Abstract is missing.
- Visual effects at LAIKA, a crossroads of art and technologySteve Emerson. 1 [doi]
- T1000 effects driven character performance - terminator: genisysJamie Haydock, Frederic Valleur, Carl Fairweather. 2 [doi]
- gods and kingsClair Bellens, Marco D'Ambros. 3 [doi]
- Jupiter ascending: constructing large scale environmentsJames Bird, Maxim Fleury. 4 [doi]
- Real-time crowd visualization in point-cached pipelinesJeremy Cowles, Takahito Tejima, David Yu. 5 [doi]
- Building the world of the Witcher 3: wild huntKrzysztof Krzyscin. 6 [doi]
- The rendering features of the Witcher 3: wild huntBalazs Torok. 7 [doi]
- Real-time transformations in the order: 1886Sean Weronko, Scot Andreason. 8 [doi]
- Multi-resolution geometric transfer for Jurassic WorldRachel Rose, Yuting Ye. 9 [doi]
- Under the scalpel - ILM's digital flesh workflowsSean Comer, Jacob Buck, Brice Criswell. 10 [doi]
- Achieving real-time playback with production rigsAndy Lin, Gene S. Lee, Joe Longson, Jay Steele, Evan Goldberg, Rastko Stefanovic. 11 [doi]
- 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. 12 [doi]
- The ins and outs of inside out's camera structurePatrick Lin. 13 [doi]
- inside outMichael Sparber, Eric Andraos. 14 [doi]
- HOMEAmaury Aubel. 15 [doi]
- Doing R&D for open worldsEmil Persson. 16 [doi]
- A landscape engine for a new generation of open world gamesChristian Nilsendahl. 17 [doi]
- Using GPU compute for productivity and playEngin Cilasun. 18 [doi]
- Efficient production techniques for high quality lighting in vast open world gamesCarl Ross. 19 [doi]
- The boy, the kite and the 100 square mile real-time digital backlotFrançois Antoine, Ryan Brucks, Brian Karis, Gavin Moran. 20 [doi]
- Building interstellar's black hole: the gravitational rendererOliver James, Sylvan Dieckmann, Simon Pabst, Paul-George H. Roberts, Kip S. Thorne. 21 [doi]
- Stackless ray tracing of patches from feature-adaptive subdivision on GPUsNikolaus Binder, Alexander Keller. 22 [doi]
- A practical and controllable hair and fur model for production path tracingMatt Jen-Yuan Chiang, Benedikt Bitterli, Chuck Tappan, Brent Burley. 23 [doi]
- Art-directable multiple volumetric scatteringMagnus Wrenninge. 24 [doi]
- An approximate reflectance profile for efficient subsurface scatteringPer H. Christensen. 25 [doi]
- Sketch to pose in Pixar's presto animation systemRyan Stelzleni, Bret Parker, Tom Hahn, Sarah Shen, Dan McGarry, Chen Shen. 26 [doi]
- Silhouette sketching on "inside out"Kurt W. Fleischer, Paul Isaacs, Bret Parker, Bernhard Haux, Sarah Shen, Venkat Krishna, Chen Shen, Andrew Butts, Jayson Price, Tom Hahn, Heegun Lee, David Yu. 27 [doi]
- inside outAlexis Angelidis, Jake Merrell, Bob Moyer, Angelique Reisch. 28 [doi]
- Animation recipes: turning an animator's trick into an automatic animation systemChen Shen, Tom Hahn, Bret Parker, Sarah Shen. 29 [doi]
- Panocam and postvis for the Chicago chase in jupiter ascendingTom Proctor, Christopher Sweet, Kyle Goodsell, Daniel Rauchwerger. 30 [doi]
- GodzillaDaniel Vasquez, Kirk Chantraine. 31 [doi]
- Near-instant capture of high-resolution facial geometry and reflectancePaul Graham, Graham Fyffe, Borom Tunwattanapong, Abhijeet Ghosh, Paul Debevec. 32 [doi]
- Blendshapes from commodity RGB-D sensorsDan Casas, Oleg Alexander, Andrew W. Feng, Graham Fyffe, Ryosuke Ichikari, Paul Debevec, Ruizhe Wang, Evan A. Suma, Ari Shapiro. 33 [doi]
- Rigid link chains in Kung Fu Panda 3Jason P. Weber. 34 [doi]
- Hair smashColleen O'Hagan, Arunachalam Somasundaram, Jason P. Weber. 35 [doi]
- Dynamically controlling hair interpolationArunachalam Somasundaram. 36 [doi]
- Interactive script based dynamics in Big Hero 6Dong Joo Byun, Zubin Wadia, Michael Kaschalk. 37 [doi]
- Coloring and texturing volume simulations from texture imagesJihyun Yoon. 38 [doi]
- X-Men days of future past: directing a highly complex shape-shifting sentinelTony Micilotta, Sam Berryy, Thomas Stevenson. 39 [doi]
- Procedural animation technology behind microbots in Big Hero 6Dong Joo Byun, Henrik Fält, Ben Frost, Mir Zafar Ali, Eric Daniels, Peter De Mund, Michael Kaschalk. 40 [doi]
- Ex Machina: rigging beneath the surfaceMark Ardington. 41 [doi]
- Raptor wrangling: real-time motion capture for Jurassic WorldKevin Wooley, Yoojin Jang, Noah Lockwood. 42 [doi]
- Real-time 3D character integration into a real-world environment using reconstructed z depthTom Hart, Minoru Nakai. 43 [doi]
- Distributing liquids using OpenVDBDan Bailey, Harry Biddle, Nick Avramoussis, Matthew Warner. 44 [doi]
- peanutsMark Adams, Greg Mourino, Mason Evans, Kevin Edzenga. 45 [doi]
- The digital cinematography of the peanuts movieKaryn V. B. Monschein, Ken Lee. 46 [doi]
- Hand-drawn looking volumetric effects in the peanuts movieIlan Gabai, Alen Lai. 47 [doi]
- "It's a UVN face rig, Charlie Brown": facial techniques for peanutsAdam Burr, Steve Gressak, Matthew Doble, Christian Haniszewski, Ignacio Barrios, Brian Anderson, Ferris Webby. 48 [doi]
- Head, shoulders, knees and toes: interpreting Schulz in 3DSabine Heller, Marin Petrov, Michael Reed, Steven Song, Nikki Tomaino, Steven Vanseth. 49 [doi]
- Water simulation in jupiter ascendingFabio Cerrito. 50 [doi]
- Wrangling a gas giant for jupiter ascendingTobias Keip, Jordan Walsh. 51 [doi]
- Big Hero 6: into the portalDavid Hutchins, Olun Riley, Jesse Erickson, Alexey Stomakhin, Ralf Habel, Michael Kaschalk. 52 [doi]
- Visualizing the cosmos: a procedural approachDominique Vidal. 53 [doi]
- Mobile vision: how we must augment APIs to enable a new realityAlon Or-bach. 54 [doi]
- Performance and precision: mobile solutions for high quality engineering drawingsRavi Krishnaswamy. 55 [doi]
- Impact of CPU-GPU data transfers on mobile device GPGPUTommaso Maestri. 56 [doi]
- Challenges with virtual reality on mobile devicesPrashant Sharma. 57 [doi]
- The many faces of font renderingChris J. Hebert, Hugo Silva. 58 [doi]
- Crafting victorian London: the environment art and material pipelines of the order: 1886Nathan Phail-Liff, Anthony Vitale. 59 [doi]
- Melton and mustaches: the character art and shot lighting pipelines of the order: 1886Nathan Phail-Liff, Scot Andreason. 60 [doi]
- Data mining for effective render farm managementAdam Wood-Gaines, Josh Grant. 61 [doi]
- the good dinosaurDaniel Garcia, Inigo Quilez, Dave Dixon, Ariela Fedorov, Matt Kuruc, Susan Fisher Fong. 62 [doi]
- Progressive render checkpoint workflows in productionAlex Harvill, Andrew Kensler, David Laur. 63 [doi]
- TaskProcessor: a pipeline execution framework and IDEOliver Staeubli, Mark McGuire. 64 [doi]
- Building the city of glass in mirror's edge™Daniel Johansson, Jan Schmid. 65 [doi]
- Rendering the world of mirror's edge™Daniel Johansson, Arne Schober, Jan Schmid. 66 [doi]
- The tomorrow children: lighting and mining with voxelsJames McLaren, Tao Yang. 67 [doi]
- Accurate analytic approximations for real-time specular area lightingPascal Lecocq, Gaël Sourimant, Jean-Eudes Marvie. 68 [doi]
- Frustum-traced irregular z-buffers: fast, sub-pixel accurate hard shadowsChris Wyman, Rama Hoetzlein, Aaron E. Lefohn. 69 [doi]
- Accumulative anti-aliasingEric Enderton, Eric Lum, Christian Rouet, Oleg Kuznetsov. 70 [doi]
- Feature-based texture stretch compensation for 3D meshesStéphane Grabli, Kevin Sprout, Yuting Ye. 71 [doi]
- From 2D to 3D painting with mesh colorsThibault Lambert. 72 [doi]
- Façade: image-based set replacement on Big Hero 6Andrew Gartner, Kelsey Hurley, Hank Driskill, Kyle Odermatt, Chris D. Springfield. 73 [doi]
- Furtility: robust hair stylingCurtis Andrus, Mark Manca. 74 [doi]
- SemanticPaint: interactive segmentation and learning of 3D worldJulien P. C. Valentin, Vibhav Vineet, Ming-Ming Cheng, David Kim, Jamie Shotton, Pushmeet Kohli, Matthias Nießner, Antonio Criminisi, Shahram Izadi, Philip H. S. Torr. 75 [doi]
- The artistry of TechAnim: new cloth workflows on Big Hero 6Aaron Adams, Dmitriy Pinskiy, Jose Gomez, Edward Robbins, Christopher Gallagher, Evan Goldberg. 76 [doi]
- Big Hero 6Yasser Hamed, John Kahwaty, Andy Lin, Evan Goldberg, Lawrence Chai. 77 [doi]
- ExodusKai Wolter, Mariano Blanc, Francisco Gochez, Ruben D. Hernandez. 78 [doi]
- Exodus: gods and kingsMartin Prazák, Mungo Pay, Damien Maupu, Davide Vercelli, Ian Masters. 79 [doi]
- Labs R&D: rendering Deus Ex: mankind dividedAnton Kai Michels, Peter Sikachev, Samuel Delmont, Uriel Doyon, Francis Maheux, Jean-Normand Bucci, David Gallardo. 80 [doi]
- Labs R&D: rendering techniques in rise of the Tomb RaiderAnton Kai Michels, Peter Sikachev, Samuel Delmont, Uriel Doyon, Francis Maheux, Jean-Normand Bucci, David Gallardo. 81 [doi]