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46th SIGGRAPH 2019: Los Angeles, CA, USA - Talks
- Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH 2019, Los Angeles, CA, USA, July 28 - August 1, 2019, Talks. ACM 2019, ISBN 978-1-4503-6317-4
Building character
- Michael Gregory, Daniel Seddon:
Creating photoreal creatures that audiences can connect with. 1:1-1:2 - Charlie Banks, William Gabriele, Marco Dambros, Erica Vigilante, Jesus R. Nieto
, Martin Prazák, Sylvain Brugnot:
From comic book to movie screen: achieving symbiosis between rigging and creature effects for Venom. 2:1-2:2 - Mariana Galindo, Carrie Hobson, Radford Hurn, Patty Kihm, Tanja Krampfert, Mara MacMahon, George Nguyen, Becki Tower:
Recreating BoPeep for Toy Story 4. 3:1-3:2
Making faces
- Fernando de Goes, Alonso Martinez:
Mesh wrap based on affine-invariant coordinates. 4:1-4:2 - Matthew Cong, Ronald Fedkiw:
Muscle-based facial retargeting with anatomical constraints. 5:1-5:2 - Jeremy Ringard, Claude Levastre:
Facial pipeline in playmobil: the movie. 6:1-6:2 - Yang Chen, Ran Dong
, DongSheng Cai
, Shinobu Nakagawa, Tomonari Higaki, Nobuyoshi Asai:
The beauty of breaking rhythms: affective robot motion design using Jo-Ha-Kyū of bunraku puppet. 7:1-7:2
VR/AR real magic
- Alex Silkin:
A look into five years of locomotion in virtual reality. 8:1-8:2 - James Bancroft, Nafees Bin Zafar, Sean Comer, Takashi Kuribayashi, Jonathan Litt, Thomas Miller:
Mica: a photoreal character for spatial computing. 9:1-9:2 - Eugene Elkin:
Porting your VR title to oculus quest. 10:1-10:2
Classic art, cutting edge
- John Kahrs, Theresa Latzko, Cassidy J. Curtis
, Scot Stafford:
The making of "Age of Sail". 12:1-12:2 - Dale Hayward:
Bone mother: the challenges of making an indie 3D printed film. 13:1-13:2 - Bruce Wright, Michael Anderson, Angela McBride, Henrik Fält, Daniel Peixe, Tony DeRosa:
2D animation in the VR clouds: the making of disney's "a kite's tale". 14:1-14:2 - Jack McConchie, Tom Ensom:
Preserving virtual reality artworks: a museum perspective. 15:1-15:2 - James Marsh, Stephen Pettifer, Cliff Richardson
, Jai Kulkarni:
Experiences of treating phantom limb pain using immersive virtual reality. 16:1-16:2 - Pietro Lungaro, Konrad Tollmar:
Immersivemote: combining foveated AI and streaming for immersive remote operations. 17:1-17:2 - Pau Baiget:
Architecture challenges in the Android 3D graphics stack. 18:1-18:2
La Noria
- Carlos Baena:
Creating a robust online pipeline. 20:1-20:2
This is a-noise-ing
- Henrik Dahlberg, David Adler, Jeremy Newlin:
Machine-learning denoising in feature film production. 21:1-21:2 - Yanli Zhao, Darryl Gouder, Rob Pieké:
Sculpting color spaces. 22:1-22:2 - Erika Varis Doggett, Anna M. C. Wolak, P. Daphne Tsatsoulis, Nicholas McCarthy:
Neural pixel error detection. 23:1-23:2 - Yanir Kleiman, Simon Pabst, Patrick Nagle:
Boosting VFX production with deep learning. 24:1-24:2
Project management
- Claudia E. Davis:
Enhancing emotional intelligence in project management: strategies for better outcomes and community with limited financial overhead. 25:1-25:2
How to make a world
- Luca Bonatti, Marco Rolandi, Julien Bolbach, Kai Wolter:
DMP without DMP, full-CG environments for The Lion King. 27:1-27:2 - Hosuk Chang, David Luoh:
Dust and cobwebs for Toy Story 4. 28:1-28:2 - David Santiago
:
Procedural system assisted authoring of open-world content for Marvel's Spider-Man. 29:1-29:2
Winning at game production
- Bo Li:
A scalable real-time many-shadowed-light rendering system. 30:1-30:2 - Jason Nadro, Matt Battaglia, Aren Voorhees:
Mortal Kombat 11: high fidelity cached simulations in real-time. 31:1-31:2 - Andrés Rivela:
Why you should(n't) build your own game engine. 32:1-32:2 - Kyungjoon Cho, Kwanghyeon Go, Daeil Kim:
Practical dynamic lighting for large-scale game environments. 33:1-33:2
Kaleidoscope eyes - displays and tricks
- Paul H. Dietz, Matt Lathrop:
Adaptive environments with parallel realityTM displays. 34:1-34:2 - Yamato Miyashita
, Yasuhito Sawahata
, Miwa Katayama, Kazuteru Komine:
Depth boost: extended depth reconstruction capability on volumetric display. 35:1-35:2 - Gianluca Memoli
, Thomas J. Graham
, Joshua T. Kybett, Arash Pouryazdan:
From light to sound: prisms and auto-zoom lenses. 36:1-36:2 - Masaki Takahashi, Takahito Ito, Hidehiko Okubo, Hideki Mitsumine:
Visualization of putting trajectories in live golf broadcasting. 37:1-37:2
THRIVE
- Tim Sweeney:
Foundational principles & technologies for the metaverse. 38:1
Combustion
- Gerardo Aguilera
, John Johansson
:
Avengers: Endgame, a new approach for combustion simulations. 39:1-39:2 - Michael Bang Nielsen, Konstantinos Stamatelos, Morten Bojsen-Hansen
, Robert Bridson:
Physics-based combustion simulation in bifrost. 40:1-40:2 - Ken Museth:
Retiming of fluid simulations for VFX: distributed non-linear fluid retiming by sparse bi-directional advection-diffusion. 41:1-41:2 - Ravindra Dwivedi, Jon Barry, Sean C. McDuffee:
What time is it?: efficient and robust FX retiming workflow for spies in disguise. 42:1-42:2
Here comes the sun
- Yaa-Lirng Tu, Tim Babb, Hosuk Chang, Bill Reeves:
Practical lighting on Toy Story 4. 43:1-43:2 - Vaibhav Vavilala:
Light pruning on Toy Story 4. 44:1-44:2 - Stefano Cieri, Alexander Schwank:
Streamlining IBL workflows with computer vision and USD. 45:1-45:2 - Chloe LeGendre, Wan-Chun Ma, Graham Fyffe, John Flynn, Laurent Charbonnel, Jay Busch, Paul E. Debevec:
DeepLight: learning illumination for unconstrained mobile mixed reality. 46:1-46:2
Getting new pipes
- Oliver Staeubli, Tim Hoff, Ryan Bland, Rebecca Hallac, Josh Smeltzer, Chris Rydalch
, Karyn Buczek Monschein, Mark McGuire:
Conduit: a modern pipeline for the open source world. 47:1-47:2 - Danny Rerucha, Tommy Zhu, Andy Schott, Marley Gilb, Tracy Priest, Jennifer Brola, Blessan Abraham, Mark McGuire:
A portal for managing reviews and beyond. 48:1-48:2 - Natasha Kelkar:
Building modern VFX infrastructure. 49:1-49:2 - Lucille Caillaud, Robin De Lillo, Guillaume Laforge, Jean-Christophe Morin:
Integrate USD the nodal way, a visual VFX pipeline. 50:1-50:2
Eleanor "rigging"-by
- Michael Hutchinson, Sandy Kao, Kevin Ochs, Gilbert Davoud, Alex Powell:
Hierarchy models: building blocks for procedural rigging. 51:1-51:2 - Sandy Kao, Simon Otto:
Flap flap away: animation cycle multiplexing. 52:1-52:2 - James Gu, Ozgur Aydogdu, Steven Song:
Sliding the pieces into place: rigging the pigeons of spies in disguise. 53:1-53:2 - Raf Anzovin
:
Fast, interpolationless character animation through "ephemeral" rigging. 54:1-54:2
Perception in rendering & hardware
- Nitish Padmanaban, Robert Konrad, Gordon Wetzstein
:
Autofocals: evaluating gaze-contingent eyeglasses for presbyopes. 55:1-55:2 - Robert Konrad, Anastasios Angelopoulos
, Gordon Wetzstein
:
Gaze-contingent ocular parallax rendering for virtual reality. 56:1-56:2 - Josef B. Spjut, Ben Boudaoud:
Foveated displays: toward classification of the emerging field. 57:1-57:2 - Anton Kaplanyan, Anton Sochenov, Thomas Leimkühler, Mikhail Okunev, Todd Goodall, Gizem Rufo:
Deepfovea: neural reconstruction for foveated rendering and video compression using learned natural video statistics. 58:1-58:2
Here comes the groom and rig
- Hayley N. Iben, Jacob Brooks, Christopher Bolwyn:
Holding the shape in hair simulation. 59:1-59:2 - Nicholas Augello, David Tonnesen, Arunachalam Somasundaram:
Hummingbird: dreamworks feather system. 60:1-60:2 - Rasmus Haapaoja, Christoph Genzwürker:
Mesh-driven generation and animation of groomed feathers. 61:1-61:2 - Chris De St. Jeor, Chris Michael, Kurt Phillips, Arunachalam Somasundaram:
Grasshopper: dreamworks environmental motion system. 62:1-62:2 - John Kahwaty, Walter Yoder, Andy Lin
, Gene S. Lee, David Suroviec:
Optimizing rig manipulation with GPU and parallel evaluation. 63:1-63:2
All together now - crowds
- Ted Waine, May Leung, Paul Norris:
Directable stadium crowds from image based modelling for "Bohemian Rhapsody". 64:1-64:2 - Josh Richards, Le Joyce Tong, Moe El-Ali, Tuan Nguyen:
Optimizing large scale crowds in ralph breaks the internet. 65:1-65:2 - Dong Joo Byun, Alberto Luceño Ros, Alexander Moaveni, Marc Bryant, Joyce Le Tong, Moe El-Ali:
Creating ralphzilla: moshpit, skeleton library and automation framework. 66:1-66:2 - Hyojong Shin, Mark Leadbeater, Ben Merrick:
A ragdoll-less approach to physical animations of characters in vehicles. 67:1-67:2
Lucy in the sky with diamonds - processing visuals
- Eric Heitz, Laurent Belcour, Victor Ostromoukhov, David Coeurjolly
, Jean-Claude Iehl:
A low-discrepancy sampler that distributes monte carlo errors as a blue noise in screen space. 68:1-68:2 - Keith Jeffery
:
Global adaptive sampling hierarchies in production ray tracing. 69:1-69:2 - Feng Xie, Anton Kaplanyan, Warren Hunt, Pat Hanrahan:
Multiple scattering using machine learning. 70:1-70:2 - Matt Jen-Yuan Chiang, Yining Karl Li
, Brent Burley:
Taming the shadow Terminator. 71:1-71:2
Practical fluids
- Alexey Stomakhin
, Andrew Moffat, Gary Boyle:
A practical guide to thin film and drips simulation. 72:1-72:2 - Baptiste Van Opstal, Youxi Woo, Amaury Aubel:
Instafalls: how to train your waterfalls. 73:1-73:2 - Tobias Mack
, Ashraf Ghoniem, Ruben Mayor, Gerardo Aguilera
:
Procedural approach to animation driven effects for Avengers: Endgame. 74:1-74:2 - David Horsley, Peter Stuart:
The rigid body and fluid dynamics of LAIKA's "Missing Link". 75:1-75:2
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