2011 Talks: Boggs_Tangled Choreographing Destruction: Art Directing a Dam Break

“Tangled choreographing destruction: art directing a dam break” by Boggs, Chai, Kaschalk and Selle

2012 Talks: Davidovic_Progressive Lightcuts for GPU

“Progressive Lightcuts for GPU” by Davidovič, Georgiev and Slusallek

2012 Talks: Lee_SGRT: A Scalable Mobile GPU Architecture based on Ray Tracing

“SGRT: a scalable mobile GPU architecture based on ray tracing” by Lee, Lee, Nah, Kim, Shin, et al. …

2012 Talks: Gonzalez-Ochoa_From a calm puddle to a stormy ocean - Rendering water in Uncharted

“From a calm puddle to a stormy ocean: rendering water in Uncharted” by Gonzalez-Ochoa, Holder and Cook

2012 Talks: Shen_What if the Earth was Flat - The Globe UI System in SSX

“What if the earth was flat: the Globe UI system in SSX” by Shen

2012 Talks: Hjelstrom_Adaptive Level-of-Detail System for “End of Nations”

“Adaptive level-of-detail system for “End of Nations”” by Hjelstrom and Nguyen

2012 Talks: Kim_Screen Space Decals in Warhammer 40,000: Space Marine

“Screen space decals in Warhammer 40,000: Space Marine” by Kim

2012 Talks: Guarnera_Estimating Specular Normals from Spherical Stokes Reflectance Fields

“Estimating specular normals from spherical Stokes reflectance fields” by Guarnera, Peers, Debevec and Ghosh

2012 Talks: Shu_Estimating Diffusion Parameters from Polarized Spherical Gradient Illumination

“Estimating diffusion parameters from polarized spherical gradient illumination” by Zhu, Peers, Debevec and Ghosh

2012 Talks: Graham_Measurement-Based Synthesis of Facial Microgeometry

“Measurement-based synthesis of facial microgeometry” by Graham, Tunwattanapong, Busch, Yu, Jones, et al. …

2012 Talks: Debevec_A Single-Shot Light Probe

“A single-shot light probe” by Debevec, Graham, Busch and Bolas

2012 Talks: Meseth_Improved Linear Light Source Material Reflectance Scanning

“Improved Linear Light Source material reflectance scanning” by Meseth, Hempel, Weidlich, Fyffe, Fyffe, et al. …

2012 Talks: Colubri_Introducing Processing 2.0

“Introducing Processing 2.0” by Colubri and Fry

2012 Talks: Bhimani_Growing Documentary: Creating a Collaborative Computer-Supported Story Telling Environment

“Growing documentary: creating a collaborative computer-supported story telling environment” by Bhimani, Mahdia, Almahr, Shirai and Ohta

2012 Talks: Foster_Adapting Curriculum to Explore new 3D Modeling Technologies and Work-flows

“Adapting curriculum to explore new 3D modeling technologies and work-flows” by Foster and Halbstein

2012 Talks: Dobos_3D Diff: An Interactive Approach to Mesh Differencing and Conflict Resolution

“3D diff: an interactive approach to mesh differencing and conflict resolution” by Doboš and Steed

2012 Talks: Thiery_CageR: From 3D Performance Capture to Cage-based Representation

“CageR: from 3D performance capture to cage-based representation” by Thiery, Tierny and Boubekeur

2012 Talks: Kanyuk_Headstrong, Hairy, and Heavily Clothed: Animating Crowds of Scotsmen

“Headstrong, Hairy, and Heavily Clothed: Animating Crowds of Scotsmen” by Kanyuk, Park and Weihrich

2012 Talks: Smith_dRig: An Artist-Friendly, Object-Oriented Approach to Rig Building

“dRig: an artist-friendly, object-oriented approach to rig building” by Smith, McLaughlin, Lin, Goldberg and Hanner

2012 Talks: Ma_A Guided Synthesizer for Blendshape Characters

“A guided synthesizer for blendshape characters” by Ma, Lewis and Lewis

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