Abstract is missing.
- Rampage: a product of evolutionErik Winquist. [doi]
- Bringing skeletons to life for CocoChristian Hoffman, Jonathan Hoffman, Michael Honsel. [doi]
- Rampage: a pipelined approach to managing large scale character driven effectsJohnathan M. Nixon, Sebastian H. Schmidt. [doi]
- Hierarchical controls for art-directed hair at DisneyAvneet Kaur, Maryann Simmons, Brian Whited. [doi]
- Taming the swarm: rippers on pacific rim uprisingMartin Prazák, Damien Maupu, Mungo Pay, Muhittin Bilginer, Aleksandar Atanasov, Cristobal Infante Esquivel. [doi]
- A collocated spatially adaptive approach to smoke simulation in bifrostMichael Bang Nielsen, Konstantinos Stamatelos, Morten Bojsen-Hansen, Duncan Brinsmead, Yannick Pomerleau, Marcus Nordenstam, Robert Bridson. [doi]
- Creating the unreal: speculative visions for future living structuresTaro Narahara. [doi]
- Perceptually validated analytical BRDFs parameters remappingDar'ya Guarnera, Giuseppe Claudio Guarnera, Matteo Toscani, Mashhuda Glencross, Baihua Li, Jon Yngve Hardeberg, Karl R. Gegenfurtner. [doi]
- Other worldly crowds in CocoJane Yen, Stephen Gustafson, Aaron Lo, J. D. Northrup, Lana Sun. [doi]
- The handiwork behind "Olaf's frozen adventure"Josh Staub, Alessandro Jacomini, Dan Lund. [doi]
- Incredibles 2Ryan Kautzman, Gordon Cameron, Theodore Kim. [doi]
- Deep thoughts on deep image compressionRob Pieké, Yanli Zhao, Fabià Serra Arrizabalaga. [doi]
- Making space for cloth simulations using energy minimizationDavid Minor. [doi]
- The robots of LAIKASteve Switaj. [doi]
- Coco's PepitaAlonso-Martinez, Athena Xenakis, K. C. Roeyer, Laura Hainke. [doi]
- Prelit materials: light transport for live-action elements in production renderingSteve Agland, Matthew Reid, Daniel Heckenberg. [doi]
- The technical art of sea of thievesNigel Ang, Andrew Catling, Francesco Cifariello Ciardi, Valentine Kozin. [doi]
- DeepFocus: learned image synthesis for computational displayLei Xiao, Anton Kaplanyan, Alexander Fix, Matthew Chapman, Douglas Lanman. [doi]
- High-quality, cost-effective facial motion capture pipeline with 3D regressionLucio Moser, Mark Williams, Darren Hendler, Doug Roble. [doi]
- Purl: continuing Pixar's experimental story initiativeDavid Lally, Kristen Lester, Steven Clay Hunter, David Munier, Farhez Rayani, Matt Silas. [doi]
- Procedural fluid texturesSean C. McDuffee, Maurice van Swaijj. [doi]
- Augmented reality, art, and public spaceB. C. Biermann. [doi]
- GafFour and sequence-based lightingXinling Chen, Lucas Miller. [doi]
- Clean cloth inputs: removing character self-intersections with volume simulationAudrey Wong, David Eberle, Theodore Kim. [doi]
- Regularization of voxel artDavid Coeurjolly, Pierre Gueth, Jacques-Olivier Lachaud. [doi]
- Page array data structures for flexibility and performanceNeil G. Dickson. [doi]
- Bidirectional path tracing using backward stochastic light cullingYusuke Tokuyoshi, Takahiro Harada. [doi]
- Augmented reality for virtual set extensionSimon Spielmann, Volker Helzle. [doi]
- Fast path space filtering by jittered spatial hashingNikolaus Binder, Sascha Fricke, Alexander Keller 0001. [doi]
- Dressed for saving the day: finer details for garment shading on Incredibles 2Trent Crow, Michael Kilgore, Junyi Ling. [doi]
- Sword tracer: visualization of sword trajectories in fencingMasaki Takahashi, Shinsuke Yokozawa, Hideki Mitsumine, Tetsuya Itsuki, Masato Naoe, Satoshi Funaki. [doi]
- It: how to build a terrifying clownLuc Comtois, Mikael Damant-Sirois, Dominic Piche. [doi]
- Denoising at scale for massive animated seriesTamy Boubekeur, Malik Boughida, Laurent Noël, Jérémie Defaye, Farchad Bidgolirad. [doi]
- Using USD shading to provide the "extra" touch on Incredibles2Kiki Poh, Michael Kilgore, Tom Wichitscripornkul, Gary Monheit. [doi]
- DIY absolute tele-colorimeter using a camera-projector systemGiuseppe Claudio Guarnera, Simone Bianco, Raimondo Schettini. [doi]
- Making of "out of the cradle"Isamu Watamori, Ryuhei Ozai, Tomohiro Hasegawa. [doi]
- Fractal multiverses in VRJohannes Saam, Mariano Merchante, Patrick Beavers, Rongxuan Jin, Aron Hjartarson, David Bees. [doi]
- Pacific Rim Uprising: developing the mega kaiju transformationAaron Gilman. [doi]
- CocoByron Bashforth, Fernando de Goes, Jacob Kuenzel, Jake Merrell, Athena Xenakis. [doi]
- Fast, high precision ray/fiber intersection using tight, disjoint bounding volumesNikolaus Binder, Alexander Keller 0001. [doi]
- Hair today, cloth tomorrow: automating character fx on peter rabbitMiles Green, Rogier Fransen, Damien Gray, Brian Kranz. [doi]
- Mobilizing mocap, motion blending, and mayhem: rig interoperability for crowd simulation on Incredibles 2Paul Kanyuk, Patrick Coleman, Jonah Laird. [doi]
- Reinterpreting memorable characters in Incredibles 2Lou Hamou-Lhadj, Rich Hurrey, Salvatore Melluso, Mark Piretti, Kevin Singleton, Jacob Spiers, Nancy Tsang. [doi]
- Classified texture resizing for mobile devicesJae-Ho Nah, Byeongjun Choi, YeongKyu Lim. [doi]
- Up close with simulated crowdsMark Adams, Justin Bisceglio. [doi]
- Plausible iris caustics and limbal arc renderingMatt Jen-Yuan Chiang, Brent Burley. [doi]
- Incredibles 2Aimei Kutt, Fran Kalal, Beth Albright, Trent Crow. [doi]
- A holistic approach to asset quality and efficiencyJulien Cohen Bengio, Kaori Ogino, Barnaby Robson. [doi]
- A compact representation for multiple scattering in participating media using neural networksLiangsheng Ge, Beibei Wang 0002, Lu Wang 0007, Nicolas Holzschuch. [doi]
- SimpleBullet: collaborating on a modular destruction toolkitWill Harrower, Pete Kyme, Ferdi Scheepers, Michael Rice, Marie Tollec, Alexander Moaveni. [doi]
- Animation to games, virtual department of games in Tokyo University of the artsNorihito Ueno, Tomohiro Hasegawa, Prasert Prasertvithyakarn, Isamu Hasegawa, Mitsuko Okamoto, Takashi Kiriyama. [doi]
- Practical denoising for VFX production using temporal blurDaniel Dresser. [doi]
- Divergence projection with electrostaticsJeff Lait. [doi]
- Adaptive environment sampling on CPU and GPUAsen Atanasov, Vladimir Koylazov, Blagovest Taskov, Alexander Soklev, Vassillen Chizhov, Jaroslav Krivánek. [doi]
- Achieving and maintaining real-time rigsRebecca Hallac, Christopher Moore. [doi]
- adidas TAPE: 3-d footwear concept designMario Poerner, Jochen Suessmuth, Davoud Ohadi, Vincenz Amann. [doi]
- The making of welcome to light fields VRRyan S. Overbeck, Daniel Erickson, Daniel Evangelakos, Paul E. Debevec. [doi]
- Zero to USD in 80 days: transitioning feature production to universal scene description at dreamworksAlan Blevins, Mike Murray. [doi]
- Forging a new animation pipeline with USDAloys Baillet, Eoin Murphy, Oliver Dunn, Miguel Gao. [doi]
- Avengers: capturing thanos's complex faceDarren Hendler, Lucio Moser, Rishabh Battulwar, David Corral, Phil Cramer, Ron Miller, Rickey Cloudsdale, Doug Roble. [doi]
- Automatic photo-from-panorama for Google MapsSema Berkiten, Rosália G. Schneider, Jared M. Johnson. [doi]
- Coco animsim: increasing quality and efficiencyJacob Brooks, Emron Grover, Kristopher Campbell, Bret Parker. [doi]
- 'The greatest showman': crafting a period New York city with scaled miniatures and painterly backgroundsLuc Comtois, Alexandre Ménard, Martin Lipmann. [doi]
- DNEG at 20: creative milestonesPeter Chiang. [doi]
- Lighting pipeline for one: or how to keep sane in a discworldBjörn Siegert. [doi]
- Efficient hybrid volume and texture based cloudsLaura Murphy, Martin Sebastian Senn, Matthew Webb. [doi]
- Star Wars: The Last Jedi - effects simulation: industrial light and magicMihai Cioroba, Rick Hankins, Miguel Perez Senent, Huai Yuan Teh. [doi]
- Engineering full-fidelity hair for Incredibles 2Andrew Butts, Ben Porter, Dirk Van Gelder, Mark Hessler, Venkateswaran Krishna, Gary Monheit. [doi]
- Walter: an open source VFX framework for USD and alembicGuillaume Laforge, Victor Yudin, Lucille Caillaud, Julien Couet. [doi]
- Simulating woven fabrics with weaveBryan Smith, Roman Fedotov, Sang N. Le, Matthias Frei, Alex Latyshev, Luke Emrose, Jean-Pascal leBlanc. [doi]
- VR story production on Disney animation's "cycles"Jeff Gipson, Lauren Brown, Edward Robbins, Jose Luis Gomez Diaz, Mike Anderson, José Velásquez, Jorge Ruiz, Dan Cooper. [doi]
- Accelerating film environment creation using game development toolsJohn Vanderbeck, Alex Jenyon. [doi]
- Patch-based surface relaxationFernando de Goes, William Sheffler, Michael Comet, Alonso-Martinez, Aimei Kutt. [doi]
- Synthesizing panoramas for non-planar displays: a camera array workflowEsan Mandal, Amy Kwa. [doi]
- Better collisions and faster cloth for Pixar's CocoDavid Eberle. [doi]
- KatanaForFX: intertwine FX and lightingLeïla Schemali, Bernie Wong, Nigel Ankers. [doi]
- Confocal non-line-of-sight imagingMatthew O'Toole, David B. Lindell, Gordon Wetzstein. [doi]
- Real time muography simulator for scanpyramids missionBenoit Marini. [doi]
- Digital Albert Einstein, a case studyVolker Helzle, Kai Götz. [doi]
- Fast product importance sampling of environment mapsAlejandro Conty Estevez, Pascal Lecocq. [doi]
- Making mrs. incredible more flexibleKevin Singleton, Trent Crow, Edgar Rodriguez. [doi]