Abstract is missing.
- Final fantasy XV: pulse and traction of charactersNoriyuki Imamura, Youji Shirakami, Kousuke Namiki, Prasert Prasertvithyakarn, Takanori Yokoyama, Youichiro Miyake. [doi]
- "Kanju": integrating HCI to tell better stories in immersive environmentsStephanie Riggs. [doi]
- SKUID: sketching dynamic drawings using the principles of 2D animationRubaiat Habib Kazi, Tovi Grossman, Nobuyuki Umetani, George W. Fitzmaurice. [doi]
- The effects of The Jungle BookOliver Winwood, Rob Hopper, Kai Wolter. [doi]
- Illustrating in VR with quill: how to approach volumetric paintingYelena Rachitsky. [doi]
- Visual effects of Final Fantasy XV: concept, environment and implementationIsamu Hasegawa, Ryota Nozoe, Teppei Ono, Masahiko Koyama, Taku Ishida. [doi]
- A flexible rigging framework for VFX and feature animationJesus R. Nieto, Theo Facey, Sylvain Brugnot. [doi]
- Deadpool's freeway chaseWilliam Muto, Marc-Antoine Paquin, Nico Sanghrajka, Stuart Gordon, Monique Bradshaw. [doi]
- MapD: a GPU-powered big data analytics and visualization platformChristopher Root, Todd Mostak. [doi]
- Artist friendly level-of-detail in a fur-filled worldSean Palmer, Kendall Litaker. [doi]
- Quantum supersamplingEric R. Johnston. [doi]
- The Good DinosaurLane Pertusi, Iñigo Quilez, Noah Klocek. [doi]
- Painting with turbulenceChuqiao Wang, Sam Wang, Robert Geist. [doi]
- A versatile skin material for "The Good Dinosaur"Maria Lee, Ana G. Lacaze. [doi]
- MURE: fast agent based crowd simulation for VFX and AnimationStephen Gustafson, Hemagiri Arumugam, Paul Kanyuk, Michael Lorenzen. [doi]
- Physical mesh data structuresErgun Akleman, Shenyao Ke, You Wu. [doi]
- Bringing Google earth to virtual realityDominik Käser, Evan Parker, Matthias Bühlmann. [doi]
- Warcraft's durotan: hero, complexVictor Schutz, Paul Giacoppo, Chase Cooper. [doi]
- Warping with accumulated motion vectorsStephen A. Willey, Gregory Keech. [doi]
- Finding hank: or how to sim an octopusRyan Kautzman, Bill Wise, Meng Yu, Per Karlsson, Mark Hessler, Audrey Wong. [doi]
- Can't see the jungle for the treesTom Melson. [doi]
- Art-directable procedural vegetation in disney's zootopiaHans Keim, Maryann Simmons, Daniel Teece, Jared Reisweber, Sara Drakeley. [doi]
- Delivering doomsday the meteor FX of ice age: collision courseDavid Quirus, Matthew Roach. [doi]
- ILM facial performance captureBrian Cantwell, Paige Warner, Michael Koperwas, Kiran Bhat. [doi]
- The technical art of uncharted 4Waylon Brinck, Andrew Maximov, Yibing Jiang. [doi]
- Finding DoryNathan Fariss, Antony Carysforth. [doi]
- Have we found the key to the smart community?Thomas P. Keenan. [doi]
- The Jungle Book: management, caching and preview of many animalsMarco Romeo, Ryan Chan, Je-Ren Chen, Greg Fisher. [doi]
- Embree ray tracing kernels: overview and new featuresAttila T. Áfra, Ingo Wald, Carsten Benthin, Sven Woop. [doi]
- The making of inner workingsLeo Matsuda, Sean Lurie, Josh Staub. [doi]
- HairCraft: spells and incantations for digital hairStephen D. Bowline, Andrew A. Johnson, Ryan Gillis. [doi]
- Inside houdini's distributed solver systemJeff Lait. [doi]
- Making: an interdisciplinary assistive technology projectSusan Reiser, Rebecca F. Bruce, Jackson Martin, Brent Skidmore. [doi]
- HFTS: hybrid frustum-traced shadows in "the division"Jon Story, Chris Wyman. [doi]
- A fully cloud-based global visual effects studioJim Vanns, Aaron Carey. [doi]
- The hive: a human and robot collaborative building processLauren Vasey, Tovi Grossman, Heather Kerrick, Danil Nagy. [doi]
- Designing an interaction with an octopusJeremie Talbot, Mark Piretti, Kevin Singleton, Mark Hessler. [doi]
- Hyperlocal information landscapes: how materialism of information can shift physical urban experiencesAnijo Mathew. [doi]
- Flesh, flab, and fascia simulation on zootopiaAndy Milne, Mark McLaughlin, Rasmus Tamstorf, Alexey Stomakhin, Nicholas Burkard, Mitch Counsell, Jesus Canal, David Komorowski, Evan Goldberg. [doi]
- Loving vincent: guiding painters through 64.000 framesLukasz Mackiewicz, Francho Melendez. [doi]
- Qt 3D: a data-driven renderer for mortalsSean Harmer. [doi]
- Sea surface visualization in world of warshipsYury A. Kryachko. [doi]
- final fantasy XVSharif Elcott, Kay Chang, Masayoshi Miyamoto, Napaporn Metaaphanon. [doi]
- Practical analytic 2D signed distance field generationWasim Abbas, Chris Doran, Rich Evans, Roberto Lopez Mendez. [doi]
- As-rigid-as-possible deformation transfer for facial animationLucio Moser, David Corral, Doug Roble. [doi]
- The making of "the little prince"Mark Osborne. [doi]
- Kung Fu Panda 3: mandarin lip-sync reanimation process and pipelineMark Edwards, Dave Walvoord, Robert Armstrong, Geoff Parkhill, Dagan Potter, Eli Bocek-Rivele, Tsun Chuen Ho, Jingxiang Li, Kyle Wood. [doi]
- Luma HDRv: an open source high dynamic range video codec optimized by large-scale testingGabriel Eilertsen, Rafal K. Mantiuk, Jonas Unger. [doi]
- Cache-friendly micro-jittered samplingArthur Dufay, Pascal Lecocq, Romain Pacanowski, Jean-Eudes Marvie, Xavier Granier. [doi]
- The Jungle BookJared Auty, Marlène Chazot, Ruben D. Hernandez, Marco Romeo. [doi]
- Stochastic layered alpha blendingChris Wyman. [doi]
- A practical stochastic algorithm for rendering mirror-like flakesAsen Atanasov, Vladimir Koylazov. [doi]
- Bound: modern art gaming in VRMichal Staniszewski. [doi]
- Pyramid coordinates for deformation with collision handlingWei-Chin Lin, Nafees Bin Zafar, Edwin Ng, Jun Zhou. [doi]
- AutoSpline: animation controls only when and where you need themMark Hessler, Jeremie Talbot. [doi]
- Mesh colors with hardware texture filteringCem Yuksel. [doi]
- Circle tracing for subsurface scatteringBenjamin Legros, Cyril Corvazier. [doi]
- Finding particulate in Finding DoryDaniel Chang, Aaron Conover, Stephen Gustafson. [doi]
- Voxel bay: VR as a distraction for pediatric painAlice Grishchenko, John Luna, Jeremy Patterson. [doi]
- Delicious looking ice cream effects with non-simulation approachesDong Joo Byun, James Mansfield, Cesar Velazquez. [doi]
- Rendering challenges in quill: a VR sketching toolIñigo Quilez. [doi]
- SuperD: SubD modeling without subdivisionAlyn Rockwood, Kun Gao, Michael Farrell. [doi]
- Character workflow of Final Fantasy XVKazutaka Kurosaka, Eitaro Iwabuchi. [doi]
- supercharged in stereo for a 400ft curved screenRob Pieké. [doi]
- PiperVincent Serritella, Hosuk Chang, Leon J. W. Park, Ferdi Scheepers, Brett Levin. [doi]
- Sparse shadow treeKevin Myers. [doi]
- Volume modeling techniques in The Good DinosaurMagnus Wrenninge, Michael Rice. [doi]
- Jungle book "through Mowgli's eyes - kaa virtual reality experience"Joe Farrell. [doi]
- Zootopia crowd pipelineMoe El-Ali, Le Tong, Josh Richards, Tuan Nguyen, Alberto Luceno Ros, Norman Moses Joseph. [doi]
- Shading Dory's new friendsTrent Crow, Jonathan Hoffman, Maria Lee, Kiki Poh. [doi]
- The Jungle BookAlexander Schwank, Callum James James, Tony Micilotta. [doi]
- Coda: the cultural effects of queueing at Disney animationMarc Jordan, Kevin Constantine. [doi]
- GI next: global illumination for production rendering on GPUsEnzo Catalano, Rajko Yasui-Schöffel, Ken Dahm, Nikolaus Binder, Alexander Keller. [doi]
- Creating PIPER: pixar's latest short filmBrett Levin. [doi]
- Differential appearance editing for measured BRDFsApostolia Tsirikoglou, Joel Kronander, Per Larsson, Tanaboon Tongbuasirilai, Andrew Gardner, Jonas Unger. [doi]
- Making a dinosaur seem small: cloudscapes in The Good DinosaurMatthew Webb, Magnus Wrenninge, Jordan Rempel, Cody Harrington. [doi]
- Practical and controllable subsurface scattering for production path tracingMatt Jen-Yuan Chiang, Peter Kutz, Brent Burley. [doi]
- MiragePrinter: interactive fabrication on a 3D printer with a mid-air displayJunichi Yamaoka, Yasuaki Kakehi. [doi]
- Shape analysis driven surface correctionClaude Levastre. [doi]
- Vegetation choreography in the good dinosaurOlivier Soares, Thomas Moser, Frank Aalbers. [doi]
- Directed volcano getting the most out of your simulationsGregory Ecker, Ravindra Dwivedi, Ilan Gabai. [doi]
- Blue-noise dithered samplingIliyan Georgiev, Marcos Fajardo. [doi]
- Environment workflow of Final Fantasy XVHiromitsu Sasaki, Norihito Ueno, Junichi Miyajima, Eitaro Iwabuchi. [doi]
- Simulating rivers in the good dinosaurJon Reisch, Stephen Marshall, Magnus Wrenninge, Tolga Göktekin, Michael Hall, Michael O'Brien, Jason Johnston, Jordan Rempel, Andy Lin. [doi]
- LightCraft: extract light position and information from on-set photographyAlex Suter, Dan Lobl, Victor Schutz, Brian Gee. [doi]
- Warcraft: raising a hordeChase Cooper, Eileen Bai, Brian Paik, Victor Schutz. [doi]
- Spatially adaptive FLIP fluid simulations in bifrostMichael Bang Nielsen, Robert Bridson. [doi]
- Digital painting classroom: learning oil painting using a tabletTuur Stuyck, Sunil Hadap, Philip Dutré. [doi]
- Estimating local Beckmann roughness for complex BSDFsNicolas Holzschuch, Anton Kaplanyan, Johannes Hanika, Carsten Dachsbacher. [doi]