Talks

A broad spectrum of presentations on recent achievements in all areas of computer graphics and interactive techniques, including art, design, animation, visual effects, interactivity, research, and engineering.

Talks are a less formal alternative to formal publication. They often highlight the latest developments before publication, present ideas that are still in progress, or showcase how computer graphics and interactive techniques are actually implemented and used, in graphics production or other fields. Talks take you behind the scenes and into the minds of SIGGRAPH 2012 creators.

Pointed Illumination

Progressive Lightcuts for GPU
Tomáš Davidovič, Iliyan Georgiev, Philipp Slusallek
Abstract: (pdf)

SGRT: A Scalable Mobile GPU Architecture based on Ray Tracing
Won-Jong Lee, Shi-Hwa Lee, Jae-Ho Nah, Jin-Woo Kim, Youngsam Shin, Jaedon Lee, Seok-Yoon Jung
Abstract: (pdf)

Point-Based Global Illumination Directional Importance Mapping
Eric Tabellion

Ill-Loom-inating "Brave's" Handmade Fabric
Philip Child
Abstract: (pdf)

Head in the Clouds

Cloud Modeling And Rendering for "Puss In Boots"
Brett Miller, Ken Museth, Devon Penney, Nafees Bin Zafar

A World of Voxels - The Volumetric Effects of "Ice Age: Continental Drift"
Andrew P. Schneider, Trevor G. Thomson, Matthew S. Wilson, Matthew D. Roach

Vortex of Awesomeness
Can Yuksel, Domin Lee, Ronald D. Henderson

Efficient and Seamless Volumetric Fracturing
Mihai Aldén, Gustav Melich, Ken Museth

Surf & Turf

From a calm puddle to a stormy ocean - Rendering water in "Uncharted"
Carlos Gonzalez-Ochoa, Eben Cook, Doug Holder
Abstract: (pdf)
Auxiliary Material: (mp4) (pdf)

What if the Earth was Flat - The Globe UI System in SSX
Qing Sandy Shen
Abstract: (pdf)
Auxiliary Material: (mpg2)

Adaptive Level-of-Detail System for "End of Nations"
Greg Hjelstrom, Thanh Nguyen
Abstract: (pdf)

Screen Space Decals in "Warhammer 40,000: Space Marine"
Pope Kim
Abstract: (pdf)
Auxiliary Material: (png) (png) (png) (png)

Material: The Gathering

Estimating Specular Normals from Spherical Stokes Reflectance Fields
Giuseppe Claudio Guarnera, Pieter Peers, Paul Debevec, Abhijeet Ghosh
Abstract: (pdf)

Estimating Diffusion Parameters from Polarized Spherical Gradient Illumination
Yufeng Zhu, Pieter Peers, Paul Debevec, Abhijeet Ghosh
Abstract: (pdf)

Measurement-Based Synthesis of Facial Microgeometry
Paul Graham, Borom Tunwattanapong, Jay Busch, Xueming Yu, Andrew Jones, Paul Debevec, Abhijeet Ghosh
Abstract: (pdf)

A Single-Shot Light Probe
Paul Debevec, Paul Graham, Jay Busch, Mark Bolas
Abstract: (pdf)

Improved Linear Light Source Material Reflectance Scanning
Jan Meseth, Paul Debevec, Shawn Hempel, Lynn Fyffe, Graham Fyffe, Craig Miller, Paul Carroll
Abstract: (pdf)

Model Stories

Introducing Processing 2.0
Andres Colubri, Ben Fry
Abstract: (pdf)

Growing Documentary: Creating a Collaborative Computer-Supported Story Telling Environment
Janak Bhimani, Annisa Mahdia, Ali Almahr, Daisuke Shirai, Naohisa Ohta
Abstract: (pdf)

Adapting Curriculum to Explore new 3D Modeling Technologies and Work-flows
Shaun Foster, David Halbstein
Abstract: (pdf)

3D Diff: An Interactive Approach to Mesh Differencing and Conflict Resolution
Jozef Doboš, Anthony Steed
Abstract: (pdf)
Auxiliary Material: (avi) (jpg) (png) (jpg) (png)

Three is a Crowd

CageR: From 3D Performance Capture to Cage-based Representation
Jean-Marc Thiery, Julien Tierny, Tamy Boubekeur
Abstract: (pdf)
Auxiliary Material: (avi)

Headstrong, Hairy, and Heavily Clothed: Animating Crowds of Scotsmen
Paul Kanyuk, Leon J.W. Park, Emily Weihrich
Abstract: (pdf)

Hero Quality Crowds in "Madagascar 3: Europe's Most Wanted"
Nathaniel Dirksen, Justin Fischer, Jung-Hyun Kim, Kevin Vassey, Rob Vogt

Play Time

Making Tracks: Footprints in the "Ice Age" Movies
Hugo M. Ayala, Michael K. Reed, Ilan Gabai

Building the Snow Footprint Pipeline on "Brave"
Keith Klohn, Michael O’Brien, Tim Speltz, Tom Wichitsripornkul
Abstract: (pdf)

A Guided Synthesizer for Blendshape Characters
Wan-Chun Ma, J.P. Lewis
Abstract: (pdf)
Auxiliary Material: (pdf)

dRig: An Artist-Friendly, Object-Oriented Approach to Rig Building
Greg Smith, Mark McLaughlin, Andy Lin, Evan Goldberg, Frank Hanner
Abstract: (pdf)

Building Character

Computer-Assisted Animation of Line and Paint in Disney's "Paperman"
Brian Whited, Eric Daniels, Michael Kaschalk, Patrick Osborne, Kyle Odermatt
Abstract: (pdf)

Simulation Preview in "Brave"
Alexander Nehls, Paul Mendoza, Tom Sanocki
Abstract: (pdf)

Stable, Art-Directable Skin and Flesh Using Biphasic Materials
Ryan Kautzman, Jiayi Chong, Patrick Coleman
Abstract: (pdf)

Character Design: Visual Complexity in "Brave"
Lou Hamou-Lhadj, Jacob Speirs
Abstract: (pdf)

John Carter Scales Up

The Stereoscopic Conversion Pipeline for John Carter
Scott Willman, Gregory Keech, John Grotelueschen, Michele Sciolette
Abstract: (pdf)

Zodanga, The Walking City of John Carter
Jon Neil, Artemis Oikonomopoulou, Axel Akesson, Holger Voss, Alexander Savenko, Don Boogert
Abstract: (pdf)

Thern, the Nano Technology from John Carter's Mars
Richard Pickler, Simon Stanley Clamp, Artemis Oikonomopoulou
Abstract: (pdf)

Facial Motion Capture for "John Carter"
Oliver James, Peter Kyme, Martin Parsons

Hairy Scary

Curls Gone Wild: Hair Simulation in "Brave"
Olivier Soares, Samantha Raja, Rich Hurrey, Hayley Iben
Abstract: (pdf)
Auxiliary Material: (mov) (pdf)

High Fidelity Facial Hair Capture
Graham Fyffe
Abstract: (pdf)
Auxiliary Material: (jpg) (jpg) (mov) (jpg)

Furry, Floppy, Fuzzy: "Once Upon a Monster's" Fur Pipeline
Peter Demoreuille, Oliver Franzke, Lydia Choy
Abstract: (pdf)

PANDA: Panoramas, Displays and Acquisition

Building Indoor Multi-Panorama Experiences at Scale
Mark Colbert, Jean-Yves Bouguet, Jeff Beis, Spudde Childs, Daniel Filip, Luc Vincent, Jongwoo Lim, Scott Satkin
Abstract: (pdf)

Panorama Light-Field Imaging
Clemens Birklbauer, Oliver Bimber
Abstract: (pdf)
Auxiliary Material: (avi)

A Colloidal Display: membrane screen that combines transparency, BRDF and 3D volume
Yoichi Ochiai, Alexis Oyama, Keisuke Toyoshima
Abstract: (pdf)

CoDAC: Compressive Depth Acquisition using a Single Time-resolved Sensor
Andrea Colaço, Ahmed Kirmani, Franco N. C. Wong, Vivek K Goyal
Abstract: (pdf)

Silence! Eliminate the noise

ISHair: Importance Sampling for Hair Scattering
Jiawei Ou, Feng Xie, Parashar Krishnamachari, Fabio Pellacini
Abstract: (pdf)
Auxiliary Material: (pdf) (m4v)

Noise Reduction for Progressive Photon Mapping
Zhe Fu, Henrik Wann Jensen
Abstract: (pdf)

Progressive volume photon tracing
Charly Collin, Mickaël Ribardière, Rémi Cozot, Kadi Bouatouch
Abstract: (pdf)
Auxiliary Material: (png) (avi)

Volume-Aware Extinction Mapping
Pascal Gautron, Cyril Delalandre, Jean-Eudes Marvie, Pascal Lecocq
Abstract: (pdf)
Auxiliary Material: (mp4)

Game Worlds

Creating vast game worlds - Experiences from Avalanche Studios
Emil Persson
Abstract: (pdf)
Auxiliary Material: (png) (png) (png) (png)

Asking the Impossible on SSX: Creating 300 tracks on a ten track budget
Caleb Howard, Carlos Lemus
Abstract: (pdf)

Lighting the Open World of New York Zero for "Prototype 2"
Keith O'Conor, Josh Blommestein
Abstract: (pdf)

Character Customization of "Soulcalibur 5" In-Depth
Shiro Tani
Abstract: (pdf)

Fast, Realistic Lighting

Fast Generation of Directional Occlusion Volumes
Andrew Willmott
Abstract: (pdf)

Local image-based lighting with parallax-corrected cubemaps
Lagarde Sébastien, Antoine Zanuttini
Abstract: (pdf)

Tiled and Clustered Forward Shading Supporting Transparency and MSAA
Ola Olsson, Markus Billeter, Ulf Assarsson
Abstract: (pdf)

Art pipeline: Transition from Offline to Realtime CG
Paulius Liekis, Julian Hodgson, Renaldas Zioma
Abstract: (pdf)
Auxiliary Material: (jpg) (jpg) (jpg)

Capture the World

KinEÀÜ tre: Animating the World with the Human Body
Jiawen Chen, Shahram Izadi, Andrew Fitzgibbon
Abstract: (pdf)
Auxiliary Material: (pdf)

Computational Retinal Imaging via Binocular Coupling and Indirect Illumination
Everett Lawson, Jason Boggess, Siddharth Khullar, Alex Olwal, Gordon Wetzstein, Ramesh Raskar
Abstract: (pdf)

Relativistic Ultrafast Rendering Using Time-of-Flight Imaging
Andreas Velten, Di Wu, Adrian Jarabo, Belen Masia, Christopher Barsi, Everett Lawson, Chinmaya Joshi, Diego Gutierrez, Moungi G. Bawendi, Ramesh Raskar
Abstract: (pdf)

Compressive Light Field Photography
Kshitij Marwah, Gordon Wetzstein, Ashok Veeraraghavan, Ramesh Raskar
Abstract: (pdf)

Priming the Pipe

LibEE: A multithreaded depdendency graph for character animation
Martin Watt, Mark Hampton

Crom - Massively Parallel, CPU/GPU Hybrid Computation Platform for Visual Effects
Nathan Cournia, Bradley Smith, Bill Spitzak, Casey Vanover, Hans Rijpkema, Josh Tomlinson, Nathan Litke
Abstract: (pdf)

Amorphous: An OpenGL Sparse Volume Renderer
Mark J. Matthews
Abstract: (pdf)

Efficient Large-Scale Hybrid Fluid Simulation
Abhinav Golas, Rahul Narain, Jason Sewall, Pavel Krajcevski, Ming Lin
Abstract: (pdf)
Auxiliary Material: (mov)

Effects Omelet

"Wrath Of The Titans" - Complex Models With Voxel Greeble
Daniel Seddon, Tomas Zaveckas, James Kirk
Abstract: (pdf)

"Wrath Of The Titans" - Creating CG Lava With Advected Sculpts
Daniel Seddon, Daniel LeTarte, James Kirk
Abstract: (pdf)

Dark Fairy Creature Effects on "Snow White and the Huntsman"
Alexander Seaman, Pablo Gimenez, Peter Kyme

Multiresolution Radiosity Caching for Global Illumination in Movies
Per H. Christensen, George Harker, Jonathan Shade, Brenden Schubert, Dana Batali
Abstract: (pdf)

Image Playground

Crowd Sourcing Memory Colors For Image Enhancement
Su Xue, Ann McNamara, Holly Rushmeier, Julie Dorsey
Abstract: (pdf)

Calligraphic Cutting: Extreme Image Resizing with Cuts in Continuous Domain
Youyou Wang, Ergun Akleman
Abstract: (pdf)

Intelligent Brush Strokes
Daniel Wexler, Gilles Dezeustre
Abstract: (pdf)

Rich Intrinsic Image Decomposition of Outdoor Scenes from Multiple Views
Pierre-Yves Laffont, Adrien Bousseau, George Drettakis
Abstract: (pdf)
Auxiliary Material: (pdf) (pdf) (mov)