Abstract is missing.
- Image Ranking with Density Trees for Google MapsJared Johnson, Sema Berkiten. [doi]
- "Hustle by Day, Risk it all at Night": The Lighting of Need for Speed Heat in FrostbiteKleber Garcia, Andreas Lindqvist, Andreas Brinck. [doi]
- Deconstructing Destruction: Making and breaking of "Frozen 2"'s DamMarie Tollec, Sean Jenkins, Lance Summers, Charles Cunningham-Scott. [doi]
- Bond: USD-Integrated Hybrid CPU, GPU Deformation SystemAloys Baillet, Josh Murtack, Hongbin Hu, Haoliang Jiang, Michael Quandt. [doi]
- Procedural Geometry with Open Shading Language on Pixar's Onward and SoulDave Dixon, Matt Johnson, Andy Whittock, Peter Roe, Jamie Hecker, Matt Kuruc. [doi]
- Point Light Attenuation Without SingularityCem Yuksel. [doi]
- The Immersive Storybook Platform: Jim Henson's The Storyteller, the Seven Ravens by Felix & Paul StudiosPaul Raphael, Pierre Blaizeau. [doi]
- Shape Targeting: A Versatile Active Elasticity Constitutive ModelGergely Klár, Andrew Moffat, Ken Museth, Eftychios Sifakis. [doi]
- Fifty Shades of Yay: A Multi-Shot Workflow from Design to FinalDave Quirus, Matt Roach, Matt Wilson. [doi]
- Case study on using a parallel pipeline and USD to build creaturesFrançois Lord. [doi]
- Authoring Interactive VR Narratives on Baba Yaga and BonfireLarry Cutler, Amy Tucker, Robert Schiewe, Justin Fischer, Nathaniel Dirksen, Eric Darnell. [doi]
- FaceBaker: Baking Character Facial Rigs with Machine LearningSarah Radzihovsky, Fernando de Goes, Mark Meyer. [doi]
- "Myth: A Frozen Tale" - Stylized Effects for Real-Time VRIan J. Coony, Dan Lund, Michael R. W. Anderson. [doi]
- PhysLight: An End-to-End Pipeline for Scene-Referred LightingAnders Langlands, Luca Fascione. [doi]
- Segmented Control of A Closeup Chemical Reaction EffectAlex Frenklakh, Julia Correnti, Chris Rydalch. [doi]
- Making time for Emotional Intelligence in Production and TechnologyClaudia E. Davis. [doi]
- Automated Resource Leveling and Scheduling at LAIKAMichael Nowakowski, Phil Peterson, Jeff Stringer, Tony Aiello. [doi]
- Fibre - Scaling Groom Dynamics at FramestoreAlex Rothwell, Manne Öhrström. [doi]
- Underwater bubbles and couplingAlexey Stomakhin, Joel Wretborn, Kevin Blom, Gilles Daviet. [doi]
- Flexible Eye Design for Japanese AnimationAlexandre Derouet-Jourdan, Shota Ichikawa, Marc Salvati. [doi]
- Low-level Optimizations in The Last of Us Part IIParikshit Saraswat. [doi]
- Predictable and Targeted Softening of the Shadow TerminatorPriyamvad Deshmukh, Brian Green. [doi]
- Lighting Technology of The Last of Us Part IIHawar Doghramachi. [doi]
- Designing Effects Workflows: The Thinking Behind Tool DevelopmentAlen Lai, Jon Barry, Nathan Sims. [doi]
- The Look and Lighting of "Show Yourself" in "Frozen 2"Amol Sathe, Lance Summers, Matt Jen-Yuan Chiang, James Newland. [doi]
- Taming the Beast: Fur on an Abominable SnowmanDamon Riesberg, Eric Warren, Arunachalam Somasundaram. [doi]
- Rotomation: AI Powered Rotoscoping at LAIKAJeff Stringer, Narayan Sundararajan, James Pina, Swarnendu Kar, Nadine L. Dabby, Adelle Lin, Luis Bermudez, Sara Hilmarsdottir. [doi]
- GPU Driven Effects of The Last of Us: Part TwoArtem Kovalovs. [doi]
- Hair and Fur in an Evolving PipelineFrançois Schneider, Sylvain Brugnot, Lucy Wilkes, Antonio Patriarca, Adam Vanner, Dennis Petkov, Kristin Farrensteiner, Martin Prazák. [doi]
- Grip and Filament: A USD-Based Lighting WorkflowSteve Agland, Jakub Jeziorski, Manuel Macha, Simon Bunker, Francesco Sansoni, Eoin Murphy. [doi]
- Efficient Multiscale Rendering of Specular MicrostructureAsen Atanasov, Jaroslav Krivánek, Vladimir Koylazov, Alexander Wilkie. [doi]
- Velocity-based compression of 3D rotation, translation, and scale animations for AAA video gamesDavid Goodhue. [doi]
- Testing Self Driving Cars with Game Development ToolsNeal Kaviratna. [doi]
- Volumetric Effects of The Last of Us: Part TwoArtem Kovalovs. [doi]
- Performative-R: A New Way Of StorytellingTupac Martir. [doi]
- Hypertextural Garments on Pixar's SoulJonathan Hoffman, Matt Kuruc, Junyi Ling, Alex Marino, George Nguyen, Sasha Ouellet. [doi]
- Real-Time Ray-Traced Ambient Occlusion of Complex Scenes using Spatial HashingPascal Gautron. [doi]
- Character Rendering for VR in "Blood & Truth"James Answer. [doi]
- That's a wrap: Manifold Garden rendering retrospectiveArthur Brussee, Andrew Saraev, William Chyr. [doi]
- The Art and Science of Imaging Worlds: Griffith Observatory's planetarium show Signs of LifeDawn Fidrick, Gee Yeung, Bob Niemack, Don Dixon. [doi]
- Confidence-aware Practical Anime-style ColorizationDaichi Ishii, Hiroyuki Kubo, Seitaro Shinagawa, Akinobu Maejima, Takuya Funatomi, Satoshi Nakamura 0001, Yasuhiro Mukaigawa. [doi]
- Integrated Simulation and Visualization for Flood ManagementDaniel Cornel, Andreas Buttinger-Kreuzhuber, Jürgen Waser. [doi]
- Making Souls: Methods and a Pipeline for Volumetric CharactersPatrick Coleman, Laura Murphy, Markus Kranzler, Max Gilbert. [doi]
- Rasterizing Volumes and Surfaces for Crowds on SoulSasha Ouellet, Daniel Garcia, Stephen Gustafson, Matt Kuruc, Michael Lorenzen, George Nguyen, Grace Gilbert. [doi]
- Imagining Exoplanets: Visualizing Faraway Worlds Using Global Climate ModelsChristopher J. Smith, Geronimo L. Villanueva, Gabrielle Suissa. [doi]
- Using Mesh Shaders for Continuous Level-of-Detail Terrain RenderingMatthias Englert. [doi]
- The Animation of Togo: Achieving hyper realism for 11 CG dogsArna Diego, Leonardo Bonisolli. [doi]
- Spies in Disguise: Creating a Gooey KimuraCristian Hinz. [doi]
- Building A Dynamic DadKristopher Campbell, Jonas Jarvers. [doi]
- The Collaboration Between Art and Technology: Making Disney Animation's "Myth: A Frozen Tale"Jeff Gipson, Jose Luis Gomez Diaz, Michael Anderson, Edward Robbins, Brittney Lee, Nicholas Russell. [doi]
- Creating the Looking Glass Mask on HBO's WatchmenFarnia Fekri, Nathaniel Larouche. [doi]
- Deep Learned Super Resolution for Feature Film ProductionVaibhav Vavilala, Mark Meyer. [doi]
- Organizing the Fuzziest Concerts for Trolls World TourKuan-Ting Lu. [doi]
- Performance Based Melting in Spies In DisguiseRavindra Dwivedi, Heather Brown, Joe Antonuccio, Julia Correnti, Ai King. [doi]
- QuickETC2: How to Finish ETC2 Compression within 1 msJae-Ho Nah. [doi]
- Garment Refitting for Digital CharactersFernando de Goes, Donald Fong, Meredith O'Malley. [doi]
- Analytically Learning an Inverse Rig MappingStephen Gustafson, Aaron Lo, Paul Kanyuk. [doi]
- Frozen 2: Effects Vegetation PipelineNorman Moses Joseph, Vijoy Gaddipati, Benjamin Fiske, Marie Tollec, Tad Miller. [doi]
- Invite Only VR: A Vaping Prevention Game: An Evidence-Based VR Game for Health and Behavior ChangeVeronica U. Weser, Kimberly D. Hieftje. [doi]
- Frozen 2 : Creating the Wind SpiritCameron Black, Ben Fiske, Trent Correy. [doi]
- Blending In - The Crowds of Spies In DisguiseMason Evans, Cole Clark, Erin Elliott, Will Moten. [doi]
- How Short Circuit Experiments: Experimental Filmmaking at Walt Disney Animation StudiosJennifer Newfield, Josh Staub. [doi]
- It's Raining Squids!: Simulating a rain of dissolving Squids for WatchmenMathieu Leclaire, Danny Levesque, Richard Clement-Tam, Christophe Damiano. [doi]
- Is It Acid or Is It Fire?: How to Train Your Dragon: The Hidden WorldAmaury Aubel, K. C. Ong. [doi]
- Making Beautiful Embroidery for "Frozen 2"Ying Liu, Jared Wright, Alexander Alvarado. [doi]
- Sculpt Processing for Character RiggingFernando de Goes, Patrick Coleman, Michael Comet, Alonso-Martinez. [doi]
- Auto-Adaptivity: An Optimization-Based Approach to Spatial Adaptivity for Smoke SimulationsMichael Bang Nielsen, Konstantinos Stamatelos, Morten Bojsen-Hansen, Robert Bridson. [doi]
- JALI-Driven Expressive Facial Animation and Multilingual Speech in Cyberpunk 2077Pif Edwards, Chris Landreth, Mateusz Poplawski, Robert Malinowski, Sarah Watling, Eugene Fiume, Karan Singh. [doi]
- Practical Caustics Rendering with Adaptive Photon GuidingAlejandro Conty Estevez, Christopher D. Kulla. [doi]
- How The BizNest Paves the Way for Immersive NarrativeEve Weston. [doi]
- Augmented and Virtual Reality Application Design for Immersive Learning Research Using Virtual Nature: Making Knowledge Beautiful and Accessible with Information FidelityMaria Harrington. [doi]
- Sparse Smoke Simulations in HoudiniOmar Zarifi. [doi]
- Termite: DreamWorks Procedural Environment Rigging ToolChris Michael, Arunachalam Somasundaram. [doi]
- Bringing an Accurate Fresnel to Real-Time Rendering: a Preintegrable DecompositionLaurent Belcour, Mégane Bati, Pascal Barla. [doi]
- "Frozen 2" : Creating the Water HorseDavid J. Hutchins, Cameron Black, Marc Bryant, Richard Lehmann, Svetla Radivoeva. [doi]
- Finding the Look of SoulsJared Fong, Jonas Jarvers, Markus Kranzler, Ryan Michero. [doi]