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39th SIGGRAPH 2012: Los Angeles, CA, USA - Talks
- International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2012, Los Angeles, California, USA, August 5-9, 2012, Talks Proceedings. ACM 2012, ISBN 978-1-4503-1683-5
Pointed illumination
- Tomás Davidovic, Iliyan Georgiev, Philipp Slusallek:
Progressive Lightcuts for GPU. 1 - Won-Jong Lee, Shihwa Lee, Jae-Ho Nah, Jin-Woo Kim, Youngsam Shin, Jaedon Lee, Seokyoon Jung:
SGRT: a scalable mobile GPU architecture based on ray tracing. 2
Surf & turf
- Carlos Gonzalez-Ochoa, Doug Holder, Eben Cook:
From a calm puddle to a stormy ocean: rendering water in Uncharted. 3 - Qing Sandy Shen:
What if the earth was flat: the Globe UI system in SSX. 4 - Greg Hjelstrom, Thanh Nguyen:
Adaptive level-of-detail system for "End of Nations". 5 - Pope Kim:
Screen space decals in Warhammer 40, 000: Space Marine. 6
Material: the gathering
- Giuseppe Claudio Guarnera, Pieter Peers, Paul E. Debevec, Abhijeet Ghosh:
Estimating specular normals from spherical Stokes reflectance fields. 7 - Yufeng Zhu, Pieter Peers, Paul E. Debevec, Abhijeet Ghosh:
Estimating diffusion parameters from polarized spherical gradient illumination. 8 - Paul Graham, Borom Tunwattanapong, Jay Busch, Xueming Yu, Andrew Jones, Paul E. Debevec, Abhijeet Ghosh:
Measurement-based synthesis of facial microgeometry. 9 - Paul E. Debevec, Paul Graham, Jay Busch, Mark T. Bolas:
A single-shot light probe. 10 - Jan Meseth, Shawn Hempel, Andrea Weidlich, Lynn Fyffe, Graham Fyffe, Craig Miller, Paul Carroll, Paul E. Debevec:
Improved Linear Light Source material reflectance scanning. 11
Model stories
- Andrés Colubri, Ben Fry:
Introducing Processing 2.0. 12 - Janak Bhimani, Annisa Mahdia, Ali Almahr, Daisuke Shirai, Naohisa Ohta:
Growing documentary: creating a collaborative computer-supported story telling environment. 13 - Shaun Foster, David Halbstein:
Adapting curriculum to explore new 3D modeling technologies and work-flows. 14 - Jozef Dobos, Anthony Steed:
3D diff: an interactive approach to mesh differencing and conflict resolution. 15
Three is a crowd
- Jean-Marc Thiery, Julien Tierny, Tamy Boubekeur:
CageR: from 3D performance capture to cage-based representation. 16
Play time
- Wan-Chun Ma, John P. Lewis:
A guided synthesizer for blendshape characters. 17 - Greg Smith, Mark McLaughlin, Andy Lin, Evan Goldberg, Frank Hanner:
dRig: an artist-friendly, object-oriented approach to rig building. 18
Building character
- Brian Whited, Eric Daniels, Michael Kaschalk, Patrick Osborne, Kyle Odermatt:
Computer-assisted animation of line and paint in Disney's Paperman. 19
John Carter scales up
- Scott Willman, Gregory Keech, John Grotelueschen, Michele Sciolette:
The stereoscopic conversion pipeline for John Carter. 20 - Richard Pickler, Simon Stanley Clamp, Artemis Oikonomopoulou:
Thern, the nano technology from John Carter's Mars. 21
Hairy scary
- Olivier Soares, Samantha Raja, Rich Hurrey, Hayley N. Iben:
Curls gone wild: hair simulation in Brave. 22 - Graham Fyffe:
High fidelity facial hair capture. 23
PANDA: panoramas, displays and acquisition
- Mark Colbert, Jean-Yves Bouguet, Jeff Beis, Spudde Childs, Daniel Filip, Luc Vincent, Jongwoo Lim, Scott Satkin:
Building indoor multi-panorama experiences at scale. 24 - Clemens Birklbauer, Oliver Bimber:
Panorama light-field imaging. 25 - Yoichi Ochiai, Alexis Oyama, Keisuke Toyoshima:
A colloidal display: membrane screen that combines transparency, BRDF and 3D volume. 26 - Andrea Colaço, Ahmed Kirmani, Franco N. C. Wong, Vivek K. Goyal:
CoDAC: compressive depth acquisition using a single time-resolved sensor. 27
Silence! Eliminate the noise
- Jiawei Ou, Feng Xie, Parashar Krishnamachari, Fabio Pellacini:
ISHair: importance sampling for hair scattering. 28 - Zhe Fu, Henrik Wann Jensen:
Noise reduction for progressive photon mapping. 29 - Charly Collin, Mickaël Ribardière, Rémi Cozot, Kadi Bouatouch:
Progressive volume photon tracing. 30 - Pascal Gautron, Cyril Delalandre, Jean-Eudes Marvie, Pascal Lecocq:
Volume-aware extinction mapping. 31
Game worlds
- Emil Persson, Avalanche Studios:
Creating vast game worlds: experiences from Avalanche Studios. 32 - Caleb Howard, Carlos Lemus:
Asking the impossible on SSX: creating 300 tracks on a ten track budget. 33 - Keith O'Conor, Josh Blommestein:
Lighting the open world of New York Zero for Prototype 2. 34 - Shiro Tani:
Character customization of Soulcalibur 5 in-depth. 35
Fast, realistic lighting
- Sébastien Lagarde, Antoine Zanuttini:
Local image-based lighting with parallax-corrected cubemaps. 36 - Ola Olsson, Markus Billeter, Ulf Assarsson:
Tiled and clustered forward shading: supporting transparency and MSAA. 37 - Paulius Liekis, Julian Hodgson, Renaldas Zioma:
Art pipeline: transition from offline to realtime CG. 38
Capture the world
- Jiawen Chen, Shahram Izadi, Andrew W. Fitzgibbon:
KinÊtre: animating the world with the human body. 39 - Everett Lawson, Jason Boggess, Siddharth Khullar, Alex Olwal, Gordon Wetzstein, Ramesh Raskar:
Computational retinal imaging via binocular coupling and indirect illumination. 40 - Andreas Velten, Di Wu, Adrián Jarabo, Belén Masiá, Christopher Barsi, Everett Lawson, Chinmaya Joshi, Diego Gutierrez, Moungi G. Bawendi, Ramesh Raskar:
Relativistic ultrafast rendering using time-of-flight imaging. 41 - Kshitij Marwah, Gordon Wetzstein, Ashok Veeraraghavan, Ramesh Raskar:
Compressive light field photography. 42
Priming the pipe
- Nathan Cournia, Bradley Smith, Bill Spitzak, Casey Vanover, Hans Rijpkema, Josh Tomlinson, Nathan Litke:
Crom: massively parallel, CPU/GPU hybrid computation platform for visual effects. 43 - Abhinav Golas, Rahul Narain, Jason Sewall, Pavel Krajcevski, Ming C. Lin:
Efficient large-scale hybrid fluid simulation. 44
Effects omelet
- Daniel Seddon, Tomas Zaveckas, James Kirk:
Wrath of the Titans: complex models with voxel greeble. 45 - Daniel Seddon, Daniel LeTarte, James Kirk:
Wrath of the Titans: creating CG lava with advected sculpts. 46 - Per H. Christensen, George Harker, Jonathan Shade, Brenden Schubert, Dana Batali:
Multiresolution radiosity caching for global illumination in movies. 47
Image playground
- Su Xue, Ann McNamara, Holly E. Rushmeier, Julie Dorsey:
Crowd sourcing memory colors for image enhancement. 48 - Youyou Wang, Ergun Akleman:
Calligraphic cutting: extreme image resizing with cuts in continuous domain. 49 - Daniel Wexler, Gilles Dezeustre:
Intelligent brush strokes. 50 - Pierre-Yves Laffont, Adrien Bousseau, George Drettakis:
Rich intrinsic image decomposition of outdoor scenes from multiple views. 51
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