Abstract is missing.
- College Football is HUGE: Delivering a AAA Sports Game at ScaleIshaan Singh, Jay Goodman, Richard Burgess-Dawson. 1 [doi]
- Studying Esports Competition: Piloting Methodology for User Studies During TournamentsArjun Madhusudan, Josef B. Spjut, Ben Boudaoud, Joohwan Kim, Benjamin Watson 0001. 2 [doi]
- On Smoothly Varying Frame Timing in First-Person GamingDevi Klein, Josef B. Spjut, Ben Boudaoud, Joohwan Kim. 3 [doi]
- Art-Directing Asha's Braids in Disney's WishAvneet Kaur, Jennifer Stratton, David Hutchins, Nikki Mull. 4 [doi]
- Character Stylization in Disney's WishAvneet Kaur, Jennifer Stratton. 5 [doi]
- Creating the Wishes of RosasNeelima Karanam, Joel Einhorn, Emily Vo, Harmony Li. 6 [doi]
- Gender Diversity of Graphics Conference LeadershipAlec Jacobson. 7 [doi]
- The Life and Legacy of Bui Tuong PhongTheodore Kim, Yoehan Oh, Jacinda Tran. 8 [doi]
- New Media for a New Generation of Deep Ocean ExplorersJonathan Fiely. 9 [doi]
- Real-Time 3D Graphics for Health Impact: Interactive 3D IUD InsertionNatalie Doolittle, Krystle Quinn, Brian Chirls. 10 [doi]
- Bridging the Gap: Immersive Environments for ResettlementMilad Hosseini-Mozari, Krysti Nellermoe. 11 [doi]
- Bringing Adventure Gaming to Life Using Real-Time Generative AI on Your PCGarth Long, Arisha Kumar, Ria Cheruvu, Paula Ramos, Dmitriy Pastushenkov, Zhuo Wu, Raymond Lo. 12 [doi]
- End-to-end Automatic Body and Face Setup for Generative or User Created 3D AvatarWeiqi Shi, Maurice Chu, Dario Kneubuehler, Ervin Teng, Adam Burr, Tallon Hodge, Ian Sachs, Andrew Kunz. 13 [doi]
- Skin WrinkleArunachalam Somasundaram, Chris De St. Jeor. 14 [doi]
- Wig Refitting in Pixar?s Inside Out 2Ben Porter, Jacob Speirs, Fernando de Goes. 15 [doi]
- An Artist-Friendly Method for Procedural Skin Generation and Visualisation in HoudiniJosefine Klintberg, Rasmus Haapaoja. 16 [doi]
- Shadow of HyperPose: New Animation SystemAlex Bereznyak. 17 [doi]
- Extensions of HyperPose: Echo, Savant, LoopAlex Bereznyak, Mehdi Farrokhtala. 18 [doi]
- Spatial storytelling in the Newsroom: Reconstructing news events in 3DMalika Khurana, Karthik Patanjali, Nick Bartzokas. 19 [doi]
- Efficient Visibility Reuse for Real-time ReSTIRYusuke Tokuyoshi. 20 [doi]
- Back in the Eye of the Storm, The Visual Effects of 'Twisters'Greg Grusby, Ben Snow, Charles Lai, Florian Witzel. 21 [doi]
- Lip-Sync ML: Machine Learning-based Framework to Generate Lip-sync Animations in FINAL FANTASY VII REBIRTHMasato Nakada, Leandro Graciá Gil, Akira Iwasawa, Ryo Hara. 22 [doi]
- Audio2Rig: Artist-oriented deep learning tool for facial and lip sync animationBastien Arcelin, Nicolas Chaverou. 23 [doi]
- Practical Use of Machine Learning in Visual Effects and AnimationAndres Reyes Botello, Freddy Chávez Olmos, Juan Carlos Galindo, Weverton Alves. 24 [doi]
- Co-Presence, Connection and Co-Creation: Building Real-time Cross-person Neurofeedback InteractionsTiange Wang, Xin Feng. 25 [doi]
- Measuring how Project Starline improves remote communication with behavioral scienceEric M. Gomez, Greg Blascovich. 26 [doi]
- Virtual Reality for inward contemplationLoup Vuarnesson, Bruno Herbelin, Olaf Blanke. 27 [doi]
- An OpenUSD Production Pipeline with Very Little Coding: Empowering 3D artists with a parallel workflow using off-the-shelf softwareFrançois Lord. 28 [doi]
- Sony Imageworks Animation Layout Workflow with Unreal Engine and OpenUSDJonghwan Hwang, Tzung-Da Tsai, Dan Ziegler. 29 [doi]
- Optimizing Assets for Authoring and Consumption in USDHarmony Li, George Rieckenberg, Neelima Karanam, Emily Vo, Kelsey Hurley. 30 [doi]
- Crowdabunga! The Crowd Challenges of TMNT: Mutant MayhemBenjamin Dupin, Gaëtan Luzy, Nicolas Chaverou. 31 [doi]
- How to control Mayhem: The painted look of hair on TMNTBrian Gossart, Olivier Pierre, Anne-Claire Leroux, Gregory Coelho. 32 [doi]
- Performance driven Character Effects in "The Garfield Movie"Kristin Farrensteiner, Freddy Chaleur, Christopher Lorrimar Kilshaw, Gunjan Kathale, Francesca Galluzzi, Francesco DelFuoco. 33 [doi]
- Development of Real-Time QA/QC Tools for AEC in UnityPhilip Luhn, Adam Liss, David Willard. 34 [doi]
- A Resampled Tree for Many Lights RenderingAlejandro Conty, Pascal Lecocq, Chris Hellmuth. 35 [doi]
- ENVIZ: DreamWorks GPU-Accelerated Interactive Environment Deformation and Visualization ToolsetArunachalam Somasundaram, Chris Michael. 36 [doi]
- Premo: Integrated VersioningStuart Bryson, Matthew C. Gong, Ben Kwa. 37 [doi]
- Pixar's Inside Out 2: Character Rig Challenges & TechniquesJacob Speirs, Christian Hoffman, Michael Nieves, Brenda Lin Zhang. 38 [doi]
- Familiar Feelings: Emotion Look Development on Pixar's Inside Out 2Ana Lacaze, Ben Porter, Jacob Kuenzel, Te Hu, Masha Ellsworth, Athena Xenakis, Markus Kranzler, Alexis Angelidis. 39 [doi]
- Cinematography of Pixar's Win or LosePatrick Lin, Brian Boyd. 40 [doi]
- Pixar's Win or Lose - Stylized FX in an Animated SeriesEdwin Chang, Éric Lacroix, Aimei Kutt. 41 [doi]
- A Modernization of the DreamWorks Feather SystemWilliam Sokoloski, Cory Sivek, Arunachalam Somasundaram, Lakshika Udakandage, Kurt Phillips, Alexa Mahajan, Michael Juarez, Charles Edward Billingsley. 42 [doi]
- Making of Chameleon Transformation FX in KFP4Zachary Glynn, Jinguang Huang, Landon Gray, Hamid Shahsavari, Zhao Wang. 43 [doi]
- A New Kingdom: Weta FX Returns to The Planet of The ApesErik Winquist, Phillip Leonhardt, Paul Story, Alex Nowotny. 44 [doi]
- A Diffusion-Based Texturing Pipeline for Production-Grade AssetsWinnie Lin, Dmitriy Smirnov 0001, Richard Smith. 45 [doi]
- Prompt to Anything?: Exploring Generative AI's Iterative Potential in Mapping Show ProductionGuillaume Borgomano. 46 [doi]
- Creating Infinite Characters From a Single Template: How Automation May Give Super Powers to 3D ArtistsMariana Dias, Pedro Coelho, Rui Figueiredo, Rita Carvalho, Verónica Orvalho, Alexis Roche. 47 [doi]
- Making Magic with 3D Volume Style TransferMarie Tollec, Mike Navarro. 48 [doi]
- Real-Time Refraction Shader for AnimationAntoine Domon, Ankit Sinha, Zhicheng Ye, Valérie Bernard. 49 [doi]
- Dynamic Screen Space Textures for Coherent StylizationBrent Burley, Brian Green, Daniel Teece. 50 [doi]
- A Pipeline for Effective and Extensible StylizationHarmony Li, Angela McBride, Sari Rodrig, Gregory Culp. 51 [doi]
- Evolving a Testsuite for Shading and RenderingDaniel Greenstein. 52 [doi]
- Simulation and Representation of Topology-Changing Rolling Waves for Massive Open Ocean GamesVladimir Vladimirovich Lopatin, Elco Vossers, Hugh Malan-Revell. 53 [doi]
- Large Scale Sand Simulations on Under The BoardwalkJonathan Davies, Cheten Sharma, Nicholas New. 54 [doi]
- Art Directable Underwater Explosion SimulationSean Flynn, Alexey Stomakhin, Joel Wretborn, Daniel White. 55 [doi]
- Elemental - Fireplace Flooding FXAmit G. Baadkar. 56 [doi]
- The Real-Time Frontier: Stylized Feature Quality Storytelling in Unreal EngineDavid Alve, Josh Carroll. 57 [doi]
- Controlling the color appearance of objects by optimizing the illumination spectrumMariko Yamaguchi, Masaru Tsuchida, Takahiro Matsumoto, Tetsuro Tokunaga, Takayoshi Mochiduki. 58 [doi]
- Neutral Tone Mapping for PBR Color AccuracyEmmett Lalish. 59 [doi]
- Seiler's Interpolation for Evaluating Polynomial CurvesCem Yuksel. 60 [doi]
- Look, Ma, No Matrices!Steven De Keninck. 61 [doi]
- A Position Based Material Point MethodChristopher Lewin. 62 [doi]
- Designing Mobile Rendering Engines with "Bindless" VulkanSergey Kosarevsky, Alexey Medvedev 0002. 63 [doi]
- Polymorph, a minimal input procedural modeling tool for rapid prototyping of stop motion puppets at LAIKATyler Fermelis, Kingman Gallagher. 64 [doi]
- A Procedural Production System for Autonomous Vehicle SimulationVincent Serritella, Viktor Lundqvist, Matthew Webb, Taylor Shaw, Riley Niu, Zach Repasky, Robert Graf, Magnus Wrenninge. 65 [doi]
- Alba: A Multimodal Rendering System for Autonomous Vehicle SimulationRyusuke Villemin, Magnus Wrenninge, Steve Capell, Anton Gribovskiy, I-Chen Jwo, Steve Bako. 66 [doi]
- Self Examination: Pixar's Adventures in Stop MotionNathan Fariss. 67 [doi]