S16_AP_5.26_10am
S16_AP_5.26_10am
S16_AP_5.26_10am
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
TABLE OF CONTENTS<br />
2<br />
3 CONFERENCE AT A GLANCE<br />
29 STUDIO<br />
4 REASONS TO ATTEND<br />
31 TALKS<br />
5 CONFERENCE OVERVIEW<br />
37 TECHNICAL P<strong>AP</strong>ERS<br />
7 CONFERENCE SCHEDULE<br />
50 VR VILLAGE<br />
11 <strong>AP</strong>PY HOUR<br />
53 BIRDS OF A FEATHER<br />
12 ART GALLERY: DATA MATERIALITIES<br />
54 ACM SIGGR<strong>AP</strong>H THEATER EVENTS<br />
14 ART P<strong>AP</strong>ERS<br />
55 EXHIBITION<br />
15 COMPUTER ANIMATION FESTIVAL<br />
56 EXHIBITOR SESSIONS<br />
16 COURSES<br />
57 JOB FAIR<br />
20 EMERGING TECHNOLOGIES<br />
58 GENERAL INFORMATION<br />
23 PANELS<br />
59 REGISTRATION FEE INFORMATION<br />
24 PRODUCTION SESSIONS<br />
60 CONFERENCE COMMITTEE<br />
27 REAL-TIME LIVE!<br />
61 CO-LOCATED EVENTS<br />
INVITED CONTENT<br />
SIGGR<strong>AP</strong>H 2016 offers several events and sessions that are individually<br />
chosen by program chairs to address specific topics in computer graphics<br />
and interactive techniques. Invited Content is not selected through the<br />
regular channels of a comprehensive jury.<br />
Focus Areas<br />
Many SIGGR<strong>AP</strong>H 2016 programs and events are assigned to focused<br />
areas of interest in computer graphics and interactive techniques, and<br />
some are especially appropriate for first-time attendees.<br />
ART FIRST-TIMER FOR EDUCATORS AR/VR MOBILE<br />
RESEARCH ANIMATION & VFX GAMES PRODUCTION<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
CONFERENCE AT A GLANCE<br />
3<br />
CONFERENCE<br />
REGISTRATION CATEGORIES<br />
FP Full Conference Platinum<br />
F Full Conference<br />
S Select Conference<br />
EP Exhibits Plus<br />
EO Exhibits Only<br />
E Exhibitors<br />
ONE-DAY REGISTRATION<br />
Full Conference One Day registration<br />
is available. Includes admission to<br />
conference programs and events for<br />
the day purchased and the Exhibition<br />
(Tuesday-Thursday).<br />
It does NOT include Computer<br />
Animation Festival – Electronic Theater<br />
or Reception.<br />
<br />
Schedule subject to change.<br />
Look for an updated version of the<br />
Advance Program at the end of June.<br />
Visit s2016.siggraph.org.<br />
Saturday, 23 July<br />
registration hours: 4-6 pm.<br />
24 July 25 July 26 July 27 July 28 July<br />
Sunday Monday Tuesday Wednesday Thursday<br />
Registration/Merchandise Pickup 8 am - 6 pm 8:30 am - 6 pm 8:30 am - 6 pm 8:30 am - 6 pm 8:30 am - 3:30 pm<br />
Center/SIGGR<strong>AP</strong>H Store<br />
FP F S ACM SIGGR<strong>AP</strong>H Award Talks 2 - 3:30 pm<br />
FP F S EP ACM Student Research 3:45 - 5:15 pm<br />
Competition Final Presentation<br />
FP F S EP E Appy Hour 5 - 7 pm<br />
FP F S EP E Art Gallery noon - 5:30 pm 10 am - 5:30 pm 10 am - 5:30 pm 10 am - 5:30 pm 10 am - 1 pm<br />
FP F S Art Papers 3:45 - 5:35 pm<br />
FP F S EP E Birds of a Feather All week<br />
FP F S Computer Animation Festival 10 am-5:30 pm 10 am - 5:30 pm 10 am - 5:30 pm<br />
Daytime Selects<br />
FP F Computer Animation Festival 6 - 8 pm 8 - 10 pm<br />
Electronic Theater<br />
FP F Courses 10:45 am - 5:15 pm 9 am - 5:15 pm 9 am - 5:15 pm 9 am - 5:15 pm 9 am - 5:15 pm<br />
FP F S EP E Emerging Technologies noon - 5:30 pm 10 am - 5:30 pm 10 am - 5:30 pm 10 am - 5:30 pm 10 am - 1 pm<br />
FP F S EP EO E Exhibition 9:30 am - 6 pm 9:30 am - 6 pm 9:30 am - 3:30 pm<br />
FP F S EP EO E Exhibitor Sessions 9:30 am - 6 pm 9:30 am - 6 pm 9:30 am - 3:30 pm<br />
FP F S EP EO E Exhibits Fast Forward 3:45 - 5:15 pm<br />
FP F S EP E Experience Presentations 2 - 3:30 pm 9 - 10:30 am 10:45 am - 3:30 pm 9 am - 12:15 pm<br />
(Art Gallery, Emerging<br />
2 - 3:30 pm<br />
Technologies, Studio, VR Village)<br />
FP F S EP E International Center 9 am - 6 pm 9 am - 6 pm 9 am - 6 pm 9 am - 6 pm 9 am - 3:30 pm<br />
FP F S EP EO E Job Fair 9:30 am - 6 pm 9:30 am - 6 pm 9:30 am - 3:30 pm<br />
FP F S Keynote Session *11 am - 12:45 pm<br />
FP F Panels 9 - 10:30 am 2 - 3:30 pm 9 - 10:30 am<br />
FP F S EP E Posters noon - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm<br />
FP F S EP E Poster Sessions 12:15 - 1:15 pm 12:15 - 1:15 pm<br />
FP F S Production Sessions 10:45 am - 12:15 pm 2 - 3:30 pm 10:45 am - 12:15 pm 10:45 am - 5:15 pm 10:45 am - 5:15 pm<br />
3:45 - 5:15 pm<br />
FP F S Real-Time Live! 5:30 - 7:15 pm<br />
FP F Reception 8 - 10 pm<br />
FP F S EP E Studio noon - 5:30 pm 10 am - 5:30 pm 10 am - 5:30 pm 10 am - 5:30 pm 10 am - 1 pm<br />
FP F S EP E Studio Workshops 2 - 5:15 pm 2 - 5:15 pm 10:45 am - 3:30 pm 10:45 am - 5:15 pm<br />
FP F Talks 10:45 am - 5:15 pm 9 - 10:30 am 9 am - 5:15 pm 2 - 5:15 pm 9 - 10:30 am<br />
2 - 5:35 pm 2 - 5:15 pm<br />
FP F Technical Papers 9 - 10:30 am 9 am - 5:35 pm 9 am - 5:35 pm 9 am - 5:35 pm<br />
3:45 - 5:35 pm<br />
FP F Technical Papers Fast Forward 6 - 8 pm<br />
FP F S EP E VR Village noon - 5:30 pm 10 am - 5:30 pm 10 am - 5:30 pm 10 am - 5:30 pm 10 am - 1 pm<br />
*The ACM SIGGR<strong>AP</strong>H Award Presentation immediately precedes the Keynote Session<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
REASONS TO ATTEND<br />
4<br />
Why SIGGR<strong>AP</strong>H?<br />
While you could add to your skill set in your spare time — studying and navigating industry<br />
trends from your home or office computer — there is nothing quite like immersing yourself<br />
in a world of cutting-edge computer graphics and interactive techniques. Whether you’re<br />
in animation, research, product development, or fine arts and design, SIGGR<strong>AP</strong>H has you<br />
covered. See below to find out how you, and your employer, can benefit from attending this<br />
year’s conference.<br />
LEARNING<br />
A relaxed yet effective educational atmosphere, SIGGR<strong>AP</strong>H 2016 is jam-packed<br />
with informative courses, talks, sessions, panels, etc.<br />
“An opportunity to meet and explore the possibilities of technological advancements in<br />
the industry from around the world.”<br />
INSPIRATION<br />
SIGGR<strong>AP</strong>H 2016 is where creative blocks vanish. Be inspired!<br />
“Besides the fact that you get to learn, test, and discover the newest technologies and<br />
software, SIGGR<strong>AP</strong>H gives you a huge inspiration boost. It makes you want to go and<br />
do something amazing.”<br />
EXPERTISE<br />
Major companies and studios. Genius academics and engineers. Researchers<br />
and innovators.<br />
“It helped me define a direction in my career. The opportunity to meet creators and<br />
professionals and see how they work was the most effective way to learn.”<br />
ENGAGEMENT<br />
At SIGGR<strong>AP</strong>H 2016, you won’t be just a casual observer.<br />
“Think of everything that has ever made you geek out and feel so passionate about<br />
something in your whole life and put it into one feeling...That, my friend, is the feeling<br />
you get when being at SIGGR<strong>AP</strong>H.”<br />
EXCLUSIVE<br />
Not only will you discover amazing content at SIGGR<strong>AP</strong>H 2016 that you won’t find<br />
anywhere else, but you can also make this conference uniquely your own by simply<br />
following your interests.<br />
“It’s like stepping into the future. Nothing is impossible.”<br />
COMMUNITY<br />
Thousands of international researchers, educators, animators, students, and pioneers<br />
in computer graphics and interactive techniques congregate at this exciting event.<br />
“Immersing yourself among such diversity, united by common ideals, is an experience<br />
that cannot be replicated or accurately quantified. Its key benefit is leaving thinking if<br />
they can, I can!”<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
CONFERENCE OVERVIEW<br />
5<br />
SIGGR<strong>AP</strong>H 2016 is a five-day interdisciplinary educational experience, featuring the<br />
world’s most prestigious forum for computer graphics research, creative adventures<br />
in digital media, immersive realities, emerging interactive technologies, advanced<br />
mobile systems, and hands-on opportunities for creative collaboration.<br />
CONFERENCE<br />
REGISTRATION CATEGORIES<br />
FP Full Conference Platinum<br />
F Full Conference<br />
S Select Conference<br />
EP Exhibits Plus<br />
EO Exhibits Only<br />
E Exhibitors<br />
ONE-DAY REGISTRATION<br />
Full Conference One Day registration<br />
is available. Includes admission to<br />
conference programs and events for<br />
the day purchased and the Exhibition<br />
(Tuesday-Thursday).<br />
It does NOT include Computer<br />
Animation Festival – Electronic Theater<br />
or Reception.<br />
FP F S<br />
KEYNOTE SESSION<br />
The Keynote Session presents a<br />
prestigious, sometimes provocative,<br />
speaker who surveys the technology<br />
landscape and offers guidance<br />
to the future of human-machine<br />
collaboration.<br />
FP F<br />
RECEPTION<br />
Monday, 25 July, 8-10 pm<br />
Grand Plaza, Anaheim Convention Center<br />
Mix and mingle at the international<br />
SIGGR<strong>AP</strong>H community’s annual social<br />
and intellectual soirée. Drink a toast to<br />
your colleagues’ achievements, and<br />
your own. Share a convivial evening<br />
with people you haven’t seen since<br />
SIGGR<strong>AP</strong>H 2015. And meet the people<br />
you need to know for another year of<br />
professional success and adventure.<br />
FP F S<br />
ACM SIGGR<strong>AP</strong>H AWARDS<br />
PRESENTATIONS<br />
(Immediately preceding the Keynote Session)<br />
ACM SIGGR<strong>AP</strong>H 2016 Award Recipients<br />
The Computer Graphics<br />
Achievement Award<br />
Frédo Durand<br />
Massachusetts Institute of Technology<br />
The Significant New Researcher Award<br />
Chris Wojtan<br />
IST Austria<br />
ACM SIGGR<strong>AP</strong>H Outstanding<br />
Service Award<br />
Alain Chesnais<br />
TrendSpottr<br />
Outstanding Doctoral<br />
Dissertation Award<br />
Eduardo Simões Lopes Gastal<br />
Universidade Federal do Rio Grande do Sul<br />
The Distinguished Artist Award for<br />
Lifetime Achievement in Digital Art<br />
Steina Vasulka<br />
FP F S<br />
ACM SIGGR<strong>AP</strong>H AWARD TALKS<br />
The Computer Graphics<br />
Achievement Award<br />
Awarded annually to recognize a major<br />
accomplishment that: provided a significant<br />
advance in the state of the art of computer<br />
graphics and is still significant and apparent.<br />
The Significant New Researcher Award<br />
Awarded annually to a researcher who has made<br />
a recent significant contribution to the field of<br />
computer graphics and is new to the field.<br />
ACM SIGGR<strong>AP</strong>H Outstanding<br />
Service Award<br />
This award is given annually to recognize<br />
outstanding service to ACM SIGGR<strong>AP</strong>H by a<br />
volunteer over a significant period of time.<br />
Outstanding Doctoral Dissertation<br />
Award (New)<br />
Awarded annually to recognize young researchers<br />
who have already made a notable contribution<br />
very early during their doctoral study.<br />
The Distinguished Artist Award for<br />
Lifetime Achievement in Digital Art<br />
Awarded annually to an artist who has created<br />
a substantial and important body of work that<br />
significantly advances aesthetic content in the field<br />
of digital art.<br />
FP F S EP<br />
ACM STUDENT RESEARCH<br />
COMPETITION FINAL<br />
PRESENTATION<br />
Fifteen student posters are selected for judging at<br />
SIGGR<strong>AP</strong>H 2016. A panel of distinguished judges<br />
selects three semi-finalists in each category<br />
(undergraduate and graduate), who present their<br />
work to SIGGR<strong>AP</strong>H 2016 attendees.<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
CONFERENCE OVERVIEW (continued)<br />
6<br />
FP F S EP E<br />
<strong>AP</strong>PY HOUR<br />
Meet the next generation of mobile applications<br />
and their creators at Appy Hour. Interact with<br />
the developers, and experience tomorrow’s<br />
mobile media.<br />
FP F S EP E<br />
ART GALLERY:<br />
DATA MATERIALITIES<br />
The SIGGR<strong>AP</strong>H 2016 Art Gallery exposes a<br />
plethora of data and transforms it to incarnations<br />
of tangibility that not only showcase their<br />
complexity, but also allow us to relate to them on<br />
a human scale.<br />
FP F S<br />
ART P<strong>AP</strong>ERS<br />
The processes and theoretical frameworks for<br />
making art and contextualizing its place in society.<br />
FP F S EP E<br />
BIRDS OF A FEATHER (BOF)<br />
Informal presentations, discussions, and<br />
demonstrations, designed by and for people<br />
who share interests, goals, technologies,<br />
environments, or backgrounds.<br />
COMPUTER ANIMATION FESTIVAL<br />
FP F S – Daytime Selects<br />
FP F – Electronic Theater<br />
High-tech projection of the finest achievements<br />
in animated feature and short films, games,<br />
advertising, visual effects, real-time effects, realtime<br />
graphics, and scientific visualization.<br />
FP F<br />
COURSES<br />
Essential skills and insider knowledge delivered<br />
by world-class experts. Courses range from<br />
an introduction to the foundations of computer<br />
graphics and interactive techniques for those new<br />
to the field to advanced instruction on the most<br />
current techniques and topics.<br />
FP F S EP E<br />
EMERGING TECHNOLOGIES<br />
Test-drive the latest interactive and graphic<br />
technologies before they transform the way we live<br />
and work. Emerging Technologies presents handson<br />
demonstrations of research from a wide variety<br />
of disciplines, including automotive systems,<br />
displays, input devices, and wearable technology.<br />
FP F S EP EO E<br />
EXHIBITION<br />
This year’s largest, most comprehensive exhibition<br />
of hardware systems, software tools, and creative<br />
services in the computer graphics and interactive<br />
techniques marketplace. Established industry<br />
leaders and emerging challengers display,<br />
discuss, and demonstrate the products, systems,<br />
techniques, ideas, and inspiration that are creating<br />
the digital future.<br />
FP F S EP EO E<br />
EXHIBITOR SESSIONS<br />
SIGGR<strong>AP</strong>H 2016 exhibitors demonstrate<br />
software, hardware, and systems; answer<br />
questions; and host one-on-one conversations<br />
about how their applications improve professional<br />
and technical performance.<br />
FP F S EP EO E<br />
EXHIBITS FAST FORWARD<br />
A preview of the products and announcements<br />
that companies plan to make during the Exhibition<br />
in a fast-paced, entertaining session before the<br />
Exhibition opens.<br />
FP F S EP E<br />
EXPERIENCE PRESENTATIONS<br />
Informal presentations on new ideas that<br />
are applicable to techniques, concepts, and<br />
strategies related to the Experience Hall<br />
programs: Art Gallery, Emerging Technologies,<br />
Studio, and VR Village.<br />
FP F S EP E<br />
INTERNATIONAL RESOURCES<br />
Learn how the industry is evolving worldwide<br />
and collaborative with attendees from five<br />
continents. The International Center offers informal<br />
translation services and space for meetings, talks,<br />
and demonstrations.<br />
FP F S EP EO E<br />
JOB FAIR<br />
Looking for opportunity? Interested in meeting<br />
with some inspiring companies? Discover your<br />
future at SIGGR<strong>AP</strong>H 2016. In the Job Fair,<br />
attendees connect with employers before, during,<br />
and after the conference via the CreativeHeads.<br />
net job board and candidate profiling system.<br />
FP F<br />
PANELS<br />
Expert panelists share experiences, opinions,<br />
insights, speculation, disagreement, and<br />
controversy with each other and the audience.<br />
FP F S EP E<br />
POSTERS<br />
In-progress research, student projects, and<br />
late-breaking work ranging from applications<br />
of computer graphics to in-depth analysis of a<br />
specific subject. During Poster Presentations,<br />
authors discuss their work with attendees.<br />
FP F S<br />
PRODUCTION SESSIONS<br />
Hear how the most elite and talented computer<br />
graphic experts and creative geniuses explain<br />
their processes and techniques for creating<br />
compelling content.<br />
FP F S<br />
REAL-TIME LIVE!<br />
An interactive extravaganza that celebrates realtime<br />
achievements at the intersection of ingenious<br />
technical skills and creative beauty, Real-Time<br />
Live! showcases the latest trends and techniques<br />
for pushing the boundaries of interactive visuals.<br />
FP F S EP E<br />
STUDIO<br />
Explore new tools, applications, and methods<br />
to create, craft, build, and share. New this year:<br />
“Feuding Cities”, a physical and virtual game that<br />
plays out in both worlds and allows attendees<br />
the chance to work (and play) together to create<br />
something special. Attend Studio Workshops that<br />
educate attendees on state-of-the-art processes<br />
and workflow pipelines.<br />
FP F<br />
TALKS<br />
Explore the latest in-progress developments<br />
and how they will be implemented in graphics<br />
production or other fields.<br />
FP F<br />
TECHNICAL P<strong>AP</strong>ERS<br />
These prestigious juried presentations are the<br />
most influential international scientific events in<br />
computer graphics and interactive techniques.<br />
FP F<br />
TECHNICAL P<strong>AP</strong>ERS FAST FORWARD<br />
The world’s leading experts in computer graphics<br />
and interactive techniques preview the Technical<br />
Papers in provocative, sometimes hilarious<br />
summaries of the field’s evolution.<br />
FP F S EP E<br />
VR VILLAGE<br />
Explore real-time immersion in tomorrow’s virtual<br />
and augmented realities for telling stories, engaging<br />
audiences, and powering real–world applications in<br />
health, education, design, and gaming.<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
CONFERENCE SCHEDULE<br />
7<br />
REGISTRATION/MERCHANDISE PICKUP CENTER/SIGGR<strong>AP</strong>H STORE<br />
Saturday, 23 July<br />
4-6 pm<br />
Sunday, 24 July<br />
8 am-6 pm<br />
Monday, 25 July<br />
8:30 am-6 pm<br />
Tuesday, 26 July<br />
8:30 am-6 pm<br />
Wednesday, 27 July<br />
8:30 am-6 pm<br />
Thursday, 28 July<br />
8:30 am-3:30 pm<br />
<br />
Schedule is subject to change.<br />
SUNDAY, 24 JULY<br />
9:30-10:30 am<br />
Panel: Ready, Steady ... SIGGR<strong>AP</strong>H!!!!<br />
9 am-6 pm<br />
International Center<br />
10-11:30 am<br />
ACM SIGGR<strong>AP</strong>H Theater Event:<br />
BOF: International Collegiate Virtual Reality<br />
Contest (IVRC)<br />
10 am-5:30 pm<br />
Computer Animation Festival –<br />
Daytime Selects<br />
10:45 am-12:15 pm<br />
Course: Fundamentals Seminar<br />
Course: Haptic Technologies for Direct<br />
Touch in Virtual Reality<br />
Production Sessions: The Making of<br />
Pearl, a Google Spotlight Story<br />
Talks: Too Hot to Handle<br />
Talks: Van Gogh Would be Proud<br />
Talks: Get in Shape<br />
11:30 am-12:30 pm<br />
ACM SIGGR<strong>AP</strong>H Theater Event:<br />
CG in Australasia<br />
Noon-5:30 pm<br />
Art Gallery<br />
Emerging Technologies<br />
Posters<br />
Studio<br />
VR Village<br />
2-3 pm<br />
ACM SIGGR<strong>AP</strong>H Theater Event:<br />
Overview of SIGGR<strong>AP</strong>H (with<br />
Japanese Interpreter)<br />
2-3:30 pm<br />
Course: An Elementary Introduction to<br />
Matrix Exponential for CG<br />
Course: Story: It’s Not Just for Writers<br />
Anymore<br />
Experience Presentations: Studio<br />
Studio Workshop<br />
Talks: Life is Shorts<br />
2-5:15 pm<br />
Course: Augmented Reality – Principles<br />
and Practice<br />
Course: Moving Mobile Graphics<br />
Course: Physically Based Shading in<br />
Theory and Practice<br />
3-4:30 pm<br />
ACM SIGGR<strong>AP</strong>H Theater Event:<br />
ACM SIGGR<strong>AP</strong>H Digital Arts Community<br />
3:45-5:15 pm<br />
Course: Troubleshooting and Cleanup<br />
Techniques for 3D Printing<br />
Course: Capturing the Human Body: From<br />
VR, Consumer, to Health Applications<br />
Studio Workshop<br />
3:45-5:35 pm<br />
Talks: Dark Hides the Light<br />
6-8 pm<br />
Technical Papers Fast Forward<br />
MONDAY, 25 JULY<br />
9-10:30 am<br />
Course: Human-Centered Design for<br />
VR Interactions<br />
Experience Presentations: Art Gallery<br />
Experience Presentations: Studio<br />
Experience Presentations: VR Village<br />
Talks: Dancing Trees<br />
Technical Papers: Computational<br />
Cameras<br />
Technical Papers: Rigging & Skinning<br />
Technical Papers: Geometry<br />
9-11 am<br />
ACM SIGGR<strong>AP</strong>H Theater Event: BOF:<br />
Immersive Visualization for Science,<br />
Research and Art – International<br />
9 am-12:15 pm<br />
Special Session: Advances in Real-Time<br />
Rendering, Part I<br />
9 am-5:30 pm<br />
Posters<br />
9 am-6 pm<br />
International Center<br />
10 am-5:30 pm<br />
Art Gallery<br />
Emerging Technologies<br />
Studio<br />
VR Village<br />
11 am-12:45 pm<br />
Keynote Session<br />
1:30-3 pm<br />
ACM SIGGR<strong>AP</strong>H Theater Event: BOF:<br />
ACM SIGGR<strong>AP</strong>H Cartographic Visualization<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
CONFERENCE SCHEDULE (continued)<br />
8<br />
Monday, 25 July Continued<br />
2-3:30 pm<br />
ACM SIGGR<strong>AP</strong>H Award Talks<br />
Course: HDR Content Creation: Creative<br />
and Technical Challenges<br />
Experience Presentations: Art Gallery<br />
Experience Presentations: Studio<br />
Production Session: “Kubo and the<br />
Two Strings”: One Giant Skeleton, One<br />
Colossal Undertaking<br />
Studio Workshop<br />
Talks: Angry Effects Salad<br />
2-5:15 pm<br />
Course: Vector-Field Processing on<br />
Triangle Meshes<br />
Special Session: Advances in Real-Time<br />
Rendering, Part II<br />
3:30-4:30 pm<br />
ACM SIGGR<strong>AP</strong>H Theater Event:<br />
CG in Asia<br />
3:45-5:15 pm<br />
Exhibits Fast Forward<br />
Studio Workshop<br />
3:45-5:35 pm<br />
Talks: Face Off<br />
Technical Papers: Efficient Sampling<br />
& Rendering<br />
Technical Papers: Fabricating Structure<br />
& Appearance<br />
Technical Papers: Shape Analysis<br />
6-8 pm<br />
Computer Animation Festival –<br />
Electronic Theater<br />
8-10 pm<br />
Reception<br />
TUESDAY, 26 JULY<br />
9-10 am<br />
ACM SIGGR<strong>AP</strong>H Theater Event: BOF:<br />
International Khronos Chapters Program<br />
9-10:30 am<br />
Course: Computational Geometry<br />
Algorithms Library<br />
Talks: Icing on the Cake<br />
Talks: Roll the Dice<br />
Technical Papers: Cloth<br />
Technical Papers: Perception of Shapes<br />
and People<br />
9 am-12:15 pm<br />
Course: Inverse Procedural Modeling of 3D<br />
Models for Virtual Worlds<br />
Course: The Quest for the Ray Tracing <strong>AP</strong>I<br />
9 am-5:30 pm<br />
Posters<br />
9 am-6 pm<br />
International Center<br />
9:30 am-6 pm<br />
Exhibition<br />
Exhibitor Sessions<br />
Job Fair<br />
10 am-5:30 pm<br />
Art Gallery<br />
Computer Animation Festival –<br />
Daytime Selects<br />
Emerging Technologies<br />
Studio<br />
VR Village<br />
10:30-11:30 am<br />
Exhibitor Session: Nokia – Nokia OZO<br />
Ecosystem: The State of Art in VR<br />
10:45 am-12:15 pm<br />
ACM SIGGR<strong>AP</strong>H Theater Event:<br />
ACM SIGGR<strong>AP</strong>H Digital Arts<br />
Community – Science of the Unseen:<br />
Digital Art Perspecives<br />
Production Session: The Making of<br />
Marvel’s “Captain America: Civil War”<br />
Studio Workshop<br />
Talks: A Tall Drink of Water<br />
Talks: UIST Reprise at SIGGR<strong>AP</strong>H 2016<br />
Technical Papers: Rendering of<br />
Complex Microstructure<br />
Technical Papers: Computational Display<br />
Technical Papers: Camera Control & VR<br />
12:15-1:15 pm<br />
Poster Sessions<br />
1-2 pm<br />
ACM SIGGR<strong>AP</strong>H Theater Event:<br />
50-50: Women in CG<br />
2-3 pm<br />
Exhibitor Session: Microsoft – Why You<br />
Should be Rendering on the Cloud<br />
2-3:30 pm<br />
ACM SIGGR<strong>AP</strong>H Theater Event:<br />
BOF: CCIFF, Art and Entertainment<br />
Technoogy Film Festival<br />
Panel: A Vision for Computer Vision:<br />
Emerging Technologies<br />
Reception: Leonardo, Art Papers, and<br />
Art Gallery<br />
Studio Workshop<br />
Talks: Building Character<br />
Talks: IEEE TVCG Session on Virtual and<br />
Augmented Reality<br />
Technical Papers: Materials<br />
Technical Papers: Display Software<br />
2-5:15 pm<br />
Special Session: Open Problems in<br />
Real-Time Rendering<br />
3:30-4:30 pm<br />
ACM SIGGR<strong>AP</strong>H Theater Event: CG in<br />
Latin America: “Encontro dos brasileiros” –<br />
Brazillian Meeting<br />
3:45-5:15 pm<br />
Art Papers Session<br />
Production Sessions: The VFX of Disney’s<br />
“The Jungle Book”<br />
Talks: IEEE TVCG Session on Advances in<br />
Data Visualization<br />
Talks: Brain & Brawn<br />
3:45-5:35 pm<br />
Technical Papers: Correspondence<br />
& Mapping<br />
Technical Papers: Fluids Simulation<br />
Technical Papers: Motion Control<br />
4:30-5:30 pm<br />
ACM SIGGR<strong>AP</strong>H Theater Event: CG in<br />
Latin America<br />
5:30-7:15 pm<br />
Real-Time Live!<br />
6-8 pm<br />
Pioneer Reception<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
CONFERENCE SCHEDULE (continued)<br />
9<br />
WEDNESDAY, 27 JULY<br />
9-10 am<br />
ACM SIGGR<strong>AP</strong>H Theater Event: ACM<br />
SIGGR<strong>AP</strong>H Chapters Business Meeting<br />
Exhibitor Session: Avere Systems –<br />
Compute Cloud for Rendering – Big Studio<br />
Results on a Small Studio Budget<br />
9-10:30 am<br />
Course: Geometric and Discrete-Path<br />
Planning for Interactive Virtual Worlds<br />
Course: A Practical Introduction to<br />
Frequency Analysis of Light Transport<br />
Panel: What Makes a Production<br />
Renderer in 2016<br />
Technical Papers: Optimizing<br />
Image Processing<br />
Technical Papers: Computational Design<br />
of Structures, Shapes and Sound<br />
Technical Papers: Deformable<br />
Surface Design<br />
9 am-12:15 pm<br />
Course: An Introduction to Graphics<br />
Programming Using WebGL<br />
9 am-5:30 pm<br />
Posters<br />
9 am-6 pm<br />
International Center<br />
9:30 am-6 pm<br />
Exhibition<br />
Exhibitor Sessions<br />
Job Fair<br />
10-11 am<br />
ACM SIGGR<strong>AP</strong>H Theater Event:<br />
Professional and Student Chapters<br />
Startup Meeting<br />
10 am-5:30 pm<br />
Art Gallery<br />
Emerging Technologies<br />
Studio<br />
VR Village<br />
10:30-11:30 am<br />
Exhibitor Session: Bournemouth<br />
University – Dr. Inventor Your Personal,<br />
Creative Research Assistant<br />
10:45 am-12:15 pm<br />
Course: Fourier Analysis of Numerical<br />
Integration in Monte Carlo Rendering:<br />
Theory and Practice<br />
Experience Presentations: Studio<br />
Production Sessions: Under the Sea –<br />
The Making of “Finding Dory”<br />
Studio Workshop<br />
Technical Papers: Image &<br />
Shape Manipulation<br />
Technical Papers: Sound, Fluids,<br />
and Boundaries<br />
Technical Papers: Curve & Strut<br />
Networks for Fabrication<br />
10:45 am-12:35 pm<br />
Technical Papers: Image & Shape<br />
Manipulation<br />
11 am-Noon<br />
ACM SIGGR<strong>AP</strong>H Theater Event: BOF:<br />
DCAJ Presentation “Industrial Application of<br />
Content Technology in Japan”<br />
12:15-1:15 pm<br />
Poster Sessions<br />
12:30-1:30 pm<br />
Exhibitor Session: Google – 3D<br />
Reconstruction With Google’s Project Tango<br />
12:30-2 pm<br />
ACM SIGGR<strong>AP</strong>H Theater Event: BOF:<br />
ISEA International – Open Forum<br />
2-3 pm<br />
ACM SIGGR<strong>AP</strong>H Theater Event: CG in<br />
USA and Canada<br />
Exhibitor Session: Qumulo – Why Media &<br />
Entertainment Companies are Moving Away<br />
From Legacy Storage Solutions?<br />
2-3:30 pm<br />
Experience Presentation: VR Village<br />
Production Session: “Star Wars<br />
Battlefront” – Game Development in the<br />
Star Wars Universe!<br />
Talks: Bouncing<br />
Technical Papers: Physical Phenomena<br />
Technical Papers: Mappings<br />
Technical Papers: Intrinsic Images<br />
2-5:15 pm<br />
Course: Physically Based Sound<br />
for Computer Animation and Virtual<br />
Environments<br />
Studio Workshop: Stereo Haptics:<br />
A Haptic interaction Toolkit for Tangible<br />
Virtual Experiences<br />
3-4 pm<br />
ACM SIGGR<strong>AP</strong>H Theater Event: CG in<br />
Europe + Russia<br />
3:30-4:30 pm<br />
Exhibitor Session: Binary Alchemy – 15<br />
Years Render Farm Manager Royal Render<br />
3:45-5:15 pm<br />
ACM Student Research Competition<br />
Final Presentation<br />
Production Session: Deadpool +<br />
Colossus Our Favorite (Anti) Superheroes<br />
Talks: Playing God<br />
3:45-5:35 pm<br />
Technical Papers: Sketching & Writing<br />
3:45-5:55 pm<br />
Technical Papers: Rendering & Simulation<br />
With GPUs<br />
Technical Papers: Capturing Humans<br />
4-5 pm<br />
ACM SIGGR<strong>AP</strong>H Theater Event: CG in<br />
Africa + Middle East<br />
5-7 pm<br />
Appy Hour<br />
8-10 pm<br />
Computer Animation Festival –<br />
Electronic Theater<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
CONFERENCE SCHEDULE (continued)<br />
10<br />
THURSDAY, 28 JULY<br />
9-10:30 am<br />
Experience Presentations: Studio<br />
Talks: It’s Crowded in Here!<br />
Talks: The Technical Art of “Uncharted 4”<br />
Technical Papers: Meshes<br />
Technical Papers: Faces & Portraits<br />
Technical Papers: Procedural Modeling<br />
9 am-12:15 pm<br />
Course: Computational Tools for<br />
3D Printing<br />
9 am-3:30 pm<br />
International Center<br />
9 am-5:30 pm<br />
Posters<br />
9:30 am-3:30 pm<br />
Exhibition<br />
Exhibitor Tech Talks<br />
Job Fair<br />
10 am-1 pm<br />
Art Gallery<br />
Emerging Technologies<br />
Studio<br />
VR Village<br />
10 am-5:30 pm<br />
Computer Animation Festival –<br />
Daytime Selects<br />
10:45 am-12:15 pm<br />
Course: The Material-Point Method for<br />
Simulating Continuum Materials<br />
Experience Presentations: Studio<br />
Experience Presentations: VR Village<br />
Production Session: From Armadillo to<br />
Zebra: Creating the Diverse Characters and<br />
World of “Zootopia”<br />
Technical Papers: Meshes & Fields<br />
Technical Papers: Shape Signature<br />
Technical Papers: Plants & Humans<br />
11 am-Noon<br />
Join the IRC in 2016!<br />
2-3:30 pm<br />
Production Session: Developing<br />
“Mass Effect: New Earth” A 4D<br />
Holographic Adventure<br />
Talks: The 7 Deadly Sims<br />
Technical Papers: Texture<br />
Technical Papers: User Interfaces<br />
Technical Papers: Expressive Animation<br />
2-5:15 pm<br />
Course: Learning Human Body Shapes<br />
in Motion<br />
3:45-5:15 pm<br />
Course: Modeling Plant Life in<br />
Computer Graphics<br />
Production Session: Industrial Light &<br />
Magic Presents the Visual Effects of “Star<br />
Wars: The Force Awakens”<br />
Talks: Scratching the Surface<br />
Talks: Organic Farming<br />
Talks: The Making of “The Little Prince”<br />
Technical Papers: Photo Organization<br />
& Manipulation<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
<strong>AP</strong>PY HOUR<br />
11<br />
FP F S EP E #SIGGR<strong>AP</strong>H2016<br />
Wednesday, 27 July, 5-7 pm<br />
Appy Hour is a techno-social soirée that celebrates innovation, creativity, and<br />
know-how, where attendees interact with the developers and experience the next<br />
generation of mobile media.<br />
A preliminary list of Appy Hour. Visit s2016.siggraph.org for updates.<br />
Image Credit: Virtual Interior Stylization © 2016 Tony Tung, Tomoyuki Mukasa, Rakuten, Inc.;<br />
Shintaro Murakami, The University of Tokyo.<br />
AR/VR FIRST-TIMER GAMES MOBILE<br />
Battle Z<br />
The first multiplayer and customizable VR<br />
experience for smartphones. Players enter<br />
medieval time with their friends to defeat<br />
zombies rising from their graves. The<br />
game includes a level editor so players can<br />
customize their own defense fortresses.<br />
Fangwei Lee<br />
Realiteer Corp.<br />
ART FIRST-TIMER MOBILE<br />
BeCasso: Image Stylization by<br />
Interactive Oil-Paint Filtering on<br />
Mobile Devices<br />
This mobile app combines state-of-the-art<br />
nonlinear image-filtering techniques with<br />
a novel brush-based painting interface to<br />
interactively transform photos into an oil-paint<br />
look in real time and with creative control.<br />
Amir Semmo<br />
Hasso-Plattner-Institut<br />
Jürgen Zöllner<br />
Hasso-Plattner-Institut, Universität Potsdam<br />
Frank Schlegel<br />
Digital Masterpieces GmbH<br />
AR/VR FIRST-TIMER MOBILE<br />
Motion Graphix<br />
Motion Graphix is an intuitive but powerful<br />
multi-layer 2.5D animation creator. Using<br />
keyframe and path animation, elements<br />
are animated over stills or video. With 2.5D<br />
animation and stereoscopic output, Motion<br />
Graphix is the first iPad app that can add<br />
titles and effects to stereo and VR images<br />
and videos.<br />
Frances Dose<br />
Arnie Cachelin<br />
Pixel Splincher<br />
ART FIRST-TIMER MOBILE<br />
Olhar 3D<br />
Olhar 3D is the app for the exhibit Um Olhar<br />
nos Espaços de Dimensão 3 at MAST -<br />
Museu de Astronomia e Ciências Afins, Rio<br />
de Janeiro.<br />
Luiz Velho<br />
IMPA<br />
Mariana Duprat<br />
Stanford University<br />
ART FIRST-TIMER MOBILE<br />
Rebelle - Real Watercolor and Acrylic<br />
Painting Software<br />
Rebelle is a one-of-a-kind real watercolor<br />
and acrylic painting program created by<br />
Escape Motions. Its watercolor simulation is<br />
based on real-world color mixing, blending,<br />
wet-diffusion, and drying.<br />
Peter Blaškovič<br />
Michal Fapšo<br />
Escape Motions<br />
AR/VR FIRST-TIMER MOBILE<br />
Virtual Interior Stylization<br />
Dive into an augmented/virtual reality world<br />
and enrich your daily life with virtual interior<br />
stylization using only your mobile phone.<br />
Tony Tung<br />
Tomoyuki Mukasa<br />
Rakuten, Inc.<br />
Shintaro Murakami<br />
The University of Tokyo<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
ART FIRST-TIMER INVITED CONTENT<br />
ART GALLERY: DATA MATERIALITIES<br />
12<br />
FP F S EP E #SIGGR<strong>AP</strong>H2016<br />
The SIGGRAH 2016 Art Gallery exposes a plethora of data and transforms it to<br />
incarnations of tangibility that not only showcase their complexity, but also allow us<br />
to relate to them on a human scale. By injecting humor and kinetic energy to their<br />
exposition, the gallery makes light of these data platforms and presents them on a<br />
grand scale to reveal their ubiquity.<br />
A special issue of Leonardo, The Journal of the International Society of the Arts, Sciences and Technology includes visual<br />
documentation of the works exhibited in the Art Gallery. Publication of this eighth special issue coincides with SIGGR<strong>AP</strong>H 2016.<br />
ART GALLERY HOURS<br />
Sunday, 24 July<br />
Monday, 25 July<br />
Tuesday, 26 July<br />
Wednesday, 27 July<br />
Thursday, 28 July<br />
noon-5:30 pm<br />
10 am-5:30 pm<br />
10 am-5:30 pm<br />
10 am-5:30 pm<br />
10 am-1 pm<br />
<br />
Attend the Art Gallery Experience Presentations for discussion with the artists.<br />
Monday, 25 July, 9-10:30 am and 2-3:30 pm<br />
Image Credit: Metaphase Sound Machine © 2016 Dmitry Morozov.<br />
ART<br />
FIRST-TIMER<br />
FP F S EP E<br />
RECEPTION: LEONARDO, ART<br />
P<strong>AP</strong>ERS, AND ART GALLERY<br />
Tuesday, 26 July, 2-3:30 pm<br />
Mix and mingle with the artists,<br />
designers, and authors whose works<br />
were selected for SIGGR<strong>AP</strong>H 2016.<br />
Meet the Leonardo team and the<br />
SIGGR<strong>AP</strong>H 2016 committee member<br />
who organized this year’s Art Gallery.<br />
Sponsored by Leonardo/ISAST and<br />
The MIT Press<br />
Crime Scene<br />
This installation portrays illegal Internet<br />
activity in physical space and examines the<br />
legal restrictions of file sharing.<br />
Mogens Jacobsen<br />
Doors<br />
Doors is a portal that takes on the middle<br />
ground between virtual and physical space.<br />
Sensors surrounding the structure of an<br />
actual door track visitors’ movements<br />
and change the portal on the screen’s<br />
perspective in an anamorphic system that<br />
adjusts to their visual angle in real time.<br />
David-Alexandre Chanel<br />
Romain Constant<br />
THÉORIZ Studio<br />
Facebook Demetricator<br />
The Facebook interface is filled with<br />
numbers. Facebook Demetricator is a web<br />
browser add-on that hides these metrics<br />
and invites Facebook users to try the<br />
system without the numbers, to see how<br />
their experience is changed by the absence<br />
of metrics.<br />
Benjamin Grosser<br />
University of Illinois at Urbana-Champaign<br />
Flower<br />
Flower reacts to the idea of the “gaze” in<br />
digital space, where people online are always<br />
vying for more views, likes, and mentions.<br />
Viktor Jan<br />
Grafikdemo<br />
Grafikdemo is a physical wireframe of the<br />
quintessential 3D model, the standard<br />
“teapot”, built inside the frame of a classic<br />
Commodore CBM. Viewers use only the<br />
analog keys of the antiquated keyboard to<br />
manipulate the object inside, thus exposing<br />
the mechanical aspects of the project.<br />
Niklas Roy<br />
The Kinetic Story Teller<br />
In this playful environment for social<br />
interaction, a pair of illuminated swing sets<br />
face each other. As participants swing on<br />
the structure, they are connected to a data<br />
stream of the networked landscape around<br />
them, specifically the social media banter<br />
of Twitter.<br />
Tine Bech<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
ART GALLERY: DATA MATERIALITIES (continued)<br />
13<br />
Metaphase Sound Machine<br />
Metaphase Sound Machine, inspired by<br />
physicist Nick Herbert’s work, exploits our<br />
increasing dependency on the information<br />
and electronic noise that permeates our<br />
everyday lives.<br />
Dmitry Morozov<br />
Pixelbots<br />
Pixelbots represent a new form of<br />
empathetic display that explores the<br />
evolution of how information will manifest<br />
itself in the near future. The screen<br />
itself becomes a fluid entity that can be<br />
harnessed and remixed into any shape,<br />
color, or manifestation one desires.<br />
Tejaswi Digumarti<br />
Disney Research and ETH<br />
Javier Alonso Mora<br />
(Formerly) Disney Research and ETH<br />
Roland Siegwart<br />
ETH<br />
Paul Beardsley<br />
Disney Research<br />
Plinko Poetry<br />
Plinko Poetry is a networked installation<br />
that uses the Plinko Game of the American<br />
game show “The Price is Right” to create<br />
real-time poetry from constantly updated<br />
Twitter feeds.<br />
Deqing Sun<br />
Peiqi Su<br />
New York University<br />
Submergence<br />
Submergence is a walkthrough environment<br />
consisting of 8,064 individually addressable<br />
LEDs suspended from a ceiling to create<br />
feelings of presence, movement, and<br />
envelopment when one is interacting with it.<br />
Anthony Rowe<br />
Gaz Bushell<br />
Liam Birtles<br />
Chris Bennewith<br />
Oliver Bown<br />
Squidsoup<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
ART<br />
RESEARCH<br />
ART P<strong>AP</strong>ERS<br />
14<br />
FP F S #SIGGR<strong>AP</strong>H2016<br />
Art Papers illuminate the processes and theoretical frameworks for making art and<br />
contextualizing its place in our increasingly global, networked and technologically<br />
mediated world.<br />
In collaboration with Leonardo/ISAST, the papers are published in a special<br />
issue of Leonardo, The Journal of the International Society of the Arts,<br />
Sciences and Technology.<br />
The issue also includes visual documentation of the works exhibited in the<br />
Art Gallery. Publications of this special issue coincide with SIGGR<strong>AP</strong>H 2016.<br />
Image Credit: Raised on YouTube: Cultural Data Materialization Using Plants © 2016 Misha Rabinovich,<br />
University of Massachusetts Lowell<br />
ART<br />
FIRST-TIMER<br />
FP F S EP E<br />
RECEPTION: LEONARDO, ART<br />
P<strong>AP</strong>ERS, AND ART GALLERY<br />
Tuesday, 26 July, 2-3:30 pm<br />
Mix and mingle with the artists,<br />
designers, and authors whose works<br />
were selected for SIGGR<strong>AP</strong>H 2016.<br />
Meet the Leonardo team and the<br />
SIGGR<strong>AP</strong>H 2016 committee member<br />
who organized this year's Art Gallery.<br />
Sponsored by Leonardo/ISAST and<br />
The MIT Press<br />
ART P<strong>AP</strong>ERS SESSION<br />
Tuesday, 26 July, 3:45-5:15 pm<br />
Session Chairs: Edward A. Shanken, Rhode<br />
Island School of Design and Ruth West, University<br />
of North Texas<br />
Perceptual Cells: James Turrell’s Vision<br />
Machines Between Two Paracinemas<br />
This historical and phenomenological<br />
analysis of James Turrell's perceptual<br />
cells focuses on their combination of<br />
stroboscopic effects and edgeless<br />
projection to generate virtual animated<br />
sequences rendered by the viewer's own<br />
neurophysiological apparatus.<br />
Alla Gadassik<br />
Emily Carr University of Art + Design<br />
Pulse Shape 22: Audio/Visual<br />
Performance and Data Transmutation<br />
Pulse Shape 22 is an improvisational audio/<br />
visual performance featuring shortwave<br />
radio transmissions as the sole source<br />
material for real-time audio processing<br />
alongside video of the sun captured<br />
and projected through cast glass lenses<br />
designed specifically for the piece.<br />
Mark Cetilia<br />
Brown University<br />
Deletion Process_Only You Can See<br />
My History: Investigating Digital<br />
Privacy, Digital Oblivion, and Control of<br />
Personal Data Through an Interactive<br />
Art Installation<br />
This paper describes the author's artwork,<br />
Deletion Process_Only you can see my<br />
history, an interactive art installation based<br />
on her eight-year-long personal search<br />
history in the Google search engine.<br />
Kyriaki Goni<br />
Visual History With Choson<br />
Dynasty Annals<br />
Data visualization artworks of three historical<br />
events taken from the Annals of the Choson<br />
Dynasty that represent dramatic and tragic<br />
stories about parents and their sons.<br />
Jin Wan Park<br />
Seongkuk Park<br />
Eunju Lee<br />
Chung-Ang University<br />
Raised on YouTube: Cultural Data<br />
Materialization Using Plants<br />
Raised on YouTube is a game that grows<br />
plants with only the light of projected video,<br />
crowdsources video analysis, and makes<br />
ecology legible by inviting players to reflect<br />
on the effects of long-term exposure to<br />
contemporary media data flows.<br />
Misha Rabinovich<br />
University of Massachusetts Lowell<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
ANIMATION & VFX<br />
FIRST-TIMER<br />
COMPUTER ANIMATION FESTIVAL<br />
15<br />
#SIGGR<strong>AP</strong>Hcaf<br />
The leading annual festival for the world’s most innovative, accomplished,<br />
and amazing digital film and video creators. The Computer Animation Festival is<br />
recognized by the Academy of Motion Picture Arts and Sciences as a qualifying<br />
festival. Since 1999, several works originally presented in the Computer Animation<br />
Festival have been nominated for or have received a “Best Animated Short”<br />
Academy Award.<br />
A preliminary Electronic Theater listing. Visit s2016.siggraph.org for updates.<br />
Image Credit: Escargore © 2016 Oliver Hilbert, Media Design School.<br />
FP F<br />
ELECTRONIC THEATER<br />
Monday, 25 July, 6-8 pm<br />
Wednesday, 27 July, 8-10 pm<br />
Accidents, Blunders and Calamities<br />
New Zealand<br />
Alike<br />
Spain<br />
Borrowed Time<br />
USA<br />
Citipati<br />
United Kingdom<br />
Cosmos Laundromat<br />
Netherlands<br />
Crabe-Phare<br />
France<br />
Escargore<br />
New Zealand<br />
Ghost Recon Wildlands<br />
France<br />
Glass Half<br />
Netherlands<br />
League of Legends: Project Overdrive<br />
United Kingdom<br />
Les marmottes – Mariachi<br />
France<br />
Lichtspiel<br />
Germany<br />
Mafia III<br />
USA<br />
Natural Attraction<br />
Germany<br />
None of That<br />
USA<br />
Shell V-Power “Shapeshifter”<br />
United Kingdom<br />
Solar Superstorms – Visualization<br />
Excerpts<br />
USA<br />
Taking Flight<br />
USA<br />
TEA TIME<br />
France<br />
Terminator Genisys<br />
United Kingdom<br />
The Universe of Final Fantasy XV<br />
Japan<br />
TOKYO COSMO<br />
Japan<br />
FP F S<br />
DAYTIME SELECTS<br />
Sunday, 24 July, 10 am-5:30 pm<br />
Tuesday, 26 July, 10 am-5:30 pm<br />
Thursday, 28 July, 10 am-5:30 pm<br />
Break It Down<br />
A behind-the-scenes look at the techniques and<br />
technology used to make today’s most stunning<br />
visual effects. Break It Down shows in-depth,<br />
technical shot breakdowns from some of this<br />
year's greatest commercial work, games, and<br />
feature films. It not only highlights groundbreaking<br />
new techniques, but also shows a glimpse of how<br />
some standard techniques can be used in new and<br />
interesting ways to create innovative visual effects.<br />
>DEMOSCENE_<br />
The demoscene is an international computer<br />
art subculture that specializes in creating selfcontained<br />
programs that produce audio-visual<br />
presentations. The main goal of a demo is to<br />
exhibit programming, artistic, and musical skills<br />
within highly constrained limitations (for example,<br />
restricting the executable file to just 64k in size).<br />
Yes, you read that correctly: 64k. Quite honestly,<br />
you won’t believe what you’re seeing.<br />
The Arcade<br />
A new bespoke audience experience focusing on<br />
games from concept art through technology and<br />
implementation in cinematic and real time.<br />
Winners Circle<br />
Winners Circle celebrates the most impressive,<br />
original, and amusing award winners from the<br />
SIGGR<strong>AP</strong>H Computer Animation Festival over<br />
the last seven years. Compiled as a compact and<br />
highly entertaining show, student and commercial<br />
projects sit side-by-side in this incredible recap of<br />
festival highlights.<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
COURSES<br />
16<br />
FP F #SIGGR<strong>AP</strong>H2016<br />
Instruction, insight, and inspiration from academic and industry experts. SIGGR<strong>AP</strong>H<br />
2016 Courses deliver invaluable learning opportunities in three levels of difficulty<br />
(introductory, intermediate, and advanced).<br />
Full Conference Platinum and Full Conference registration allows attendees<br />
access to all SIGGR<strong>AP</strong>H 2016 Courses. Also visit the Studio Workshops<br />
(formerly Studio Courses), which are open to: FP F S EP E.<br />
Seating is on a first-come, first-served basis.<br />
Please arrive early for the Courses you wish to attend.<br />
Image Credit: Physically Based Shading in Theory and Practice © 2016<br />
Stephen McAuley, Stephen Hill, Ubisoft Entertainment S.A.<br />
GAMES<br />
SPECIAL SESSIONS<br />
INVITED CONTENT<br />
Advances in Real-Time<br />
Rendering, Part I<br />
Monday, 25 July, 9 am-12:15 pm<br />
INTERMEDIATE<br />
Modern video games employ a variety of<br />
sophisticated algorithms to produce groundbreaking<br />
3D rendering that pushes the visual<br />
boundaries and interactive experience of rich<br />
environments. This course presents stateof-the-art<br />
and production-proven rendering<br />
techniques for fast, interactive rendering of<br />
complex an engaging virtual worlds.<br />
Natalya Tatarchuk<br />
Bungie, Inc.<br />
Advances in Real-Time<br />
Rendering, Part II<br />
Monday, 25 July, 2-5:15 pm<br />
INTERMEDIATE<br />
Phase Two of a course on state-of-theart<br />
and production-proven rendering<br />
techniques for fast, interactive rendering of<br />
complex and engaging virtual worlds.<br />
Natalya Tatarchuk<br />
Bungie, Inc.<br />
Open Problems in Real-Time<br />
Rendering<br />
Tuesday, 26 July, 2-5:15 pm<br />
INTERMEDIATE<br />
Leading industry experts and researchers<br />
discuss the top unsolved problems in realtime<br />
rendering, why current solutions don’t<br />
work in-practice, the desired ideal solution,<br />
and the problems that need to be solved to<br />
work toward that ideal.<br />
Natalya Tatarchuk<br />
Bungie, Inc.<br />
Aaron Lefohn<br />
NVIDIA Corporation<br />
SUNDAY, 24 JULY<br />
FIRST-TIMER<br />
FOR EDUCATORS<br />
FUNDAMENTALS SEMINAR<br />
Sunday, 24 July, 10:45 am-12:15 pm<br />
INTRODUCTORY<br />
The Fundamentals Seminar provides a<br />
basic background in the concepts and<br />
terminology of computer graphics and<br />
interactive techniques.<br />
Mike Bailey<br />
Oregon State University<br />
AR/VR<br />
FOR EDUCATORS<br />
H<strong>AP</strong>TIC TECHNOLOGIES FOR<br />
DIRECT TOUCH IN VIRTUAL REALITY<br />
Sunday, 24 July, 10:45 am-12:15 pm<br />
INTRODUCTORY<br />
This course reviews recent advances<br />
in haptic technologies in the computer<br />
graphics community. It provides initial<br />
training on these technologies to<br />
prepare computer graphics researchers<br />
and developers for development of<br />
computational methods and immersive<br />
VR/AR applications with direct touch.<br />
Miguel A. Otaduy<br />
Universidad Rey Juan Carlos<br />
Allison Okamura<br />
Stanford University<br />
Sriram Subramanian<br />
University of Sussex<br />
FOR EDUCATORS<br />
AN ELEMENTARY INTRODUCTION<br />
TO MATRIX EXPONENTIAL FOR CG<br />
Sunday, 24 July, 2-3:30 pm<br />
INTRODUCTORY<br />
This intuitive and visual introduction to<br />
mathematical concepts in computer<br />
graphics basics begins with 2D translation<br />
and rotation, then describes 3D affine<br />
transformation, quaternions, dual<br />
quaternions, and more. These concepts are<br />
explained via the mathematical concept of<br />
matrix exponential and illustrated with a few<br />
simple animation examples.<br />
Hiroyuki Ochiai<br />
IMI Kyushu University<br />
Ken Anjyo<br />
Ayumi Kimura<br />
OLM Digital, Inc.<br />
ANIMATION & VFX<br />
AR/VR<br />
FOR EDUCATORS GAMES PRODUCTION<br />
STORY: IT'S NOT JUST FOR<br />
WRITERS ANYMORE<br />
Sunday, 24 July, 2-3:30 pm<br />
INTRODUCTORY<br />
An introduction to classic story structure<br />
with numerous visual examples. These<br />
elements, normally found in many<br />
screenwriting courses, are organized<br />
specifically for computer scientists, technical<br />
artists, and game and VR designers who<br />
make animation, VFX, VR, and interactive<br />
games come to life.<br />
Craig Caldwell<br />
University of Utah<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
COURSES (continued)<br />
17<br />
GAMES MOBILE PRODUCTION<br />
MOVING MOBILE GR<strong>AP</strong>HICS<br />
Sunday, 24 July, 2-5:15 pm<br />
INTERMEDIATE<br />
Leading practitioners present a half-day<br />
technical introduction to the state of the<br />
art in mobile graphics: best practices in<br />
real-time rendering, GPU compute for<br />
image processing, and recent advances in<br />
graphics <strong>AP</strong>Is and rendering techniques.<br />
Sam Martin<br />
Marius Bjørge<br />
ARM Ltd.<br />
Niklas Smedberg<br />
Epic Games, Inc.<br />
Andrew Gerrard<br />
Samsung R&D Institute UK<br />
Ray Tran<br />
CCP hf<br />
Case Everitt<br />
Oculus VR, LLC<br />
Jay Yun<br />
Qualcomm Inc.<br />
GAMES PRODUCTION RESEARCH<br />
PHYSICALLY BASED SHADING IN<br />
THEORY AND PRACTICE<br />
Sunday, 24 July, 2-5:15 pm<br />
INTERMEDIATE<br />
Using examples from film and games, this<br />
course presents advances in physically<br />
based shading in both theory and<br />
production practices, demonstrating how it<br />
enhances realism and leads to more intuitive<br />
and faster art creation.<br />
Stephen McAuley<br />
Stephen Hill<br />
Ubisoft Entertainment S.A.<br />
FOR EDUCATORS<br />
TROUBLESHOOTING AND CLEANUP<br />
TECHNIQUES FOR 3D PRINTING<br />
Sunday, 24 July, 3:45-5:15 pm<br />
INTRODUCTORY<br />
Learn hands-on techniques for identifying<br />
and cleaning up geometry in 3D printing.<br />
Explore the most commonly encountered<br />
problems that creators and print vendors<br />
face. Discover how these problems arise<br />
and develop a fluent understanding of how<br />
to solve and avoid them.<br />
Lance Winkel<br />
University of Southern California<br />
RESEARCH<br />
C<strong>AP</strong>TURING THE HUMAN BODY:<br />
FROM VR, CONSUMER, TO<br />
HEALTH <strong>AP</strong>PLICATIONS<br />
Sunday, 24 July, 3:45-5:15 pm<br />
INTRODUCTORY<br />
In computer graphics, modeling the human<br />
body is of special interest for creating<br />
“virtual humans”, but material and optical<br />
properties of biological tissues are complex<br />
and not easily captured. This course covers<br />
the major topics and challenges in using<br />
image acquisition to model the human body.<br />
Hao Li<br />
Lingyu Wei<br />
University of Southern California<br />
Anshuman Das<br />
Tristan Swedish<br />
Pratik Shah<br />
Ramesh Raskar<br />
Massachusetts Institute of Technology<br />
MONDAY, 25 JULY<br />
AR/VR FOR EDUCATORS RESEARCH<br />
HUMAN-CENTERED DESIGN FOR<br />
VR INTERACTIONS<br />
Monday, 25 July, 9-10:30 am<br />
INTERMEDIATE<br />
When VR is done well, the experience can<br />
be brilliant and pleasurable, but when it<br />
is done badly, it can generate frustration,<br />
fatigue, and sickness. This course<br />
discusses the most essential concepts of<br />
perception, action, comfort, input device<br />
classes, design tradeoffs, hand interaction,<br />
and patterns that influence successful VR<br />
interaction design.<br />
Jason Jerald<br />
Digital ArtForms<br />
Sixense Entertainment<br />
NextGen Interactions<br />
Waterford Institute of Technology<br />
Burnout Game Ventures<br />
CI Dynamics<br />
Richard Marks<br />
Sony Computer Entertainment, Inc.<br />
FOR EDUCATORS<br />
PRODUCTION<br />
HDR CONTENT CREATION:<br />
CREATIVE AND TECHNICAL<br />
CHALLENGES<br />
Monday, 25 July, 2-3:30 pm<br />
INTRODUCTORY<br />
This course explores the challenges<br />
faced by creative professionals in<br />
creating and preparing content for<br />
high-dynamic-range displays.<br />
Tania Pouli<br />
Joshua Pines<br />
Technicolor S.A.<br />
AR/VR FOR EDUCATORS RESEARCH<br />
AUGMENTED REALITY –<br />
PRINCIPLES AND PRACTICE<br />
Sunday, 24 July, 2-5:15 pm<br />
INTERMEDIATE<br />
Augmented reality is finally shifting from pure<br />
research to real applications. New products<br />
such as Hololens make AR accessible for<br />
everyone. This course enables attendees to<br />
understand the technology behind AR; how<br />
it is different from games, virtual reality, and<br />
mobile computing; and how they can start<br />
developing AR systems.<br />
Dieter Schmalstieg<br />
Technische Universität Graz<br />
Tobias Höllerer<br />
University of California, Santa Barbara<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
COURSES (continued)<br />
18<br />
RESEARCH<br />
VECTOR-FIELD PROCESSING ON<br />
TRIANGLE MESHES<br />
Monday, 25 July, 2-5:15 pm<br />
INTERMEDIATE<br />
This course reviews the various representations<br />
of tangent-vector fields on triangulated<br />
surfaces and their associated discrete<br />
differential operators (curl, divergence,<br />
covariant derivative, etc). It emphasizes the<br />
tradeoffs among simplicity, efficiency, and<br />
accuracy of these geometry-processing<br />
tools for applications ranging from texture<br />
synthesis to meshing.<br />
Fernando de Goes<br />
Pixar Animation Studios<br />
Mathieu Desbrun<br />
California Institute of Technology<br />
Yiying Tong<br />
Michigan State University<br />
TUESDAY, 26 JULY<br />
RESEARCH<br />
COMPUTATIONAL GEOMETRY<br />
ALGORITHMS LIBRARY<br />
Tuesday, 26 July, 9-10:30 am<br />
INTERMEDIATE<br />
Discover the geometric algorithms and<br />
data structures that the CGAL C++ library<br />
offers to application developers in the<br />
fields of point-set processing, polygonmesh<br />
processing, and mesh generation.<br />
Understand the techniques that make CGAL<br />
reliable, efficient, and easy to integrate in<br />
existing software.<br />
Pierre Alliez<br />
Inria<br />
Andreas Fabri<br />
Laurent Rineau<br />
GeometryFactory<br />
RESEARCH<br />
INVERSE PROCEDURAL MODELING<br />
OF 3D MODELS FOR VIRTUAL<br />
WORLDS<br />
Tuesday, 26 July, 9 am-12:15 pm<br />
INTERMEDIATE<br />
A summary of recent state-of-the-art<br />
approaches for inverse procedural<br />
modeling of 3D models and their use in<br />
various domains.<br />
Daniel Aliaga<br />
Ilke Demir<br />
Bedrich Benes<br />
Purdue University<br />
Michael Wand<br />
Johannes Gutenberg-Universität Mainz<br />
GAMES MOBILE PRODUCTION<br />
THE QUEST FOR THE RAY<br />
TRACING <strong>AP</strong>I<br />
Tuesday, 26 July, 9 am-12:15 pm<br />
INTERMEDIATE<br />
Ray tracing has become a commodity in<br />
rendering as the first ray tracing hardware<br />
emerges. This course reviews current efforts<br />
and abstractions in the quest for a ray tracing<br />
<strong>AP</strong>I, especially the interaction of rasterization<br />
and ray tracing, cross-platform challenges,<br />
real-time constraints, and enabling<br />
applications that go beyond image synthesis.<br />
Alexander Keller<br />
NVIDIA Corporation<br />
Ingo Wald<br />
Intel Corporation<br />
Takahiro Harada<br />
Dmitry Kozlov<br />
Advanced Micro Devices, Inc.<br />
Ralf Karrenberg<br />
NVIDIA Corporation<br />
Luke Peterson<br />
Tobias Hector<br />
Imagination Technologies Limited<br />
WEDNESDAY, 27 JULY<br />
AR/VR<br />
GAMES<br />
GEOMETRIC AND DISCRETE-PATH<br />
PLANNING FOR INTERACTIVE<br />
VIRTUAL WORLDS<br />
Wednesday, 27 July, 9-10:30 am<br />
INTERMEDIATE<br />
An overview of algorithms and<br />
representations for achieving real-time<br />
dynamic navigation for the next generation<br />
of multi-agent simulations and computer<br />
games. Topics range from classical<br />
techniques in computational geometry and<br />
discrete search to recent methods in<br />
real-time planning and navigation meshes.<br />
Marcelo Kallmann<br />
University of California, Merced<br />
Mubbasir Kapadia<br />
Rutgers University<br />
FOR EDUCATORS<br />
RESEARCH<br />
A PRACTICAL INTRODUCTION<br />
TO FREQUENCY ANALYSIS OF<br />
LIGHT TRANSPORT<br />
Wednesday, 27 July, 9-10:30 am<br />
INTERMEDIATE<br />
This course presents frequency analysis<br />
of light transport, a generic framework<br />
for analyzing and building more efficient<br />
rendering algorithms. It applies a practical,<br />
implementation-driven method to<br />
introduce the theoretical aspect of<br />
frequency analysis and reviews various<br />
applications of the framework.<br />
Laurent Belcour<br />
Unity Technologies SF<br />
FOR EDUCATORS<br />
AN INTRODUCTION TO GR<strong>AP</strong>HICS<br />
PROGRAMMING USING WebGL<br />
Wednesday, 27 July, 9 am-12:15 pm<br />
INTRODUCTORY<br />
An introduction to graphics-application<br />
programming using WebGL, the JavaScript<br />
implementation of OpenGL ES 2.0 that is<br />
supported by all recent desktop and mobile<br />
web browsers, and how to integrate it with<br />
the HTML5 framework.<br />
Edward Angel<br />
University of New Mexico<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
COURSES (continued)<br />
19<br />
RESEARCH<br />
FOURIER ANALYSIS OF<br />
NUMERICAL INTEGRATION IN<br />
MONTE CARLO RENDERING:<br />
THEORY AND PRACTICE<br />
Wednesday, 27 July, 10:45 am-12:15 pm<br />
INTERMEDIATE<br />
This is a survey of recent developments<br />
in Fourier analyses of Monte Carlo (MC)<br />
integration to study errors in MC rendering.<br />
It also provides a historical perspective<br />
of Fourier analysis in graphics, reviews<br />
necessary mathematical background,<br />
discusses practical implications of MC<br />
rendering algorithms, and identifies<br />
research problems.<br />
Karmic Subr<br />
Heriot Watt University<br />
Gurprit Singh<br />
Dartmouth College<br />
Wojciech Jarosz<br />
Dartmouth College<br />
Disney Research Zürich<br />
University of California, San Diego<br />
AR/VR GAMES RESEARCH<br />
PHYSICALLY BASED SOUND FOR<br />
COMPUTER ANIMATION AND<br />
VIRTUAL ENVIRONMENTS<br />
Wednesday, 27 July, 2-5:15 pm<br />
ADVANCED<br />
Physically based sound is an important<br />
emerging approach for computer synthesis<br />
of realistic synchronized sounds for<br />
physically based animation and real-time<br />
virtual environments. This course covers<br />
sound models for various animated<br />
phenomena and applies a hands-on<br />
approach to implementing practical systems.<br />
Doug James<br />
Stanford University<br />
Cornell University<br />
PIxar Animation Studios<br />
Changxi Zheng<br />
Columbia University<br />
Timothy Langlois<br />
Cornell University<br />
Ravish Mehra<br />
Oculus Research<br />
THURSDAY, 28 JULY<br />
FOR EDUCATORS<br />
COMPUTATIONAL TOOLS FOR<br />
3D PRINTING<br />
Thursday, 28 July, 9 am-12:15 pm<br />
INTERMEDIATE<br />
This course reviews current 3D printing<br />
hardware and software pipelines, and then<br />
focuses on computational specifications<br />
for shape and material fabrication. Two<br />
approaches are presented: automatic<br />
methods (inverse modeling) and interactive<br />
methods that keep the designer in the loop.<br />
Ariel Shamir<br />
Disney Research, Interdisciplinary Center Herzliya<br />
Bernd Bickel<br />
Institute of Science and Technology Austria<br />
Wojciech Matusik<br />
MIT CSAIL<br />
PRODUCTION<br />
RESEARCH<br />
THE MATERIAL-POINT<br />
METHOD FOR SIMULATING<br />
CONTINUUM MATERIALS<br />
Thursday, 28 July, 10:45 am-12:15 pm<br />
INTRODUCTORY<br />
The material-point method has been used<br />
in a number of recent papers for simulating<br />
various materials including elastic objects,<br />
snow, lava, sand, and viscoelastic fluids. It<br />
is also highly integrated into the production<br />
framework of Walt Disney Animation<br />
Studios. This course is an introduction to<br />
MPM for simulating continuum materials.<br />
Chenfanfu Jiang<br />
Craig Schroeder<br />
University of California, Los Angeles<br />
Alexey Stomaching<br />
Andrew Selle<br />
Walt Disney Animation Studios<br />
Joseph Teran<br />
University of California, Los Angeles<br />
GAMES PRODUCTION RESEARCH<br />
LEARNING HUMAN BODY SH<strong>AP</strong>ES<br />
IN MOTION<br />
Thursday, 28 July, 2-5:15 pm<br />
INTERMEDIATE<br />
Accurately representing and animating the<br />
human body in 3D is critical for games, VFX,<br />
and virtual reality. Previously, this required<br />
extensive hand animation. Today realistic<br />
3D avatars can be learned from thousands<br />
of 3D scans. This course teaches the<br />
process of learning and using high-quality<br />
3D models.<br />
Michael Black<br />
Javier Romero<br />
Gerard Pons-Moll<br />
Naureen Mahmood<br />
Federica Bogo<br />
Max-Planck-Institut für Intelligente Systeme<br />
PRODUCTION<br />
RESEARCH<br />
MODELING PLANT LIFE IN<br />
COMPUTER GR<strong>AP</strong>HICS<br />
Thursday, 28 July, 3:45-5:15 pm<br />
INTRODUCTORY<br />
An introduction to modeling trees and<br />
plants with a focus on recent advances<br />
and applications in computer graphics.<br />
The course focuses on procedural and<br />
inverse-procedural modeling, biologically<br />
based approaches, data-driven modeling,<br />
and user-assisted methods.<br />
Soren Pirk<br />
Stanford University<br />
Bedrich Benes<br />
Purdue University<br />
Oliver Deussen<br />
Universität Konstanz<br />
Radomir Mech<br />
Adobe Systems, Inc.<br />
Baoquan Chen<br />
Shandong University<br />
Takashi Ijiri<br />
Ritsumeikan University<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
AR/VR FIRST-TIMER RESEARCH<br />
EMERGING TECHNOLOGIES<br />
20<br />
FP F S EP E #SIGGR<strong>AP</strong>H2016<br />
See, learn, touch, and try the state of the art in human-computer interaction and<br />
robotics. Emerging Technologies presents work from many sub-disciplines of<br />
interactive techniques, with a special emphasis on projects that explore science,<br />
high-resolution digital-cinema technologies, and interactive art-science narratives.<br />
EMERGING TECHNOLOGIES HOURS<br />
Sunday, 24 July<br />
noon-5:30 pm<br />
Monday, 25 July<br />
10 am-5:30 pm<br />
Tuesday, 26 July<br />
10 am-5:30 pm<br />
Wednesday, 27 July 10 am-5:30 pm<br />
Thursday, 28 July<br />
10 am-1 pm<br />
A preliminary list of Emerging Technologies installations.<br />
Visit s2016.siggraph.org for updates.<br />
Image Credit: HapticWave: Directional Surface Vibrations Using Wave-Field Synthesis © 2016 Ravish Mehra,<br />
Oculus VR; Sean Keller, David Perek, Christoph Hohnerlein, Elia Gatti, Riccardo DeSalvo, Oculus Research.<br />
AnyLight: An Integral Illumination Device<br />
A novel programmable lighting device that<br />
can mimic the illumination effects of a wide<br />
range of lighting sources (spotlight, candle,<br />
natural light, etc.) using the principle of<br />
integral imaging.<br />
Yuichiro Takeuchi<br />
Shunichi Suwa<br />
Kunihiko Nagamine<br />
Sony Computer Science Laboratories, Inc.<br />
Big Robot Mk.1A<br />
This tall robot with two wheeled legs<br />
positions a human pilot five meters above<br />
the ground. The pilot controls the robot’s<br />
movement with foot motions as it follows the<br />
path of a five-meter-tall tall humanoid.<br />
Hiroo Iwata<br />
Yu-ta Kimura<br />
Hikaru Takatori<br />
Yu-uki Enzaki<br />
University of Tsukuba<br />
Computational Focus-Tunable<br />
Near-Eye Display<br />
This focus-tunable near-eye display is<br />
capable of reproducing multiple<br />
emerging display modes for augmented<br />
and virtual reality.<br />
Robert Konrad<br />
Nitish Padmanaban<br />
Stanford University<br />
Emily Cooper<br />
Dartmouth College<br />
Gordon Wetzstein<br />
Stanford University<br />
Demo of Face2Face: Real-Time<br />
Face Capture and Reenactment<br />
of RGB Videos<br />
A novel approach for real-time facial<br />
reenactment of a monocular target-video<br />
sequence, where the goal is to animate the<br />
facial expressions of the target video with a<br />
source actor and re-render the manipulated<br />
output video in a photo-realistic fashion.<br />
Justus Thies<br />
Friedrich-Alexander University Erlangen-Nürnberg<br />
Michael Zollhöfer<br />
Max-Planck-Institut für Informatik<br />
Marc Stamminger<br />
Friedrich-Alexander University Erlangen-Nürnberg<br />
Christian Theobalt<br />
Max-Planck-Institut für Informatik<br />
Matthias Nießner<br />
Stanford University<br />
Enjoy 360° Vision With FlyVIZ<br />
FlyVIZ is a novel, compact, lightweight<br />
display device that enables artificial<br />
omnidirectional vision, so users can see<br />
“with eyes behind the back”.<br />
Guillermo Andrade-Barroso<br />
Irisa/Inria Rennes Bretagne Atlantique<br />
Jerome Ardouin<br />
Florian Nouviale<br />
Anatole Lecuyer<br />
Maud Marchal<br />
Eric Marchand<br />
Irisa/Inria Rennes Bretagne Atlantique<br />
FinGAR: Combination of Electrical<br />
and Mechanical Stimulation for<br />
High-Fidelity Tactile Presentation<br />
FinGAR is a finger-glove tactile display<br />
that combines electrical and mechanical<br />
stimulation to reproduce high-fidelity tactile<br />
sensation on a finger-pad. Combining virtual<br />
scenes and a hand motion capture system,<br />
users experience various textures in the<br />
virtual world.<br />
Vibol Yem<br />
Ryuta Okazaki<br />
Hiroyuki Kajimoto<br />
Erika Oishi<br />
Junko Ikuta<br />
The University of Electro-Communications<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
EMERGING TECHNOLOGIES (continued)<br />
21<br />
Guidance Field: Vector Field for Implicit<br />
Guidance in Virtual Environments<br />
This new guidance method implicitly<br />
leads users to pre-defined points in virtual<br />
environments while allowing free exploration<br />
by altering users’ inputs according to a kind<br />
of vector field (guidance field).<br />
Ryohei Tanaka<br />
Takuji Narumi<br />
Tomohiro Tanikawa<br />
Michitaka Hirose<br />
The University of Tokyo<br />
HALUX: Projection-Based Interactive<br />
Skin for Digital Sports<br />
HALUX places phototransistors and<br />
vibrators on the body, and drives them with<br />
projector light to eliminate latency derived<br />
from communication.<br />
Haruya Uematsu<br />
Daichi Ogawa<br />
Ryuta Okazaki<br />
Taku Hachisu<br />
Hiroyuki Kajimoto<br />
Takahiro Shitara<br />
Keisuke Hoshino<br />
Khurelbaatar Sugarragchaa<br />
The University of Electro-Communications<br />
HapticWave: Directional Surface<br />
Vibrations Using Wave-Field Synthesis<br />
HapticWave is a novel haptic technology<br />
that delivers directional haptic sensations<br />
generated on a flat surface, without<br />
requiring users to wear a physical device.<br />
Ravish Mehra<br />
Oculus VR<br />
Sean Keller<br />
David Perek<br />
Christoph Hohnerlein<br />
Elia Gatti<br />
Riccardo DeSalvo<br />
Oculus Research<br />
HapTONE: Haptic Instrument for<br />
Enriched Musical Play<br />
HapTONE delivers high-fidelity vibrotactile<br />
sensations, not only at the moment of<br />
key input, but also as keys are pressed.<br />
The instrument can reproduce the touch<br />
sensations of a keyboard, stringed,<br />
percussion, or non-musical instrument.<br />
Daichi Ogawa<br />
Kenta Tanabe<br />
Vibol Yem<br />
The University of Electro-Communications<br />
Taku Hachisu<br />
University of Tsukuba<br />
Hiroyuki Kajimoto<br />
Akifumi Takahashi<br />
Ayaka Nishi<br />
The University of Electro-Communications<br />
Layered Telepresence: Simultaneous<br />
Multi-Presence Experience Using<br />
Eye-Gaze-Based Perceptual<br />
Awareness Blending<br />
Layered Telepresence allows a viewer<br />
to experience simultaneous multipresence<br />
by blending eye gaze and<br />
perceptual awareness of real-time audio/<br />
visual information received from multiple<br />
telepresence robots.<br />
MHD Yamen Saraiji<br />
Shota Sugimoto<br />
Charith Fernando<br />
Kouta Minamizawa<br />
Keio University<br />
Susumu Tachi<br />
The University of Tokyo<br />
LiDARMAN: Reprogramming Reality<br />
With Egocentric Laser Depth Scanning<br />
LiDARMAN reprograms reality by substituting<br />
visual perception. Using a Light Detection<br />
And Ranging (LiDAR) sensor to provide<br />
altered vision, the system can provide a novel<br />
3D reconstructed view from outside the body<br />
and enables novel applications.<br />
Takashi Miyaki<br />
The University of Tokyo<br />
Jun Rekimoto<br />
The University of Tokyo, Sony Computer Science<br />
Laboratories, Inc.<br />
LightAir: a Novel System for<br />
Tangible Communication With<br />
Quadcopters Using Foot Gestures<br />
and Projected Images<br />
This new paradigm of human-drone<br />
interaction combines foot gestures with<br />
images projected on the road. The<br />
system allows creation of a new type<br />
of tangible interaction with drones for<br />
augmented sports.<br />
Dzmitry Tsetserukou<br />
Mikhail Matrosov<br />
Olga Volkova<br />
Skolkovo Institute of Science and Technology<br />
Perceptually Based Foveated<br />
Virtual Reality<br />
This installation allows attendees to<br />
compare several perceptually based<br />
foveated rendering techniques running<br />
live inside a virtual reality headset with<br />
integrated eye-tracking.<br />
Anjul Patney<br />
Joohwan Kim<br />
Marco Salvi<br />
Anton Kaplanyan<br />
Chris Wyman<br />
Nir Benty<br />
Aaron Lefohn<br />
David Luebke<br />
NVIDIA Corporation<br />
Phyxel: Realistic Display Using Physical<br />
Objects With High-speed Spatially<br />
Pixelated Lighting<br />
This project explores computational<br />
display of shape and appearance. Based<br />
on persistence of vision, the system<br />
coordinates high-speed adaptive lighting<br />
and periodic motion of physical materials.<br />
Takatoshi Yoshida<br />
Yoshihiro Watanabe<br />
Masatoshi Ishikawa<br />
The University of Tokyo<br />
Ratchair: Furniture That Learns to<br />
Move Itself With Vibration<br />
This project presents a strategy for displacing<br />
big objects by attaching relatively small<br />
vibration sources. After learning how several<br />
random bursts of vibration affect its pose, an<br />
optimization algorithm discovers the optimal<br />
sequence of vibration patterns required to<br />
move the object to a specified position.<br />
Tetiana Pershakova<br />
Minjoo Cho Korea<br />
Alvaro Casinelli<br />
Daniel Saakes<br />
Korea Advanced Institute of Science<br />
and Technology<br />
Unlimited Corridor: Redirected<br />
Walking Techniques Using<br />
Visuo-Haptic Interaction<br />
Unlimited Corridor enables users to<br />
walk freely around virtual environments<br />
by touching walls, although in current<br />
reality they are walking around circular<br />
walls within a limited space. Attendees<br />
experience a VR search for confidential<br />
information in a skyscraper.<br />
Keigo Matsumoto<br />
The University of Tokyo<br />
Yuki Ban<br />
Takuji Narumi<br />
The University of Tokyo<br />
Yohei Yanase<br />
Unity Technologies SF<br />
Tomohiro Tanikawa<br />
Michitaka Hirose<br />
The University of Tokyo<br />
X-SectionScope: Cross-Section<br />
Projection in Light-Field Clone Image<br />
A novel interactive 3D informationvisualization<br />
display that superimposes<br />
a cross-sectional image on an aerial<br />
volumetric image of a real object.<br />
Yoshikazu Furuyama<br />
Atsushi Matsubayashi<br />
Yasutoshi Makino<br />
Hiroyuki Shinoda<br />
The University of Tokyo<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
EMERGING TECHNOLOGIES (continued)<br />
22<br />
Yadori: Mask-Type User Interface for<br />
Manipulation of Puppets<br />
This system for animatronics storytelling<br />
enables performers to manipulate<br />
puppets by wearing a mask-type device<br />
that allows easier and more intuitive<br />
manipulation of puppets.<br />
Mose Sakashita<br />
Keisuke Kawahara<br />
Amy Koike<br />
Kenta Suzuki<br />
Ippei Suzuki<br />
Yoichi Ochiai<br />
University of Tsukuba<br />
ZoeMatrope: A System for Physical<br />
Material Design<br />
This project introduces ZoeMatrope: a<br />
material display that can present and<br />
animate realistic material by compositing<br />
real objects.<br />
Leo Miyashita<br />
The University of Tokyo<br />
Kota Ishihara<br />
PKSHA Technology Inc.<br />
Yoshihiro Watanabe<br />
Masatoshi Ishikawa<br />
The University of Tokyo<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
PANELS<br />
23<br />
FP F #SIGGR<strong>AP</strong>H2016<br />
Invaluable opportunities for attendees to share opinions, insights, disagreement<br />
with the leading experts in computer graphics and interactive techniques.<br />
Full Conference Platinum and Full Conference Access registration allows attendees access to all SIGGR<strong>AP</strong>H 2016 Panels.<br />
Seating is on a first-come, first-served basis. Please arrive early for the Panel you wish to attend.<br />
SUNDAY, 24 JULY<br />
TUESDAY, 26 JULY<br />
WEDNESDAY, 27 JULY<br />
FIRST-TIMER<br />
FOR EDUCATORS<br />
READY, STEADY ... SIGGR<strong>AP</strong>H!!!!<br />
Sunday, 24 July, 9:30-10:30 am<br />
INVITED CONTENT<br />
Not sure how to plan your time at<br />
SIGGR<strong>AP</strong>H 2016? This panel of seasoned<br />
attendees and program chairs explains how<br />
to maximize your conference experience,<br />
select the “don’t-miss” sessions, and<br />
decipher the convention center’s layout.<br />
Moderator<br />
Mashhuda Glencross<br />
Loughborough University<br />
MOBILE<br />
PRODUCTION<br />
A VISION FOR COMPUTER VISION:<br />
EMERGING TECHNOLOGIES<br />
Tuesday, 26 July, 2-3:30 pm<br />
INVITED CONTENT<br />
Computer vision is a rapidly evolving<br />
discipline. It includes methods for acquiring,<br />
processing, and understanding still<br />
images and video to model, replicate, and<br />
sometimes, exceed human vision and<br />
perform useful tasks.<br />
As the technology develops, computer<br />
vision will be commonly used for a broad<br />
range of services in upcoming devices and<br />
implemented in movies, smart phones,<br />
cameras, drones, and more. Demand for<br />
the technology is driving the evolution<br />
of image sensors, mobile processors,<br />
operating systems, application software,<br />
and device form factors in order to meet the<br />
needs of applications and services that will<br />
benefit from computer vision.<br />
Panelists<br />
Jon Peddie<br />
Jon Peddie Research<br />
Kurt Akeley<br />
Lytro, Inc.<br />
Paul Debevec<br />
USC Institute for Creative Technologies<br />
Erik Fonseka<br />
Dacha Inc.<br />
Michael Mangan<br />
Qualcomm Technologies, Inc.<br />
Michael Raphael<br />
Direct Dimensions, Inc.<br />
Renato Sales-Moreno<br />
Oculus VR<br />
PRODUCTION<br />
WHAT MAKES A PRODUCTION<br />
RENDERER IN 2016<br />
Wednesday, 27 July, 9-10:30 am<br />
Many systems call themselves “production<br />
renderers”. Some are relatively unknown.<br />
Others are well known, high-quality<br />
renderers. And many large studios have<br />
invested significant time and money to<br />
develop their own proprietary renderers.<br />
This panel explores the technical and<br />
non-technical issues involved in introducing<br />
a renderer into the contemporary production<br />
environment, and maintaining it as the<br />
technology evolves. Topics include: the<br />
capabilities that are absolutely necessary<br />
(and those that are not), the importance of<br />
technological and creative control, team<br />
size and composition, how utilization of<br />
open-source components has affected<br />
development, and the potential disruption<br />
of new research results on the development<br />
process. The session includes panelists<br />
who are creating the state of the art in<br />
advanced renderer development.<br />
Panelists<br />
Michael Reed<br />
Big Sky Studios<br />
Brent Burley<br />
Walt Disney Animation Studios<br />
Marcos Fajardo<br />
Solid Angle S.L.<br />
Alexander Keller<br />
NVIDIA Research<br />
Philippe Leprince<br />
Pixar Animation Studios<br />
Maurice van Swaaij<br />
Blue Sky Studios<br />
Eric Tabellion<br />
DreamWorks Animation<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
ANIMATION & VFX FIRST-TIMER PRODUCTION INVITED CONTENT<br />
PRODUCTION SESSIONS<br />
24<br />
FP F S #SIGGR<strong>AP</strong>H2016<br />
SIGGR<strong>AP</strong>H 2016 hosts Production Sessions, where the world's most elite and<br />
talented computer graphic experts and creative geniuses explain their processes and<br />
techniques for creating compelling content. Following each presentation, attendees<br />
ask questions about the challenges and issues associated with complex productions.<br />
SUNDAY, 24 JULY<br />
THE MAKING OF “PEARL”, A GOOGLE<br />
SPOTLIGHT STORY<br />
Sunday, 24 July, 10:45 am-12:15 pm<br />
“Pearl” is a Spotlight Story directed by<br />
Oscar-winning animator Patrick Osborne.<br />
Conceived from the beginning as a 360º<br />
experience, “Pearl” takes place entirely in<br />
a car and explores the gifts we inherit from<br />
our parents, both tangible and intangible.<br />
The challenge: create a 360º interactive<br />
animated film with a strongly art-directed,<br />
highly stylized non-photorealistic look,<br />
with naturalistic character animation tightly<br />
synchronized with an original song, and a<br />
story that collapses decades into minutes<br />
through montage, and make it run on a wide<br />
range of devices, from mobile phones to VR<br />
headgear, in real time.<br />
Panelists<br />
Patrick Osborne, Director<br />
Rachid El Guerrab, Spotlight Stories Project Lead<br />
David Eisenmann, Producer<br />
Cassidy Curtis, Tech Art Lead<br />
Google<br />
MONDAY, 25 JULY<br />
“KUBO AND THE TWO STRINGS”:<br />
ONE GIANT SKELETON, ONE<br />
COLOSSAL UNDERTAKING<br />
Monday, 25 July, 2-3:30 pm<br />
For “Kubo and the Two Strings”, (in theaters<br />
19 August), LAIKA launched an immensely<br />
powerful puppet – to scale. The result:<br />
a giant (18-foot) skeleton with a 24-foot<br />
wingspan from finger to finger. With realworld<br />
materials including dense CNC foam,<br />
paper, paint, and a steel armature, the<br />
Giant Skeleton was a massive undertaking,<br />
involving LAIKA's notoriously interdependent<br />
and collaborative crew. And when the<br />
puppet was finished, the challenges began.<br />
Panelists<br />
Steve Emerson, VFX Supervisor<br />
Steve Switaj, Engineer, Camera and<br />
Motion Control<br />
LAIKA<br />
TUESDAY, 26 JULY<br />
THE MAKING OF MARVEL’S<br />
“C<strong>AP</strong>TAIN AMERICA: CIVIL WAR”<br />
Tuesday, 26 July, 10:45 am-12:15 pm<br />
In “Captain America: Civil War”, Steve<br />
Rogers leads the newly formed team of<br />
Avengers in their continued efforts to<br />
safeguard humanity. But after another<br />
incident involving the Avengers results in<br />
collateral damage, political pressure mounts<br />
to install a system of accountability, headed<br />
by a governing body to oversee and direct<br />
the team. The new status quo fractures<br />
the Avengers, resulting in two camps, one<br />
led by Steve Rogers and his desire for the<br />
Avengers to remain free to defend humanity<br />
without government interference, and the<br />
other following Tony Stark’s surprising<br />
decision to support government oversight<br />
and accountability. Marvel Studios, ILM,<br />
Rise FX, and Method Studios show<br />
attendees how they created some of the<br />
movie’s most heart-stopping moments.<br />
Panelists<br />
Victoria Alonso, Executive Vice President,<br />
Physical Production<br />
Dan Deleeuw, VFX Supervisor<br />
Jen Underdahl, VFX Producer<br />
Marvel Studios<br />
Russell Earl, VFX Supervisor<br />
Industrial Light & Magic<br />
Greg Steele, VFX Supervisor<br />
Method Studios<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
PRODUCTION SESSIONS (continued)<br />
25<br />
THE VFX OF DISNEY’S “THE<br />
JUNGLE BOOK”<br />
Tuesday, 26 July, 3:45-5:15 pm<br />
The visual effects team behind Jon<br />
Favreau’s live-action adaptation of “The<br />
Jungle Book” discusses the creative and<br />
technical challenges behind bringing the<br />
story's characters and stunning full CG<br />
environments to life. A team of over 800 CG<br />
artists led by Production VFX Supervisor<br />
Rob Legato, MPC VFX Supervisor Adam<br />
Valdez, Animation Supervisor Andy Jones,<br />
and Weta Digital VFX Supervisor Keith<br />
Miller, worked for two years to animate over<br />
60 species of animal; craft the mountain<br />
temple, trees, rocks, and vines; and simulate<br />
earth, fire, and water.<br />
Panelists<br />
Rob Legato, Production VFX Supervisor<br />
Andy Jones, Animation Supervisor<br />
Walt Disney Animation<br />
Adam Valdez, VFX Supervisor<br />
Moving Picture Company<br />
Keith Miller, Digital VFX Supervisor<br />
Weta Digital<br />
WEDNESDAY, 27 JULY<br />
UNDER THE SEA – THE MAKING OF<br />
“FINDING DORY”<br />
Wednesday, 27 July, 10:45 am-12:15 pm<br />
How Pixar artists created the studio’s<br />
latest feature film, “Finding Dory”. Top<br />
animators and technical artists deliver<br />
a deep dive into the process of creating<br />
the summer hit, which required adoption<br />
of an entirely new back-end pipeline and<br />
cutting-edge technology. From character<br />
design and animation to lighting, CG water<br />
like you’ve never seen before and, perhaps<br />
most crucially, RenderMan REYES, and<br />
RIS, come find out how “Finding Dory”<br />
revolutionized Pixar Animation Studios from<br />
sea-level up.<br />
Panelists<br />
Steve Pilcher<br />
Jeremie Talbot<br />
Jim Brown<br />
Masha Ellsworth<br />
Chris Burrows<br />
Chris Chapman<br />
Ian Megibben<br />
John Halstead<br />
Pixar Animation Studios<br />
“STAR WARS: BATTLEFRONT” –<br />
GAME DEVELOPMENT IN THE STAR<br />
WARS UNIVERSE!<br />
Wednesday, 27 July, 2-3:30 pm<br />
The DICE team reveals some of the work<br />
that went into “Star Wars: Battlefront,” their<br />
award-winning, visually stunning game. They<br />
share challenges they faced, discuss their<br />
approach to overcoming those challenges,<br />
and offer a candid, open conversation about<br />
their process. Specific topics include PBR,<br />
photogrammetry, vertex shading, fragment<br />
shading, Enlighten, tessellation, and<br />
optimizations. Attendees learn how DICE<br />
works; explore the challenges developers<br />
face when dealing with high-profile assets<br />
such as iconic characters, planets and<br />
weapons; understand the solutions to those<br />
challenges, and engage the creators in a<br />
panel discussion.<br />
Panelists<br />
Kenneth Brown, Technical Art Director<br />
Jonas Andersson, Visual Effects Artist<br />
Pontus Ryman, Senior Environment Artist<br />
Anders Egleus, Senior Visual Effects Artist<br />
Oscar Carlén, Senior Lighting Artist<br />
Electronic Arts Digital Illusions Creative<br />
Entertainment AB<br />
“DEADPOOL” + COLOSSUS OUR<br />
FAVORITE (ANTI) SUPERHEROES<br />
Wednesday, 27 July, 3:45-5:15 pm<br />
Digital Domain worked on the three<br />
main aspects of “Deadpool”: Colossus,<br />
Deadpool interacting with Colossus, and the<br />
Helicarrier. Creation of Colossus required<br />
five different actors: a motion-capture<br />
actor, a taller actor on the principle shoot,<br />
a voice-over actor, fa ace model, and a<br />
Mova/facial-capture actor. The team used a<br />
proprietary real-time system to capture the<br />
facial movement of one actor and redirect<br />
to the Colossus character with perfect 1:1<br />
geometry of usable data. They created the<br />
digi-double of Deadpool that was usable<br />
by all vendors on the project. And they<br />
created the Helicarrier; which is similar to<br />
Marvel’s X-Men carrier, but a bit more rustic<br />
looking in this anti-hero film. Blur Studio<br />
created the film’s opening title sequence,<br />
provided previsualization for several action<br />
sequences, delivered an additional 37 VFX<br />
shots for two key scenes, and made the<br />
low-fi animated end titles. Blur also provided<br />
previsualization for the main car chase, the<br />
subsequent bullet-counting sequence, and<br />
the final fight scene. Previsualization was<br />
critical for staging the flow of each scene<br />
and determining which shots would work<br />
best in advance. One of the main tasks<br />
in Blur’s 37 VFX shots was integrating a<br />
fully CG version of a damaged Colossus,<br />
building on Digital Domain’s “clean”<br />
Colossus model. Blur developed an identical<br />
clean Colossus, which required extensive<br />
full-body and facial motion capture, and<br />
incorporated heat damage, scrapes, and<br />
other flaws.<br />
Panelists<br />
Jan Philip Cramer, Animation Director<br />
Scott Edelstein, CG Supervisor<br />
Digital Domain, Inc.<br />
Franck Balson, Previsualization Supervisor<br />
Sebastien “Zeb” Chort, CG Supervisor<br />
Blur Studio<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
PRODUCTION SESSIONS (continued)<br />
26<br />
THURSDAY, 28 JULY<br />
FROM ARMADILLO TO ZEBRA:<br />
CREATING THE DIVERSE<br />
CHARACTERS AND WORLD<br />
OF “ZOOTOPIA”<br />
Thursday, 28 July, 10:45 am-12:15 pm<br />
The world of “Zootopia” is a vast, multiscale,<br />
multi-climate city that represents the<br />
biomes of the tundra, desert, rainforest,<br />
and grasslands. It is also a place where<br />
humans never existed and animals have<br />
evolved to be anthropomorphic, clothed,<br />
city-dwellers. Walt Disney Animation Studios<br />
pushed the artistic boundaries of all aspects<br />
of the production process to create vastly<br />
different environments filled with hundreds<br />
of unique and detailed characters. The scale<br />
difference of the animals, from a mouse to<br />
giraffe (95:1), required creation of a world<br />
that could be inhabited by characters of all<br />
shapes and sizes while depicting thousands<br />
of furred and clothed animals.<br />
Panelists<br />
Ernest Petti<br />
Nicholas Burkard<br />
Brian Leach<br />
Sean Palmer<br />
Michelle Robinson<br />
Hans-Joerg Keim<br />
Walt Disney Animation Studios<br />
DEVELOPING “MASS EFFECT:<br />
NEW EARTH” – A 4D<br />
HOLOGR<strong>AP</strong>HIC ADVENTURE<br />
Thursday, 28 July, 2-3:30 pm<br />
This session focuses on development of<br />
“Mass Effect: New Earth,” a first-of-its kind<br />
theme-park attraction at California’s Great<br />
America in Santa Clara. The experience<br />
features “holographic 3D”, using the world’s<br />
largest and highest-resolution 3D LED<br />
screens combined with cutting-edge mixedfield<br />
sound technology, motion seats, and<br />
4D effects such as leg ticklers, air blasts,<br />
transducers, and CO 2 . The panel discusses<br />
the technology used in the attraction<br />
and how multiple partners including<br />
BioWare, Cedar Fair, 3D Live, and Halon<br />
Entertainment collaborated to build it.<br />
Panelists<br />
Robert deMontarnal, Business Development<br />
BioWare<br />
Christian Dieckmann, VP Strategic Growth<br />
Howard Newstate, Executive Producer<br />
Media Networks Cedar Fair<br />
Entertainment Company<br />
Clint Reagan, Previs Supervisor<br />
Halon Entertainment LLC<br />
Nathan Huber, Co-Founder and CEO<br />
3D Live<br />
INDUSTRIAL LIGHT & MAGIC<br />
PRESENTS THE VISUAL EFFECTS OF<br />
“STAR WARS: THE FORCE AWAKENS”<br />
Thursday, 28 July, 3:45-5:15 pm<br />
The ILM team discusses the range of<br />
challenges presented by bringing the latest<br />
installment in the storied “Star Wars” series<br />
to life. Utilizing a seamless blend of practical<br />
effects, sets, locations, and cutting-edge<br />
digital animation and visual effects, the team<br />
summarizes how they created an array of<br />
the film’s 2100 visual-effects shots.<br />
Panelists<br />
Roger Guyett, VFX Supervisor/2nd Unit Director<br />
Patrick Tubach, VFX Supervisor<br />
Paul Kavanagh, Animation Supervisor<br />
Polly Ing, CG Supervisor<br />
Industrial Light & Magic<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
AR/VR FIRST-TIMER GAMES<br />
REAL-TIME LIVE!<br />
27<br />
FP F S #SIGGR<strong>AP</strong>H2016<br />
Tuesday, 26 July, 5:30-7:15 pm<br />
An interactive extravaganza that celebrates the real-time achievements within the<br />
intersection of genius technical skills and creative beauty. Real-Time Live! shows off<br />
the latest trends and techniques for pushing the boundaries of interactive visuals.<br />
Image Credit: Quill, VR Drawing in the Production of Oculus Story Studio’s New Movie © 2016<br />
Inigo Quilez, Wesley Allsbrook, Oculus Story Studio.<br />
BEST REAL-TIME GR<strong>AP</strong>HICS<br />
AND INTERACTIVITY AWARD<br />
Developers create and showcase the<br />
best real-time graphics and interactivity<br />
applications possible using today’s<br />
technologies.<br />
The winning team is announced from<br />
the Real-Time Live! stage.<br />
Last year’s award winner was:<br />
Pushing Photorealism in “A Boy<br />
and His Kite,” Epic Games<br />
Adam<br />
“Adam” is a real-time rendered short film<br />
created with the Unity game engine.<br />
Veselin Efremov<br />
Zdravko Pavlov<br />
Unity Technologies SF<br />
Bound<br />
Bound is an innovative 3D platformer game<br />
with dynamic procedural environments<br />
inspired by the works of the demoscene.<br />
Procedural aspects of the game<br />
environment enabled solutions to some of<br />
the hardest problems of VR gaming.<br />
Michal Staniszewski<br />
Plastic<br />
Character Shading of Uncharted 4<br />
The challenges of character shading in<br />
Uncharted 4: volumetric feeling of the<br />
hair, using shader packages for different<br />
surfaces, performance for main characters<br />
and crowds, dynamic wear and tear.<br />
Yibing Jiang<br />
Naughty Dog, Inc.<br />
From Previs to Final in Five<br />
Minutes: a Breakthrough in Live<br />
Performance Capture<br />
Epic Games teamed up with Ninja Theory,<br />
Cubic Motion, and 3Lateral to create the<br />
world's first believable human driven live by<br />
an actress within an Unreal Engine game<br />
world. In this demonstration, body, face, and<br />
voice are all captured live in real time and<br />
recorded to create a real-time scene.<br />
Tameem Antoniades<br />
Ninja Theory Ltd.<br />
Kim Libreri<br />
Epic Games, Inc.<br />
Steve Caulkin<br />
Cubic Motion Ltd<br />
Vladmir Mastilovic<br />
3Lateral Studio<br />
Gary the Gull<br />
Gary the Gull is an interactive VR character<br />
that responds to voice, gestures, and<br />
distance in a short interactive VR film. It<br />
was built by an ex-Pixar, ex-Bungie team to<br />
demonstrate a new form of storytelling in VR<br />
that bridges games and film.<br />
Tom Sanocki<br />
Limitless Ltd<br />
Mark Walsh<br />
Motional LLC<br />
ILMxLAB Augmented Reality Experience<br />
Using an iPad, Vive motion tracking system,<br />
ILM's Zeno application framework, and<br />
hardware-accelerated video encoding,<br />
Industrial Light & Magic has created an<br />
augmented reality experience that allows<br />
users to interact with a digital character,<br />
which allows easy prototyping of augmented<br />
reality experiences.<br />
Nick Rasmussen<br />
Kevin Wooley<br />
Sheila Santos<br />
Rachel Rose<br />
Industrial Light & Magic<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
REAL-TIME LIVE!<br />
28<br />
Immersive Augmented Reality in<br />
Minutes with Meta 2<br />
This presentation builds an interactive<br />
augmented reality application with Meta 2<br />
live, on stage in minutes. It demonstrates<br />
a content-creation workflow that no longer<br />
only exists in a panel, but live within our<br />
world, where we can directly engage it with<br />
our hands.<br />
Raymond Lo<br />
Duncan McRoberts<br />
Meta Company<br />
Project Tango<br />
Project Tango technology gives a mobile<br />
device the ability to navigate the physical<br />
world similar to how we do as humans. It<br />
brings a new kind of spatial perception to<br />
the Android platform by adding advanced<br />
computer vision, image processing, and<br />
special vision sensors.<br />
Eitan Marder-Eppstein<br />
Google Inc.<br />
Quill: VR Drawing in the Production of<br />
Oculus Story Studio’s New Movie<br />
The Oculus Story Studio, the team behind<br />
the pioneering VR short films “Lost” and<br />
“Henry”, demonstrates the art of their<br />
newest film, “Dear Angelica”, which has a<br />
unique illustrative look created with a tool<br />
that allows artists to paint scenes in VR<br />
using Oculus Touch.<br />
Inigo Quilez<br />
Wesley Allsbrook<br />
Oculus Story Studio<br />
Real-Time Graphics in Pixar<br />
Film Production<br />
This live demo of Pixar’s Presto<br />
animation software shows how real-time<br />
graphics techniques are used to create<br />
performances with characters like Woody,<br />
Buzz, Dory, and Butch from “The Good<br />
Dinosaur”. Techniques demonstrated<br />
include displacement, shadows, ambient<br />
occlusion, depth of field, and physically<br />
based GLSL shading.<br />
Dirk Van Gelder<br />
Pixar Animation Studios<br />
Real-Time Simulation of Solids with<br />
Large Viscoplastic Deformation<br />
The first demonstration of real-time<br />
solid simulation that can handle large<br />
plastic deformation. The new algorithm is<br />
implemented in NVIDIA Gameworks. This<br />
demo includes cutting, manipulating, and<br />
even blowing up dough of various shapes<br />
with several virtual tools controlled with a<br />
hand-tracking device.<br />
Nuttapong Chentanez<br />
Matthias Müller<br />
Miles Macklin<br />
NVIDIA Corporation<br />
Real-Time Technologies of FINAL<br />
FANTASY XV Battles<br />
This presentation showcases several realtime<br />
technologies implemented for FINAL<br />
FANTASY XV’s epic battle between heroes<br />
and monsters:<br />
• AI systems that control companions<br />
and monsters<br />
• Dynamic weather systems and lighting<br />
• Visual effects for magic that affects<br />
the environment<br />
Isamu Hasegawa<br />
Remi Driancourt<br />
Hiromitsu Sasaki<br />
Wan Hazmer<br />
SQUARE ENIX CO., LTD.<br />
The Afterpulse: State-of-the-Art<br />
Rendering on Mobile GPUs<br />
Afterpulse is a game for mobile devices<br />
that uses the latest version of the Karisma<br />
engine, which implements state-of-the-art<br />
graphics algorithms typically used in<br />
console and desktop games. The engine<br />
and tools were developed in-house with<br />
almost no external dependencies.<br />
Unai Landa<br />
Sergi Royo<br />
Digital Legends Entertainment<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
AR/VR FIRST-TIMER GAMES MOBILE<br />
STUDIO<br />
29<br />
FP F S EP E #SIGGR<strong>AP</strong>H2016<br />
The Studio explores altered reality, the virtual made physical, and creations that<br />
cross these spaces.<br />
STUDIO HOURS<br />
Sunday, 24 July<br />
Monday, 25 July<br />
Tuesday, 26 July<br />
Wednesday, 27 July<br />
Thursday, 28 July<br />
noon-5:30 pm<br />
10 am-5:30 pm<br />
10 am-5:30 pm<br />
10 am-5:30 pm<br />
10 am-1 pm<br />
A preliminary list of Studio Workshops and Projects.<br />
Visit s2016.siggraph.org for updates.<br />
Seating is on a first-come, first-served basis.<br />
Please arrive early for the Studio Workshops you wish to attend.<br />
Image Credit: Do-it-Yourself Virtual Reality Experiences on Networked<br />
Mobile Devices © 2016 Fangwei Lee, Realiteer.<br />
FEUDING CITIES:<br />
WHO WANTS TO PLAY?<br />
The Studio presents Feuding Cities, a<br />
physical and virtual game that is played<br />
out in both worlds. The game allows<br />
attendees to work (and play!) together<br />
to create something special.<br />
For more information.<br />
STUDIO WORKSHOPS<br />
E-CANNONS AND OTHER WE<strong>AP</strong>ONS<br />
Sunday, 24 July, 2-3:30 pm<br />
Monday, 25 July, 2-3:30 pm (Repeated)<br />
In this workshop, attendees learn how<br />
to build a cannon that shoots 3/4-inch<br />
nylon balls, like a tennis-ball machine.<br />
After attendees assemble the cannon’s<br />
microcontrollers, sensors, and servomotors,<br />
they program it for accurate operation and<br />
design a ball hopper to feed the cannon<br />
more ammunition. The cannons will be used<br />
in the the Feuding Cities game.<br />
Andrew Besmer<br />
Winthrop University<br />
AR/VR FOR EDUCATORS PRODUCTION<br />
STEREO H<strong>AP</strong>TICS: A H<strong>AP</strong>TIC<br />
INTERACTION TOOLKIT FOR<br />
TANGIBLE VIRTUAL EXPERIENCES<br />
Wednesday, 27 July, 2-5:15 pm<br />
The purpose of this Studio Workshop is<br />
to introduce Stereo Haptics, a toolkit that<br />
uses existing audio-based tools (hardware<br />
and software) to generate, modify and<br />
playback dynamic haptic media, and to<br />
guide attendees to generate haptic content<br />
to enrich multisensory experience in virtual<br />
reality settings.<br />
Ali Israr<br />
Disney Research<br />
Siyan Zhao<br />
Carnegie Mellon University<br />
Kyna McIntosh<br />
Zachary Schwemler<br />
Adam Fritz<br />
John Mars<br />
Disney Research<br />
Christian Frisson<br />
University of Mons, numediart Institute<br />
Ivan Huerta<br />
Maggie Kosek<br />
Charalampos Koniaris<br />
Kenny Mitchell<br />
Disney Research<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
STUDIO (continued)<br />
30<br />
STUDIO PROJECTS<br />
Do-it-Yourself Virtual Reality<br />
Experiences on Networked<br />
Mobile Devices<br />
Realiteer Corp. is creating an authoring<br />
platform that enables everyone to create<br />
and share unique VR experiences, from<br />
building customizable VR equipment<br />
to generating unique VR content on<br />
smartphones and sharing with friends in<br />
real time.<br />
Fangwei Lee<br />
Realiteer Corp.<br />
E-Cannons and Other Weapons<br />
In this project, attendees learn how to build<br />
a cannon that shoots 3/4-inch nylon balls,<br />
like a tennis-ball machine. After attendees<br />
assemble the cannon’s microcontrollers,<br />
sensors, and servomotors, they program<br />
it for accurate operation and design a<br />
ball hopper to feed the cannon more<br />
ammunition. The cannons will be used in the<br />
the Feuding Cities game.<br />
Lumio3D: Rapid 3D Geometry<br />
and Reflectance Acquisition from<br />
Continuous Spherical Illumination<br />
Lumio3D captures both high-fidelity 3D<br />
geometry and reflectance from 48<br />
viewpoints around the object with<br />
continuous spherical illumination created<br />
by 15,000 programmable LEDs in less than<br />
one minute.<br />
Borom Tunwattanapong<br />
Ratchathani University<br />
Pitchaya Sitthi-Amorn<br />
Wichayut Eaksarayut<br />
Chulalongkorn University<br />
MakeVR: An Immersive Content-<br />
Creation Experience<br />
MakeVR is a professional-grade CAD<br />
modeling system with a natural<br />
two-handed interface.<br />
Paul Mlyniec<br />
Digital ArtForms, Inc.<br />
Tom Farinella<br />
MiragePrinter: Interactive Fabrication<br />
on a 3D Printer With a Mid-Air Display<br />
MiragePrinter is a fabrication device that<br />
combines a 3D printer and a mid-air floating<br />
image display to seamlessly connect users’<br />
digital works and physical works. With this<br />
system, users can design, modify, and print<br />
object models on the 3D printer’s stage<br />
while viewing floating images overlapped<br />
with it.<br />
Junichi Yamaoka<br />
Yasuaki Kakehi<br />
Keio University<br />
Zushiki Light Art: Form Finding and<br />
Making Through Paper Folding<br />
This project demonstrates a practical<br />
application of paper folding (the art of<br />
origami) to seek innovative ways of form<br />
finding and making in product design.<br />
Jiangmei Wu<br />
Indiana University<br />
Lumii: DIY Light-Field Prints<br />
Create a hologram-like 3D image of your<br />
own face on a thin printed surface using a<br />
standard inkjet printer coupled to Lumii’s<br />
light-field engine.<br />
Matthew Hirsch<br />
Daniel Leithinger<br />
Thomas Baran<br />
Lumii Inc.<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
TALKS<br />
31<br />
FP F #SIGGR<strong>AP</strong>H2016<br />
Talks highlight the latest developments before publication, present ideas that are<br />
still in progress, or showcase how computer graphics and interactive techniques are<br />
actually implemented and used, in graphics production or other fields.<br />
Full Conference Platinum and Full Conference registration<br />
allows attendees access to all SIGGR<strong>AP</strong>H 2016 Talks.<br />
The following invited content is also open to Select Conference:<br />
* UIST Reprise at SIGGR<strong>AP</strong>H 2016<br />
* IEEE TVCG Session on Virtual and Augmented Reality<br />
* IEEE TVCG Session on Advances in Data Visualization<br />
Seating is on a first-come, first-served basis.<br />
Please arrive early for the Talk session you wish to attend.<br />
Image Credit: Bringing Google Earth to Virtual Reality © 2016 Dominik Kaeser, Google.<br />
SUNDAY, 24 JULY<br />
PRODUCTION<br />
TOO HOT TO HANDLE<br />
Sunday, 24 July, 10:45 am-12:15 pm<br />
Session Chair: Ali Israr, Disney Research<br />
Wham! Building the Freeway Chase<br />
in “Deadpool”<br />
William Muto<br />
Nico Sanghrajka<br />
Marc-Antoine Paquin<br />
Stuart Gordon<br />
Atomic Fiction<br />
Monique Bradshaw<br />
ConductorIO<br />
Rudy Grossman<br />
Laurent Taillefer<br />
Atomic Fiction<br />
Delivering Doomsday: The Meteor FX<br />
of “Ice Age: Collision Course”<br />
David Quirus<br />
Matthew Roach<br />
Blue Sky Studios<br />
Directed Volcano: Getting the Most Out<br />
of Your Simulations<br />
Gregory Ecker<br />
Ravindra Dwivedi<br />
Ilan Gabai<br />
Blue Sky Studios<br />
ART<br />
MOBILE<br />
VAN GOGH WOULD BE PROUD<br />
Sunday, 24 July, 10:45 am-12:15 pm<br />
Session Chair: Brittany Ransom, California State<br />
University, Long Beach<br />
Digital Painting Classroom: Learning<br />
Oil Painting Using a Tablet<br />
Tuur Stuyck<br />
Philip Dutré<br />
Katholieke Universiteit Leuven<br />
Sunil Hadap<br />
Adobe Research<br />
Painting With Turbulence<br />
Chuqiao Wang<br />
Sam Wang<br />
Robert Geist<br />
Clemson University<br />
Loving Vincent: Guiding Painters<br />
Through 64,000 Frames<br />
Francho Meléndez<br />
Uniwersytet Wrocławski<br />
Łukasz Mackiewicz<br />
Audiovisual Technology Center<br />
ART PRODUCTION RESEARCH<br />
GET IN SH<strong>AP</strong>E<br />
Sunday, 24 July, 10:45 am-12:15 pm<br />
Session Chair: Mashhuda Glencross,<br />
Loughborough University<br />
AutoSpline: Animation Controls Only<br />
When and Where You Need Them<br />
Mark Hessler<br />
Jeremie Talbot<br />
Pixar Animation Studios<br />
SuperD: SubD Without Subdivision<br />
Alyn Rockwood<br />
Kun Gao<br />
Boulder Graphics LLC<br />
Michael Farrell<br />
Verto Studio<br />
Physical Mesh Data Structures<br />
Ergun Akleman<br />
Shenyao Ke<br />
You Wu<br />
Texas A&M University<br />
Mesh Colors With Hardware<br />
Texture Filtering<br />
Cem Yuksel<br />
University of Utah<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
TALKS (continued)<br />
32<br />
PRODUCTION<br />
LIFE IS SHORTS<br />
Sunday, 24 July, 2-3:30 pm<br />
INVITED CONTENT<br />
The Making of “Inner Workings”<br />
Sean Lurie<br />
Leo Matsuda<br />
Josh Staub<br />
Walt Disney Animation Studios<br />
Creating Piper – Pixar’s Latest<br />
Short Film<br />
Brett Levin<br />
Alan Barillaro<br />
Jason Beamer<br />
Ferdi Schemers<br />
Erik Smitt<br />
Pixar Animation Studios<br />
GAMES PRODUCTION RESEARCH<br />
DARK HIDES THE LIGHT<br />
Sunday, 24 July, 3:45-5:35 pm<br />
Session Chair: Makai Smith, Bentley Systems<br />
HFTS: Hybrid Frustum-Traced Shadows<br />
in The Division<br />
Jon Story<br />
Chris Wyman<br />
NVIDIA Corporation<br />
Sparse Shadow Tree<br />
Kevin Myers<br />
Activision Blizzard, Inc.<br />
LightCraft – Extract Light Position and<br />
Information From On-Set Photography<br />
Alex Suter<br />
Victor Schutz<br />
Dan Lobl<br />
Brian Gee<br />
Lucasfilm Ltd.<br />
Rendering Fast & Furious: Supercharged<br />
in Stereo for a 400-Foot Curved Screen<br />
Rob Pieké<br />
Technicolor, Moving Picture Company<br />
Luma HDRv: An Open-Source<br />
High-Dynamic-RangeVvideo Codec<br />
Optimized by Large-Scale Testing<br />
Gabriel Eilertsen<br />
Linköpings universitet<br />
Rafał‚ K. Mantiuk<br />
University of Cambridge<br />
Jonas Unger<br />
Linköpings universitet<br />
MONDAY, 25 JULY<br />
PRODUCTION<br />
DANCING TREES<br />
Monday, 25 July, 9-10:30 am<br />
Session Chair: Maryann Simmons, Walt Disney<br />
Animation Studios<br />
Art-Directable Procedural Vegetation in<br />
Disney's “Zootopia”<br />
Sara Drakeley<br />
Maryann Simmons<br />
Hans Keim<br />
Jared Reisweber<br />
Daniel Teece<br />
Walt Disney Animation Studios<br />
Vegetation Choreography in<br />
“The Good Dinosaur”<br />
Olivier Soares<br />
Magic Leap, Inc.<br />
Thomas Moser<br />
Frank Aalbers<br />
Gordon Cameron<br />
Pixar Animation Studios<br />
Can't See the Jungle for the Trees<br />
Tom Melson<br />
Moving Picture Company<br />
The Trees of “The Jungle Book”<br />
Alexander Schwank<br />
Callum James<br />
Tony Micilotta<br />
Moving Picture Company<br />
GAMES<br />
PRODUCTION<br />
ANGRY EFFECTS SALAD<br />
Monday, 25 July, 2-3:30 pm<br />
Session Chair: Peter Hall, University of Bath<br />
Sea Surface Visualization in World<br />
of Warships<br />
Yury Kryachko<br />
Wargaming Public Co Ltd<br />
Visual Effects of Final Fantasy XV:<br />
Concept, Environment,<br />
and Implementation<br />
Isamu Hasegawa<br />
Ryota Nozoe<br />
Teppei Ono<br />
Masahiko Koyama<br />
Taku Ishida<br />
SQUARE ENIX CO., LTD.<br />
The Effects of “The Jungle Book”<br />
Oliver Winwood<br />
Rob Hopper<br />
Kai Wolter<br />
Moving Picture Company<br />
Delicious Looking Ice Cream Effects<br />
With Non-Simulation Approaches<br />
Dong Joo Byun<br />
James Mansfield<br />
Cesar Velazquez<br />
Walt Disney Animation Studios<br />
ANIMATION & VFX<br />
FACE OFF<br />
PRODUCTION<br />
Monday, 25 July, 3:45-5:35 pm<br />
Session Chair: Kenny Mitchell, Disney Research<br />
ILM Facial Performance Capture<br />
Brian Cantwell<br />
Paige Warner<br />
Michael Koperwas<br />
Industrial Light & Magic<br />
Kiran Bhat<br />
LoomAi<br />
“Kung Fu Panda 3”: Mandarin Lip-Sync<br />
Reanimation Process and Pipeline<br />
Mark Edwards<br />
DreamWorks Animation<br />
Robert Armstrong<br />
mattermark<br />
Alvin Ho Tsun Chuen<br />
Oriental DreamWorks<br />
Shape-Analysis-Driven<br />
Surface Correction<br />
Claude Levastre<br />
ON Animation Studio<br />
As-Rigid-As-Possible Deformation<br />
Transfer for Facial Animation<br />
David Corral<br />
Doug Roble<br />
Lucio Moser<br />
Digital Domain 3.0, Inc.<br />
Warping With Accumulated<br />
Motion Vectors<br />
Stephen Willey<br />
Gregory Keech<br />
Double Negative<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
TALKS (continued)<br />
33<br />
TUESDAY, 26 JULY<br />
ANIMATION & VFX<br />
ICING ON THE CAKE<br />
PRODUCTION<br />
Tuesday, 26 July, 9-10:30 am<br />
Session Chair: Gavin Miller, Adobe Systems<br />
HairCraft: Spells and Incantations for<br />
Digital Hair<br />
Stephen Bowline<br />
Andrew Johnson<br />
Ryan Gillis<br />
Industrial Light & Magic<br />
Artist-Friendly Level-of-Detail in a<br />
Fur-Filled World<br />
Kendall Litaker<br />
Sean Palmer<br />
Walt Disney Animation Studios<br />
Pyramid Coordinates for Deformation<br />
With Collision Handling<br />
Gene Lin<br />
Oriental DreamWorks<br />
Nafees Bin Zafar<br />
Oriental DreamWorks<br />
DreamWorks Animation<br />
Flesh, Flab, and Fascia Simulation<br />
on “Zootopia”<br />
Andy Milne<br />
Mark McLaughlin<br />
Rasmus Tamstorf<br />
Alexey Stomakhin<br />
Nicholas Burkard<br />
Mitch Counsell<br />
Jesus Canal<br />
David Komorowski<br />
Evan Goldberg<br />
Walt Disney Animation Studios<br />
PRODUCTION<br />
ROLL THE DICE<br />
RESEARCH<br />
Tuesday, 26 July, 9-10:30 am<br />
Session Chair: Ginger Alford, Trinity Valley School/<br />
Fort Worth Museum of Science and History<br />
Blue-Noise Dithered Sampling<br />
Iliyan Georgiev<br />
Marcos Fajardo<br />
Solid Angle S.L.<br />
Cache-Friendly Micro-Jittered Sampling<br />
Arthur Dufay<br />
Technicolor, LP2N (CNRS)<br />
Pascal Lecocq<br />
Jean-Eudes Marvie<br />
Technicolor<br />
Romain Pacanowski<br />
Xavier Granier<br />
LP2N (CNRS)<br />
Stochastic Layered Alpha Blending<br />
Chris Wyman<br />
NVIDIA Corporation<br />
Quantum Supersampling<br />
Eric Johnston<br />
University of Bristol, Solid Angle<br />
ANIMATION & VFX<br />
PRODUCTION<br />
A TALL DRINK OF WATER<br />
Tuesday, 26 July, 10:45 am-12:15 pm<br />
Session Chair: Mark Elendt, Side Effects<br />
Software Inc.<br />
Lapping Water Effects in “Piper”<br />
Vincent Serritella<br />
Hosuk Chang<br />
Leon Park<br />
Ferdi Scheepers<br />
Brett Levin<br />
PIxar Animation Studios<br />
Simulating Rivers in<br />
“The Good Dinosaur”<br />
Jon Reisch<br />
Stephen Marshall<br />
Magnus Wrenninge<br />
Tolga Göktekin<br />
Michael Hall<br />
Michael O'Brien<br />
Jason Johnston<br />
Jordan Rempel<br />
Andy Lin<br />
Jon Reisch<br />
Pixar Animation Studios<br />
Spatially Adaptive FLIP Fluid<br />
Simulations in Bifrost<br />
Michael Nielsen<br />
Robert Bridson<br />
Autodesk Inc.<br />
Inside Houdini’s Distributed<br />
Solver System<br />
Jeff Lait<br />
Side Effects Software, Inc.<br />
FP F S<br />
RESEARCH<br />
UIST REPRISE AT SIGGR<strong>AP</strong>H 2016<br />
Tuesday, 26 July, 10:45 am-12:15 pm<br />
INVITED CONTENT<br />
Webstrates: Shareable Dynamic Media<br />
Clemens N. Klokmose<br />
Aarhus Universitet<br />
James R. Eagan<br />
Télécom ParisTech, CNRS LTCI UMR 5141<br />
Siemen Baader<br />
Aarhus Universitet<br />
Wendy Mackay<br />
Inria, Université Paris-Sud<br />
Michel Beaudouin-Lafon<br />
Université Paris-Sud, CNRS<br />
GelTouch: Localized Tactile Feedback<br />
Through Thin, Programmable Gel<br />
Viktor Miruchna<br />
Robert Walter<br />
David Lindlbauer<br />
Maren Lehmann<br />
Regine von Klitzing<br />
Technische Universität Berlin<br />
Jörg Müller<br />
Aarhus Universitet<br />
Orbits: Gaze Interaction for Smart<br />
Watches Using Smooth-Pursuit<br />
Eye Movements<br />
Augusto Esteves<br />
Eduardo Velloso<br />
Lancaster University<br />
Andreas Bulling<br />
Max-Planck-Institut für Informatik<br />
Hans Gellersen<br />
Lancaster University<br />
Foldio: Digital Fabrication of Interactive<br />
and Shape-Changing Objects With<br />
Foldable Printed Electronics<br />
Simon Olberding<br />
Sergio Soto Ortega<br />
Klaus Hildebrandt<br />
Jürgen Steimle<br />
Max-Planck-Institut für Informatik<br />
Gaze Shifting: Direct-Indirect Input With<br />
Pen and Touch Modulated by Gaze<br />
Ken Pfeuffer<br />
Jason Alexander<br />
Ming Ki Chong<br />
Yanxia Zhang<br />
Hans Gellersen<br />
Lancaster University<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
TALKS (continued)<br />
34<br />
ANIMATION & VFX<br />
PRODUCTION<br />
BUILDING CHARACTER<br />
Tuesday, 26 July, 2-3:30 pm<br />
Session Chair: Akshay Agarwal, Google Inc.<br />
Designing an Interaction With<br />
an Octopus<br />
Jeremie Talbot<br />
Mark Piretti<br />
Kevin Singleton<br />
Mark Hessler<br />
Pixar Animation Studios<br />
“Warcraft’s Durotan: Hero, Complex”<br />
Victor Schutz<br />
Paul Giacoppo<br />
Chase Cooper<br />
Industrial Light & Magic<br />
Character Workflow of Final Fantasy XV<br />
Kazutaka Kurosaka<br />
Eitaro Iwabuchi<br />
SQUARE ENIX CO., LTD.<br />
A Flexible Rigging Framework for VFX<br />
and Feature Animation<br />
Jesus Nieto<br />
Theodore Facey<br />
Sylvain Brugnot<br />
Double Negative<br />
FP F S<br />
AR/VR<br />
RESEARCH<br />
IEEE TVCG SESSION ON VIRTUAL<br />
AND AUGMENTED REALITY<br />
Tuesday, 26 July, 2-3:30 pm<br />
INVITED CONTENT<br />
Lift-Off: Using Reference Imagery<br />
and Freehand Sketching to Create 3D<br />
Models in VR<br />
Bret Jackson<br />
Macalester College<br />
Daniel Keefe<br />
University of Minnesota<br />
SoftAR: Visually Manipulating Haptic<br />
Softness Perception in Spatial<br />
Augmented Reality<br />
Parinya Punpongsanon<br />
Daisuke Iwai<br />
Kosuke Sato<br />
University of Osaka<br />
Latency in Distributed Acquisition and<br />
Rendering for Telepresence Systems<br />
Stephan Ohl<br />
Malte Willert<br />
Oliver Staadt<br />
Universität Rostock<br />
From Motion to Photons in 80<br />
Microseconds: Towards Minimal<br />
Latency for Virtual and<br />
Augmented Reality<br />
Peter Lincoln<br />
Alex Blate<br />
Montek Singh<br />
Turner Whitted<br />
Andrei State<br />
Anselmo Lastra<br />
Henry Fuchs<br />
University of North Carolina at Chapel Hill<br />
FP F S<br />
RESEARCH<br />
IEEE TVCG SESSION ON ADVANCES<br />
IN DATA VISUALIZATION<br />
Tuesday, 26 July, 3:45-5:15 pm<br />
INVITED CONTENT<br />
Reducing Snapshots to Points: A<br />
Visual-Analytics Approach to Dynamic<br />
Network Exploration<br />
Stef van den Elzen<br />
Technische Universiteit Eindhoven, SynerScope B.V.<br />
Danny Holten<br />
Jorik Blaas<br />
SynerScope B.V.<br />
Jarke van Wijk<br />
Technische Universiteit Eindhoven<br />
HOLA: Human-Like Orthogonal<br />
Network Layout<br />
Steve Kieffer<br />
Tim Dwyer<br />
Kim Marriott<br />
Michael Wybrow<br />
Monash University<br />
Visualization-by-Sketching: An Artist’s<br />
Interface for Creating Multivariate<br />
Time-Varying Data<br />
David Schroeder<br />
Gonzaga University<br />
Daniel Keefe<br />
University of Minnesota<br />
Voyager: Exploratory Analysis via<br />
Faceted Browsing of Visualization<br />
Recommendations<br />
Kanit Wongsuphasawat<br />
Dominik Moritz<br />
University of Washington<br />
Anushka Anand<br />
Jock Mackinlay<br />
Tableau Software<br />
Bill Howe<br />
Jeffrey Heer<br />
University of Washington<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
TALKS (continued)<br />
35<br />
GAMES<br />
PRODUCTION<br />
BRAIN & BRAWN<br />
Tuesday, 26 July, 3:45-5:15 pm<br />
Session Chair: Chris Wyman, NVIDIA Corporation<br />
Final Fantasy XV: Pulse and Traction<br />
of Characters<br />
Noriyuki Imamura<br />
Youji Shirakami<br />
Kousuke Namiki<br />
Prasert Prasertvithyakarn<br />
Takanori Yokoyama<br />
Youichiro Miyake<br />
SQUARE ENIX CO., LTD.<br />
Rendering Techniques of Final Fantasy XV<br />
Jean-Normand Bucci<br />
SQUARE ENIX CO., LTD., IO-Interactive,<br />
Eidos Montréal<br />
Sharif Elcott<br />
Metaaphanon Napaporn<br />
Miyamoto Masayoshi<br />
Kay Chang<br />
SQUARE ENIX CO., LTD.<br />
WEDNESDAY, 27 JULY<br />
PRODUCTION<br />
RESEARCH<br />
BOUNCING AROUND<br />
Wednesday, 27 July, 2-3:30 pm<br />
Session Chair: Turner Whitted, NVIDIA Corporation<br />
Practical and Controllable Subsurface<br />
Scattering for Production-Path Tracing<br />
Matt Jen-Yuan Chiang<br />
Walt Disney Animation Studios<br />
Circle Tracing for Subsurface Scattering<br />
Benjamin Legros<br />
Mercenaries Engineering SARL<br />
Differential Appearance Editing for<br />
Measured BRDFs<br />
Apostolia Tsirikoglou<br />
Joel Kronander<br />
Per Larsson<br />
Tanaboon Tongbuasirilai<br />
Jonas Unger<br />
Andrew Gardner<br />
Linköpings universitet<br />
Embree Ray Tracing Kernels: Overview<br />
and New Features<br />
Attila Áfra<br />
Ingo Wald<br />
Carsten Benthin<br />
Sven Woop<br />
Intel Corporation<br />
PRODUCTION<br />
PLAYING GOD<br />
Wednesday, 27 July, 3:45-5:15 pm<br />
Session Chair: Kristy Pron,<br />
Walt Disney Imagineering<br />
Constructing the Underwater World of<br />
“Finding Dory”<br />
Nathan Fariss<br />
Antony Carysforth<br />
Pixar Animation Studios<br />
Procedural Terrains on Pixar’s<br />
“The Good Dinosaur”<br />
Lane Pertusi<br />
Pixar Animation Studios<br />
Íñigo Quilez<br />
Oculus Story Studio<br />
Noah Klocek<br />
Pixar Animation Studios<br />
Environment Workflow of Final<br />
Fantasy XV<br />
Hiromitsu Sasaki<br />
Norihito Ueno<br />
Junichi Miyajima<br />
Eitaro Iwabuchi<br />
SQUARE ENIX CO., LTD.<br />
THURSDAY, 28 JULY<br />
ANIMATION & VFX<br />
PRODUCTION<br />
IT'S CROWDED IN HERE!<br />
Thursday, 28 July, 9-10:30 am<br />
Session Chair: Mark Elendt, Side Effects Software<br />
MURE: Fast Agent-Based Crowd<br />
Simulation for VFX and Animation<br />
Stephen Gustafson<br />
Paul Kanyuk<br />
Hemagiri Arumugam<br />
Michael Lorenzen<br />
Pixar Animation Studios<br />
“Warcraft”: Raising a Horde<br />
Chase Cooper<br />
Eileen Bai<br />
Brian Paik<br />
Vick Schutz<br />
Industrial Light & Magic<br />
“The Jungle Book”: Management,<br />
Caching, and Preview of Many Animals<br />
Marco Romeo<br />
Ryan Chan<br />
Jeren Chen<br />
Greg Fisher<br />
Moving Picture Company<br />
“Zootopia” Crowd Pipeline<br />
Moe El-Ali<br />
Le Tong Walt<br />
Josh Richards<br />
Tuan Nguyen<br />
Alberto Luceno Ros<br />
Norman Moses Joseph<br />
Walt Disney Animation Studios<br />
PRODUCTION<br />
THE TECHNICAL ART OF<br />
“UNCHARTED” 4<br />
Thursday, 28 July, 9-10:30 pm<br />
INVITED CONTENT<br />
Waylon Brinck<br />
Andrew Maximum<br />
Yibing Jiang<br />
Naughty Dog, Inc.<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
TALKS (continued)<br />
36<br />
PRODUCTION<br />
THE 7 DEADLY SIMS<br />
Thursday, 28 July, 2-3:30 pm<br />
Session Chair: Glo Minaya, ReelFX Creative Studio<br />
Finding Hank: Or How To Sim<br />
An Octopus<br />
William Wise<br />
Pixar Animation Studios<br />
Finding Particulate in “Finding Dory”<br />
Stephen Gustafson<br />
Daniel Chang<br />
Aaron Conover<br />
Pixar Animation Studios<br />
Volume-Modeling Techniques in<br />
“The Good Dinosaur”<br />
Magnus Wrenninge<br />
Michael Rice<br />
Pixar Animation Studios<br />
Making a Dinosaur Seem Small:<br />
Cloudscapes in “The Good Dinosaur”<br />
Matthew Webb<br />
Magnus Wrenninge<br />
Jordan Rempel<br />
Cody Harrington<br />
Pixar Animation Studios<br />
PRODUCTION<br />
THE MAKING OF “THE<br />
LITTLE PRINCE”<br />
Thursday, 28 July, 3:45-5:15 pm<br />
INVITED CONTENT<br />
Mark Osborne<br />
Happy Product, Inc.<br />
Jamie Caliri<br />
Dragonframe<br />
PRODUCTION<br />
RESEARCH<br />
SCRATCHING THE SURFACE<br />
Thursday, 28 July, 3:45-5:15 pm<br />
Session Chair: Chris Wyman, NVIDIA Corporation<br />
Estimating Local Beckmann<br />
Roughness for Complex BSDFs<br />
Nicolas Holzschuch<br />
INRIA Grenoble, LJK-CNRS, Grenoble University<br />
Anton Kaplanyan<br />
NVIDIA Research<br />
Johannes Hannika<br />
Carsten Dachsbacher<br />
Karlsruher Institut für Technologie<br />
A Practical Stochastic Algorithm for<br />
Rendering Mirror-Like Flakes<br />
Asen Atanasov<br />
Vladimir Koylazov<br />
Chaos Group<br />
Practical Analytic 2D Signed-Distance<br />
Field Generation<br />
Wasim Abbas<br />
Chris Doran<br />
ARM Ltd.<br />
GI Next: Global Illumination for<br />
Production Rendering on GPUs<br />
Enzo Catalano<br />
Rajko Yasui-Schöffel<br />
Ken Dahm<br />
Nikolaus Binder<br />
Alexander Keller<br />
NVIDIA Corporation<br />
PRODUCTION<br />
ORGANIC FARMING<br />
Thursday, 28 July, 3:45-5:15 pm<br />
Session Chair: Mashhuda Glencross,<br />
Loughborough University<br />
Rapid, High-Quality Dailies With<br />
RenderFlow for “The Jungle Book”<br />
Jared Auty<br />
Marlene Chazot<br />
Ruben Diaz Hernandez<br />
Marco Romeo<br />
Moving Picture Company<br />
Coda: The Cultural Effects of Queueing<br />
at Disney Animation<br />
Marc Jordan<br />
Kevin Constantine<br />
Walt Disney Animation Studios<br />
A Fully Cloud-Based Global Visual<br />
Effects Studio<br />
James Vanns<br />
Aaron Carey<br />
Industrial Light & Magic<br />
MapD: A GPU-Powered Big-Data<br />
Analytics and Visualization Platform<br />
Christopher Root<br />
Todd Mostak<br />
MapD Technologies, Inc.<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
RESEARCH<br />
TECHNICAL P<strong>AP</strong>ERS<br />
37<br />
FP F #SIGGR<strong>AP</strong>H2016<br />
The SIGGR<strong>AP</strong>H Technical Papers program is the premier international forum for<br />
disseminating new scholarly work in computer graphics and interactive techniques.<br />
At the conference, paper authors provide brief overviews of their work in Technical<br />
Papers Fast Forward session, and expanded descriptions in the Technical Papers<br />
sessions throughout the conference.<br />
Technical Papers are published as a special issue of ACM Transactions on Graphics. In addition to<br />
papers selected by the SIGGR<strong>AP</strong>H 2016 Technical Papers Jury, the conference presents papers<br />
that have been published in ACM Transactions on Graphics during the past year.<br />
Full Conference Platinum and Full Conference Access registration allows<br />
attendees access to all SIGGR<strong>AP</strong>H 2016 Technical Papers.<br />
Seating is on a first-come, first-served basis.<br />
Please arrive early for the Technical Papers you wish to attend.<br />
Image Credit: Schrödinger’s Smoke © 2016 Albert Chern, California Institute of Technology;<br />
Felix Knöppel, Ulrich Winkall, Technischen Universität Berlin, Peter Schröder, California<br />
Institute of Technology, Steffen Weißmann, Google.<br />
MONDAY, 25 JULY<br />
COMPUTATIONAL CAMERAS<br />
Monday, 25 July, 9-10:30 am<br />
Session Chair: Jiaya Jia, The Chinese University<br />
of Hong Kong<br />
The Diffractive Achromat:<br />
Full-Spectrum Computational<br />
Imaging With Diffractive Optics<br />
Yifan Peng<br />
The University of British Columbia<br />
Qiang Fu<br />
King Abdullah University of Science and<br />
Technology<br />
Oliver van Kaick<br />
Tel Aviv University<br />
Felix Heide<br />
The University of British Columbia<br />
Wolfgang Heidrich<br />
King Abdullah University of Science And<br />
Technology<br />
Practical Multispectral<br />
Lighting Reproduction<br />
Chloe LeGendre<br />
Xueming Yu<br />
Dai Liu<br />
Jay Busch<br />
Andrew Jones<br />
USC Institute for Creative Technologies<br />
Sumanta Pattanaik<br />
University of Central Florida<br />
Paul Debevec<br />
USC Institute for Creative Technologies<br />
Computational Imaging With<br />
Multi-Camera Time-of-Flight Systems<br />
Shikhar Shrestha<br />
Felix Heide<br />
Stanford University<br />
Wolfgang Heidrich<br />
King Abdullah University of Science and<br />
Technology<br />
Gordon Wetzstein<br />
Stanford University<br />
Occluded Imaging With<br />
Time-of-Flight Sensors<br />
Achuta Kadambi<br />
Massachusetts Institute of Technology<br />
Hang Zhao<br />
MIT Media Lab<br />
Boxin Shi<br />
Nanyang Technological University<br />
Ramesh Raskar<br />
MIT Media Lab<br />
RIGGING & SKINNING<br />
Monday, 25 July, 9-10:30 am<br />
Session Chair: Paul Kry, McGill University<br />
Example-Based Plastic Deformation<br />
of Rigid Bodies<br />
Nils Thuerey<br />
Technische Universität München<br />
Ben Jones<br />
University of Denver<br />
Adam Bargteil<br />
University of Maryland, Baltimore County<br />
Tamar Shinar<br />
University of California, Riverside<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
TECHNICAL P<strong>AP</strong>ERS (continued)<br />
38<br />
Pose-Space Subspace Dynamics<br />
Hongyi Xu<br />
University of Southern California<br />
Jernej Barbič<br />
University of Southern California<br />
Efficient Dynamic Skinning with<br />
Low-Rank Helper Bone Controllers<br />
Tomohiko Mukai<br />
Tokai University<br />
Shigeru Kuriyama<br />
Toyohashi University of Technology<br />
Real-Time Skeletal Skinning With<br />
Optimized Centers of Rotation<br />
Binh Le<br />
Disney Research Pittsburgh<br />
Jessica Hodgins<br />
Disney Research Los Angeles, Disney<br />
Research Pittsburgh<br />
GEOMETRY<br />
Monday, 25 July, 9-10:30 am<br />
Session Chair: Pierre Alliez, Inria<br />
Erosion Thickness on Medial Axes<br />
of 3D Shapes<br />
Yajie Yan<br />
Washington University in St. Louis<br />
Kyle Sykes<br />
Erin Chambers<br />
David Letscher<br />
St. Louis University<br />
Tao Ju<br />
Washington University in St. Louis<br />
Q-MAT: Computing Medial<br />
Axis Transform By Quadratic<br />
Error Minimization<br />
Pan Li<br />
Bin Wang<br />
Tsinghua University<br />
Feng Sun<br />
Pennsylvania State University<br />
Xiaohu Guo<br />
University of Texas at Dallas<br />
Caiming Zhang<br />
Shangdong University<br />
Wenping Wang<br />
University of Hong Kong<br />
Mesh Arrangements for Solid Geometry<br />
Qingnan Zhou<br />
New York University<br />
Eitan Grinspun<br />
Columbia University<br />
Denis Zorin<br />
New York University<br />
Alec Jacobson<br />
Columbia University<br />
Animated Mesh Approximation With<br />
Sphere-Meshes<br />
Jean-Marc Thiery<br />
Technische Universiteit Delft<br />
Emilie Guy<br />
Tamy Boubekeur<br />
Télécom ParisTech, Centre national de la<br />
recherche scientifique, Université Paris-Saclay<br />
Elmar Eisemann<br />
Technische Universiteit Delft<br />
EFFICIENT SAMPLING<br />
& RENDERING<br />
Monday, 25 July, 3:45-5:35 pm<br />
Session Chair: Peter-Pike Sloan, Activision, Inc.<br />
Integration With Stochastic<br />
Point Processes<br />
Cengiz Oztireli<br />
ETHZ, ETH<br />
Fast 4D Sheared Filtering for Interactive<br />
Rendering of Distribution Effects<br />
Ling-Qi Yan<br />
Soham Uday Mehta<br />
Ravi Ramamoorthi<br />
University of California, Berkeley<br />
Frédo Durand<br />
Massachusetts Institute of Technology<br />
Adaptive Polynomial Rendering<br />
Bochang Moon<br />
Steven McDonagh<br />
Kenny Mitchell<br />
Markus Gross<br />
The Walt Disney Company<br />
Real-Time Polygonal-Light Shading<br />
With Linearly Transformed Cosines<br />
Eric Heitz<br />
Jonathan Dupuy<br />
Unity Technologies<br />
Stephen Hill<br />
Ubisoft Entertainment S.A<br />
David Neubelt<br />
Ready at Dawn Studios<br />
Adjoint-Driven Russian Roulette and<br />
Splitting in Light-Transport Simulation<br />
Jiri Vorba<br />
Weta Digital Ltd, Charles University in Prague<br />
Jaroslav Křivánek<br />
Charles University in Prague<br />
FABRICATING STRUCTURE<br />
& <strong>AP</strong>PEARANCE<br />
Monday, 25 July, 3:45-5:35 pm<br />
Session Chair: Wojciech Matusik, Massachusetts<br />
Institute of Technology<br />
Computational Thermoforming<br />
Christian Schüller<br />
Daniele Panozzo<br />
ETH Zürich<br />
Anselm Grundhöfer<br />
Henning Zimmer<br />
The Walt Disney Company<br />
Evgeni Sorkine<br />
Olga Sorkine-Hornung<br />
ETH Zürich<br />
Procedural Voronoi Foams for<br />
Additive Manufacturing<br />
Jonàs Martínez<br />
Jérémie Dumas<br />
Sylvain Lefebvre<br />
Inria<br />
Printed Perforated Lampshades for<br />
Continuous Projective Images<br />
Haisen Zhao<br />
Lin Lu<br />
Yuan Wei<br />
Shandong University<br />
Dani Lischinski<br />
The Hebrew University of Jerusalem<br />
Andrei Sharf<br />
Ben-Gurion University<br />
Daniel Cohen-Or<br />
Tel Aviv University<br />
Baoquan Chen<br />
Shandong University<br />
Pushing the Limits of 3D Color<br />
Printing: Error Diffusion With<br />
Translucent Materials<br />
Alan Brunton<br />
Can Ates Arikan<br />
Philipp Urban<br />
Fraunhofer IGD<br />
CofiFab: Coarse-to-Fine Fabrication<br />
of Large 3D Objects<br />
Peng Song<br />
University of Science and Technology of China<br />
Bailin Deng<br />
University of Hull<br />
Ziqi Wang<br />
Zhichao Dong<br />
Wei Li<br />
University of Science and Technology of China<br />
Chi-wing Fu<br />
The Chinese University of Hong Kong<br />
Ligang Liu<br />
University of Science and Technology of China<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
TECHNICAL P<strong>AP</strong>ERS (continued)<br />
39<br />
SH<strong>AP</strong>E ANALYSIS<br />
Monday, 25 July, 3:45-5:35 pm<br />
Session Chair: Misha Kazhdan, The Johns<br />
Hopkins University<br />
RAID: A Relation-Augmented<br />
Image Descriptor<br />
Paul Guerrero<br />
University College London, King Abdullah<br />
University of Science and Technology<br />
Niloy Mitra<br />
University College London<br />
Peter Wonka<br />
King Abdullah University of Science<br />
and Technology<br />
Learning How Objects Function via<br />
Co-Analysis of Interactions<br />
Ruizhen Hu<br />
Shenzhen University<br />
Oliver van Kaick<br />
Carleton University<br />
Bojian Wu<br />
Shenzhen Institute of Advanced Technology<br />
Hui Huang<br />
Shenzhen University, Shenzhen Institute of<br />
Advanced Technology<br />
Ariel Shamir<br />
Interdisciplinary Center Herzliya<br />
Hao Zhang<br />
Simon Fraser University<br />
PATEX : Exploring Pattern Variations<br />
Paul Guerrero<br />
University College London<br />
Gilbert Bernstein<br />
Stanford University<br />
Wilmot Li<br />
Adobe Research<br />
Niloy Mitra<br />
University College London<br />
3D Mesh Labeling via Deep<br />
Convolutional Neural Networks<br />
Kan Guo<br />
Beihang University<br />
Dongqing Zou<br />
Beijing Samsung R&D Center<br />
Xiaowu Chen<br />
BeiHang University<br />
Efficient 3D Object Segmentation From<br />
Densely Sampled Light Fields With<br />
Applications to 3D Reconstruction<br />
Kaan Yücer<br />
The Walt Disney Company, ETH Zürich<br />
Alexander Sorkine-Hornung<br />
Disney Research<br />
Oliver Wang<br />
Adobe Research<br />
Olga Sorkine-Hornung<br />
ETH Zürich<br />
TUESDAY, 26 JULY<br />
CLOTH<br />
Tuesday, 26 July, 9-10:30 am<br />
Session Chair: Derek Nowrouzezahrai, Université<br />
of Montréal<br />
A Compiler for 3D Machine Knitting<br />
James McCann<br />
Carnegie Mellon University, The Walt<br />
Disney Company<br />
Lea Albaugh<br />
Vidya Narayanan<br />
The Walt Disney Company, Disney Research<br />
April Grow<br />
University of California, Santa Cruz, The Walt<br />
Disney Company, Disney Research<br />
Wojciech Matusik<br />
Massachusetts Institute of Technology<br />
Jennifer Mankoff<br />
Disney Research Pittsburgh, Carnegie<br />
Mellon University<br />
Jessica Hodgins<br />
Carnegie Mellon University, The Walt Disney<br />
Company, Disney Research<br />
Physics-Driven Pattern Adjustment for<br />
Direct 3D Garment Editing<br />
Aric Bartle<br />
Stanford University<br />
Vladimir Kim<br />
Danny Kaufman<br />
Adobe Research<br />
Alla Sheffer<br />
The University of British Columbia<br />
Floraine Berthouzoz<br />
Adobe Research<br />
Nicholas Vining<br />
The University of British Columbia<br />
Matching Real Fabrics With<br />
Micro-Appearance Models<br />
Pramook Khungurn<br />
Cornell University<br />
Daniel Schroeder<br />
Google<br />
Shuang Zhao<br />
University of California, Irvine<br />
Kavita Bala<br />
Steve Marshier<br />
Cornell University<br />
Fitting Procedural Yarn Models for<br />
Realistic Cloth Rendering<br />
Shuang Zhao<br />
University of California, Irvine<br />
Fujun Luan<br />
Kavita Bala<br />
Cornell University<br />
PERCEPTION OF SH<strong>AP</strong>ES<br />
AND PEOPLE<br />
Tuesday, 26 July, 9-10:30 am<br />
Session Chair: Michiel van de Panne,<br />
The University of British Columbia<br />
Tactile Mesh Saliency<br />
Manfred Lau<br />
Kapil Dev<br />
Lancaster University<br />
Weiqi Shi<br />
Julie Dorsey<br />
Holly Rushmeier<br />
Yale University<br />
Perceptual Effect of Shoulder Motions<br />
on Crowd Animations<br />
Ludovic Hoyet<br />
Inria<br />
Anne-Hélène Olivier<br />
Richard Kulpa<br />
Université Rennes 2<br />
Julien Pettré<br />
Inria<br />
Body Talk: Crowd Shaping Realistic<br />
3D Avatars With Words<br />
Stephan Streuber<br />
Max-Planck-Institut für Intelligente Systeme<br />
M. Alejandra Quiros-Ramirez<br />
Max-Planck-Institut für Intelligente Systeme<br />
Matthew Q. Hill<br />
Carina A. Hahn<br />
University of Texas at Dallas<br />
Silvia Zuffi<br />
Istituto per le tecnologie della costruzione<br />
Alice O’Toole<br />
University of Texas at Dallas<br />
Michael Black<br />
Max-Planck-Institut für Intelligente Systeme<br />
An Interaction-Aware Perceptual Model<br />
for Non-Linear Elastic Objects<br />
Michal Piovarči<br />
Univerzita Komenského, Universität<br />
des Saarlandes<br />
David Levin<br />
Disney Research<br />
Jason Rebello<br />
Harvard University<br />
Desai Chen<br />
Massachusetts Institute of Technology<br />
Roman Ďurikovič<br />
Univerzita Komenského<br />
Hanspeter Pfister<br />
Harvard University<br />
Wojciech Matusik<br />
Massachusetts Institute of Technology<br />
Piotr Didyk<br />
Max-Planck-Institut für Informatik and Universität<br />
des Saarlandes, MMCI<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
TECHNICAL P<strong>AP</strong>ERS (continued)<br />
40<br />
RENDERING OF COMPLEX<br />
MICROSTRUCTURE<br />
Tuesday, 26 July, 10:45 am-12:15 pm<br />
Session Chair: Wenzel Jakob, École<br />
Polytechnique Fédérale de Lausanne<br />
Position-Normal Distributions for<br />
Efficient Rendering of Specular<br />
Microstructure<br />
Ling-Qi Yan<br />
University of California, Berkeley<br />
Milos Hasan<br />
Autodesk, Inc.<br />
Steve Marschner<br />
Cornell University<br />
Ravi Ramamoorthi<br />
University of California, San Diego<br />
Multi-Scale Rendering of Scratched<br />
Materials Using a Structured<br />
SV-BRDF Model<br />
Boris Raymond<br />
Université de Bordeaux<br />
Gael Guennebaud<br />
Pascal Barla<br />
INRIA<br />
Multiple-Scattering Microfacet BSDFs<br />
With the Smith Model<br />
Eric Heitz<br />
Unity Technologies<br />
Johannes Hanika<br />
Karlsruher Institut für Technologie<br />
Eugene d’Eon<br />
Weta Digital, Ltd<br />
Carsten Dachsbacher<br />
Karlsruher Institut für Technologie<br />
Predicting Appearance From Measured<br />
Microgeometry of Metal Surfaces<br />
Zhao Dong<br />
Autodesk, Inc.<br />
Bruce Walter<br />
Steve Marschner<br />
Donald Greenberg<br />
Cornell University<br />
COMPUTATIONAL DISPLAY<br />
Tuesday, 26 July, 10:45 am-12:15 pm<br />
Session Chair: Shahram Izadi, Microsoft<br />
Corporation, Microsoft Research<br />
Cinema 3D: Large-Scale<br />
Automultiscopic Display<br />
Netalee Efrat<br />
Weizmann Institute of Science<br />
Piotr Didyk<br />
Max-Planck-Institut für Informatik and Universität<br />
des Saarlandes, MMCI<br />
Mike Foshey<br />
Wojciech Matusik<br />
MIT CSAIL<br />
Anat Levin<br />
Weizmann Institute of Science<br />
High Brightness HDR Projection Using<br />
Dynamic Freeform Lensing<br />
Gerwin Damberg<br />
James Gregson<br />
The University of British Columbia<br />
Wolfgang Heidrich<br />
King Abdullah University of Science and<br />
Technology<br />
Additive Light-Field Displays:<br />
Realization of Augmented Reality With<br />
Holographic Optical Elements<br />
Seungjae Lee<br />
Changwon Jang<br />
Seokil Moon<br />
Jaebum Cho<br />
Byoungho Lee<br />
Seoul National University<br />
Fairy Lights in Femtoseconds: Aerial<br />
and Volumetric Graphics Rendered<br />
by a Focused Femtosecond Laser<br />
Combined With Computational<br />
Holographic Fields<br />
Yoichi Ochiai<br />
University of Tsukuba<br />
Kota Kumagai<br />
Utsunomiya University<br />
Takayuki Hoshi<br />
Nagoya Institute of Technology<br />
Jun Rekimoto<br />
University of Tokyo, Sony CSL<br />
Satoshi Hasegawa<br />
Yoshio Hayasaki<br />
Utsunomiya University<br />
CAMERA CONTROL & VR<br />
Tuesday, 26 July, 10:45 am-12:15 pm<br />
Session Chair: Hao Li, University of<br />
Southern California<br />
Generating Dynamically Feasible<br />
Trajectories for Quad-Rotor Cameras<br />
Mike Roberts<br />
Pat Hanrahan<br />
Stanford University<br />
Roto++: Accelerating Professional<br />
Rotoscoping Using Shape Manifolds<br />
Wenbin Li<br />
University College London<br />
Fabio Viola<br />
Google<br />
Jonathan Starck<br />
The Foundry<br />
Gabriel Brostow<br />
University College London<br />
Neill Campbell<br />
University of Bath, University College London<br />
Rich360: Optimized Spherical<br />
Representation From Structured<br />
Panoramic Camera Arrays<br />
Jungjin Lee<br />
Bumki Kim<br />
Kyehyun Kim<br />
Korea Advanced Institute of Science<br />
and Technology<br />
Younghui Kim<br />
KAI Co., Ltd.<br />
Junyong Noh<br />
Korea Advanced Institute of Science<br />
and Technology<br />
Mapping Virtual and Physical Reality<br />
Qi Sun<br />
Stony Brook University<br />
Li-Yi Wei<br />
University of Hong Kong<br />
Arie Kaufman<br />
Stony Brook University<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
TECHNICAL P<strong>AP</strong>ERS (continued)<br />
41<br />
MATERIALS<br />
Tuesday, 26 July, 2-3:30 pm<br />
Session Chair: Szymon Rusinkiewicz,<br />
Princeton University<br />
A Non-Parametric-Factor Microfacet<br />
Model for Isotropic BRDFs<br />
Derek Nowrouzezahrai<br />
Université de Montréal<br />
Mohammed Bagher<br />
Mahdi Microsoft Research<br />
John Snyder<br />
Microsoft Research<br />
Reflectance Modeling by Neural<br />
Texture Synthesis<br />
Miika Aittala<br />
Aalto University<br />
Timo Aila<br />
NVIDIA Corporation<br />
Jaakko Lehtinen<br />
NVIDIA Corporation, Aalto University<br />
ZoeMatrope: A System for Physical<br />
Material Design<br />
Leo Miyashita<br />
University of Tokyo<br />
Kota Ishihara<br />
PKSHA Technology Inc.<br />
Yoshihiro Watanabe<br />
Masatoshi Ishikawa<br />
University of Tokyo<br />
DISPLAY SOFTWARE<br />
Tuesday, 26 July, 2-3:30 pm<br />
Session Chair: Wolfgang Heidrich, King Abdullah<br />
University of Science and Technology, University<br />
of British Columbia<br />
Emulating Displays With Continuously<br />
Varying Frame Rates<br />
Krzysztof Templin<br />
Max-Planck-Institut für Informatik<br />
Piotr Didyk<br />
Max-Planck-Institut für Informatik and Universität<br />
des Saarlandes, MMCI<br />
Karol Myszkowski<br />
Hans-Peter Seidel<br />
Max-Planck-Institut für Informatik<br />
GazeStereo3D: Seamless<br />
Disparity Manipulations<br />
Petr Kellnhofer<br />
MIT CSAIL, Max-Planck-Institut für Informatik<br />
Piotr Didyk<br />
Max-Planck-Institut für Informatik and Universität<br />
des Saarlandes, MMCI<br />
Karol Myszkowski<br />
Max-Planck-Institut für Informatik<br />
Mohamed M. Hefeeda<br />
QCRI<br />
Hans-Peter Seidel<br />
Max-Planck-Institut für Informatik<br />
Wojciech Matusik<br />
MIT CSAIL<br />
Binary-Continuous Image<br />
Decomposition for Multi-View Display<br />
Gou Koutaki<br />
Kumamoto University<br />
Seamless Visual Sharing With<br />
Color-Vision Deficiencies<br />
Wuyao Shen<br />
Xiangyu Mao<br />
Xinghong Hu<br />
Tien-Tsin Wong<br />
The Chinese University of Hong Kong<br />
CORRESPONDENCE & M<strong>AP</strong>PING<br />
Tuesday, 26 July, 3:45-5:35 pm<br />
Session Chair: Mark Meyer,<br />
Pixar Animation Studios<br />
Wasserstein Barycentric<br />
Coordinates: Histogram Regression<br />
Using Optimal Transport<br />
Nicolas Bonneel<br />
Laboratoire d’InfoRmatique en Image et<br />
Systèmes d’information<br />
Gabriel Peyré<br />
Centre national de la recherche scientifique<br />
Marco Cuturi<br />
Kyoto University<br />
Entropic Metric Alignment for<br />
Correspondence Problems<br />
Justin Solomon<br />
Massachusetts Institute of Technology<br />
Gabriel Peyre<br />
Université Paris-Dauphine<br />
Vladimir Kim<br />
Adobe Research<br />
Suvrit Sra<br />
Massachusetts Institute of Technology<br />
Point Registration via Efficient<br />
Convex Relaxation<br />
Haggai Maron<br />
Nadav Dym<br />
Itay Kezurer<br />
Shahar Kovalsky<br />
Yaron Lipman<br />
Weizmann Institute of Science<br />
Bijective Maps From Simplicial Foliations<br />
Marcel Campen<br />
Claudio T. Silva<br />
Denis Zorin<br />
New York University<br />
Globally Optimal Toon Tracking<br />
Haichao Zhu<br />
Xueting Liu<br />
Tien-Tsin Wong<br />
Pheng-Ann Heng<br />
The Chinese University of Hong Kong<br />
FLUIDS SIMULATION<br />
Tuesday, 26 July, 3:45-5:35 pm<br />
Session Chair: Craig Schroeder, University of<br />
California, Los Angeles<br />
Resolving Fluid Boundary Layers<br />
With Particle-Strength Exchange and<br />
Weak Adaptivity<br />
Xinxin Zhang<br />
Minchen Li<br />
The University of British Columbia<br />
Robert Bridson<br />
Autodesk, Inc., The University of British Columbia<br />
Schrödinger’s Smoke<br />
Albert Chern<br />
California Institute of Technology<br />
Felix Knöppel<br />
Ulrich Pinkall<br />
Technischen Universität Berlin<br />
Peter Schröder<br />
California Institute of Technology<br />
Steffen Weißmann<br />
Google<br />
Surface-Only Liquids<br />
Fang Da<br />
Columbia University<br />
David Hahn<br />
Institute of Science and Technology Austria<br />
Christopher Batty<br />
University of Waterloo<br />
Chris Wojtan<br />
IST Austria<br />
Eitan Grinspun<br />
Columbia University<br />
Efficient Fluid Simulation on the<br />
Surface of a Sphere<br />
David Hill<br />
Epic Games, Inc.<br />
Ronald D. Henderson<br />
Google<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
TECHNICAL P<strong>AP</strong>ERS (continued)<br />
42<br />
Multiphase SPH Simulation for<br />
Interactive Fluids and Solids<br />
Xiao Yan<br />
Yun-Tao Jiang<br />
Tsinghua University<br />
Chen-Feng Li<br />
Swansea University<br />
Ralph R. Martin<br />
Cardiff University<br />
Shi-Min Hu<br />
Tsinghua University<br />
MOTION CONTROL<br />
Tuesday, 26 July, 3:45-5:35 pm<br />
Session Chair: Jernej Barbić, University of<br />
Southern California<br />
Unified Motion Planner for Fishes With<br />
Various Swimming Styles<br />
Daiki Satoi<br />
Mikihiro Hagiwara<br />
Akira Uemoto<br />
Hisanao Nakadai<br />
Junichi Hoshino<br />
University of Tsukuba<br />
Guided Learning of Control Graphs for<br />
Physics-Based Characters<br />
Libin Liu<br />
Disney Research Pittsburgh<br />
Michiel van de Panne<br />
The University of British Columbia<br />
KangKang Yin<br />
National University of Singapore<br />
Terrain-Adaptive Locomotion Skills<br />
Using Deep Reinforcement Learning<br />
Xue Bin Peng<br />
Glen Berseth<br />
Michiel van de Panne<br />
The University of British Columbia<br />
Task-Based Locomotion<br />
Shailen Agrawal<br />
Michiel van de Panne<br />
The University of British Columbia<br />
WEDNESDAY, 27 JULY<br />
OPTIMIZING IMAGE PROCESSING<br />
Wednesday, 27 July, 9-10:30 am<br />
Session Chair: James Hays, Georgia Institute of<br />
Technology, Brown University<br />
Image Perforation: Automatically<br />
Accelerating Image Pipelines by<br />
Intelligently Skipping Samples<br />
Liming Lou<br />
University of Virginia, Shandong University<br />
Paul Nguyen<br />
Jason Lawrence<br />
Connelly Barnes<br />
University of Virginia<br />
Automatically Scheduling Halide<br />
Image-Processing Pipelines<br />
Ravi Mullapudi<br />
Carnegie Mellon University<br />
Andrew Adams<br />
Dillon Sharlet<br />
Google<br />
Jonathan Ragan-Kelley<br />
Stanford University<br />
Kayvon Fatahalian<br />
Carnegie Mellon University<br />
ProxImaL: Efficient Image Optimization<br />
Using Proximal Algorithms<br />
Felix Heide<br />
Steven Diamond<br />
Matthias Nießner<br />
Stanford University<br />
Jonathan Ragan-Kelley<br />
Stanford University<br />
Wolfgang Heidrich<br />
King Abdullah University of Science and<br />
Technology<br />
Gordon Wetzstein<br />
Stanford University<br />
Rigel: Flexible Multi-Rate Image<br />
Processing Hardware<br />
James Hegarty<br />
Zachary DeVito<br />
Jonathan Ragan-Kelley<br />
Pat Hanrahan<br />
Ross Daly<br />
Mark Horowitz<br />
Stanford University<br />
COMPUTATIONAL DESIGN OF<br />
STRUCTURES, SH<strong>AP</strong>ES, AND SOUND<br />
Wednesday, 27 July, 9-10:30 am<br />
Session Chair: David Levin, Walt Disney,<br />
Disney Research<br />
Reconciling Elastic and Equilibrium<br />
Methods for Static Analysis<br />
Hijung Shin<br />
Christopher F. Porst<br />
Massachusetts Institute of Technology<br />
Etienne Vouga<br />
University of Texas at Austin<br />
John Ochsendorf<br />
Frédo Durand<br />
Massachusetts Institute of Technology<br />
Computational Design of Stable<br />
Planar-Rod Structures<br />
Eder Miguel Villalba<br />
Mathias Lepoutre<br />
Bernd Bickel<br />
Institute of Science and Technology Austria<br />
Non-Linear Shape Optimization Using<br />
Local Subspace Projections<br />
Przemyslaw Musialski<br />
Christian Hafner<br />
Florian Rist<br />
Michael Birsak<br />
Michael Wimmer<br />
Technische Universität Wien<br />
Leif Kobbelt<br />
Rheinisch-Westfälische Technische<br />
Hochschule Aachen<br />
Acoustic Voxels: Computational<br />
Optimization of Modular<br />
Acoustic Filters<br />
Dingzeyu Li<br />
Changxi Zheng<br />
Columbia University<br />
David Levin<br />
Disney Research<br />
Wojciech Matusik<br />
Massachusetts Institute of Technology<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
TECHNICAL P<strong>AP</strong>ERS (continued)<br />
43<br />
DEFORMABLE SURFACE DESIGN<br />
Wednesday, 27 July, 9-10:30 pm<br />
Session Chair: Yaron Lipman, Weizmann Institute<br />
of Science<br />
Beyond Developable:<br />
Computational Design and<br />
Fabrication With Auxetic Materials<br />
Mark Pauly<br />
Mina Konakovic<br />
École polytechnique fédérale de Lausanne<br />
Keenan Crane<br />
Carnegie Mellon University<br />
Sofien Bouaziz<br />
Bailin Deng<br />
University of Hull<br />
Daniel Piker<br />
Interactive Design of<br />
Developable Surfaces<br />
Chengcheng Tang<br />
King Abdullah University of Science and<br />
Technology<br />
Pengbo Bo Harbin<br />
Institute of Technology at Weihai<br />
Johannes Wallner<br />
Technische Universität Graz<br />
Helmut Pottmann<br />
Technische Universität Wien<br />
Computational Design<br />
of Reconfigurables<br />
Akash Garg<br />
Alec Jacobson<br />
Eitan Grinspun<br />
Columbia University<br />
Efficient and Flexible Deformation<br />
Representation for Data-Driven<br />
Surface Modeling<br />
Lin Gao<br />
Chinese Academy of Sciences<br />
Yu-Kun Lai<br />
Cardiff University<br />
Dun Liang<br />
Tsinghua University<br />
Shu-Yu Chen<br />
Shihong Xia<br />
Chinese Academy of Sciences<br />
SOUND, FLUIDS, AND BOUNDARIES<br />
Wednesday, 27 July, 10:45 am-12:15 pm<br />
Session Chair: Nikunj Raghuvanshi,<br />
Microsoft Corporation<br />
Interactive Acoustic Transfer<br />
Approximation for Modal Sound<br />
Dingzeyu Li<br />
Yun Fei<br />
Changxi Zheng Columbia University<br />
Toward Animating Water With Complex<br />
Acoustic Bubbles<br />
Timothy Langlois<br />
Cornell University<br />
Changxi Zheng<br />
Columbia University<br />
Doug James<br />
Stanford University<br />
Generalized Non-Reflecting<br />
Boundaries for Fluid Re-Simulation<br />
Morten Bojsen-Hansen<br />
Chris Wojtan<br />
Institute of Science and Technology Austria<br />
Preserving Geometry and Topology for<br />
Fluid Flows With Thin Obstacles and<br />
Narrow Gaps<br />
Vinicius Azevedo<br />
Universidade Federal do Rio Grande do Sul<br />
Christopher Batty<br />
University of Waterloo<br />
Manuel Oliveira<br />
Universidade Federal do Rio Grande do Sul<br />
CURVE & STRUT NETWORKS<br />
FOR FABRICATION<br />
Wednesday, 27 July, 10:45 am-12:15 pm<br />
Session Chair: Niloy Mitra, University<br />
College London<br />
Synthesis of Filigrees for Digital<br />
Fabrication<br />
Weikai Chen<br />
Xiaolong Zhang<br />
University of Hong Kong<br />
Shiqing Xin<br />
Ningbo University<br />
Yang Xia<br />
Dalian University of Technology<br />
Sylvain Lefebvre<br />
Inria<br />
Wenping Wang<br />
University of Hong Kong<br />
Designing Structurally Sound<br />
Ornamental Curve Networks<br />
Jonas Zehnder<br />
The Walt Disney Company<br />
Stelian Coros<br />
Carnegie Mellon University<br />
Bernhard Thomaszewski<br />
The Walt Disney Company<br />
Connected Fermat Spirals for<br />
Layered Fabrication<br />
Haisen Zhao<br />
Fanglin Gu<br />
Shandong University<br />
Qi-xing Huang<br />
Toyota Technological Institute at Chicago<br />
Jorge Garcia<br />
Purdue University<br />
Yong Chen<br />
University of Southern California<br />
Changhe Tu<br />
Shandong University<br />
Bedrich Benes<br />
Purdue University<br />
Hao Zhang<br />
Simon Fraser University<br />
Daniel Cohen-Or<br />
Tel Aviv University<br />
Baoquan Chen<br />
Shandong University<br />
Printing Arbitrary Meshes With a 5DOF<br />
Wireframe Printer<br />
Rundong Wu<br />
Huaishu Peng<br />
François Guimbretière<br />
Steve Marschner<br />
Cornell University<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
TECHNICAL P<strong>AP</strong>ERS (continued)<br />
44<br />
IMAGE & SH<strong>AP</strong>E MANIPULATION<br />
Wednesday, 27 July, 10:45 am-12:35 pm<br />
Session Chair: Connelly Barnes, University<br />
of Virginia<br />
cSculpt: A System for<br />
Collaborative Sculpting<br />
Claudio Calabrese<br />
Gabriele Salvati<br />
Sapienza – Università di Roma<br />
Marco Tarini<br />
Università degli Studi dell’Insubria<br />
Fabio Pellacini<br />
Sapienza – Università di Roma<br />
StyLit: Illumination-Guided<br />
Example-Based Stylization of<br />
3D Renderings<br />
Jakub Fišer<br />
Ondřej Jamriška<br />
Michal Lukáč<br />
Czech Technical University in Prague<br />
Eli Shechtman<br />
Paul Asente<br />
Jingwan Lu<br />
Adobe Research<br />
Daniel Sykora<br />
Czech Technical University in Prague<br />
Flow-Guided Warping for Image-Based<br />
Shape Manipulation<br />
Romain Vergne<br />
Université Grenoble Alpes, Centre national de la<br />
recherche scientifique, INRIA<br />
Pascal Barla<br />
INRIA<br />
Georges-Pierre Bonneau<br />
Université Grenoble Alpes, Centre national de la<br />
recherche scientifique, INRIA<br />
Roland W. Fleming<br />
Justus-Liebig-Universität Gießen<br />
Transfiguring Portraits<br />
Ira Kemelmacher-Shlizerman<br />
University of Washington<br />
Band-Sifting Decomposition for<br />
Image-Based Material Editing<br />
Ivaylo Boyadzhiev<br />
Kavita Bala<br />
Cornell University<br />
Sylvain Paris<br />
Adobe Research<br />
Edward Adelson<br />
Massachusetts Institute of Technology<br />
PHYSICAL PHENOMENA<br />
Wednesday, 27 July, 2-3:30 pm<br />
Session Chair: Adam Bargteil, University of<br />
Maryland Baltimore County<br />
A Semi-Implicit Material-Point<br />
Method for Continuum Simulation<br />
of Granular Materials<br />
Gilles Daviet<br />
INRIA<br />
Florence Bertails-Descoubes<br />
INRIA Grenoble<br />
Drucker-Prager Elastoplasticity for<br />
Sand Animation<br />
Gergely Klar<br />
Theodore Gast<br />
Andre Pradhana<br />
Chuyuan Fu<br />
Craig Schroeder<br />
Chenfanfu Jiang<br />
University of California, Los Angeles<br />
Joseph Teran<br />
University of California, Los Angeles, Walt Disney<br />
Animation Studios, The Walt Disney Company,<br />
Disney Research<br />
Non-Smooth Developable<br />
Geometry for Interactively<br />
Animating Paper Crumpling<br />
Camille Schreck<br />
Centre national de la recherche scientifique<br />
Damien Rohmer<br />
CPE Lyon, Centre national de la recherche<br />
scientifique, INRIA, Université Grenoble-Alpes<br />
& Lyon<br />
Stefanie Hahmann<br />
Université Grenoble-Alpes & Lyon, Centre national<br />
de la recherche scientifique, INRIA<br />
Marie-Paule Cani<br />
Centre national de la recherche scientifique,<br />
INRIA, Université Grenoble-Alpes<br />
Shuo Jin<br />
Charlie C.L. Wang<br />
The Chinese University of Hong Kong<br />
Jean-Francis Bloch<br />
Centre national de la recherche scientifique,<br />
Université Grenoble-Alpes<br />
Fast Approximations for<br />
Boundary-Element-Based Brittle<br />
Fracture Simulation<br />
David Hahn<br />
Chris Wojtan<br />
IST Austria<br />
M<strong>AP</strong>PINGS<br />
Wednesday, 27 July, 2-3:30 pm<br />
Session Chair: Justin Solomon, Massachusetts<br />
Institute of Technology<br />
Bounded Distortion Harmonic<br />
Shape Interpolation<br />
Edward Chien<br />
Bar-Ilan University<br />
Renjie Chen<br />
Max-Planck-Institut für Informatik<br />
Ofir Weber<br />
Bar-Ilan University<br />
On the Convexity and Feasibility of<br />
the Bounded Distortion Harmonic<br />
Mapping Problem<br />
Zohar Levi<br />
Victoria University of Wellington<br />
Ofir Weber<br />
Bar-Ilan University<br />
Volume-Encoded UV Maps<br />
Marco Tarini<br />
Université degli Studi dell’Insubria<br />
Motion Graphs for Unstructured<br />
Textured Meshes<br />
Fabian Prada<br />
Michael Kazhdan<br />
The Johns Hopkins University<br />
Ming Chuang<br />
Alvaro Collet<br />
Hugues Hoppe<br />
Microsoft Corporation<br />
INTRINSIC IMAGES<br />
Wednesday, 27 July, 2-3:30 pm<br />
Session Chair: Piotr Didyk, Saarland University,<br />
Max Planck Institute for Computer Science<br />
Live Intrinsic Video<br />
Abhimitra Meka<br />
Michael Zollhoefer<br />
Christian Richardt<br />
Christian Theobalt<br />
Max-Planck-Institut für Informatik<br />
Multi-View Intrinsic Images of Outdoors<br />
Scenes With an Application to Relighting<br />
Sylvain Duchêne<br />
Clement Riant<br />
Gaurav Chaurasia<br />
Jorge Lopez-Moreno<br />
INRIA<br />
Pierre-Yves Laffont<br />
ETH Zürich<br />
Stefan Popov<br />
Adrien Bousseau<br />
George Drettakis<br />
INRIA<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
TECHNICAL P<strong>AP</strong>ERS (continued)<br />
45<br />
Let There Be Color!: Joint End-to-End<br />
Learning of Global and Local Image<br />
Priors for Automatic Image Colorization<br />
With Simultaneous Classification<br />
Satoshi Iizuka<br />
Edgar Simo-Serra<br />
Hiroshi Ishikawa<br />
Waseda University<br />
Approximate Translational Building<br />
Blocks for Image Decomposition<br />
and Synthesis<br />
Chuan Li Johannes<br />
Michael Wand<br />
Johannes Gutenberg-Universität Mainz<br />
SKETCHING & WRITING<br />
Wednesday, 27 July, 3:45-5:35 pm<br />
Session Chair: Karan Singh, University of Toronto<br />
The Sketchy Database: Learning to<br />
Retrieve Badly Drawn Bunnies<br />
Patsorn Sangkloy<br />
Georgia Institute of Technology<br />
Nate Burnell<br />
Brown University<br />
Cusuh Ham<br />
James Hays<br />
Georgia Institute of Technology<br />
Fidelity vs. Simplicity: a Global<br />
Approach to Line-Drawing Vectorization<br />
Jean-Dominique Favreau<br />
Florent Lafarge<br />
Adrien Bousseau<br />
INRIA Sophia Antipolis<br />
Learning to Simplify: Fully<br />
Convolutional Networks for Rough<br />
Sketch Cleanup<br />
Edgar Simo-Serra<br />
Satoshi Iizuka<br />
Kazuma Sasaki<br />
Hiroshi Ishikawa<br />
Waseda University<br />
Legible Compact Calligrams<br />
Changqing Zou<br />
Hengyang Normal University, Simon<br />
Fraser University<br />
Junjie Cao<br />
Dalian University of Technology, Simon<br />
Fraser University<br />
Warunika Ranaweera<br />
Ibraheem Alhashim<br />
Simon Fraser University<br />
Ping Tan<br />
Simon Fraser University<br />
Alla Sheffer<br />
The University of British Columbia<br />
Hao Zhang<br />
Simon Fraser University<br />
My Text in Your Handwriting<br />
Tom Haines<br />
Oisin Mac Aodha<br />
Gabriel Brostow<br />
University College London<br />
RENDERING & SIMULATION<br />
WITH GPUs<br />
Wednesday, 27 July, 3:45-5:55 pm<br />
Session Chair: Oliver Wang, Adobe Systems Inc.<br />
Rendering on A Power Budget: A<br />
Power-Optimal Rendering Framework<br />
Rui Wang<br />
Bowen Yu<br />
Zhejiang University<br />
Julio Marco<br />
Universidad de Zaragoza<br />
Tianlei Hu<br />
Zhejiang University<br />
Diego Gutierrez<br />
Universidad de Zaragoza<br />
Hujun Bao<br />
Zhejiang University<br />
A System for Rapid Exploration of<br />
Shader Optimization Choices<br />
Yong He<br />
Carnegie Mellon University<br />
Tim Foley<br />
NVIDIA Corporation<br />
Kayvon Fatahalian<br />
Carnegie Mellon University<br />
Efficient GPU Rendering of Subdivision<br />
Surfaces Using Adaptive Quadtrees<br />
Wade Brainerd<br />
Activision Blizzard, Inc.<br />
Tim Foley<br />
Manuel Kraemer<br />
Henry Moreton<br />
NVIDIA Corporation<br />
Matthias Nießner<br />
Stanford University<br />
Ebb: A DSL for Physical Simulation on<br />
CPUs and GPUs<br />
Gilbert Bernstein<br />
Chinmayee Shah<br />
Crystal Lemire<br />
Zachery DeVito<br />
Matthew Fisher<br />
Philip Levis<br />
Pat Hanrahan<br />
Stanford University<br />
Simit: A Language for<br />
Physical Simulation<br />
Fredrik Kjolstad<br />
Massachusetts Institute of Technology<br />
Shoaib Kamil<br />
Adobe Systems Incorporated<br />
Jonathan Ragan-Kelley<br />
Stanford University<br />
David I.W. Levin<br />
Disney Research<br />
Shinjiro Sueda<br />
California Polytechnic State University<br />
Desai Chen<br />
Massachusetts Institute of Technology<br />
Etienne Vouga<br />
University of Texas at Austin<br />
Danny M. Kaufman<br />
Adobe Systems Incorporated<br />
Gurtej Kanwar<br />
Wojciech Matusik<br />
Saman Amarasinghe<br />
Massachusetts Institute of Technology<br />
Parallel Inverse Kinematics for<br />
Multithreaded Architectures<br />
Pawan Harish<br />
Mentar Mahmudi<br />
École polytechnique fédérale de Lausanne<br />
Benoît Le Callennec<br />
Moka Studio<br />
Ronan Boulic<br />
École polytechnique fédérale de Lausanne<br />
C<strong>AP</strong>TURING HUMANS<br />
Wednesday, 27 July, 3:45-5:55 pm<br />
Session Chair: Richard Szeliski, Facebook,<br />
University of Washington<br />
Fusion4D: Real-Time Performance<br />
Capture of Challenging Scenes<br />
Mingsong Dou<br />
Sameh Khamis<br />
Yury Degtyarev<br />
Philip Davidson<br />
Sean Ryan Fanello<br />
Adarsh Kowdle<br />
Sergio Orts Escolano<br />
Christoph Rhemann<br />
David Kim<br />
Jonathan Taylor<br />
Pushmeet Kohli<br />
Vladimir Tankovich<br />
Microsoft Research<br />
Shahram Izadi<br />
Microsoft Research, Microsoft Corporation<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
TECHNICAL P<strong>AP</strong>ERS (continued)<br />
46<br />
An Anatomically Constrained Local<br />
Deformation Model for Monocular<br />
Face Capture<br />
Chenglei Wu<br />
ETH Zürich<br />
Derek Bradley<br />
Disney Resarch<br />
Markus Gross<br />
Disney Resarch, ETH Zürich<br />
Thabo Beeler<br />
The Walt Disney Company, Disney Research<br />
AutoHair: Fully Automatic Hair<br />
Modeling From A Single Image<br />
Menglei Chai<br />
Tianjia Shao<br />
Hongzhi Wu<br />
Yanlin Weng<br />
Kun Zhou<br />
Zhejiang University<br />
Lightweight Eye Capture Using a<br />
Parametric Model<br />
Pascal Berard<br />
ETH Zürich, Disney Research<br />
Derek Bradley<br />
Disney Research<br />
Markus Gross<br />
ETH Zürich Disney Research<br />
Thabo Beeler<br />
Disney Research<br />
Reconstruction of Personalized 3D<br />
Face Rigs From Monocular Video<br />
Pablo Garrido<br />
Michael Zollhöfer<br />
Dan Casas<br />
Levi Valgaerts<br />
Max-Planck-Institut für Informatik<br />
Kiran Varanasi<br />
Patrick Perez<br />
Technicolor SA<br />
Christian Theobalt<br />
Max-Planck-Institut für Informatik<br />
Real-Time 3D Eye Gaze Animation<br />
Using a Single RGB Camera<br />
Congyi Wang<br />
Chinese Academy of Sciences<br />
Fuhao Shi<br />
Texas A&M University<br />
Shihong Xia<br />
Chinese Academy of Sciences<br />
Jinxiang Chai<br />
Texas A&M University<br />
THURSDAY, 28 JULY<br />
MESHES<br />
Thursday, 28 July, 9-10:30 am<br />
Session Chair: Daniele Panozzo, ETH Zurich,<br />
ETHZ, ETH, Courant Institute of Mathematical<br />
Sciences, New York University<br />
HexEx: Robust Hexahedral<br />
Mesh Extraction<br />
Max Lyon<br />
David Bommes<br />
Leif Kobbelt<br />
Rheinisch-Westfälische Technische<br />
Hochschule Aachen<br />
All-Hex Meshing Using Closed<br />
Form-Induced Polycubes<br />
Xianzhong Fang<br />
Weiwei Xu<br />
Hujun Bao<br />
Jin Huang<br />
Zhejiang University<br />
Fast and Exact Discrete Geodesic<br />
Computation Based on Triangle-<br />
Oriented Wavefront Propagation<br />
Yipeng Qin<br />
Bournemouth University<br />
Xiaoguang Han<br />
The University of Hong Kong<br />
Hongchuan Yu<br />
Bournemouth University<br />
Yizhou Yu<br />
The University of Hong Kong<br />
Jian Jun Zhang<br />
Bournemouth University<br />
Interactively Cutting and<br />
Constraining Vertices in Meshes<br />
Using Augmented Matrices<br />
Yu Hong Yeung<br />
Purdue University<br />
Jessica Crouch<br />
Old Dominion University<br />
Alex Pothen<br />
Purdue University<br />
FACES & PORTRAITS<br />
Thursday, 28 July, 9-10:30 am<br />
Session Chair: Sylvain Paris, Adobe Systems, Inc;<br />
Massachusetts Institute of Technology<br />
Real-Time Facial Animation With<br />
Image-Based Dynamic Avatars<br />
Chen Cao<br />
Hongzhi Wu<br />
Yanlin Weng<br />
Tianjia Shao<br />
Kun Zhou<br />
Zhejiang University<br />
JALI: An Animator-Centric Viseme Model<br />
for Expressive Lip Synchronization<br />
Pif Edwards<br />
Chris Landreth<br />
University of Toronto<br />
Eugene Fiume<br />
University of Toronto<br />
Karan Singh University of Toronto<br />
Perspective-Aware Manipulation of<br />
Portrait Photos<br />
Ohad Fried<br />
Princeton University<br />
Eli Shechtman<br />
Dan Goldman<br />
Adobe Research<br />
Adam Finkelstein<br />
Princeton University<br />
Painting Style Transfer for Head<br />
Portraits Using Convolutional<br />
Neural Networks<br />
Ahmed Selim<br />
Trinity College Dublin<br />
Mohamed Elgharib Qatar<br />
Computing Research Institute<br />
Linda Doyle<br />
Trinity College Dublin<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
TECHNICAL P<strong>AP</strong>ERS (continued)<br />
47<br />
PROCEDURAL MODELING<br />
Thursday, 28 July, 9-10:30 pm<br />
Session Chair: Wenping Wang, University of<br />
Hong Kong<br />
Interactive Sketching of Urban<br />
Procedural Models<br />
Gen Nishida<br />
Ignacio Garcia-Dorado<br />
Daniel Aliaga<br />
Bedrich Benes<br />
Purdue University<br />
Adrien Bousseau<br />
INRIA<br />
Computational Network Design From<br />
Functional Specifications<br />
Chi-han Peng<br />
Arizona State University<br />
Niloy Mitra<br />
University College London<br />
Yongliang Yang<br />
University of Bath<br />
Fan Bao<br />
Arizona State University<br />
Daniel Fink<br />
Urban Agency<br />
Dongming Yan<br />
King Abdullah University of Science and<br />
Technology<br />
Peter Wonka<br />
Arizona State University, King Abdullah University<br />
of Science and Technology<br />
Crowd-Driven Mid-Scale Layout Design<br />
Tian Feng<br />
Singapore University of Technology and Design<br />
Lap-Fai Yu<br />
University of Massachusetts Boston<br />
Sai-Kit Yeung<br />
Singapore University of Technology and Design<br />
KangKang Yin<br />
National University of Singapore<br />
Kun Zhou<br />
Zhejiang University<br />
A Probabilistic Model for Exteriors of<br />
Residential Buildings<br />
Lubin Fan<br />
King Abdullah University of Science and<br />
Technology<br />
Peter Wonka<br />
Arizona State University<br />
MESHES & FIELDS<br />
Thursday, 28 July, 10:45 am-12:15 pm<br />
Session Chair: Etienne Vouga, University of Texas<br />
Discrete Connection and Covariant<br />
Derivative for Vector-Field Analysis<br />
and Design<br />
Beibei Liu<br />
California Institute of Technology<br />
Fernando de Goes<br />
Pixar Animation Studios<br />
Yiying Tong<br />
Michigan State University<br />
Mathieu Desbrun<br />
California Institute of Technology<br />
Subdivision Exterior Calculus for<br />
Geometry Processing<br />
Fernando de Goes<br />
Pixar Animation Studios<br />
Mathieu Desbrun<br />
California Institute of Technology<br />
Mark Meyer<br />
Tony DeRose<br />
Pixar Animation Studios<br />
Accelerated Quadratic Proxy for<br />
Geometric Optimization<br />
Shahar Kovalsky<br />
Meirav Galun<br />
Yaron Lipman<br />
Weizmann Institute of Science<br />
G1 Non-Uniform Catmull-Clark Surfaces<br />
Xin Li<br />
University of Science and Technology of China<br />
G. Thomas Finnigan<br />
Autodesk, Inc.<br />
Thomas Sederberg<br />
Brigham Young University<br />
SH<strong>AP</strong>E SIGNATURE<br />
Thursday, 28 July, 10:45 am-12:15 pm<br />
Session Chair: Scott Schaefer,<br />
Texas A&M University<br />
Construction of Manifolds via<br />
Compatible Sparse Representations<br />
Ruimin Wang<br />
Ligang Liu<br />
Zhouwang Yang<br />
Kang Wang<br />
Wen Shan<br />
Jiansong Deng<br />
Falai Chen<br />
University of Science and Technology of China<br />
Intrinsic Girth Function for Shape<br />
Processing<br />
Shi-Qing Xin<br />
Ningbo University<br />
Wenping Wang<br />
University of Hong Kong<br />
Shuangmin Chen<br />
Jieyu Zhao<br />
Ningbo University<br />
Zhenyu Shu<br />
Zhejiang University, Ningbo Institute of Technology<br />
SemanticPaint: Interactive Segmentation<br />
and Learning of 3D Worlds<br />
Julien Valentin<br />
Oxford University<br />
Vibhav Vineet<br />
Intel Labs<br />
Ming-Ming Cheng<br />
Nankai University<br />
David Kim<br />
Jamie Shotton<br />
Pushmeet Kohli<br />
Microsoft Research<br />
Matthias Nießner<br />
Stanford University<br />
Antonio Criminisi<br />
Shahram Izadi<br />
Microsoft Research<br />
Philip Torr<br />
Oxford University<br />
Detail-Preserving Mesh Unfolding for<br />
Non-Rigid Shape Retrieval<br />
Yusuf Sahillioglu<br />
Middle East Technical University<br />
Ladislav Kavan<br />
University of Utah<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
TECHNICAL P<strong>AP</strong>ERS (continued)<br />
48<br />
PLANTS & HUMANS<br />
Thursday, 28 July, 10:45 am-12:15 pm<br />
Session Chair: Richard (Hao) Zhang, Simon<br />
Fraser University<br />
Modeling Dense Inflorescences<br />
Andrew Owens<br />
Mikolaj Cieslak<br />
Jeremy Hart<br />
University of Calgary<br />
Regine Classen-Bockhoff<br />
Johannes Gutenberg-Universität Mainz<br />
Przemyslaw Prusinkiewicz<br />
University of Calgary<br />
Spectral Style Transfer for Human<br />
Motion Between Independent Actions<br />
Mehmet Ersin Yumer<br />
Adobe Research<br />
Niloy Mitra<br />
University College London<br />
A Deep Learning Framework for<br />
Character Motion Synthesis and Editing<br />
Daniel Holden<br />
University of Edinburgh<br />
Jun Saito<br />
Marza Animation Planet Inc.<br />
Taku Komura<br />
University of Edinburgh<br />
PiGraphs: Learning Interaction<br />
Snapshots From Observations<br />
Manolis Savva<br />
Angel Chang<br />
Pat Hanrahan<br />
Matthew Fisher<br />
Matthias Nießner<br />
Stanford University<br />
TEXTURE<br />
Thursday, 28 July, 2-3:30 pm<br />
Session Chair: Sylvain Lefebvre, Inria<br />
Multi-Scale Label-Map Extraction for<br />
Texture Synthesis<br />
Yitzchak Lockerman<br />
Yale University<br />
Basile Sauvage<br />
Remi Allegre<br />
Jean-Michel Dischler<br />
Université De Strasbourg<br />
Julie Dorsey<br />
Holly Rushmeier<br />
Yale University<br />
Time-Varying Weathering in<br />
Texture Space<br />
Rachele Bellini<br />
Yanir Kleiman<br />
Daniel Cohen-Or<br />
Tel Aviv University<br />
Vector-Regression Functions for<br />
Texture Compression<br />
Jiaping Wang<br />
Aiur<br />
Ying Song<br />
Zhejiang Sci-Tech University<br />
Liyi Wei<br />
Dragoniac<br />
Wencheng Wang<br />
State Key Laboratory of Computer Science<br />
Multiway K-Clustered Tensor<br />
Approximation: Toward High-<br />
Performance Photorealistic<br />
Data-Driven Rendering<br />
Yu-Ting Tsai<br />
Yuan Ze University<br />
USER INTERFACES<br />
Thursday, 28 July, 2-3:30 pm<br />
Session Chair: Maneesh Agrawala,<br />
Stanford University<br />
DisCo: Display-Camera Communication<br />
Using Rolling Shutter Sensors<br />
Kensei Jo<br />
Sony Corporation<br />
Mohit Gupta<br />
University of Wisconsin – Madison<br />
Shree K. Nayar<br />
Columbia University<br />
Soli: Ubiquitous Gesture Sensing With<br />
Millimeter Wave Radar<br />
Mustafa Karagozler<br />
Ivan Poupyrev<br />
Jaime Lien<br />
Carsten Schwesig<br />
Nick Gillian<br />
Patrick Amihood<br />
Hakim Raja<br />
Erik Olson<br />
Google<br />
Efficient and Precise Interactive<br />
Hand Tracking Through Joint,<br />
Continuous Optimization of Pose<br />
and Correspondences<br />
Jonathan Taylor<br />
Lucas Bordeaux<br />
Tom Cashman<br />
Bob Corish<br />
Cem Keskin<br />
Toby Sharp<br />
Microsoft Research<br />
Eduardo Soto<br />
Microsoft Research, McMaster University<br />
David Sweeney<br />
Microsoft Research<br />
Julien Valentin<br />
Oxford University, Microsoft Research<br />
Benjamin Luff<br />
Aaron Topalian<br />
Microsoft Research, Abertay University<br />
Erroll Wood<br />
University of Cambridge, Microsoft Research<br />
Sameh Khamis<br />
Pushmeet Kohli<br />
Shahram Izadi<br />
Richard Banks<br />
Andrew Fitzgibbon<br />
Jamie Shotton<br />
Microsoft Research<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
TECHNICAL P<strong>AP</strong>ERS (continued)<br />
49<br />
Rig Animation With a Tangible and<br />
Modular Input Device<br />
Oliver Glauser<br />
Wan-Chun Ma<br />
ETH Zürich<br />
Daniele Panozzo<br />
ETH Zürich and New York University<br />
Alec Jacobson<br />
Columbia University<br />
Otmar Hilliges<br />
Olga Sorkine-Hornung<br />
ETH Zürich<br />
EXPRESSIVE ANIMATION<br />
Thursday, 28 July, 2-3:30 pm<br />
Session Chair: Marie-Paule Cani, Inria,<br />
Grenoble Universities<br />
Artist-Directed Dynamics for<br />
2D Animation<br />
Yunfei Bai<br />
Georgia Institute of Technology<br />
Danny Kaufman<br />
Adobe Research<br />
C. Karen Liu<br />
Georgia Institute of Technology<br />
Jovan Popović<br />
Adobe Research<br />
Modeling Character Canvases From<br />
Cartoon Drawings<br />
Mikhail Bessmeltsev<br />
Will Chang<br />
Nicholas Vining<br />
Alla Sheffer<br />
The University of British Columbia<br />
Karan Singh<br />
University of Toronto<br />
SketchiMo: Sketch-Based Motion<br />
Editing for Articulated Characters<br />
Byungkuk Choi<br />
Roger Blanco i Ribera<br />
Korea Advanced Institute of Science<br />
and Technology<br />
J.P. Lewis<br />
Yeongho Seol<br />
Weta Digital Ltd<br />
Seokpyo Hong<br />
Haegwang Eom<br />
Sunjin Jung<br />
Junyong Noh<br />
Korea Advanced Institute of Science<br />
and Technology<br />
PHOTO ORGANIZATION &<br />
MANIPULATION<br />
Thursday, 28 July, 3:45-5:15 pm<br />
Session Chair: Ping Tan, Simon Fraser University<br />
Automatic Triage for a Photo Series<br />
Huiwen Chang<br />
Fisher Yu<br />
Princeton University<br />
Jue Wang<br />
Adobe Research<br />
Douglas Ashley<br />
Adam Finkelstein<br />
Princeton University<br />
Automatic Photo Adjustment Using<br />
Deep Neural Networks<br />
Zhicheng Yan<br />
University of Illinois at Urbana-Champaign<br />
Hao Zhang<br />
Carnegie Mellon University<br />
Baoyuan Wang<br />
Microsoft Research<br />
Sylvain Paris<br />
Adobe Systems Incorporated<br />
Yizhou Yu<br />
University of Hong Kong, University of Illinois<br />
at Urbana-Champaign<br />
EyeOpener: Editing Eyes in the Wild<br />
Zhixin Shu<br />
Stony Brook University<br />
Eli Shechtman<br />
Adobe Research<br />
Dimitris Samaras<br />
Stony Brook University<br />
Sunil Hadap<br />
Adobe Research<br />
Sky is Not the Limit: Semantic-Aware<br />
Sky Replacement<br />
Yi-Hsuan Tsai<br />
University of California, Merced<br />
Xiaohui Shen<br />
Zhe Lin<br />
Kalyan Sunkavalli<br />
Adobe Research<br />
Ming-Hsuan Yang<br />
University of California, Merced<br />
Shadow Theatre: Discovering Human<br />
Motion From a Sequence of Silhouettes<br />
Jungdam Won<br />
Jehee Lee<br />
Seoul National University<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
AR/VR<br />
FIRST-TIMER<br />
VR VILLAGE<br />
50<br />
FP F S EP E #SIGGR<strong>AP</strong>H2016<br />
Real-time immersion in tomorrow’s virtual and augmented realities:<br />
• Stand-up/sit-down VR and tabletop AR<br />
• Nomadic VR (untethered head-mounted displays or AR)<br />
• Demos<br />
VR VILLAGE HOURS<br />
Sunday, 24 July<br />
Monday, 25 July<br />
Tuesday, 26 July<br />
Wednesday, 27 July<br />
Thursday, 28 July<br />
Noon-5:30 pm<br />
10 am-5:30 pm<br />
10 am-5:30 pm<br />
10 am-5:30 pm<br />
10 am-1 pm<br />
A preliminary list of VR Projects.<br />
Visit s2016.siggraph.org for updates.<br />
Throughout the week at SIGGR<strong>AP</strong>H 2016, attendees can explore the fascinating<br />
potential of these new formats for telling stories, engaging audiences, and powering<br />
real-world applications in health, education, design, and gaming.<br />
Image credit: “Parallel Eyes”: Exploring Human Capability and Behaviors With Paralleled First-Person View<br />
Sharing © 2016 Shunichi Kasahara, Sony Computer Science Laboratories, Inc.; Mitsuhito Ando, Kiyoshi<br />
Suganuma; Yamaguchi Center for Arts and Media; Jun Rekimoto; Sony Computer Science Laboratories,<br />
Inc., The University of Tokyo.<br />
“Garden”: A Mixed Reality Experience<br />
Garden uses Google Project Tango’s<br />
depth-sensing capability to transform the<br />
real world into an identical voxel world. By<br />
putting the Tango on a VR headset, players<br />
can walk around and interact with objects<br />
in a completely untethered experience,<br />
unlocking new possibilities in long-range VR.<br />
Keng Hua Sing<br />
Wei Xie<br />
Nigel Randall<br />
Vivek Vidyasagaran<br />
Tsung-Han Lee<br />
Carnegie Mellon University<br />
Graphical Manipulation of Human<br />
Walking Direction With Visual Illusion<br />
This installation presents a novel method<br />
that uses a visual illusion to enable<br />
pedestrian guidance without referring to<br />
information provided by a navigation system.<br />
Akira Ishii<br />
Ippei Suzuki<br />
Shinji Sakamoto<br />
Keita Kanai<br />
Kazuki Takazawa<br />
Hiraku Doi<br />
Yoichi Ochiai<br />
University of Tsukuba<br />
“Imago”: Presence and Narrative in<br />
Virtual Reality<br />
“Imago”, a live-action virtual reality film<br />
narrative told through drama, dance, and<br />
abstract CG, is designed to explore the<br />
presence of a viewer in the virtual space and<br />
the impact this has on emotional immersion.<br />
Jaehee Cho<br />
Carnegie Mellon University<br />
Tsung-Han Lee<br />
Carnegie Mellon University/Project Hypnos<br />
Joel Ogden<br />
Amy Stewart<br />
Tsung-Yu Tsai<br />
Junwen Chen<br />
Ralph Vituccio<br />
Carnegie Mellon University<br />
Immersive and Interactive Procedure-<br />
Training Simulator for High-Risk<br />
Power-Line Maintenance<br />
This procedure-training simulator, targeted<br />
at the operation and maintenance of<br />
overland power lines, are implemented<br />
using VR goggles (Oculus Rift) and a real<br />
scenario matched perfectly with its virtual<br />
reality counterpart.<br />
Eduardo Zilles Borba<br />
Marcio Cabral<br />
Andre Montes<br />
Olavo Belloc<br />
Marcelo Zuffo<br />
Universidade de São Paulo<br />
Injustice – Interactive Live Action<br />
Virtual Reality Experience<br />
In this interactive VR experience about<br />
racially motivated police brutality, users<br />
witness an act of racial discrimination<br />
and are forced to make moral and ethical<br />
decisions on the spot.<br />
Jaehee Cho<br />
Atit Kothari<br />
Martin Ding<br />
Yeongmin Won<br />
Stephanie Fawaz<br />
Tiffa Cheng<br />
Carnegie Mellon University<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
VR VILLAGE (continued)<br />
51<br />
GAMES<br />
Inner Activity<br />
Inner Activity is a multi-sensory virtual reality<br />
art installation that explores the potential<br />
therapeutic applications of immersive virtual<br />
reality entertainment. It is a combination<br />
of interactive game technologies, vibroacoustic<br />
therapy practices, physical set<br />
design, and concepts from meditation<br />
and spirituality.<br />
Anshul Pendse<br />
Natalie Gravier<br />
USC School of Cinematic Arts and Institute for<br />
Creative Technologies<br />
David Deedwania<br />
Marientina Gotsis<br />
Mike Patterson<br />
Sagar Ramesh<br />
Zekia Zhan<br />
Chanel Summers<br />
USC School of Cinematic Arts and Institute for<br />
Creative Technologies<br />
ANIMATION & VFX<br />
Invasion! Exploring Empathy and<br />
Agency in VR<br />
This narrative-driven interactive VR animation,<br />
in real time, directed by Eric Darnell,<br />
director and writer of all four “Madagascar”<br />
films, represents a unique combination of<br />
artistry and technology.<br />
Eric Darnell<br />
Maureen Fan<br />
Maciej Gilwa<br />
Michael Hutchinson<br />
Baobab Studios Inc.<br />
IRIDiuM: Immersive Rendered<br />
Interactive Deep Media<br />
Attendees are invited to enter the first<br />
movie-quality graphics environment with the<br />
ability to move and interact with characters.<br />
This "deep media" solution allows motion<br />
parallax within pre-rendered graphics,<br />
while sparse-sensor motion capture solving<br />
allows unobtrusive embodiment within<br />
animated virtual worlds.<br />
Babis Koniaris<br />
Ivan Huerta<br />
Maggie Kosek<br />
Karen Darragh<br />
Charles Malleson<br />
Joanna Jamrozy<br />
Nick Swafford<br />
Jose Guitian<br />
Bochang Moon<br />
Ali Israr<br />
The Walt Disney Company<br />
Kenny Mitchell<br />
Disney Research, The Walt Disney Company,<br />
Edinburgh Napier University<br />
Kanju: Integrating HCI to Tell Better<br />
Stories in Immersive Environments<br />
INVITED CONTENT<br />
To advance the language of storytelling in<br />
immersive environments, content creators<br />
must look beyond traditional theater and<br />
film techniques. Incorporating humancomputer<br />
interaction techniques and basic<br />
design principles will be key to the future of<br />
narrative experiences.<br />
Stephanie Riggs<br />
Sunchaser Entertainment<br />
Longing for Wilderness<br />
This virtual ride from a noisy city through<br />
a slowly transforming forest toward a calm<br />
and airy landscape seeks to express our<br />
innate longing to experience nature in its<br />
rawest forms.<br />
Marc Zimmermann<br />
Epicscapes<br />
Volker Helzle<br />
Filmakademie Baden-Württemberg<br />
MechVR: Interactive VR Motion<br />
Simulation of “Mech” Biped Robot<br />
MechVR is an experimental, entertainmentbased<br />
immersive VR application that invites<br />
its rider to experience a virtual adventure<br />
upon a giant biped robot under the rider's<br />
own control.<br />
Saurabh Hindlekar<br />
Victor Zordan<br />
Emerson Smith<br />
John Welter<br />
William Mckay<br />
Clemson University<br />
“OoEs”: Playing in the Immersive Game<br />
With Augmented Haptics<br />
Orb of Elements, a new haptic technology<br />
that augments multiple tactile sensations in<br />
an immersive game, enhances the player<br />
experience by combining motors, thermal<br />
actuators, and an electric fan to simulate the<br />
natural elements: water, fire, earth, and air.<br />
Ping-Hsuan Han<br />
Yang-Sheng Chen<br />
National Taiwan University<br />
Chiao-En Hsieh<br />
National Taipei University of Education<br />
Yu-Jie Huang<br />
National Taiwan University<br />
Hung-Chih Lin<br />
Peng-Wen Tong<br />
National Taipei University of Education<br />
Kuan-Yin Lu<br />
Yi-Ping Hung<br />
National Taiwan University<br />
GAMES<br />
“Parallel Eyes”: Exploring Human<br />
Capability and Behaviors With<br />
Paralleled First-Person View Sharing<br />
This system explores how humans<br />
understand and develop viewing behaviors<br />
with mutual paralleled first-person view<br />
sharing, in which the user can see others'<br />
first-person video perspectives as well as<br />
their own perspectives in real time.<br />
Shunichi Kasahara<br />
Sony Computer Science Laboratories, Inc.<br />
Mitsuhito Ando<br />
Kiyoshi Suganuma<br />
Yamaguchi Center for Arts and Media<br />
Jun Rekimoto<br />
Sony Computer Science Laboratories, Inc.,<br />
The University of Tokyo<br />
GAMES<br />
Ruckus Ridge<br />
Ruckus Ridge is the first four-player<br />
local-multiplayer party game built for VR.<br />
Participants take turns using one headset<br />
while the other players control characters<br />
using traditional game-pad controllers,<br />
following the action from top-down view on<br />
a TV or computer display.<br />
Sacha Reihani<br />
Jacob Haigh<br />
Roland Synnestvedt<br />
Thomas Angelopolous<br />
Josh Alpert<br />
ForeignVR<br />
ANIMATION & VFX<br />
“Sent”: A Virtual Reality Short Film<br />
This five-minute, 40-second VR short from<br />
Light Chaser Animation tells the story of an<br />
emoji “Goodbye” who embarks on a magical<br />
journey that turns things in surprising ways<br />
for all.<br />
Gary Wang<br />
Li Mi Light<br />
Lei Han Light<br />
Di Cui Light<br />
Chaser Animation Studios<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
VR VILLAGE (continued)<br />
52<br />
“Synesthesia Suit”: The Full-Body<br />
Immersive Experience<br />
The Synesthesia Suit provides and<br />
immersive embodied experience in a<br />
virtual reality environment with vibro-tactile<br />
sensations on the entire body. Each vibrotactile<br />
actuator provides more than a simple<br />
vibration. It delivers haptic sensations based<br />
on TECHTILE technology.<br />
Yukari Konishi<br />
Nobuhisa Hanamistu<br />
Kouta Minamizawa<br />
Keio University<br />
Ayahiko Sato<br />
Rhizomatiks Research<br />
Tetsuya Mizuguchi<br />
Keio University<br />
U2 – “Song for Someone”<br />
Chris Milk and U2 come together once<br />
again to create a revolutionary new visual<br />
interpretation of U2’s “Song for Someone”.<br />
Annie Parker<br />
Carolyn Reynolds<br />
Vrse Inc.<br />
VR Model to Explore Archaeological<br />
Sites in a Non-Destructive Way<br />
This work presents a fully immersive virtual<br />
environment that simulates the Brazilian<br />
archaeological site at Itapeva, São Paulo.<br />
Eduardo Zilles Borba<br />
Marcio Cabral<br />
Roseli Lopes<br />
Marcelo Zuffo<br />
Universidade de São Paulo<br />
Regis Kopper<br />
Duke University<br />
“VR Planet”: Interface for Meta-View<br />
and Feet Interaction of VR Content<br />
VR Planet shows both immersive and planet<br />
views of the environment, and it allows<br />
users to easily locate events in all directions,<br />
which is difficult in standard VR due to<br />
limited fields of view.<br />
Kevin Fan<br />
Daiya Kato<br />
Keio University<br />
Megumi Isogai<br />
Daisuke Ochi<br />
Yutaka Kunita<br />
NTT Media Intelligence Laboratories<br />
Liwei Chan<br />
Kouta Minamizawa<br />
Keio University<br />
Masahiko Inami<br />
The University of Tokyo<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
ANIMATION & VFX ART FIRST-TIMER FOR EDUCATORS PRODUCTION RESEARCH<br />
BIRDS OF A FEATHER<br />
53<br />
FP F S EP E #SIGGR<strong>AP</strong>H2016<br />
Informal presentations, discussions, and demonstrations for people who share<br />
interests, goals, technologies, environments, or backgrounds.<br />
For additional information, days, and times for these<br />
presentations, visit s2016.siggraph.org/birds-feather.<br />
A PRELIMINARY LIST OF<br />
BIRDS OF A FEATHER SESSIONS:<br />
3D Graphics With Khronos Vulkan,<br />
OpenGL, and OpenGL ES<br />
3D Web Graphics With Khronos<br />
WebGL & gITF<br />
Accelerating Vision Processing with<br />
Khronos OpenVX and OpenCL<br />
*ACM SIGGR<strong>AP</strong>H Cartographic<br />
Visualization (Carto)<br />
ASIFA-Hollywood Animation Educators<br />
Forum asks: How is Virtual Reality<br />
changing the way we teach?<br />
Education Committee Open Forum<br />
Education Committee Town Hall<br />
Educators Forum<br />
Blender Foundation – Community<br />
Meeting<br />
Blender Spotlight<br />
*BOF: International Collegiate Virtual<br />
Reality Contest (IVRC)<br />
Can Fabrication Build Bridges?<br />
*CCIFF: Art and Entertainment<br />
Technology Film Festival<br />
Computer Graphics for Simuation<br />
CS + X Cross Campus Collaborations<br />
*DCAJ Presentation: Industrial<br />
Application of Content Technology<br />
in Japan<br />
Digital Thought Within the Division of<br />
Experimental and Foundation Studies<br />
at RISD<br />
Harvest4D – Harvesting Dynamic<br />
3D Worlds From Commodity<br />
Sensor Clouds<br />
Heterogeneous Computing With<br />
Khronos OpenCL, SYCL, and SPIR-V<br />
*Immersive Visualization for Science,<br />
Research, and Art<br />
*International Khronos Chapters<br />
Program<br />
*ISEA International Open Forum<br />
LASig Activities<br />
Leonardo Education and Art<br />
Forum (LEAF)<br />
Maker Movement Meets Formal<br />
Education<br />
OpenSceneGraph<br />
Production Pipeline Fundamentals for<br />
Film, Games, and TV<br />
Program in Empowerment Informatics<br />
at the University of Tsukuba<br />
Render Farming<br />
Shader Languages, Compilers,<br />
and Effects<br />
Teaching Computer Graphics Inside a<br />
Browser: WebGL and three.js<br />
The Computer and Conceptual Art<br />
Practices in the 1960s and 70s<br />
Undergraduate Research Alliance<br />
VES All-Sections SIGGR<strong>AP</strong>H Party<br />
Virtual Globes Using WebGL<br />
and Cesium<br />
VFX Union – Crafting Your<br />
VFX Workplace<br />
*presented in the ACM SIGGR<strong>AP</strong>H Theater<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
AR/VR FOR EDUCATORS FIRST-TIMER<br />
ACM SIGGR<strong>AP</strong>H THEATER EVENTS<br />
54<br />
FP F S EP E #SIGGR<strong>AP</strong>H2016<br />
Informative international sessions on the current state of computer graphics around<br />
the world, organized by representatives of ACM SIGGR<strong>AP</strong>H and affiliated societies.<br />
For additional information, days, and times for these<br />
international sessions visit s2016.siggraph.org.<br />
A PRELIMINARY LIST OF ACM<br />
SIGGR<strong>AP</strong>H THEATER EVENTS:<br />
50-50: Women in CG<br />
ACM SIGGR<strong>AP</strong>H Chapters<br />
Business Meeting<br />
ACM SIGGR<strong>AP</strong>H Digital Arts<br />
Community<br />
ACM SIGGR<strong>AP</strong>H Digital Arts<br />
Community – Science of the<br />
Unseen: Digital Art Perspectives<br />
CG in Africa + Middle East<br />
CG in Asia<br />
CG in Australasia<br />
CG in Europe + Russia<br />
CG in Latin America<br />
CG in Latin America: “Encontro dos<br />
brasileiros” – Brazilian Meeting<br />
CG in USA and Canada<br />
Join the IRC in 2016!<br />
Overview of SIGGR<strong>AP</strong>H<br />
(with Japanese interpreter)<br />
Professional and Student Chapters<br />
Startup Meeting<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
ANIMATION & VFX FIRST-TIMER FOR EDUCATORS GAMES MOBILE<br />
EXHIBITION (as of 20 May)<br />
FP F S EP EO E #SIGGR<strong>AP</strong>H2016<br />
PRODUCTION<br />
RESEARCH<br />
55<br />
EXHIBITION HOURS<br />
Tuesday, 26 July<br />
Wednesday, 27 July<br />
Thursday, 28 July<br />
9:30 am-6 pm<br />
9:30 am-6 pm<br />
9:30 am-3:30 pm<br />
Children under 16 are not permitted in the Exhibition. Age verification is required.<br />
ANIMATION & VFX<br />
GAMES<br />
MOBILE<br />
FIRST-TIMER<br />
FP F S EP EO E<br />
EXHIBITS FAST FORWARD<br />
Monday, 25 July, 3:45-5:15 pm<br />
A sneak peek of the products and<br />
announcements that companies plan<br />
to make during the exhibition in a fast<br />
paced, entertaining session.<br />
3D Systems<br />
3dMD<br />
Aberdeen LLC<br />
Academy of Art University<br />
Advanced Micro Devices (AMD)<br />
American Cinematographer<br />
American Express OPEN<br />
Animation Magazine<br />
Association for Computing Machinery<br />
Autodesk Canada Co.<br />
Avere Systems<br />
B&H Photo, Video & Pro Audio<br />
Binary Alchemy<br />
Blackmagic Design<br />
BOXX Technologies, Inc.<br />
Cap Digital - France<br />
CGAL – The Computational Geometry<br />
Algorithms Library<br />
Computer Graphics World<br />
CyberGlove Systems<br />
DigiPen Institute of Technology<br />
Dimensional Imaging<br />
Drexel University<br />
Eizo Inc.<br />
Esri<br />
Fabric Software<br />
Faceware Technologies<br />
FacioMetrics LLC<br />
ForgeFX Training Simulations<br />
Formlabs Inc.<br />
The Foundry Visionmongers<br />
ftrack<br />
Goggle Tech<br />
Google<br />
HGST<br />
HoloDigilog Human Media Research Center<br />
IATSE<br />
Imagineer Systems/Boris FX<br />
Infinite Trading Inc<br />
Innobright Technologies Inc.<br />
Intel Corporation<br />
Intervoke Technologies<br />
Isotropix<br />
KAI<br />
Lightworks<br />
Live2D Inc.<br />
Luxion, Inc.<br />
Mantis Vision<br />
MAXON<br />
Mayabious Art LLP<br />
Meta<br />
Microsoft Corp.<br />
Motion Analysis Corporation<br />
MSI Computer Corp.<br />
Mura<br />
NCCA, Bournemouth University, Uk<br />
Newsight Japan, Ltd.<br />
NorPix Inc.<br />
NVIDIA Corporation<br />
OptiTrack<br />
Original Force Animation<br />
Pixar Animation Studios<br />
Pixel Plow<br />
Pluralsight<br />
PNY Technologies<br />
Pragma Solutions Pte Ltd<br />
Presence Pictures<br />
Puget Systems<br />
Purdue University<br />
Purple Platypus<br />
Qualcomm Incorporated<br />
Quantum Corporation<br />
Qumulo<br />
RebusFarm GmbH<br />
Redshift<br />
Ringling College of Art and Design<br />
River Studios<br />
Rokoko<br />
SCAD<br />
Sensel<br />
SensoMotoric Instruments, Inc.<br />
Shapeways<br />
Sharecg.com<br />
Side Effects Software<br />
Simlens<br />
Sketchfab Inc.<br />
Skolkovo Foundation<br />
Smith Micro Software<br />
SpeedTree<br />
Stratasys 3D Printers & Production Systems<br />
Synertial<br />
Tardis 3D Technologies<br />
Taylor Francis/CRC/Focal Press<br />
TechViz<br />
Thinkbox Software Inc.<br />
Umbra<br />
United Scenic Artists, Local USA 829 IATSE<br />
Unity Technologies<br />
The University of the Arts<br />
uSens Inc.<br />
VanArts<br />
Vancouver Film School<br />
Vicon<br />
Visual Computing Center at KAUST<br />
Wacom Technology<br />
Web3D Consortium<br />
Wolfram Research, Inc.<br />
XIMMERSE<br />
X-Rite Pantone<br />
Xsens<br />
Yost Labs, Inc.<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
EXHIBITOR SESSIONS (as of 5 May)<br />
56<br />
FP F S EP EO E #SIGGR<strong>AP</strong>H2016<br />
Comprehensive summaries of the latest technologies in computer graphics and<br />
interactive techniques. SIGGR<strong>AP</strong>H 2016 exhibitors demonstrate software, hardware,<br />
and systems; answer questions; and host one-on-one conversations about how<br />
their applications improve professional and technical performance.<br />
EXHIBITOR MEETING ROOMS<br />
NVIDIA Room 210D<br />
Sunday, 24 July, 9 am-6 pm<br />
Monday, 25 July, 9 am-6 pm<br />
NVIDIA Best of GTC Talks<br />
Join us for two days of deep-dive, technical<br />
sessions from NVIDIA engineers and other<br />
GPU experts.<br />
Chaos Group Room 205A<br />
Tuesday, 26 July<br />
Wednesday, 27 July<br />
V-Ray Days<br />
Focusing on artists, V-Ray Days returns with<br />
exclusive tech breakdowns of indie passion<br />
projects and this year’s blockbusters.<br />
Advancing VR and breakthroughs in cloud<br />
rendering are also discussed.<br />
Intel Room 213A<br />
Tuesday, 26 July, 9 am-6 pm<br />
Wednesday, 27 July, 9 am-6 pm<br />
Thursday, 28 July, 9 am-6 pm<br />
Intel Exhibitor Sessions<br />
Smart people giving insightful and<br />
entertaining presentations: Join us in room<br />
213A for technical topics from graphics to<br />
gaming and beyond.<br />
Disney Room 211A<br />
Tuesday, 26 July<br />
Wednesday, 27 July<br />
Fabric Software Room 201B<br />
Tuesday, 26 July, 10 am-6 pm<br />
Fabric Engine User Group<br />
Autodesk Room 207D<br />
Tuesday, 26 July<br />
Wednesday, 27 July<br />
Autodesk Vision Series<br />
TUESDAY, 26 JULY<br />
NOKIA<br />
Tuesday, 26 July, 10:30-11:30 am<br />
Nokia OZO Ecosystem: The State of<br />
Art in VR<br />
MICROSOFT<br />
Tuesday, 26 July, 2-3 pm<br />
Why You Should be Rendering on<br />
the Cloud<br />
Learn how you can run large-scale<br />
rendering workloads in the public cloud with<br />
Teradici’s PColP technologies, NVIDA’s<br />
GPU virtual machines in Microsoft’s Azure,<br />
and more.<br />
WEDNESDAY, 27 JULY<br />
AVERE SYSTEMS<br />
Wednesday, 27 July, 9-10 am<br />
Compute Cloud for Rendering –<br />
Big-Studio Results on a Small-<br />
Studio Budget<br />
Presented by Google, Moonbot Studios,<br />
and Avere Systems.<br />
BOURNEMOUTH UNIVERSITY<br />
Wednesday, 27 July, 10:30-11:30 am<br />
Dr. Inventor Your Personal, Creative<br />
Research Assistant<br />
How to create novel and useful research<br />
ideas by uncovering latent analogies<br />
between publications in computer graphics<br />
using the Dr. Inventor creativity support tool.<br />
GOOGLE<br />
Wednesday, 27 July, 12:30-1:30 pm<br />
3D Reconstruction with Google’s<br />
Project Tango<br />
QUMULO, INC.<br />
Wednesday, 27 July, 2-3 pm<br />
Why Media & Entertainment<br />
Companies Are Moving Away From<br />
Legacy Storage Solutions<br />
Several thousand data-storage<br />
professionals shared their current datastorage<br />
challenges, priorities, and<br />
requirements. Now hear their answers<br />
and discuss.<br />
BINARY ALCHEMY<br />
Wednesday, 27 July, 3:30-4:30 pm<br />
Royal Render<br />
Over the last 15 years, Royal Render has<br />
become a useful tool in solving production<br />
challenges and keeping projects on<br />
schedule. Royal Render: helping to keep<br />
designers and animators on task, on time,<br />
and within budget.<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
ANIMATION & VFX<br />
JOB FAIR<br />
FIRST-TIMER<br />
GAMES<br />
57<br />
FP F S EP EO E #SIGGR<strong>AP</strong>H2016<br />
JOB FAIR HOURS<br />
Tuesday, 26 July<br />
Wednesday, 27 July<br />
Thursday, 28 July<br />
9:30 am-6 pm<br />
9:30 am-6 pm<br />
9:30 am-3:30 pm<br />
The Job Fair is absolutely the best place at SIGGR<strong>AP</strong>H 2016 for employers to meet<br />
with thousands of job seekers from around the globe!<br />
Job Fair Exhibitors post their jobs on the CreativeHeads.net and ACM SIGGR<strong>AP</strong>H job<br />
boards one month prior to the conference. This allows SIGGR<strong>AP</strong>H 2016 attendees to<br />
connect with employers before the conference, during the conference via the Job<br />
Fair, and after the conference via the CreativeHeads.net job board and candidate<br />
profiling system.<br />
CreativeHeads.net provides the most comprehensive recruitment software<br />
solution for the VFX, animation, video game, TV, film, and 3D technology and<br />
software tools industries, for employers searching for talent or job seekers<br />
looking to secure the “right” job.<br />
JOB SEEKERS<br />
The Job Fair IS THE BEST PLACE<br />
to be if you are:<br />
• Actively looking for a job<br />
• Passively networking to see what<br />
opportunities are available<br />
• Interested in getting acquainted with<br />
some great companies<br />
• Hoping to broaden your horizons and<br />
possibly switch industries<br />
• Looking for career development tips<br />
• Wanting to learn about the latest CG<br />
and interactive techniques<br />
EMPLOYERS<br />
The Job Fair IS THE BEST PLACE<br />
to be if you want to:<br />
• Meet with seasoned professionals<br />
• Hire “right-brain” talent<br />
• Reach an extremely diverse and<br />
experienced group of creative<br />
professionals working across multiple<br />
creative industries<br />
JOB FAIR PARTICIPANTS (as of 20 May)<br />
Animal Logic<br />
Booth 17<br />
Axis Animation<br />
Recruitment Package<br />
Blizzard Entertainment<br />
Booth 3<br />
Brown Bag Films<br />
Booth 14<br />
Digital Domain<br />
Booth 7<br />
Double Negative Visual Effects<br />
Recruitment Package<br />
Esri<br />
Booth 12<br />
IGT<br />
Booth 10<br />
Legend3D<br />
Booth 4<br />
Method Studios<br />
Booth 8<br />
NHTV Breda University of<br />
Applied Sciences<br />
Booth 13<br />
Pixar Animation Studios<br />
Recruitment Package<br />
Rodeo FX<br />
Booth 18<br />
Snapchat<br />
Booth 19<br />
Sony Pictures Imageworks<br />
Booth 15<br />
The Third Floor<br />
Booth 5<br />
Weta Digital<br />
Booth 16<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
GENERAL INFORMATION<br />
58<br />
Airport Shuttle Bus Discounts<br />
SIGGR<strong>AP</strong>H 2016 has partnered with Super<br />
Shuttle to offer transportation to and from<br />
John Wayne Airport (SNA) and Los Angeles<br />
International Airport (LAX).<br />
To/From John Wayne Airport (SNA):<br />
Shared Ride Van: $8 per passenger<br />
(up to 9 passengers)<br />
Town Car Service: $65 per sedan<br />
(up to 4 passengers)<br />
To/From Los Angeles International<br />
Airport (LAX):<br />
Shared Ride Van: $14 per passenger<br />
(up to 9 passengers)<br />
Town Car Service: $102 per sedan<br />
(up to 4 passengers)<br />
These discounted rates are valid from five<br />
days before the conference to five days after<br />
it closes.<br />
If you book your shuttle reservation through<br />
the SIGGR<strong>AP</strong>H 2016 web site, you can earn<br />
miles on American Airlines, United Airlines<br />
and Delta.<br />
Book by phone at:<br />
800.258.3826<br />
To receive the discount, you must mention<br />
the SIGGR<strong>AP</strong>H 2016 discount code:<br />
PK7AU. Or you can book directly on the<br />
Super Shuttle website.<br />
Bookstore<br />
BreakPoint Books offers the latest and<br />
greatest books, CDs, and DVDs on<br />
computer animation, graphic design,<br />
gaming, 3D graphics, modeling, and digital<br />
artistry. The bookstore features recent<br />
books by SIGGR<strong>AP</strong>H 2016 speakers and<br />
award winners. To suggest books, CDs,<br />
or DVDs that should be available in the<br />
bookstore, contact:<br />
Breakpoint Books<br />
hemsath@msn.com<br />
Camera and Recording Policies<br />
No cameras or recording devices are<br />
permitted at SIGGR<strong>AP</strong>H 2016. Abuse of this<br />
policy will result in the loss of the individual’s<br />
registration credentials. SIGGR<strong>AP</strong>H 2016<br />
employs a professional photographer and<br />
reserves the right to use all images that this<br />
photographer takes during the conference<br />
for publication and promotion of future ACM<br />
SIGGR<strong>AP</strong>H events.<br />
Children at the Conference<br />
Please be aware that parts of the<br />
Conference may contain adult content,<br />
graphic images, or violence.<br />
There are no age-based restrictions at<br />
the Conference with the exception of<br />
the SIGGR<strong>AP</strong>H Exhibition. Registered<br />
attendees under 16 years of age may enter<br />
the SIGGR<strong>AP</strong>H Exhibition Halls only under<br />
one of the following circumstances: as<br />
“wearable” infants/toddlers (those being<br />
carried in a sling or backpack carrier)<br />
or as children that are part of an official<br />
SIGGR<strong>AP</strong>H guided tour event.<br />
Hotel Reservations<br />
Visit the SIGGR<strong>AP</strong>H 2016 website to access<br />
the easy-to-use online hotel reservation<br />
system, which includes complete<br />
information on housing policies, procedures,<br />
and rates:<br />
S2016.siggraph.org<br />
Or contact:<br />
onPeak<br />
SIGGR<strong>AP</strong>H 2016 Housing Provider<br />
+1.855.416.6073 (US and Canada)<br />
+1.312.527.7300 (International)<br />
SIGGR<strong>AP</strong>H 2016 has negotiated discount<br />
rates for hotels in Anaheim. These discounts<br />
are available to SIGGR<strong>AP</strong>H 2016 attendees<br />
only. Reservations made after Monday,<br />
27 June are based on availability only, and<br />
rates may increase.<br />
SIGGR<strong>AP</strong>H 2016 hotel rates can only be<br />
booked through onPeak, SIGGR<strong>AP</strong>H 2016’s<br />
Housing Partner. If you are contacted by any<br />
other companies to make hotel reservations<br />
for SIGGR<strong>AP</strong>H 2016, be aware they may<br />
not be reputable companies or endorsed by<br />
SIGGR<strong>AP</strong>H 2016.<br />
Anaheim Convention Center<br />
800 West Katella Avenue<br />
Anaheim, CA 92802<br />
Accessibility<br />
The convention center is handicap<br />
accessible. If you have special needs or<br />
requirements, please call Conference<br />
Management at:<br />
+1.312.673.5868.<br />
Food Services<br />
A variety of food truck vendors and<br />
concessions are available throughout the<br />
convention center and outdoor plaza space.<br />
Internet Access<br />
Free wireless access is available during<br />
SIGGR<strong>AP</strong>H 2016 in all conference locations<br />
within the Anaheim Convention Center<br />
[except in the Exhibit Hall].<br />
Parking<br />
+1.714.765.8950<br />
SIGGR<strong>AP</strong>H 2016 attendees can park at<br />
the Anaheim Convention Center parking<br />
lot. Parking is $15 per entry (no overnight<br />
parking available).<br />
Luggage and Coat Check<br />
Luggage and coat-check services ($5<br />
per item) are available at the Anaheim<br />
Convention Center from Sunday, 24 July<br />
through Thursday, 28 July.<br />
Special Policies<br />
Lost badges cannot be replaced. If you<br />
lose your badge, you must purchase a new<br />
registration. Technical materials included<br />
with your registration must be picked up at<br />
the SIGGR<strong>AP</strong>H 2016 Merchandise Pickup<br />
Center. Lost merchandise will not<br />
be replaced.<br />
Reception Access<br />
To be admitted to the Reception, you<br />
must have a ticket. Your badge does not<br />
provide access.<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
REGISTRATION FEE INFORMATION<br />
59<br />
CONFERENCE<br />
REGISTRATION CATEGORIES<br />
FP Full Conference Platinum<br />
F Full Conference<br />
S Select Conference<br />
EP Exhibits Plus<br />
EO Exhibits Only<br />
E<br />
Exhibitors<br />
ONE-DAY REGISTRATION<br />
Full Conference One Day registration is available.<br />
Includes admission to conference programs and<br />
events for the day purchased and the Exhibition<br />
(Tuesday-Thursday).<br />
It does NOT include Computer Animation Festival<br />
– Electronic Theater or Reception.<br />
*RECEPTION TICKET<br />
To be admitted to the Reception, you must<br />
have a ticket. Your registration badge does not<br />
provide access.<br />
REFUND AND CANCELLATION<br />
DEADLINES<br />
Cancellation requests for refunds must be made<br />
in writing and received on or before 1 July. No<br />
refunds will be issued after this date. There is a<br />
refund processing fee of $US75.<br />
<br />
Lost badges cannot be replaced.<br />
If you lose your badge, you must<br />
purchase a new registration.<br />
X Included in registration FP F S EP EO<br />
Full Full Full Select Exhibits Exhibits<br />
Conference Conference Conference Conference Plus Only<br />
Platinum<br />
One-Day<br />
Member<br />
By 3 June $1,200 $950 $450 $450 $150 $50<br />
By 1 July $1,400 $1,150 $550 $550 $200 $50<br />
2 July and After $1,600 $1,350 $650 $650 $250 $50<br />
Non-Member<br />
By 3 June $1,400* $1,150* $550 $550 $150 $50<br />
By 1 July $1,600* $1,350* $650 $650 $200 $50<br />
2 July and After $1,800* $1,550* $750 $750 $250 $50<br />
Student<br />
By 3 June $650 $400 $300 $300 $150 $50<br />
By 1 July $700 $450 $350 $350 $200 $50<br />
2 July and After $750 $500 $400 $400 $250 $50<br />
ACM SIGGR<strong>AP</strong>H Award Presentation X X M X<br />
ACM SIGGR<strong>AP</strong>H Award Talks X X M X<br />
ACM Student Research Competition – X X W X X<br />
Final Presentation<br />
Appy Hour X X W X X<br />
Art Gallery X X Su, M, T, W, Th X X<br />
Birds of a Feather X X Su, M, T, W, Th X X<br />
Computer Animation Festival – Daytime Selects X X Su, T, Th X<br />
Computer Animation Festival – Electronic Theater M or W M or W<br />
Courses X X Su, M, T, W, Th<br />
Emerging Technologies X X Su, M, T, W, Th X X<br />
Exhibition X X T, W, Th X X X<br />
Exhibitor Sessions X X T, W, Th X X X<br />
Exhibits Fast Forward X X M X X X<br />
Experience Presentations (Art Gallery, Emerging X X Su, M, T, W, Th X X<br />
Technologies, Studio, VR Village)<br />
International Center X X Su, M, T, W, Th X X<br />
Job Fair X X T, W, Th X X X<br />
Keynote Session X X M X<br />
Panels X X Su, T, W<br />
Posters X X Su, M, T, W, Th X X<br />
Poster Sessions X X T, W X X<br />
Production Sessions X X Su, M, T, W, Th X<br />
Real-Time Live! X X T X<br />
Reception X X<br />
Studio Workshops X X Su, M, T, W X X<br />
Talks X X Su, M, T, W, Th<br />
Technical Papers X X M, T, W, Th<br />
Technical Papers Fast Forward X X Su<br />
VR Village X X Su, M, T, W, Th X X<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
CONFERENCE COMMITTEE<br />
60<br />
SIGGR<strong>AP</strong>H 2016 Conference Chair<br />
Mona Kasra<br />
University of Virginia<br />
General Submissions Chair<br />
Mashhuda Glencross<br />
Loughborough University<br />
Student Volunteer Program Chair<br />
Christian Wittorf<br />
Rock Solid Internet Systems<br />
Art Gallery Chair<br />
Jonah Brucker-Cohen<br />
Lehman College, City University of New York<br />
Art Papers Chair<br />
Edward A. Shanken<br />
Rhode Island School of Design<br />
Audio/Visual Support<br />
Freeman Audio Visual Solutions<br />
Computer Animation Festival Chair<br />
Roy C. Anthony<br />
Christie Digital Systems USA, Inc.<br />
Conference Administration, Conference<br />
Management, Marketing and Media<br />
SmithBucklin Corporation<br />
Courses Chair<br />
Gordon Wetzstein<br />
Stanford University<br />
Education Liaison<br />
Ginger Alford<br />
Trinity Valley School<br />
Emerging Technologies Chair<br />
Masahiko Inami<br />
Keio University<br />
Exhibition Management<br />
Hall-Erickson, Inc.<br />
Experience Hall Manager<br />
Kristy Pron<br />
Walt Disney Imagineering<br />
Games Chair<br />
Jerry Edsall<br />
Black Tusk Studios<br />
Graphic Design, Editing, Web Site<br />
Q LTD<br />
GraphicsNet Chair<br />
Swaroop Samek<br />
University of Southern California<br />
Housing Provider<br />
onPeak<br />
International Resources Chair<br />
Jacky Bibliowicz<br />
Autodesk Canada<br />
Mobile Chair<br />
Akshay Agarwal<br />
Google Inc.<br />
Operations Director<br />
Benny Garcia<br />
Benstudios<br />
Posters Coordinator<br />
Rachel Albert<br />
University of California, Berkeley<br />
Production Sessions Chair<br />
Mikki Rose<br />
Blue Sky Studios<br />
Publications<br />
Stephen N. Spencer, ACM SIGGR<strong>AP</strong>H<br />
Publications Committee Chair<br />
University of Washington<br />
Real-Time Live! Chair<br />
Pol Jeremias<br />
Pixar Animation Studios<br />
Registration<br />
RCS<br />
Studio Chair<br />
Gerry Derksen<br />
Winthrop University<br />
Technical Papers Chair<br />
John Snyder<br />
Microsoft Research<br />
VR Village Chair<br />
Denise Quesnel<br />
Simon Fraser University<br />
Web Programming<br />
The OPAL Group<br />
General Services<br />
Freeman Decorating Company<br />
SIGGR<strong>AP</strong>H 2017 Conference Chair<br />
Jerome Solomon<br />
Cogswell Polytechnical College<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG
CO-LOCATED EVENTS<br />
61<br />
Presented in cooperation with ACM SIGGR<strong>AP</strong>H, these small symposia are related to<br />
important aspects of computer graphics and interactive techniques.<br />
DIGIPRO<br />
29 July 2016<br />
Disney's Grand Californian Hotel & Spa<br />
1600 South Disneyland Drive<br />
Anaheim, California, 92802 USA<br />
dp2016.digiproconf.org<br />
S<strong>AP</strong><br />
22-23 July 2016<br />
DoubleTree Suites by Hilton Hotel Anaheim Resort – Convention Center<br />
2085 South Harbor Boulevard<br />
Anaheim, California, 92802 USA<br />
sap.acm.org/2016<br />
WEB3D<br />
22-24 July 2016<br />
Hilton Anaheim (Next to the Anaheim Convention Center)<br />
777 Convention Way<br />
Anaheim, California, 92802 USA<br />
web3d2016.web3d.org<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG