevin Geiger Making of The Superpunch George D. Borshukov Fast Solutions to Gas Volumetrics in Matrix Revolutions Johnny Gibson lgf3: A Versatile Framework for Image-Based Modeling and Rendering Christian Vogelgsang Conceiving embodiment: the dance-architecture of Spawn Mette Ramsgard Thomsen Constrained Segmentation of Complex Models for Image-Based Texture Editing Ioana Boier-Martin Interactive Scene Modeling from Dense Color and Sparse Depth Voicu Popescu Wrangling Lighting and Rendering Data at Disney Feature Animation Mark A. McLaughlin Sketch Pose: Artist Friendly Posing Tool Brendan Duncan Visualization of Heart Function Vassili Hurmusiadis A Framework for Haptic Rendering of Large-Scale Virtual Environments Mashhuda Glencross Synaesthesia, Data Mapping and Synchronicity Brian Evans All This Useless Beauty Anthony Santoro A Software for Reconstructing 3D-Terrains from Scanned Maps Joachim Pouderoux Haptic Rendering of Interaction between Textured Models Miguel A. Otaduy Real-Time Skin Rendering on Graphics Hardware Pedro V. Sander Practical Real-Time Hair Rendering and Shading Thorsten Scheuermann There's More Than One Way to Skin a Wolf: Wolf Transformations in "Van Helsing" Nigel Sumner Interactive Motion Decomposition Ari Shapiro Abstracting design, designing abstractions… Use of computer graphics in early stages of architectural design Andrzej Zarzycki Geometry Synthesis Ares Lagae Marker-less Human Motion Transfer Kong-man Cheung Swirling-Sweepers: Constant-Volume Modeling Alexis Angelidis Ecce Homology Ruth West Constraint-based Synthesis of Visual Speech James Edge Reflection Morphing Andrew Martin Bulging Muscles and Sliding Skin: Deformation Systems for Hellboy Paul G. Thuriot Real-time rendering for autostereoscopic 3D display systems Shingo Yanagawa Modeling Expressive 3D Caricatures Ergun Akleman Column Modeling Esan Mandal Subband Encoding of High Dynamic Range Imagery Greg Ward Artifacts of the Presence Era: Visualizing Presence for Posterity Fernanda B. Viégas Computer-Linked Autofabricated 3D Model For Teaching Structural Biology Alexandre Gillet A Heightfield on an Isometric Grid Morgan McGuire Galilean Invariance for Fluid Simulation Maurya Shah Cords: Keyframe Control of Curves with Physical Properties Patrick Coleman The Day After Tomorrow Twister sequence Barbie Toolkit Jonah Hall Veggie Diaries: Urban Mobile MR Entertainment Tomoki Saso An efficient production pipeline to create 52 full 3DCGI anime episodes. Ken Suzuki Adaptable Setup For Performance Driven Facial Animation Volker Helzle Fragra: A Visual-Olfactory VR Game Takashi Amada Rendering Falling Rain and Snow Niniane Wang Workflow and CG Tools for the Cartoon TV Program ""Monkey Turn" Megumi Kondo Tweaking stylized light and shade Ken Anjyo Strokes for Drawings Using Illuminated Paper Surfaces Kyoko Murakami Radiance Caching and Local Geometry Correction Okan Arikan Improved Automatic Caricature by Feature Normalization and Exaggeration Zhenyao Mo NightDriving – Videodance in Performance John Crawford 3D Character Extension for Stop Motion Puppets Melanie Beisswenger Experimental Validation of Analytical BRDF Models Addy Ngan Sketch Interface for 3D Modeling of Flowers Takashi Ijiri A New Style of Ancient Culture – Animated Chinese Dunhuang Murals Yi-Bo Zhu Long Hair and Fur for "Van Helsing" Zoran Kacic-Alesic Mosaic for Stackable Objects Jin Wan Park Practical Simulation of Surface Tension Flows Jonathan M. Cohen Non-Linear Kernel-based Precomputed Light Transport Paul Green A Self-Reconfigurable Camera Array Cha Zhang Image-based lighting using a piecewise-constant importance function Jonathan M. Cohen Cafe Tools: Contents that Connect People Atsuro Ueki Extracting Face Bump Maps From Video James Paterson Quick-VDR: Interactive View-Dependent Rendering of Massive Models Sungeui Yoon Making Space for Time in Time-Lapse Photography Michael Terry Learning Silhouette Features for Control of Human Motion Liu Ren zDOF - A Fast, Physically Accurate Algorithm for Simulating Depth-of-Field Effects in Synthetic Images Using Z-Buffers Clay Budin I,Robot: Character Pipeline, Tools, and Methods Serge Sretschinsky A Viscous Paint Model for Interactive Applications William Baxter A Perceptual Metric for Production Testing Hector Yee Procedural Building Destruction for "The Day After Tomorrow" Jens Zalzala Robust Rendering of High Resolution Terrain Matt Fairclough Fast and Reliable Collision Culling using Graphics Processors Naga Govindaraju Outdoor Mixed Reality Utilizing Surveillance Cameras Taisuke Takemasa Refolding Planar Polygons James F. O'Brien Shape Preserving Mesh Deformation Alla Sheffer Illusory Interactive Performance by Self Eye Movement Junji Watanabe Quick Image-Based Lighting of Hair Neulander Displacement mapping with ray-casting in hardware Keith Yerex BLADESHIPS -An Interactive Attraction in Mixed Reality- Masayuki Takemura PACKMAN: Texture Compression for Mobile Phones Jacob Strom Re-usable Implicit Functions Alyn Rockwood Inside-Out Interaction: An Interaction Technique for Dealing with Large Interface Surfaces such as Web Pages on Small Screen Displays Daniel Fallman Towards a unified approach to 3D environment capture and rendering. Gordon Watson Quality Issues in Asset Creation on a Massive Scale for EverQuest II Stuart Compton Tile-based kolam patterns Saty Raghavachary Fair LVC-Curves on Subdivision Surfaces Carlo H. Sequin A Self-Shadow Algorithm for Dynamic Hair using Density Clustering Tom Mertens RLE Sparse Level Sets Ben Houston Motion Emphasis Filter for Making Mental Motion of 3D Characters Yoshiyuki Koie Squashing Cubes: Automating Deformable Model Construction for Graphics Doug L. James The Body's Surface as a Multimedia Interface: Closed-Eyes Nonverbal Telehaptic Communication William Meyer Electric Sheep Scott Draves Automatic Image Retargeting Vidya Setlur Generalized Approach to Rendering Fabric Rick Glumac Virtual Instrument Design and Animation Cynthia Bruyns CC Shadow Volumes Brandon Lloyd Animating Puss in Boots' Feather in Shrek2 Scott Peterson Fireballs in Shrek2 Arnauld Lamorlette Image Based Fluids Lewis Kofsky Procedural Petticoats in Shrek2 Matt Baer Art-Driven Fluids & Foliage Francois Antoine Photometric Stereo for Archeological Inscriptions Per Einarsson Functionally Optimized Subdivision Surfaces Pushkar Joshi Rendering translucent Robots Paul George Unlighting the Parthenon Chris Tchou Be-heading a Vampire: Combining 2D and 3D Elements with On-set Motion Capture to Create the Vampire Brides in Van Helsing. Doug Griffin Faster GPU Computations Using Adaptive Refinement Craig Donner Growing Up With Fluid Simulation on ""Day After Tomorrow" Jason Iversen Similarity-Based Surface Modelling Using Geodesic Fans Steve Zelinka The Art of SSX3 Henry LaBounta Multilinear Models for Facial Synthesis Daniel Vlasic Wearable scanning laser projector (WSLP) Taro Maeda UberFlow: A GPU-Based Particle Engine Peter Kipfer Imitation and Social Intelligence for Synthetic Characters Daphna Buchsbam Multi-Resolution Sound Rendering Michael Wand Visual Simulation of the Interaction between Market Demand, Planning Rules and City Form Michael Flaxman Very Slowly Animating Textiles: Shimmering Flower Joanna Berzowska Prong Features Detection of a 3D Model Based on the Watershed Algorithm Fu-Che Wu Ray Maps for Global Illumination Jiri Bittner Building Crowds Of Unique Characters David Prescott Image-Based Tomographic Reconstruction of Flames Ivo Ihrke Interactive Visualization of Exceptionally Complex Industrial CAD Datasets Andreas Dietrich Interactive American Sign Language Dictionary Jose L. Hernandez-Rebollar Spherical Harmonic Gradients Thomas Annen DD::Fluid::Solver::SolverFire Henrik Falt A Physically Based Model of Ice Theodore Kim Inelastic Scattering in Participating Media Using Curved Photon Mapping D. Gutierrez RenderMonkey: An Effective Environment for Shader Prototyping and Development Natalya Tatarchuk A Malleable Surface Touch Interface Florian Vogt Posing as a Werewolf: The Creature Matchmove Tool Used for Van Helsing Marla Newall Scents of Space: an interactive smell system Usman Haque The Tar Monster: Creating a Character With Fluid Simulation Mark Wiebe Simulating and Rendering Wet Hair Kelly Ward An Autostereoscopic Optical See-Through Display for Augmented Reality Alex Olwal Bidirectional Importance Sampling for Illumination from Environment Maps David Burke Symbol Mall Jirayu Uttaranakorn Abstract Virtual Environments for Assessing Cognitive Abilities Matthew Rizzo Building a Machine City for Matrix Revolutions Charles Rose Skeletal Parameter Estimation from Optical Motion Capture Data Adam Kirk Modeling and Simulation of Sharp Creases Min-Hyung Choi Nice and Fast Implicit Surfaces over Noisy Point Clouds Jan Klein Rendering Skewed Plane of Sharp Focus and Associated Depth of Field Brian A. Barsky Model and control of simulated respiration for animation Victor Zordan Live Cinema: an instrument for cinema editing as a live performance Michael Lew Jiggly Bits and Motion Retargeting: Bringing the Motion of Hyde to Life in Van Helsing with Dynamics Ryan Kautzman