Page 31 – ACM SIGGRAPH HISTORY ARCHIVES
2017 Talks: Estevez_Importance Sampling of Many Lights with Adaptive Tree Splitting

“Importance sampling of many lights with adaptive tree splitting” by Estevez and Kulla

2017 Talks: Marshall_Racing to the Finish Line: Eects Challenges on Cars 3

“Racing to the Finish Line: Eects Challenges on Cars 3” by Marshall, Speltz, Gladstone, Rost and Reisch

2017 Talks: Hopper_The Water Eects of Pirates of the Caribbean: Dead Men Tell no Tales

“The Water Effects of Pirates of the Caribbean: Dead Men Tell no Tales” by Hopper and Wolter

2017 Talks: Frost_Moana: Performing Water

“Moana: Performing Water” by Frost, Stomakhin and Narita

2017 Talks: Palmer_The Ocean and Water Pipeline of Disney’s Moana

“The Ocean and Water Pipeline of Disney’s Moana” by Palmer, Garcia, Drakeley, Kelly and Habel

2017 Talks: LeGendre_Modeling Vellus Facial Hair from Asperity Scaering Silhouees

“Modeling Vellus Facial Hair from Asperity Scaering Silhouees” by LeGendre, Hyunh, Wang and Debevec

2017 Talks: Missey_Hairy Eects in Trolls

“Hairy Effects in Trolls” by Missey, Aubel, Somasundaram and Davalath

2017 Talks: Thyng_The Art and Technology of Hair Simulation in Disney’s Moana

“The Art and Technology of Hair Simulation in Disney’s Moana” by Thyng, Evart, McAdams and Jones

2017 Talks: Saliba_Behind the Scenes of VFX in the Middle East & Syria

“Behind the scenes of VFX in the Middle East & Syria: “in art we trust”” by Saliba, Barkaoui and Wakil

2017 Talks: Lopez_The Eyes Have It: Comprehensive Eye Control for Animated Characters

“The eyes have it: comprehensive eye control for animated characters” by Lopez and Richards

2017 Talks: Lee_Handling Scene Constraints for Pose-Based Caching

“Handling Scene Constraints for Pose-Based Caching” by Lee, Eisenacher, Lin and Villegas

2017 Talks: Bollo_High Performance Animation in Gears of War 4

“High Performance Animation in Gears of War 4” by Bollo

2017 Talks: Cong_Muscle Simulation for Facial Animation in Kong: Skull Island

“Muscle Simulation for Facial Animation in Kong: Skull Island” by Cong, Lan and Fedkiw

2017 Talks: Kaiser_Proxy Clouds for RGB-D Stream Processing: An Insight

“Proxy Clouds for RGB-D Stream Processing: An Insight” by Kaiser, Zepeda and Boubekeur

2017 Talks: Feng_Just-in-time, viable, 3D avatars from scans

“Just-in-time, viable, 3D avatars from scans” by Feng, Suma and Shapiro

2017 Talks: Moser_Masquerade: Fine-scale details for head-mounted camera motion capture data

“Masquerade: fine-scale details for head-mounted camera motion capture data” by Roble, Hendler and Moser

2017 Talks: Heckenberg_Automated light probes from capture to render for Peter Rabbit

“Automated light probes from capture to render for Peter Rabbit” by Heckenberg, Agland, leBlanc and Barth

2017 Talks: Garcia_Circular Separable Convolution Depth of Field

“Circular Separable Convolution Depth of Field” by Garcia

2017 Talks: Prasertvithyakarn_Procedural Photograph Generation from Actual Gameplay: Snapshot AI in FINAL FANTASY XV

“Procedural Photograph Generation from Actual Gameplay: Snapshot AI in FINAL FANTASY XV” by Prasertvithyakarn, Joudan, Kato, Nanase, Miyamoto, et al. …

2017 Talks: Matisz_HDR TV Output and Lighting Gears of War 4

“HDR TV Output and Lighting Gears of War 4” by Matisz and Shen

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