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50th SIGGRAPH 2023: Los Angeles, CA, USA - Talks
- Erik Brunvand, Susan Reiser:
ACM SIGGRAPH 2023 Talks, SIGGRAPH 2023, Los Angeles, CA, USA, August 6-10, 2023. ACM 2023
Going Green
- Jean-Baptiste Spieser, Bill Kinder:
A Green Path to Responsible Productions. 1:1-1:2 - Jan Philip Cramer, Michael Melchiore, Elizabeth Bernard, Ashley McKay:
She-Hulk: Lawyer to Fashion Icon. 2:1-2:2 - Jason Galeon, Sarah Fitton:
Guardians of The Galaxy Vol 3: The Creation and Destruction of The Arête. 3:1-3:2
Stylized Rendering Techniques
- Christos Obretenov:
Cinematography For Stylized Motion Pictures. 4:1-4:2 - Filippo Maccari, Pav Grochola, Kenneth Nicol, Peter Blaskovic, Michal Fapso:
Repainting the Spider-Verse: A new painting FX pipeline with Rebelle and Houdini. 5:1-5:2 - Pav Grochola, Filippo Maccari, Young Joon Lee, Edmond Boulet-Gilly:
Linework in Spider-Man Across the Spider-Verse: An artistic driven approach to linework generation. 6:1-6:2
Practical Proceduralism in Production
- Courtney Chun, Jose Velasquez, Haixiang Liu:
Creating the Art-Directed Groom for Legend in Disney's "Strange World". 7:1-7:2 - Mark Newport, David Chow, Chris Michael, Andre Pradhana, Lawrence Lee:
Those Flowing Locks - Creating Large Scale Water Hair for Ruby Gillman Teenage Kraken. 8:1-8:2 - Greg Mourino, Brennan Mitchell, Grace Gilbert, Kristopher Campbell:
Elemental Characters: The Living Vegetation of Element City. 9:1-9:2 - Alec Bartsch, Colin Thompson, Fernando de Goes:
A Procedural Approach for Stylized Bark Shading. 10:1-10:2
A Trip Down the Studio Pipeline I
- Theodore Jones, Nestor Prado:
Framestore FUSE - An Unreal Engine Pipeline for Large Scale Live-Action VFX Production. 11:1 - Thomas Kilkenny:
Virtual Cinematography with Unreal Engine: Lean how Unreal Engine's virtual cinematography framework has given rise to new and advanced techniques in film and animation studios. 12:1-12:2 - Emily Vo, George Rieckenberg, Ernest J. Petti:
Honing USD: Lessons Learned and Workflow Enhancements at Walt Disney Animation Studios. 13:1-13:2 - Michael Rice, Joshua Jenny, Will Harrower:
Engine-eering a Procedural Pipeline with USD. 14:1-14:2
Tailor Made: Techniques in Computational Cloth
- Curtis Andrus, Burak Ertekin, Guillaume Pernin, Stefan Feess:
Artist-Friendly Tools for Realistic Knitted Cloth. 15:1-15:2 - Romain Rouffet, Megan Dattoria, Jamie Cope, Jon Blundell, Vincent Rossi, Tamy Boubekeur:
Making a Digital Double of Alan Shepard's Space Suit. 16:1-16:2 - Jochen Suessmuth, Florian Fick, Stan Van Der Vossen:
Generative AI for Concept Creation in Footwear Design. 17:1-17:2 - Dan Lipson, José Velásquez:
Creating Curve-Based Garments with Custom Weave Patterns. 18:1-18:2
A Trip Down the Studio Pipeline II
- Edward Waine, Al Crate, Chas Jarrett:
xSTUDIO - An Open Source Playback and Review Application. 19:1-19:2 - Kris Murray, Vlad Simion:
Color Management in Virtual Production. 20:1-20:2 - Eunika Wu, Jeff Stringer, Tony Aiello:
LAIKA's Next Generation Stage Planning System. 21:1-21:2 - Dan Chapman:
Framestore Farsight - A scalable virtual production ecosystem for faster iteration. 22:1-22:2 - Clement Jovet, Samuel Melamed:
Jigsaw: Graphical Representation for Big Data Management in Digital Film Production. 23:1-23:2
Real-Time and Pre-Vis and Games, Oh My!
- Sam Wickert, Micah Malinics, Brendan Forde:
Using Pre-visualization to bring HBO's "The Last Of Us" To Life. 24:1 - Paulus Bannink:
Facial Animation at Scale: Producing facial animation for 24 hours of narrative content in "Horizon: Forbidden West". 25:1-25:2 - Funshing Sin, Vinod Melapudi, Parag Havaldar:
An Animator-Friendly Chain Simulator for In-Game Animations at Blizzard Entertainment. 26:1-26:2 - Ron Weitzman, Almog Mizrahi, Raz Perlman, Elad Haviv, Oleksandr Pyshchenko, Trevor Stephenson:
Real Time Ray Tracing in AR. 27:1-27:2
Rigging Without the Rig: New Methods in Character Animation
- Kendall Litaker, Brent Burley, Dan Lipson, Mason Khoo:
Splat: Developing a "Strange" Shader. 28:1-28:2 - Cameron Black, Christoffer Pedersen:
The Versatile Rigging of Splat in "Strange World". 29:1-29:2 - Duc Nguyen, Jeremie Talbot, William Sheffler, Mark Hessler, Kurt Fleischer, Fernando de Goes:
Shaping the Elements: Curvenet Animation Controls in Pixar's Elemental. 30:1 - Anna-Christine Lykkegaard, Ana G. Lacaze, Jonathan Page:
Eyes Without a Face: Integrating detached facial features into Pixar's character pipeline. 31:1-31:2
Crowded House: Advances in Crowd Simulation
- Callum Macmillan, Brian Drewes, Don Libby, Andrew Simmonds:
I Wanna Dance With Somebody: Generating Authentic Crowds With Volumetric Video. 32:1-32:2 - Paul Kanyuk, Sasha Ouellet, Aksel Taylan, Arnold Moon, William Reeves:
Everybody's an Effect: Scalable Volumetric Crowds on Pixar's Elemental. 33:1-33:2 - Nathan Devlin, Yasser Hamed, Alberto Luceño Ros, Jeff Sullivan, D'Lun Wong:
Creating Creature Chaos: The Methods that Brought Crowds to the Forefront on Disney's "Strange World". 34:1-34:2
Fresh Technical Art
- David Allen, Aled Rhys Jones, Zhujun Bamboo Wang, Jackie Tarascio, Pietro Materossi:
Creating a Large-Scale Monster with Style. 35:1-35:2 - Yiou Wang:
Metempsychosis in Media, Performance, and Sleep Choreography. 36:1-36:2 - Victoria Bousis:
The Digital Human Revolution: Pioneering Advanced Approaches to Hyper-Realistic Digital Characters to Drive Impact-Driven Storytelling Across Platforms and Use Cases. 37:1-37:2 - Marc-Andre Davignon, Bret St. Clair:
Non-photorealistic compositing of the Spider-Verse: Showing the hand of the artist without painting every pixel. 38:1-38:2
Styling Volumes and Cloth
- Paul Kanyuk, Vinicius C. Azevedo, Raphael Ortiz, Jingwei Tang:
Singed Silhouettes and Feed Forward Flames: Volumetric Neural Style Transfer for Expressive Fire Simulation. 40:1-40:2 - Arunachalam Somasundaram, Levi Biasco, Damon Riesberg:
Dynamic Mesh Sharpening. 41:1-41:2 - Shilin Zhu, Xianyao Zhang, Gerhard Röthlin, Marios Papas, Mark Meyer:
Denoising Production Volumetric Rendering. 42:1-42:2
Advances in Animation Tools
- Brent James Forrest:
The Time Filter System: Advanced Time Manipulation for Animators and Effects Artists: How I Learned to Stop Worrying and Love Matrix Math. 43:1-43:2 - Marteinn Örn Óskarsson, Marlène Chazot:
Spider-Man: Across The Spider-Verse - How to build a pipeline for variable rate animation. 44:1-44:2 - Andy Lin, Hannah Swan, Justin Walker, Cathy Lam, Ricky Arietta:
Swoop: Animating Characters Along a Path. 45:1-45:2 - Arunachalam Somasundaram, Pramita Mukherjee, Jinnah Yu, Ron Williams:
Skin Slide. 46:1-46:2
Sampling Volumes and Surfaces
- Johannes Jendersie, Eugene d'Eon:
An Approximate Mie Scattering Function for Fog and Cloud Rendering. 47:1-47:2 - Basile Fraboni, Tsz Kin Chan, Thibault Vergne, Jakub Jeziorski:
Can You See the Heat? A Null-Scattering Approach for Refractive Volume Rendering. 48:1-48:2 - Eugene d'Eon:
Student-T and Beyond: Practical Tools for Multiple-Scattering BSDFs with General NDFs. 49:1-49:2 - Julian Fong:
Volume Rendering for Pixar's Elemental. 50:1-50:2
Elemental, Dear Watson!: The Technology Behind Elemental
- Jonathan Hoffman, Te Hu, Paul Kanyuk, Stephen Marshall, George Nguyen, Hope Schroers, Patrick Witting:
Creating Elemental Characters: From Sparks to Fire. 51:1-51:2 - Aylwin Villanueva, Mike Ravella, Brandon Montell, Ting Zhang, Hosuk Chang:
Procedural Techniques for Large, Dynamic Sets in Elemental. 52:1-52:2 - Markus Kranzler, Ravindra Dwivedi, Krzysztof Rost, Andrew Pettit, Athena Xenakis:
Elemental Characters: Making Characters Out of Thin Air. 53:1-53:3 - Max Gilbert, Jacob Kuenzel, Kristopher Campbell, Greg Gladstone, Jean-Claude Kalache, Fernando de Goes, Jon Barry:
Elemental Characters: Bringing Water to Life. 54:1-54:2
Byte-Size Geometry; Mathematical Techniques
- Pascal Gautron, Christoph Kubisch:
Interactive GPU-based Decimation of Large Meshes. 55:1-55:2 - Crane He Chen:
Estimating Discrete Total Curvature with Per Triangle Normal Variation. 56:1-56:2 - Mark Bolstad, Kenneth Moreland, David Pugmire, David H. Rogers, Li-Ta Lo, Berk Geveci, Hank Childs, Silvio Rizzi:
VTK-m: Visualization for the Exascale Era and Beyond. 57:1-57:2 - Mayur Patel:
The Efficacy of Discrepancy in Computer Graphics. 58:1-58:2
Avatar: The Way of Fluid Dynamics
- John Edholm, Alexey Stomakhin, Rahul Deshprabhu, David Caeiro Cebrian, Florian Hu, Caitlin Pope:
Fire and Explosions in Avatar: The Way of Water. 59:1-59:2 - Christoph Sprenger, Tobias Mack, Alexey Stomakhin, Florian Fernandez:
Bodyopt - A Character Deformation Pipeline For Avatar: The Way of Water. 60:1-60:2 - Xiao Zhai, Eston Schweickart, Nikolay Ilinov, Joel Wretborn, Alexey Stomakhin, John Homer, Jefri Haryono, Julian Butler:
Avatar: The Way of Hair, Cloth, and Coupled Simulation. 61:1-61:2 - Alex Nowotny, Steve Lesser, Christopher J. Dean, Eston Schweickart, Sebastian H. Schmidt, David Caeiro Cebrian:
Pandora in Motion: Plant Simulation in the Avatar Sequels. 62:1-62:2
Big Rigs: Advances in Rigging
- Gergely Klár, Stephen Ward, Andrew Moffat, Eftychios Sifakis, Ken Museth:
Simulation-aided face strain extraction for ML animation systems. 63:1-63:2 - Vladimir Ivanov, Parag Havaldar:
Simplifying Facial Animation using Deep Learning based Phoneme Recognition. 64:1-64:2 - Stuart Bryson, Matthew Gong, Rob O'Neill, Ted Forgrave, Ben Kwa, Paul C. DiLorenzo:
Premo: Powerful Character Rigging, Fast Animation. 65:1-65:2
New Techniques in Animation
- Henry Brummelman, John Craney, Jeff Stringer:
Digital fabrication for stop motion puppets at LAIKA. 66:1-66:2 - Shen Ciao, Li-Yi Wei:
Ciallo: The next-generation vector paint program. 67:1-67:2 - Frode Holm:
Techniques for Generating Abstract Visual Animations with Cellular Automata. 68:1-68:2
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