Page 43 – ACM SIGGRAPH HISTORY ARCHIVES
2015 Talks: Stelzleni_Sketch to Pose in Pixar’s Presto Animation System

“Sketch to Pose in Pixar’s Presto Animation System” by Stelzleni, Parker, Hahn, Shen, McGarry, et al. …

2015 Talks: Ross_Efficient Production Techniques for High Quality Lighting in Vast Open World Games

“Efficient production techniques for high quality lighting in vast open world games” by Ross and Persson

2015 Talks: Cilasun_Using GPU Compute for Productivity and Play

“Using GPU compute for productivity and play” by Cilasun

A Landscape Engine for A New Generation

“A landscape engine for a new generation of open world games” by Nilsendahl

2015 Talks: Persson_Doing R&D for Open Worlds

“Doing R&D for Open Worlds” by Persson

2015 Talks: Lin_Achieving Real-Time Playback with Production Rigs

“Achieving real-time playback with production rigs” by Lin, Lee, Longson, Steele, Goldberg, et al. …

2015 Talks: Comer_Under the Scalpel - ILM’s Digital Flesh Workflows

“Under the Scalpel – ILM’s Digital Flesh Workflows” by Comer, Buck and Criswell

2015 Talks: Rose_Multi-resolution Geometric Transfer For Jurassic World

“Multi-resolution Geometric Transfer For Jurassic World” by Rose and Ye

2015 Talks: Weronko_Real-Time Transformations in The Order: 1886

“Real-time transformations in the order: 1886” by Weronko and Andreason

2015 Talks: Aubel_Emoting Boov in HOME

“Emoting Boov in HOME” by Aubel

2015 Talks: Sparber_The Screens of Inside Out

“The screens of inside out” by Sparber and Andraos

2015 Talks: Lin_The Ins and Outs of Inside Out’s Camera Structure

“The ins and outs of inside out’s camera structure” by Lin

2015 Talks: Bonifacio_An Abstract Journey

“An abstract journey: production focus on the ‘abstract thought’ sequence in Pixar’s ‘inside out'” by Bonifacio, Deluna, Ellsworth, Haux, Jarvers, et al. …

2015 SIGGRAPH Image Not Available

“Visual effects at LAIKA, a crossroads of art and technology” by Emerson

2015 Talks: Cowles_Real-Time Crowd Visualization in Point-Cached Pipelines

“Real-time crowd visualization in point-cached pipelines” by Cowles, Tejima and Yu

2015 Talks: Bird_Jupiter Ascending: Constructing Large Scale Environments

“Jupiter Ascending: Constructing Large Scale Environments” by Bird and Fleury

2015 Talks: Bellens_A Modular Crowd (n)Cloth System for Exodus: Gods and Kings

“A Modular Crowd (n)Cloth System for Exodus: Gods and Kings” by Bellens and Dambros

2015 Talks: Haydock_T1000 Effects Driven Character Performance - Terminator: Genisys

“T1000 Effects Driven Character Performance – Terminator: Genisys” by Haydock, Valleur and Fairweather

2015 SIGGRAPH Image Not Available

“The rendering features of the Witcher 3: wild hunt” by Török and Krzyścin

2015 SIGGRAPH Image Not Available

“Building the World of The Witcher 3: Wild Hunt” by Török and Krzyścin

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