Full Citation: SIGGRAPH 2015 Talks
- Visual effects at LAIKA, a crossroads of art and technology (Steve Emerson)
- T1000 effects driven character performance - terminator: genisys (Jamie Haydock, Frederic Valleur, Carl Fairweather)
- A modular crowd (n)cloth system for exodus: gods and kings (Clair Bellens, Marco D'Ambros)
- Jupiter ascending: constructing large scale environments (James Bird, Maxim Fleury)
- Real-time crowd visualization in point-cached pipelines (Jeremy Cowles, Takahito Tejima, David Yu)
- Building the world of the Witcher 3: wild hunt (Krzysztof Krzyscin)
- The rendering features of the Witcher 3: wild hunt (Balazs Torok)
- Real-time transformations in the order: 1886 (Sean Weronko, Scot Andreason)
- Multi-resolution geometric transfer for Jurassic World (Rachel Rose, Yuting Ye)
- Under the scalpel - ILM's digital flesh workflows (Sean Comer, Jacob Buck, Brice Criswell)
- Achieving real-time playback with production rigs (Andy Lin, Gene S. Lee, Joe Longson, Jay Steele, Evan Goldberg, Rastko Stefanovic)
- An abstract journey: production focus on the 'abstract thought' sequence in Pixar's 'inside out' (Evan Bonifacio, Sarah Fowler Deluna, Masha Ellsworth, Bernhard Haux, Jonas Jarvers, Vladimir Kooperman, Ken Lao, Colin Levy, Albert Lozano, Sajan Skaria, Ron Zorman)
- The ins and outs of inside out's camera structure (Patrick Lin)
- The screens of inside out (Michael Sparber, Eric Andraos)
- Emoting boov in HOME (Amaury Aubel)
- Doing R&D for open worlds (Emil Persson)
- A landscape engine for a new generation of open world games (Christian Nilsendahl)
- Using GPU compute for productivity and play (Engin Cilasun)
- Efficient production techniques for high quality lighting in vast open world games (Carl Ross)
- The boy, the kite and the 100 square mile real-time digital backlot (Fran?ois Antoine, Ryan Brucks, Brian Karis, Gavin Moran)
- Building interstellar's black hole: the gravitational renderer (Oliver James, Sylvan Dieckmann, Simon Pabst, Paul-George H. Roberts, Kip S. Thorne)
- Stackless ray tracing of patches from feature-adaptive subdivision on GPUs (Nikolaus Binder, Alexander Keller)
- A practical and controllable hair and fur model for production path tracing (Matt Jen-Yuan Chiang, Benedikt Bitterli, Chuck Tappan, Brent Burley)
- Art-directable multiple volumetric scattering (Magnus Wrenninge)
- An approximate reflectance profile for efficient subsurface scattering (Per H. Christensen)
- Sketch to pose in Pixar's presto animation system (Ryan Stelzleni, Bret Parker, Tom Hahn, Sarah Shen, Dan McGarry, Chen Shen)
- Silhouette sketching on "inside out" (Kurt Fleischer, Paul Isaacs, Bret Parker, Bernhard Haux, Sarah Shen, Venkat Krishna, Chen Shen, Andrew Butts, Jayson Price, Tom Hahn, Heegun Lee, David Yu)
- Developing joy for inside out (Alexis Angelidis, Jake Merrell, Bob Moyer, Angelique Reisch)
- Animation recipes: turning an animator's trick into an automatic animation system (Chen Shen, Tom Hahn, Bret Parker, Sarah Shen)
- Panocam and postvis for the Chicago chase in jupiter ascending (Tom Proctor, Christopher Sweet, Kyle Goodsell, Daniel Rauchwerger)
- Roundshot pipeline at MPC for Godzilla (Daniel Vasquez, Kirk Chantraine)
- Near-instant capture of high-resolution facial geometry and reflectance (Paul Graham, Graham Fyffe, Borom Tonwattanapong, Abhijeet Ghosh, Paul Debevec)
- Blendshapes from commodity RGB-D sensors (Dan Casas, Oleg Alexander, Andrew W. Feng, Graham Fyffe, Ryosuke Ichikari, Paul Debevec, Rhuizhe Wang, Evan Suma, Ari Shapiro)
- Rigid link chains in Kung Fu Panda 3 (Jason P. Weber)
- Hair smash (Colleen O'Hagan, Arunachalam Somasundaram, Jason P. Weber)
- Dynamically controlling hair interpolation (Arunachalam Somasundaram)
- Interactive script based dynamics in Big Hero 6 (Dong Joo Byun, Zubin Wadia, Michael Kaschalk)
- Coloring and texturing volume simulations from texture images (Jihyun Yoon)
- X-Men days of future past: directing a highly complex shape-shifting sentinel (Tony Micilotta, Sam Berryy, Thomas Stevenson)
- Procedural animation technology behind microbots in Big Hero 6 (Dong Joo Byun, Henrik Falt, Ben Frost, Mir Ali, Eric Daniels, Peter De Mund, Michael Kaschalk.
- Ex Machina: rigging beneath the surface (Mark Ardington)
- Raptor wrangling: real-time motion capture for Jurassic World (Kevin Wooley, Yoojin Jang, Noah Lockwood)
- Real-time 3D character integration into a real-world environment using reconstructed z depth (Tom Hart, Minoru Nakai)
- Distributing liquids using OpenVDB (Dan Bailey, Harry Biddle, Nick Avramoussis, Matthew Warner)
- (Mark Adams, Greg Mourino, Mason Evans, Kevin Edzenga)
- The digital cinematography of the peanuts movie (Karyn V. B. Monschein, Ken Lee)
- Hand-drawn looking volumetric effects in the peanuts movie (Ilan Gabai, Alen Lai)
- (Adam Burr, Steve Gressak, Matthew Doble, Christian Haniszewski, Ignacio Barrios, Brian Anderson, Ferris Webby)
- Head, shoulders, knees and toes: interpreting Schulz in 3D (Sabine Heller, Marin Petrov, Michael Reed, Steven Song, Nikki Tomaino, Steven Vanseth)
- Water simulation in jupiter ascending (Fabio Cerrito)
- Wrangling a gas giant for jupiter ascending (Tobias Keip, Jordan Walsh)
- Big Hero 6: into the portal (David Hutchins, Olun Riley, Jesse Erickson, Alexey Stomakhin, Ralf Habel, Michael Kaschalk)
- Visualizing the cosmos: a procedural approach (Dominique Vidal)
- Mobile vision: how we must augment APIs to enable a new reality (Alon Or-bach)
- Performance and precision: mobile solutions for high quality engineering drawings (Ravi Krishnaswamy)
- Impact of CPU-GPU data transfers on mobile device GPGPU (Tommaso Maestri)
- Challenges with virtual reality on mobile devices (Prashant Sharma)
- The many faces of font rendering (Chris J. Hebert, Hugo Silva)
- Crafting victorian London: the environment art and material pipelines of the order: 1886 (Nathan Phail-Liff, Anthony Vitale)
- Melton and mustaches: the character art and shot lighting pipelines of the order: 1886 (Nathan Phail-Liff, Scot Andreason)
- Data mining for effective render farm management (Adam Wood-Gaines, Josh Grant)
- Environment rendering optimization for Pixar's the good dinosaur (Daniel Garcia, Inigo Quilez, Dave Dixon, Ariela Fedorov, Matt Kuruc, Susan Fisher Fong)
- Progressive render checkpoint workflows in production (Alex Harvill, Andrew Kensler, David Laur)
- TaskProcessor: a pipeline execution framework and IDE (Oliver Staeubli, Mark McGuire)
- Building the city of glass in mirror's edge? (Daniel Johansson, Jan Schmid)
- Rendering the world of mirror's edge? (Daniel Johansson, Arne Schober, Jan Schmid)
- The tomorrow children: lighting and mining with voxels (James McLaren, Tao Yang)
- Accurate analytic approximations for real-time specular area lighting (Pascal Lecocq, Ga?l Sourimant, Jean-Eudes Marvie)
- Frustum-traced irregular z-buffers: fast, sub-pixel accurate hard shadows (Chris Wyman, Rama Hoetzlein, Aaron Lefohn)
- Accumulative anti-aliasing (Eric Enderton, Eric Lum, Christian Rouet, Oleg Kuznetsov)
- Feature-based texture stretch compensation for 3D meshes (Stéphane Grabli, Kevin Sprout, Yuting Ye)
- From 2D to 3D painting with mesh colors (Thibault Lambert)
- Fa?ade: image-based set replacement on Big Hero 6 (Andrew Gartner, Kelsey Hurley, Hank Driskill, Kyle Odermatt, Chris Springfield)
- Furtility: robust hair styling (Curtis Andrus, Mark Manca)
- SemanticPaint: interactive segmentation and learning of 3D world (Julien Valentin, Vibhav Vineet, Ming-Ming Cheng, David Kim, Jamie Shotton, Pushmeet Kohli, Matthias Nie?ner, Antonio Criminisi, Shahram Izadi, Philip Torr)
- The artistry of TechAnim: new cloth workflows on Big Hero 6 (Aaron Adams, Dmitriy Pinskiy, Jose Gomez, Edward Robbins, Christopher Gallagher, Evan Goldberg)
- Crowd character complexity on Big Hero 6 (Yasser Hamed, John Kahwaty, Andy Lin, Evan Goldberg, Lawrence Chai)
- Destroying the pharaoh's army - large-scale dynamics in Exodus (Kai Wolter, Mariano Blanc, Francisco Gochez, Ruben D. Hernandez)
- Data-driven background crowds in Exodus: gods and kings (Martin Prazak, Mungo Pay, Damien Maupu, Davide Vercelli, Ian Masters)
- Labs R&D: rendering Deus Ex: mankind divided (Anton Kai Michels, Peter Sikachev, Samuel Delmont, Uriel Doyon, Francis Maheux, Jean-Normand Bucci, David Gallardo)
- Labs R&D: rendering techniques in rise of the Tomb Raider (Anton Kai Michels, Peter Sikachev, Samuel Delmont, Uriel Doyon, Francis Maheux, Jean-No)