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38th SIGGRAPH 2011: Vancouver, BC, Canada - Talks
- Mark Elendt:
International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2011, Vancouver, BC, Canada, August 7-11, 2011, Talks Proceedings. ACM 2011, ISBN 978-1-4503-0974-5
Pushing production data
- Pravin Bhat, Sebastian Burke:
PhotoSpace: a vision based approach for digitizing props. 1
Facing hairy production problems
- Bert Peers:
Making faces: Eve Online's new portrait rendering. 2 - Vilhelm Hedberg, Mattias Lagergren, Fredrik Limsäter:
SpeedFur: a GPU based procedural Hair & Fur modeling system. 3 - Dan Bailey, Ian Masters, Matt Warner:
GPU fluids in production: a compiler approach to parallelism. 4
Eye on the road
- Alex Perkins, Dan Hawson:
MotorStorm apocalypse: creating explosive and dynamic urban off road racing. 5 - Jason Sewall, David Wilkie, Ming C. Lin, Pradeep Dubey:
Interactive hybrid simulation of large-scale traffic. 6 - Reynold J. Bailey, Ann McNamara, Cindy Grimm, Aaron Costello:
Impact of subtle gaze direction on short-term spatial information recall. 7 - Cyrus A. Wilson, Oleg Alexander, Borom Tunwattanapong, Pieter Peers, Abhijeet Ghosh, Jay Busch, Arno Hartholt, Paul E. Debevec:
Facial cartography: interactive high-resolution scan correspondence. 8
Tiles and textures and faces oh my!
- Kirill Dmitriev, Evgeny Makarov:
Generating displacement from normal map for use in 3D games. 9 - John McDonald Jr., Brent Burley:
Per-face texture mapping for real-time rendering. 10 - Ivo Zoltan Frey, Ivo Herzeg:
Spherical skinning with dual quaternions and QTangents. 11
Changing dimensions
- Katie Tucker-Fico, Evan Goldberg, Kevin Koneval, Dale Mayeda, Robert Neuman, Olun Riley, Matthew Schnittker:
Design and realization of stereoscopic 3D for Disney classics. 12 - Damien Fagnou:
StereoFX: survey of the main stereo film-making techniques. 13 - Marc Salvati, Miki Kinoshita, Yosuke Katsura, Ken Anjyo, Tatsuo Yotsukura, Hiroshi Uchibori:
Developing tools for 2D/3D conversion of Japanese animations. 14 - Andor Salga, Daniel Hodgin, Anna Sobiepanek, Scott Downe, Mickael Medel, Catherine Leung:
Processing.js: sketching with <canvas>. 15
Let there be light
- Leandro Estebecorena, Nelson Sepulveda, Kevin Sprout:
Rango: a case of lighting and compositing a CG animated feature in an FX-oriented facility. 16 - Alexis Angelidis, Josh Anon, Gary Bruins, Jon Reisch, Esdras Varagnolo:
Ocean mission on Cars 2. 17 - Lewis N. Siegel, Ryan Duncan, Chris D. Springfield, Mitchell Snary, Michelle Robinson, Ramón Montoya-Vozmediano:
Untangling hair rendering at Disney. 18
Out of core
- Arthur Blume, Won Chun, David Kogan, Vangelis Kokkevis, Nico Weber, Rachel Weinstein, Roni Zeiger:
Google Body: 3D human anatomy in the browser. 19 - Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann:
Interactive indirect illumination using voxel-based cone tracing: an insight. 20 - Kirill Garanzha, Alexander Bely, Simon Premoze, Vladimir A. Galaktionov:
Out-of-core GPU ray tracing of complex scenes. 21 - Ronan Bel, Benoît Vimont:
Developing the interactive dynamic natural world of "From Dust". 22
Building blocks
- Shahram Izadi, Richard A. Newcombe, David Kim, Otmar Hilliges, David Molyneaux, Steve Hodges, Pushmeet Kohli, Jamie Shotton, Andrew J. Davison, Andrew W. Fitzgibbon:
KinectFusion: real-time dynamic 3D surface reconstruction and interaction. 23 - Guillaume Vialaneix, Tamy Boubekeur:
SBL mesh filter: fast separable approximation of bilateral mesh filtering. 24 - Qing Xing, Gabriel Esquivel, Ergun Akleman, Jianer Chen, Jonathan L. Gross:
Band decomposition of 2-manifold meshes for physical construction of large structures. 25 - Shi-Yu, Qing Xing, Ergun Akleman, Jianer Chen, Jonathan L. Gross:
Pattern mapping with quad-pattern-coverable quad-meshes. 26
Walk the line
- Myung Geol Choi, Kyungyong Yang, Jehee Lee, Jun Mitani, Takeo Igarashi:
Motion comics: visualization, browsing and searching of human motion data. 27 - Bert Buchholz, Tamy Boubekeur, Noura Faraj, Elmar Eisemann, Sylvain Paris:
Parameterizing animated lines for stylized rendering. 28 - Kei Utsugi, Takeshi Naemura, Takafumi Koike, Michio Oikawa:
Multiperspective rendering for anime-like exaggeration of joint models. 29 - Mathias Eitz, James Hays:
Learning to classify human object sketches. 30
1000 points of light
- Mitch Kopelman:
Tokyo race lighting for Cars 2. 31 - Jimmy Maidens, Philippe Denis, Gianni Aliotti:
Megamind: lighting metro city at night. 32 - Alex Ferrier, Christina Coffin:
Deferred shading techniques using frostbite in "Battlefield 3" and "Need for Speed the Run". 33
Fur and feathers
- Daniel Heckenberg, Damien Gray, Bryan Smith, Jonathan Wills, Chris Bone:
Quill: birds of a feather tool. 34 - Stephen D. Bowline, Zoran Kacic-Alesic:
Dynamic, penetration-free feathers in Rango. 35 - Rony Goldenthal:
Accurate contact resolution for interpolated hairs. 36
Mixed grill
- Andrea Arghinenti:
Animation workflow in KILLZONE3™: a fast facial retargeting system for game characters. 37 - Ivan Neulander:
Adaptive importance sampling for multi-ray gathering. 38 - Francho Melendez, Mashhuda Glencross, Gregory J. Ward, Roger J. Hubbold:
High-resolution relightable buildings from photographs. 39
Directing destruction
- Ben Cole:
Kali: high quality FEM destruction in Zack Snyder's Sucker Punch. 40 - Maryann Simmons, Kelly Ward, Hidetaka Yosumi, Hubert Leo, Xinmin Zhao:
Directing hair motion on Tangled. 41 - Brett Boggs, Lawrence Chai, Michael Kaschalk, Andrew Selle:
Tangled choreographing destruction: art directing a dam break. 42
Crowds
- Trent Crow, Stephen Gustafson, Michael Lorenzen, Jake Merrell, Bob Moyer, J. D. Northrup:
Crowds on Cars 2. 43
Show me the pixels
- Andreas Velten, Everett Lawson, Andrew Bardagjy, Moungi Bawendi, Ramesh Raskar:
Slow art with a trillion frames per second camera. 44 - Clemens Birklbauer, Tianlun Liu, Oliver Bimber, Max Grosse, Anselm Grundhöfer:
Display pixel caching. 45 - Kazunari Tomizawa, Akiko Yoshida, Makoto Hasegawa, Yasuhiro Yoshida, Shinichi Katoh, Kenichi Nishizawa, Osamu Ozawa, Yoshifumi Shimodaira:
Device-independent imaging system for high-fidelity colors. 46
Hiding complexity
- Ari Silvennoinen, Teppo Soininen, Markus Mäki, Olli Tervo:
Occlusion culling in Alan Wake. 47 - Andrew Routledge:
Increasing scene complexity: distributed vectorized view culling. 48 - Will Vale:
Practical occlusion culling in KILLZONE 3. 49 - Francesco Giordana:
High quality previewing of shading and lighting for Killzone3. 50
Smokin' fluids
- Ken Museth:
DB+Grid: a novel dynamic blocked grid for sparse high-resolution volumes and level sets. 51 - Jérémie Allard, Hadrien Courtecuisse, François Faure:
Implicit FEM and fluid coupling on GPU for interactive multiphysics simulation. 52 - Jeff Lait:
Correcting low frequency impulses in distributed simulations. 53
Volume and rendering
- Jared M. Johnson, Dylan Lacewell, Andrew Selle, Wojciech Jarosz:
Gaussian quadrature for photon beams in Tangled. 54 - Christopher D. Kulla, Marcos Fajardo:
Importance sampling of area lights in participating media. 55 - Christopher D. Kulla:
Decoupled ray-marching of heterogeneous participating media. 56 - Johanna Beyer, Markus Hadwiger, Won-Ki Jeong, Hanspeter Pfister, Jeff Lichtman:
Demand-driven volume rendering of terascale EM data. 57
Heads or tails
- Wan-Chun Ma, Graham Fyffe, Paul E. Debevec:
Optimized local blendshape mapping for facial motion retargeting. 58
Speed of light
- Brad Loos, Lakulish Antani, Kenny Mitchell, Derek Nowrouzezahrai, Wojciech Jarosz, Peter-Pike J. Sloan:
Runtime implementation of modular radiance transfer. 59 - Jonas Unger, Stefan Gustavson, Joel Kronander, Per Larsson, Gerhard Bonnet, Gunnar Kaiser:
Next generation image based lighting using HDR video. 60 - Jean-Eudes Marvie, Pascal Gautron, Gaël Sourimant:
Triple depth culling. 61 - Sunghyun Cho, Hojin Cho, Yu-Wing Tai, Seungyong Lee:
Non-uniform motion deblurring for camera shakes using image registration. 62
Capture and construction
- Eunjung Ju, Byungkuk Choi, Junyong Noh, Jehee Lee:
Data-driven bird simulation. 63 - Andrzej Zarzycki:
Designing with constraints parametric BIM. 64 - Andrzej Zarzycki:
Form-making with special effect tools. 65 - Fangwei Lee, Alex Ongaro, Domin Lee, August Meredith:
Building and animating cobwebs for antique sets. 66
Light my fire
- Koen Vroeijenstijn, Ronald D. Henderson:
Simulating massive dust in Megamind. 67 - Krzysztof Rost, Greg Hart, Scott Peterson:
"MegaMind": fire, smoke and data. 68 - Joseph Hegarty, Denis Teplyashin, Peter Georges, Daniel Heckenberg:
Volumetric effects in a Snap. 69 - Jaymin Kessler, Paolo Carabaich, Naoki Kinoshita:
Fluid dynamics and lighting implementation in PixelJunk Shooter 2. 70
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