Emru Townsend – ACM SIGGRAPH HISTORY ARCHIVES

Emru Townsend


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About Emru Townsend

Affiliations

FPS Magazine

SIGGRAPH Conference Organizing Committee Positions


Conference Contributions

Sessions Moderated

“Sketchy rendering” by Haddon
“Creating 3D painterly environments for Disney’s Treasure Planet” by Odermatt and Springfield
“Shape-based character animation” by Guaglione and Sweetland
“2D/3D hybrid character animation on Spirit” by Cooper
“How to dress like a Jedi: techniques for digital clothing” by Blenkhorn
“Painterly fire” by Raghavachary and Benitez
“Dynamic skin deformation and animation controls using maya cloth for facial animation” by Chim and Kim
“Stylized flowing hair controlled with NURBS surfaces” by Montoya-Vozmediano and Hammel
“Hero Shading Techniques Used on Lord of the Rings: The Two Towers” by Williams and McGaugh
“Making Treebeard’s Beard for Lord of the Rings: The Two Towers” by Williams and Peters
“‘Jordan vs Jordan’ recreating the basketball legend” by Miller and George
“Skin Deep Beauty: A Production Friendly Creature Geometry Pipeline Used on “Hulk”” by Ferguson
“Point constraint rig (PCR)” by Sharabani
“A Non-Photorealistic Camera: Detecting Silhouettes With Multi-Flash” by Raskar, Yu and Ilie
“Effective toon ink rendering for episodic television” by Farrell, Taylor-Hell and Fracchia
“Automatic Asian art: computers converting photos to Asian paintings using humanistic fuzzy logic rules” by Farbiz, Cheok and Lincoln
“A new form of traditional art: visual simulation of Chinese shadow play” by Zhu, Li, Shen, Ma and Stompel
“Measured BRDF in film production: realistic cloth appearance for The Matrix Reloaded” by Borshukov
“Universal capture: image-based facial animation for The Matrix Reloaded” by Borshukov, Piponi, Larsen, Lewis and Tempelaar-Lietz
“Realistic human face rendering for The Matrix Reloaded” by Borshukov and Lewis
“Generating realistic human hair for The Matrix Reloaded” by Mihashi, Tempelaar-Lietz and Borshukov
“Lighting reconstruction for The Matrix Reloaded” by Duiker
“Anime perspective” by Katsura and Anjyo
“Data-driven efficient production of cartoon character animation” by Morishima, Kuriyama, Kawamoto, Suzuki, Taira, et al. …
“Sketching curves with immediate feedback” by Frisken
“Combining computer vision and physics simulations using GPGPU” by Hensley, Isidoro and Preetham
“Player-driven procedural texturing” by DeBry, Goffin, Hecker, Quigley, Shodhan, et al. …
“Creating spherical worlds” by Compton, Grieve, Goldman, Quigley, Stratton, et al. …
“Fast object distribution” by Willmott
“Rigblocks: player-deformable objects” by Choy, Ingram, Quigley, Sharp and Willmott
“Improving real-time motion” by Armstrong

Other Information


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