text:
LAKE COUNTY -- One of two California Lottery Fantasy 5 winning tickets for Thursday evening's draw was purchased in Cobb.
The winning ticket was sold at Cobb Texaco, located at 16390 Highway 175. The winner, who has not yet stepped forward to claim their half of a $360,000 prize, must claim it within 180 days from the date of the draw.
The other winning ticket was purchased by David Gillette of Sacramento. Gillette claimed his prize Friday at the Lottery's Sacramento district office.
Both tickets hit all five winning numbers -- 2, 3, 7, 11 and 37.
Fantasy 5 winning numbers are drawn daily. The top prize starts at $50,000 and increases daily until it is hit. A player wins the Fantasy 5 jackpot by matching five numbers out of a field of 39.
The California Lottery reminds winners to sign the back of their tickets, keep tickets in a safe place and contact Lottery officials or visit their local Lottery district office as soon as possible.

subset: commoncrawl


text:
MCLEAN, Va. — Capital One Financial Corp.has reached an agreement to sell the portfolio of Best Buy private label and co-branded credit card accounts, with current loan balances of approximately $7 billion, to Citi. In addition, Capital One and Best Buy have agreed to end their contractual credit card relationship early.
The sale of the loans to Citi, which is subject to customary closing conditions, and early termination of the Best Buy partnership are expected to be finalized in the third quarter of 2013. Upon closing, Capital One expects that the proceeds from the sale will approximate the book value of the accounts, resulting in no significant gain or loss on the transaction.
"We have a proven, scale partnerships infrastructure and a great portfolio of partners," said Capital One's Bill Cilluffo, EVP, Card Partnerships. "Our partnerships business continues to deliver strong contributions to our results and serves as a platform for future growth potential."


text:
New The Doors film offers up rare early footage of rock band
Footage from Robby Krieger, John Densmore and the late Ray Manzarek's personal archives has been mined for a new The Doors DVD and Blu-Ray release, which will also feature the band's rare early TV appearances. R-Evolution, which will be released in December (13), chronicles the rock act's speedy rise from an unknown Los Angeles band to legendary status.
It features a treasure trove of previously unreleased footage including performances of hits like Light My Fire, People Are Strange and Hello, I Love You, a never-before-seen 1966 Ford training film with music by The Doors and a section of outtakes from the band's appearance on U.S. TV show Malibu U in 1967.
A Deluxe Edition of the DVD and Blu-Ray features a 40-page hardback book with a "scrapbook" style presentation on each track, including lyrics, background information, trivia and photographs.
The restored and remixed package also features commentary from Densmore, Krieger and Manzarek, who died earlier this year (13).


text:
Dr. Michele Borba share her secrets for discipline problems, behavior troubles, school issues and much more! Parenting advice, tips, and articles for raising happy, healthy children from conception to graduation.
Your first step is to determine why your child is using this behavior. What might be triggering your child's behavior?
Here are a few of the top reasons why kids bully. Could any apply to your child? Think through each item carefully. What is your best guess as to why your child is using aggressive behaviors? There may be another reason beyond this list which you can add to the end. Read:http://www.micheleborba.com/blog/2012/09/25/why-is-my-kid-bullying/ ;


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No matter how much we like rapid cars, most car enthusiasts will go through a practicality crisis at some point in their lives. Many of us will get genuinely sensible and throw in the performance towel in favour of something that's more white good than motor car, although you may be able to keep something more appealing tucked up in a garage for high days and holidays.
PH Fleet C63 AMG estate's ability to lug copious amounts of kit along at improbably high speeds. Provided you can afford to foot the fuel bills (the C63 is quite capable of descending to MPGs in the low teens) it's an intoxicating combination.
Curiously, though, the idea of providing a vehicle that can haul an entire family's stuff along at a committed and rapid pace is one that mainstream manufacturers took a long time to come around to. Pedants may argue that the performance estate theory was espoused by models such as Reliant Scimitar GTE in the late 60s or the Lancia Beta HPE in the 70s, but it wasn't until the 1990s that car makers were really turned on the performance wagon pound.
More to the point, we're not pretending that the five cars assembled here are a definitive collection of the best or most significant fast estates (although each one is significant and/or brilliant in its own way), but they are indicative of the variety of possibilities, should you decide to point your hard-earned in the direction of a fast estate.
It's quite a disparate bunch, really. The cheapest car is worth a little less than £2k, while our Merc (when it was brand-new) tipped just beyond £71.5k with its various options. Meanwhile you can choose between front-, rear- or four-wheel drive, five or eight cylinders, and turbochargers or natural aspiration. The only thing that really connects all the cars (apart from the two Audis; that link is fairly obvious) is a shared goal - to move around large amounts of luggage at equally large speeds...
So what do their owners think of them and, perhaps more importantly, what do they think of everybody else's cars...?
"It's an absurd car that should never have been made - but I'm glad they did!" says Chris about his not-so-subtle green and determinedly rear-drive V8 MG
Power: 256bhp
0-60mph: 6.3secs
Top speed: 155mph
Read more about Chris's V8 MG ZT-T
"The RS2 is still the granddaddy of fast estates - it's a modern icon" says Jeremy of his beloved Audi - and with 315bhp, four-wheel-drive and the magic fairy dust of Porsche sprinkled all over it you'd have to say he's got a point.
Power: 315bhp
0-60mph: 4.8secs
Top speed: 162mph
Read more about Jeremy's Audi RS2
"I reckon it's pretty much the best value performance estate you can buy at the moment" reckons Gareth. "A newer car might be more reliable, but when you're having fun who cares?" Who cares indeed, especially if you're driving around in a car that's the direct spiritual descendant of the one that shook up the BTCC in 1994.
Power: 240bhp (auto) 250bhp (manual)
0-60mph: 7.6secs (auto) 6.7secs (manual)
Top speed: 153mph (auto) 156mph (manual)
Read more about Gareth's 850 R
"It's just so composed and refined," says Smita, "and I think that even after four years it still feels fresh - to look at and to drive." It certainly doesn't feel outgunned, with 414bhp from its naturally aspirated V8...
Power: 414bhp
0-60mph: 4.5secs
Top speed: 155mph
"The C63 is so fast it almost seems impolite - especially since this one is fitted with the performance Pack" says, er, me. They surely can't be allowed to make engines like this for much longer, so the 6.2-litre V8 in our beloved Merc could well make it one of the last of a dying breed of German muscle car.
Power: 478bhp
0-60mph: 4.5secs
Top speed: 155mph
Read more about the PH Fleet C63 AMG
Pics: George Williams


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$ 26.39
We will notify you when this product becomes available.
Type: Handgun Ammo
|Sport Shooting
|357 Magnum
|Bullet Grains
|Bullet Style
|Full Metal Jacket Flat
|Rounds per Box
|Units per Case
|Muzzle Energy, ft lbs
|Muzzle Velocity, fps
|Factory Brass
Sold Out
Rail will accommodate hole patterns with a center to center spacing of 1.76 - 2.78" with a relieved base to accommodate curved surfaces A standard sling stud can be used as one fastener or two...
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Accuracy International Mount QK01 Aluminum Quick Knob Locks unit into fixed elevation 3.60" - 4.55" Elevation Range Weight: 10.0 oz Made in the USA
$ 94.95
Picatinny Rail Mount QK01 Aluminum Quick Knob Locks unit into fixed elevation 3.75" - 4.65" Elevation Range Weight: 7.4 oz Made in the USA
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Designed for use with the BT10-NC that mounts directly to the AAIS which plugs into the Accuracy International AI/AICS stocks utilizing the factory retention/release mechanism Constructed from 6061T6 Aluminum with a type II hard coat...
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text:
This might not be appropriate for this forum, but if any knows about the new sim city it will focus on team cooperation with other players and I wanted to form a mises group. Anyone interested?
I'll be playing the new simcity if I don't have to install Origin (which means I might be playing through tunggle if you know or have that). It might be fun ot try and manage the economy according to anarchist principles. Assuming I have any time at all to play games.
"according to anarchist principles"
"according to anarchist principles"
You mean, installing the game and then waiting to see what happens?
I think its only for Origin.
You mean, installing the game and then waiting to see what happens?
Well, by non-cooperative cooperatione imperatives (self-interest & calculation).
I will not install Origin on my computer. It is corporate spyware designed to record every action you take on your PC. I will have to board the distribution ship and commandeer a copy so that I can use Tunggle. (hint: Tunggle tricks the game into thinking that, since it won't have online access, that the LAN settings of the game are actually its internet connections. So you play LAN games through the internet!)
fuck that i don't believe in government planning...
but i'll crush any of u nerds in sc2
... just as the State
has no money of its own, so it has no power of its own - Albert Jay Nock
Any Halo players?
I use to and your name looks REALLY familiar!
What was your gamertag?
It was a while ago I don't even remember.
Civilization FTW!
To paraphrase Marc Faber: We're all doomed, but that doesn't mean that we can't make money in the process.
Rabbi Lapin: "Let's make bricks!"
Stephan Kinsella: "Say you and I both want to make a German chocolate cake."
Civilization is too kiddie for me anymore although it is fun to nuke everyone constantly. I like Victoria II (1834-1934 - grand strategy). Victoria has ancaps and ancoms in it that you can ideologically progress. Managing the state is damn hard, especially with war and rebellions.
omg yes sid meyers civ 5 is a SICK game
Civilization is a great game. We should play online sometime.
hoi 3, wot, etw, coh 2, gw2, polly pocket, eu maybe, halo trial, bfbc2
"Since people are concerned that 'X' will not be provided, 'X' will naturally be provided by those who are concerned by its absence.""The sweetest of minds can harbor the harshest of men."
You have Xbox Live, Silva?
Star Control 2, bitches! (UQM link)


text:
- For Attendees
- Co-Located Events
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|Date & Time
Scattered Data Interpolation for Computer Graphics
Room 314
Presented in English / 영어로 발표 됨
Interpolation is a fundamental topic in computer graphics. While textbooks have generally focused on "regular" interpolation schemes such as B-splines, scattered interpolation approaches also have been a wide variety of applications. These include topics in facial animation, skinning, morphing, rendering, and fluid simulation.
This best-practice guide to scattered data interpolation reviews the major algorithms for scattered interpolation, shows how and where they are applied in a variety of published graphics studies, and compares and contrasts them. The algorithms include Shepard interpolation, Wiener interpolation, Laplace and thin-plate interpolation, radial basis functions (RBFs), moving least squares, and kernel regression. The course summarizes stability and computational properties with a focus on real-time applications and provides some theoretical insights to broaden the course's engineering perspective.
15 December
Sorting in Space: Multidimensional, Spatial, and Metric Data Structures for Graphics Applications
Room 308A
Presented in English / 영어로 발표 됨
Representation of spatial data is an important issue in game programming, computer graphics, visualization, solid modeling, computer vision, and geographic information systems (GIS). Recently, there has been much interest in hierarchical representations such as quadtrees, octrees, and pyramids, based on image hierarchies, as well as methods that use bounding boxes, based on object hierarchies. The key advantage of these representations is that they provide a way to index into space. In fact, they are little more than multidimensional sorts. They are compact and, depending on the nature of the spatial data, they save space and time, and facilitate operations such as search.
This course provides a brief overview of hierarchical spatial data structures and related algorithms that make use of them. It describes hierarchical representations of points, lines, collections of small rectangles, regions, surfaces, and volumes. For region data, it points out the dimension-reduction property of the region quadtree and octree, and how to navigate between nodes in the same tree, a main reason for the popularity of these representations in ray-tracing applications. The course also demonstrates how to use these representations for both raster and vector data. In the case of nonregion data, it shows how these data structures can be used to compute nearest objects in an incremental fashion so that the number of objects need not be known in advance. It also reviews a number of different tessellations and shows why hierarchical decomposition into squares instead of triangles or hexagons is preferred. The course concludes with a demonstration of the SAND spatial browser, based on the SAND spatial database system, and presentation of the VASCO JAVA applet.
15 December
Introduction to Augmented Reality and Its Applications
Room 308B/C
Presented in Korean, translated simultaneously to English / 한국어로 발표 됨 (영어 동시 통역)
This course introduces and defines augmented reality and user interfaces that can apply AR to enhance users' perceptions of reality.
15 December
"Toy Story 3" Double Feature: Characters and Lighting
Room E1-E4
Presented in English, translated simultaneously to Korean / 영어로 발표 됨 (한국어 동시 통역)
This course explores rebuilding and relighting the Toy Story characters, their worlds, and their human co- stars, and ensuring that they remained familiar and recognizable to the audiences who saw them 11 years ago in "Toy Story 2".
The tools available in computer graphics have significantly improved during the last decade. Technologies such as ambient occlusion, subsurface scattering, efficient Indirect Illumination, and subdivision surfaces either did not exist or were in their infancy when "Toy Story 2" was released in 1999. Audiences have also developed higher expectations for the visuals in contemporary animated films. New and improved technologies add welcome richness and depth, but they must be used carefully, to make sure that familiar characters do not become strangers.
For "Toy Story 3", the Pixar team had to rebuild all the models, both characters and sets, yet make them appear exactly the same as their earlier incarnations. As they increased the level of detail and visual richness, they had to maintain a consistent design that would be recognizable from the preceding two films. The course explanations of visual storytelling through lighting, early prototypes of Lotso, and many examples of the team's successes and failures.
15 December
Introduction to Data-Driven Animation: Programming With Motion Capture
Room 308A
Presented in English / 영어로 발표 됨
Data-driven animation using motion-capture data has become a standard practice in character animation. A number of techniques have been developed to add flexibility on captured human motion data by editing joint trajectories, warping motion paths, blending a family of parameterized motions, splicing motion segments, and adapting motion to new characters and environments.
Even with the abundance of motion-capture data and the popularity of data-driven animation techniques, programming with motion capture-data is still not easy. A single clip of motion data encompasses a lot of heterogeneous information including joint angles, the position and orientation of the skeletal root, their temporal trajectories, and a number of coordinate systems. Due to this complexity, even simple operations on motion data, such as linear interpolation, are rarely described as succinct mathematical equations in research papers.
This course provides not only a solid mathematical background, but also a practical guide to programming with motion-capture data. It begins with a brief review of affine geometry and coordinate-invariant (conventionally called coordinate-free) geometric programming, which generalizes incrementally to deal with three-dimensional rotations/orientations, the poses of an articulated figure, and full-body motion data. Then it identifies a collection of coordinate-invariant operations on full-body motion data and their object-oriented implementation. Finally, it explains the practical use of this programming framework in a variety of contexts ranging from data-driven manipulation and interpolation to state-of-the-art biped locomotion control.
15 December
Exhibitor Sessions
The Foundry GeekFest Asia
Presented in English, translated simultaneously to Korean / 영어로 발표 됨 (한국어 동시 통역)
In three individual sessions, The Foundry and some special industry guests showcase their high-end compositor NUKE, stereo toolset OCULA, creative texture-painting tool MARI, and new digital production hub STORM. They also summarize research and development at The Foundry.
In order to attend The Foundry GeekFest, attendees must register via The Foundry web site.
15 December
Cross-Cultural User-Interface Design
Room 308A
Presented in English / 영어로 발표 됨
User interfaces for desktop, web, mobile, and vehicle applications reach across culturally diverse user communities, sometimes within a single country or language group, and certainly throughout the world. If user interfaces are to be usable, useful, and appealing to such a wide range of audiences, user-interface and user-experience developers must account for cultural preferences in globalizing and localizing products and services. In this tutorial, attendees learn about culture models, culture characteristics, and practical principles and techniques of design and analysis that are immediately useful in both current and next-generation products and services. As the course concludes, attendees have an opportunity to put their new understanding into practice through a series of pen-and-paper exercises.
15 December
Introduction to Computer Graphics
Room 314
Presented in English, translated simultaneously to Korean / 영어로 발표 됨 (한국어 동시 통역)
A SIGGRAPH conference is an exciting event, but it is often an intimidating experience for first-time attendees. There are so many new terms, new ideas, and new product concepts 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 Asia 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 Asia experience.
This is a half-day Beginning course. This course will be given lecture-style. There will be PowerPoint slides and live demos showing the use of computer graphics in applications These will be used to illustrate fundamental concepts (e.g., here is an image with and without perspective) and to illustrate those concepts in applications (e.g., here is the use of perspective in a visualization application and why you have to be careful when using it). The source code for the graphics program demos will be included on the conference DVD so that attendees can use them in their own applications and classes as well.
Because this is the first time that SIGGRAPH is being held in Korea, an introductory course taught by experienced practioners will be an important aspect of the conference.
15 December
Technical Sketches Fast Forward
Technical Sketches Fast Forward Session
Room E5
Presented in English / 영어로 발표 됨
Displaced Subdivision Surfaces of Animated Meshes
A technique for extraction of a series of displaced subdivision surfaces from an existing animated mesh.
Synchronized Partial-Body Motion Graphs
An automatic method to construct a graph that specifies transitions and correlations between partial-body motions so as to increase the connectivity and the reusability of the graphs.
Modeling Player Performance In Rhythm Games
A method for modeling skill level in a rhythm game by building probabilistic models of how well the player is able to match a technically perfect execution.
Fast Local Color Transfer Via Dominant Colors Mapping
A more accurate local color-transfer method.
High-Frequency-Aware PIC/FLIP in Liquid Animation
A simple extension to PIC/FLIP (Particle-in-Cell/Fluid-Implicit-Particle) for animating liquid with enhanced behaviors such as pushing or eddying.
Automatic Architecture Model Generation Based on Object Hierarchy
A novel framework for generating an explicit architecture model from scanned points of an existing
Shading-Interval Constraints for Normal Map Editing
A new paint-based approach to editing a normal map according to the intended shading. It is formulated as a quadratic optmization with interval constraints on shading.
Simulation-Aided Performance: Behind The Coils Of Slinky Dog in "Toy Story 3"
Summary of the collaborative work between simulation technical directors and animators for Slinky Dog in "Toy Story 3".
Hexagonal Global Parameterization of Arbitrary Surfaces
A new type of global surface parameterization that respects six-fold rotational symmetries in surfaces, with applications in texture and geometry-pattern synthesis as well as triangular remeshing.
Texture Transfer Based on Continuous Structure of Texture Patches
A texture-transfer method that considers continuous structure of texture patches to express the continuous flow of Shodo (Chinese and Japanese calligraphy) art brushwork.
Real-Time Stereo Visual Hull Rendering using a Multi-GPU-accelerated Pipeline
A novel real-time, image-based visual hull-rendering pipeline that adopts a single PC with multiple GPUs and renders stereo images of the object at 30~40 fps.
Ordered Depth-First Layouts for Ray Tracing
In this ordered depth-first tree layout, a child that has a larger surface area is stored next to its parent, so parent-child localities can be maximized.
Real-Time Controlled Metamorphosis of Animated Meshes Using Polygonal-Functional Hybrids
This approach allows production of metamorphosing transitions between animated meshes of arbitrary topology in real time, using both the meshes and the animated skeletons of the objects.
Stable and Efficient Differential Inverse Kinematics
This method combines ideas from two differential inverse kinematics algorithms to produce a new approach that is both efficient and free from instability.
An Empirical Fur Shader
An empirical fur shader that can render the difference between animal fur structures. Human hair fibers can also be handled in the same framework.
Parallel Progressive Photon Mapping on GPUs
A GPU implementation of progressive photon mapping. The main idea is a new data-parallel progressive radiance estimation algorithm, including data-parallel construction of photon maps.
An Image Query-Based Approach for Urban Modeling
This method for reconstructing actual cityscapes uses pre-created texture and 3D models, and searches
suitable objects based on a photograph of buildings.
A Real-Time Computer Model for Wind-Driven Fallen Snow
A new modeling method for the appearance of accumulated snow formed by snow-drift near obstacles in real time.
Derivation of Dance Similarity From Balance Characteristics
A novel similarity measure for motion-capture data streams of dance movements. The method includes balance, because balance depends on the context of motion.
EDGE: An Easy Design Tool for Rapid Game Development
With EDGE, game designers without programming skills can make game events and effects.
Skeleton-Growing: A Vector-Field-Based 3D Curve-Skeleton Extraction Algorithm
Skeleton-growing is a 3D curve-skeleton extraction algorithm that can deliver a single reliable result without the threshold-adjusting process.
Automated Target Selection for DrivenShape
This sketch presents an automated means to select targets for
DrivenShape. Targets are chosen to allow DrivenShape to
produce the lowest error in common contexts.
Point-Based Hair Global Illumination
A point based representation was extensively used on "Tangled" to generate occlusion and indirect illumination involving the characters' hair. This sketch describes how this was achieved in reasonable rendering times.
Simulating Drools and Snots for Bulls in "Knight and Day"
A set of techniques used to produce drool effects for bulls in the "Knight and Day" movie production.
Direct Ray Tracing of Phong Tessellation
A summary of the details of direct ray tracing of Phong Tessellation, which enables rendering of smooth surfaces in a simple and robust way.
Space-Time Blending With Improved User Control in Real Time
Improving the original space-time blending technique to provide users with a set of more intuitive controls in real-time applications.
MobiRT: An Implementation of OpenGL ES-Based CPU-GPU Hybrid Ray Tracer for Mobile Devices
Implementation of an OpenGL ES-based CPU-GPU hybrid ray trace, the first demonstration of full-Whitted ray tracing in dynamic scenes using OpenGL ES.
Virtual Heritage Production as a Tool in Education
Virtual heritage productions typically require many different fields of expertise, so it is a good match for interdisciplinary teamwork theory.
The Emotion Color Wheel: An Interface for Real-Time Facial Animation
The EmoCoW is an experimental color-coded interface for blend-shape animating of virtual characters in real time with only one hand and a six-axes input device.
Sub-100 Grams Ungrounded Haptic Device for 14-g Impact Simulation
An untethered, push-pull, spring-less, solenoid-based handheld device that simulates 14g impacts in mid-air, for simulating ball-racket collisions in a tennis simulator.
Visual Metaphors for Teaching Solar System and Gravity
Real-world visual metaphors that convey the concepts of the solar system and gravity to children.
Single-Shot Photometric Stereo by Spectral Multiplexing
Generalizing three-color photometric stereo to multiple color channels, yielding both a normal map and a full-color reflectance map in a single shot, using off-the-shelf parts only.
Pose-Invariant 3D Face Reconstruction From a Single Image
A novel method for 3D face reconstruction from only a single image, without requiring the image to be in a specific pose.
Interactive Voxelized Epipolar Shadow Volumes
A new visibility sampling in epipolar space that can be efficiently computed via a standard parallel scan. This allows shadow rendering in participating media at up to 300 fps.
Minimal Image Sets for Robust Spherical Gradient Photometric Stereo
A new method for reducing data-capture requirements for accurate face-shape recovery.
Perceptual Evaluation of Human Animation Timewarping
This perceptual evaluation of motion timewarping, a common editing method for motion capture data, finds a significant difference between speeding up and slowing down the motions.
Electrostatic Dynamics Interaction for Cloth
By simulating a new external force, this method implements electrostatic adherence behaviors between textile and objects. With Coulomb's law, draping and balloon floating influenced by electrostatic field are realistically illustrated.
Understanding Ohm's Law - Enlightenment Through Augmented Reality
A new application of augmented-reality technology in teaching the physics of electical circuits.
Measuring Interest in Linear Single-Player FPS Games
This study measured attention levels to identify points of high player interest in linear single-player FPS games.
Free-Form Polarized Spherical Illumination Reflectometry
A lightweight in-situ acquisition system for per-pixel reflectance parameters, such as diffuse and specular albedo, specular roughness, and surface orientation.
ProtoSphere: A GPU-Assisted Prototype-Guided Sphere-Packing Algorithm for Arbitrary Objects
A novel method for filling arbitrary objects very quickly and stably with sets of non-overlapping spheres.
Blue Mars Chronicles: Building for Millions
Insights and guidelines on how to maintain productive relationships with 3D content developers of the online virtual world Blue Mars.
NinjaEdit: Simultaneous and Consistent Editing of an Unorganized Set of Photographs
A novel editing technique to apply visual effects to multiple photographs of a scene easily and simultaneously, maintaining their visual coherency with 3D reconstruction.
Integrating Lip-Synch Into Game Production Workflow: Sengoku BASARA 3
This skeetch describes integration of automated lip-synch (lip synchronization) into production of Sengoku BASARA 3, a PS3/Wii game by Capcom.
Fusion-Based Image and Video Decolorization
A novel decolorization method built on the principle of image fusion.
Enhanced Interactive Gaming by Blending Full-Body Tracking and Gesture Recognition
A framework that enhances motion-capture tracking data by seamlessly blending it with predefined animations in real time. The process is triggered by a unique gesture-recognition system.
Layer-Based Single-Image Dehazing by Per-Pixel Haze Detection
A novel single-image dehazing technique built on a per-pixel haze-detection strategy.
OtoMushi: Touching Sound
OtoMushi displays sound samples as insects, allowing for quick exploration, mixing, and playback of a collection of sounds. Scratching the insects creates a similar effect on the sounds.
Face Models From Noisy 3D Cameras
A model-based approach to computing high-quality 3D face models from very noisy 3D data such as that obtained from time-of-flight cameras without user interaction.
A Hybrid Approach to Facial Rigging
This sketch presents a hybrid approach to facial rigging that uses
Pose Space Deformation to seamlessly combine both geometric
deformations and blendshapes.
A Correspondence-Matching Technique of Dense Checkerboard Pattern for One-Shot Geometry Acquisition
A rapid correspondence-matching technique for a dense and incomplete checkerboard pattern displayed by a projector-camera system for one-shot geometry acquisition.
Face Reality: Investigating the Uncanny Valley for Virtual Faces
An experiment to determine if changing the rendering style of a conversing virtual human alone can change how trustworthy the character is perceived to be.
PETICA: An Interactive Painting Tool With 3D Geometrical Brushes
Interactive painting software, PETICA, that enables users to freely design 3D shapes and attributes to create digital painting brushes and paint pictures with these brushes.
Elastic Rod Simulation by Chain-Shape Matching with Twisting Effect
A simple deformation model for handling the dynamics of bending, stretching, and twisting of elastic rods. Also: segment-based collision handling for complex collisions of the elastic rods.
Robustly Discovering Partial Rigid Symmetries on 3D Models
An iterative voting method to robustly discover partial rigid symmetries on 3D models, especially symmetries at small scales.
15 December
Technical Papers Fast Forward
Technical Papers Fast Forward Session
Presented in English / 영어로 발표 됨
TOG Article: 183
Data-Driven Suggestions for Creativity Support in 3D Modeling
This paper introduces data-driven suggestions for 3D modeling. The approach computes and presents components that can augment the artist's current shape.
TOG Article: 180
Volumetric Modeling With Diffusion Surfaces
This paper proposes Diffusion Surfaces (DSs), a new primitive for volumetric modeling, and a user interface tailored to modeling objects whose inner structure has rotational symmetries.
TOG Article: 172a
Computational Rephotography
A real-time estimation and visualization technique that helps users match the viewpoint of a reference photograph. Users can reach the desired viewpoint by following this visualization technique at capture time.
TOG Article: 169
Accelerating Spatially Varying Gaussian Filters
An acceleration method for approximating spatially varying Gaussian filters. The method offers better filtering quality over the standard bilateral filter with a moderate increase in computational complexity.
TOG Article: 137
Stable Inverse Dynamic Curves
This technique automatically converts any 2D curve into the rest shape of a dynamic curve that can be subsequently animated.
TOG Article: 166
Parallel Poisson Disk Sampling With Spectrum Analysis on Surfaces
A fast, parallel Poisson disk-surface sampling algorithm suitable for dynamic meshes and introduction of a spectrum-analysis method for directly evaluating sample distribution on arbitrary manifold surfaces.
TOG Article: 140
Morphable Crowds
A novel method of blending crowd animations into a new crowd that exhibits the intervening formations and motion styles at an arbitrary scale.
TOG Article: 175
Multi-Phase Fluid Simulations Using Regional Level Sets
Simulation of multi-phase liquid interactions with each component registered to the regional level-set graph.
TOG Article: 179
Fast Parallel Surface and Solid Voxelization on GPUs
Data-parallel methods for conservative and 6-separating surface voxelization and for solid voxelization, including a novel octree-based sparse solid voxelization approach.
TOG Article: 152
Analysis, Reconstruction and Manipulation Using Arterial Snakes
Arterial snakes for analyzing and reconstructing the arterial surfaces and decomposing them into a set of semantically useful arterial components, which benefits the manipulation of such surfaces.
TOG Article: 171
Optimizing Continuity in Multiscale Imagery
A method for creation of visually smooth mipmap pyramids from imagery at several scales introduces techniques to reduce ghosting and blurring, and demonstrates continuous zooms from space to ground level.
TOG Article: 155
Piles of Objects
This method for directly modeling piles of objects in multibody simulations improves computation time and achieves accurate or desired piling effects.
TOG Article: 170
Computational Highlight Holography
Computational highlight holography converts 3D models into mechanical "holograms". Small grooves are milled into a surface, and each produces a reflected or refracted highlight that moves with correct binocular and motion parallax.
TOG Article: 147
Stereoscopic 3D Copy & Paste
This end-to-end system for 3D copy and paste handles occlusion and perspective change, and it preserves the stereo volume of copied objects.
TOG Article: 168
Spectral Sampling of Manifolds
This sampling method based on spectral analysis of manifolds results in faithful reconstructions, and it is efficient, out-of-core, feature-sensitive, intuitive to control, and simple to implement.
TOG Article: 145
Diffusion Maps for Edge-Aware Image Editing
This paper demonstrates the advantages of using diffusion distances instead of regular distances between pixel values in edge-aware image editing, and it analyzes efficient methods for computing such distances.
TOG Article: 174
Scalable Fluid Simulation Using Anisotropic Turbulence Particles
A novel, scalable method for simulating turbulent fluids. The method uses energy transport and an efficient particle representation to achieve accurate turbulent detail at interactive frame rates.
TOG Article: 162
Circularly Polarized Spherical Illumination Reflectometry
A novel method for surface reflectometry based on photographing a subject under a full-on spherical field of circularly polarized illumination and analysis of the resultant Stokes reflectance field.
TOG Article: 156
Multi-Resolution Isotropic Strain Limiting
A fast multi-resolution, isotropic strain-limiting method that is straightforward to implement, efficient to use, and applicable to a wide range of shell and solid materials.
TOG Article: 177
Unbiased, Adaptive Stochastic Sampling for Rendering Inhomogeneous Participating Media
This unbiased and adaptive sampling technique for generating scattering events accelerates rendering of highly inhomogeneous participating media inbyone to two orders of magnitude.
TOG Article: 181
Computer-Generated Residential Building Layouts
A method for automated generation of interior building layouts. The approach is based on the layout design process developed in architecture.
TOG Article: 176
Detail-Preserving Fully-Eulerian Interface Tracking Framework
This paper presents a new fully Eulerian interface tracking framework that preserves fine details of liquid.
TOG Article: 154
Real-Time Collision Culling of a Million Bodies on Graphics Processing Units
A very fast, parallel, broad-phase collision-culling algorithm that can deal with a million objects. The algorithm is integrated with real-time simulation of particle dynamics and rigid-body dynamics.
TOG Article: 146
Data-Driven Image Color Theme Enhancement
Photographers carefully conceive the color composition of their images to convey desired color themes. This paper presents a data-driven method for enhancing a desired color theme in an image.
TOG Article: 158
Automatic Generation of Destination Maps
A system for automatic generation of destination maps: navigational aids designed to show anyone within a region how to reach a small set of locations.
TOG Article: 150
Cone Carving for Surface Reconstruction
Visibility cones carve the ambient space of the shape from inside out to better approximate the signed distances to the shape near holes and infer correct surface topology for reconstruction.
TOG Article: 138
Motion Fields for Interactive Character Animation
A structureless representation of motion data enables intelligent characters with highly agile responses to user input and natural handling of arbitrary disturbances.
TOG Article: 144
A Progressive Error Estimation Framework for Photon Density Estimation
A first-error estimation framework for photon-density estimation methods that works under complex and general light transport configurations.
TOG Article: 148
MovieReshape: Tracking and Reshaping of Humans in Videos
A method for quick and easy manipulation of the body shape and proportions of a human actor in arbitrary video footage.
TOG Article: 149
Metric-Aware Processing of Spherical Imagery
An adapted finite-element system that supports intrinsic gradient-domain processing of spherical imagery.
TOG Article: 182
Context-Based Search for 3D Models
A context-based model search engine that uses information about the supporting scene a user is building to find good models.
TOG Article: 157
Animation Wrinkling: Augmenting Coarse Cloth Simulations With Realistic-Looking Wrinkles
Moving cloth exhibits dynamic, complex wrinkles. Existing wrinkling methods are computationally expensive and require significant user expertise. This alternative approach augments existing coarse-cloth animation with realistic-looking dynamic wrinkles.
TOG Article: 184
Style-Content Separation by Anisotropic Part Scales
This paper demonstrates co-analysis of a set of 3D objects to create novel instances derived from the set. The analysis is facilitated by style-content separation.
TOG Article: 172
Axial-Cones: Modeling Spherical Catadioptric Cameras for Wide-Angle Light Field Rendering
This novel geometric ray modeling for non-central spherical catadioptric cameras allows fast and exact wide-FOV lightfield rendering. The method enables perspective algorithms to be directly applied to catadioptric cameras.
TOG Article: 164
Optical Computing for Fast Light Transport Analysis
This paper shows how to efficiently perform numerical computations on a scene's unknown transport matrix (eigenvector analysis, low-rank approximation, inversion) by doing them partially in optics with projectors and cameras.
TOG Article: 161
Video Quality Assessment for Computer Graphics Applications
The proposed metric predicts the perceived quality of natural as well as rendered video sequences, even if the input videos have different dynamic ranges.
TOG Article: 151
Automatic Reconstruction of Tree Skeletal Structures From Point Clouds
An automatic approach to reconstructing tree skeletal structures from point clouds that are often noisy, incomplete, and have trees with overlapping crowns.
TOG Article: 165
Light Reallocation for High-Contrast Projection Using Analog Micromirror Arrays
This paper demonstrates a proof-of-concept projector with a secondary array of individually controllable analog micromirrors added to improve the contrast and peak brightness of conventional projectors by reallocating light.
TOG Article: 159
Resizing by Symmetry-Summarization
Understanding the symmetry content inside an image allows image resizing via summarization. This provides extra space for effective image resizing.
TOG Article: 142
Consistent Normal Interpolation
A simple modification of Phong normal interpolation that allows physically plausible reflections yet changes smoothly across the surface.
TOG Article: 153
Editing Operations for Irregular Vertices in Triangle Meshes
An interactive editing framework that provides control over the type, location, and number of irregular vertices in the input mesh.
TOG Article: 143
Combining Global and Local Virtual Lights for Detailed Glossy Illumination
This global-illumination solution for glossy inter-reflections handles the low-rank (dense) and high-rank (sparse) lighting components separately, using visibility clustering and a novel local-lights technique.
TOG Article: 178
A Hierarchical Volumetric Shadow Algorithm for Single Scattering
An incremental, hierarchical algorithm for rendering volumetric shadows in single-scattering participating media.
TOG Article: 141
A Practical Appearance Model for Dynamic Facial Color
This animatable appearance model for skin-color animation, based on real measurements of melanin and hemoglobin, is efficiently coupled with a geometric facial-animation rig.
TOG Article: 163
Content-Adaptive Parallax Barriers: Optimizing Dual-Layer 3D Displays Using Low-Rank Light Field Factorization
This method for optimizing automultiscopic dual-stacked LCDs proves that conventional parallax barriers only project rank-1 light fields and demonstrates higher-rank reconstructions using time-multiplexed masks, optimized for each frame.
TOG Article: 139
Video-Based Reconstruction of Animatable Human Characters
A new performance-capture approach that reconstructs a rigged fully animatable virtual double of a real person from multi-view video recordings.
TOG Article: 160
A Comparative Study of Image Retargeting
A comprehensive study and analysis of image-retargeting methods and human perception of resized images.
TOG Article: 185
Multi-Feature Matching of Fresco Fragments
This multiple-cue matching approach for reassembling fragments of archaeological artifacts improves current 3D matching algorithms by incorporating normal-based feature descriptors and reweighting features by importance.
TOG Article: 167
Anisotropic Blue Noise Sampling
Anisotropic blue noise sampling extends traditional isotropic dart throwing, relaxation, and Fourier-spectrum analysis techniques for anisotropic scenarios. Applications include stippling, re-meshing, rendering, and object placement.
15 December
Exhibitor Sessions
CUDA Workshop
Presented in English, translated simultaneously to Korean / 영어로 발표 됨 (한국어 동시 통역)
Languages, Tools, and APIs for GPU Computing
Introduction to Programming for CUDA C
Samuel Gateau
Computational Photography, Real-Time Plenoptic Rendering
Todor Georgiev
Andrew Lumsdaine
Using 3D Stereoscopic Solutions in Broadcast and Film Production
Andrew Page
Developer Tools for the GPU: Parallel Nsight & AXE
The second half of the session covers NVIDIA's Parallel Nsight development environment for Windows. Parallel Nsight, fully integrated into Visual Studio 2010, introduces native GPU debugging and platform-wide performance analysis tools for both computing and graphics developers.
Phillip Miller
DX11 Tessellation
Tianyun Ni
Using the GPU for Visual Effects for Film & Video
CUDA and Fermi Optimization Techniques
Hyungon Ryu
Presentations will be available for download on the SIGGRAPH Asia 2010 and NVIDIA web sites soon after the workshop.
16 December
Technical Papers
Curves, Characters & Crowds
Room E1-E4
Presented in English / 영어로 발표 됨
TOG Article: 137
Stable Inverse Dynamic Curves
This technique automatically converts any 2D curve into the rest shape of a dynamic curve that can be subsequently animated.
TOG Article: 140
Morphable Crowds
A novel method of blending crowd animations into a new crowd that exhibits the intervening formations and motion styles at an arbitrary scale.
TOG Article: 138
Motion Fields for Interactive Character Animation
A structureless representation of motion data enables intelligent characters with highly agile responses to user input and natural handling of arbitrary disturbances.
TOG Article: 139
Video-Based Reconstruction of Animatable Human Characters
A new performance-capture approach that reconstructs a rigged fully animatable virtual double of a real person from multi-view video recordings.
16 December
Efficient Substitutes for Subdivision Surfaces in Feature-Quality Games
Room E5
Presented in English / 영어로 발표 됨
As real-time graphics aspires to movie-quality rendering, higher-order, smooth-surface representations take center stage. Catmull-Clark subdivision surfaces are the dominant higher-order surface type used in feature films, as they can model surfaces of arbitrary topological type and provide a compact representation for smooth surfaces that facilitate modeling and animation. But their use has been hindered in real-time applications because the exact evaluation of such surfaces on modern GPUs is neither memory nor performance efficient. The advent of DirectX 11, recent theoretical results in efficient substitutes for subdivision surfaces, and recent hardware advances offer the possibility to see real-time cinematic rendering in the near future.
This course covers the hardware tessellation part of the SIGGRAPH 2009 Course Efficient Substitutes for Subdivision Surfaces with the emphasis on character tessellation in movie-quality games. It adds additional material based on recent research findings and practical optimizations. The goal of this course is to familiarize attendees with the practical aspects of introducing substitutes in subdivision surfaces to increase efficiency in real-time applications.
The course begins by highlighting the properties that make SubD modeling attractive and introduces some recent techniques to capture these properties by alternative surface representations with a smaller foot-print. It lists and compares the new surface representations and focuses on their implementation on current and next-generation GPUs, then addresses crucial practical issues, such as watertight evaluation, creases and corners, view-dependent displacement occlusion mapping, and LOD computation. Finally and most importantly, it explains how these advanced techniques have been adopted into their gaming pipelines.
16 December
Technical Sketches
Room 308A
Presented in English / 영어로 발표 됨
Modeling Player Performance In Rhythm Games
A method for modeling skill level in a rhythm game by building probabilistic models of how well the player is able to match a technically perfect execution.
EDGE: An Easy Design Tool for Rapid Game Development
With EDGE, game designers without programming skills can make game events and effects.
Measuring Interest in Linear Single-Player FPS Games
This study measured attention levels to identify points of high player interest in linear single-player FPS games.
Integrating Lip-Synch Into Game Production Workflow: Sengoku BASARA 3
This skeetch describes integration of automated lip-synch (lip synchronization) into production of Sengoku BASARA 3, a PS3/Wii game by Capcom.
16 December
Computer Animation Festival - Animation Theater
Computer Animation Festival - Animation Theater 1
Room 307A/B
16 December
Procedural Shading in RenderMan
Room E6
Presented in English, translated simultaneously to Korean / 영어로 발표 됨 (한국어 동시 통역)
Proceduralism is a powerful concept in computer graphics. It facilitates scenes of enormous scale, exquisite varieties of detail, and impressive efficiency. However, artists who are fluent in procedural techniques are still rare, and many studios miss out on the possibilities that this exciting field offers. This course explores how to create procedural shaders without programming, using Pixar's industry standard renderer, RenderMan, and its Autodesk Maya-based front-end, RenderMan Studio.
The second section is a live demonstration of how to create a procedural animated shader for an orange that ages over time, from unripe to fresh to old and dusty. The demo begins with a sphere in Maya, then shows how to create all the detail using a shading network in RenderMan Studio. No textures are used. The look is created entirely with noise, splines, displacement, and more! Finally, the course presents examples of how the techniques used in shading the orange apply in industry and beyond.
16 December
Introduction to OpenCL by Example
Room 308B/C
Presented in English / 영어로 발표 됨
The rapidly changing capabilities of modern graphics processing units (GPUs) require that developers understand how to combine parallel-programming techniques with the traditional interactive rendering pipeline exposed by OpenGL and Direct3D. This course demonstrates how to combine traditional rendering APIs with advanced parallel computation using OpenCL (Open Computing Language), a cross-platform API for programming parallel systems such as GPUs. The course presenters are experts on general-purpose GPU computation and advanced rendering from academia and industry, and have presented papers and tutorials on the topic at SIGGRAPH, Graphics Hardware, Supercomputing, and elsewhere.
The first section reviews the basics of the OpenCL API, including a "Hello World" application written in OpenCL. Attendees with laptops will be able to try the examples on their own during the course. The second section covers more advanced cases, including how to write applications that interact with standard graphics APIs. The final section includes performance-optimization "tips and tricks" for writing OpenCL applications.
16 December
Foyer Hall E
Optical-Flow-Based Head Tracking for Camera Mouse, Immersive 3D, and Robotics
Head tracking using optical flow with auto-feature tracking for camera mouse, immersive 3D, hands-free gaming, and robotics.
Chladni Satellite: Converting Real-Time Information on Solar Wind Into Aural and Visual Experience
This interactive Installation provides an environment for visitors to feel various changes in space "weather" directly on the earth.
A Pinch-Up Gesture on Multi-Touch Table with Hover Detection
A technique for realizing hover action in a multi-touch table with DSI and a pinch-up gesture to move objects intuitively.
New Cloth Modeling for Designing Dyed Patterns
This novel cloth-modeling method includes a local geometric operation for plural dyed patterns and stitching operation for cloth gathering.
Enhancing Video Games in Real Time With Biofeedback Data
This graduate-student project explores the relationship between external visual and audio stimuli, such as those in video games, and the effects they have on the player.
Feature-Based Probability Blending
This new blending algorithm for use with texture splatting maintains the illusion of terrain features (for example, bricks) protruding intermittently through underlying textures at terrain transitions.
Embedded Motion: Generating the Perception of Motion in Peripheral Vision
Visual motion stimulus that is selectively perceived in the peripheral visual field for more impressive visual expression in pictures and videos.
Creating A Digital Model of An Origami Crane Through Recognition of Origami States from Image Sequence
This system recognizes the user's paper-folding process and builds a 3D digital model of an origami crane that has the same texture as the actual origami.
Camera Model for Inverse Perspective
A novel camera model that can express the inverse perspective projection as well as the normal perspective projection and the orthogonal projection.
Intuitive 3D Caricature Face Maker
An interactive system for generating a caricatured 3D face from a single photo by combining the 2D caricature generation method and 3D geometric morphing method.
Tangible User Interface Design for Home Automation Energy Management
This study explores how to satisfy the emotional needs of a tangible user interface in a home automation environment.
Final Gathering Using Adaptive Multiple-Importance Sampling
A proposal for a suitable PDF technique for efficient final gathering using adaptive multiple-importance sampling (AMIS).
A System for Activity Visualization of Game Experience on a Smart Phone
Establishing a game-simulation system in which a producer can design user activity connected with a smart-phone experience of game storytelling.
Fast and Symmetry-Aware Quadrangulation
This symmetry-aware quadrangulation method manipulates the positions of singularities using a hierarchical approach that makes the quadrangulation faster.
Examination: Interactive Art Installation
This installation uses a model of its creator's head as an interactive interface and projects 3D animated images of the creator on both sides of the room.
A Japanese Text-Based Mobile Augmented-Reality Application
An application that uses Japanese words as markers by converting Japanese characters from signs to text and extracting keywords in real time.
Design and Application for an Interpersonal Communication Interface
This communication interface can detect the user's behavior and control lighting changes in accordance with time and the distance when the user views the frame.
Progressive Mesh Cutting for a Real-Time Haptic Incision Simulator
An effective mesh-cutting method for a real-time incision simulator. The method reproduces visual and haptic feedback involved in the incision.
A Realistic 3D Facial Deformation With Facial Asymmetry of Healthy Subjects
A novel method that generates plausible faces from symmetric face models by means of statistical knowledge about the facial asymmetry of healthy subjects.
Interactive Oriental Orchid Created With the Spirit and the Mind
An ink-and-wash painting of oriental orchid created with fingertips as of they are brushing dust off of an orchid leaf.
Lens-Dispersion Simulation Using a Dispersive Lens Model and a Spectral-Rendering Method
A novel method for simulating lens dispersion that combines a new realistic lens model and an efficient spectral-rendering method.
A 3D Active-Touch Interaction Based on Meso-Structure Analysis
Modeling surface asperity of cultural properties based on meso-structure analysis and development of a 3D exhibition system that enables users to touch the digital archive model interactively.
Composing Music and Images for Public Display Using Correlated KANSEI Information
A public display system that uses dynamic composition of digital images and sounds by analyzing related KANSEI information.
Conversion of Performance-Mesh Animation Into Cage-Based Animation
A new linear framework to convert performance-mesh animation into cage-based animation. The method preserves the silhouette consitency of the input data better than the skeleton-based approach.
Development of a Learning-Assist System for Dextrous Finger Movements
This learning-assist system for dextrous finger movements uses finger motion-capture data measured by Hand-MoCap.
Ghost Interruption
This presentation illustrates the artistic and technical production process of a digital performance: Ghost Interruption. The dancer interacts with animated images that function as a virtual environment.
Modeling Trees With Crown-Shape Constraints
A method for modeling trees with basic solid geometry figures, such as spheres, cones, cylinders, and prisms.
Interaction With Objects Inside Media
Media that can provide a physics-based application with predefined object information and the corresponding sensory feedback data while remaining compatible with current image formats.
Cell Voice: Touching Minds and Hearts Through Voice and Light
Cell Voice is a simple and interesting context-aware message medium that allows people to directly leave voice messages in a device and convert tactile sensation into auditory data.
An interpretation of how emptiness, a factor in various human-perceived experiences, can be integrated in media art.
Procedural Modeling of Multiple Rocks Piled on Flat Ground
This procedural modeling method generates realistic rock shapes and effectively places the rocks on the ground.
ZOOTOPIA : A Tangible and Accessible Zoo for Hospitalized Children
ZOOTOPIA was designed for kids experiencing anxiety, detachment, and loneliness from being too long in the hospital. With ZOOTOPIA, a stroll through the zoo becomes fun and accessible.
A Real-Time and Direct-Touch Interaction for a 3D Exhibition of Woven Cultural Property
A real-time and direct-touch interaction for a 3D exhibition of the Tenmizuhiki tapestries: Hirashaji Houou Monyou Shishu of Fune-hoko of the Gion Festival in Kyoto.
Real-Time Integral Photography Using the Extended Fractional View Method
This new system captures, synthesizes, and displays moving integral photography in real time using the extended fractional view method.
Gesture-Based Control of the Snake Robot and Its Simulated Gaits
A method of controlling the Snake robot and and its simulate gaits using natural gestures like hood lift with a custom-developed data glove and accelerometers/
Life Twitter: Connecting Everyday Commodities With Social Networking Services
A system that uses sensor bundles to reshape everyday commodities. When the reformed commodities are used, the system automatically "twitters" users' activities to the social network.
Multi-Touch Based on the Metaphor of Persistence of Vision
A new method for converting single-touch devices to multi-touch using the metaphor of persistence of vision.
Ridge Detection With a Drop-of-Water Principle
This extraction method for ridge lines generates a ridge-lined 3D terrain map of Japan.
Visualizing and Experiencing Harmful Gases in the VR Environment
An approach to visualizing and experiencing the harmful gases caused by fire in the virtual reality environment, which could help people to conduct safer fire-response activities.
Horizon-Based Screen-Space Ambient Occlusion Using Mixture Sampling
A new screen-space ambient occlusion solution that overcomes the issues of earlier methods and provides more realistic results.
Reiki - The Dark Light
Using computer-vision techniques to reproduce the ancient Chinese legend that individual humans have their own particular energy that we can't see in everyday life.
Flick Flock: The Distant and Distinct Characteristics of the Masses in Immersive Aesthetic Space
This poster elaborates on concepts of distance and distinctiveness behind an immersive virtual environment called Flick Flock (2009) that uses embodied interaction to explore human perceptual processes.
A Task-Parallel Programming Language for Interactive Applications
Based on some observations about common data and code structure in rendering and interactive applications, this poster introduces a prototype language for managing tasks and data in task-parallel programs.
Surge: An Experiment in Real-Time Music Analysis for Gaming
A multi-disciplinary collaboration at Drexel University focuses on expanding the music-game genre through merging novel audio-analysis algorithms with music-driven dynamic gameplay to create a "music-reactive" game.
A Glove-Type Input Device Using Hetero-Core Fiber Sensors for 3D-CG Modeling
A glove-type input device using hetero-core fiber optic sensors for 3D-CG modeling and intuitive interface.
Fast Patching of Moving Regions for High-Dynamic-Range Imaging
A fast-intensity mapping-function-based method for patching moving regions and perserving better high-dynamic-range images in the synthesis process.
Toward a GPU-Only Rod-Based Hair Animation System
A closed-loop GPU system for animating human hair in real time using a physically realistic method that accounts for hair twisting.
Volume Matting: Object-Tracking-Based Matting Tool
A new kind of auto-rotoscoping tool that is incorporated a matting procedure for extracting detailed
alpha mattes into a key-frame-based object-tracking procedure with appropriate occlusion handling.
Rendering Method for Multiple Reflections on a Concave Mirror
Generation of multiple reflections on a semi-cylindrical mirror with an analytical method that can render multiple reflection images according to eye position.
Pondang: Artificial Creature Ecology With Evolutionary Sound
An investigation into a tangible interactive art form (Pondang) shared by virtual creatures in an artificial pond and humans.
Direct Volume Drilling of Internal Structures Using a 2D Pointing Device
A new mouse-based drilling approach on the volume-rendering image and a framework for interactive drilling on the arbitrary 3D internal region.
Object-Motion-Based Video Key-Frame Extraction
A method of extracting the key frame that contains the most dominant object motion.
Bounding Volumes for Implicit Intersections
An approach for automatic generation of bounding volumes for intersections of implicit surfaces. The approach is based on set operations, normalization, and offsetting.
A Rule-Based Method for Creating Bookshelf Models
A rule-based method for generating bookshelf models that can be easily given variations by employing structural patterns.
Annotating With "Sticky" Light for Remote Guidance
A remote guidance system that can support a mobile worker by projecting "sticky annotations" from a remote helper into the worker's physical environment.
Cognitive Laser: New Gaming Device for First-Person-Shooter Games Using a Laser Shooter and a Big Screen
Traditional displays for first-person-shooter games use a CRT, which cannot support large-screen display. This new input device uses laser-recognizable display techniques.
Square Deformed Map With Simultaneous Expression of Close and Distant View
A new deformed map in which both close and distant view are expressible. The top view for the central area and the overhead view for the surrounding area are smoothly connected by deformation.
Visorama 2.0: A Platform for Multimedia Gigapixel Panoramas
The Visorama system provides a full platform for viewing and interacting with multimedia gigapixel panoramas.
Scene(ic): Performativity and Visual Narrative in Amateur Digital Photography
Scene(ic) is an an interactive installation that investigates the relationship among lived experience, performativity, and the visual narrative of travel photography. A tangent of memory is made manifest.
Complex Mapping With the Interpolated Julia Set and Mandelbrot Set
Introduction of color interpolation into flat images of the Julia and Mandelbrot sets for creating a shading-like effect and transferring the two fractals to the Riemann sphere.
Interactive View-Dependent Rendering With Culling for Articulated Models in Crowd Scenes
A novel, view-dependent rendering method for crowd scenes: a cluster hierarchy for an animated, articulated model as a dual representation for view-dependent rendering and occlusion culling.
Motion Sketch
A compact and convenient representation of an image sequence in a motion-outline image, captioned as "Motion Sketch".
Data-Glove-Based Interface for Real-Time Character Motion Control
A real-time character motion control interface that uses finger angles and hand positions from data gloves and magnetic sensors to control the character motion and style parameter.
Water History in a Deferred Shader: Wet Sand on the Beach
Waves in real-time graphics typically fail to leave surfaces looking wet. This method displays contact history between water and its container in way that is suitable for real-time graphics.
16 December
Exhibitor Sessions
Autodesk at SIGGRAPH Asia 2010
Room 301A/B
Presented in English and Korean, translated simultaneously / 한국어와 영어로 발표됨 (동시 통역)
Autodesk showcases its latest Digital Entertainment Creation (DEC) technology and how it enables cutting-edge pipelines for games, film, and television production.
This is your opportunity to:
Check here for the latest event and speaker information.
16 December
Exhibitor Sessions
Autodesk Product Demonstration Stations
Room 304A & 301B
Presented in English and Korean / 한국어와 영어로 발표됨
Autodesk demonstrates its latest Digital Entertainment Creation (DEC) technology and how it enables cutting-edge pipelines for game, film, and television production.
The demonstrations are open to all SIGGRAPH Asia 2010 attendees.
16 December
Hall C1 & C2
The SIGGRAPH Asia 2010 Exhibition is a diverse and energetic showcase of everything Asia and beyond has to offer in computer graphics and interactive techniques:
Hardware and software companies
Try the latest systems, talk with the people who developed them, and meet buyers, distributors, and resellers. The SIGGRAPH Asia 2010 Exhibition provides the networking opportunities you need for another year of evolving ideas and successful business.
16 December
Exhibitor Tech Talks
3D Everywhere
Exhibitor Tech Talk Stage
Presented in English / 영어로 발표 됨
Learn about X3D the only open standard (ISO), royalty-free file format and run-time player specification for virtual environments. See the latest real-world interactive 3D applications built with X3D, a powerful optimized visualization of real-time 3D graphics for the web that has easy-to-create interactive 3D content with robust interoperability and supports native 3D in HTML5. Find out how you can build and protect your content investment in this ever-changing competitive market.
16 December
Featured Speakers
Design for Speed
Presented in English, translated simultaneously to Korean / 영어로 발표 됨 (한국어 동시 통역)
Inside the studios of one of the world's most technologically advanced automotive and racing companies, a lump of clay, an organic expression of a next-generation car, sits near a supercomputer that visualizes the car in a virtual environment that is almost impossible to distinguish from real life. The studio walls are covered with images and examples of natural objects and technological tours de force; animals, jet fighters, exotic new materials, and even the world's fastest sailfish splashed in chrome with McLaren's rocket red accents. The studio's designers are constantly debating and exploring new technologies, new materials, and new concepts.
Technology has changed the way designers work. Traditional design phases, from hand-drawn sketches to clay modeling, are now realized through digital tablets and digital three-dimensional modeling. Designers must combine the best traditional and new approaches to define the optimal balance between digital and analog solutions.
Automobiles have always been a reflection of technology draped in art, and "super cars" are the ultimate expression of automotive art and technology. Designers who create the next generation of super cars must have the right tools to articulate their vision. At the same time, they must always ask: What's next?
With its roots in Formula One racing, the design studio at McLaren is where "what's next" is already here. In his featured speech, McLaren Design Director Frank Stephenson explains how his world-class design team looks beyond what's next to challenge the future.
16 December
Exhibitor Tech Talks
Real-Time Shading in Wave3D
Exhibitor Tech Talk Stage
Presented in Korean / 한국어로 발표 됨
Shading indicates a shadow effect on the target that will be rendered for normal CG. Real-time rendering has a different meaning. Response is very important in real-time rendering. It processes commands through hardware to calculate GPU graphics. In the "shader module", a programmable module processes the vertex and the pixel, and the CPU becomes less flexible and provides less time for calculation. Solving these problems requires an algorithm that focuses on visual effects rather than accuracy in a standardized data structure.
16 December
Exhibitor Tech Talks
Building 3D Real Worlds for Your Business
Exhibitor Tech Talk Stage
Presented in Korean / 한국어로 발표 됨
Web 3D technology breaks the barriers of time and space, and displays everything that exists in the real world in 3D space just as it is. This talk explores current web 3D technology and how it can be applied to a business model.
16 December


text:
FOUR men have been charged following an attack and alleged kidnap on a man in a Winchester car park.
A group of around seven men were seen to congregate in the car park before the incident in the Tower Street car park at around 12.40pm on Monday, January 21.
Ian Skinner, 22, of Woodstock Gardens, Middlesex; Mohammed Musa, 22, of Woolacombe Way, Middlesex; Joshua Folorunso, 22, of Woolacombe Way, Middlesex and Pritpal Singh, 21, of Seaton Road, Middlesex have all been charged with false imprisonment and kidnap.
They were due to appear before Basingstoke Magistrates today (WED).


text:
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text:
A Phase III Study Comparing Two Different Anti-HIV Drug Combinations in HIV-Positive Patients Without Previous Anti-HIV Drug Therapy
- Full Text View
- Tabular View
- No Study Results Posted
- Disclaimer
- How to Read a Study Record
The purpose of this study is to see how safe a new protease inhibitor (PI) is and how well it fights HIV infection. A PI is a drug that stops HIV from using healthy cells to make more virus. This study will compare the new PI combination of ABT-378 plus ritonavir (RTV) with another PI, nelfinavir (NFV).
Earlier studies suggest ABT-378/RTV will be just as good as and perhaps better than NFV at fighting HIV infection.
|HIV Infections
|Drug: Lopinavir/Ritonavir Drug: Nelfinavir mesylate Drug: Lamivudine Drug: Stavudine
|Phase 3
|Study Type:
|Study Design:
|Masking: Double
Primary Purpose: Treatment
|Official Title:
|A Randomized, Double-Blind, Phase III Study of ABT-378/Ritonavir Plus Stavudine and Lamivudine vs Nelfinavir Plus Stavudine and Lamivudine in Antiretroviral Naive HIV-Infected Subjects
|Estimated Enrollment:
|Study Start Date:
|March 1999
Based on the accumulated studies to date, it is expected that ABT-378/ritonavir will provide efficacy that is at least as good as (or superior to) nelfinavir when used in combination with reverse transcriptase inhibitors.
Patients are equally randomized to one of two treatment arms. In one arm, approximately 330 patients receive ABT-378/ritonavir plus nelfinavir placebo. In the other arm, approximately 330 patients receive nelfinavir plus ABT-378/ritonavir placebo. In both arms, these protease inhibitors are blinded to the investigator, patient, and sponsor. Both arms receive open-label stavudine and lamivudine. Vital sign measurements, physical examinations, ECGs, routine clinical laboratory evaluations, and determinations of antiviral and immunologic activity are performed at intervals throughout the study.
|Ages Eligible for Study:
|12 Years and older (Child, Adult, Senior)
|Sexes Eligible for Study:
|Accepts Healthy Volunteers:
Inclusion Criteria
You may be eligible for this trial if you:
- Are HIV positive.
- Have a viral load (level of HIV in your blood) of more than 400 copies/ml.
- Are age 12 or older.
- Agree to practice abstinence or use effective methods of birth control during the study.
Exclusion Criteria
You will not be eligible for this trial if you:
- Have taken anti-HIV drugs for more than 14 days in the past, or if you have ever taken d4T or 3TC.
- Are seriously ill or have an AIDS-related infection.
- Are pregnant or breast-feeding.
- Are taking certain medications.
Please refer to this study by its ClinicalTrials.gov identifier: NCT00004583
Show 83 Study Locations
|ClinicalTrials.gov Identifier:
|NCT00004583 History of Changes
|Other Study ID Numbers:
|Study First Received:
|November 2, 1999
|Last Updated:
|February 19, 2009
Keywords provided by Abbott:
Drug Therapy, Combination
Administration, Oral
HIV Protease Inhibitors
Reverse Transcriptase Inhibitors
Anti-HIV Agents
Additional relevant MeSH terms:
HIV Infections
Lentivirus Infections
Retroviridae Infections
RNA Virus Infections
Virus Diseases
Sexually Transmitted Diseases, Viral
Sexually Transmitted Diseases
Immunologic Deficiency Syndromes
Immune System Diseases
HIV Protease Inhibitors
Protease Inhibitors
Enzyme Inhibitors
Molecular Mechanisms of Pharmacological Action
Anti-HIV Agents
Anti-Retroviral Agents
Antiviral Agents
Anti-Infective Agents
Cytochrome P-450 CYP3A Inhibitors
Cytochrome P-450 Enzyme Inhibitors
Reverse Transcriptase Inhibitors
Nucleic Acid Synthesis Inhibitors
ClinicalTrials.gov processed this record on September 25, 2017


text: Keep rhetoric out of gun control debate By John McCoy January 26, 2013 Story Share CHARLESTON, W.Va. -- Gun politics have been the news a lot lately.The tragic Newtown, Conn., school shootings unleashed an avalanche of media-driven anti-gun sentiment. President Obama and U.S. Sen. Dianne Feinstein, D-Calif., have sought to capitalize on the avalanche by launching gun-control efforts.Obama took 23 "executive actions," most of which redoubled efforts to enforce existing laws or ordered government agencies to take steps within their existing authority.Feinstein introduced sweeping gun-control legislation that, if passed, would ban future sales of more than 150 models of so-called "assault weapons," force existing owners to register theirs, prohibit the sale of magazines designed to hold more than 10 rounds of ammunition, and require federal background checks on all gun and ammunition sales.There's a lot of heat on both sides of the issue.Gun-control advocates believe they'll help make the country safer by ridding it of a particular style of firearms. Pro-gun groups see Obama and Feinstein's measures as the first steps in a long-term effort to disarm law-abiding citizens.The general public - the tens of millions of Americans who don't advocate for either side - would benefit if both sides focused more on casting light on the issue than generating heat around it.If, for example, Obama or Feinstein wanted the public to make a truly informed decision, they would stop using the catchall term "military-style assault weapons."When people hear the phrase "military-style," they immediately think of the assault rifles they see in movies and documentaries, fully automatic weapons capable of firing multiple rounds with a single pull of the trigger. Those are not - repeat, not - what Feinstein's legislation would ban.All of the more than 150 models of firearms Feinstein seeks to ban are semi-automatic, which means each individual bullet fired from them requires a separate pull of the trigger. Anti-gun activists want people to think "rat-a-tat-tat" when they hear the terms military-style or semi-automatic, when in reality they should think "bang-bang-bang."Fully automatic weapons are available only to the military, the police, and to the select few civilians willing to negotiate miles of federal red tape to obtain the special permits required for civilian possession.On the other side of the issue, if pro-gun activists wanted people to make truly informed decisions, they'd stop talking as if the Second Amendment were hanging by a single strand of badly frayed sewing thread over some bottomless canyon of extinction.The Second Amendment has been the law of the land since the Constitution was ratified in 1789.For anti-gun activists to overturn the Second Amendment, they'd first have to persuade two-thirds of the members of both the U.S. Senate and House of Representatives to vote for it, and then they'd have to persuade the legislatures of three-fourths of the states to ratify it. Odds are slim that would ever happen.A more likely scenario would have the U.S. Supreme Court ruling that the Founding Fathers didn't really intend for citizens to own guns when they wrote the words "the right of the people to keep and bear arms shall not be infringed" into the Constitution. Given the current makeup of the court, that's not likely to happen either.What I'm trying to say is that both pro-gun and anti-gun activists need to treat Americans as adults - cut the inflammatory rhetoric, use facts that can easily and accurately be verified, and trust this country's citizens to make wise, informed decisions about firearms.After all, they've been doing it - for the most part, anyway - for 224 years. Story Share Story Share Trending Now 1 Obama pulled Zuckerberg aside to warn him about fake news on Facebook 2 Innerviews: Dual-identity surgeon riding high in horse racing world 3 Gazette editorial: Capito has second chance to do the right thing 4 Parole hearing set for Putnam man who claims wrongful sex assault conviction 5 Yeager Airport, Air Guard to celebrate 70th anniversary with air show Outdoors notes -- Jan. 27 Previous Story Bird count starts Feb. 15 Next Story


text:
When I screw up I go all out too.
Heres the story.
Adam1987, a fine poster & contributor here on PD was more than a little lax in keeping up with his IKL team. Long story short, I dropped him from the league.
Well, I've found a replacement, Robertmto has agreed to step in in the middle of our draft & take control of team Bloomington.
So far in this story I've not done to much wrong. At least nothing completely 100% stupid.
But this is where the story takes a very ugly turn.
I went on to our league site & decided to drop Adam1987 from our league.
B. A. D. move
I dropped Adam1987 alright but since the draft is in progress I'm not able to add his replacement, Robertmto.
We're currently stuck with 17 teams in an 18 team league.
Wait, this gets better.
I can fix this, trust me, I really can.
I have to restart the draft!
I will not do this until we complete all 216 of our draft picks here in the PD IKL draft thread.
The re-start will not change the draft order we're currently using. We will keep making our picks in the exact same order, in the exact same method & in the exact same thread as we are now.
As far as our draft goes.... absolutly nothing will change.
The order shown on the sport.ws site's draft board will be different but it will not change until our draft is complete.
The only way I can add a new team is in the middle of the re-starting of the draft process.
So... we keep doing what we're doing & after our draft is finished I'll log onto the site, re-start our draft, then enter the players that each of us has chosen here.
So thats my big FUBAR today.


text:
Discussion in 'Texans Talk Archive' started by 281, Jul 27, 2012.
... Doesn't it start today!?!
The players report today but camp starts tomorrow.
oh yeah...whoo hooooooo!!!
Finally. Now we'll actually have something real to discuss.
And so begins the best 6 months of every year!
anyone got a spare ticket for sunday?
Depends. Do I get to see the person who's ass is in your avatar? I'm just sayin', you gotta bring something to the tabel too.
I will be going to the training camp on Saturday Aug 4. I'm coming from out of town. I've never been to a training camp and do not know what to expect. Any advice.
Plenty of water. You must arrive early if you want any chance what so ever to have a seat. Odds are, plan on standing
Lmao! Nah just me
I don't have any for Saturday anyways, but you can't blame me for trying!
I have 2 tickets for Wednesday, but I'm using 1 for me and 1 for my daughter. Next year I may try to download some for each day and then just email them to the people that want them. That would definitely benefit some people on this board, like yourself.
Be there when the gate opens and unless you have kids who want to walk through the games and freebies that are available , go find a seat . You may sit for awhile but it's worth it .
You mean Arian's dietary decisions weren't enough for you?
I need a few tickets for Wednesday if anyone can spare....
Lol not saturday, Sunday?
Players PC's as they reported earlier
Brooks Reed
Barwin sportin his Kubiak do. Says he can't wait for Kubiak to see it
JJ says he's gained 7lbs of muscle
Sup guys
That. is. awesome.
Finally the long drought is over. Whew. I hate Feb-July. Now I can play in the bigboy threads again!
Separate names with a comma.


text: Bridgeport's Glenn named girls basketball player of year By Jim Butta March 24, 2013 Story Share PARKERSBURG, W.Va. - When the 2012-13 season opened there were as many as six players around West Virginia mentioned as possible recipients of this year's Mary Ostrowski Award, given each year to the player of the year in girls basketball by the West Virginia Sports Writers Association.Two names in particular, St. Joseph's Mychal Johnson and Bridgeport's Miki Glenn, were considered the early front-runners to replace Scott's Makenzie White on the plaque's nameplate.The other four drawing support were Wheeling Park's Emily Puskarich, Greenbrier East's Bianca Andre', Westside's Hope Lester and Princeton's McKenzie Akers.When all was said and done, though, it was Glenn who impressed the 11-member all-state committee with her leadership and play in taking the Indians to their first state title in the sport."[Winning a state title and the award] was hard to process at first,'' explained Glenn. "Then, once I realized what all my team had accomplished, [the Ostrowski Award] made me feel really good.''It also made longtime Bridgeport head coach Dave Marshall feel good."Anything that comes Miki's way is well deserved,'' said Marshall. "She is one very special, special young lady who has earned everything she's gotten and leads others around her and makes them better.''Johnson and St. Joseph took home their fifth consecutive Class A title, becoming only the second team to accomplish the feat, with a dominating performance over St. Marys. "Maybe, just maybe, if you put her [Johnson] and Miki in the gym she'd beat her one-on-one,'' continued Marshall. "But when you put them on a basketball court and put them with zero experience and ask them to lead you to a state title, Miki is the one I'd place all my faith in.''Glenn led a team that had lost its only other returning players from the year before and took her team to the top of the Class AA division."Don't get me wrong, it's an accomplishment,'' said Glenn. "Not one that I considered winning at the beginning of the season and one that I could not have won without the help of my teammates and Coach Marshall.''Glenn's numbers, both season and career, are worthy of such a high award. The senior averaged 23.4 points, 7.0 rebounds, 4.9 assists and 4.4 steals during her final season in Bridgeport. Her career numbers include averages of 17.1 points, 5.2 rebounds, 4.6 assists and 3.7 steals - most coming against Class AAA programs during her first three seasons with the Indians.Finishing third in the balloting was Akers, followed by Andre, Lester and Puskarich."It means a lot,'' said Glenn. "But it probably means more to our program because younger players will look at what I accomplished, just like I used the accomplishments of players that came before me, and realize that they, too, can win an award like this.''Glenn will receive her award at the annual Victory Awards Dinner, slated for Clarksburg at 4 p.m. Sunday, May 5. Story Share Story Share Trending Now 1 Facebook founder visits Charleston restaurant 2 Innerviews: Dual-identity surgeon riding high in horse racing world 3 Photos: Teens make buttons of favorite banned books at Kanawha library 4 Rhode Island bank claims Justice companies owe $4.2M on helicopter loan 5 Congressional opioid investigation targets drug wholesaler Miami-Luken Catching up with a few sons of Marshall Previous Story Martinsburg's Grantham named boys player of the year Next Story


text:
Prize Recipient
Darnell Edwards
My name is Darnell Edwards. I am the class of 2001 valedictorian of James Madison Senior High, the High School of Meteorology and Space Sciences. I am a seventeen year old native Houstonian. I chose to study physics because it is the natural science and it deeply arouses my interests. This fall I will be attending the University of Iowa, majoring in both physics and astronomy. This double degree is just a stepping stone to my desired career of Astronomical Engineering.


text:
|Trad, Alpine, 9 pitches, Grade III
|YDS: 5.9 French: 5c Ewbanks: 17 UIAA: VI ZA: 17 British: HVS 5a [details]
|B. Culp & B. Beal, 1970
|Page Views:
|Submitted By:
|Tony B on Jan 11, 2002
|Seasonal Closures MORE INFO >>>
|Comments on Southwest Corner
|Add Comment
|Show which comments —
Comments displayed oldest to newest — Skip Ahead to the Most Recent Dated Jun 27, 2017
By Mark Morehouse
Aug 8, 2002
|This is a great route and as good as the South Face. The first pitch is easy and can be soloed to save time. The 2nd and 3rd can be combined with a very small amount of simulclimbing on 60m ropes. After the 4th pitch you need to move the belay about 50 ft to the left which puts you on a big ledge directly on the SW corner. On the crux pitch I set serveral small wires that were ok, but got in a great yellow Alien in the crack just over the roof. (I'm not sure where the big cam that Tony mentioned would have gone. You could safely do the whole route with nothing bigger than a #2 Camalot.) This is by far the hardest and also the best part of the route. When referencing guide books the old Gillett book is much more acurate than the Rossiter book. Check out the description of the new rappel route by Chris Cavallaro under the South Face comments. This makes all routes on the Petit much more enjoyable.
By Jason Cloyd
From: SoBo, CO
Sep 22, 2003
|Climbed the SW corner on 9/20/03. It was chilly and windy, which probably helped keep the crowds thin (only 2 other parties, both on S. Face). What a spectacular route! I thought all the pitches were distinct, each one was fun for the grade, and the rock was solid (at least where it mattered). We started left of the S. Face route per (old) Gillett and Rossiter guidebooks, and avoided the first 5.4 pitch (which didn't look great anyway) by scrambling in (~4th) from up and around the corner, which put us at the base of the left-facing corner system of p's 2 and 3. The climbing gets a little harder and more fun with each pitch until the pizza pan belay. Thought the crux pitch was one of the best alpine 5.9 pitches around - a steep, daunting-looking hero roof with great holds, a fun second overhang with double cracks, and more fun moves getting to the pizza pan belay. Then it all ends with the amazing last 2 pitches (or 1 long one) of the S. Face - it doesn't get much better in my book. Did the old-school descent because it was so windy, but got on some icy rocks and knee-deep snow going down The Gash - kind of sketchy. Rap route would have been better. Hung a right near the bottom of The Gash and traversed behind the Saber (and one other tower) to the huge gully that leads back to Sky Pond. This gully was no big deal - one rappel from good anchors plus a lot of talus - and it puts you right back at the lake to retrieve your stuff. Did I mention that this route was fun?
By Shane Zentner
From: Colorado
Jun 28, 2005
|Stellar. The exposure at the crux is good. One should plan to spend time for the [descent] as it took a while to do.
By Danika
Aug 17, 2005
rating: 5.9 5c 17 VI 17 HVS 5a
|Climbed this on Aug. 9. We ended up going up and left instead of up and right at the beginning of the crux pitch, thus taking the left "roof" rather than the right. It is actually a large overhanging flake, that then resulted in some VERY airy moves right up the [arete]. Ended up being about 5.9 as well, but gear was not that great... due to rock quality and decent placements.
By Ben Collett
May 27, 2006
|Just to confirm what others have said: This route is really good. I thought it was better than the South Face. One can end the crux pitch at the Pizza Pan belay fairly easily with a 50 meter rope, linking what Tony has described as pitches 6 and 7. Getting to Sky Pond right now is not too difficult. There is a pretty well packed trail where there is snow.
By Eric Goltz
From: Boulder, CO
Jun 10, 2006
|Quality route; this route can be done quickly with a 70-m rope by linking pitches.The climbing is not very sustained, and it is easy to move quickly between the cruxes.The 5.9 pitch(es) were worse than expected, kind of wandering up a gully in the corner, through a tiny juggy roof. The best pitch comes as a surprise just before joining the S. Face, when you approach the gigantic roof between yourself and the summit. Straight up, then left to a very airy crack, then back right up to a spacious ledge (from here you can belay to just below the summit w/ a 70m rope). Just as good as the S. Face.
By claytown
From: Boulder, CO
Jun 17, 2007
|Climbed the Southwest Corner on 6/16/07. It was a Saturday and the South Face was pretty packed. This was a great route! From the first grassy ledge you can link the next two pitches with a 70m and about 10 feet of simul climbing. I managed to get off route on the crux pitch and found another way around the corner to the right that has 2 different cruxes. First was a widening crack through a roof and the second was a finger crack in a left-facing dihedral of polished granite. I have to think that this was in the 10 range but I'm not sure. It eventually met up with the south face route in the middle of the last pitch. It was a fun variation and one of the best climbs I've ever done. Enjoy!
By Peter Yakovchuk
From: Tempe, AZ
Jun 25, 2007
Great route. If you want to get a free gear go do it. I found red Alien with a biner (both in very good shape) on the crux, the cam was not even stuck in the crack :-))
Crux feels easier than some 5.8s in Eldo, IMO. You climb on jugs. And it is VERY well protected.
Also, I am not quite sure whether new rappel description is accurate. We did one 160ft rappel (from bolts on climber's right side), then one 200ft to a grassy ledge. At the very end of that second rappel you will see some slings on your right, don't use them, go straight down to a grassy ledge. Then, you go 50-60ft along this ledge to find the third 180ft rappel to the Second Terrace.
By Jon Lachelt
From: Fort Collins, CO
Sep 1, 2008
|We climbed this on Saturday of Labor Day weekend (Aug. 30). It was a perfect cool and sunny day. We were the first party on the route (started at 7:15) and only saw one other party on this route while we were on it. In contrast, the south face seemed to have a steady flow of traffic. If you feel up to the 5.9 crux, then I think this route would be the best option.
By Carithers
Jul 24, 2009
|Compared to other alpine routes in the park this one felt consistently loose, but nonetheless fun. This past week the descent option of dropping into the gash lent itself to great glissading for a fast descent.
By Bzen
Jun 30, 2010
|Always seemed like there were 2 ways up after the 3rd pitch. I lead the whole thing. 5.9 seemed like a reasonable grade to me but couldn't really pin down where the actual crux was. Not a one-mover. There wasn't any insecure climbing or friction climbing. Good rock, good exposure, good protection. I thought rout finding was a little funky, but the way we went up worked and was about 5.9. Potential for rope drag is big on the 5-7 pitches, only placed a few pieces and put long runners on every one to avoid this as I went around the arete and back a couple times.
By Patrick Mulligan
Dec 13, 2011
|This climb was my first true alpine route. It was a full on alpine experience with waiting out a morning storm in a cavelike feature on the second big ledge, topping out late as a result and rappelling and down-climbing gullies in the dark. What a learning experience. Overall, I thought the route was classic. However, that was more for the experience than the quality of the climbing. The best climbing was the 5.9 steep crack in the left-facing dihedral that Clayton mentions. I found a kneebar rest in the pod at the top that allowed for a hands free rest and shake out with full exposure. This made the crimpy moves above the crack that much easier.
By Creed A
From: Salt Lake City, UT
Aug 12, 2013
|Really great route. I've done the 8 and the 9. From my memory, the 9 has a lot more loose rock. Knock on flakes before you grab them. Other than that, this route is excellent. The crux pitch (which my partner led) is stellar.
By Brady Robinson
Jun 27, 2017
|On par with the South Face route, and I actually liked it better -- more adventurous and certainly less crowded. The belay ledges are all great as well. It's just an incredible alpine rock experience up there. I highly recommend taking this variation at the top: "P7b. You can continue up through a small bulge and double cracks above and then angle right to the obvious notch below the overhanging summit blade and belay on the east side of the notch." From that belay, you can get to the summit with one 60m rope, thus you only have to share the route with the masses on the South Face for one pitch.


text:
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Activision today announced that Toys"R"Us stores worldwide have brought Skylanders Spyro's Adventure Legendary Triple Pack back to store shelves.
The Skylanders Spyro's Adventure Legendary Triple Pack is exclusive to Toys "R" Us and features Legendary Bash, Legendary Chop Chop and Legendary Spyro. All three Legendary characters have stat boosts not available to their standard counterparts.
* Legendary Bash, of the Earth element, hits the portal with double armor-helpful when players take him out of the package and place him instantly into more difficult levels.
* Legendary Chop Chop, an Undead element character, is ready to slice and dice his foes. He's a good guy to have on your team as his defenses are high and he likes to get up close to enemies to attack with his ancient sword.
* Legendary Spyro, a fiesty purple dragon from the Magic element, rounds out the Legendary Triple Pack. He can charge at enemies, knock down obstacles with his horns and can fly-making him one of the more versatile Skylanders characters.
Skylanders Spyro's Adventure is now available at retailers for Xbox 360, PS3, Wii, PC and 3DS.
Source: Activision PR


text:
Oil-Stock Rally Is an Opportunity to Sell
New tensions in the Middle East have buoyed crude prices for the moment, but I don't believe that the latest Israeli/Palestinian dust-up will continue for long, and crude prices will continue their drop into the high $70s. This rally is an opportunity to sell oil stocks that you might want to take profits on going into 2013.
Another round in the endless struggle between the Israelis and Palestinians began with increased missile launches coming from the Gaza strip and Israel retaliating with targeted assassinations and air strikes of military installations. While avoiding the obvious human tragedy associated with new military action from both sides, what has been most telling is the strong increase in coverage from the media, both in the U.S. and Europe. It's not as if these incursions haven't happened before and with much more intense confrontation and destruction. It's sad but true that many who cover the Middle East are now accepting that these violent outbursts are a recurring fact of life, and this is, at least so far, a relatively small one....328 more words left in this article. To read them, just click below and try Real Money FREE for 14 days.
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