Talks

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 2013 creators in all areas of computer graphics and interactive techniques, including art, design, animation, visual effects, interactivity, research, and engineering.


Epic Tale

Crafting the Vision Effect: An interactive, particle-based Hologram for Epic
Andrew Schneider, Matthew Roach, Justin Gladis

Directable Fluids in the World of Epic
Ilan Gabai, David Quirus, Alen Lai, Diego Garzon

Procedural Texturing in Epic
Hugo M. Ayala, Jamie Macdougall, Chris Chapman

Bats, Birds, and Boggans: The Simulated Armies of Epic
Thierry Dervieux-Lecocq, David Gatenby, Mark Adams, Justin Bisceglio
Abstract: PDF

Getting Riggy With It

Pixels to Parks: New Animation Techniques for Fantasyland
Akhil Madhani, Justin Walker, Gene Lee, Aaron Adams, Alexis Wieland, Evan Goldberg
Abstract: PDF

Mixing dynamics and blend shapes for the Hulk
Julien Cohen Bengio, Chase Cooper, John Doublestein
Abstract: PDF

Simplicial Interpolation for Animating the Hulk
Julien Cohen Bengio, Rony Goldenthal
Abstract: PDF

BlockParty 2: Visual Procedural Rigging for Film, TV, and Games
Rachel Rose, Mike Jutan, John Doublestein
Abstract: PDF
Auxiliary Material: JPG  JPG  JPG  JPG  JPG

Enhanced Dual Quaternion Skinning for Production Use
Gene S. Lee, Andy Lin, Matt Schiller, Scott Peters, Mark McLaughlin, Frank Hanner
Abstract: PDF

Catching The Eye

Near-Eye Light Field Displays
Douglas Lanman, David Luebke
Abstract: PDF
Auxiliary Material: MP4  PDF

Survey and Evaluation of Tone Mapping Operators for HDR Video
Gabriel Eilertsen, Jonas Unger, Robert Wanat, Rafał Mantiuk
Abstract: PDF
Auxiliary Material: JPG  JPG  PDF  MOV

Coded Exposure HDR Light-Field Video Recording
David C. Schedl, Clemens Birklbauer, Oliver Bimber
Abstract: PDF

On-Set Depth Capturing for VFX Productions using Time of Flight
Simon Spielmann, Volker Helzle, Rahul Nair
Abstract: PDF

Effects Omelette

Man of Steel: Procedural City Building and Destruction
Eugénie von Tunzelmann

Simulating Fluids Using a Coupled Voxel-Particle Data Model
Dan Bailey, Ian Masters, Matt Warner, Harry Biddle<

Jack's Frost: Controllable Magic Frost Simulations for Rise of the Guardians
David Lipton, Ken Museth, Ben Sutherland

Bubbles and Foam in Partysaurus Rex
Adam Harder, Chris Mangnall
Abstract: PDF

A Cloud of Shadows

Imperfect Voxelized Shadow Volumes
Chris Wyman, Zeng Dai
Abstract: PDF
Auxiliary Material: AVI

Sub-Pixel Shadow Mapping
Pascal Lecocq, Pascal Gautron, Jean-Eudes Marvie, Gael Sourimant
Abstract: PDF

Lighting technology of The Last Of Us
Michal Iwanicki
Abstract: PDF

Interactive indirect lighting computed in the Cloud
Cyril Crassin, David Luebke, Michael Mara, Morgan McGuire, Brent Oster, Peter Shirley, Peter-Pike Sloan, Chris Wyman
Abstract: PDF

Multi-Disciplinary Collaboration in Education

Exploring the Intersection Between Art, Music, and Technology
Susan Lakin, Joe Geigel
Abstract: PDF
Auxiliary Material: MOV

Arts/Tech Collaboration with Embedded Systems and Kinetic Art
Erik Brunvand
Abstract: PDF
Auxiliary Material: JPG  JPG  JPG  JPG  JPG  JPG

Creating a Nimble New Curriculum for Digital Media Artists
Nicola Marae Allain
Abstract: PDF

Best Practices in Short Animation Production in Private/Public Partnerships: An Agile Approach
Mark Jones, Sean Craig
Abstract: PDF

Put That in Your Pipe!

TidScene: Pixar's Pipeline Backplane
Arun Rao
Abstract: PDF

Lurch!: Interactive Rendering Pipeline Automation
Alexander Kolliopoulos
Abstract: PDF

ReviewTool: A Database-Driven Visual Effects Editing Application
Damien Fagnou, Christopher Cameron, Adam Valdez

Pronto: Scheduling the un-schedulable
Hannes Ricklefs

Game Cinematics & Stereoscopic

Zerg Rush Hour: Simulating Swarms for StarCraft 2 Cinematics
Matt Cordner, Bill La Barge
Abstract: PDF
Auxiliary Material: MOV

Blizzard Entertainment - Diablo 3 Cinematics Wing Effects
Christopher Yang, Hosuk Chang, Bill La Barge, Jeremy Pilgrim, Jason Burton
Abstract: PDF

Face the Facts

A Deformer-Based Approach to Facial Rigging
John Kahwaty, Gene S. Lee, Greg Smith, Andy Lin, Matt Schiller
Abstract: PDF

Driving High-Resolution Facial Blendshapes with Video Performance Capture
Graham Fyffe, Andrew Jones, Oleg Alexander, Ryosuke Ichikari, Paul Graham, Koki Nagano, Jay Busch, Paul Debevec
Abstract: PDF

Hair growth by means of sparse volumetric modeling and advection
Ashraf Ghoniem, Ken Museth

Incendiary reflection: evoking emotion through deformed facial feedback
Shigeo Yoshida, Sho Sakurai, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose
Abstract: PDF

Complete Fabrication

D-Tech Me: Fabricating 3D Figurines With Personalized Faces
J. Rafael Tena, Moshe Mahler, Thabo Beeler, Hengchin Yeh, Max Grosse, Iain Matthews
Abstract: PDF

Sketch-Based Pipeline for Mass Customization
Kristian Hildebrand, Marc Alexa
Abstract: PDF
Auxiliary Material: MOV

Isosurface Stuffing Improved: Acute Lattices and Feature Matching
Crawford Doran, Athena Chang, Robert Bridson
Abstract: PDF

constructable: Interactive Construction of Functional Mechanical Devices
Stefanie Mueller, Pedro Lopes, Konstantin Kaefer, Bastian Kruck, Patrick Baudisch
Abstract: PDF
Auxiliary Material: MP4

Rendering Grab Bag

SnugBlur!: Constraint-Preserving Motion Blur
Brandon Kerr, David Ryu
Abstract: PDF

Pencil Tracing Mirage: Principle and its Evaluation
Katsuhisa Kanazawa, Yuma Sakato, Tokiichiro Takahashi
Abstract: PDF

Screen-Space Curvature for Production-Quality Rendering and Compositing
Nicolas Mellado, Pascal Barla, Gael Guennebaud, Patrick Reuter, Gregory Duquesne
Abstract: PDF

Discrete Texture Design Using a Programmable Approach
Hugo Loi, Thomas Hurtut, Romain Vergne, Joëlle Thollot
Abstract: PDF
Auxiliary Material: PDF

A Corps of Cores, of Course!

Embree Ray Tracing Kernels for CPUs and the Xeon Phi Architecture
Sven Woop, Louis Feng, Ingo Wald, Carsten Benthin
Abstract: PDF

Parallel JavaScript: Bringing the Compute Power of Multi-Core CPUs and GPUs to the World of Web Graphics
Stephan Herhut, Richard L. Hudson, Tatiana Shpeisman, Jaswanth Sreeram

Movie Sampler

Oz: The Great and Volumetric
Magnus Wrenninge, Chris Kulla, Viktor Lundqvist

Rendering Fur in Life of Pi
Ivan Neulander, Toshi Kato, Kevin Beason

BSSRDF Importance Sampling
Alan King, Christopher Kulla, Alejandro Conty, Marcos Fajardo
Abstract: PDF

A Monster's Guide to Cheating in GI Class
Beth Albright, Byron Bashforth, Jonathan Hoffman, George Nguyen
Abstract: PDF

Creating a Monster: artistic and technical challenges
Michael Honsel
Abstract: PDF

Crowds at Monsters University
Hemagiri Arumugam, Michael Frederickson, J.D. Northrup
Abstract: PDF

Vegetation on Monsters University
Antony Carysforth, Omar Elafifi, Nathan Fariss, Henry Garcia, Edgar Rodriguez, Christine Wagonner
Abstract: PDF

Lighting The Blue Umbrella
Brian Boyd
Abstract: PDF

Rainy Rain Raining
Michael O'Brien, Allen Hemberger, Amit Baadkar, Cody Harrington