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47th SIGGRAPH 2020: Virtual Event, USA - Talks
- SIGGRAPH '20: Special Interest Group on Computer Graphics and Interactive Techniques Conference, Talks, Virtual Event,USA, August, 2020. ACM 2020, ISBN 978-1-4503-7971-7

Fluids
- Michael Bang Nielsen, Konstantinos Stamatelos, Morten Bojsen-Hansen

, Robert Bridson:
Auto-Adaptivity: An Optimization-Based Approach to Spatial Adaptivity for Smoke Simulations. 1:1-1:2 - Alexey Stomakhin

, Joel Wretborn, Kevin Blom, Gilles Daviet:
Underwater bubbles and coupling. 2:1-2:2 - Omar Zarifi:

Sparse Smoke Simulations in Houdini. 3:1-3:2
Real-Time Rendering
- Jae-Ho Nah

:
QuickETC2: How to Finish ETC2 Compression within 1 ms. 4:1-4:2 - Pascal Gautron:

Real-Time Ray-Traced Ambient Occlusion of Complex Scenes using Spatial Hashing. 5:1-5:2 - Priyamvad Deshmukh, Brian Green:

Predictable and Targeted Softening of the Shadow Terminator. 6:1-6:2
Artist Efficiency: Improvements to Workflow
- Norman Moses Joseph, Vijoy Gaddipati, Benjamin Fiske, Marie Tollec, Tad Miller:

Frozen 2: Effects Vegetation Pipeline. 7:1-7:2 - David Quirus, Matt Roach, Matt Wilson:

Fifty Shades of Yay: A Multi-Shot Workflow from Design to Final. 8:1-8:2 - Chris Michael, Arunachalam Somasundaram:

Termite: DreamWorks Procedural Environment Rigging Tool. 9:1-9:2 - Claudia E. Davis:

Making time for Emotional Intelligence in Production and Technology. 10:1-10:2 - Alen Lai, Jon Barry, Nathan Sims:

Designing Effects Workflows: The Thinking Behind Tool Development. 11:1-11:2
Cool FX Stuff - CG Features
- Amaury Aubel, K. C. Ong:

Is It Acid or Is It Fire?: How to Train Your Dragon: The Hidden World. 12:1-12:2 - Ravindra Dwivedi

, Heather Brown, Joe Antonuccio, Julia Correnti, Ai King:
Performance Based Melting in Spies In Disguise. 13:1-13:2 - Cristian Hinz:

Spies in Disguise: Creating a Gooey Kimura. 14:1-14:2 - Alex Frenklakh, Julia Correnti, Chris Rydalch:

Segmented Control of A Closeup Chemical Reaction Effect. 15:1-15:2
Rendering
- Asen Atanasov

, Jaroslav Krivánek, Vladimir Koylazov, Alexander Wilkie:
Efficient Multiscale Rendering of Specular Microstructure. 16:1-16:2 - Alejandro Conty Estevez, Christopher D. Kulla:

Practical Caustics Rendering with Adaptive Photon Guiding. 17:1-17:2 - Cem Yuksel

:
Point Light Attenuation Without Singularity. 18:1-18:2 - Anders Langlands, Luca Fascione:

PhysLight: An End-to-End Pipeline for Scene-Referred Lighting. 19:1-19:2
Visualizing Worlds
- Christopher J. Smith, Geronimo L. Villanueva, Gabrielle Suissa:

Imagining Exoplanets: Visualizing Faraway Worlds Using Global Climate Models. 20:1-20:2 - Dawn Fidrick, Gee Yeung, Bob Niemack, Don Dixon:

The Art and Science of Imaging Worlds: Griffith Observatory's planetarium show Signs of Life. 21:1-21:2
Cool FX Stuff - ``Frozen 2''
- Cameron Black, Ben Fiske, Trent Correy:

Frozen 2 : Creating the Wind Spirit. 22:1-22:2 - David J. Hutchins, Cameron Black, Marc Bryant, Richard Lehmann, Svetla Radivoeva:

"Frozen 2" : Creating the Water Horse. 23:1-23:2 - Marie Tollec, Sean Jenkins, Lance Summers, Charles Cunningham-Scott:

Deconstructing Destruction: Making and breaking of "Frozen 2"'s Dam. 24:1-24:2
Character Animation
- Fernando de Goes, Patrick Coleman, Michael Comet, Alonso Martinez

:
Sculpt Processing for Character Rigging. 25:1-25:2 - Kristopher Campbell

, Jonas Jarvers:
Building A Dynamic Dad. 26:1-26:2 - Stephen Gustafson, Aaron Lo, Paul Kanyuk:

Analytically Learning an Inverse Rig Mapping. 27:1-27:2 - Patrick Coleman, Laura Murphy, Markus Kranzler

, Max Gilbert:
Making Souls: Methods and a Pipeline for Volumetric Characters. 28:1-28:2
Crowds
- Mason Evans, Cole Clark, Erin Elliott, Will Moten:

Blending In - The Crowds of Spies In Disguise. 29:1-29:2 - Sasha Ouellet, Daniel Garcia, Stephen Gustafson, Matt Kuruc, Michael Lorenzen, George Nguyen, Grace Gilbert:

Rasterizing Volumes and Surfaces for Crowds on Soul. 30:1 - Kuan-Ting Lu:

Organizing the Fuzziest Concerts for Trolls World Tour. 31:1-31:2
Pipeline
- Michael Nowakowski, Phil Peterson, Jeff Stringer, Tony Aiello:

Automated Resource Leveling and Scheduling at LAIKA. 32:1-32:2 - Steve Agland

, Jakub Jeziorski, Manuel Macha, Simon Bunker, Francesco Sansoni, Eoin Murphy:
Grip and Filament: A USD-Based Lighting Workflow. 33:1-33:2 - Aloys Baillet

, Josh Murtack, Hongbin Hu, Haoliang Jiang, Michael Quandt:
Bond: USD-Integrated Hybrid CPU, GPU Deformation System. 34:1-34:2
Hair and Fur
- Damon Riesberg, Eric Warren, Arunachalam Somasundaram:

Taming the Beast: Fur on an Abominable Snowman. 35:1-35:2 - Alex Rothwell, Manne Öhrström:

Fibre - Scaling Groom Dynamics at Framestore. 36:1-36:2 - François Schneider, Sylvain Brugnot, Lucy Wilkes, Antonio Patriarca, Adam Vanner, Dennis Petkov, Kristin Farrensteiner, Martin Prazák:

Hair and Fur in an Evolving Pipeline. 37:1-37:2 - Dave Dixon, Matt Johnson, Andy Whittock, Peter Roe, Jamie Hecker, Matt Kuruc:

Procedural Geometry with Open Shading Language on Pixar's Onward and Soul. 38:1-38:2
Image Algorithms
- Jeff Stringer, Narayan Sundararajan, James Pina, Swarnendu Kar, Nadine L. Dabby, Adelle Lin, Luis Bermudez, Sara Hilmarsdottir:

Rotomation: AI Powered Rotoscoping at LAIKA. 39:1-39:2 - Daichi Ishii, Hiroyuki Kubo

, Seitaro Shinagawa, Akinobu Maejima, Takuya Funatomi, Satoshi Nakamura, Yasuhiro Mukaigawa:
Confidence-aware Practical Anime-style Colorization. 40:1-40:2 - Vaibhav Vavilala, Mark Meyer:

Deep Learned Super Resolution for Feature Film Production. 41:1-41:2 - Jared M. Johnson, Sema Berkiten:

Image Ranking with Density Trees for Google Maps. 42:1-42:2
Game Technology
- Arthur Brussee, Andrew Saraev, William Chyr:

That's a wrap: Manifold Garden rendering retrospective. 43:1-43:2 - Matthias Englert:

Using Mesh Shaders for Continuous Level-of-Detail Terrain Rendering. 44:1-44:2 - David Goodhue:

Velocity-based compression of 3D rotation, translation, and scale animations for AAA video games. 45:1-45:2 - Kleber Garcia, Andreas Lindqvist, Andreas Brinck:

"Hustle by Day, Risk it all at Night": The Lighting of Need for Speed Heat in Frostbite. 46:1-46:2
Cool FX Stuff - VR Features
- Jeff Gipson, Jose Luis Gomez Diaz, Michael R. W. Anderson, Edward Robbins, Brittney Lee, Nicholas Russell:

The Collaboration Between Art and Technology: Making Disney Animation's "Myth: A Frozen Tale". 47:1-47:2 - Ian J. Coony, Dan Lund, Michael R. W. Anderson:

"Myth: A Frozen Tale" - Stylized Effects for Real-Time VR. 48:1-48:2 - James Answer:

Character Rendering for VR in "Blood & Truth". 49:1-49:2
Cool FX Stuff - Live Action VFX
- Farnia Fekri, Nathaniel Larouche:

Creating the Looking Glass Mask on HBO's Watchmen. 50:1-50:2 - Mathieu Leclaire, Danny Levesque, Richard Clement-Tam, Christophe Damiano:

It's Raining Squids!: Simulating a rain of dissolving Squids for Watchmen. 51:1-51:2 - François Lord

:
Case study on using a parallel pipeline and USD to build creatures. 52:1-52:2 - Arna Diego, Leonardo Bonisolli:

The Animation of Togo: Achieving hyper realism for 11 CG dogs. 53:1-53:2
Game Technology in Engineering, Science and Society
- Neal Kaviratna:

Testing Self Driving Cars with Game Development Tools. 54:1-54:2 - Daniel Cornel

, Andreas Buttinger-Kreuzhuber
, Jürgen Waser:
Integrated Simulation and Visualization for Flood Management. 55:1-55:2 - Maria C. R. Harrington:

Augmented and Virtual Reality Application Design for Immersive Learning Research Using Virtual Nature: Making Knowledge Beautiful and Accessible with Information Fidelity. 56:1-56:2 - Veronica U. Weser, Kimberly D. Hieftje:

Invite Only VR: A Vaping Prevention Game: An Evidence-Based VR Game for Health and Behavior Change. 57:1-57:2
Facial Animation
- Sarah Radzihovsky, Fernando de Goes, Mark Meyer:

FaceBaker: Baking Character Facial Rigs with Machine Learning. 58:1-58:2 - Gergely Klár

, Andrew Moffat, Ken Museth
, Eftychios Sifakis:
Shape Targeting: A Versatile Active Elasticity Constitutive Model. 59:1-59:2 - Pif Edwards, Chris Landreth, Mateusz Poplawski, Robert Malinowski, Sarah Watling, Eugene Fiume, Karan Singh:

JALI-Driven Expressive Facial Animation and Multilingual Speech in Cyberpunk 2077. 60:1-60:2
``The Last of Us 2''
- Hawar Doghramachi:

Lighting Technology of The Last of Us Part II. 61:1-61:2 - Artem Kovalovs:

Volumetric Effects of The Last of Us: Part Two. 62:1-62:2 - Parikshit Saraswat:

Low-level Optimizations in The Last of Us Part II. 63:1-63:2 - Artem Kovalovs:

GPU Driven Effects of The Last of Us: Part Two. 64:1-64:2
Immersive Storytelling
- Paul Raphael, Pierre Blaizeau:

The Immersive Storybook Platform: Jim Henson's The Storyteller, the Seven Ravens by Felix & Paul Studios. 65:1-65:2 - Larry Cutler, Amy Tucker, Robert Schiewe, Justin Fischer, Nathaniel Dirksen, Eric Darnell:

Authoring Interactive VR Narratives on Baba Yaga and Bonfire. 66:1-66:2 - Tupac Martir:

Performative-R: A New Way Of Storytelling. 67:1-67:2 - Eve Weston:

How The BizNest Paves the Way for Immersive Narrative. 68:1-68:2
Look Dev
- Alexandre Derouet-Jourdan, Shota Ichikawa, Marc Salvati:

Flexible Eye Design for Japanese Animation. 69:1-69:2 - Jared Fong, Jonas Jarvers, Markus Kranzler

, Ryan Michero:
Finding the Look of Souls. 70:1-70:2 - Amol Sathe, Lance Summers, Matt Jen-Yuan Chiang, James Newland:

The Look and Lighting of "Show Yourself" in "Frozen 2". 71:1-71:2 - Jennifer Newfield, Josh Staub:

How Short Circuit Experiments: Experimental Filmmaking at Walt Disney Animation Studios. 72:1-72:2
Cloth and Tailoring
- Ying Liu, Jared Wright, Alexander Alvarado:

Making Beautiful Embroidery for "Frozen 2". 73:1-73:2 - Fernando de Goes, Donald Fong, Meredith O'Malley:

Garment Refitting for Digital Characters. 74:1-74:2 - Jonathan Hoffman, Matt Kuruc, Junyi Ling, Alex Marino, George Nguyen, Sasha Ouellet:

Hypertextural Garments on Pixar's Soul. 75:1-75:2
Miscellaneous
- Laurent Belcour, Mégane Bati, Pascal Barla:

Bringing an Accurate Fresnel to Real-Time Rendering: a Preintegrable Decomposition. 76:1-76:2

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