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45th SIGGRAPH 2018: Vancouver, BC, Canada - Talks
- Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH 2018, Vancouver, BC, Canada, August 12-16, 2018, Talks. ACM 2018, ISBN 978-1-4503-5820-0
I can see clearly now
- Matthew O'Toole, David B. Lindell, Gordon Wetzstein:
Confocal non-line-of-sight imaging. 1:1-1:2 - Benoit Marini:
Real time muography simulator for scanpyramids mission. 2:1-2:2 - Jeff Lait:
Divergence projection with electrostatics. 3:1-3:2 - Lei Xiao, Anton Kaplanyan, Alexander Fix, Matthew Chapman, Douglas Lanman:
DeepFocus: learned image synthesis for computational display. 4:1-4:2
Well worn
- Aimei Kutt, Fran Kalal, Beth Albright, Trent Crow:
Collaborative costume design and construction on Incredibles 2. 5:1-5:2 - Trent Crow, Michael Kilgore, Junyi Ling:
Dressed for saving the day: finer details for garment shading on Incredibles 2. 6:1-6:2 - Jacob Brooks, Emron Grover, Kristopher Campbell, Bret Parker:
Coco animsim: increasing quality and efficiency. 7:1-7:2 - David Eberle:
Better collisions and faster cloth for Pixar's Coco. 8:1-8:2
Augmenting your reality
- B. C. Biermann:
Augmented reality, art, and public space. 9:1-9:2 - Simon Spielmann, Volker Helzle:
Augmented reality for virtual set extension. 10:1-10:2
Hares & hairs
- Miles Green, Rogier Fransen, Damien Gray, Brian Kranz:
Hair today, cloth tomorrow: automating character fx on peter rabbit. 11:1-11:2 - Bryan Smith, Roman Fedotov, Sang N. Le, Matthias Frei, Alex Latyshev, Luke Emrose, Jean-Pascal leBlanc:
Simulating woven fabrics with weave. 12:1-12:2 - Avneet Kaur, Maryann Simmons, Brian Whited:
Hierarchical controls for art-directed hair at Disney. 13:1-13:2 - Andrew Butts, Ben Porter, Dirk Van Gelder, Mark Hessler, Venkateswaran Krishna, Gary Monheit:
Engineering full-fidelity hair for Incredibles 2. 14:1-14:2
It's a material world
- Matt Jen-Yuan Chiang, Brent Burley:
Plausible iris caustics and limbal arc rendering. 15:1-15:2 - Liangsheng Ge, Beibei Wang, Lu Wang, Nicolas Holzschuch:
A compact representation for multiple scattering in participating media using neural networks. 16:1-16:2 - Dar'ya Guarnera, Giuseppe Claudio Guarnera, Matteo Toscani, Mashhuda Glencross, Baihua Li, Jon Yngve Hardeberg, Karl R. Gegenfurtner:
Perceptually validated analytical BRDFs parameters remapping. 17:1-17:2 - Steve Agland, Matthew Reid, Daniel Heckenberg:
Prelit materials: light transport for live-action elements in production rendering. 18:1-18:2
En masse
- Jane Yen, Stephen Gustafson, Aaron Lo, J. D. Northrup, Lana Sun:
Other worldly crowds in Coco. 19:1-19:2 - Mark Adams, Justin Bisceglio:
Up close with simulated crowds. 20:1-20:2 - Byron Bashforth, Fernando de Goes, Jacob Kuenzel, Jake Merrell, Athena Xenakis:
Automating the handmade: shading thousands of garments for Coco. 21:1-21:2 - Martin Prazák, Damien Maupu, Mungo Pay, Muhittin Bilginer, Aleksandar Atanasov, Cristobal Infante Esquivel:
Taming the swarm: rippers on pacific rim uprising. 22:1-22:2
Olaf's image capture adventure!
- Giuseppe Claudio Guarnera, Simone Bianco, Raimondo Schettini:
DIY absolute tele-colorimeter using a camera-projector system. 23:1-23:2 - Mario Poerner, Jochen Suessmuth, Davoud Ohadi, Vincenz Amann:
adidas TAPE: 3-d footwear concept design. 24:1-24:2 - Masaki Takahashi, Shinsuke Yokozawa, Hideki Mitsumine, Tetsuya Itsuki, Masato Naoe, Satoshi Funaki:
Sword tracer: visualization of sword trajectories in fencing. 25:1-25:2 - Josh Staub, Alessandro Jacomini, Dan Lund:
The handiwork behind "Olaf's frozen adventure". 26:1-26:2
Be there or be square
- Norihito Ueno, Tomohiro Hasegawa, Prasert Prasertvithyakarn, Isamu Hasegawa, Mitsuko Okamoto, Takashi Kiriyama:
Animation to games, virtual department of games in Tokyo University of the arts. 27:1-27:2 - Isamu Watamori, Ryuhei Ozai, Tomohiro Hasegawa:
Making of "out of the cradle". 28:1-28:2
Clean up your room!
- Tamy Boubekeur, Malik Boughida, Laurent Noël, Jérémie Defaye, Farchad Bidgolirad:
Denoising at scale for massive animated series. 29:1-29:2 - Daniel Dresser:
Practical denoising for VFX production using temporal blur. 30:1-30:2 - Rebecca Hallac, Christopher Moore:
Achieving and maintaining real-time rigs. 31:1-31:2 - Neil G. Dickson:
Page array data structures for flexibility and performance. 32:1-32:2
Effects blender
- Steve Switaj:
The robots of LAIKA. 33:1-33:2 - Luc Comtois, Alexandre Ménard, Martin Lipmann:
'The greatest showman': crafting a period New York city with scaled miniatures and painterly backgrounds. 33a:1 - David Lally, Kristen Lester, Steven Clay Hunter, David Munier, Farhez Rayani, Matt Silas:
Unraveling Purl: continuing Pixar's experimental story initiative. 34:1-34:2 - Aaron Gilman:
Pacific Rim Uprising: developing the mega kaiju transformation. 35:1-35:2
Potpourri
- Julien Cohen Bengio, Kaori Ogino, Barnaby Robson:
A holistic approach to asset quality and efficiency. 36:1-36:2 - Björn Siegert:
Lighting pipeline for one: or how to keep sane in a discworld. 37:1-37:2 - Nikolaus Binder, Alexander Keller:
Fast, high precision ray/fiber intersection using tight, disjoint bounding volumes. 38:1-38:2 - Laura Murphy, Martin Sebastian Senn, Matthew Webb:
Efficient hybrid volume and texture based clouds. 39:1-39:2
Production junction
- Peter Chiang:
DNEG at 20: creative milestones. 40:1-40:2
Gouging the surface
- David Minor:
Making space for cloth simulations using energy minimization. 41:1-41:2 - Audrey Wong, David Eberle, Theodore Kim:
Clean cloth inputs: removing character self-intersections with volume simulation. 42:1-42:2 - Fernando de Goes, William Sheffler, Michael Comet, Alonso Martinez, Aimei Kutt:
Patch-based surface relaxation. 43:1-43:2 - David Coeurjolly, Pierre Gueth, Jacques-Olivier Lachaud:
Regularization of voxel art. 44:1-44:2 - Sean C. McDuffee, Maurice van Swaijj:
Procedural fluid textures. 45:1-45:2
For the love of tech art
- Nigel Ang, Andrew Catling, Francesco Cifariello Ciardi, Valentine Kozin:
The technical art of sea of thieves. 46:1-46:2 - Lou Hamou-Lhadj, Rich Hurrey, Salvatore Melluso, Mark Piretti, Kevin Singleton, Jacob Spiers, Nancy Tsang:
Reinterpreting memorable characters in Incredibles 2. 47:1-47:2 - Alonso Martinez, Athena Xenakis, K. C. Roeyer, Laura Hainke:
Making Coco's Pepita. 48:1-48:2
Skinny & flexible
- Kevin Singleton, Trent Crow, Edgar Rodriguez:
Making mrs. incredible more flexible. 49:1-49:2 - Ryan Kautzman, Gordon Cameron, Theodore Kim:
Robust skin simulation in Incredibles 2. 50:1-50:2 - Paul Kanyuk, Patrick Coleman, Jonah Laird:
Mobilizing mocap, motion blending, and mayhem: rig interoperability for crowd simulation on Incredibles 2. 51:1-51:2 - Christian Hoffman, Jonathan Hoffman, Michael Honsel:
Bringing skeletons to life for Coco. 52:1-52:2
USD certified lean, eh?
- Alan Blevins, Mike Murray:
Zero to USD in 80 days: transitioning feature production to universal scene description at dreamworks. 53:1-53:2 - Aloys Baillet, Eoin Murphy, Oliver Dunn, Miguel Gao:
Forging a new animation pipeline with USD. 54:1-54:2 - Kiki Poh, Michael Kilgore, Tom Wichitscripornkul, Gary Monheit:
Using USD shading to provide the "extra" touch on Incredibles2. 55:1-55:2 - Guillaume Laforge, Victor Yudin, Lucille Caillaud, Julien Couet:
Walter: an open source VFX framework for USD and alembic. 56:1-56:2
Visual visage
- Volker Helzle, Kai Götz:
Digital Albert Einstein, a case study. 57:1-57:2 - Darren Hendler, Lucio Moser, Rishabh Battulwar, David Corral, Phil Cramer, Ron Miller, Rickey Cloudsdale, Doug Roble:
Avengers: capturing thanos's complex face. 58:1-58:2 - Lucio Moser, Mark Williams, Darren Hendler, Doug Roble:
High-quality, cost-effective facial motion capture pipeline with 3D regression. 59:1-59:2 - Luc Comtois, Mikael Damant-Sirois, Dominic Piche:
It: how to build a terrifying clown. 59a:1
Creating the unreal
- Erik Winquist:
Rampage: a product of evolution. 60:1-60:2 - John Vanderbeck, Alex Jenyon:
Accelerating film environment creation using game development tools. 61:1-61:2 - Taro Narahara:
Creating the unreal: speculative visions for future living structures. 62:1-62:2
Tripping the light VR
- Ryan S. Overbeck, Daniel Erickson, Daniel Evangelakos, Paul E. Debevec:
The making of welcome to light fields VR. 63:1-63:2 - Johannes Saam, Mariano Merchante, Patrick Beavers, Rongxuan Jin, Aron Hjartarson, David Bees:
Fractal multiverses in VR. 64:1-64:2 - Jeff Gipson, Lauren Brown, Edward Robbins, Jose Luis Gomez Diaz, Mike Anderson, José Velásquez, Jorge Ruiz, Dan Cooper:
VR story production on Disney animation's "cycles". 65:1-65:2
Light it up
- Xinling Chen, Lucas Miller:
GafFour and sequence-based lighting. 66:1-66:2 - Leïla Schemali, Bernie Wong, Nigel Ankers:
KatanaForFX: intertwine FX and lighting. 67:1-67:2
Sampling the product
- Asen Atanasov, Vladimir Koylazov, Blagovest Taskov, Alexander Soklev, Vassillen Chizhov, Jaroslav Krivánek:
Adaptive environment sampling on CPU and GPU. 68:1-68:2 - Alejandro Conty Estevez, Pascal Lecocq:
Fast product importance sampling of environment maps. 69:1-69:2 - Yusuke Tokuyoshi, Takahiro Harada:
Bidirectional path tracing using backward stochastic light culling. 70:1-70:2 - Nikolaus Binder, Sascha Fricke, Alexander Keller:
Fast path space filtering by jittered spatial hashing. 71:1-71:2
Ohooo shiny!
- Sema Berkiten, Rosália G. Schneider, Jared M. Johnson:
Automatic photo-from-panorama for Google Maps. 72:1-72:2 - Jae-Ho Nah, Byeongjun Choi, Yeongkyu Lim:
Classified texture resizing for mobile devices. 73:1-73:2 - Rob Pieké, Yanli Zhao, Fabià Serra Arrizabalaga:
Deep thoughts on deep image compression. 74:1-74:2 - Esan Mandal, Amy Kwa:
Synthesizing panoramas for non-planar displays: a camera array workflow. 75:1-75:2
Blow it up real good
- Mihai Cioroba, Rick Hankins, Miguel Perez Senent, Huai Yuan Teh:
Star Wars: The Last Jedi - effects simulation: industrial light and magic. 76:1-76:2 - Michael Bang Nielsen, Konstantinos Stamatelos, Morten Bojsen-Hansen, Duncan Brinsmead, Yannick Pomerleau, Marcus Nordenstam, Robert Bridson:
A collocated spatially adaptive approach to smoke simulation in bifrost. 77:1-77:2 - Johnathan M. Nixon, Sebastian H. Schmidt:
Rampage: a pipelined approach to managing large scale character driven effects. 78:1-78:2 - Will Harrower, Pete Kyme, Ferdi Scheepers, Michael Rice, Marie Tollec, Alexander Moaveni:
SimpleBullet: collaborating on a modular destruction toolkit. 79:1-79:2
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