Abstract is missing.
- PhotoSpace: a vision based approach for digitizing propsPravin Bhat, Sebastian Burke. 1 [doi]
- Making faces: Eve Online's new portrait renderingBert Peers. 2 [doi]
- SpeedFur: a GPU based procedural Hair & Fur modeling systemVilhelm Hedberg, Mattias Lagergren, Fredrik Limsäter. 3 [doi]
- GPU fluids in production: a compiler approach to parallelismDan Bailey, Ian Masters, Matt Warner. 4 [doi]
- MotorStorm apocalypse: creating explosive and dynamic urban off road racingAlex Perkins, Dan Hawson. 5 [doi]
- Interactive hybrid simulation of large-scale trafficJason Sewall, David Wilkie, Ming C. Lin, Pradeep Dubey. 6 [doi]
- Impact of subtle gaze direction on short-term spatial information recallReynold J. Bailey, Ann McNamara, Cindy Grimm, Aaron Costello. 7 [doi]
- Facial cartography: interactive high-resolution scan correspondenceCyrus A. Wilson, Oleg Alexander, Borom Tunwattanapong, Pieter Peers, Abhijeet Ghosh, Jay Busch, Arno Hartholt, Paul E. Debevec. 8 [doi]
- Generating displacement from normal map for use in 3D gamesKirill Dmitriev, Evgeny Makarov. 9 [doi]
- Per-face texture mapping for real-time renderingJohn McDonald Jr., Brent Burley. 10 [doi]
- Spherical skinning with dual quaternions and QTangentsIvo Zoltan Frey, Ivo Herzeg. 11 [doi]
- Design and realization of stereoscopic 3D for Disney classicsKatie Tucker-Fico, Evan Goldberg, Kevin Koneval, Dale Mayeda, Robert Neuman, Olun Riley, Matthew Schnittker. 12 [doi]
- StereoFX: survey of the main stereo film-making techniquesDamien Fagnou. 13 [doi]
- Developing tools for 2D/3D conversion of Japanese animationsMarc Salvati, Miki Kinoshita, Yosuke Katsura, Ken Anjyo, Tatsuo Yotsukura, Hiroshi Uchibori. 14 [doi]
- Processing.js: sketching with <canvas>Andor Salga, Daniel Hodgin, Anna Sobiepanek, Scott Downe, Mickael Medel, Catherine Leung. 15 [doi]
- Rango: a case of lighting and compositing a CG animated feature in an FX-oriented facilityLeandro Estebecorena, Nelson Sepulveda, Kevin Sprout. 16 [doi]
- Cars 2Alexis Angelidis, Josh Anon, Gary Bruins, Jon Reisch, Esdras Varagnolo. 17 [doi]
- Untangling hair rendering at DisneyLewis N. Siegel, Ryan Duncan, Chris D. Springfield, Mitchell Snary, Michelle Robinson, Ramón Montoya-Vozmediano. 18 [doi]
- Google Body: 3D human anatomy in the browserArthur Blume, Won Chun, David Kogan, Vangelis Kokkevis, Nico Weber, Rachel Weinstein Petterson, Roni Zeiger. 19 [doi]
- Interactive indirect illumination using voxel-based cone tracing: an insightCyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann. 20 [doi]
- Out-of-core GPU ray tracing of complex scenesKirill Garanzha, Alexander Bely, Simon Premoze, Vladimir Galaktionov. 21 [doi]
- Developing the interactive dynamic natural world of "From Dust"Ronan Bel, Benoît Vimont. 22 [doi]
- KinectFusion: real-time dynamic 3D surface reconstruction and interactionShahram Izadi, Richard A. Newcombe, David Kim, Otmar Hilliges, David Molyneaux, Steve Hodges, Pushmeet Kohli, Jamie Shotton, Andrew J. Davison, Andrew W. Fitzgibbon. 23 [doi]
- SBL mesh filter: fast separable approximation of bilateral mesh filteringGuillaume Vialaneix, Tamy Boubekeur. 24 [doi]
- Band decomposition of 2-manifold meshes for physical construction of large structuresQing Xing, Gabriel Esquivel, Ergun Akleman, Jianer Chen, Jonathan L. Gross. 25 [doi]
- Pattern mapping with quad-pattern-coverable quad-meshesShi Yu, Qing Xing, Ergun Akleman, Jianer Chen, Jonathan L. Gross. 26 [doi]
- Motion comics: visualization, browsing and searching of human motion dataMyung Geol Choi, Kyungyong Yang, Jehee Lee, Jun Mitani, Takeo Igarashi. 27 [doi]
- Parameterizing animated lines for stylized renderingBert Buchholz, Tamy Boubekeur, Noura Faraj, Elmar Eisemann, Sylvain Paris. 28 [doi]
- Multiperspective rendering for anime-like exaggeration of joint modelsKei Utsugi, Takeshi Naemura, Takafumi Koike, Michio Oikawa. 29 [doi]
- Learning to classify human object sketchesMathias Eitz, James Hays. 30 [doi]
- Cars 2Mitch Kopelman. 31 [doi]
- Megamind: lighting metro city at nightJimmy Maidens, Philippe Denis, Gianni Aliotti. 32 [doi]
- Deferred shading techniques using frostbite in "Battlefield 3" and "Need for Speed the Run"Alex Ferrier, Christina Coffin. 33 [doi]
- Quill: birds of a feather toolDaniel Heckenberg, Damien Gray, Bryan Smith, Jonathan Wills, Chris Bone. 34 [doi]
- RangoStephen D. Bowline, Zoran Kacic-Alesic. 35 [doi]
- Accurate contact resolution for interpolated hairsRony Goldenthal. 36 [doi]
- Animation workflow in KILLZONE3™: a fast facial retargeting system for game charactersAndrea Arghinenti. 37 [doi]
- Adaptive importance sampling for multi-ray gatheringIvan Neulander. 38 [doi]
- High-resolution relightable buildings from photographsFrancho Melendez, Mashhuda Glencross, Gregory J. Ward, Roger J. Hubbold. 39 [doi]
- Kali: high quality FEM destruction in Zack Snyder's Sucker PunchBen Cole. 40 [doi]
- TangledMaryann Simmons, Kelly Ward, Hidetaka Yosumi, Hubert Leo, Xinmin Zhao. 41 [doi]
- Tangled choreographing destruction: art directing a dam breakBrett Boggs, Lawrence Chai, Michael Kaschalk, Andrew Selle. 42 [doi]
- Crowds on Cars 2Trent Crow, Stephen Gustafson, Michael Lorenzen, Jake Merrell, Bob Moyer, J. D. Northrup. 43 [doi]
- Slow art with a trillion frames per second cameraAndreas Velten, Everett Lawson, Andrew Bardagjy, Moungi Bawendi, Ramesh Raskar. 44 [doi]
- Display pixel cachingClemens Birklbauer, Tianlun Liu, Oliver Bimber, Max Grosse, Anselm Grundhöfer. 45 [doi]
- Device-independent imaging system for high-fidelity colorsKazunari Tomizawa, Akiko Yoshida, Makoto Hasegawa, Yasuhiro Yoshida, Shinichi Katoh, Kenichi Nishizawa, Osamu Ozawa, Yoshifumi Shimodaira. 46 [doi]
- Occlusion culling in Alan WakeAri Silvennoinen, Teppo Soininen, Markus Mäki, Olli Tervo. 47 [doi]
- Increasing scene complexity: distributed vectorized view cullingAndrew Routledge. 48 [doi]
- Practical occlusion culling in KILLZONE 3Will Vale. 49 [doi]
- High quality previewing of shading and lighting for Killzone3Francesco Giordana. 50 [doi]
- DB+Grid: a novel dynamic blocked grid for sparse high-resolution volumes and level setsKen Museth. 51 [doi]
- Implicit FEM and fluid coupling on GPU for interactive multiphysics simulationJérémie Allard, Hadrien Courtecuisse, François Faure. 52 [doi]
- Correcting low frequency impulses in distributed simulationsJeff Lait. 53 [doi]
- Gaussian quadrature for photon beams in TangledJared M. Johnson, Dylan Lacewell, Andrew Selle, Wojciech Jarosz. 54 [doi]
- Importance sampling of area lights in participating mediaChristopher D. Kulla, Marcos Fajardo. 55 [doi]
- Decoupled ray-marching of heterogeneous participating mediaChristopher D. Kulla. 56 [doi]
- Demand-driven volume rendering of terascale EM dataJohanna Beyer, Markus Hadwiger, Won-Ki Jeong, Hanspeter Pfister, Jeff Lichtman. 57 [doi]
- Optimized local blendshape mapping for facial motion retargetingWan-Chun Ma, Graham Fyffe, Paul E. Debevec. 58 [doi]
- Runtime implementation of modular radiance transferBrad Loos, Lakulish Antani, Kenny Mitchell, Derek Nowrouzezahrai, Wojciech Jarosz, Peter-Pike J. Sloan. 59 [doi]
- Next generation image based lighting using HDR videoJonas Unger, Stefan Gustavson, Joel Kronander, Per Larsson, Gerhard Bonnet, Gunnar Kaiser. 60 [doi]
- Triple depth cullingJean-Eudes Marvie, Pascal Gautron, Gaël Sourimant. 61 [doi]
- Non-uniform motion deblurring for camera shakes using image registrationSunghyun Cho, Hojin Cho, Yu-Wing Tai, Seungyong Lee. 62 [doi]
- Data-driven bird simulationEunjung Ju, Byungkuk Choi, Junyong Noh, Jehee Lee. 63 [doi]
- Designing with constraints parametric BIMAndrzej Zarzycki. 64 [doi]
- Form-making with special effect toolsAndrzej Zarzycki. 65 [doi]
- Building and animating cobwebs for antique setsFangwei Lee, Alex Ongaro, Domin Lee, August Meredith. 66 [doi]
- MegamindKoen Vroeijenstijn, Ronald D. Henderson. 67 [doi]
- "MegaMind": fire, smoke and dataKrzysztof Rost, Greg Hart, Scott Peterson. 68 [doi]
- Volumetric effects in a SnapJoseph Hegarty, Denis Teplyashin, Peter Georges, Daniel Heckenberg. 69 [doi]
- Fluid dynamics and lighting implementation in PixelJunk Shooter 2Jaymin Kessler, Paolo Carabaich, Naoki Kinoshita. 70 [doi]