Abstract is missing.
- Capturing the infinite universe in "Lucy": fractal rendering in film productionAlex Kim, Daniel P. Ferreira, Stephen Bevins. 1 [doi]
- Creating a life-sized automultiscopic Morgan Spurlock for CNNs "Inside Man"Andrew Jones, Jonas Unger, Koki Nagano, Jay Busch, Xueming Yu, Hsuan-Yueh Peng, Oleg Alexander, Paul E. Debevec. 2 [doi]
- Premo: a natural-interaction animation platformMatthew Gong, Fredrik Nilsson, Alex Powell, Jason Reisig, Alex Wells, Stuart Bryson, Esteban Papp, Paul C. DiLorenzo. 3 [doi]
- Volumetric dense mesh deformation in the Tengu Monk fightBen Loch, Per Karefelt, Rob Richardson, Alex Rothwell, Andy Hayes. 4 [doi]
- CrAM: artist-friendly crowds on "Edge of Tomorrow"John Hood. 5 [doi]
- Level of detail in an age of GI: rethinking crowd renderingPaul Kanyuk. 6 [doi]
- Guardians of the GalaxyRob Pieké, Lucy Bailey, Kai Wolter, Jo Plaete. 7 [doi]
- Frozen on ice: rendering frost and ice on FrozenLewis N. Siegel. 8 [doi]
- Weathering the black hole for 'Peabody and Sherman'Jihyun Yoon, Robert Chen, Tyson Erze, Krzysztof Rost. 9 [doi]
- Packing the water pipeDan Bailey, Matt Warner, Harry Biddle. 10 [doi]
- Large scale simulation and surfacing of water and ice effects in Dragons 2Baptiste Van Opstal, Lucas Janin, Ken Museth, Mihai Aldén. 11 [doi]
- The LEGO movie: construction, animation and demolitionAloys Baillet, Daniel Heckenberg, Eoin Murphy, Aidan Sarsfield, Bryan Smith. 12 [doi]
- Tuning facial animation in a mocap pipelineYeongho Seol, J. P. Lewis. 13 [doi]
- Assembling environments with LEGOscapeJoseph Hegarty, Bryan Smith, Jens Jebens, John Paul Molloy. 14 [doi]
- The LEGO movie: bricks, bricks and more bricksBryan Smith, Daniel Heckenberg, Jean-Pascal leBlanc. 15 [doi]
- Rapid avatar capture and simulation using commodity depth sensorsAndrew W. Feng, Ari Shapiro, Ruizhe Wang, Mark T. Bolas, Gérard G. Medioni, Evan A. Suma. 16 [doi]
- Live real-time animation leveraging machine learning and game engine technologyCharles Piña, Emiliano Gambaretto, Stefano Corazza. 17 [doi]
- Alternative strategies for runtime facial motion captureIzmeth Siddeek. 18 [doi]
- Real-time motion capture of the human tongueEric Farrar, Arvind Balasubramanian, J. Coleman Eubanks. 19 [doi]
- A continuum model for simulating crowd turbulenceAbhinav Golas, Rahul Narain, Ming C. Lin. 20 [doi]
- Mobile GPU compute exploring the mobile GPU through OpenCLAdrian Bucur. 21 [doi]
- ASTC: the extra dimensionSylwester Bala, Doug Day, Daniele Di Donato, Stacy Smith. 22 [doi]
- Dynamic on-mesh procedural generation controlCyprien Buron, Jean-Eudes Marvie, Gaël Guennebaud, Xavier Granier. 23 [doi]
- 'Stina & the Wolf' the movie: feature film production in educationAlex Counsell, Paul Charisse. 24 [doi]
- Dark matter: a tale of virtual productionYafes Sahin, Simon Spielmann, Martin Backhaus. 25 [doi]
- The making of "Owned": a student-built iterative pipelineBrian Kingery, Daniel Clark, Carson Crawford, Jeff Raines, Evan Roberts, Susan Hatton, Kaleb Goulding, Andrew Rasmussen, Seth Holladay, Brent Adams. 26 [doi]
- Building highly parallel character rigsGuido Zimmermann, Kevin Ochs, Robert Helms. 27 [doi]
- Delta mush: smoothing deformations while preserving detailJoe Mancewicz, Matt L. Derksen, Cyrus A. Wilson. 28 [doi]
- Steroids: a controllable approach to skin simulationRaffaele Fragapane, Joseph Hegarty, Aloys Baillet. 29 [doi]
- Resculptors: layered curve-based deformersMichael Hutchinson, Guido Zimmermann, Robert Helms. 30 [doi]
- RepTile: how to skin a dinosaurDaniel Heckenberg, Joseph Hegarty, Jean-Pascal leBlanc. 31 [doi]
- Comanches vs Cavalry: artistically directable in-crowd ragdoll simulationJo Plaete, Adam Davis, Alan Stanzione. 32 [doi]
- Procedural tentacle bundles in "Edge of Tomorrow"Dan Sheerin. 33 [doi]
- Grooming a lion for HerculesFrancesco Giordana, Sarah Macdonald, Gianluca Vatinno. 34 [doi]
- Gravity: motion control and face integrationPierre-Loïc Hamon, James Harmer, Stuart Penn, Nicolas Scapel. 35 [doi]
- Developing interactive facial rigs in production environmentJaewoo Seo, J. P. Lewis. 36 [doi]
- Mr Peabody & ShermanLucia Modesto, Dick Walsh. 37 [doi]
- ElysiumLuke Goddard. 38 [doi]
- Path space similarity determined by Fourier histogram descriptorsPascal Gautron, Marc Droske, Carsten Wächter, Lutz Kettner, Alexander Keller, Nikolaus Binder, Ken Dahm. 39 [doi]
- Hierarchical digital differential analyzer for efficient ray-marching in OpenVDBKen Museth. 40 [doi]
- Importance sampling for a microcylinder based cloth bsdfChunpo Wang, Feng Xie, Parashar Krishnamachari. 41 [doi]
- Shaping particle simulations with interaction forcesCan Yuksel, Kyle Maxwell, Scott Peterson. 42 [doi]
- Progressive streaming of compressed 3D graphics in a web browserGuillaume Lavoué, Laurent Chevalier, Florent Dupont. 43 [doi]
- Earth in Google maps: rendering trillions of triangles in JavaScriptJanne Kontkanen, Evan Parker. 44 [doi]
- Measurement and modeling of microfacet distributions under deformationKoki Nagano, Oleg Alexander, Jernej Barbic, Hao Li, Paul E. Debevec. 45 [doi]
- A fiber scattering model with non-separable lobesEugene d'Eon, Steve Marschner, Johannes Hanika. 46 [doi]
- Position-based elastic rodsNobuyuki Umetani, Ryan Schmidt, Jos Stam. 47 [doi]
- Simulating wind effects on cloth and hair in Disney's FrozenKeith Wilson, Aleka McAdams, Hubert Leo, Maryann Simmons. 48 [doi]
- Realtime geometry cachesAxel Gneiting. 49 [doi]
- Implementing efficient virtual shadow maps for many lightsOla Olsson, Erik Sintorn, Viktor Kämpe, Markus Billeter, Ulf Assarsson. 50 [doi]
- Efficient rendering with tile local storageMarius Bjørge, Sam Martin, Sandeep Kakarlapudi, Jan-Harald Fredriksen. 51 [doi]
- Elastic and plastic deformations with rigid body dynamicsJeff Budsberg, Nafees Bin Zafar, Mihai Aldén. 52 [doi]
- Integrating FEA physics in a non-linear workflow for "Edge of Tomorrow"Steve Avoujageli, Atsushi Ikarashi. 53 [doi]
- Art directing rigid body dynamics as a post-processFangwei Lee. 54 [doi]
- A position-based dynamics system for animated character effectsTim Steele, J. C. Leprevost, Kriss Gossart. 55 [doi]
- Tiber: managing shot setup data complexityMatthew Low, Matt Davies, Gregory Heflin. 56 [doi]
- A framework for global visual effects production pipelinesChris Johnson, Josef Tobiska, Josh Tomlinson, Nico Van den Bosch, Wil Whaley. 57 [doi]
- Monitoring data access patterns in large-scale renderingMark Hills, Jim Vanns. 58 [doi]
- Robust large-scale rendering: the FQ renderfarm engineMark Hills, Jim Vanns, Rob Dooley. 59 [doi]
- Katana's Geolib: behind the scenesBrian Hall, Jeremy Selan, Steve LaVietes. 60 [doi]
- Gravity: volumetrics in spacePer Karefelt, Matthias Baas. 61 [doi]
- Gravity: destruction of the ISS in a single shotVincent Bonnet, Alexis Wajsbrot, Horacio Mendoza, Matthias Baas. 62 [doi]
- Gravity: simulation as a multi-stage production toolSylvain Degrotte, Christopher Lawrence, Juan-Luis Sanchez, Russell Lloyd. 63 [doi]
- GravityNathan Walster, Michael Blain. 64 [doi]
- A dual-beam 3D searchlight BSSRDFEugene d'Eon. 65 [doi]
- A zero-variance-based sampling scheme for Monte Carlo subsurface scatteringJaroslav Krivánek, Eugene d'Eon. 66 [doi]
- Adaptive rendering based on weighted local regressionBochang Moon, Nathan Carr, Sung-Eui Yoon. 67 [doi]
- Path space filteringAlexander Keller, Ken Dahm, Nikolaus Binder. 68 [doi]
- Art-directable canopies in Pixar's vegetation pipelineMatt Kuruc, Nancy Tsang, Tom Nettleship. 69 [doi]
- Using sparse voxel octrees in a level-of-detail pipeline for Rio 2Sean Palmer, Eric Maurer, Mark Adams. 70 [doi]
- Packet traced disc rendering for baking and LoDHarrison McKenzie Chapter. 71 [doi]
- Sending 300 monsters to collegeJonas Jarvers, Shalin Shodhan, Byron Bashforth. 72 [doi]
- High level saliency prediction for smart game balancingGeorge Alex Koulieris, George Drettakis, Douglas W. Cunningham, Katerina Mania. 73 [doi]
- Perceptually based parameter adjustments for video processing operationsGabriel Eilertsen, Jonas Unger, Robert Wanat, Rafal Mantiuk. 74 [doi]
- Temporally coherent video de-anaglyphJoan Sol Roo, Christian Richardt. 75 [doi]
- OpenVL: a developer-level abstraction of computer visionGregor Miller, Sidney Fels. 76 [doi]