Page 54 – ACM SIGGRAPH HISTORY ARCHIVES
2012 Talks: Cournia_Crom - Massively Parallel, CPU/GPU Hybrid Computation Platform for Visual Effects

“Crom: massively parallel, CPU/GPU hybrid computation platform for visual effects” by Cournia, Smith, Spitzak, Vanover, Rijpkema, et al. …

2012 SIGGRAPH Image Not Available

“LibEE: A Multithreaded Dependency Graph for Character Animation” by Watt and Hampton

2012 SIGGRAPH Image Not Available

“Hero-Quality Crowds in Madagascar 3: Europe’s Most Wanted” by Dirksen, Fischer, Kim, Vassey and Vogt

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

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

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: 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: 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: Debevec_A Single-Shot Light Probe

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

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: 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: 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: Guarnera_Estimating Specular Normals from Spherical Stokes Reflectance Fields

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

2012 SIGGRAPH Image Not Available

“Ill-Loom-inating Handmade Fabric in Brave” by Child and Thompson

2012 SIGGRAPH Image Not Available

“Point-Based Global Illumination Directional Importance Mapping” by Tabellion

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, Shin, Jung, et al. …

2012 Talks: Davidovic_Progressive Lightcuts for GPU

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

2012 Talks: Tani_Character Customization of Soulcalibur 5 In-Depth

“Character customization of Soulcalibur 5 in-depth” by Tani

2012 Talks: Howard_Asking the Impossible on SSX: Creating 300 tracks on a ten track budget

“Asking the impossible on SSX: creating 300 tracks on a ten track budget” by Howard and Lemus

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