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50th SIGGRAPH 2023: Los Angeles, CA, USA - Talks
- Erik Brunvand, Susan Reiser:
ACM SIGGRAPH 2023 Talks, SIGGRAPH 2023, Los Angeles, CA, USA, August 6-10, 2023. ACM 2023
Going Green
- Jean-Baptiste Spieser
, Bill Kinder
:
A Green Path to Responsible Productions. 1:1-1:2 - Jan Philip Cramer
, Michael Melchiore
, Elizabeth Bernard
, Ashley McKay
:
She-Hulk: Lawyer to Fashion Icon. 2:1-2:2 - Jason Galeon
, Sarah Fitton
:
Guardians of The Galaxy Vol 3: The Creation and Destruction of The Arête. 3:1-3:2
Stylized Rendering Techniques
- Christos Obretenov
:
Cinematography For Stylized Motion Pictures. 4:1-4:2 - Filippo Maccari
, Pav Grochola
, Kenneth Nicol
, Peter Blaskovic
, Michal Fapso
:
Repainting the Spider-Verse: A new painting FX pipeline with Rebelle and Houdini. 5:1-5:2 - Pav Grochola
, Filippo Maccari
, Young Joon Lee
, Edmond Boulet-Gilly
:
Linework in Spider-Man Across the Spider-Verse: An artistic driven approach to linework generation. 6:1-6:2
Practical Proceduralism in Production
- Courtney Chun
, Jose Velasquez
, Haixiang Liu
:
Creating the Art-Directed Groom for Legend in Disney's "Strange World". 7:1-7:2 - Mark Newport
, David Chow
, Chris Michael
, Andre Pradhana
, Lawrence Lee
:
Those Flowing Locks - Creating Large Scale Water Hair for Ruby Gillman Teenage Kraken. 8:1-8:2 - Greg Mourino
, Brennan Mitchell
, Grace Gilbert
, Kristopher Campbell
:
Elemental Characters: The Living Vegetation of Element City. 9:1-9:2 - Alec Bartsch
, Colin Thompson
, Fernando de Goes
:
A Procedural Approach for Stylized Bark Shading. 10:1-10:2
A Trip Down the Studio Pipeline I
- Theodore Jones
, Nestor Prado
:
Framestore FUSE - An Unreal Engine Pipeline for Large Scale Live-Action VFX Production. 11:1 - Thomas Kilkenny
:
Virtual Cinematography with Unreal Engine: Lean how Unreal Engine's virtual cinematography framework has given rise to new and advanced techniques in film and animation studios. 12:1-12:2 - Emily Vo
, George Rieckenberg
, Ernest J. Petti
:
Honing USD: Lessons Learned and Workflow Enhancements at Walt Disney Animation Studios. 13:1-13:2 - Michael Rice
, Joshua Jenny
, Will Harrower
:
Engine-eering a Procedural Pipeline with USD. 14:1-14:2
Tailor Made: Techniques in Computational Cloth
- Curtis Andrus
, Burak Ertekin
, Guillaume Pernin
, Stefan Feess
:
Artist-Friendly Tools for Realistic Knitted Cloth. 15:1-15:2 - Romain Rouffet
, Megan Dattoria
, Jamie Cope
, Jon Blundell
, Vincent Rossi
, Tamy Boubekeur
:
Making a Digital Double of Alan Shepard's Space Suit. 16:1-16:2 - Jochen Suessmuth
, Florian Fick
, Stan Van Der Vossen
:
Generative AI for Concept Creation in Footwear Design. 17:1-17:2 - Dan Lipson
, José Velásquez
:
Creating Curve-Based Garments with Custom Weave Patterns. 18:1-18:2
A Trip Down the Studio Pipeline II
- Edward Waine
, Al Crate
, Chas Jarrett
:
xSTUDIO - An Open Source Playback and Review Application. 19:1-19:2 - Kris Murray
, Vlad Simion
:
Color Management in Virtual Production. 20:1-20:2 - Eunika Wu
, Jeff Stringer
, Tony Aiello
:
LAIKA's Next Generation Stage Planning System. 21:1-21:2 - Dan Chapman
:
Framestore Farsight - A scalable virtual production ecosystem for faster iteration. 22:1-22:2 - Clement Jovet
, Samuel Melamed
:
Jigsaw: Graphical Representation for Big Data Management in Digital Film Production. 23:1-23:2
Real-Time and Pre-Vis and Games, Oh My!
- Sam Wickert
, Micah Malinics
, Brendan Forde
:
Using Pre-visualization to bring HBO's "The Last Of Us" To Life. 24:1 - Paulus Bannink
:
Facial Animation at Scale: Producing facial animation for 24 hours of narrative content in "Horizon: Forbidden West". 25:1-25:2 - Funshing Sin
, Vinod Melapudi
, Parag Havaldar
:
An Animator-Friendly Chain Simulator for In-Game Animations at Blizzard Entertainment. 26:1-26:2 - Ron Weitzman
, Almog Mizrahi
, Raz Perlman
, Elad Haviv
, Oleksandr Pyshchenko
, Trevor Stephenson
:
Real Time Ray Tracing in AR. 27:1-27:2
Rigging Without the Rig: New Methods in Character Animation
- Kendall Litaker
, Brent Burley
, Dan Lipson
, Mason Khoo
:
Splat: Developing a "Strange" Shader. 28:1-28:2 - Cameron Black, Christoffer Pedersen:
The Versatile Rigging of Splat in "Strange World". 29:1-29:2 - Duc Nguyen
, Jeremie Talbot
, William Sheffler
, Mark Hessler
, Kurt Fleischer
, Fernando de Goes
:
Shaping the Elements: Curvenet Animation Controls in Pixar's Elemental. 30:1 - Anna-Christine Lykkegaard
, Ana G. Lacaze
, Jonathan Page
:
Eyes Without a Face: Integrating detached facial features into Pixar's character pipeline. 31:1-31:2
Crowded House: Advances in Crowd Simulation
- Callum Macmillan
, Brian Drewes
, Don Libby
, Andrew Simmonds
:
I Wanna Dance With Somebody: Generating Authentic Crowds With Volumetric Video. 32:1-32:2 - Paul Kanyuk
, Sasha Ouellet
, Aksel Taylan
, Arnold Moon
, William Reeves
:
Everybody's an Effect: Scalable Volumetric Crowds on Pixar's Elemental. 33:1-33:2 - Nathan Devlin, Yasser Hamed, Alberto Luceño Ros, Jeff Sullivan, D'Lun Wong:
Creating Creature Chaos: The Methods that Brought Crowds to the Forefront on Disney's "Strange World". 34:1-34:2
Fresh Technical Art
- David Allen
, Aled Rhys Jones
, Zhujun Bamboo Wang
, Jackie Tarascio
, Pietro Materossi
:
Creating a Large-Scale Monster with Style. 35:1-35:2 - Yiou Wang
:
Metempsychosis in Media, Performance, and Sleep Choreography. 36:1-36:2 - Victoria Bousis
:
The Digital Human Revolution: Pioneering Advanced Approaches to Hyper-Realistic Digital Characters to Drive Impact-Driven Storytelling Across Platforms and Use Cases. 37:1-37:2 - Marc-Andre Davignon
, Bret St. Clair
:
Non-photorealistic compositing of the Spider-Verse: Showing the hand of the artist without painting every pixel. 38:1-38:2
Styling Volumes and Cloth
- Paul Kanyuk
, Vinicius C. Azevedo
, Raphael Ortiz
, Jingwei Tang
:
Singed Silhouettes and Feed Forward Flames: Volumetric Neural Style Transfer for Expressive Fire Simulation. 40:1-40:2 - Arunachalam Somasundaram
, Levi Biasco
, Damon Riesberg
:
Dynamic Mesh Sharpening. 41:1-41:2 - Shilin Zhu
, Xianyao Zhang
, Gerhard Röthlin
, Marios Papas
, Mark Meyer
:
Denoising Production Volumetric Rendering. 42:1-42:2
Advances in Animation Tools
- Brent James Forrest
:
The Time Filter System: Advanced Time Manipulation for Animators and Effects Artists: How I Learned to Stop Worrying and Love Matrix Math. 43:1-43:2 - Marteinn Örn Óskarsson
, Marlène Chazot
:
Spider-Man: Across The Spider-Verse - How to build a pipeline for variable rate animation. 44:1-44:2 - Andy Lin
, Hannah Swan
, Justin Walker
, Cathy Lam
, Ricky Arietta
:
Swoop: Animating Characters Along a Path. 45:1-45:2 - Arunachalam Somasundaram
, Pramita Mukherjee
, Jinnah Yu
, Ron Williams
:
Skin Slide. 46:1-46:2
Sampling Volumes and Surfaces
- Johannes Jendersie
, Eugene d'Eon
:
An Approximate Mie Scattering Function for Fog and Cloud Rendering. 47:1-47:2 - Basile Fraboni
, Tsz Kin Chan
, Thibault Vergne
, Jakub Jeziorski
:
Can You See the Heat? A Null-Scattering Approach for Refractive Volume Rendering. 48:1-48:2 - Eugene d'Eon
:
Student-T and Beyond: Practical Tools for Multiple-Scattering BSDFs with General NDFs. 49:1-49:2 - Julian Fong
:
Volume Rendering for Pixar's Elemental. 50:1-50:2
Elemental, Dear Watson!: The Technology Behind Elemental
- Jonathan Hoffman
, Te Hu
, Paul Kanyuk
, Stephen Marshall
, George Nguyen
, Hope Schroers
, Patrick Witting
:
Creating Elemental Characters: From Sparks to Fire. 51:1-51:2 - Aylwin Villanueva
, Mike Ravella
, Brandon Montell
, Ting Zhang
, Hosuk Chang
:
Procedural Techniques for Large, Dynamic Sets in Elemental. 52:1-52:2 - Markus Kranzler
, Ravindra Dwivedi
, Krzysztof Rost
, Andrew Pettit
, Athena Xenakis
:
Elemental Characters: Making Characters Out of Thin Air. 53:1-53:3 - Max Gilbert
, Jacob Kuenzel
, Kristopher Campbell
, Greg Gladstone
, Jean-Claude Kalache
, Fernando de Goes
, Jon Barry
:
Elemental Characters: Bringing Water to Life. 54:1-54:2
Byte-Size Geometry; Mathematical Techniques
- Pascal Gautron
, Christoph Kubisch
:
Interactive GPU-based Decimation of Large Meshes. 55:1-55:2 - Crane He Chen
:
Estimating Discrete Total Curvature with Per Triangle Normal Variation. 56:1-56:2 - Mark Bolstad
, Kenneth Moreland
, David Pugmire
, David H. Rogers
, Li-Ta Lo
, Berk Geveci
, Hank Childs
, Silvio Rizzi
:
VTK-m: Visualization for the Exascale Era and Beyond. 57:1-57:2 - Mayur Patel
:
The Efficacy of Discrepancy in Computer Graphics. 58:1-58:2
Avatar: The Way of Fluid Dynamics
- John Edholm
, Alexey Stomakhin
, Rahul Deshprabhu
, David Caeiro Cebrian
, Florian Hu
, Caitlin Pope
:
Fire and Explosions in Avatar: The Way of Water. 59:1-59:2 - Christoph Sprenger
, Tobias Mack
, Alexey Stomakhin
, Florian Fernandez
:
Bodyopt - A Character Deformation Pipeline For Avatar: The Way of Water. 60:1-60:2 - Xiao Zhai
, Eston Schweickart
, Nikolay Ilinov
, Joel Wretborn
, Alexey Stomakhin
, John Homer
, Jefri Haryono
, Julian Butler
:
Avatar: The Way of Hair, Cloth, and Coupled Simulation. 61:1-61:2 - Alex Nowotny
, Steve Lesser
, Christopher J. Dean
, Eston Schweickart
, Sebastian H. Schmidt
, David Caeiro Cebrian
:
Pandora in Motion: Plant Simulation in the Avatar Sequels. 62:1-62:2
Big Rigs: Advances in Rigging
- Gergely Klár
, Stephen Ward
, Andrew Moffat
, Eftychios Sifakis
, Ken Museth
:
Simulation-aided face strain extraction for ML animation systems. 63:1-63:2 - Vladimir Ivanov
, Parag Havaldar
:
Simplifying Facial Animation using Deep Learning based Phoneme Recognition. 64:1-64:2 - Stuart Bryson
, Matthew Gong
, Rob O'Neill
, Ted Forgrave
, Ben Kwa
, Paul C. DiLorenzo
:
Premo: Powerful Character Rigging, Fast Animation. 65:1-65:2
New Techniques in Animation
- Henry Brummelman
, John Craney
, Jeff Stringer
:
Digital fabrication for stop motion puppets at LAIKA. 66:1-66:2 - Shen Ciao
, Li-Yi Wei
:
Ciallo: The next-generation vector paint program. 67:1-67:2 - Frode Holm
:
Techniques for Generating Abstract Visual Animations with Cellular Automata. 68:1-68:2
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