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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 />

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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 />

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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 />

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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 />

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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 />

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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 />

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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 />

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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 />

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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 />

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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

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