Abstract is missing.
- Just-in-time, viable, 3d avatars from scansAndrew W. Feng, Evan A. Suma, Ari Shapiro. [doi]
- Evolution of AR in Pokémon goChris Kramer. [doi]
- A new (virtual) reality at the New York TimesGraham Roberts. [doi]
- Build your own procedural grooming pipelineWanho Choi, Nayoung Kim, Julie Jang, Sanghun Kim, Dohyun Yang. [doi]
- Bringing Lou to life: a study in creating LouPeter Tieryas, Henry Garcia, Stacey Truman, Evan Bonifacio. [doi]
- Handling scene constraints for pose-based cachingGene S. Lee, Christian Eisenacher, Andy Lin, Noel Villegas. [doi]
- Headset removal for virtual and mixed realityChristian Früh, Avneesh Sud, Vivek Kwatra. [doi]
- The iray light transport simulation and rendering systemAlexander Keller, Carsten Wächter, Matthias Raab, Daniel Seibert, Dietger van Antwerpen, Johann Korndörfer, Lutz Kettner. [doi]
- Beyond "cosmos laundromat": blender's open source studio pipelineTon Roosendaal, Francesco Siddi. [doi]
- TrollsBrian Missey, Amaury Aubel, Arunachalam Somasundaram, Megha Davalath. [doi]
- How VR changes the sense of ourselves & realityKent Bye. [doi]
- Dance motion analysis and editing using hilbert-huang transformRan Dong, DongSheng Cai, Nobuyoshi Asai. [doi]
- The eyes have it: comprehensive eye control for animated charactersPilar Molina Lopez, Jake Richards. [doi]
- A case study on raytracing-in-the-loop optimization: focal surface displaysNathan Matsuda, Alexander Fix, Douglas Lanman. [doi]
- LAIKA's digital big boardsJeff Stringer, Owen Nelson, Tony Aiello. [doi]
- Nature-based hybrid computational geometry system for optimizing the interior structure of aerospace componentsDanil Nagy. [doi]
- Peter RabbitDaniel Heckenberg, Steve Agland, Jean-Pascal leBlanc, Raphael Barth. [doi]
- Dear angelica: breathing life into VR illustrationsOculus. [doi]
- Racing to the finish line: effects challenges on Cars 3Stephen Marshall, Tim Speltz, Greg Gladstone, Krzysztof Rost, Jon Reisch. [doi]
- Circular separable convolution depth of fieldKleber Garcia. [doi]
- Animation collaboration with depth compositingDhruv Govil. [doi]
- Programmable buildings: architecture as an interaction interface powered with programmable matterAndrzej Zarzycki, Martina Decker. [doi]
- The MummyCurtis Andrus, Endre Balint, Chong Deng, Simon Coupe. [doi]
- MoanaMarc Thyng, Christopher Evart, Toby Jones, Aleka McAdams. [doi]
- Muscle simulation for facial animation in Kong: Skull IslandMatthew Cong, Lana Lan, Ronald Fedkiw. [doi]
- High performance animation in Gears of War 4David Bollo. [doi]
- A fantasy based on reality the art of Final Fantasy XVTomohiro Hasegawa. [doi]
- Building an animation pipeline for VR storiesBruna Berford, Carlos Diaz-Padron, Terry Kaleas, Irem Oz, Devon Penney. [doi]
- Gears of War 4: custom high-end graphics features and performance techniquesJim Malmros. [doi]
- LEGO Batman movie"Jens Jebens, Damien Gray, Simon Bull, Aidan Sarsfield. [doi]
- Optimizing VR for all users through adaptive focus displaysNitish Padmanaban, Robert Konrad, Emily A. Cooper, Gordon Wetzstein. [doi]
- Interactive environment creation with sproutDaniela Hasenbring, Jeremy Hoey. [doi]
- Precomputed multiple scattering for light simulation in participating mediumBeibei Wang, Nicolas Holzschuch. [doi]
- Masquerade: fine-scale details for head-mounted camera motion capture dataLucio Moser, Darren Hendler, Doug Roble. [doi]
- Compact iso-surface representation and compression for fluid phenomenaTodd Keeler, Robert Bridson. [doi]
- A new contour method for highly detailed geometryAndreas Bauer. [doi]
- The ocean and water pipeline of Disney's MoanaSean Palmer, Jonathan Garcia, Sara Drakeley, Patrick Kelly, Ralf Habel. [doi]
- Gears of War 4: creating a layered material system for 60fpsColin Penty, Ian Wong. [doi]
- Visual effects for VRChris Healer. [doi]
- DreamWorks fabric shading model: from artist friendly to physically plausiblePriyamvad Deshmukh, Feng Xie, Eric Tabellion. [doi]
- Moana: geometry based disco ball lighting for tamatoa's lairDong Joo Byun, Shant Ergenian, Gregory Culp. [doi]
- Designing look-and-feel using generalized crosshatchingYuxiao Du, Ergun Akleman. [doi]
- Moana: Foundation of a Lava MonsterMarc Bryant, Ian Coony, Jonathan Garcia. [doi]
- Concept through creation: establishing a 3-D design process in the footwear industryJochen Suessmuth, Sky Asay, Conor Fitzgerald, Mario Poerner, Davoud Ohadi, Detlef Mueller. [doi]
- Procedural photograph generation from actual gameplay: snapshot AI in FINAL FANTASY XVPrasert Prasertvithyakarn, Tatsuhiro Joudan, Hidekazu Kato, Seiji Nanase, Masayoshi Miyamoto, Isamu Hasegawa. [doi]
- Cloudy with a chance of renderingDaniel Bergel, Craig Dibble, Pauline Koh, James Pearson, Hannes Ricklefs. [doi]
- MoanaKim Keech, Rachel Bibb, Brian Whited, Brett Achorn. [doi]
- Large scale VFX pipelinesMatthew Chambers, Justin Israel, Andy Wright. [doi]
- A hybrid approach to procedural tree skeletonizationJames Bartolozzi, Matt Kuruc. [doi]
- PackIT: animating complicated character groups easilyMelt van der Spuy. [doi]
- Production ready MPM simulationsGergely Klár, Jeff Budsberg, Matt Titus, Stephen Jones, Ken Museth. [doi]
- Building moana's kakamora bargeBrett Achorn, Sean Palmer, Larry Wu. [doi]
- From VFX project management to predictive forecastingHannes Ricklefs, Stefan Puschendorf, Sandilya Bhamidipati, Brian Eriksson, Akshay Pushparaja. [doi]
- Resynthesizing reality: driving vivid virtual environments from sensor networksDonald Derek Haddad, Gershon Dublon, Brian D. Mayton, Spencer Russell, Xiao Xiao, Ken Perlin, Joseph A. Paradiso. [doi]
- Proxy clouds for RGB-D stream processing: an insightAdrien Kaiser, José Alonso Ybáñez Zepeda, Tamy Boubekeur. [doi]
- Field trip to MarsAndy Rowan-Robinson. [doi]
- FurCollide: fast, robust, and controllable fur collisions with meshesArunachalam Somasundaram. [doi]
- Moana: performing waterBen Frost, Alexey Stomakhin, Hiroaki Narita. [doi]
- Flexible pipeline for crowd productionMungo Pay, Damien Maupu, Martin Prazák. [doi]
- Modeling vellus facial hair from asperity scattering silhouettesChloe LeGendre, Loc Hyunh, Shanhe Wang, Paul E. Debevec. [doi]
- Beyond foveal rendering: smart eye-tracking enabled networking (SEEN)Konrad Tollmar, Pietro Lungaro, Alfredo Fanghella Valero, Ashutosh Mittal. [doi]
- VarCity - the video: the struggles and triumphs of leveraging fundamental research results in a graphics video productionKenneth Vanhoey, Carlos Eduardo Porto de Oliveira, Hayko Riemenschneider, András Bódis-Szomorú, Santiago Manén, Danda Pani Paudel, Michael Gygli, Nikolay Kobyshev, Till Kroeger, Dengxin Dai, Luc Van Gool. [doi]
- HDR TV output and lighting Gears of War 4Colin Matisz, Andy Yi Shen. [doi]
- Double hierarchies for efficient sampling in Monte Carlo renderingNorbert Bus, Tamy Boubekeur. [doi]
- Rogue One: A Star Wars Story - Jedha destructionCiaran Moloney, Jamie Haydock, Mathew Puchala, Miguel Perez Senent. [doi]
- Learning light transport the reinforced wayKen Dahm, Alexander Keller. [doi]
- Novel algorithm for sparse and parallel fast sweeping: efficient computation of sparse signed distance fieldsKen Museth. [doi]
- FerdinandGreg Mourino, Mason Evans, Kevin Edzenga, Svetla Cavaleri, Mark Adams, Justin Bisceglio. [doi]
- Artist-driven crowd authoring toolsDamien Maupu, Emanuele Goffredo, Nile Hylton, Mungo Pay, Martin Prazák. [doi]
- Smash and grab: off the rails filmmaking at PixarVincent Serritella, David Lally, Brian Larsen, Farhez Rayani, Jason Kim, Matt Silas. [doi]
- Revving up a storm: a talk on creating Jackson stormGeorge Nguyen, Peter Tieryas, Jae Hyung Kim, Josh Holtsclaw. [doi]
- Behind the scenes of VFX in the Middle East & Syria: "in art we trust"Elias Saliba, Mustafa Barkaoui, Hind Wakil. [doi]
- Director-centric virtual camera production tools for rogue oneMike Jutan, Steve Ellis. [doi]
- Importance sampling of many lights with adaptive tree splittingAlejandro Conty Estevez, Christopher D. Kulla. [doi]
- Moana: crashing wavesDong Joo Byun, Alexey Stomakhin. [doi]
- Pirates of the Caribbean: Dead Men Tell no TalesRob Hopper, Kai Wolter. [doi]
- the LEGO Batman movieDaniel Heckenberg, Luke Emrose, Matthew Reid, Michael Balzer, Antoine Roille, Max Liani. [doi]
- Localized guided liquid simulations in bifrostMichael Bang Nielsen, Konstantinos Stamatelos, Adrian Graham, Marcus Nordenstam, Robert Bridson. [doi]
- Building detailed fractal sets for "Guardians of the Galaxy Vol. 2"Matt Ebb, Richard Sutherland, Daniel Heckenberg, Miles Green. [doi]
- Fast automatic level of detail for physically-based materialsLutz Kettner. [doi]
- Lighting up the smurfs enchanted forestXinling Chen, Christopher D. Kulla, Lucas Miller, Alan Chen. [doi]
- The making of Google earth VRDominik P. Käser, Evan Parker, Adam Glazier, Mike Podwal, Matt Seegmiller, Chun-Po Wang, Per Karlsson, Nadav Ashkenazi, Joanna Kim, Andre Le, Matthias Bühlmann, Joshua Moshier. [doi]
- Two novel approaches to visualizing internal and external anatomy of the cardiac cycle with a windowed virtual heart modelDave Mauriello, Jason Kirk, Jeremy Fernsler. [doi]