default search action
48th SIGGRAPH 2021: Virtual Event, USA - Talks
- SIGGRAPH 2021: Special Interest Group on Computer Graphics and Interactive Techniques Conference, Talks, Virtual Event, USA, August 9-13, 2021. ACM 2021, ISBN 978-1-4503-8373-8
Volumes
- Ken Museth:
NanoVDB: A GPU-Friendly and Portable VDB Data Structure For Real-Time Rendering And Simulation. 1:1-1:2 - Morten Bojsen-Hansen, Michael Bang Nielsen, Konstantinos Stamatelos, Robert Bridson:
Spatially Adaptive Volume Tools in Bifrost. 2:1-2:2 - Wei-Feng Wayne Huang, Peter Kutz, Yining Karl Li, Matt Jen-Yuan Chiang:
Unbiased Emission and Scattering Importance Sampling For Heterogeneous Volumes. 3:1-3:2
Pipeline 1: USD
- Eliot K. Smyrl:
Using USD in Pixar's Digital Backlot. 4:1-4:2 - Florian Hecht, Daniel McCoy, Stephen LaVietes, F. Sebastian Grassia:
UsdShade in the Pixar Pipeline. 5:1-5:2 - Chris Rydalch, Colvin Kenji Endo, Wayne Wu:
Procedural Block-Based USD Workflows in Conduit. 6:1-6:2 - Rebecca Hallac, Tim Hoff, Chris Rydalch, Ryan Bland, Oliver Staeubli, Karyn Buczek Monschein, Mark McGuire:
A Pipeline Retrospective on USD & Conduit. 7:1-7:2
Rendering - Tech
- Yusuke Tokuyoshi:
Unbiased VNDF Sampling for Backfacing Shading Normals. 8:1-8:2 - Laurent Belcour, Eric Heitz:
Lessons Learned and Improvements when Building Screen-Space Samplers with Blue-Noise Error Distribution. 9:1-9:2 - Zhuo Hou, DongSheng Cai, Ran Dong:
Photonic Rendering for Hair Cuticles using High Accuracy NS-FDTD method. 10:1-10:2
Machine Learning
- Francesco Banterle, Alessandro Artusi, Alejandro Moreo, Fabio Carrara:
NoR-VDPNet++: Efficient Training and Architecture for Deep No-Reference Image Quality Metrics. 11:1-11:2 - Thomas Chambon, Eric Heitz, Laurent Belcour:
Passing Multi-Channel Material Textures to a 3-Channel Loss. 12:1-12:2 - Abeynaya Gnanasekaran, Eric Darve:
A fast sparse QR factorization for solving linear least squares problems in graphics. 13:1-13:2 - Vaibhav Vavilala, Mark Meyer:
Towards Large-Scale Super Resolution Datasets via Learned Downsampling of Ray-Traced Renderings. 14:1-14:2
Rigging
- Arthur Gregory:
Pose-weight Interpolation: a Lateral Approach to Pose-based Deformations. 15:1-15:2 - Funshing Sin, Parag Havaldar, Vinod Melapudi:
Real Time Interactive Deformer Rig Evaluations in Maya using GPUs. 16:1-16:2 - Ferris Webby, Todd Hill, Brian Anderson, Chris Pagoria, Christian Haniszewski, Daniel Lima:
Reinventing a Character Creation Pipeline Using Landmarking, Simulation, and Shared Character Data. 17:1-17:2
Real-Time Technology
- Bokyung Lee, Michael Lee, Jacobo Bibliowicz, Rhys Goldstein, Jeremy P. M. Mogk, Alexander Tessier:
Simulation and Visualization of Virus Transmission for Architectural Design Analysis. 18:1-18:2 - Oliver James, Rémi Achard, James Bird, Sean Cooper:
Colour-Managed LED Walls for Virtual Production. 19:1-19:2 - Saad Moosajee, Maya Man, James Bartolozzi:
Joji - 777 : Animated Multi-Character Paintings with a Single Performer: A novel approach to realtime motion capture and choreography. 20:1-20:2
Real-Time Rendering
- Peter Ankermann, Oskar Swierad, Krzysztof Krzyscin:
The Tech and Art of Cyberspaces in Cyberpunk 2077. 21:1-21:2 - Matthias Englert:
Modeling Asteroid (101955) Bennu as a Real-time Terrain. 22:1-22:2 - Christopher Lewin:
Swish: Neural Network Cloth Simulation on Madden NFL 21. 23:1-23:2 - Zander Majercik, Thomas Müller, Alexander Keller, Derek Nowrouzezahrai, Morgan McGuire:
Dynamic Diffuse Global Illumination Resampling. 24:1-24:2
Facial Animation
- Gengdai Liu, Xiaowei Zhang, Feiqian Zhang, Yu Wei:
Persona: Real-Time Neural 3D Face Reconstruction for Visual Effects on Mobile Devices. 26:1-26:2 - Jose Serra, Lucio Moser, David A. McLean, Doug Roble:
Simplified facial capture with head mounted cameras. 27:1-27:2
Cloth Simulation
- Avneet Kaur, Johann Francois Coetzee:
Wrapped Clothing on Disney's Raya and the Last Dragon. 28:1-28:2 - Aimei Kutt, Donald Fong, Tiffany Klohn:
Adding Style, Folds, and Energy to the Costumes of Soul. 29:1-29:2 - Arunachalam Somasundaram, Felege Gebru, William Sokoloski, Nate Yellig:
DreamWorks Art-Driven Shot Sculpting Toolset. 30:1-30:2 - Eston Schweickart, Xiao Zhai:
Simulating Cloth Using Bilinear Elements. 31:1-31:2
Dynamics/Simulation
- Jacob Benjamin Rice:
Weaving The Druun's Webbing. 32:1-32:2 - Nema Safvati, Ashraf Ghoniem:
FLIP Fluids as a Bi-directional Fuel Source in a Volumetric Fluid Simulation. 33:1-33:2 - Steve Avoujageli, Landon Gray:
Fluid Fabrics in Trolls World Tour. 34:1-34:2 - Cong Wang, Dale Mayeda, Jacob Benjamin Rice, Thom Whicks, Benjamin Huang:
Cooking Southeast Asia-inspired Soup in Animated film. 35:1-35:2
Crowds and Hair
- Megha Davalath, Terran Boylan, Rob O'Neill, Rob Vogt:
Wig: The Hair Story From Shrek 2 to The Croods: A New Age. 36:1-36:2 - Daniela Hasenbring, Henrik Karlsson:
Hair Grooming with Imageworks' Fyber. 37:1-37:2 - Nicolas Nghiem:
Mathematical Tricks for scalable and appealing crowds in Walt Disney Animation Studios' "Raya and the Last Dragon". 38:1-38:2 - Alberto Luceño Ros, Kristin Chow, Jack Geckler, Norman Moses Joseph, Nicolas Nghiem:
Populating the World of Kumandra: Animation at Scale for Disney's "Raya and the Last Dragon". 39:1-39:2
Pipeline 2
- Colin Thompson, Gordon Cameron, Matthew Silas, Andrew Pienaar, Kureha Yokoo:
Pixar's OUT: Experimental Look Development in the SparkShorts program. 40:1-40:2 - Yun Lien, Michael K. O'Brien, Laura Savidge:
Cartoons in the Cloud. 41:1-41:2 - Joe van den Heuvel, James Cunliffe, Eddie Parker:
The Right Foot in the Wrong Place: Half-Life Character LocomotionCharacter Locomotion in Half-Life: Alyx. 42:1-42:2
Art Installations
- Jiabao Li, Lu Wang, Wenying Wu, Laobai Wu, Min Zhu:
Unfinished Farewell. 43:1-43:2 - Felix Bucella, Volker Helzle, Simon Spielmann:
Beeing - A nature inspired immersive VR journey designed to enhance public transportation. 44:1-44:2 - Ran Dong, Yuying He, DongSheng Cai, Jinichi Yamaguchi, Hayato Kondo, Shinobu Nakagawa, Soichiro Ikuno, Shingo Hayano:
Interacting with Humanoid Robots: Affective Robot Motion Design with 3D Squash and Stretch Using Japanese Jo-ha-kyu Principles in Bunraku. 45:1-45:2 - Paulo Scatena:
Freezing Fire - Automated Light-Passes for Stop-Motion VFX. 46:1-46:2
Cyberpunk 2077
- Peter Sikachev, Szymon Slega, Kamil Nowakowski, Karol Kowalczyk:
Transparency Rendering in Cyberpunk 2077. 47:1-47:2 - Tim Green:
Moving Cyberpunk 2077 to D3D12. 48:1-48:2 - Bartlomiej Dybisz, Michal Witanowski:
Shadows Optimizations in Cyberpunk 2077. 49:1-49:2 - Peter Sikachev, Giovanni De De Francesco, Kamil Nowakowski, Karol Kowalczyk:
Area Light Sources in Cyberpunk 2077. 50:1-50:2
Rendering - Art
- Marc Bryant, Ryan DeYoung, Wei-Feng Wayne Huang, Joe Longson, Noel Villegas:
The Atmosphere of Raya and the Last Dragon. 51:1-51:2 - Eszter Offertaler, Angel Camacho-Torres, Nathan Zeichner:
Stylizing Metals and More with the Glint Filter. 52:1-52:2 - Vinod Melapudi, Parag Havaldar:
Time and Memory Efficient Displacement Map Extraction. 53:1-53:2
Set Creation
- Marlena Fecho, Brennan Mitchell, Jamie Williams:
Underwater Procedural Vegetation on Pixar's Luca. 55:1-55:2 - Youxi Woo, Doug Rizeakos:
Trolls World Tour: Desert Bling. 56:1-56:2 - Hosuk Chang, Peter Roe, Frank Tai, Francisco de la Torre, David Munier, Jun Han Cho:
Imagining the Great Before. 57:1-57:2 - Avneet Kaur, Erik Eulen, Johann Francois Coetzee:
Creating Diversity and Variety in the People of Kumandra for Disney's Raya And The Last Dragon. 58:1-58:2
manage site settings
To protect your privacy, all features that rely on external API calls from your browser are turned off by default. You need to opt-in for them to become active. All settings here will be stored as cookies with your web browser. For more information see our F.A.Q.