Page 39 – ACM SIGGRAPH HISTORY ARCHIVES
2015 Talks: Prazak_Data-driven Background Crowds in Exodus: Gods and Kings

“Data-driven Background Crowds in Exodus: Gods and Kings” by Pražák, Pay, Maupu, Vercelli and Masters

2015 Talks: Wolter_Destroying the Pharaoh’s Army - Large-scale Dynamics in Exodus

“Destroying the Pharaoh’s Army – Large-scale Dynamics in Exodus” by Wolter, Blanc, Gochez and Hernandez

2015 Talks: Hamed_Crowd Character Complexity on Big Hero 6

“Crowd Character Complexity on Big Hero 6” by Hamed, Kahwaty, Lin, Goldberg and Chai

2015 Talks: Adams_The Artistry of TechAnim: New Cloth Workflows on Big Hero 6

“The Artistry of TechAnim: New Cloth Workflows on Big Hero 6” by Adams, Pinskiy, Gomez, Robbins, Gallagher, et al. …

2015 ETech Golodetz: SemanticPaint: Interactive Segmentation and Learning of 3D Worlds

“SemanticPaint: Interactive Segmentation and Learning of 3D World” by Valentin, Vineet, Cheng, Kim, Shotton, et al. …

2015 Talks: Andrus_Furtility: Robust Hair Styling

“Furtility: Robust Hair Styling” by Andrus and Manca

2015 Talks: Gartner_Façade: Image-Based Set Replacement on Big Hero 6

“Façade: Image-Based Set Replacement on Big Hero 6” by Gartner, Hurley, Driskill, Odermatt and Springfield

2015 Talks: Lambert_From 2D to 3D Painting with Mesh Colors

“From 2D to 3D Painting with Mesh Colors” by Lambert and Goix

“Feature-Based Texture Stretch Compensation for 3D Meshes” by Grabli, Sprout and Ye

2015 SIGGRAPH Image Not Available

“EVE Online: Rendering A Sandbox” by Manekeller

2015 SIGGRAPH Image Not Available

“EA Sports Madden NFL: Breakthroughs in Real-Time Rendering for Next-Gen Consoles.” by Garcia

2015 SIGGRAPH Image Not Available

“Character Rigging for Gears of War – Ultimate Edition” by Coleman

2015 SIGGRAPH Image Not Available

“Chasing Film in 5ms: A Look at the Real-Time VFX of Uncharted 4: A Thief’s End” by Radford

2015 Talks: Enderton_Accumulative Anti-Aliasing

“Accumulative Anti-Aliasing” by Enderton, Lum, Rouet and Kuznetsov

2015 Talks: Wyman_Frustum-Traced Irregular Z-Buffers: Fast, Sub-pixel Accurate Hard Shadows

“Frustum-Traced Irregular Z-Buffers: Fast, Sub-pixel Accurate Hard Shadows” by Wyman, Hoetzlein and Lefohn

2015 Talks: Lecocq_Accurate Analytic Approximations For Real-Time Specular Area Lighting

“Accurate Analytic Approximations For Real-Time Specular Area Lighting” by Lecocq, Sourimant and Marvie

2015 Talks: McLaren_The Tomorrow Children: Lighting and Mining with Voxels

“The Tomorrow Children: Lighting and Mining with Voxels” by McLaren and Yang

2025 Talks_Kaur_Choreography of Hair and Cloth in Disneys Moana 2

“Choreography of Hair and Cloth in Disney’s “Moana 2″” by Kaur, Leo, Pujari and Bays

2015 Talks: Staeubli_TaskProcessor: A Pipeline Execution Framework and IDE

“TaskProcessor: A Pipeline Execution Framework and IDE” by Staeubli and McGuire

2015 SIGGRAPH Image Not Available

“Progressive Render Checkpoint Workflows in Production” by Harvill, Kensler and Laur

1 37 38 39 40 41 774