SIGGRAPH '17- ACM SIGGRAPH 2017 Talks
Full Citation in the ACM Digital Library
SESSION: The art of production
Bringing Lou to life: a study in creating Lou
Peter Tieryas
Henry Garcia
Stacey Truman
Evan Bonifacio
Revving up a storm: a talk on creating Jackson storm
George Nguyen
Peter Tieryas
Jae Hyung Kim
Josh Holtsclaw
The role of hand-drawn animation in Disney's
Moana
Kim Keech
Rachel Bibb
Brian Whited
Brett Achorn
A fantasy based on reality the art of Final Fantasy XV
Tomohiro Hasegawa
SESSION: It's complicated
Evolving complexity management on "the
LEGO
Batman movie"
Jens Jebens
Damien Gray
Simon Bull
Aidan Sarsfield
From VFX project management to predictive forecasting
Hannes Ricklefs
Stefan Puschendorf
Sandilya Bhamidipati
Brian Eriksson
Akshay Pushparaja
Animation collaboration with depth compositing
Dhruv Govil
Rendering the darkness: glimpse on
the LEGO Batman movie
Daniel Heckenberg
Luke Emrose
Matthew Reid
Michael Balzer
Antoine Roille
Max Liani
SESSION: Effects omelette
Rogue One: A Star Wars Story - Jedha destruction
Ciaran Moloney
Jamie Haydock
Mathew Puchala
Miguel Perez Senent
Moana: Foundation of a Lava Monster
Marc Bryant
Ian Coony
Jonathan Garcia
Moana: geometry based disco ball lighting for tamatoa's lair
Dong Joo Byun
Shant Ergenian
Gregory Culp
Building detailed fractal sets for "Guardians of the Galaxy Vol. 2"
Matt Ebb
Richard Sutherland
Daniel Heckenberg
Miles Green
SESSION: Game on
Gears of War 4: custom high-end graphics features and performance techniques
Jim Malmros
HDR TV output and lighting Gears of War 4
Colin Matisz
Andy Yi Shen
Procedural photograph generation from actual gameplay: snapshot AI in FINAL FANTASY XV
Prasert Prasertvithyakarn
Tatsuhiro Joudan
Hidekazu Kato
Seiji Nanase
Masayoshi Miyamoto
Isamu Hasegawa
Circular separable convolution depth of field
Kleber Garcia
SESSION: Catching light
Automated light probes from capture to render for
Peter Rabbit
Daniel Heckenberg
Steve Agland
Jean Pascal leBlanc
Raphael Barth
Masquerade: fine-scale details for head-mounted camera motion capture data
Lucio Moser
Darren Hendler
Doug Roble
Just-in-time, viable, 3d avatars from scans
Andrew Feng
Evan Suma
Ari Shapiro
Proxy clouds for RGB-D stream processing: an insight
Adrien Kaiser
Jose Alonso Ybanez Zepeda
Tamy Boubekeur
SESSION: I like to move it, move it
Muscle simulation for facial animation in Kong: Skull Island
Matthew Cong
Lana Lan
Ronald Fedkiw
High performance animation in Gears of War 4
David Bollo
Handling scene constraints for pose-based caching
Gene S. Lee
Christian Eisenacher
Andy Lin
Noel Villegas
The eyes have it: comprehensive eye control for animated characters
Pilar Molina Lopez
Jake Richards
SESSION: Hair it is!
The art and technology of hair simulation in Disney's
Moana
Marc Thyng
Christopher Evart
Toby Jones
Aleka McAdams
Hairy effects in
Trolls
Brian Missey
Amaury Aubel
Arunachalam Somasundaram
Megha Davalath
Modeling vellus facial hair from asperity scattering silhouettes
Chloe LeGendre
Loc Hyunh
Shanhe Wang
Paul Debevec
SESSION: The art of visual journeys
Behind the scenes of VFX in the Middle East & Syria: "in art we trust"
Elias Saliba
Mustafa Barkaoui
Hind Wakil
SESSION: Wet and wild
The ocean and water pipeline of Disney's Moana
Sean Palmer
Jonathan Garcia
Sara Drakeley
Patrick Kelly
Ralf Habel
Moana: performing water
Ben Frost
Alexey Stomakhin
Hiroaki Narita
The water effects of
Pirates of the Caribbean
: Dead Men Tell no Tales
Rob Hopper
Kai Wolter
Racing to the finish line: effects challenges on Cars 3
Stephen Marshall
Tim Speltz
Greg Gladstone
Krzysztof Rost
Jon Reisch
SESSION: Lite brite
Importance sampling of many lights with adaptive tree splitting
Alejandro Conty Estevez
Christopher Kulla
The iray light transport simulation and rendering system
Alexander Keller
Carsten Wächter
Matthias Raab
Daniel Seibert
Dietger van Antwerpen
Johann Korndörfer
Lutz Kettner
Precomputed multiple scattering for light simulation in participating medium
Beibei Wang
Nicolas Holzschuch
Double hierarchies for efficient sampling in Monte Carlo rendering
Norbert Bus
Tamy Boubekeur
SESSION: It's a material world
Gears of War 4: creating a layered material system for 60fps
Colin Penty
Ian Wong
DreamWorks fabric shading model: from artist friendly to physically plausible
Priyamvad Deshmukh
Feng Xie
Eric Tabellion
Fast automatic level of detail for physically-based materials
Lutz Kettner
Designing look-and-feel using generalized crosshatching
Yuxiao Du
Ergun Akleman
SESSION: Making waves
Moana: crashing waves
Dong Joo Byun
Alexey Stomakhin
Production ready MPM simulations
Gergely Klár
Jeff Budsberg
Matt Titus
Stephen Jones
Ken Museth
Compact iso-surface representation and compression for fluid phenomena
Todd Keeler
Robert Bridson
Localized guided liquid simulations in bifrost
Michael B. Nielsen
Konstantinos Stamatelos
Adrian Graham
Marcus Nordenstam
Robert Bridson
SESSION: VR/AR to go
Evolution of AR in Pokémon go
Chris Kramer
How VR changes the sense of ourselves & reality
Kent Bye
A new (virtual) reality at the New York Times
Graham Roberts
SESSION: Alt. workflows
Director-centric virtual camera production tools for rogue one
Mike Jutan
Steve Ellis
Smash and grab: off the rails filmmaking at Pixar
Vincent Serritella
David Lally
Brian Larsen
Farhez Rayani
Jason Kim
Matt Silas
LAIKA's digital big boards
Jeff Stringer
Owen Nelson
Tony Aiello
VarCity - the video: the struggles and triumphs of leveraging fundamental research results in a graphics video production
Kenneth Vanhoey
Carlos Eduardo Porto de Oliveira
Hayko Riemenschneider
András Bódis-Szomorú
Santiago Manén
Danda Pani Paudel
Michael Gygli
Nikolay Kobyshev
Till Kroeger
Dengxin Dai
Luc Van Gool
SESSION: Make me a design
Programmable buildings: architecture as an interaction interface powered with programmable matter
Andrzej Zarzycki
Martina Decker
Concept through creation: establishing a 3-D design process in the footwear industry
Jochen Suessmuth
Sky Asay
Conor Fitzgerald
Mario Poerner
Davoud Ohadi
Detlef Mueller
Resynthesizing reality: driving vivid virtual environments from sensor networks
Don Derek Haddad
Gershon Dublon
Brian Mayton
Spencer Russell
Xiao Xiao
Ken Perlin
Joseph A. Paradiso
SESSION: Procedural with caution
Interactive environment creation with sprout
Daniela Hasenbring
Jeremy Hoey
A hybrid approach to procedural tree skeletonization
James Bartolozzi
Matt Kuruc
Build your own procedural grooming pipeline
Wanho Choi
Nayoung Kim
Julie Jang
Sanghun Kim
Dohyun Yang
FurCollide: fast, robust, and controllable fur collisions with meshes
Arunachalam Somasundaram
SESSION: It's alive! alternative immersions
Field trip to Mars
Andy Rowan-Robinson
Dear angelica: breathing life into VR illustrations
Oculus
Two novel approaches to visualizing internal and external anatomy of the cardiac cycle with a windowed virtual heart model
Dave Mauriello
Jason Kirk
Jeremy Fernsler
SESSION: Pipe dreams
Large scale VFX pipelines
Matthew Chambers
Justin Israel
Andy Wright
Cloudy with a chance of rendering
Daniel Bergel
Craig Dibble
Pauline Koh
James Pearson
Hannes Ricklefs
Flexible pipeline for crowd production
Mungo Pay
Damien Maupu
Martin Pražák
Beyond "cosmos laundromat": blender's open source studio pipeline
Ton Roosendaal
Francesco Siddi
SESSION: Realities of VR production
The making of Google earth VR
Dominik P. Käser
Evan Parker
Adam Glazier
Mike Podwal
Matt Seegmiller
Chun-Po Wang
Per Karlsson
Nadav Ashkenazi
Joanna Kim
Andre Le
Matthias Bühlmann
Joshua Moshier
Building an animation pipeline for VR stories
Bruna Berford
Carlos Diaz-Padron
Terry Kaleas
Irem Oz
Devon Penney
Visual effects for VR
Chris Healer
SESSION: Partly crowdy
Building moana's kakamora barge
Brett Achorn
Sean Palmer
Larry Wu
PackIT: animating complicated character groups easily
Melt van der Spuy
Populating the crowds in
Ferdinand
Greg Mourino
Mason Evans
Kevin Edzenga
Svetla Cavaleri
Mark Adams
Justin Bisceglio
Artist-driven crowd authoring tools
Damien Maupu
Emanuele Goffredo
Nile Hylton
Mungo Pay
Martin Pražák
SESSION: Tools of the trade
Optical flow-based face tracking in
The Mummy
Curtis Andrus
Endre Balint
Chong Deng
Simon Coupe
A new contour method for highly detailed geometry
Andreas Bauer
Lighting up the smurfs enchanted forest
Xinling Chen
Christopher Kulla
Lucas Miller
Alan Chen
SESSION: Don't be scared - it's only math
Learning light transport the reinforced way
Ken Dahm
Alexander Keller
Novel algorithm for sparse and parallel fast sweeping: efficient computation of sparse signed distance fields
Ken Museth
Dance motion analysis and editing using hilbert-huang transform
Ran Dong
Dongsheng Cai
Nobuyoshi Asai
Nature-based hybrid computational geometry system for optimizing the interior structure of aerospace components
Danil Nagy
SESSION: Physical exe stuff
Optimizing VR for all users through adaptive focus displays
Nitish Padmanaban
Robert Konrad
Emily A. Cooper
Gordon Wetzstein
A case study on raytracing-in-the-loop optimization: focal surface displays
Nathan Matsuda
Alexander Fix
Douglas Lanman
Beyond foveal rendering: smart eye-tracking enabled networking (SEEN)
Konrad Tollmar
Pietro Lungaro
Alfredo Fanghella Valero
Ashutosh Mittal
Headset removal for virtual and mixed reality
Christian Frueh
Avneesh Sud
Vivek Kwatra