


default search action
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

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.


Google
Google Scholar
Semantic Scholar
Internet Archive Scholar
CiteSeerX
ORCID














