Abstract is missing.
- Crafting the vision effect: an interactive, particle-based hologram for epicAndrew Schneider, Matthew Roach, Justin Gladis. 1 [doi]
- Directable fluids in the world of epicIlan Gabai, David Quirus, Alen Lai, Diego Garzon. 2 [doi]
- Procedural texturing in epicHugo M. Ayala, Jamie Macdougall, Chris Chapman. 3 [doi]
- epicThierry Dervieux-Lecocq, David Gatenby, Mark Adams, Justin Bisceglio. 4 [doi]
- Pixels to parks: new animation techniques for fantasylandAkhil Madhani, Justin Walker, Gene Lee, Aaron Adams, Alexis Wieland, Evan Goldberg. 5 [doi]
- Mixing dynamics and blend shapes for the HulkJulien Cohen Bengio, Chase Cooper, John Doublestein. 6 [doi]
- Simplicial interpolation for animating the HulkJulien Cohen Bengio, Rony Goldenthal. 7 [doi]
- BlockParty 2: visual procedural rigging for film, TV, and gamesRachel Rose, Mike Jutan, John Doublestein. 8 [doi]
- Enhanced dual quaternion skinning for production useGene S. Lee, Andy Lin, Matt Schiller, Scott Peters, Mark McLaughlin, Frank Hanner. 9 [doi]
- Near-eye light field displaysDouglas Lanman, David Luebke. 10 [doi]
- Survey and evaluation of tone mapping operators for HDR videoGabriel Eilertsen, Jonas Unger, Robert Wanat, Rafal Mantiuk. 11 [doi]
- Coded exposure HDR light-field video recordingDavid C. Schedl, Clemens Birklbauer, Oliver Bimber. 12 [doi]
- On-set depth capturing for VFX productions using time of flightSimon Spielmann, Volker Helzle, Rahul Nair. 13 [doi]
- Man of steel: procedural city building and destructionEugénie von Tunzelmann. 14 [doi]
- Simulating fluids using a coupled voxel-particle data modelDan Bailey, Ian Masters, Matt Warner, Harry Biddle. 15 [doi]
- Jack's frost: controllable magic frost simulations for Rise of the GuardiansDavid Lipton, Ken Museth, Ben Sutherland. 16 [doi]
- Bubbles and foam in Partysaurus RexAdam Harder, Chris Mangnall. 17 [doi]
- Imperfect voxelized shadow volumesChris Wyman, Zeng Dai. 18 [doi]
- Sub-pixel shadow mappingPascal Lecocq, Pascal Gautron, Jean-Eudes Marvie, Gaël Sourimant. 19 [doi]
- Lighting technology of the last of usMichal Iwanicki. 20 [doi]
- Interactive indirect lighting computed in the cloudCyril Crassin, David P. Luebke, Michael Mara, Morgan McGuire, Brent Oster, Peter Shirley, Peter-Pike J. Sloan, Chris Wyman. 21 [doi]
- Exploring the intersection between art, music, and technologySusan Lakin, Joe Geigel. 22 [doi]
- Arts/tech collaboration with embedded systems and kinetic artErik Brunvand. 23 [doi]
- Creating a nimble new curriculum for digital media artistsNicola Marae Allain. 24 [doi]
- Best practices in short animation production in private/public partnerships: an agile approachMark Jones, Sean Craig. 25 [doi]
- TidScene: Pixar's pipeline backplaneArun Rao. 26 [doi]
- Lurch!: Interactive rendering pipeline automationAlexander Kolliopoulos. 27 [doi]
- ReviewTool: a database-driven visual effects editing applicationDamien Fagnou, Christopher Cameron, Adam Valdez. 28 [doi]
- Pronto: scheduling the un-schedulableHannes Ricklefs. 29 [doi]
- StarCraft 2 cinematicsMatt Cordner, Bill La Barge. 30 [doi]
- Blizzard entertainment: Diablo 3 cinematics wing effectsChristopher Yang, Hosuk Chang, Bill La Barge, Jeremy Pilgrim, Jason Burton. 31 [doi]
- A deformer-based approach to facial riggingJohn Kahwaty, Gene S. Lee, Greg Smith, Andy Lin, Matt Schiller. 32 [doi]
- Driving high-resolution facial blendshapes with video performance captureGraham Fyffe, Andrew Jones, Oleg Alexander, Ryosuke Ichikari, Paul Graham, Koki Nagano, Jay Busch, Paul E. Debevec. 33 [doi]
- Hair growth by means of sparse volumetric modeling and advectionAshraf Ghoniem, Ken Museth. 34 [doi]
- Incendiary reflection: evoking emotion through deformed facial feedbackShigeo Yoshida, Sho Sakurai, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose. 35 [doi]
- D-tech me: fabricating 3D figurines with personalized facesJ. Rafael Tena, Moshe Mahler, Thabo Beeler, Hengchin Yeh, Max Grosse, Iain Matthews. 36 [doi]
- Sketch-based pipeline for mass customizationKristian Hildebrand, Marc Alexa. 37 [doi]
- Isosurface stuffing improved: acute lattices and feature matchingCrawford Doran, Athena Chang, Robert Bridson. 38 [doi]
- constructable: interactive construction of functional mechanical devicesStefanie Mueller, Pedro Lopes, Konstantin Kaefer, Bastian Kruck, Patrick Baudisch. 39 [doi]
- SnugBlur!: Constraint-preserving motion blurBrandon Kerr, David Ryu. 40 [doi]
- Pencil tracing mirage: principle and its evaluationKatsuhisa Kanazawa, Yuma Sakato, Tokiichiro Takahashi. 41 [doi]
- Screen-space curvature for production-quality rendering and compositingNicolas Mellado, Pascal Barla, Gaël Guennebaud, Patrick Reuter, Gregory Duquesne. 42 [doi]
- Discrete texture design using a programmable approachHugo Loi, Thomas Hurtut, Romain Vergne, Joëlle Thollot. 43 [doi]
- Embree ray tracing kernels for CPUs and the Xeon Phi architectureSven Woop, Louis Feng, Ingo Wald, Carsten Benthin. 44 [doi]
- Parallel JavaScript: bringing the compute power of multi-core CPUs and GPUs to the world of web graphicsStephan Herhut, Richard L. Hudson, Tatiana Shpeisman, Jaswanth Sreeram. 45 [doi]
- Oz: the great and volumetricMagnus Wrenninge, Christopher D. Kulla, Viktor Lundqvist. 46 [doi]
- Rendering fur in Life of PiIvan Neulander, Toshi Kato, Kevin Beason. 47 [doi]
- BSSRDF importance samplingAlan King, Christopher D. Kulla, Alejandro Conty, Marcos Fajardo. 48 [doi]
- A monster's guide to cheating in GI classBeth Albright, Byron Bashforth, Jonathan Hoffman, George Nguyen. 49 [doi]
- Creating a Monster: artistic and technical challengesMichael Honsel. 50 [doi]
- Crowds at Monsters UniversityHemagiri Arumugam, Michael Frederickson, J. D. Northrup. 51 [doi]
- Vegetation on Monsters UniversityAntony Carysforth, Omar Elafifi, Nathan Fariss, Henry Garcia, Edgar Rodriguez, Christine Wagonner. 52 [doi]
- Lighting the blue umbrellaBrian Boyd. 53 [doi]
- Rainy rain rainingMichael O'Brien, Allen Hemberger, Amit Baadkar, Cody Harrington. 54 [doi]