Page 107 – ACM SIGGRAPH HISTORY ARCHIVES
2020 SA Technical Papers_Guo_MaterialGAN: reflectance capture using a generative SVBRDF model

“MaterialGAN: reflectance capture using a generative SVBRDF model” by Guo, Smith, Hasan, Sunkavalli and Zhao

2020 SA Technical Papers_Shi_Match: differentiable material graphs for procedural material capture

“Match: differentiable material graphs for procedural material capture” by Shi, Li, Hasan, Sunkavalli, Boubekeur, et al. …

2021 SA Technical Papers_Deng_Path graphs: iterative path space filtering

“Path graphs: iterative path space filtering” by Deng, Hasan, Carr, Xu and Marschner

2022 SA Technical Papers_Bangaru_Differentiable Rendering of Neural SDFs through Reparameterization

“Differentiable Rendering of Neural SDFs through Reparameterization” by Bangaru, Gharbi, Luan, Li, Sunkavalli, et al. …

2003 Talks: Simon_Omnidirectional Stereo Surround for Panoramic Virtual Environments

“Omnidirectional stereo surround for panoramic virtual environments” by Simon and Beckhaus

2023 SA_Technical_Papers_Yan_PSDR-Room_Single Photo to Scene using Differentiable Rendering

“PSDR-Room: Single Photo to Scene using Differentiable Rendering” by Yan, Luan, Hasan, Groueix, Deschaintre, et al. …

2003 Talks: Xue_A Tile-Based 3D Frame Using A Reconfigurable Display Matrix

“A tile-based 3D frame using a reconfigurable display matrix” by Xue and Crawfis

2003 Talks: Mania_Simulating Spatial Assumptions

“Simulating spatial assumptions” by Mania and Robinson

2003 Talks: Mizuno_Modeling Volcanic Clouds: a Physical, 3D and Efficient Method

“Modeling Volcanic Clouds: A Physical, 3D and Efficient Method” by Mizuno, Dobashi, Chen and Nishita

2003 Talks: Langer_Rendering falling snow using an inverse Fourier transform

“Rendering Falling Snow Using an Inverse Fourier Transform” by Zhang and Langer

2003 Talks: Franzke_Rendering Plant Leaves Faithfully

“Rendering plant leaves faithfully” by Franzke and Deussen

2003 Talks: Wang_Realistic and Fast Cloud Rendering In Computer Games

“Realistic and fast cloud rendering in computer games” by Wang

2003 Talks: Anderson_Getting Ripped: Hulking Out the Clothing Pipeline for Shredding, Tearing and Electricity

“Getting Ripped: Hulking Out the Clothing Pipeline for Shredding, Tearing, and Electricity” by Blenkhorn, Anderson, Clay, Helms and Wong

2003 Talks: Maskit_Production-Grade Scene Translation Pipelines

“Production-grade scene translation pipelines” by Maskit and Fong

2003 Talks: Brentin_Maya Assets

“Maya Assets” by Brentin and Heflin

2003 Rempel Effective Asset Management

“Effective Asset Management for Episodic Television and Features” by Rempel, Broadland, Struben and Fracchia

2003 Talks: Geiger_Home Grown CGI: The Cultivation of “Henry’s Garden”

“Home grown CGI: the cultivation of Henry’s Garden” by Geiger and Seun

2008 SA Technical Paper: Barbic_Real-time Control of Physically Based Simulations using Gentle Forces

“Real-time control of physically based simulations using gentle forces” by Barbic and Popović

2022 SA Technical Papers_Zheng_Simulation of Hand Anatomy Using Medical Imaging

“Simulation of Hand Anatomy Using Medical Imaging” by Zheng, Wang, Huang and Barbic

2003 Talks: Carroll_Screen: Bodily Interaction with Text in Immersive VR

“Screen: bodily interaction with text in immersive VR” by Carroll, Coover, Greenlee, McClain and Wardrip-Fruin

1 105 106 107 108 109 774