Juan Buhler – ACM SIGGRAPH HISTORY ARCHIVES

Juan Buhler


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About Juan Buhler

Affiliations

DreamWorks Pictures
Pacific Data Images (PDI)

SIGGRAPH Conference Organizing Committee Positions

Committee Member

SIGGRAPH 2007: Sketches

Conference Contributions

Learning

Courses

Talks-Sketches

Technical Papers

Sessions Moderated

“CG Crowds: The Emergence of the Digital Extra” Moderated by Juan Buhler
“3D layout and propagation of environmental phenomena for Ice Age” by Thomason and Cavaleri
“Dynamics and dodos: rigging and animation methods for Ice Age” by Burr and Scroble
“How a CSG-based raytracer saves time: lighting and scripting for Ice Age” by Esneault, Kopelman and Whitsel
“Uber destruction in The Time Machine” by Parker
“Challenges of the homeland pan in Spirit” by Cooper
“Pushing the limits of L-systems for time-lapse vine growth in “The Time Machine”” by Hall
“Foamy creatures: Digital Domain wrangles whitewater for Lord of the Rings” by Kurtz and Duda
“Lord of the Rings: animation that was not there” by Karwas
“3D Performance Matching for Terminator 3” by Newall, Meny and Hoon
“Big Bangs” by Geiger, Rasmussen, Hoon and Fedkiw
“Melting a Terminatrix” by Hoon, Sumner, Geiger, Marino, Rasmussen, et al. …
“Death to Romulans! Selective Ash Decay in Star Trek Nemesis” by Hall
“Foliage Generation and Animation for The Lord of the Rings: The Two Towers” by Preston and Aitken
“Rule-based smoke- and explosion dynamics in a full CG environment” by Trojansky and Hu
“Rule-based crowds: generation, animation, cloth and rendering of 15.000 unique human characters” by Trojansky, Hu, Kähler, Sprenger and Stapel
“Development and Evolution of Foot Dust” by Glumac
“The Challenges of Creating CG 3D Curtains to Match Practical Moving Counterparts” by Singer and Murphy
“Bringing Digital Crash Dummies To Life for The Hulk” by Ono, Benza and Kačić-Alesić
“Radiance Caching and Local Geometry Correction” by Arikan, Forsyth and O’Brien
“Image-based lighting with a piecewise-constant importance function” by Cohen
“Inelastic scattering in participating media using curved photon mapping” by Gutierrez, Anson, Muñoz and Seron
“Ray Maps for Global Illumination” by Havran, Bittner and Seidel
“Galilean Invariance for Fluid Simulation” by Shah, Pighin, Cohen and Lee
“DD::Fluid::Solver::SolverFire” by Zafar, Falt, Ali and Fong
“Creating Animations of Fluids and Cloth with Moving Characters” by Kondoh, Sasagawa and Kunimatsu
“RLE sparse level sets” by Houston, Wiebe and Batty
“Growing Up with Fluid Simulation on The Day After Tomorrow” by Iversen and Sakaguchi
“The Day After Tomorrow twister sequence toolkit: a volumetric tornado pipeline” by Hall
“Procedural building destruction for The Day After Tomorrow” by Zalzala
“Building Crowds Of Unique Characters” by Miller, Prescott, Alexander, Hodgins, Szew, et al. …
“Carved Visual Hulls for High-Accuracy Image-Based Modeling” by Furukawa and Ponce
“Image-based Rendering from a Sparse Set of Images” by Zickler, Enrique, Ramamoorthi and Belhumeur
“Image-Based Material Editing” by Khan, Reinhard, Fleming and Bülthoff
“Implementation of Modeling Hair from Multiple Views” by Wei, Ofek, Quan and Shum
“Spirit and Opportunity: Animating NASA’s Mission to Mars” by Maas
“Real-time Data Fusion and Visualization for the Mars Exploration Rovers” by Wick
“Data Visualization Strategies for Tsunami Research” by Edberg
“VolumeShop: Interactive Direct Volume Illustration” by Bruckner, Viola and Gröller

Other Information


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