Exhibitor Talks: View All
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- SIGGRAPH 2015 Multi-Resolution Geometric Transfer for "Jurassic World" - Industrial Light & Magic (ILM)
- SIGGRAPH 2011 Multi-Threaded 2D Renderer Design - Autodesk, Inc.
- SIGGRAPH 2003 Multi-Threading Real-Time 3D Graphics Applications - Intel Corporation
- SIGGRAPH 2010 Multigrid Optical Flow for Medical Volume Registration - Intel Corporation
- SIGGRAPH 2013 Near-Eye Light Field Displays - NVIDIA Corporation
- SIGGRAPH 2006 Next-Generation Effects - NVIDIA Corporation
- SIGGRAPH 2008 Next-Generation Hardware Rendering of Displaced Subdivision Surfaces - NVIDIA Corporation
- SIGGRAPH 2006 NVIDIA Next-Generation Programmability in OpenGL - NVIDIA Corporation
- SIGGRAPH 2010 Open Shading Language - Sony Pictures lmageworks Inc.
- SIGGRAPH 2006 Optimize Your GPU With the Latest NVIDIA Performance Tools - NVIDIA Corporation
- SIGGRAPH 2011 Organic Motion Unveils the Latest Developments in Next-Generation Computer Vision - Organic Motion, Inc.
- SIGGRAPH 2006 Physics on NVIDIA GPUs - NVIDIA Corporation
- SIGGRAPH 2013 Pixels to Parks: New Animation Techniques for Fantasyland - The Walt Disney Company
- SIGGRAPH 2012 PowerVR: Getting Great Graphics Performance With the PowerVR Insider SD - Imagination Technologies
- SIGGRAPH 2010 Prep and Landing - Christmas in July: The Effects Snow Process - The Walt Disney Company
- SIGGRAPH 2010 Prep and Landing: Set’m and Forget’m, A Motion Graphics Pipeline for Effects - The Walt Disney Company
- SIGGRAPH 2015 Procedural Animation Technology Behind the Microbots in "Big Hero 6" - DreamWorks Animation
- SIGGRAPH 2001 Productivity, Efficiency, and Creativity: Discover USAnimation, the Second Animation Software Solution - Toon Boom Technologies, Inc.
- SIGGRAPH 2015 Progressive-Render Checkpoint Workflows in Production - Pixar Animation Studios
- SIGGRAPH 2004 Quick and Dirty 3D Sketching with SketchUp - @Last Software, Inc./SketchUp
- RapidMind: Accelerating Medical Imaging Applications - RapidMind Inc.
- SIGGRAPH 2015 Raptor Wrangling: Real-Time Motion Capture for "Jurassic World" - Industrial Light & Magic (ILM)
- SIGGRAPH 2015 Real-Time Crowd Visualization in Point-Cached Pipelines - Pixar Animation Studios
- SIGGRAPH 2008 Real-Time Rendering of Realistic Hair - NVIDIA Corporation
- SIGGRAPH 2012 RealFlow 2013 Technology Preview - Next Limit Technologies
- SIGGRAPH 2015 Rendering the World of Mirror's Edge: Catalyst - Electronic Arts Inc.
- SIGGRAPH 2008 Revolutionizing Color Management: What You Dream is What You Get - Hewlett-Packard Company
- SIGGRAPH 2010 REYES Using DirectX 11 - NVIDIA Corporation
- SIGGRAPH 2015 Rigid Link Chains in "Kung Fu Panda 3" - DreamWorks Animation
- SIGGRAPH 2016 Royal Render, 15 Years of Render-Farm Management - Binary Alchemy
- SIGGRAPH 2010 Screen Space Classification for Efficient Deferred Shading - The Walt Disney Company
- SIGGRAPH 2010 Seamless Fracture in a Production Pipeline - DreamWorks Animation
- SIGGRAPH 2010 Sensorimotor Physiology: Modeling, Imaging, and Neural Control - The University of British Columbia
- SIGGRAPH 2004 Shader Model 3.0 Unleashed - NVIDIA Corporation
- SIGGRAPH 2002 Shader Workshop - NVIDIA Corporation
- SIGGRAPH 2010 Shared Perspectives in 2D and 3D, “Day & Night” - Pixar Animation Studios
- SIGGRAPH 2015 Silhouette Sketching on "Inside Out" - Pixar Animation Studios
- SIGGRAPH 2013 Simplicial Interpolation for Animating the Hulk - Industrial Light & Magic (ILM)
- SIGGRAPH 2010 Simulating Rapunzel’s Hair in Disney’s “Tangled” - The Walt Disney Company
- SIGGRAPH 2015 Sketch to Pose in Pixar's Presto Animation System - Pixar Animation Studios
- SIGGRAPH 2007 Speed Animation: Input-Driven 3D Animation Techniques - Craft Animations and Entertainment AB
- SIGGRAPH 2008 SpeedAnimation™: A Production for Extremely Fast Animation That Also Increases the Quality of the Animation! - Craft Animations and Entertainment AB
- SIGGRAPH 2010 Split-Second Motion Blur - The Walt Disney Company
- SIGGRAPH 2015 Stackless Ray Tracing of Patches from Feature-Adaptive Subdivision on GPUs - NVIDIA Corporation
- SIGGRAPH 2006 State-of-the-Art Cross-Platform Shader Development with FX Composer 2 - NVIDIA Corporation
- Structured Many-Core Computing With RapidMind - RapidMind Inc.
- SIGGRAPH 2013 Sub-Pixel Shadow Mapping - Technicolor
- SIGGRAPH 2005 Syflex: Behind the Scenes - SyFlex LLC
- SIGGRAPH 2010 Talking Trash: Technologies and Techniques for Simulating the Dump in “Toy Story 3” - Pixar Animation Studios
- SIGGRAPH 2015 TaskProcessor: A Pipeline Execution Framework And IDE - Blue Sky Studios, Inc.
- SIGGRAPH 2008 Telling the Whole Story: A VFS Animation Case Study - Vancouver Film School
- SIGGRAPH 2011 The Academic Infrastructure of Innovative and Successful Video Games - DigiPen Institute of Technology
- SIGGRAPH 2015 The Artistry of TechAnim: New Cloth Workflows on "Big Hero 6" - The Walt Disney Company
- SIGGRAPH 2001 The Changing Face of Rendering - Screamline Rendering Services
- SIGGRAPH 2015 The Digital Cinematography of "The Peanuts Movie" - Blue Sky Studios, Inc.
- SIGGRAPH 2010 The Filigree Effect in “Shrek Forever After”: Making Art Dynamic From Sketch to 3D - DreamWorks Animation