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42nd SIGGRAPH 2015: Los Angeles, CA, USA - Talks
- Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH '15, Los Angeles, CA, USA, August 9-13, 2015, Talks Proceedings. ACM 2015, ISBN 978-1-4503-3636-9
- Steve Emerson:
Visual effects at LAIKA, a crossroads of art and technology. 1:1 - Jamie Haydock, Frederic Valleur, Carl Fairweather:
T1000 effects driven character performance - terminator: genisys. 2:1 - Clair Bellens, Marco D'Ambros:
A modular crowd (n)cloth system for exodus: gods and kings. 3:1 - James Bird, Maxim Fleury:
Jupiter ascending: constructing large scale environments. 4:1 - Jeremy Cowles, Takahito Tejima, David G. Yu:
Real-time crowd visualization in point-cached pipelines. 5:1 - Krzysztof Krzyscin:
Building the world of the Witcher 3: wild hunt. 6:1 - Balázs Török:
The rendering features of the Witcher 3: wild hunt. 7:1 - Sean Weronko, Scot Andreason:
Real-time transformations in the order: 1886. 8:1 - Rachel Rose, Yuting Ye:
Multi-resolution geometric transfer for Jurassic World. 9:1 - Sean Comer, Jacob Buck, Brice Criswell:
Under the scalpel - ILM's digital flesh workflows. 10:1 - Andy Lin, Gene S. Lee, Joe Longson, Jay Steele, Evan Goldberg, Rastko Stefanovic:
Achieving real-time playback with production rigs. 11:1 - Evan Bonifacio, Sarah Fowler Deluna, Masha Ellsworth, Bernhard Haux, Jonas Jarvers, Vladimir Kooperman, Ken Lao, Colin Levy, Albert Lozano, Sajan Skaria, Ron Zorman:
An abstract journey: production focus on the 'abstract thought' sequence in Pixar's 'inside out'. 12:1 - Patrick Lin:
The ins and outs of inside out's camera structure. 13:1 - Michael Sparber, Eric Andraos:
The screens of inside out. 14:1 - Amaury Aubel:
Emoting boov in HOME. 15:1 - Emil Persson:
Doing R&D for open worlds. 16:1 - Christian Nilsendahl:
A landscape engine for a new generation of open world games. 17:1 - Engin Cilasun:
Using GPU compute for productivity and play. 18:1 - Carl Ross:
Efficient production techniques for high quality lighting in vast open world games. 19:1 - François Antoine, Ryan Brucks, Brian Karis, Gavin Moran:
The boy, the kite and the 100 square mile real-time digital backlot. 20:1 - Oliver James, Sylvan Dieckmann, Simon Pabst, Paul-George H. Roberts, Kip S. Thorne:
Building interstellar's black hole: the gravitational renderer. 21:1 - Nikolaus Binder, Alexander Keller:
Stackless ray tracing of patches from feature-adaptive subdivision on GPUs. 22:1 - Matt Jen-Yuan Chiang, Benedikt Bitterli, Chuck Tappan, Brent Burley:
A practical and controllable hair and fur model for production path tracing. 23:1 - Magnus Wrenninge:
Art-directable multiple volumetric scattering. 24:1 - Per H. Christensen:
An approximate reflectance profile for efficient subsurface scattering. 25:1 - Ryan Stelzleni, Bret Parker, Tom Hahn, Sarah Shen, Dan McGarry, Chen Shen:
Sketch to pose in Pixar's presto animation system. 26:1 - Kurt W. Fleischer, Paul Isaacs, Bret Parker, Bernhard Haux, Sarah Shen, Venkat Krishna, Chen Shen, Andrew Butts, Jayson Price, Tom Hahn, Heegun Lee, David Yu:
Silhouette sketching on "inside out". 27:1 - Alexis Angelidis, Jake Merrell, Bob Moyer, Angelique Reisch:
Developing joy for inside out. 28:1 - Chen Shen, Tom Hahn, Bret Parker, Sarah Shen:
Animation recipes: turning an animator's trick into an automatic animation system. 29:1 - Tom Proctor, Christopher Sweet, Kyle Goodsell, Daniel Rauchwerger:
Panocam and postvis for the Chicago chase in jupiter ascending. 30:1 - Daniel Vasquez, Kirk Chantraine:
Roundshot pipeline at MPC for Godzilla. 31:1 - Paul Graham, Graham Fyffe, Borom Tunwattanapong, Abhijeet Ghosh, Paul E. Debevec:
Near-instant capture of high-resolution facial geometry and reflectance. 32:1 - Dan Casas, Oleg Alexander, Andrew W. Feng, Graham Fyffe, Ryosuke Ichikari, Paul E. Debevec, Ruizhe Wang, Evan A. Suma, Ari Shapiro:
Blendshapes from commodity RGB-D sensors. 33:1 - Jason P. Weber:
Rigid link chains in Kung Fu Panda 3. 34:1 - Colleen O'Hagan, Arunachalam Somasundaram, Jason P. Weber:
Hair smash. 35:1 - Arunachalam Somasundaram:
Dynamically controlling hair interpolation. 36:1 - Dong Joo Byun, Zubin Wadia, Michael Kaschalk:
Interactive script based dynamics in Big Hero 6. 37:1 - Jihyun Yoon:
Coloring and texturing volume simulations from texture images. 38:1 - Tony Micilotta, Sam Berry, Thomas Stevenson:
X-Men days of future past: directing a highly complex shape-shifting sentinel. 39:1 - Dong Joo Byun, Henrik Fält, Ben Frost, Mir Zafar Ali, Eric Daniels, Peter De Mund, Michael Kaschalk:
Procedural animation technology behind microbots in Big Hero 6. 40:1 - Mark Ardington:
Ex Machina: rigging beneath the surface. 41:1 - Kevin Wooley, Yoojin Jang, Noah Lockwood:
Raptor wrangling: real-time motion capture for Jurassic World. 42:1 - Tom Hart, Minoru Nakai:
Real-time 3D character integration into a real-world environment using reconstructed z depth. 43:1 - Dan Bailey, Harry Biddle, Nick Avramoussis, Matthew Warner:
Distributing liquids using OpenVDB. 44:1 - Mark Adams, Greg Mourino, Mason Evans, Kevin Edzenga:
You've got a lot of friends, Charlie Brown: creating crowds in peanuts. 45:1 - Karyn V. B. Monschein, Ken Lee:
The digital cinematography of the peanuts movie. 46:1 - Ilan Gabai, Alen Lai:
Hand-drawn looking volumetric effects in the peanuts movie. 47:1 - Adam Burr, Steve Gressak, Matthew Doble, Christian Haniszewski, Ignacio Barrios, Brian Anderson, Ferris Webby:
"It's a UVN face rig, Charlie Brown": facial techniques for peanuts. 48:1 - Sabine Heller, Marin Petrov, Michael Reed, Steven Song, Nikki Tomaino, Steven Vanseth:
Head, shoulders, knees and toes: interpreting Schulz in 3D. 49:1 - Fabio Cerrito:
Water simulation in jupiter ascending. 50:1 - Tobias Keip, Jordan Walsh:
Wrangling a gas giant for jupiter ascending. 51:1 - David J. Hutchins, Olun Riley, Jesse Erickson, Alexey Stomakhin, Ralf Habel, Michael Kaschalk:
Big Hero 6: into the portal. 52:1 - Dominique Vidal:
Visualizing the cosmos: a procedural approach. 53:1 - Alon Or-bach:
Mobile vision: how we must augment APIs to enable a new reality. 54:1 - Ravi Krishnaswamy:
Performance and precision: mobile solutions for high quality engineering drawings. 55:1 - Tommaso Maestri:
Impact of CPU-GPU data transfers on mobile device GPGPU. 56:1 - Prashant Sharma:
Challenges with virtual reality on mobile devices. 57:1 - Chris J. Hebert, Hugo Silva:
The many faces of font rendering. 58:1-58:2 - Nathan Phail-Liff, Anthony Vitale:
Crafting victorian London: the environment art and material pipelines of the order: 1886. 59:1 - Nathan Phail-Liff, Scot Andreason:
Melton and mustaches: the character art and shot lighting pipelines of the order: 1886. 60:1 - Adam Wood-Gaines, Josh Grant:
Data mining for effective render farm management. 61:1 - Daniel Garcia, Inigo Quilez, Dave Dixon, Ariela Fedorov, Matt Kuruc, Susan Fisher Fong:
Environment rendering optimization for Pixar's the good dinosaur. 62:1 - Alex Harvill, Andrew Kensler, David Laur:
Progressive render checkpoint workflows in production. 63:1 - Oliver Staeubli, Mark McGuire:
TaskProcessor: a pipeline execution framework and IDE. 64:1 - Daniel Johansson, Jan Schmid:
Building the city of glass in mirror's edge™. 65:1 - Daniel Johansson, Arne Schober, Jan Schmid:
Rendering the world of mirror's edge™. 66:1 - James McLaren, Tao Yang:
The tomorrow children: lighting and mining with voxels. 67:1 - Pascal Lecocq, Gaël Sourimant, Jean-Eudes Marvie:
Accurate analytic approximations for real-time specular area lighting. 68:1 - Chris Wyman, Rama Hoetzlein, Aaron E. Lefohn:
Frustum-traced irregular z-buffers: fast, sub-pixel accurate hard shadows. 69:1 - Eric Enderton, Eric B. Lum, Christian Rouet, Oleg Kuznetsov:
Accumulative anti-aliasing. 70:1 - Stéphane Grabli, Kevin Sprout, Yuting Ye:
Feature-based texture stretch compensation for 3D meshes. 71:1 - Thibault Lambert:
From 2D to 3D painting with mesh colors. 72:1 - Andrew Gartner, Kelsey Hurley, Hank Driskill, Kyle Odermatt, Chris D. Springfield:
Façade: image-based set replacement on Big Hero 6. 73:1 - Curtis Andrus, Mark Manca:
Furtility: robust hair styling. 74:1 - Julien P. C. Valentin, Vibhav Vineet, Ming-Ming Cheng, David Kim, Jamie Shotton, Pushmeet Kohli, Matthias Nießner, Antonio Criminisi, Shahram Izadi, Philip H. S. Torr:
SemanticPaint: interactive segmentation and learning of 3D world. 75:1 - Aaron Adams, Dmitriy Pinskiy, Jose Gomez, Edward Robbins, Christopher Gallagher, Evan Goldberg:
The artistry of TechAnim: new cloth workflows on Big Hero 6. 76:1 - Yasser Hamed, John Kahwaty, Andy Lin, Evan Goldberg, Lawrence Chai:
Crowd character complexity on Big Hero 6. 77:1 - Kai Wolter, Mariano Blanc, Francisco Gochez, Ruben D. Hernandez:
Destroying the pharaoh's army - large-scale dynamics in Exodus. 78:1 - Martin Prazák, Mungo Pay, Damien Maupu, Davide Vercelli, Ian Masters:
Data-driven background crowds in Exodus: gods and kings. 79:1 - Anton Kai Michels, Peter Sikachev, Samuel Delmont, Uriel Doyon, Francis Maheux, Jean-Normand Bucci, David Gallardo:
Labs R&D: rendering Deus Ex: mankind divided. 80:1 - Anton Kai Michels, Peter Sikachev, Samuel Delmont, Uriel Doyon, Francis Maheux, Jean-Normand Bucci, David Gallardo:
Labs R&D: rendering techniques in rise of the Tomb Raider. 81:1
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