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43rd SIGGRAPH 2016: Anaheim, CA, USA - Talks
- Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH '16, Anaheim, CA, USA, July 24-28, 2016, Talks. ACM 2016, ISBN 978-1-4503-4282-7
Too hot to handle
- William Muto, Marc-Antoine Paquin, Nico Sanghrajka, Stuart Gordon, Monique Bradshaw:
Wham!: building Deadpool's freeway chase. 1:1-1:2 - David Quirus, Matt Roach:
Delivering doomsday the meteor FX of ice age: collision course. 2:1-2:2 - Gregory Ecker, Ravindra Dwivedi, Ilan Gabai:
Directed volcano getting the most out of your simulations. 3:1
Van Gogh would be proud
- Tuur Stuyck, Sunil Hadap, Philip Dutré:
Digital painting classroom: learning oil painting using a tablet. 4:1-4:2 - Chuqiao Wang, Sam Wang, Robert Geist:
Painting with turbulence. 5:1-5:2 - Lukasz Mackiewicz, Francho Melendez:
Loving vincent: guiding painters through 64.000 frames. 6:1-6:2
Get in shape
- Mark Hessler, Jeremie Talbot:
AutoSpline: animation controls only when and where you need them. 7:1-7:2 - Alyn Rockwood, Kun Gao, Michael Farrell:
SuperD: SubD modeling without subdivision. 8:1 - Ergun Akleman, Shenyao Ke, You Wu:
Physical mesh data structures. 9:1-9:2 - Cem Yuksel:
Mesh colors with hardware texture filtering. 10:1-10:2
Life is shorts
- Leo Matsuda, Sean Lurie, Josh Staub:
The making of inner workings. 11:1 - Brett Levin:
Creating PIPER: pixar's latest short film. 12:1
Dark hides the light
- Jon Story, Chris Wyman:
HFTS: hybrid frustum-traced shadows in "the division". 13:1-13:2 - Kevin Myers:
Sparse shadow tree. 14:1-14:2 - Alex Suter, Dan Lobl, Victor Schutz, Brian Gee:
LightCraft: extract light position and information from on-set photography. 15:1-15:2 - Rob Pieké:
Rendering fast & furious: supercharged in stereo for a 400ft curved screen. 16:1-16:2 - Gabriel Eilertsen, Rafal K. Mantiuk, Jonas Unger:
Luma HDRv: an open source high dynamic range video codec optimized by large-scale testing. 17:1-17:2
Dancing trees
- Hans Keim, Maryann Simmons, Daniel Teece, Jared Reisweber, Sara Drakeley:
Art-directable procedural vegetation in disney's zootopia. 18:1-18:2 - Olivier Soares, Thomas Moser, Frank Aalbers:
Vegetation choreography in the good dinosaur. 19:1-19:2 - Tom Melson:
Can't see the jungle for the trees. 20:1-20:2 - Alexander Schwank, Callum James James, Tony Micilotta:
The trees of The Jungle Book. 21:1-21:2
Angry - effects salad
- Yury A. Kryachko:
Sea surface visualization in world of warships. 22:1-22:2 - Isamu Hasegawa, Ryota Nozoe, Teppei Ono, Masahiko Koyama, Taku Ishida:
Visual effects of Final Fantasy XV: concept, environment and implementation. 23:1-23:2 - Oliver Winwood, Rob Hopper, Kai Wolter:
The effects of The Jungle Book. 24:1-24:2 - Dong Joo Byun, James Mansfield, César Velázquez:
Delicious looking ice cream effects with non-simulation approaches. 25:1-25:2
Face off
- Brian Cantwell, Paige Warner, Michael Koperwas, Kiran Bhat:
ILM facial performance capture. 26:1-26:2 - Mark Edwards, Dave Walvoord, Robert Armstrong, Geoff Parkhill, Dagan Potter, Eli Bocek-Rivele, Tsun Chuen Ho, Jingxiang Li, Kyle Wood:
Kung Fu Panda 3: mandarin lip-sync reanimation process and pipeline. 27:1-27:2 - Claude Levastre:
Shape analysis driven surface correction. 28:1-28:2 - Lucio Moser, David Corral, Doug Roble:
As-rigid-as-possible deformation transfer for facial animation. 29:1-29:2 - Stephen A. Willey, Gregory Keech:
Warping with accumulated motion vectors. 30:1
Icing on the cake
- Stephen D. Bowline, Andrew A. Johnson, Ryan Gillis:
HairCraft: spells and incantations for digital hair. 31:1-31:2 - Sean Palmer, Kendall Litaker:
Artist friendly level-of-detail in a fur-filled world. 32:1-32:2 - Wei-Chin Lin, Nafees Bin Zafar, Edwin Ng, Jun Zhou:
Pyramid coordinates for deformation with collision handling. 33:1-33:2 - Andy Milne, Mark McLaughlin, Rasmus Tamstorf, Alexey Stomakhin, Nicholas Burkard, Mitch Counsell, Jesus Canal, David Komorowski, Evan Goldberg:
Flesh, flab, and fascia simulation on zootopia. 34:1-34:2
Roll the dice
- Iliyan Georgiev, Marcos Fajardo:
Blue-noise dithered sampling. 35:1 - Arthur Dufay, Pascal Lecocq, Romain Pacanowski, Jean-Eudes Marvie, Xavier Granier:
Cache-friendly micro-jittered sampling. 36:1-36:2 - Chris Wyman:
Stochastic layered alpha blending. 37:1-37:2 - Eric R. Johnston:
Quantum supersampling. 38:1
A tall drink of water
- Vincent Serritella, Hosuk Chang, Leon J. W. Park, Ferdi Scheepers, Brett Levin:
Lapping water effects in Piper. 39:1 - Jon Reisch, Stephen Marshall, Magnus Wrenninge, Tolga Göktekin, Michael Hall, Michael K. O'Brien, Jason Johnston, Jordan Rempel, Andy Lin:
Simulating rivers in the good dinosaur. 40:1 - Michael Bang Nielsen, Robert Bridson:
Spatially adaptive FLIP fluid simulations in bifrost. 41:1-41:2 - Jeff Lait:
Inside houdini's distributed solver system. 42:1-42:2
Building character
- Jeremie Talbot, Mark Piretti, Kevin Singleton, Mark Hessler:
Designing an interaction with an octopus. 43:1-43:2 - Victor Schutz, Paul Giacoppo, Chase Cooper:
Warcraft's durotan: hero, complex. 44:1-44:2 - Kazutaka Kurosaka, Eitaro Iwabuchi:
Character workflow of Final Fantasy XV. 45:1-45:2 - Jesus R. Nieto, Theo Facey, Sylvain Brugnot:
A flexible rigging framework for VFX and feature animation. 46:1
Brain & Brawn
- Noriyuki Imamura, Youji Shirakami, Kousuke Namiki, Prasert Prasertvithyakarn, Takanori Yokoyama, Youichiro Miyake:
Final fantasy XV: pulse and traction of characters. 47:1-47:2 - Sharif Elcott, Kay Chang, Masayoshi Miyamoto, Napaporn Metaaphanon:
Rendering techniques of final fantasy XV. 48:1-48:2
Bouncing around
- Matt Jen-Yuan Chiang, Peter Kutz, Brent Burley:
Practical and controllable subsurface scattering for production path tracing. 49:1-49:2 - Benjamin Legros, Cyril Corvazier:
Circle tracing for subsurface scattering. 50:1-50:2 - Apostolia Tsirikoglou, Joel Kronander, Per Larsson, Tanaboon Tongbuasirilai, Andrew Gardner, Jonas Unger:
Differential appearance editing for measured BRDFs. 51:1-51:2 - Attila T. Áfra, Ingo Wald, Carsten Benthin, Sven Woop:
Embree ray tracing kernels: overview and new features. 52:1-52:2
Playing god
- Nathan Fariss, Antony Carysforth:
Constructing the underwater world of Finding Dory. 53:1-53:2 - Lane Pertusi, Iñigo Quilez, Noah Klocek:
Procedural terrains on Pixar's The Good Dinosaur. 54:1-54:2 - Hiromitsu Sasaki, Norihito Ueno, Junichi Miyajima, Eitaro Iwabuchi:
Environment workflow of Final Fantasy XV. 55:1-55:2
It's crowded in here!
- Stephen Gustafson, Hemagiri Arumugam, Paul Kanyuk, Michael Lorenzen:
MURE: fast agent based crowd simulation for VFX and Animation. 56:1-56:2 - Chase Cooper, Eileen Bai, Brian Paik, Victor Schutz:
Warcraft: raising a horde. 57:1-57:2 - Marco Romeo, Ryan Chan, Je-Ren Chen, Greg Fisher:
The Jungle Book: management, caching and preview of many animals. 58:1-58:2 - Moe El-Ali, Le Joyce Tong, Josh Richards, Tuan Nguyen, Alberto Luceño Ros, Norman Moses Joseph:
Zootopia crowd pipeline. 59:1-59:2
Invited session
- Waylon Brinck, Andrew Maximov, Yibing Jiang:
The technical art of uncharted 4. 60:1
The 7 deadly sims
- Ryan Kautzman, Bill Wise, Meng Yu, Per Karlsson, Mark Hessler, Audrey Wong:
Finding hank: or how to sim an octopus. 61:1-61:2 - Daniel Chang, Aaron Conover, Stephen Gustafson:
Finding particulate in Finding Dory. 62:1-62:2 - Magnus Wrenninge, Michael Rice:
Volume modeling techniques in The Good Dinosaur. 63:1 - Matthew Webb, Magnus Wrenninge, Jordan Rempel, Cody Harrington:
Making a dinosaur seem small: cloudscapes in The Good Dinosaur. 64:1
Invited session
- Mark Osborne:
The making of "the little prince". 65:1
Scratching the surface
- Nicolas Holzschuch, Anton Kaplanyan, Johannes Hanika, Carsten Dachsbacher:
Estimating local Beckmann roughness for complex BSDFs. 66:1-66:2 - Asen Atanasov, Vladimir Koylazov:
A practical stochastic algorithm for rendering mirror-like flakes. 67:1-67:2 - Wasim Abbas, Chris Doran, Rich Evans, Roberto Lopez Mendez:
Practical analytic 2D signed distance field generation. 68:1-68:2 - Enzo Catalano, Rajko Yasui-Schöffel, Ken Dahm, Nikolaus Binder, Alexander Keller:
GI next: global illumination for production rendering on GPUs. 69:1-69:2
Organic farming
- Jared Auty, Marlène Chazot, Ruben D. Hernandez, Marco Romeo:
Rapid, high quality dailies with RenderFlow for The Jungle Book. 70:1-70:2 - Marc Jordan, Kevin Constantine:
Coda: the cultural effects of queueing at Disney animation. 71:1-71:2 - Jim Vanns, Aaron Carey:
A fully cloud-based global visual effects studio. 72:1-72:2 - Christopher Root, Todd Mostak:
MapD: a GPU-powered big data analytics and visualization platform. 73:1-73:2
Experience presentations: artistic VR techniques
- Yelena Rachitsky:
Illustrating in VR with quill: how to approach volumetric painting. 74:1 - Michal Staniszewski:
Bound: modern art gaming in VR. 75:1
Experience presentations: creature creation
- Trent Crow, Jonathan Hoffman, Maria Lee, Kiki Poh:
Shading Dory's new friends. 76:1-76:2 - Maria Lee, Ana G. Lacaze:
A versatile skin material for "The Good Dinosaur". 77:1-77:2
Experience presentations: the art & science of immersion
- Dominik P. Käser, Evan Parker, Matthias Bühlmann:
Bringing Google earth to virtual reality. 78:1 - Iñigo Quilez:
Rendering challenges in quill: a VR sketching tool. 79:1 - Sean Harmer:
Qt 3D: a data-driven renderer for mortals. 80:1-80:2
Experience presentations: make it so
- Susan Reiser, Rebecca F. Bruce, Jackson Martin, Brent Skidmore:
Making: an interdisciplinary assistive technology project. 81:1-81:2 - Junichi Yamaoka, Yasuaki Kakehi:
MiragePrinter: interactive fabrication on a 3D printer with a mid-air display. 82:1-82:2 - Lauren Vasey, Tovi Grossman, Heather Kerrick, Danil Nagy:
The hive: a human and robot collaborative building process. 83:1-83:2 - Rubaiat Habib Kazi, Tovi Grossman, Nobuyuki Umetani, George W. Fitzmaurice:
SKUID: sketching dynamic drawings using the principles of 2D animation. 84:1
Experience presentations: production for VR
- Stephanie Riggs:
"Kanju": integrating HCI to tell better stories in immersive environments. 86:1-86:2 - Joe Farrell:
Jungle book "through Mowgli's eyes - kaa virtual reality experience". 87:1
Experience presentations: smart cities
- Anijo Mathew:
Hyperlocal information landscapes: how materialism of information can shift physical urban experiences. 88:1 - Thomas P. Keenan:
Have we found the key to the smart community? 89:1
Agents of change: creation of VR for health and social gain
- Alice Grishchenko, John Luna, Jeremy Patterson:
Voxel bay: VR as a distraction for pediatric pain. 94:1-94:2
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