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41st SIGGRAPH 2014: Vancouver, Canada
- Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH '14, Vancouver, Canada, August 10-14, 2014, Talks Proceedings. ACM 2014, ISBN 978-1-4503-2960-6

Capture and display
- Alex Kim, Daniel P. Ferreira, Stephen Bevins:

Capturing the infinite universe in "Lucy": fractal rendering in film production. 1:1 - Andrew Jones

, Jonas Unger, Koki Nagano, Jay Busch, Xueming Yu, Hsuan-Yueh Peng, Oleg Alexander, Paul E. Debevec:
Creating a life-sized automultiscopic Morgan Spurlock for CNNs "Inside Man". 2:1 - Matthew Gong, Fredrik Nilsson, Alex Powell, Jason Reisig, Alex Wells, Stuart Bryson

, Esteban Papp, Paul C. DiLorenzo:
Premo: a natural-interaction animation platform. 3:1
Got crowds?
- Ben Loch, Per Karefelt, Rob Richardson, Alex Rothwell, Andy Hayes:

Volumetric dense mesh deformation in the Tengu Monk fight. 4:1 - John Hood:

CrAM: artist-friendly crowds on "Edge of Tomorrow". 5:1 - Paul Kanyuk:

Level of detail in an age of GI: rethinking crowd rendering. 6:1 - Rob Pieké, Lucy Bailey, Kai Wolter, Jo Plaete:

Creating the flying armadas in Guardians of the Galaxy. 7:1
On the rocks
- Lewis N. Siegel:

Frozen on ice: rendering frost and ice on Frozen. 8:1 - Jihyun Yoon, Robert Chen, Tyson Erze, Krzysztof Rost:

Weathering the black hole for 'Peabody and Sherman'. 9:1 - Dan Bailey, Matt Warner, Harry Biddle:

Packing the water pipe. 10:1 - Baptiste Van Opstal, Lucas Janin, Ken Museth

, Mihai Aldén:
Large scale simulation and surfacing of water and ice effects in Dragons 2. 11:1
Everything is awesome
- Aloys Baillet

, Daniel Heckenberg, Eoin Murphy, Aidan Sarsfield, Bryan Smith:
The LEGO movie: construction, animation and demolition. 12:1 - Yeongho Seol, John P. Lewis:

Tuning facial animation in a mocap pipeline. 13:1 - Joseph Hegarty, Bryan Smith, Jens Jebens, John Paul Molloy:

Assembling environments with LEGOscape. 14:1 - Bryan Smith, Daniel Heckenberg, Jean-Pascal leBlanc:

The LEGO movie: bricks, bricks and more bricks. 15:1
Capture in depth
- Andrew W. Feng, Ari Shapiro, Ruizhe Wang, Mark T. Bolas, Gérard G. Medioni, Evan A. Suma:

Rapid avatar capture and simulation using commodity depth sensors. 16:1 - Charles Piña, Emiliano Gambaretto, Stefano Corazza:

Live real-time animation leveraging machine learning and game engine technology. 17:1 - Izmeth Siddeek:

Alternative strategies for runtime facial motion capture. 18:1 - Eric Farrar, Arvind Balasubramanian, Jessie Colette Eubanks:

Real-time motion capture of the human tongue. 19:1
Simulation
- Abhinav Golas, Rahul Narain

, Ming C. Lin:
A continuum model for simulating crowd turbulence. 20:1 - Adrian Bucur:

Mobile GPU compute exploring the mobile GPU through OpenCL. 21:1 - Sylwester Bala, Doug Day, Daniele Di Donato, Stacy Smith:

ASTC: the extra dimension. 22:1 - Cyprien Buron, Jean-Eudes Marvie, Gaël Guennebaud

, Xavier Granier
:
Dynamic on-mesh procedural generation control. 23:1
Show and tell
- Alex Counsell, Paul Charisse:

'Stina & the Wolf' the movie: feature film production in education. 24:1 - Yafes Sahin, Simon Spielmann

, Martin Backhaus:
Dark matter: a tale of virtual production. 25:1 - Brian Kingery, Daniel Clark, Carson Crawford, Jeff Raines, Evan Roberts, Susan Hatton, Kaleb Goulding, Andrew Rasmussen, Seth Holladay, Brent Adams:

The making of "Owned": a student-built iterative pipeline. 26:1
Rigging the outcome
- Guido Zimmermann, Kevin Ochs, Robert Helms:

Building highly parallel character rigs. 27:1 - Joe Mancewicz, Matt L. Derksen, Cyrus A. Wilson:

Delta mush: smoothing deformations while preserving detail. 28:1 - Raffaele Fragapane, Joseph Hegarty, Aloys Baillet:

Steroids: a controllable approach to skin simulation. 29:1 - Michael Hutchinson, Guido Zimmermann, Robert Helms:

Resculptors: layered curve-based deformers. 30:1
Creature feature
- Daniel Heckenberg, Joseph Hegarty, Jean-Pascal leBlanc:

RepTile: how to skin a dinosaur. 31:1 - Jo Plaete, Adam Davis, Alan Stanzione:

Comanches vs Cavalry: artistically directable in-crowd ragdoll simulation. 32:1 - Daniel Sheerin:

Procedural tentacle bundles in "Edge of Tomorrow". 33:1 - Francesco Giordana, Sarah Macdonald, Gianluca Vatinno:

Grooming a lion for Hercules. 34:1
About face
- Pierre-Loïc Hamon, James Harmer, Stuart Penn, Nicolas Scapel:

Gravity: motion control and face integration. 35:1 - Jaewoo Seo, John P. Lewis:

Developing interactive facial rigs in production environment. 36:1 - Lucia Modesto, Dick Walsh:

DreamWorks animation's face system, a historical perspective: from ANTZ and Shrek to Mr Peabody & Sherman. 37:1
Sampling
- Luke Goddard:

Silencing the noise on Elysium. 38:1 - Pascal Gautron, Marc Droske, Carsten Wächter, Lutz Kettner, Alexander Keller, Nikolaus Binder, Ken Dahm:

Path space similarity determined by Fourier histogram descriptors. 39:1 - Ken Museth

:
Hierarchical digital differential analyzer for efficient ray-marching in OpenVDB. 40:1 - Chunpo Wang, Feng Xie, Parashar Krishnamachari:

Importance sampling for a microcylinder based cloth bsdf. 41:1
Think big
- Can Yuksel, Kyle Maxwell, Scott Peterson:

Shaping particle simulations with interaction forces. 42:1 - Guillaume Lavoué, Laurent Chevalier, Florent Dupont:

Progressive streaming of compressed 3D graphics in a web browser. 43:1 - Janne Kontkanen, Evan Parker:

Earth in Google maps: rendering trillions of triangles in JavaScript. 44:1
Hair today
- Koki Nagano, Oleg Alexander, Jernej Barbic, Hao Li

, Paul E. Debevec:
Measurement and modeling of microfacet distributions under deformation. 45:1 - Eugene d'Eon

, Steve Marschner, Johannes Hanika:
A fiber scattering model with non-separable lobes. 46:1 - Nobuyuki Umetani, Ryan M. Schmidt, Jos Stam:

Position-based elastic rods. 47:1 - Keith Wilson, Aleka McAdams, Hubert Leo, Maryann Simmons:

Simulating wind effects on cloth and hair in Disney's Frozen. 48:1
Let there be light
- Axel Gneiting:

Realtime geometry caches. 49:1 - Ola Olsson, Erik Sintorn, Viktor Kämpe, Markus Billeter

, Ulf Assarsson:
Implementing efficient virtual shadow maps for many lights. 50:1 - Marius Bjørge, Sam Martin

, Sandeep Kakarlapudi, Jan-Harald Fredriksen:
Efficient rendering with tile local storage. 51:1
Dynamics
- Jeff Budsberg, Nafees Bin Zafar, Mihai Aldén:

Elastic and plastic deformations with rigid body dynamics. 52:1 - Steve Avoujageli, Atsushi Ikarashi:

Integrating FEA physics in a non-linear workflow for "Edge of Tomorrow". 53:1 - Fangwei Lee:

Art directing rigid body dynamics as a post-process. 54:1 - Tim Steele, Jean-Christophe Leprevost, Kriss Gossart:

A position-based dynamics system for animated character effects. 55:1
Pipeline in production
- Matthew M. Low, Matt Davies, Gregory Heflin:

Tiber: managing shot setup data complexity. 56:1 - Chris Johnson, Josef Tobiska, Josh Tomlinson, Nico Van den Bosch, Wil Whaley:

A framework for global visual effects production pipelines. 57:1 - Mark Hills, Jim Vanns:

Monitoring data access patterns in large-scale rendering. 58:1 - Mark Hills, Jim Vanns, Rob Dooley:

Robust large-scale rendering: the FQ renderfarm engine. 59:1 - Brian Hall, Jeremy Selan, Steve LaVietes:

Katana's Geolib: behind the scenes. 60:1
Don't let go (gravity)
- Per Karefelt, Matthias Baas:

Gravity: volumetrics in space. 61:1 - Vincent Bonnet, Alexis Wajsbrot, Horacio Mendoza, Matthias Baas:

Gravity: destruction of the ISS in a single shot. 62:1 - Sylvain Degrotte, Christopher Lawrence, Juan-Luis Sanchez, Russell Lloyd:

Gravity: simulation as a multi-stage production tool. 63:1 - Nathan Walster, Michael Blain:

Creating the earth as a backdrop in Gravity. 64:1
Scattering
- Eugene d'Eon

:
A dual-beam 3D searchlight BSSRDF. 65:1 - Jaroslav Krivánek

, Eugene d'Eon
:
A zero-variance-based sampling scheme for Monte Carlo subsurface scattering. 66:1 - Bochang Moon

, Nathan Carr, Sung-Eui Yoon:
Adaptive rendering based on weighted local regression. 67:1 - Alexander Keller, Ken Dahm, Nikolaus Binder:

Path space filtering. 68:1
Crowded, furry and in a hurry
- Matt Kuruc, Nancy Tsang, Tom Nettleship:

Art-directable canopies in Pixar's vegetation pipeline. 69:1 - Sean Palmer

, Eric Maurer, Mark Adams:
Using sparse voxel octrees in a level-of-detail pipeline for Rio 2. 70:1 - Harrison McKenzie Chapter:

Packet traced disc rendering for baking and LoD. 71:1 - Jonas Jarvers, Shalin Shodhan, Byron Bashforth:

Sending 300 monsters to college. 72:1
Perception
- George Alex Koulieris

, George Drettakis, Douglas W. Cunningham, Katerina Mania:
High level saliency prediction for smart game balancing. 73:1 - Gabriel Eilertsen, Jonas Unger, Robert Wanat, Rafal Mantiuk

:
Perceptually based parameter adjustments for video processing operations. 74:1 - Joan Sol Roo, Christian Richardt

:
Temporally coherent video de-anaglyph. 75:1 - Gregor Miller, Sidney S. Fels

:
OpenVL: a developer-level abstraction of computer vision. 76:1

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