Advance Program - Siggraph 2015 - ACM Siggraph

Advance Program - Siggraph 2015 - ACM Siggraph

42nd International Conference and Exhibition on Computer Graphics and Interactive Techniques Los Angeles Convention Center Los Angeles, California US...

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42nd International Conference and Exhibition on Computer Graphics and Interactive Techniques

Los Angeles Convention Center Los Angeles, California USA

Advance Program

Conference 9-13 August Exhibition 11-13 August

 Table of Contents



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2

Table of Contents 3 

Conference at a Glance

28  Production Sessions

4 

Reasons to Attend

33  Real-Time Live!

5 

Conference Overview

34  Studio

8 

Conference Schedule

37  Talks

12  Art Gallery: Hybrid Craft

42  Technical Papers

13  Art Papers

54  VR Village

14  Computer Animation Festival

55  Exhibitor List (as of 1 June)

17  Courses (See Studio for more Courses.)

56  Job Fair Participants (as of 29 May)

21  Dailies

57  General Information

22  Educator Symposium

59  Registration Fee Information

23  Emerging Technologies

60  Conference Committee

25  Making @ SIGGRAPH 2015

61  ACM SIGGRAPH Organization Events

26  Panels

63  Co-Located Events

 INVITED Some SIGGRAPH 2015 events and sessions are invited by program chairs and not selected through the normal channels of a comprehensive jury. This is to ensure the conference can address significant topics in computer graphics and interactive techniques.

 Table of Contents

FIRST-TIMER

MOBILE

EDUCATION

PRODUCTION

ANIMATION & VFX MODELING

GAMES RESEARCH

AR/VR

ARTS

PHYSICAL 3D

Many SIGGRAPH 2015 programs and events are assigned to focused areas of interest in computer graphics and interactive techniques, and some are especially appropriate for first-time attendees.



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Conference at a Glance Conference Registration Categories





S



FP Full Conference Platinum

Schedule subject to change.

F Full Conference Access S Select Conference Access E+ Exhibits Plus Ex Exhibitors Saturday, 8 August registration hours: 4-6 pm.

9 August

10 August

11 August

12 August

Sunday

Monday

Tuesday

Wednesday Thursday



8:00 am - 6 pm

8:30 am - 6 pm

8:30 am - 6 pm

8:30 am - 6 pm

Registration/Merchandise Pickup Center SIGGRAPH Boutique

13 August

8:30 am - 3:30 pm

2 - 3:30 pm

FP F S

ACM SIGGRAPH Award Talks

FP F S E+ Ex

ACM Student Research Competition Final Presentation

3:45 - 5:15 pm

FP F S E+ Ex

Appy Hour

5 - 7 pm

FP F S E+ Ex

Art Gallery

FP F S E+ Ex

Art Gallery Talks

FP F S

Art Papers

FP F S Ex

Birds of a Feather

FP F S

Computer Animation Festival Electronic Theater

6 - 8 pm

8:30 - 10:30 pm

FP F S

Computer Animation Festival Daytime Selects

9 am - 5:30 pm

9 am - 5:30 pm

9 am - 5:30 pm

FP F

Courses

9 am - 5:15 pm

9 am - 5:15 pm

FP F S

Dailies

FP F S E+ Ex

Emerging Technologies

9 am - 5:30 pm

9 am - 7 pm

9 am - 1 pm

FP F S E+ Ex

Exhibition

9:30 am - 6 pm

9:30 am - 6 pm

9:30 am - 3:30 pm

FP F S E+ Ex

Exhibitor Tech Talks

9:30 am - 6 pm

9:30 am - 6 pm

9:30 am - 3:30 pm

FP F S Ex

Exhibits Fast Forward

FP F S E+ Ex

International Center

FP F S E+ Ex

Job Fair

FP F S Ex

Keynote Session *11 am - 12:45 pm

FP F S E+ Ex

Making @ SIGGRAPH 2015

noon - 5:30 pm

FP F S E+ Ex

Making @ SIGGRAPH 2015 Course

12:15 - 1:45 pm

FP F S E+ Ex

The MIX

noon - 5:30 pm





noon - 5:30 pm

9 am - 5:30 pm

9 am - 5:30 pm

9 am - 7 pm

9 am - 1 pm

9 - 10:30 am 2 - 3:30 pm 9 am - 12:15 pm

All week

9 am - 5:15 pm

noon - 5:30 pm

9 am - 6 pm

9 am - 5:15 pm

9 am - 5:30 pm

3:45 - 5:15 pm 9 am - 6 pm

9 am - 6 pm

9 am - 6 pm

9 am - 3:30 pm

9:30 am - 6 pm

9:30 am - 6 pm

9:30 am - 3:30 pm

9 am - 5:30 pm

9 am - 5:30 pm

9 am - 7 pm

9 am - 1 pm

9 am - 5:30 pm

9 am - 5:30 pm

9 am - 7 pm

9 am - 1 pm

FP F Panels 9 - 10 am 9 - 10:30 am 2 - 3:30 pm FP F S E+ Ex

Posters

noon - 5:30 pm

FP F S E+ Ex

Poster Sessions

All week

FP F S

Production Sessions

FP F S

Real-Time Live!

FP F

Reception

FP F S E+ Ex

Studio & Studio Course and Talks

9 - 10:30 am 3:45 - 5:15 pm

9 am - 5:30 pm

9 am - 5:30 pm

9 am - 5:30 pm

9 am - 5:30 pm

2 - 3:30 pm

10:45 am - 5:15 pm

10:45 am - 3:30 pm

10:45 am - 5:15 pm

5:30 - 7:15 pm

8 - 10 pm 9 am - 5:30 pm

9 am - 5:30 pm

9 am - 7 pm

9 am - 1 pm

FP F Talks 10:45 am - 5:35 pm

9 - 10:30 am 3:45 - 5:35 pm

9 am - 5:15 pm

9 am - 5:15 pm

9 am - 5:15 pm

FP F Technical Papers

9 - 10:30 am 3:45 - 5:35 pm

9 am - 5:35 pm

9 am - 5:35 pm

9 am - 5:35 pm

9 am - 5:30 pm

9 am - 5:30 pm

9 am - 7 pm

9 am - 1 pm



noon - 5:30 pm

9 am - 5:15 pm

3:45 - 5:15 pm

FP F S

Technical Papers Fast Forward

6 - 8 pm

FP F S E+ Ex

VR Village

noon - 5:30 pm

*Includes ACM SIGGRAPH Award Presentation immediately precedes the Keynote Session

 Table of Contents



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Reasons to Attend Why SIGGRAPH?

Why spend five or six days away from the office, away from home, when you can improve your skills in your spare time on the web? If you’re hearing those questions from your employer, or from friends and family, here are a few answers, plus some real quotes from recent SIGGRAPH attendee surveys:

“It’s the most inspiring thing I do every year— the latest cutting-edge everything.”

Learning At SIGGRAPH 2015, you will learn more in five days than you could at any other conference, or any combination of conferences, anywhere in the world. And you’ll learn from the world’s leading experts in computer graphics and interactive techniques.

Inspiration With direct, real-time access to the latest theories, the coolest technologies, and the wisdom of thousands of colleagues and collaborators, you will return from SIGGRAPH 2015 creatively rejuvenated. This is your chance to get out of the office, away from your daily routine, and out from under your email and meet the best minds in the industry.

Expertise From the Exhibition to the Production Sessions and from Technical Papers to Courses, when people are developing new ideas and emerging technologies, they present them at SIGGRAPH.

Engagement

“There is a chance to interact with the creators and the brains behind most of the products we use on a daily basis.”

Interactive is so important to us that it’s part of our name. At SIGGRAPH 2015, you’ll see, hear, and touch real-time demos by the most technically advanced minds in computer graphics and interactive techniques.

Exclusive With its breadth of programs and events, only SIGGRAPH 2015 allows you to produce a conference experience that’s exclusively yours. The balance of technical presentations with artistic and creative demonstrations is what really makes SIGGRAPH stand out.

Community

“It is literally mind-blowing in what you will experience.”

 Table of Contents

Connect with people from everywhere in the world who share your joy in the power of art and science. Interact with artists, researchers, educators, animators, new-comers, and pioneers in computer graphics and interactive techniques.



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Conference Overview SIGGRAPH 2015

Five amazing L.A. days of the latest and greatest advances in computer graphics and interactive techniques, including a three-day commercial exhibition of the industry’s essential products and services. At SIGGRAPH 2015, you’ll find all the data, techniques, people, and inspiration you need for another successful year of research, development, creativity, and production. Conference Registration Categories

One-Day Registration

FP Full Conference Platinum

One-Day registration includes one day admission to all conference programs and events and the Exhibition (Tuesday-Thursday). Does not include the SIGGRAPH 2015 Reception ticket.

F Full Conference S Select Conference E+ Exhibits Plus Ex Exhibitors

FP F S

FP F

Keynote Session

Reception

Monday, 10 August, 11 am-12:45 pm

Monday, 10 August, 8-10 pm

Joichi (Joi) Ito, MIT Media Lab Director

As director of the MIT Media Lab, Joi Ito explores how radical new approaches to science and technology can transform society in substantial and positive ways. Over the past 30 years, he has been recognized around the world for his work as an activist, entrepreneur, and venture capitalist, and for his advocacy of emergent democracy, privacy, and internet freedom. He has served as both board chair and CEO of Creative Commons, and currently sits on the boards of The New York Times Company, the Knight Foundation, The MacArthur Foundation, and Sony Corporation.

Distinguished Artist Award for Lifetime Achievement in Digital Art Lillian Schwartz Independent Artist

Mix and mingle at the international SIGGRAPH community’s annual social and intellectual soirée. Drink a toast to your colleagues’ achievements, and your own. Share a convivial evening with people you haven’t seen since SIGGRAPH 2014. And meet the people you need to know for another year of professional success and adventure.

Mike Bailey Oregon State University

FP F S

ACM SIGGRAPH Award Talks The Steven Anson Coons Award for Outstanding Creative Contributions to Computer Graphics Presented during odd-numbered years, this award recognizes long-term creative impact on the field of computer graphics.

FP F S

ACM SIGGRAPH Award Presentations

Computer Graphics Achievement Award Awarded annually to recognize a major accomplishment that: provided a significant advance in the state of the art of computer graphics and is still significant and apparent.

(Immediately preceding the Keynote Session)

ACM SIGGRAPH 2015 Award Recipients Steven Anson Coons Award for Outstanding Creative Contributions to Computer Graphics Henry Fuchs University of North Carolina at Chapel Hill

Significant New Researcher Award Awarded annually to a researcher who has made a recent significant contribution to the field of computer graphics and is new to the field.

Distinguished Artist Award for Lifetime Achievement in Digital Art

Computer Graphics Achievement Award Steve Marschner Cornell University

Significant New Researcher Award

Awarded annually to an artist who has created a substantial and important body of work that significantly advances aesthetic content in the field of digital art.

Outstanding Service Award

Johannes Kopf Microsoft Research

 Table of Contents

Outstanding Service Award

This award is given annually to recognize outstanding service to ACM SIGGRAPH by a volunteer over a significant period of time.



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Conference Overview (continued)

FP F S E+ Ex

FP F S

FP F S E+ Ex

ACM Student Research Competition

Computer Animation Festival

Exhibitor Tech Talks

High-tech projection of the finest achievements in animated feature and short films, games, advertising, visual effects, real-time effects, realtime graphics, and scientific visualization.

SIGGRAPH 2015 exhibitors demonstrate software, hardware, and systems; answer questions; and host one-on-one conversations about how their applications improve professional and technical performance.

Fifteen student posters are selected for judging at SIGGRAPH 2015. A panel of distinguished judges selects three semi-finalists in each category (undergraduate and graduate), who present their work to SIGGRAPH 2015 attendees.

FP F S E+ Ex

Appy Hour Meet the next generation of mobile applications and their creators at Appy Hour. Enjoy a libation, interact with the developers, and experience tomorrow’s mobile media.

FP F S E+ Ex

Art Gallery: Hybrid Craft Explore the role of craft heritage in contemporary digital design, where beautiful and meaningful artifacts are produced by machine and craftsperson together, not by a machine or by a craftsperson alone.

FP F

Art Papers The processes and theoretical frameworks for making art and contextualizing its place in society.

FP F

FP F S Ex

Courses

Exhibits Fast Forward

Essential skills and insider knowledge delivered by world-class experts. Courses ranges from an introduction to the foundations of computer graphics and interactive techniques for those new to the field to advanced instruction on the most current techniques and topics.

A fast-paced, entertaining preview of the products and announcements that companies plan to make during the SIGGRAPH 2015 Exhibition.

FP F S E+ Ex

International Resources

FP F S

Dailies Behind-the-scenes revelations of production triumphs and setbacks at the world’s leading studios and universities.

Learn how the industry is evolving worldwide and collaborate with attendees from five continents. The International Center offers informal translation services and space for meetings, talks, and demonstrations.

FP F S E+ Ex

FP F S E+ Ex

Emerging Technologies

Job Fair

Test-drive the latest interactive and graphics technologies before they transform the way we live and work. Emerging Technologies presents hands-on demonstrations of research from a wide variety of disciplines, including automotive systems, displays, input devices, and wearable technology.

Looking for opportunity? Interested in meeting with some inspiring companies? Discover your future at SIGGRAPH 2015. In the Job Fair, attendees connect with employers before, during, and after the conference via the CreativeHeads. net job board and candidate profiling system.

FP F S E+ Ex

FP F S E+ Ex

FP F S Ex

Birds of a Feather (BOF) Informal presentations, discussions, and demonstrations, designed by and for people who share interests, goals, technologies, environments, or backgrounds.

Exhibition

Making @ SIGGRAPH 2015

The year’s largest, most comprehensive exhibition of hardware systems, software tools, and creative services in the computer graphics and interactive techniques marketplace. Established industry leaders and emerging challengers display, discuss, and demonstrate the products, systems, techniques, ideas, and inspiration that are creating the digital future.

 Table of Contents



Learn how makers use their creativity, ingenuity, and critical thinking to inspire others.

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Conference Overview (continued)

FP F S E+ Ex

FP F S

The MIX

Production Sessions

Following its successful SIGGRAPH debut in Vancouver last year, the MIX Showcase returns for SIGGRAPH 2015. The MIX team has been organizing showcases for independent game developers to present their projects to media and industry leaders since 2012. At SIGGRAPH 2015, game developers present indie projects featuring a wide variety of advanced graphics and gameplay, some still in the experimental stages.

Learn how world-class creative and production talent created the computer animation and visual effects in some of the Computer Animation Festival’s most provocative works.

FP F

Panels Expert panelists share experiences, opinions, insights, speculation, disagreement, and controversy with each other and the audience. Panel topics range from expanding the digitaldome industry to the resurgence of virtual reality.

FP F S E+ Ex

Posters In-progress research, student projects, and late-breaking work ranging from applications of computer graphics to in-depth analysis of specific subjects. During Poster Presentations, authors discuss their work with attendees. New this year: SIGGRAPH posters are presented in an electronic format.

FP F

Talks Explore the latest in-progress developments and how they will be implemented in graphics production or other fields.

FP F

FP F S

Technical Papers

Real-Time Live! An interactive extravaganza that celebrates the real-time achievements of evil geniuses, mad scientists, and creative computer gods.

These prestigious juried presentations are the most influential international scientific events in computer graphics and interactive techniques.

FP F S

Technical Papers Fast Forward

FP F S E+ Ex

Studio The playful and experimental nature of the Studio provides a unique forum to engage with other brilliant professionals and academics who focus on content-creation in digital, physical, and social outlets while exploring new tools, applications, and methods to create, craft, build, and share. Along with a renewed emphasis on technology, it presents projects from alternative fields that utilize and build new foundations in computer graphics – particularly those that extend beyond traditional screens and into the physical world.

 Table of Contents



The world’s leading experts in computer graphics and interactive techniques preview the Technical Papers in provocative, sometimes hilarious summaries of the field’s evolution.

FP F S E+ Ex

VR Village Explore real-time immersion in tomorrow’s virtual and augmented realities, including stand-up/sitdown VR, tabletop AR, nomadic VR (untethered head-mounted displays or AR), full-dome cinema, and live performances and demos in a 360-degree immersion dome.

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Conference Schedule Registration/Merchandise Pickup Center/SIGGRAPH Boutique Saturday, 8 August Sunday, 9 August Monday, 10 August Tuesday, 11 August Wednesday, 12 August Thursday, 13 August

9-10 am Panel: Ready, Steady ... SIGGRAPH!!!! 9-10:30 am ACM SIGGRAPH Organization Events: IEEE TVCG Special Session on Visualization 9 am-6 pm International Center 10:15 am-12:15 pm Course: Fundamentals Seminar 10:30-11:30 am ACM SIGGRAPH Theater Event: CG in Australasia 10:45 am-12:15 pm ACM SIGGRAPH Organization Events: IEEE TVCG Special Session on Augmented and Virtual Reality Talks: Killing Monsters: Behind the Scenes of the Witcher 3

11:30 am-12:30 pm ACM SIGGRAPH Theater Event: Demoscene 2014/2015 Noon-5:30 pm Art Gallery Educator Symposium Emerging Technologies

Schedule is subject to change.

4-6 pm 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

Sunday, 9 August

Talks: Crowds and Complexity



2-3:30 pm Studio Course: Digital T-Shirt Design and Printing

9-11 am ACM SIGGRAPH Theater Event: Immersive Visualization for Science and International Research

Talks: Inside Your Head and Out of This Talks: Bringing Worlds to Life: Inside the Minds of Avalanche Studios

9 am-12:15 pm Course: Advances in Real-Time Rendering, Part I

Talks: On and Under the Surface (Geometry Rigging & Surfacing)

9 am-5:30 pm Art Gallery

2-5:15 pm Course: Applying Color Theory to Digital Media and Visualization

Computer Animation Festival – Daytime Selects Emerging Technologies

Course: Moving Mobile Graphics Making @ SIGGRAPH 2015 Course: Real-Time Rendering of Physically Based Optical Effects in Theory and Practice

Studio Course: Computational 3D Imaging: Advances in Time-of-Flight Imaging

The MIX

3-5 pm ACM SIGGRAPH Theater Event: ACM SIGGRAPH Digital Arts Community 3:45-5:15 pm Studio Talks: Machine Phenomena

Studio The MIX VR Village 1-2 pm ACM SIGGRAPH Theater Event: International collegiate Virtual Reality Contest (IVRC) 2-3 pm ACM SIGGRAPH Theater Event: Overview of SIGGRAPH (with Japanese interpreter)

Talks: Off the Beaten Path (Tracing) Talks: An Animator’s (Day) Dream

9 am-6 pm International Center

1-2:30 pm ACM SIGGRAPH Theater Event: ACM SIGGRAPH Cartographic BOF

6-8 pm Technical Papers Fast Forward

2-3:30 pm ACM SIGGRAPH Award Talks

Monday, 10 August

Art Gallery Talks

9-10:30 am Art Gallery Talks

SIGGRAPH Special Event: ILM 40th Anniversary Presentation

Panel: The Renaissance of VR: Are We Going to do it Right This Time?

Production Session: Building San Fransokyo: Creating the World of Disney’s “Big Hero 6”

Talks: Capturing the World

2-5:15 pm Course: Advances in Real-Time Rendering, Part II

Technical Papers: Computational Illumination Technical Papers: Geometry Field Trip Technical Papers: Modeling, Controlling, and Suturing Humans

 Table of Contents

VR Village

11 am-12:45 pm Keynote Session: Joichi (Joi) Ito, Director, MIT Media Lab

Making @ SIGGRAPH 2015 Posters

Posters



2:30-3:30 pm ACM SIGGRAPH Theater Event: Demoscene - Classics

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Conference Schedule Monday, 10 August Continued

9 am-5:30 pm Art Gallery

3:30-4:30 pm ACM SIGGRAPH Theater Event: CG in Asia

Computer Animation Festival – Daytime Selects

3:45-5:15 pm ACM SIGGRAPH Organization Events: UIST Reprise at SIGGRAPH 2015

Emerging Technologies

Exhibits Fast Forward

Posters

Studio Course: Build Your Own Game Controller

Studio

2-3:30 pm Course: Denoising Your Monte Carlo Renders: Recent Advances in Image-Space Adaptive Sampling and Reconstruction Production Session: Double Negative Presents: The Visual Effects of “Interstellar”

Making @ SIGGRAPH 2015

Production Session: Inside the Mind: The Making of Disney•Pixar’s “Inside Out” Technical Papers: Video Processing

The MIX

Technical Papers: Parameterization & Mapping

3:45-5:35 pm Talks: Links and Locks

VR Village

Technical Papers: Deform me a Solid

Technical Papers: Face Reality

9 am-6 pm International Center

2-5:15 pm Course: Open Problems in Real-Time Rendering

Technical Papers: Rendering Complex Appearance Technical Papers: Wave-Particle Fluidity 6-8 pm Computer Animation Festival – Electronic Theater 8-10 pm Reception

Tuesday, 11 August 9-10:30 am Studio Course: Compute for Mobile Devices: Performance-Focused Hands-On Studio Talks: Wondrous Wearables, A Special Session with the Mi.Mu Gloves Project Talks: Got ‘Bots

9:30 am-6 pm Exhibition Exhibitor Tech Talks Job Fair

Panel: Convergence in Film and Games Technologies

Production Session: Disney•Pixar’s “Lava”: Moving Mountains

Talks: Behind the Cinematic of Blizzard Entertainment’s Overwatch

Production Session: Weta Digital Presents: Over 20 Years of Creativity and Innovation

3:45-5:35 pm Technical Papers: Image Processing Technical Papers: Taking Control

Technical Papers: VR, Display & Interaction

Talks: Effects Omelette

Course: An Overview of NextGeneration APIs

3:45-5:15 pm Course: Bullet Physics Simulation Emerging Technologies Talks

10:45 am-12:15 pm Course: Writing Fast Image Processing Code with Halide

Studio Talks: Crafting Unexpected Rendering Techniques

Course: The Path-Tracing Revolution in the Movie Industry

3-4 pm ACM SIGGRAPH Theater Event: CG in Latin America: “Encontro dos brasileiros” — Brazilian Meeting

10:30 am-12:30 pm ACM SIGGRAPH Theater Event: Enhanced Vision – Digital Video: Online Exhibition; Special Session of ACM SIGGRAPH Digital Arts Community

Technical Papers: Simsquishal Geometry

9 am-12:15 pm Art Papers

2-5:15 pm Course: Modeling and Toolpath Generation for Consumer-Level 3D Printing

Technical Papers: Shape Analysis

Technical Papers: Let’s Do the Time Warp Technical Papers: Meshing Around

4-5 pm ACM SIGGRAPH Theater Event: CG in Latin America 5-6 pm ACM SIGGRAPH Theater Event: CG in Latin America Reception

1-2 pm ACM SIGGRAPH Theater Event: Women in CG- Perspectives

5:30-7:15 pm Real-Time Live!

2-3 pm ACM SIGGRAPH Theater Event: Women in CG- Social Time

 Table of Contents



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Conference Schedule Wednesday, 12 August 8:30-10:30 am Talks: Dream Big (Peanuts) 9-10:30 am Panel: Digital Domes: Theaters Without Borders

10:45 am-12:15 pm Production Session: From Post-it to Post Production, The Uncompromising Journey of “The Book of Life”

3:45-5:15 pm ACM Student Research Competition Final Presentation

Production Session: Image Engine Presents: Breathing Life Into CHAPPiE Studio Course: Shadertoy Workshop

Panel: DWA TV: A Feature A Week (That’s All We Ask)

Studio Course: Beginning Native Android Apps

Studio Talks: Building Fantastic Worlds, Studio Games Talks 2

Studio Talks: Building Fantastic Worlds, Studio Games Talks 1

Talks: Supernatural

Technical Papers: Fabricating Fabulous Forms Technical Papers: Transfer & Capture Technical Papers: Geometry Zoo 9 am-12:15 pm Course: Physically Based Shading in Theory and Practice Course: Multi-Threading for Visual Effects 9 am–5:30 pm Computer Animation Festival – Daytime Selects Posters 9 am-6 pm International Center 9 am-7 pm Art Gallery Emerging Technologies Making @ SIGGRAPH 2015 Studio The MIX VR Village

Technical Papers: Image Similarity & Search

Production Session: Fix the Future: Industrial Light & Magic and Visual Effects for “Tomorrowland” Studio Course: Design Machines – Part II Talks: Pipeline & Asset Management

Technical Papers: Fabrication & Function Talks: Leap of Faith: The World of Mirror’s Edge

Technical Papers: Reconstruction & Analysis

3:45-5:35 pm Technical Papers: Character Fashion & Style

10:45 am-12:30 pm Talks: On the Move 11 am-noon ACM SIGGRAPH Theater Event: Digital Content Association of Japan

Technical Papers: Sampling & Filtering

noon-1:30 pm ACM SIGGRAPH Theater Event: ISEA International Open Forum

4-5 pm ACM SIGGRAPH Theater Event: CG in Africa & Middle East

1:30-2:30 pm ACM SIGGRAPH Theater Event: CG in USA and Canada

5-6 pm ACM SIGGRAPH Theater Event: Genetic Transfiguration Grand Prize Giveaway

2-3:30 pm Course: Building Blocks for Making 3D Pipeline

5-7 pm Appy Hour

Course: Context-Aware 3D Gesture Recognition for Games and Virtual Reality Production Session: DreamWorks Animation Presents “HOME”: Just Another Post-Apocalyptic-Alien-Invasion-BuddyRoad Movie?

9:30 am-6 pm Exhibition

Production Session: The Park is Open: Journey to “Jurassic World” with Industrial Light & Magic

Exhibitor Tech Talks

Studio Course: Design Machines – Part I

Job Fair

Talks: Werewolves in London: The Order 1886 Production Talks

10-11 am ACM SIGGRAPH Theater Event: Professional and Student Chapters Startup Meeting

3-4 pm ACM SIGGRAPH Theater Event: CG in Europe & Russa

Technical Papers: Sketching & Surfacing

8:30-10:30 pm Computer Animation Festival – Electronic Theater

Thursday, 13, August 9-10:30 am Course: Bringing Stories to Life: for Programmers, Animators, Designers Course: OpenVDB Studio Talks: New XRoads of Disruptive Tools Talks: Traveling Light

Technical Papers: Procedural Modeling

Technical Papers: Computational Printing

Technical Papers: Appearance Capture

Technical Papers: Constraints, Collisions & Clarinets

Technical Papers: Fluids, From Air to Goo 2-5:15 pm Course: How to Design and Build New Musical Interfaces

 Table of Contents



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Conference Schedule Thursday, 13 August Continued

Technical Papers: Printing Elasties

9 am-12:15 pm Course: Real-Time Many-Light Management and Shadows with Clustered Shading

Technical Papers: Perception & Color

9 am-1 pm Art Gallery Emerging Technologies Making @ SIGGRAPH 2015 Studio The MIX VR Village 9 am-3:30 pm International Center 9 am-5:30 pm Posters 9:30 am-3:30 pm Exhibition Exhibitor Tech Talks Job Fair 10:45 am-12:15 pm Production Session: “The Peanuts Movie”: From Comic Strip to Feature Film

3:45-5:15 pm Dailies Talks Panel: SIGGRAPH: The Original “VR MeetUp”

Technical Papers: Meshful Thinking 10:45 am-12:30 pm Talks: I’ve Got You Covered

Production Session: The Making of the Characters of Marvel’s “Avengers: Age of Ultron”

1-2 pm ACM SIGGRAPH Theater Event: Join the IRC in 2016! 2-3:30 pm Production Session: The Making of Marvel’s “Ant-Man”

Talks: Labs R&D: The Rendering Techniques of Deus EX: Mankind Divided and Rise of the Tomb Raider 3:45-5:35 pm Technical Papers: Light Fields

Talks: Follow the Crowd Technical Papers: Scalable Graphics Technical Papers: Simulating With Surfaces 2-5:15 pm Course: Modeling and Capturing the Human Body: for Rendering, Health, and Visualization Course: Computational Tools for 3D Printing Course: User-Centric Computational Videography

Studio Talks: Quilted Creations and Imaginative Imaging

 Table of Contents



s2015.siggraph.org

FIRST-TIMER

 INVITED

12

Art Gallery: Hybrid Craft FP F S E+ Ex

#SIGGRAPH2015

Hybrid Craft demonstrates a multi-directional exchange of knowledge between the new and the traditional, and visualizes techniques to protect and preserve traditional practices. The gallery emphasizes the importance of craft heritage in contemporary digital design, where beautiful and meaningful artifacts are produced by machine and craftsperson together, not by a machine or by a craftsperson alone. A special issue of Leonardo, The Journal of the International Society of the Arts, Sciences and Technology includes visual documentation of the works exhibited in the Art Gallery. Publication of this seventh special issue coincides with SIGGRAPH 2015.



Attend the Art Gallery sessions for discussion with the artists. Monday, 10 August, 9-10:30 am and 2-3:30 pm

Image Credit: Random Generatives Large Bowl © 2015 Justin Marshall, Autonomatic Research Group

3D Printing and Jewelry Making

Minecrafting

FP F S E+ Ex

Yael Friedman Independent Artist

Katie Bunnell Autonomatic Research Group

Reception: Leonardo, Art Papers, and Art Gallery

Articulated 3D-Printed, Hand-Painted Sculptures

Neo-Industrial Biography, Glass Working and Re-Configurable Toolmaking

FIRST-TIMER

Tuesday, 11 August, 2-3:30 pm

Mix and mingle with the artists, designers, and authors whose work was selected for SIGGRAPH 2015. Your hosts: the SIGGRAPH 2015 Art Gallery and Art Papers committees. Sponsored by Leonardo/ISAST and The MIT Press

Brian Chan Independent Artist

Tavs Jorgensen Autonomatic Research Group

The Celtic Knife Design Using CNC Techniques

The Other Way Around: From Virtual to Physical

Rab Gordon Independent Artist

Amit Zoran The Hebrew University of Jerusalem

Dandelion Diptych

Seppo Valjakka Independent Artist

Jie Qi Massachusetts Institute of Technology

PIRANESI

Folding Musical Instruments

Factum Arte

Brian Chan Independent Artist

Random Generatives Large Bowl

The Hunt for Butterflies

Justin Marshall Autonomatic Research Group

Peter Schmitt Independent Artist

Species-Tool-Being No. 1

JIGLESS: Bicycle Frame Domestic Fabrication

Shane Hope Independent Artist

Atar Brosh Independent Artist

Wallpapers IV Leah Buechley Independent Artist

Line Number Jennifer Jacobs Massachusetts Institute of Technology

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Art Papers FP F S

#SIGGRAPH2015

Art Papers illuminate the processes and theoretical frameworks for making art and contextualizing its place in our increasingly networked and computationally mediated world.

In collaboration with Leonardo/ISAST, the papers are published in a special issue of Leonardo, The Journal of the International Society of the Arts, Sciences and Technology. The issue also includes visual documentation of the works exhibited in the Art Gallery. Publications of this special issue coincide with SIGGRAPH 2015.

Image Credit: Estructura Volante © 1978 José María Yturralde. Octahedron flying at the 1978 Venice Biennale with Palladio’s St. Giorgio Maggiore building in the background

Coding Form, Forming Code

Light Pattern

Tuesday, 11 August, 9-10:30 am

Light Pattern is a programming language in which one communicates with the machine through photographs, a process that explores the nuance and affect inherent in all code.

Moderator: Edward Shanken

The Bailey-Derek Grammar: Recording the Craft of Wire-Bending in the Trinidad Carnival This paper presents a visual description of the dying, non-western craft of wire bending in the Trinidad Carnival. Developed from site visits, interviews, observations, and visual examination wire-bent artifacts in Trinidad, it records materials, steps, and rules in this craft practice for its preservation and perpetuity.

Daniel Temkin Independent Artist

Media(ting) Art and Human Experience

This paper introduces a novel methodological framework for promoting media-arts activities in art-science contexts. It splits media-arts activities into the overlapping areas of generation, augmentation, provocation, and mediation, providing a useful way to articulate the broader importance of media arts in interdisciplinary collaboration. Angus Forbes University of Illinois at Chicago

Tuesday, 11 August, 10:45 am-12:15 pm Moderator: Victoria Szabo, Duke University

Vernelle Noel Pennsylvania State University

Ethics, Ecology, and the Future: Art and Design Face the Anthropocene

Yturralde: Impossible Figure Generator

This paper provides a critique of how the Anthropocene is being addressed in art and design, focusing on works of critical, conceptual, and speculative design. Artists and designers discussed include: Marina Zurkow, Una Chaudhuri, Oliver Kellhammer, Fritz Ertl, Sarah Rothberg, Dunne & Raby, and Jae Rhim Lee.

An interview with José María Yturralde about his arrival into the field of computer art in 1968, as well as the process involved in the creation of impossible figures. The paper analyzes Yturralde’s contribution through a modern software interpretation while inspecting the historical aspects in which it developed.

Articulating Media-Arts Activities in Art-Science Contexts

Kayla Anderson The School of The Art Institute of Chicago

The Dual Skins of a Media Façade: Explicit and Implicit Interactions This paper considers how media architecture can support new forms of public interaction in urban environments by using ethnographic research methods that seek to bridge the gap between expert top-down approaches to new-media technology design and bottom-up community digital practices that shape in situ usages. Claude Fortin Kate Hennessy Simon Fraser University

Esteban Garcia Bravo Jorge Garcia Purdue University

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Computer Animation Festival FP F S

#SIGGRAPHcaf

The leading annual festival for the world’s most innovative, accomplished, and amazing digital film and video creators. The Computer Animation Festival is recognized by the Academy of Motion Picture Arts and Sciences as a qualifying festival. Since 1999, several works originally presented in the Computer Animation Festival have been nominated for or have received a “Best Animated Short” Academy Award.

The SIGGRAPH 2015 Computer Animation Festival presents:

Electronic Theater

Production Sessions

Showing Monday and Wednesday, the Electronic Theater showcases an eclectic mix of the finest work in computer graphics from the last 12 months.

Learn how world-class creative and production talent created the computer animation and visual effects in some of the Computer Animation Festival’s most provocative works.

Daytime Selects

Real-Time Live!

Showcasing work in computer animation shorts, games, animated feature films, visual effects for live-action feature films, music videos, advertising and visualizations and simulations. Daytime Selects presents the most provocative compelling and avant garde short films and animations, both CG and non-CG.

Live presentations reviewing the year’s most innovative real-time graphics, celebrating interactive rendering techniques across all fields and hardware platforms.

Divergent

Electronic Theater

USA

Frozen Fever  INVITED

A Tale of Momentum & Inertia USA

USA

The Alchemist’s Letter

USA

Amir & Amira Assassin’s Creed Unity E3 Cinematic Trailer

NEW ZEALAND

HUNGARY

HOME VFX Breakdown USA

The Boxtrolls: Time Lapse  INVITED

Ikea, T-shirts

USA

UNITED KINGDOM

Call of Duty: Advanced Warfare, Discover Your Power

Interstellar  INVITED

USA

USA

Citius, Altius, Fortius

GERMANY

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UNITED KINGDOM

The Hobbit: The Battle of the Five Armies  INVITED

FRANCE

Image Credit: Amir & Amira © 2015 Karim Khenissi, ESMA

Guardians of the Galaxy



Jinxy Jenkins and Lucky Lou USA

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Computer Animation Festival John Lewis, Monty’s Christmas Jurassic World  INVITED USA

Kite USA

Bear Story

Daytime Selects

UNITED KINGDOM

CHILE

Between Times

Advertising

NETHERLANDS

Ambition

Broken: Rock, Paper, Scissors

POLAND

USA

Dark Noir

L3.0

UNITED KINGDOM

Lava  INVITED

Digital Domain Gaming and Advertisement Reel  INVITED

FRANCE

USA

USA

League of Legends Music: Curse of the Sad Mummy

Dino Kid

SOUTH AFRICA

MPC Godzilla VFX Breakdown UNITED KINGDOM

MPC X-Men: Days of Future Past VFX Breakdown

Chaud Lapin FRANCE

Deep Dance GERMANY

Dji. Death Sails MOLDOVA

Exode

GERMANY

FRANCE

Elevator

Fibers

GERMANY

DENMARK

First Direct, Little Frill

First Launch

UNITED KINGDOM

TAIWAN

UNITED KINGDOM

Greenpeace NewBees

Multi-scale Multi-physics Heart Simulator, UT-Heart

Ikea, Beds

Overwatch Cinematic Trailer

Mercedes-Benz, Fable

Paddington

Nissan, Winter Allies

Synthie Forest

Phosphoros

The Present

Playstation 4, InFAMOUS: Second Son

Tide: The Paradox Effect

Qualcomm Snapdragon “Bullet Train”

Tom Clancy’s The Division: Take Back New York

SOMEONE

JAPAN

USA

UNITED KINGDOM

GERMANY

GERMANY

CANADA

USA

Tomorrowland  INVITED USA

World of WarCraft: Warlords of Draenor Cinematic USA

Giant Robots from Outer Space

GERMANY

FRANCE

Give Luci

UNITED KINGDOM

USA

Green Light-Abandoned city

USA

SOUTH KOREA

I M POSSIBLE

USA

USA

Insomnia

GERMANY

GERMANY

USA

Kite USA

USA

Le Son des Flammes FRANCE

Monster

SOUTH KOREA

USA

T4-Logo

Mortal Breakup Inferno

CHINA

FRANCE

The Legend Returns – Peugeot 208 GTI FRANCE

Murphy FRANCE

Xbox, Forza: Leave Your Limits

NEBULA

USA

FRANCE

Computer Animated Shorts

Parrot Away DENMARK

8.9

FRANCE

Peanut Butter Jelly USA

A New Hue

UNITED KINGDOM

Ram’s Horn USA

Alosis

GREECE

Roommate Wanted – Dead or Alive DENMARK

Batz

FRANCE

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Computer Animation Festival Roots

The Witcher 3: The Trail

Sahara

SMITE: Battleground of the Gods

Splash

Kitchen Sink

Sticky

Architecture and the Unspeakable 3: Detroit

FRANCE

FRANCE

FRANCE

USA

Visual Effects for Live-Action Feature Films

POLAND

Avengers: Age of Ultron  INVITED

UNITED KINGDOM

USA

Dracula Untold

UNITED KINGDOM

USA

Sumsing GERMANY

Sweet cocoon FRANCE

The Kiss USA

Edge of Tomorrow UNITED KINGDOM

Atheum’s Way NEW ZEALAND

GEAR USA

Big Black Delta - Huggin & Kissin Official Video

Guardians of the Galaxy

USA

USA

Chase Me

The Legend of the Flying Tomato USA

Jupiter Ascending

FRANCE

UNITED KINGDOM

Fluid Dynamics Simulations Reel

The Mechanical Waltz FRANCE

The OceanMaker USA

TAIWAN

Moon Phase and Libration from the Other Side

JAPAN

USA

Tsunami

Nexus

DENMARK

USA

VRP

RAKUEN TSUIHO – Expelled from Paradise

Games Alpine Vision Gran Turismo FRANCE

The Crew Launch Trailer FRANCE

Game of War “Decisions” USA

USA

J’ai vu, une fois, Une Magnifique Image

TSUM TSUM “Frozen”

FRANCE

Jupiter Ascending

USA

SOUTH KOREA

Maggie USA

The Maze Runner USA

MPC Maleficent VFX Breakdown  INVITED UNITED KINGDOM

JAPAN

Night at the Museum: Secret of the Tomb

Saint Seiya Legend of Sanctuary JAPAN

USA

Shirley Bassey “If You Go Away” Rebeat Remix

FIRST-TIMER

IRAN



Skin Stretch: Simulating Dynamic Skin Microgeometry

“The Story of Computer Graphics”

Song of the Sea  INVITED

A comprehensive survey of the first 25 years of computer graphics, from its origins as an obscure topic of research to its worldwide application in hightech digital imagery.

USA

Grey Goo Cutscene Mission 05 Outro UNITED KINGDOM

Grey Goo Launch Trailer UNITED KINGDOM

USA

Space-Fluids

inFAMOUS: First Light

GERMANY

inFAMOUS: Second Son

SPARKED: A Live Interaction Between Humans and Quadcopters  INVITED

USA

USA

Lords of War Part Three – Durotan USA

Nitro Nation POLAND

Warlords of Draenor – Talador Finale USA

War Thunder: Battle Is On

The Kung Fu Robot

CANADA

Tide: The Paradox Effect CANADA

Visions of America: Amériques USA

YouTube Music Awards 2015 USA

POLAND

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Courses (See Studio for more Courses.) FP F

#SIGGRAPH2015

Learn from the experts in the field and gain inside knowledge that is critical to career advancement. SIGGRAPH 2015 Courses deliver invaluable learning opportunities in three levels of difficulty (introductory, intermediate, and advanced). Full Conference Platinum and Full Conference registrations allows attendees access to all SIGGRAPH 2015 Courses. Additional Courses are presented in the Studio, which is open to attendees in all registration categories. Seating is on a first-come, first-served basis. Please arrive early for the Courses you wish to attend.

Image Credit: Bullet Physics Simulation, © 2015 Erwin Coumans, Google, Bullet Physics Library

 SIGGRAPH University SIGGRAPH University is a year-round resource for learning the basic principles of computer graphics and interactive techniques. View SIGGRAPH University Courses on YouTube 

GAMES

Sunday, 9 August

MOBILE

Moving Mobile Graphics

FIRST-TIMER

Sunday, 9 August, 2-5:15 pm

Fundamentals Seminar

INTERMEDIATE

Sunday, 9 August, 10:15 am-12:15 pm INTRODUCTORY

 INVITED This “pre-course” provides basic background in the concepts and terminology used in the annual SIGGRAPH conference. It is presented before other conference programs and events, and is more fundamental than any other introductory activities. Mike Bailey Oregon State University

The state of the art in power-efficient mobile graphics technology, from hardware and software methodology to advanced game development and graphics research. Sam Martin ARM Ltd. Andrew Garrard Sansung Electronics Co. Ltd. Andrew Gruber Qualcomm Incorporated Marius Bjørge ARM Ltd.

FIRST-TIMER

Applying Color Theory to Digital Media and Visualization

Renaldas Zioma Unity Technologies Simon Benge Exient Entertainment

Sunday, 9 August, 2-5:15 pm INTRODUCTORY

The foundations of color theory and how they apply to building effective digital media.

Niklas Nummelin Electronic Arts, Inc.

Theresa-Marie Rhyne Independent Consultant

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Courses GAMES

Real-Time Rendering of Physically Based Optical Effects in Theory and Practice Sunday, 9 August, 2-5:15 pm INTERMEDIATE

Optical effects such as Bokeh, bloom, glare, etc. are very important for cinematic rendering. Recent powerful GPUs allow accurate simulation of optical effects in real time. This course introduces optical theory and practical implementations for real-time rendering to achieve photo-realistic optical effects. Yoshiharu Gotanda tri-Ace, Inc. Masaki Kawase Silicon Studio Corp. Masanori Kakimoto Tokyo University of Technology

Computational 3D Imaging: Advances in Time-of-Flight Imaging Sunday, 9 August, 2-5:15 pm INTERMEDIATE

An overview of capabilities, limitations, and trends in 3D acquisition and imaging systems. The emphasis is on time-of-flight cameras, which are rapidly increasing in popularity. Ayush Bhandari Achuta Kadambi Ramesh Raskar MIT Media Lab Shahram Izadi Microsoft Research Vage Taamazyan Skolkovo Institute of Science and Technology

Monday, 10 August

Tuesday, 11 August

GAMES

ANIMATION & VFX

PRODUCTION

Advances in Real-Time Rendering, Part I

The Path-Tracing Revolution in the Movie Industry

Monday, 10 August, 9 am-12:15 pm

Tuesday, 11 August, 9 am-12:15 pm

INTERMEDIATE

ADVANCED

 INVITED Modern video games employ a variety of sophisticated algorithms to produce ground-breaking 3D rendering that pushes the visual boundaries and interactive experience of rich environments. This course presents state-of-the-art and production-proven rendering techniques for fast, interactive rendering of complex and engaging virtual worlds. Daniel Wright Epic Games

With examples from recent movies, the architectures and novel workflows of the next generation of production renderers are summarized for a wide audience, including technical directors, artists, and researchers. Alexander Keller NVIDIA Corporation Luca Fascione Weta Digital Ltd. Marcos Fajardo Iliyan Georgiev Solid Angle

Sebastien Hillaire Tomasz Stachowiak Yasin Ulydag DICE

Per Christensen Pixar Animation Studios Johannes Hanika Weta Digital Ltd.

Ari Silvennoinen Remedy

Gregory Nichols Christian Eisenacher The Walt Disney Company

Andrew Schneider Guerilla Games Huw Bowen

GAMES

MODELING

An Overview of Next-Generation APIs

Ulrich Haar Sebastian Aaltonen Ubisoft

Tuesday, 11 August, 9 am-12:15 pm INTRODUCTORY

 INVITED

Natalya Tatarchuk Bungie, Inc.

This introductory overview of nextgeneration graphics APIs includes discussion of API commonalities, basic coverage of API details, and developer case studies.

GAMES

Advances in Real-Time Rendering, Part II Monday, 10 August, 2-5:15 pm

Tim Foley NVIDIA Corporation

INTERMEDIATE

 INVITED Phase two of a course on state-of-theart and production-proven rendering techniques for fast, interactive rendering of complex and engaging virtual worlds.

Graham Sellers AMD Max McMullen Microsoft Jesse Hall Google, Inc. Dan Baker Oxide Games Dan Ginsburg Valve Aras Pranckevicius Unity Technologies Chris Wyman NVIDIA Corporation

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Courses Writing Fast Image Processing Code with Halide Tuesday, 11 August, 10:45 am-12:15 pm INTERMEDIATE

An introduction to the core concepts in Halide and how to use it to productively write high-performance code for image processing, computational photography, and vision. Jonathan Ragan-Kelley Stanford University Andrew Adams Dillon Sharlet Google Inc. Frédo Durand Massachusetts Institute of Technology PRODUCTION

GAMES

Open Problems in Real-Time Rendering

GAMES

Tuesday, 11 August, 2-5:15 pm

Physically Based Shading in Theory and Practice

INTERMEDIATE

 INVITED Detailed discussion of problems and constraints game developers are facing (from the graphics algorithms perspective) that have not been solved by hardware or research efforts.

Stephen Hill Stephen McAuley Ubisoft Montreal

PHYSICAL 3D

Tuesday, 11 August, 2-3:30 pm ADVANCED

INTRODUCTORY

Monte Carlo rendering algorithms are among the most powerful algorithms for high-end image synthesis, but they include noise artifacts at low sampling rates. This course presents the rapidly growing area of image-space algorithms that remove noise through novel adaptive sampling and reconstruction (filtering) methods.

This overview of the challenges in developing a toolpath generator (slicer) for 3D printing describes software solutions for mechanical problems, properties of molten plastic that work against us, and optimizations to improve print time and reduce plastic usage.

Sung-Eui Yoon Korea Advanced Institute of Science and Technology Nima Khademi Kalantari University of California, Santa Barbara

 INVITED

Johan Andersson DICE

Tuesday, 11 August, 2-5:15 pm

Fabrice Rousselle Disney Research

INTERMEDIATE

Natalya Tatarchuk Bungie, Inc.

Aaron Lefohn NVIDIA Corporation

Modeling and Toolpath Generation for Consumer-Level 3D Printing

Mathias Zwicker University of Bern

Wednesday, 12 August, 9 am-12:15 pm

Using examples from film and games, this course presents advances in physically based shading in both theory and production practices, demonstrating how it enhances realism and leads to more intuitive and faster art creation.

Denoising Your Monte Carlo Renders: Recent Advances in Image-Space Adaptive Sampling and Reconstruction

Pradeep Sen University of California, Santa Barbara

Wednesday, 12 August

H. Quynh Dinh Stratasys Ltd.

Brent Burley Walt Disney Animation Studios Danny Chan Sledgehammer Games Luca Fascione Weta Digital Michal Iwanicki Activision Naty Hoffman 2K Wenzel Jakob ETH Zurich David Neubelt Ready at Dawn Studios

Sylvain Lefebvre INRIA

Angelo Pesce Activision

Filipp Gelman Stratasys Ltd.

Matt Pettineo Ready at Dawn Studios

Frédéric Claux INRIA

ANIMATION & VFX GAMES

PRODUCTION

Multi-Threading for Visual Effects

Bullet Physics Simulation

Wednesday, 12 August, 9 am-12:15 pm

Tuesday, 11 August, 3:45-5:15 pm

INTERMEDIATE

INTERMEDIATE

Massive parallel collision detection and rigid body simulation using GPUs, plus high-quality constraint solvers and Featherstone articulated body algorithms with applications in games, visual effects, and robotics. Erwin Coumans Google Inc.

This broad overview of the main approaches to multi-threading for visual effects includes practical approaches to specific problems encountered in animation, simulation, and large application development. Martin Watt DreamWorks Animation SKG, Inc. George ElKoura PIxar Animation Studios Erwin Coumans Google, Inc. James Reinders Intel Corporation Jeff Lait Side Effects Software, Inc.

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Courses FIRST-TIMER

PRODUCTION

Building Blocks for Making 3D Pipeline Wednesday, 12 August, 2-3:30 pm INTERMEDIATE

Each CG project has its own pipeline. But they share a small set of common design patterns: assets, processes, plugins, caches, etc. This course identifies and explains the key patterns and their relationships, and proposes a standard terminology and graphical vocabulary. Bill Polson Independent Consultant AR/VR

GAMES

Context-Aware 3D Gesture Recognition for Games and Virtual Reality Wednesday, 12 August, 2-3:30 pm

FIRST-TIMER

Thursday, 13 August ANIMATION & VFX GAMES

AR/VR

FIRST-TIMER

PRODUCTION

Bringing Stories to Life: for Programmers, Animators, Designers INTRODUCTORY

This course visually presents the elements of classic story structure and development, which are presented in screenwriting courses but condensed for programmers, technical directors, designers, and animators whose work makes movies, animation, visual effects, and games come to life.

Joseph LaViola University of Central Florida FIRST-TIMER

How to Design and Build New Musical Interfaces Wednesday, 12 August, 2-5:15 pm INTRODUCTORY

Introduction to musical interface design and implementation. Attendees learn key aspects of the theory and practice of designing original interactive music technology with case studies including augmented and sensor based instruments, audio-visual instruments, mobile, and networked music making. Sidney Fels The University of British Columbia Michael Lyons Ritsumeikan University

Thursday, 13 August, 2-5:15 pm An overview of modeling and capturing methodologies that have applications in rendering pipelines and health. The course presents an overview of the bio-physics that create the variability of appearance among individuals in eyes, ears, skin, mouths, and hair. Hao Li University of Southern California Anshuman Das Tristan Swedish Hyunsung Park Ramesh Raskar Massachusetts Institute of Technology

Craig Caldwell University of Utah ANIMATION & VFX

PRODUCTION

Modeling and Capturing the Human Body: for Rendering, Health, and Visualization INTRODUCTORY

Thursday, 13 August, 9-10:30 am

INTERMEDIATE

Accurate 3D gesture recognition is critical to the user experience in applications such as video games and virtual reality. This course presents how contextual information can be used to improve the speed and accuracy of 3D gesture recognition.

GAMES

PRODUCTION

OpenVDB

PHYSICAL 3D

Thursday, 13 August, 9-10:30 am INTERMEDIATE

Computational Tools for 3D Printing

This course explains the compact volumedata structure and various tools available in the open source library OpenVDB. Since its release in 2012, it has set an industry standard and has been used for visual effects in over 70 feature movies.

Thursday, 13 August, 2-5:15 pm

Ken Museth Jeff Budsberg DreamWorks Animation SKG, Inc.

An introduction to 3D printing technology and the theory of recent specifications for fabrication methods, which allow designing and computing an object’s shape and material composition from a functional description. Nobuyuki Umetani Disney Research Zürich

Dan Bailey Double Negative

Bernd Bickel Institute of Science and Technology Austria

John Lynch Side Effects Software Inc. GAMES

INTERMEDIATE

Wojciech Matusik Massachusetts Institute of Technology

MOBILE

Real-Time Many-Light Management and Shadows With Clustered Shading Thursday, 13 August, 9 am-12:15 pm INTERMEDIATE

Using many lights in real-time applications has been an important goal for many years. This course presents an in-depth and practical exposition that combines production experience from game developers with the latest research into efficient many-light algorithms for both desktop and mobile hardware.

PRODUCTION

User-Centric Computational Videography Thursday, 13 August, 2-5:15 pm INTERMEDIATE

How to improve the quality and flexibility of capturing, editing, and exploring consumer videos. The course reviews recent techniques in computer vision and graphics, and analyzes how they have evolved.

Ola Olsson Chalmers University of Technology

Christian Richardt Universität des Saarlandes, Max-Planck-Institut für Informatik

Emil Persson Avalanche Studios

James Tompkin Harvard University

Markus Billeter Universität Zürich

Maneesh Agrawala University of California, Berkeley Christian Theobalt Max-Planck-Institut für Informatik

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Dailies FP F S

#SIGGRAPH2015

In brief presentations, artists tell stories about their achievements in modeling, shading, animation, lighting, effects, and more.

Image Credit: Creating Abstract Motion Sculptures Through Simulation © Jonathan Barry, Clemson University

A Novel Approach to Animated Render Passes in ZBrush Ambition An Illusion: From a Sad Experience to Empathy-Oriented Storytelling

Dust Visualization

Prototyping Realtime Volumetric Clouds

Eye Robot: A Collaborative Production Between Texas A&M University and DreamWorks Animation

RenderMan Layer Ocean Shader Searching for the Garbage Patches

Finding the “Right” Velocity Field to Shape a Smoky Leopard

Snow in Dragon 2

Artistic 2D And Half For Crises Expression

Generic Mutant Penguins

Surreal Nightswimming in Home

Atheum’s Way

H2OH NO!

The Making of Fruit People

Body-Face Rig Integration on Dave the Octopus in ‘Penguins of Madagascar’

Home Brewed VR Bubble Gun

The Old Axolotl

How Did We Tile Greenland?

To Rust We Shall Return VR

Huggin and Kissin

Visualization of a Stratospheric Ozone Intrusion

Breaking Bubbles: From Art to Finish Building The Brain-Computer Interface of Mindscape VR

Jewel of Denial White Crane Dance

Chase Me The Tree Making Coloring and Texturing Volume Simulations from Texture Images Creating Abstract Motion Sculptures Through Simulation Creating the Real-Time Demo ‘Kite’ in Unreal Engine 4 Creating Unbelievable Fluid Simulations Demon Train

Lefty & Boomer: How NOT to Make a Student Short Making a Big Splash in a Small Pond My Robot Guitar: Chimes Big Ben Notes Hourly, Plays Firewall Logs and More One Track, Mind: Inside Out’s Train of Thought Peanut Butter Jelly Procedural City for 3D Animated Production

Dust in the Wind — A Data-Driven

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 INVITED

22

Educator Symposium FP F S

#SIGGRAPH2015

Education is primary and fundamental to a strong and growing community of computer graphics professionals. The Education Focus provides opportunities for educators at the K-12 level and secondary levels to share high-quality pedagogical content, critical thinking, and research that push boundaries and expand knowledge within the CG discipline.

New this year is the Educators Symposium which offers educators an opportunity to present rigorous and relevant research.

Image Credit: Hacking Diabetes © 2015 Chris Reilly, Eastern Michigan University

Opening Remarks Sunday, 9 August, Noon Michael Gayk, Education Liaison State University of New York at New Paltz Stratasys, Ltd.

Keynote Speaker Sunday, 9 August, 12:15 pm Post-Media Education: Criticality, Making, and Openness As media theorists mark the arrival of a post-media era, educators need to consider the opportunities presented by antecedents in critical media education, maker movements, and open-source culture. Aaron D. Knochel Pennsylvania State University

Extending FashionDesign Education Through Technology, Collaboration, and Interdisciplinary Research Sunday, 9 August, 1 pm Digital design and digital fabrication extend traditional fashion-design education and allow interdisciplinary discourse and collaborative research to emerge.

The Pedagogical Implications of Distributed Authorship Sunday, 9 August, 3 pm When Alison King proposed a shift in the role of the teacher from “sage on the stage to guide on the side”, the internet was still in its infancy. In the 20-odd years since King’s paper, technology has completely changed how we share information. Taylor Hokanson Columbia College

Margarita Benitez Kent State University

Odd Fellows Union: Craft, Technology, and Conceptualism

Hacking Diabetes Sunday, 9 August, 2 pm

Sunday, 9 August, 4 pm

Developing creative patient-driven approaches to Type 1 diabetes management using food, electronics, fashion, and information.

In this presentation, Matthew Hebert presents his interactive sculptural objects within the contexts of craft, technology, and conceptualism.

Chris Reilly Eastern Michigan University

Matthew Hebert San Diego State University

Stratasys Ltd. Presentation Sunday, 9 August, 5 pm

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Emerging Technologies FP F S E+ Ex

#SIGGRAPH2015

Play with the latest interactive and graphics technologies before they transform the way we live and work. Emerging Technologies presents demonstrations of research from several fields, including displays, input devices, collaborative environments, and robotics. 

Attend the Emerging Technologies session for discussion with the creators. Tuesday, 11 August, 3:45-5:15 pm

Image Credit: An Auto-Multiscopic Projector Array for Interactive Digital Humans © 2015 Andrew Jones, University of Southern California; Jonas Unger, Linköpings universitet; Koki Nagano, Jay Busch, Xueming Yu, Hsuan-Yueh Peng, Oleg Alexander Paul Debevec, University of Southern California

A Multi-Projector Display System of Arbitrary Shape, Size, and Resolution

An Auto-Multiscopic Projector Array for Interactive Digital Humans

Duy-Quoc Lai Aditi Majumder Mahdi Tehrani University of California, Irvine

Jonas Unger Linköpings universitet

Acoustruments: Passive, Acoustically Driven, Interactive Controls for Handheld Devices Gierad Laput Carnegie Mellon University, Disney Research Pittsburgh Eric Brockmeyer Moshe Mahler Disney Research Pittsburgh Scott Hudson Chris Harrison Disney Research Pittsburgh, Carnegie Mellon University

Air Haptics: Displaying Feeling of Contact With AR Object Using VisuoHaptic Interaction Yuki Ban Takuji Narumi Tomohiro Tanikawa Michitaka Hirose The University of Tokyo

Doppler Time-of-Flight Imaging Felix Heide The University of British Columbia Gordon Wetzstein Stanford University

Andrew Jones Koki Nagano Jay Busch Xueming Yu Hsuan-Yueh Peng Oleg Alexander Paul Debevec University of Southern California

Matthias Hullin Rheinische Friedrich-Wilhelms-Universität Bonn Wolfgang Heidrich King Abdullah University of Science and Technology

Fairy Lights in Femtoseconds: Aerial and Volumetric Graphics Rendered by a Focused Femtosecond Laser Combined With Computational Holographic Fields

CHILDHOOD: Wearable Suit for Augmented Child Experience Jun Nishida Hikaru Takatori Kosuke Sato Kenji Suzuki University of Tsukuba

Yoichi Ochiai The University of Tokyo Kota Kumagai Utsunomiya University

Christie Digital Sandbox  INVITED

Takayuki Hoshi Nagoya Institute of Technology

Kevin Wright Roy Anthony Christie Digital

Jun Rekimoto Sony CSL, The University of Tokyo

Deformation Lamps: A Projection Technique to Make a Static Picture Dynamic

Satoshi Hasegawa Yoshio Hayasaki Utsunomiya University

Takahiro Kawabe Masataka Sawayama Shin’ya Nishida NTT Communication Science Laboratories

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Emerging Technologies FlashTouch: Touchscreen Communication Combining Light and Touch Masa Ogata Michita Imai Keio University Yuta Sugiura National Institute of Advanced Industrial Science and Technology

Ford Immersive Vehicle Environment  INVITED Elizabeth Baron Ford Motor Company

High-Brightness HDR Projection Using Dynamic-Phase Modulation Gerwin Damberg The University of British Columbia James Gregson Anders Ballestad Eric Kozak Johannes Minor Raveen Kumaran MTT Innovation Inc. Wolfgang Heidrich The University Of British Columbia

HoloChat: 3D Avatars on Mobile LightField Displays

Making Small Spaces Feel Large: Infinite Walking in Virtual Reality

Po2: Augmented Haptics for Interactive Gameplay

Evan Suma Mahdi Azmandian Timofey Grechkin Thai Phan Mark Bolas USC Institute for Creative Technologies

Ali Israr Siyan Zhao Kyna McIntosh JaeKyun Kang Moshe Mahler Eric Brockmeyer Disney Research

MEME – Smart Glasses to Promote Healthy Habits for Knowledge Workers Kai Kunze Keio University Kazutaka Inoue J!NS

SemanticPaint: Interactive Segmentation and Learning of 3D Worlds

Yuji Umea Sean Shao-An Tsai Masahiko Inami Keio University

Vibhav Vineet Stanford Univeristy Ming-Ming Cheng Nankai University

Shoya Ishimaru Katsuma Tanaka Koichi Kise Osaka Prefecture University

Victor Prisacariu Olaf Kahler Carl Ren Anurag Arnab Stephen Hicks David Murray Philip Torr Stuart Golodetz Michael Sapienza Julien Valentin University of Oxford

MidAir Touch Display  INVITED Yasuaki Monnai Keio University

Armand Niederberger David Fattal LEIA Inc.

Keisuke Hasegawa Seki Inoue Yoshikazu Furuyama Yasutoshi Makino Hiroyuki Shinoda The University of Tokyo

Jihun Yu Industrial Light & Magic

Moving Around in Virtual Space With Spider Silk

Hao Li University of Southern California

Ping-Hsuan Han Da-Yuan Huang Hsin-Ruey Tsai Po-Chang Chen Chen-Hsin Hsieh Kuan-Ying Lu Yi-Ping Hung National Taiwan University

Jing Liu University of California, Santa Cruz

LASTER Technologies Omnivisio Project  INVITED Benoit Froissard LASTER Technologies

The Light-Field Stereoscope

Zachary Schwemler Mark Baskinger Carnegie Mellon University

Shahram Izadi Microsoft Research

Shogyo Mujo

Josh Harker

VibroSkate: A Locomotion Interface With Exact Haptics and Kinesthesia Daiki Sato Masataka Ezoe Arisa Shimizu Ayaka Hino Midori Kawaguchi Katsuya Kikuchi Hironori Mitake Shoichi Hasegawa Yurio Hosaka Tokyo Institute of Technology

De-Nian Yang Academia Sinica

Fu-Chung Huang NVIDIA Research, Stanford University

Panoramical  INVITED

David Luebke NVIDIA Research

Fernando Ramallo

Gordon Wetzstein Stanford University

Kevin Watters

Wobble Strings: Spatially Divided Stroboscopic Effect for Augmenting Wobbly Motion of Stringed Instruments

Brendan Byrne

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Bart Kresa BARTKRESA design

Shogo Fukushima Takeshi Naemura Takefumi Hiraki Hiroki Yamamoto Hajime Kajita The University of Tokyo



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Making @ SIGGRAPH 2015 FP F S E+ Ex

#SIGGRAPH2015

Experience what makers have learned and how they use their creativity, ingenuity, and critical thinking to inspire others. A preliminary list of Making @ SIGGRAPH 2015 activities. Visit s2015.siggraph.org for an updated list.

Image Credit: Freezing Time: Making 3D Sculptures from 2D Animations © 2015 Andrew Glassner, Eric Haines

Making @ SIGGRAPH 2015 Birds of a Feather

Making @ SIGGRAPH 2015 Course

Making @ SIGGRAPH 2015 Projects

Troubleshooting 3D Modeling and Printing in the Classroom

Freezing Time: Making 3D Sculptures From 2D Animations Sunday, 9 August, 12:15-1:45 pm

Cannybots - Smart Toys, Built by Kids

Learn how to identify, troubleshoot, and prevent many of the most common pitfalls that designers, educators, and students encounter when preparing to print their 3D projects. Lance Winkel University of Southern California

Imagine creating a beautiful 2D animation that you can post to social media and then turning it into a gorgeous 3D model that you can print and hold in your hand. This course shows you how and gives you all the software you need to make more animations and models.

3D Design and Prototyping: Bringing 3D Printing to the Classroom

Andrew Glassner The Imaginary Institute

3D prototyping and printing technologies are evolving very rapidly. Keeping pace can be daunting. Keeping pace at the speed of academia can be overwhelming. This presentation summarizes the development of USC’s unique 3D Design and Prototyping curriculum from early concept to successful implementation.

Eric Haines Autodesk, Inc.

Cannybots introduce kids to technology in a fun, casual setting. They are toy robots that can be built and programmed by kids, 3D printed at home, and programmed using Arduino, Blockly, Python, or Scratch. Anish Mampetta Wayne Keenan Sayi Pavithrasagar Cannybots Ltd.

Making With Minecraft With Minecraft, attendees can develop simple immersive environments and use 3D printers to create prototypes from their own designs. Rosa Farre

Paper Electronics Sandbox Attendees use circuit stickers, conductive inks, paints, and arts and craft supplies to create light-up cards and/or add to an interactive mural.

Lance Winkel University of Southern California

Jie Qi Massachusetts Institute of Technology

Semi-Automatic 3D Garment Converter for Physical Simulation This easy-to-use system for physics-based cloth simulation from 2D sewing patterns allows users to reduce conversion time and provides optimal 3D garment data for realistic garment simulation. Eunjung Ju Youngmin Kwak Samsung

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Panels FP F

#SIGGRAPH2015

Invaluable opportunities for attendees to share opinions, insights, disagreement with the leading experts in computer graphics and interactive techniques. Full Conference Platinum and Full Conference Access registration allows attendees access to all SIGGRAPH 2015 Panels. Seating is on a first-come, first-served basis. Please arrive early for the Panel you wish to attend.

Image Credit: The Renaissance of VR: Are we going to do it right this time? © 2015 Margaret Dolinsky, Indiana University; Jaron Lanier, Microsoft Research; Elizabeth Baron, Ford Motor Company; Ronald Azuma, Intel Labs; Carolina Cruz-Neira, University of Arkansas at Little Rock

Sunday, 9 August FIRST-TIMER

Ready, Steady ... SIGGRAPH!!!! Sunday, 9 August, 9-10 am  INVITED Not sure how to plan your time at SIGGRAPH 2015? This panel of seasoned attendees and program chairs explains how to maximize your conference experience, select the “don’t-miss” sessions, and decipher the convention center’s layout. Ann McNamara Texas A&M University

Monday, 10 August FIRST-TIMER

Tuesday, 11 August

AR/VR

FIRST-TIMER

The Renaissance of VR: Are We Going to do it Right This Time? Monday, 10 August, 9-10:30 am This panels examines the factors for today’s renaissance of VR, the new perspectives on what it can enable, while it also takes a look back to explore lessons learned, successes and failures, and why we lost the excitement of the public after the first VR wave of the 90s. Moderator Margaret Dolinsky Indiana University Panelists Jaron Lanier Microsoft Research

ARTS

ANIMATION & VFX

GAMES

PRODUCTION

Convergences in Film and Games Technologies Tuesday, 11 August, 3:45-5:15 pm  INVITED This panel discusses the relevant convergences in film and game production processes and technologies. Leading minds in our industries explore the current state of artistically driven production tools and resources, how film-production methodologies influence game production and vice-versa, and emerging ideas in the field. Panelists Bill Polson Pixar Animation Studios

Elizabeth Baron Ford Motor Company

Kim Libreri Epic Games

Ronald Azuma Intel Labs

Kim Davidson Side Efects Software Inc.

Carolina Cruz-Neira University of Arkanasa at Little Rock

Frank Vitz Crytek Rick Stringfellow Electronic Arts Colin Penty Black Tusk Studios

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Panels

Wednesday, 12 August FIRST-TIMER

AR/VR

FIRST-TIMER

ANIMATION & VFX

DWA TV: A Feature A Week (That’s All We Ask)

Digital Domes: Theaters Without Borders

Wednesday, 12 August, 3:45-5:15 pm  INVITED

Wednesday, 12 August, 9-10:30 am

When the Netflix-DreamWorks Animation deal required delivery of over 300 hours of original content, the newly formed DreamWorks TV division was tasked with figuring out how to deliver at an unprecedented pace while maintaining a quality level that the beloved franchises required. In this panel, the DWA TV team explains how they set up their pipeline, chose tools, vetted 3D animation vendors around the world, created a common production language, optimized the approval process, and are keeping up with a production schedule that knows no flexibility.

In this panel, dome specialists present their visions of the future of the digital-dome industry. Topics include: dome shows featuring big data science vs. live-action photography, scaling content across domes, producing live interactive experiences vs. digital playback, and global distribution issues. The panelists demonstrate their own unique productions, including the recent “Solar Superstorms” documentary, in the dome theater at the VR Village. Moderator AJ Christensen National Center for Supercomputing Applications Panelists Donna Cox National Center for Supercomputing Applications Ed Lantz Vortex Immersion Media

Panelists Mark Taylor Randy Dormans Chris Neuhahn Mio Markovic DreamWorks Animation SKG, Inc.

Thursday, 13 August FIRST-TIMER

AR/VR

SIGGRAPH: The Original VR MeetUp Thursday, 13 August, 3:45-5:15 pm  INVITED This panel explores SIGGRAPH’s role as an important catalyst for the original introduction of virtual reality technologies and experiences to the public. At SIGGRAPH 91, Tomorrow’s Realities showcased early VR experiences in an entire hall of demonstrations. In 1994, The Edge and VROOM displayed new ideas potentials for a wide range of VR applications. SIGGRAPH continues to explore VR and its relationship to computer graphics, interactivity, and VR’s impact on society, through Emerging Technologies, Courses, Technical Papers, Panels and many exhibitors large and small. This year’s VR Village continues this tradition. The panel is composed of VR pioneers who have been active in SIGGRAPH’s VR activities over the years. They are all re-engaged with today’s resurgence of VR. Their vibrant stories of VR through the years will fascinate attendees and validate the important role SIGGRAPH played in promoting VR.

Ryan Wyatt Morrison Planetarium and Science Visualization Brad Thompson Spitz Creative Media

Moderators Jacquelyn Ford Morie All These Worlds, LLC Greg Panos VR Evangelist, Inventor, Mentor Panelists Brett Leonard Rival Theory VR Linda Jacobson East Bay Virtual Reality Alliance; Set It Spinning LLC Vincent John Vincent GestureTek Inc. Nonny de la Pena The Emblematic Group

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PRODUCTION

 INVITED

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Production Sessions FP F S

#SIGGRAPH2015

As part of the Computer Animation Festival, SIGGRAPH 2015 hosts Production Sessions, where the world’s most elite and talented computer graphic experts and creative geniuses explain their processes and techniques for creating compelling content. Following each presentation, attendees ask questions about the challenges and issues associated with complex productions.

SIGGRAPH Special Event

ILM 40th Anniversary Presentation Monday, 10 August, 2-3:30 pm For 40 years, Industrial Light & Magic has set the standard for visual effects, creating some of the most memorable images in the history of modern cinema. From advances in the photo-chemical process, optical compositing, motion control, and models and miniatures, to the company’s pioneering efforts in computer graphics, digital compositing, film scanning and recording, morphing, digital environments, performance capture, character animation and modern digital pipelines, ILM consistently breaks new ground in visual effects for film, television, themed attractions, and new forms of entertainment. The presenters discuss the company’s work from its earliest days and breakthroughs along the way. Panelists Dennis Muren, Senior Creative Director & Visual Effects Supervisor & Special Guests Industrial Light & Magic

Building San Fransokyo: Creating the World of Disney’s “Big Hero 6”

Disney•Pixar’s “Lava”: Moving Mountains

Monday, 10 August, 2-3:30 pm

“Lava” is a love letter to volcanoes and the beauty of tropical islands. But even more, it’s a musical work of art that required unique collaboration among Pixar’s artists. From designing a main character that is also the main set, to integrating a unique set of new lighting tools, to telling a story in song, the production required all teams to work in a collaborative and improvisational way, which was both terrifying and exhilarating as all the components came together. This session explains how “Lava” came to life as the teams were inspired by each other’s artistic choices to create an explosive vision.

“Art challenges technology, technology inspires art.” (John Lasseter) This was especially true while making Walt Disney Animation’s 2014 film “Big Hero 6”. In this session, the filmmakers explain creation of the rich and vibrant metropolis of San Fransokyo. From art direction to final frames, the talents of the whole team as well as new approaches to rendering were required to bring the dynamic and detailed world of “Big Hero 6” to life. Panelists

Tuesday, 11 August, 10:45 am-12:15 pm

Panelists

Hank Driskill, Technical Supervisor Walt Disney Animation Studios

James Murphy, Director Pixar Animation Studios

Larry Wu, Environment CG Supervisor Walt Disney Animation Studios

Colin Levy, Camera Supervisor Pixar Animation Studios

Adolph Lusinsky, Director of Cinematography, Lighting Walt Disney Animation Studios

Aaron Hartline, Supervising Animator Pixar Animation Studios Austin Lee, Modeling & Rigging Lead Pixar Animation Studios

Sean D. Jenkins, Technical Supervisor for Disney’s Hyperion Renderer Walt Disney Animation Studios

Dirk Van Gelder, Real-Time Software Development Pixar Animation Studios Byron Bashforth, Shading & Painting Lead Pixar Animation Studios Bill Watral, Supervising Technical Director Pixar Animation Studios Jesse Hollander, Lighting Supervisor Pixar Animation Studios

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Production Sessions

Weta Digital Presents: Over 20 Years of Creativity and Innovation

Double Negative Presents: The Visual Effects of “Interstellar”

Inside the Mind: The Making of Disney•Pixar’s “Inside Out”

Tuesday, 11 August, 10:45 am-12:15 pm

Tuesday, 11 August, 2-3:30 pm

Tuesday, 11 August, 2-3:30 pm

“The Hobbit: The Battle of the Five Armies” marks the end of an era for Weta Digital. The visual effects for the Hobbit trilogy were an extraordinary undertaking, from ground-breaking CG creature and character work (including Gollum, Smaug, and Azog) to giant battle sequences; complex fire, destruction, and water effects; and vast digital environments. Over the course of the three films Weta Digital challenged what was possible in visual effects, culminating in the creation of a proprietary renderer, Manuka, that was used to render the third film. These achievements offer a snapshot of the current state of visual effects and point the way to a new era of digital filmmaking.

Christopher Nolan’s science-fiction epic “Interstellar” presented Double Negative with a wide variety of computer graphics challenges. This session discusses all aspects of the visual effects work on the film, from the use of traditional, practical techniques such as miniatures to the role that theoretical physics played in how the visual effects were designed. Topics include: how Double Negative collaborated with Kip Thorne to develop a new renderer to ray-trace through gravitationally warped space, creation of a 4000-foot wave, and design of a virtual environment to represent higher spatial dimensions. This visual effects project in the region where art and science overlap resulted in two academic physics papers, authored by the panelists.

From concept art to a bright and vibrant animated world, in this session Pixar filmmakers describe the process of designing, building, and bringing to life the world inside a young girl’s mind. They discuss the challenges that come with turning emotions into characters and translating the mind into an expansive set where the adventure unfolds.

Joe Letteri and members of Weta Digital’s VFX team discuss how 20 years of creativity and innovation came together in “The Hobbit: The Battle of the Five Armies” with a particular focus on Peter Jackson’s extensive use of virtual-production techniques. Panelists Joe Letteri, Senior VFX Supervisor Weta Digital Matt Aitken, VFX Supervisor Weta Digital David Clayton, Animation Supervisor Weta Digital

Panelists

Panelists Amy Allen, Set Dressing Lead Pixar Animation Studios Gary Bruins, Effects Supervisor Pixar Animation Studios Michael Fong, Supervising Technical Director Pixar Animation Studios Albert Lozano, Character Art Director Pixar Animation Studios

Kip Thorne, Executive Producer and Science Advisor on “Interstellar”, and Feynman Professor of Theoretical Physics, Emeritus California Institute of Technology

Edward Luong, Software R&D Engineer Pixar Animation Studios Paul Mendoza, Second Unit and Crowds Animation Supervisor Pixar Animation Studios

Paul Franklin, VFX Supervisor Double Negative Oliver James, Chief Scientist Double Negative

Sudeep Rangaswamy, Lighting Technical Lead Pixar Animation Studios

Eugénie von Tunzelmann, CG Supervisor Double Negative

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Production Sessions

From Post-it to Post Production, The Uncompromising Journey of “The Book of Life” Wednesday, 12 August, 10:45 am-12:15 pm Key project supervisors present a unique behind-the-scenes exploration of the visually inspiring, Golden Globe-nominated feature “The Book of Life”. Art, animation, CG, and VFX leads explain working with the director’s unique, stylized artistic vision and translating it into 3D: highly stylized wooden characters rich in culture and symbolism; mythological characters made of wax, tar, and sugar; and fantastical worlds with a completely unique animated look. The director guides attendees through an in-depth look at the ideas behind the design of the film and the color-script development from art to lighting. The head of animation summarizes breathing life into magical wooden characters through innovative rigging and animation techniques. The CG supervisor reviews the procedural systems, and the lighting and texture challenges of bringing three fantastical, symbolically rich worlds to life. And the VFX supervisor discusses the complexity of maintaining the director’s unique vision from art to stereo. Panelists Jorge Gutiérrez, Director Reel FX Creative Studios

Image Engine Presents: Breathing Life Into “CHAPPiE” Wednesday, 12 August, 10:45 am-12:15 pm In “CHAPPiE”, a unique action sci-fi comedy by Director Neill Blomkamp, the lead actor is a digitally created childlike robot who conveys a rich array of emotions as he interacts with the human characters around him. In this session, supervisors from Image Engine reveal how a small production team brought “CHAPPiE” to life, delivering nearly 1000 shots and over 60 minutes of screen time to the digital, believable hero. With a wide array of visuals covering concept design to asset builds, on-set capture to final performance, postvis to final integration, the panel presents a behind-thescenes look at the challenges involved in creating a character that audiences not only accept as real but connect to. Panelists Chris Harvey, Overall Visual Effects Supervisor Image Engine Design Inc. Mark Wendell, CG Supervisor Image Engine Design Inc.

DreamWorks Animation Presents: “HOME”: Just Another Post-ApocalypticAlien-Invasion-Buddy-Road Movie? Wednesday, 12 August, 2-3:30 pm If you’ve seen one post-apocalyptic-alieninvasion-buddy-road-movie, you’ve seen them all, right? Well, forget everything you know about those movie archetypes. In this session, the creative leadership of “HOME” presents how they researched all those genres and then chose a different path by asking: How do you make alien invaders cute and likeable? How can a postapocalyptic world be fun and friendly? What would make advanced alien technology devastating yet silly? The creative team also explains the complexity behind “simple” alien characters who have six legs and whose look and color were controlled by animation and challenges with a young girl who uses her constantly changing hairstyles to express her character arc. (Normally, we’d say NO to this, but thanks to new technology … well, OK.) Panelists

Mathias Lautour, Look Development Lead Image Engine Design Inc.

Tim Johnson, Director DreamWorks Animation SKG, Inc.

Earl Fast, Animation Lead Image Engine Design Inc.

Mahesh Ramasubramanian, VFX Supervisor DreamWorks Animation SKG, Inc.

Augusto Schillaci, VFX Supervisor Reel FX Creative Studios

Jason Reisig, Head of Character Animation DreamWorks Animation SKG, Inc.

Glo Minaya, CG Supervisor Reel FX Creative Studios

Emil Mitev, Art Director DreamWorks Animation SKG, Inc.

Wes Mandell, Head of Animation Reel FX Creative Studios

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Production Sessions

The Park is Open: Journey to “Jurassic World” with Industrial Light & Magic

Fix the Future: Industrial Light & Magic and Visual Effects of “Tomorrowland”

Wednesday, 12 August, 2-3:30 pm

Wednesday, 12 August, 3:45-5:15 pm

In 1993 ILM brought living, breathing dinosaurs back from extinction, a move that would help shape the future of cinema itself. Steeped in the Jurassic franchise, the ILM panelists share the advanced on-set visualization tools used during production and the new visual effects techniques developed for modeling and texturing, environment creation, and advanced motion capture retargeting technology that allowed ILM to breathe life into “Jurassic World”, the latest installment directed by Colin Trevorrow.

ILM panelists discuss methodologies used to capture the visual effects sequences during production, how the CG city was architected from the ground up, and the production challenges and workflow solutions that were developed to deliver this first-ever, 4K high-dynamic-range release. Panelists Craig Hammack, VFX Supervisor Industrial Light & Magic

Panelists

Eddie Pasquarello, VFX Supervisor Industrial Light & Magic

Tim Alexander, VFX Supervisor Industrial Light & Magic

Maia Kayser, Animation Supervisor Industrial Light & Magic

Tony Plett, Associate VFX Supervisor Industrial Light & Magic

Barry Williams, Environments Supervisor Industrial Light & Magic

“The Peanuts Movie”: From Comic Strip to Feature Film Thursday, 13 August, 10:45 am-12:15 pm Bringing the iconic characters of Charles Schulz’s beloved comic strip “Peanuts” to life in CG was an exciting and unprecedented opportunity for the creative and technical teams at Blue Sky Studios. To begin the development process, a small group of artists including art director Nash Dunningan, animation supervisors Nick Bruno and Scott Carrol, and CG supervisor Rob Cavaleri, along with director Steve Martino and a few others decided on two key elements that would affect the outcome of the film’s aesthetic: the design and animation style. These style choices presented new artistic and technical challenges for the studio’s production pipeline. This panel shares insights into those early conversations, decisions, and solutions, and explains how the Blue Sky team brought the classic pen lines of Charles Schulz to the big screen.

Glen McIntosh, Animation Supervisor Industrial Light & Magic

Panelists

Kevin Wooley, Motion Capture Supervisor Industrial Light & Magic

Nash Dunnigan, Art Director Blue Sky Studios Nick Bruno, Animation Supervisor Blue Sky Studios Scott Carroll, Animation Supervisor Blue Sky Studios Rob Cavaleri, CG Supervisor Blue Sky Studios

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Production Sessions

The Making of Marvel’s “Ant-Man” Thursday, 13 August, 2-3:30 pm The next evolution of the Marvel cinematic universe brings a founding member of The Avengers to the big screen for the first time. Armed with the astonishing ability to shrink in scale but increase in strength, master thief Scott Lang must embrace his inner hero and help his mentor, Dr. Hank Pym, protect the secret behind his spectacular Ant-Man suit from a new generation of towering threats. Against seemingly insurmountable obstacles, Pym and Lang must plan and pull off a heist that will save the world. This behind-the-scenes session explores the making of the visual effects for “Ant-Man”. Panelists Victoria Alonso, EVP of Visual Effects and Post Production, Marvel Studios & Executive Producer Marvel’s “Ant-Man” Marvel Entertainment Jake Morrison, Visual Effects Supervisor Marvel Entertainment Diana Giorgiutti, Visual Effects Producer Marvel Entertainment Alex Wuttke, VFX Supervisor Double Negative Vince Cirelli, VFX Supervisor Luma Pictures Greg Steele, VFX Supervisor Method Studios

The Making of the Characters of Marvel’s “Avengers: Age of Ultron” Thursday, 13 August, 3:45-5:15 pm Marvel Studios presents “Avengers: Age of Ultron” the epic follow-up to the biggest super-hero movie of all time. When Tony Stark tries to jump start a dormant peacekeeping program, things go awry, and Earth’s mightiest heroes, including Iron Man, Captain America, Thor, The Incredible Hulk, Black Widow, and Hawkeye, are put to the ultimate test as the fate of the planet hangs in the balance. As the villainous Ultron emerges, it is up to The Avengers to stop him from enacting his terrible plans, and soon uneasy alliances and unexpected action pave the way for an epic and unique global adventure. This behind-the-scenes session explores the making of the “Age of Ultron” characters. Panelists Victoria Alonso, Executive Vice President of Visual Effects and Post Production, Marvel Studios & Executive Producer Marvel’s “Avengers: Age of Ultron” Marvel Entertainment Christopher Townsend, Visual Effects Supervisor Marvel Entertainment Ben Snow, VFX Supervisor Industrial Light & Magic Marc Chu, Animation Director Industrial Light & Magic Trent Claus, VFX Supervisor Lola VFX

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AR/VR

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Real-Time Live! FP F S

#SIGGRAPH2015

An interactive extravaganza that celebrates the real-time achievements within the intersection of genius technical skills and creative beauty. Real-Time Live! shows off the latest trends and techniques for pushing the boundaries of interactive visuals. A preliminary list of Real-Time Live! presentations. Visit s2015.siggraph.org for an updated list.

Image Credit (Right): Balloon Burst © 2015 Miles, Macklin, Nuttapong Chentanez, Matthias Mueller, Tae-Yong Kim, NVIDIA Corporation Image Credit (Below): Birdly © 2014 Max Rheiner, Fabian Troxler, Thomas Tobler, Thomas Erdin, Zürcher Hochschule der Künste

Immersive Realities (AR/VR) Contest Developers create and showcase the best immersive-reality applications possible using today’s technologies. The winning team is announced from the Real-Time Live! stage. All finalists also have the opportunity to demonstrate their systems to attendees during SIGGRAPH 2015’s Appy Hour, Wednesday, 12 August, 5-7 pm.

BabyX and the Auckland Face Simulator The Auckland Face Simulator supports extremely realistic and precisely controllable models of the human face and its expressive dynamics for psychology research. BabyX is an autonomously animated psychobiological simulation of an infant that reacts and learns in real time. Mark Sagar David Bullivant Paul Robertson Oleg Efimov Khurram Jawed Ratheesh Kalarot Tim Wu Werner Ollewgen Laboratory for Animate Technologies

Balloon Burst

Kite

This demo shows, for the first time, a largescale simulation of water interacting with a thin elastic surface in real time. It simulates 250K particles representing the objects and 512K spray particles with the NVIDIA unified solver Flex and uses ray-marching to render the water surface.

“Kite” is an animated short film that Epic Games created to show off new features of the Unreal Engine. It runs completely in real time at 30fps. It is set in a realistic openworld area measuring 100 square miles.

Nuttapong Chentanez Miles Macklins Matthias Müller Tae-Yong Kim NVIDIA Corporation

My Digital Face

“The Blacksmith” Real-Time Short Film “The Blacksmith” is a real-time-rendered short film that pushes the limit on graphics quality achievable with a game engine. It uses real-time global illumination and physically based shading, and runs at 30 fps on mid-range gaming hardware. The film was created by a very small team. Veselin Efremov Torbjorn Laedre Unity Technologies

Fast Teeth Scanning for Advanced Digital Dentistry Demonstration of a real-time interactive 3D system for scanning teeth, which is capable of scanning reflective and semi-translucent materials with micron-level resolution and high accuracy. Peter Dahl Ejby Jensen Michael Bing Jens Christian Jørgensen Sverker Rasmuson Lene Lillemark Morten Ryde Holm-Hansen Henrik Öjelund 3Shape A/S

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Gavin Moran Kim Libreri Epic Games, Inc.

Near-automatic creation of a controllable, photorealistic face from a $100 depth sensor. A set of blendshapes is generated from sensor scans and transformed with tracking software. The resulting face retains a high-quality appearance and is suitable for many applications. Dan Casas Oleg Alexander Andrew Feng Graham Fyffe Ryosuke Ichikari Paul Debevec Ruizhe Wang Evan Suma Ari Shapiro USC Institute for Creative Technologies

Real-Time Cinematic Shot Lighting in The Order: 1886 This demo shows an example of a real-time cinematic sequence from The Order: 1886, peeling back the curtain on the smoke and mirrors behind the shot-based lighting system that allowed the production to deliver pre-rendered CG levels of fidelity to real-time cutscenes. Nathan Phail-Liff Ready at Dawn Studios



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Studio FP F S E+ Ex

#SIGGRAPH2015

A preliminary list of Studio Courses, Talks, and Projects. Visit S2015.SIGGRAPH.ORG for updates.

The world is becoming more malleable by the day, with new tools, applications, and methods to create, craft, build, and share. The Studio focuses on disruptive practices in the world of content creation. It presents projects from alternative fields that utilize and build new foundations in computer graphics – particularly those that extend beyond traditional screens and into the physical world through novel interactivity.

Seating is on a first-come, first-served basis. Please arrive early for the Studio Talks and Courses you wish to attend. Image Credit: Keeping it Real – The Making of Lumino City © 2015 Daniel Fountain, Luke Whittaker, State of Play Games

Studio Courses Digital T-Shirt Design and Printing Sunday, 9 August, 2-3:30 pm In this Studio Course, attendees learn best practices for designing graphics for digital direct-to-garment printers. Attendees can print their designs on a t-shirt printer and enter their shirts in the T-Shirt Design Competition! Eddie Murphy EPSON

Shadertoy Workshop

MOBILE

Compute for Mobile Devices: Performance-Focused Hands-On

Wednesday, 12 August, 10:45 am-12:15 pm  INVITED

Tuesday, 11 August, 9-10:30 am Hands-on experience with existing APIs for accelerating compute-intensive portions of a mobile application. Topics include: RenderScript, Metal, OpenCL, GLES pixel, and recent compute shaders, plus CUDA. Maxim Shevtsov Intel Corporation

Inigo Quilez Pol Jeremias Beautypi

MOBILE GAMES

Build Your Own Game Controller Monday, 10 August, 3:45-5:15 pm In this course, attendees build game controllers from scratch to provide input for a variety of PC games. Topics include: resistors, switches, and using Arduino to behave as a USB keyboard and mouse.

In the Shadertoy Workshop, intermediatelevel shader creators master the most important building blocks of procedural content creation (raymarching, noise, lighting, etc.). During the workshop, attendees create their very own procedural shaders.

Beginning Native Android Apps

EDUCATION

Wednesday, 12 August, 9-10:30 am Learn the basics of the Android environment and how easy it is to develop apps for Android.

Design Machines – Part I & II Wednesday, 12 August, 2-3:30 pm Wednesday, 12 August, 3:45-5:15 pm This Studio Course features rapid-fire prototyping of a CNC design tool. Using the modular Machines that Make construction kit, attendees design, program, and build machines and interfaces, including controls, user interfaces, and kinematics.

Gil Irizarry Conoa, Inc.

Josef Spjut NVIDIA Corporation Richard Piersall Kirklann Lau Harvey Mudd College

Nadya Peek James Coleman Massachusetts Institute of Technology If you are interested in this Course, you may want to attend the Studio Talk on Sunday, 9 August, 3:45-5:15 pm.

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Studio Crafting Unexpected Rendering Techniques

Building Fantastic Worlds, Studio Games Talks 2

Machine Phenomena

Tuesday, 11 August, 10:45 am-12:15 pm

Sunday, 9 August, 3:45-5:15 pm

Stylized Trees and Landscapes Continued

Wednesday, 12 August, 10:45 am-12:15 pm

Studio Talk Sessions

Interactive Robogami Adriana Schulz Cynthia Sung Andrew Spielberg Wei Zhao Robin Cheng Ankur Mehta Eitan Grinspun Daniela Rus Wojciech Matusik Massachusetts Institute of Technology

Design Machines Nadya Peek James Coleman Massachusetts Institute of Technology

PaperPulse: An Integrated Approach for Embedding Electronics in Paper Designs Raf Ramakers Kashyap Todi Kris Luyten Universiteit Hasselt, tUL – iMinds

MOR4R: Microwave Oven Recipes for Resins Kentaro Yasu Keio-NUS CUTE Center, National University of Singapore

Wondrous Wearables, A Special Session with the Mi.Mu Gloves Project Tuesday, 11 August, 9-10:30 am  INVITED Mi.mu Gloves, A Gestural Interface for the Creative Arts Imogen Heap Rachel Freire Seb Madgwick Thomas Mitchell Hannah Perner-Wilson Kelly Snook Adam Stark Chagall van den Berg Mi.Mu Gloves

Mi.mu Gloves, A More Detailed Look at the Technology Imogen Heap Rachel Freire Seb Madgwick Thomas Mitchell Hannah Perner-Wilson Kelly Snook Adam Stark Chagall van den Berg Mi.Mu Gloves

GAMES

Laura Murphy Philip Galanter Texas A&M University

Authoring of Procedural Environments in “The Blacksmith” Real-Time Short Film

Chinese Ink-and-Brush Painting With Reflection

Veselin Efremov Unity Technologies GAMES

Siran Liu Ergun Akleman Texas A&M University

FrameShift: Shift Your Attention, Shift the Story Rukmini Goswami Tim Tregubov Lorie Loeb Dartmouth College

Thursday, 13 August, 9-10:30 am Scanning and Printing a 3D Presidential Portrait

Ergun Akleman Texas A&M University

Adam Metallo Vincent Rossi Jonathan Blundell Günter Waibel Smithsonian Institution

Donald House Clemson University Siran Liu Texas A&M University

Paul Graham Graham Fyffe Xueming Yu USC Institute for Creative Technologies

Building Fantastic Worlds, Studio Games Talks 1

Paul Debevec University of Southern California, USC Institute for Creative Technologies

Wednesday, 12 August, 9-10:30 am PRODUCTION

Keeping it Real — The Making of Lumino City

EDUCATION

Taro Narahara Kevin Abbruzzese Richard Foulds New Jersey Institute of Technology

PRODUCTION

The Art of The Witness

PHYSICAL 3D

Orsi Spanyol Thekla, Inc.

3D-Printed Prosthetics for the Developing World

GAMES

Ryan Schmidt Autodesk, Inc.

User-Centric Tools Programming in Firewatch  INVITED

Ginger Coons Vincent Chen Timotheus Gmeiner Matt Ratto University of Toronto

Paolo Surricchio Campo Santo

 Table of Contents

RESEARCH

Haptic Collaboration: Biomedical Engineering Meets Digital Design

Daniel Fountain Luke Whittaker State of Play Games GAMES

Admir Elezovic Croteam

New XRoads of Disruptive Tools

Art Directed Rendering and Shading

GAMES

The Talos Principle Photogrammetry Workflow  INVITED



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Studio Quilted Creations and Imaginative Imaging Thursday, 13 August 10:45 am-12:15 pm  INVITED eBee: An Electronics Quilting Bee and Game Gillian Smith Northeastern University

Polarized 3D: Extreme-Quality Depth Sensing via Polarization Cues Achuta Kadambi Massachusetts Institute of Technology

Mirror Mirror: An On-Body Clothing Design System Daniel Saakes Hui-Shyong Yeo Gyeol Han Woontack Woo Seung-Tak Noh Korea Advanced Institute of Science and Technology (KAIST)

A Noise-Based Curriculum for Technological Fluency Erik Brunvand University of Utah

RESEARCH

 Studio Technical Papers Projects The Studio is collaborating with the SIGGRAPH 2015 Technical Papers program to bring a small selection of papers into Studio Projects. Visit s2015.siggraph.org for updated information.

Studio Projects The Build Shop Presents “Paper Portraits” Learn about the Los Angeles maker movement and slice, dice, and laser-cut a digital self-portrait, in 3D! The Build Shop demonstrates technologies available in its downtown DIY shop. Attendees create 3D cardboard self-portraits to take home from SIGGRAPH 2015.

ARTS

GAMES

ARTS

eBee: An Electronics Quilting Bee and Game

Mirror Mirror: An On-Body ClothingDesign System

In the eBee, attendees create their own electronics-enabled quilting blocks, then work together with other attendees to design a game that uses the currently available quilt blocks. The result of the eBee is a unique, electronics-enabled, quiltinspired art piece.

An interactive personal clothing-design system. Virtual designs are projected on the user’s body and observed in a mirror’s reflection as if the clothes are really “worn.” Final designs are exported for fabrication of real garments.

If you are interested in this installation, you may want to attend the Studio Talk on Thursday, 13 August, 10:45 am-12:15 pm.

If you are interested in this installation, you may want to attend the Studio Talk on Thursday, 13 August, 10:45 am-12:15 pm. ARTS

AR/VR

ARTS

PHYSICAL 3D

Hyve-3D and Rethinking the 3D Cursor: Unfolding a Natural Interaction Model for Remote and Local Co-Design in VR This installation presents a new environment to actively create 3D content inside virtual worlds by collaborative (local and remote) 3D sketching. In a concave-spherical immersive environment, attendees explore a novel natural interaction using planes that are intuitively manipulated in space by handheld tablets tracked in six degrees of freedom. Making it Real: Crafting a World With Lumino City  INVITED State of Play Games, known for making games by hand, presents a hands-on project that teaches the process of crafting a physical set (like Lumino City) with a variety of tools and techniques before transforming it into a digital play experience. If you are interested in this installation, you may want to attend the Studio Talk on Wednesday, 12 August, 9-10:30 am.

Mi.Mu Gloves Project, An Exploration of a Hackable Gestural Interface  INVITED Attendees work with members of the Mi.Mu Gloves team to explore this uniquely powerful control system. The interface can be customized to support novel interactions with music and visuals. If you are interested in this installation, you may want to attend the Studio Talk on Tuesday, 11 August, 9-10:30 am.

 Table of Contents

MOR4R: Microwave Oven Recipes for Resins This research presents a technique to make an acrylic (PMMA) 3D craft using a microwave oven. By pasting a properly sized susceptor sheet to the PMMA and microwaving it for about two, the creator can bend and cut the PMMA sheet with hands and scissors. If you are interested in this installation, you may want to attend the Studio Talk on Sunday, 9 August, 3:45-5:15 pm. ARTS

PaperPulse: An Integrated Approach for Embedding Electronics in Paper Designs A design tool that enables designers without a technical background to produce interactive paper artifacts by augmenting them with electronics. Users overlay visual elements with interactive widgets and specify functional relations between them. Afterwards, PaperPulse generates layered electronic circuit designs, code for the microcontroller, and instructions for assembly. If you are interested in this installation, you may want to attend the Studio Talk on Sunday, 9 August, 3:45-5:15 pm and view the e-Poster. RESEARCH

Polarized 3D: Synthesis of Polarization and Depth Cues for Enhanced 3D Sensing An enhancement technique that can be applied to a variety of depth maps. Incorporating polarization cues into the depth-sensing pipeline demonstrates enhanced 3D scanning resolution and accuracy. If you are interested in this installation, you may want to attend the Studio Talk on Thursday, 13 August, 10:45 am-12:15 pm.



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Talks FP F

#SIGGRAPH2015

Talks highlight the latest developments before publication, present ideas that are still in progress, or showcase how computer graphics and interactive techniques are actually implemented and used, in graphics production or other fields. Full Conference Platinum and Full Conference registration allows attendees access to all SIGGRAPH 2015 Talks. Seating is on a first-come, first-served basis. Please arrive early for the Talk session you wish to attend.

Image Credit: Labs R&D: Rendering Techniques in Rise of the Tomb Raider © 2015 Anton Michels, Peter Skachev, Eidos Montreal

Sunday, 9 August FIRST-TIMER

Visual Effects at LAIKA: A Crossroads of Art and Technology Sunday, 9 August, 10:45 am-12:15 pm  INVITED Steve Emerson LAIKA GAMES

PRODUCTION

ANIMATION & VFX

ANIMATION & VFX

Crowds and Complexity

PRODUCTION

Inside Your Head and Out of This World

Sunday, 9 August, 10:45 am-12:15 pm

Sunday, 9 August, 2-3:30 pm

Session Chair: Jerry Edsall, Microsoft’s Black Tusk Studios

Session Chair: Rajesh Sharma, Walt Disney Animation Studios

T1000: Effects-Driven Character Performance in “Terminator Genisys” Jamie Haydock Double Negative Visual Effects

Killing Monsters: Behind the Scenes of the Witcher 3

A Modular Crowd (n)Cloth System for Exodus: Gods and Kings

Sunday, 9 August, 10:45 am-12:15 pm  INVITED

Clair Bellens Marco D’Ambros Moving Picture Company

Building the World of The Witcher 3: Wild Hunt

“Jupiter Ascending”: Constructing Large-Scale Environments

Balazs Torok Krzysztof Krzyscin CD Projekt RED

James Bird Maxim Fleury Double Negative Visual Effects

Rendering Features of The Witcher 3: Wild Hunt

Real-Time Crowd Visualization in Point-Cached Pipelines

Balazs Torok Krzysztof Krzyscin CD Projekt RED

Jeremy Cowles Takahito Tejima David Yu Pixar Animation Studios

An Abstract Journey Albert Lozano Ron Zorman Masha Ellsworth Bernhard Haux Jonas Jarvers Evan Bonifacio Sajan Skaria Colin Levy Ken Lao Sarah Fowler Pixar Animation Studios

The Ins and Outs of Camera Structure on “Inside Out” Patrick Lin Pixar Animation Studios

The Screens of “Inside Out” Eric Andraos Michael Sparber Pixar Animation Studios

Emoting Boov in “Home” Amaury Aubel DreamWorks Animation SKG, Inc.

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Talks Achieving Real-Time Playback With Production Rigs

GAMES

Bringing Worlds to Life: Inside the Minds of Avalanche Studios Session Chair: Jan Schmid, DICE, Electronic Arts

 INVITED

Sunday, 9 August, 3:45-5:15 pm Session Chair: Joe Spataro, Bungie, Inc.

Sketch to Pose in Pixar’s Presto Animation System

PRODUCTION

Doing R&D for Open Worlds

Off the Beaten Path (Tracing)

Emil Persson Avalanche Studios

Sunday, 9 August, 3:45-5:35 pm

A Landscape Engine for A New Generation of Open-World Games Christian Nilsendahl Avalanche Studios

Session Chair: Chris Wyman, NVIDIA Corporation

Building the Black Hole in “Interstellar”: The Gravitational Renderer

Engin Cilasun Avalanche Studios

Efficient Production Techniques for High-Quality Lighting in Vast OpenWorld Games Carl Ross Emil Persson Avalanche Studios GAMES

On and Under the Surface Sunday, 9 August, 2-3:30 pm Session Chair: Tim McLaughlin, Texas A&M University

Real-Time Transformations in The Order: 1886 Sean Weronko Scot Andreason Ready at Dawn Studios

Multi-Resolution Geometric Transfer for “Jurassic World” Rachel Rose Yuting Ye Industrial Light & Magic

Under the Scalpel: ILM’s Digital Flesh Workflows

Silhouette Sketching on “Inside Out”

Paul Isaacs Google, Inc.

Kip Thorne California Institute of Technology

Stackless Ray Tracing of Patches from Feature-Adaptive Subdivision on GPUs Nikolaus Binder Alexander Keller NVIDIA Corporation

PRODUCTION

Ryan Stelzleni Bret Parker Tom Hahn Sarah Shen Dan McGarry Chen Shen Pixar Animation Studios

Kurt Fleischer Pixar Animation Studios

Oliver James Sylvan Dieckmann Simon Pabst Paul-George Roberts Double Negative Visual Effects

Using GPU Compute for Productivity and Play

PRODUCTION

An Animator’s (Day) Dream

Andy Lin Gene Lee Joe Longson Jay Steele Evan Goldberg Rastko Stefanovic Walt Disney Animation Studios

Sunday, 9 August, 2-3:30 pm

ANIMATION & VFX

ANIMATION & VFX

A Practical and Controllable Hair and Fur Model for Production Path Tracing Matt Jen-Yuan Chiang Walt Disney Animation Studios Benedikt Bitterli Disney Research, Walt Disney Animation Studios Chuck Tappan Brent Burley Walt Disney Animation Studios

Bret Parker Sarah Shen Bernhard Haux Tom Hahn Chen Shen Andrew Butts Jayson Price Venkat Krishna Heegun Lee Pixar Animation Studios

Developing Joy for “Inside Out” Jacob Merrell Bob Moyer Alexis Angelidis Angelique Reisch Pixar Animation Studios

Animation Recipes: Turning an Animator’s Trick Into an Automatic Animation System Chen Shen Tom Hahn Bret Parker Sarah Shen Pixar Animation Studios

Art-Directable Volumetric Multiple Scattering Magnus Wrenninge Pixar Animation Studios

An Approximate Reflectance Profile for Efficient Subsurface Scattering Per Christensen Pixar Animation Studios

Sean Comer Jacob Buck Brice Criswell Industrial Light & Magic

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Talks Monday, 10 August ANIMATION & VFX

PRODUCTION

Capturing the World Monday, 10 August, 9-10:30 am Session Chair: Kenny Mitchell, Disney Research

Panocam & Postvis for the Chicago Chase in “Jupiter Ascending” Tom Proctor Christopher Sweet Kyle Goodsell Daniel Rauchwerger Double Negative Visual Effects

Roundshot Pipeline at MPC for “Godzilla” Daniel Vasquez Kirk Chantraine Moving Picture Company

FlashMob: Near-Instant Capture of High-Resolution Facial Geometry and Reflectance

Hair Smash Colleen O’Hagan Arunachalam Somasundaram Jason Weber DreamWorks Animation SKG, Inc.

Abhijeet Ghosh Imperial College London

Kevin Wooley Noah Lockwood Yoojin Jang Industrial Light & Magic

Dynamically Controlling Hair Interpolation

Real-Time 3D Character Integration Into a Real-World Environment Using Reconstructed Z Depth

Arunachalam Somasundaram DreamWorks Animation SKG, Inc.

Tom Hart Minoru Nakai Capcom Co, Ltd.

Interactive Script-Based Dynamics in “Big Hero 6” Dong Joo Byun Zubin Wadia Michael Kaschalk Walt Disney Animation Studios

Distributing Liquids Using OpenVDB Dan Bailey Harry Biddle Matthew Warner Nick Avramoussis Double Negative Visual Effects

Coloring and Texturing Volume Simulations From Texture Images Jihyun Yoon DreamWorks Animation SKG, Inc.

FIRST-TIMER GAMES

PRODUCTION

Got ‘Bots

Tuesday, 11 August, 3:45-5:15 pm Session Chair: Micheal Hardison, Blizzard Entertainment, Inc.  INVITED

Tuesday, 11 August, 9-10:30 am Session Chair: Ann McNamara, Texas A&M University

Defining a New Look: The Art and Style of Blizzard’s Overwatch Cinematic

Paul Debevec USC Institute for Creative Technologies

“X-Men Days of Future Past”: Directing a Highly Complex Shape-Shifting Sentinel

Blendshapes From Commodity RGB-D Sensor

Tony Micilotta The Moving Picture Company

Dan Casas Oleg Alexander Andrew Feng Graham Fyffe Ryosuke Ichikari Paul Debevec USC Institute for Creative Technologies

Procedural Animation Technology Behind the Microbots in “Big Hero 6”

Ruizhe Wang University of Southern California Evan Suma Ari Shapiro USC Institute for Creative Technologies ANIMATION & VFX

PRODUCTION

Links and Locks Monday, 10 August, 3:45-5:35 pm Session Chair: Doug Roble, Digital Domain

Rigid Link Chains in “Kung Fu Panda 3” Jason Weber DreamWorks Animation SKG, Inc.

Jeff Chamberlain Jim Jiang Xin Wang Blizzard Entertainment

Dong Joo Byun Henrik Falt Ben Frost Mir Ali Eric Daniels Peter De Mund Michael Kaschalk Walt Disney Animation Studios ANIMATION & VFX

ANIMATION & VFX

PRODUCTION

Behind the Cinematics of Blizzard Entertainment’s Overwatch

Tuesday, 11 August ANIMATION & VFX

Paul Graham Graham Fyffe Borom Tunwattanapong USC Institute for Creative Technologies

Raptor Wrangling: Real-Time Motion Capture for “Jurassic World”

PRODUCTION

Bringing Characters to Life: The Rigging and FX of Blizzard’s Overwatch Cinematic Michael Sandrik Dave Stephens Dan Cox Blizzard Entertainment

GAMES

Effects Omelette Tuesday, 11 August, 10:45 am-12:15 pm

Session Chair: Cindy Grimm, Oregon State University

“Ex Machina”: Rigging Beneath the Surface Mark Ardington Double Negative Visual Effects

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Talks Wednesday, 12 August ANIMATION & VFX

Wednesday, 12 August, 8:30-10:30 am Session Chair: Glo Minaya, Reel FX

You’ve Got a Lot of Friends, Charlie Brown: Creating Crowds in “Peanuts” Mark Adams Greg Mourino Mason Evans Kevin Edzenga Blue Sky Studios

Ravi Krishnaswamy Sean James Autodesk Inc.

Impact of CPU-GPU Data Transfers on Mobile Device GPGPU Tommaso Maestri Samsung R&D Institute UK

Nathan Phail-Liff Scot Andreason Anthony Vitale Ready at Dawn Studios

Melton and Moustaches: The Character Art and Shot Lighting Pipelines of The Order: 1886

Christopher Hebert Samsung Electronics Co. Ltd.

Hand-Drawn-Looking Volumetric Effects in “The Peanuts Movie” Ilan Gabai Alen Lai Blue Sky Studios

AR/VR

Nathan Phail-Liff Scot Andreason Ready at Dawn Studios

PRODUCTION

Supernatural Wednesday, 12 August, 10:45 am-12:15 pm

PRODUCTION

Pipeline & Asset Management

Session Chair: Eleni Kostis, Goddard Space Flight Center/National Aeronautics and Space Administration

It’s a UVN Face Rig, Charlie Brown: Facial Techniques for “Peanuts” Adam Burr Stephen Gressak Matthew Doble Christian Haniszewski Ignacio Barrios Brian Anderson Ferris Webby Sabine Heller Blue Sky Studios

Head, Shoulders, Knees, and Toes: Interpreting Schulz in 3D Michael Reed Sabine Heller Nikki Tomaino Marin Petrov Steven Song Steven Vanseth Blue Sky Studios

Wednesday, 12 August, 3:45-5:15 pm

Water Simulation in “Jupiter Ascending”

Session Chair: Bill Polson, Pixar Animation Studios

Fabio Cerrito Double Negative Visual Effects

Data Mining for Efficient Render-Farm Management

Wrangling a Gas Giant for “Jupiter Ascending”

Adam Wood-Gaines Josh Grant Pixar Animation Studios

Jordan Walsh Tobias Keip Double Negative Visual Effects

Environment-Rendering Optimization for Pixar’s “The Good Dinosaur”

“Big Hero 6”: Into the Portal

Daniel Garcia Pixar Animation Studios

David Hutchins Olun Riley Jesse Erickson Alexey Stomakhin Ralf Habel Michael Kaschalk The Walt Disney Company MOBILE

On the Move Wednesday, 12 August, 10:45 am-12:30 pm

Session Chair: Micheal Hardison, Blizzard Entertainment, Inc.  INVITED

Crafting Victorian London: The Environment Art and Material Pipelines of The Order: 1886

The Many Faces Of Font Rendering

ANIMATION & VFX

PRODUCTION

Wednesday, 12 August, 2-3:30 pm

Prashant Sharma Samsung R&D Institute UK

Karyn Monschein Ken Lee Blue Sky Studios

GAMES

Werewolves in London: The Order - 1886 Production Talks

Challenges With Virtual Reality on Mobile Devices

The Digital Cinematography of “The Peanuts Movie”

GAMES

FIRST-TIMER

PRODUCTION

Dream Big (Peanuts)

AR/VR

Performance and Precision: Mobile Solutions for High-Quality Engineering Drawings

Inigo Quilez Oculus Story Studio Dave Dixon Ariela Federov Matt Kuruc Susan Fong Pixar Animation Studios

Visualizing the Cosmos: a Procedural Approach

Progressive-Render Checkpoint Workflows in Production

Dominique Vidal BUF Compagnie

Alex Harvill Andrew Kensler David Laur Pixar Animation Studios

Session Chair: Jesse Barker, ARM, Inc.

Mobile Vision: How We Must Augment APIs to Enable a New Reality

TaskProcessor: A Pipeline Execution Framework And IDE

Alon Or-bach Samsung R&D Institute UK

 Table of Contents

Mark McGuire Oliver Staeubli Blue Sky Studios



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Talks FIRST-TIMER

GAMES

PRODUCTION

Leap of Faith: The World of Mirror’s Edge Wednesday, 12 August, 3:45-5:15 pm Session Chair: Juan Miguel de Joya, Walt Disney Animation Studios, University of California, Berkeley  INVITED

Building the City of Glass in Mirror’s Edge Daniel Johansson Jan Schmid DICE, Electronic Arts

Rendering the World of Mirror’s Edge Daniel Johansson Arne Schodel Jan Schmid DICE, Electronic Arts

Thursday, 13 August Traveling Light Thursday, 13 August, 9-10:30 am Session Chair: Derrick Nau, TRG Reality GAMES

The Tomorrow Children: Lighting and Mining With Voxels James McLaren Tao Yang Q-Games, Ltd.

Accurate Analytic Approximations for Real-Time Specular Area Lighting Pascal Lecocq Gaël Sourimant Jean-Eudes Marvie Technicolor

Frustum-Traced Irregular Z-Buffers: Fast, Sub-PixelAccurate Hard Shadows Chris Wyman Rama Hoetzlein Aaron Lefohn NVIDIA Corporation

Accumulative Anti-Aliasing Eric Enderton Eric Lum Christian Rouet Oleg Kuznetsov NVIDIA Corporation

ANIMATION & VFX

PRODUCTION

ANIMATION & VFX

PRODUCTION

I’ve Got You Covered

Follow the Crowd

Thursday, 13 August, 10:45 am-12:30 pm

Thursday, 13 August, 2-3:30 pm Session Chair: Mark Elendt, Side Effects Software Inc.

Session Chair: Natalya Tatarchuk, Bungie, Inc.

The Artistry of TechAnim: New Cloth Workflows on “Big Hero 6”

Feature-Based Texture-Stretch Compensation for 3D Meshes

Aaron Adams Dmitriy Pinskiy Jose Gomez Edward Robbins Christopher Gallagher Evan Goldberg The Walt Disney Company

Stephane Grabli Kevin Sprout Yuting Ye Industrial Light & Magic

From 2D to 3D Painting with Mesh Colors

Crowd Character Complexity on “Big Hero 6”

Thibault Lambert Stephanie Goix BUF Compagnie

Yasser Hamed John Kahwaty Andy Lin Evan Goldberg Lawrence Chai Walt Disney Animation Studios

Façade: Image-Based Set Reconstruction Kelsey Hurley Andrew Gartner Hank Driskill Chris Springfield Kyle Odermatt Walt Disney Animation Studios

Destroying the Pharaoh’s Army Large-Scale Dynamics in “Exodus” Kai Wolter Mariano Blanc Francisco Gochez Ruben Diaz Hernandez Moving Picture Company

Furtility: Robust Hair Styling Curtis Andrus Mark Manca Moving Picture Company

Data-Driven Background Crowds in “Exodus: Gods and Kings”

SemanticPaint: Interactive Segmentation and Learning of 3D Worlds

Martin Prazak Mungo Pay Damien Maupu Davide Vercelli Ian Masters Double Negative Visual Effects

Julien Valentin Oxford University Vibhav Vineet Stanford University

GAMES

PRODUCTION

Labs R&D: The Rendering Techniques of Deus EX: Mankind Divided and Rise of the Tomb Raider

Ming-Ming Cheng Nankai University David Kim Jamie Shotton Pushmeet Kohli Microsoft Research

Thursday, 13 August, 3:45-5:15 pm Rendering Techniques of Deus EX: Mankind Divided  INVITED

Matthias Niessner Stanford University Antonio Criminisi Shahram Izadi Microsoft Research

Anton Michels Peter Sikachev Eidos Montréal

Philip Torr Oxford University

Labs R&D: Rendering Techniques in Rise of the Tomb Raider Anton Michels Peter Sikachev Eidos Montréal

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Technical Papers FP F

#SIGGRAPH2015

SIGGRAPH Technical Papers is the premier international forum for disseminating new scholarly work in computer graphics and interactive techniques. At the conference, paper authors provide very brief overviews of their work in the Technical Papers Fast Forward session, and expanded descriptions in the Technical Papers sessions throughout the conference. Technical Papers are published as a special issue of ACM Transaction on Graphics. In addition to papers selected by the SIGGRAPH 2015 Technical Papers Jury, the conference presents papers that have been published in ACM Transaction on Graphics during the past year. Full Conference Platinum and Full Conference Access registration allows attendees access to all SIGGRAPH 2015 Technical Papers. Seating is on a first-come, first-served basis. Please arrive early for the Technical Papers session you wish to attend. Image Credit: Animating Human Dressing © 2015 Alexander Clegg, Jie Tan, Greg Turk, Karen Liu, Georgia Institute of Technology

Monday, 10 August FIRST-TIMER

Computational Illumination Monday, 10 August, 9-10:30 am Session Chair: Sing Bing Kang, Microsoft Research

Doppler Time-of-Flight Imaging

Micron-Scale Light Path Decomposition Using Interferometry

Felix Heide The University of British Columbia, King Abdullah University of Science and Technology, Stanford University

Ioannis Gkioulekas Harvard University

Wolfgang Heidrich King Abdullah University of Science and Technology, The University of British Columbia

Homogeneous Codes for EnergyEfficient Illumination and Imaging

Gordon Wetzstein Stanford University

Matthew O’Toole University of Toronto

Matthias Hullin Rheinische Friedrich-Wilhelms-Universität Bonn

Supreeth Achar Srinivasa G. Narasimhan Carnegie Mellon University

Phasor Imaging: A Generalization of Correlation-Based Time-of-Flight Imaging

Kiriakos N. Kutulakos University of Toronto

Mohit Gupta Shree K. Nayar Columbia University

Anat Levin The Weizmann Institute of Science Frédo Durand Massachusetts Institute of Technology Todd Zickler Harvard University

Geometry Field Trip Monday, 10 August, 9-10:30 am Session Chair: Bruno Levy, INRIA-Nancy Grand-Est

Integrable PolyVector Fields

Matthias B. Hullin Jaime Martin Rheinische Friedrich-Wilhelms-Universität Bonn

Olga Diamanti ETH Zürich Amir Vaxman Technische Universität Wien Daniele Panozzo Olga Sorkine-Hornung ETH Zürich

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Technical Papers Stripe Patterns on Surfaces Felix Knöppel Technische Universität Berlin Keenan Crane Columbia University Ulrich Pinkall Technische Universität Berlin Peter Schröder California Institute of Technology

Frame-Field Generation Through Metric Customization Tengfei Jiang Xianzhong Fang Jin Huang Hujun Bao Zhejiang University Yiying Tong Michigan State University Mathieu Desbrun California Institute of Technology

Discrete Derivatives of Vector Fields on Surfaces – An Operator Approach Omri Azencot, Technion Israel Institute of Technology Maks Ovsjanikov École Polytechnique Frédéric Chazal INRIA

Realistic Biomechanical Simulation and Control of Human Swimming

Driving High-Resolution Facial Scans With Video Performance Capture

Weiguang Si Light Co

Graham Fyffe Andrew Jones Oleg Alexander USC Institute for Creative Technologies

Sung-Hee Lee Korea Advanced Institute of Science and Technology

Ryosuke Ichikari National Institute of Advanced Industrial Science and Technology

Eftychios Sifakis University of Wisconsin-Madison

Paul Debevec USC Institute for Creative Technologies

Demetri Terzopoulos University of California, Los Angeles

Real-Time High-Fidelity Facial Performance Capture

GRIDiron: An Interactive Authoring and Cognitive Training Foundation for Reconstructive Plastic Surgery Procedures

Chen Cao Zhejiang University, Disney Research Zürich

Nathan Mitchell University of Wisconsin-Madison

Derek Bradley Disney Research Zürich

Court Cutting New York University

Kun Zhou Zhejiang University

Eftychios Sifakis University of Wisconsin-Madison

Thabo Beeler Disney Research Zürich

Face Reality

Facial-Performance-Sensing Head-Mounted Display

Monday, 10 August, 3:45-5:35 pm

Hao Li University of Southern California

Session Chair: Xin Tong, Microsoft Research Asia

Laura Trutoiu Oculus VR, LLC

Detailed Spatio-Temporal Reconstruction of Eyelids

Mirela Ben-Chen Technion - Israel Institute of Technology

Amit Bermano Disney Research Zürich, ETH Zürich

Kyle Olszewski Lingyu Wei University of Southern California

Modeling, Controlling & Suturing Humans

Thabo Beeler Disney Research Zürich

Tristan Trutna Oculus VR, LLC

Monday, 10 August, 9-10:30 am

Yeara Kozlov Disney Research Zürich, ETH Zürich

Pei-Lun Hsieh University of Southern California

Derek Bradely Disney Research Zürich

Aaron Nicholls Oculus VR, LLC

Bernd Bickel Institute of Science and Technology Austria, Disney Research Zürich

Chongyang Ma University of Southern California

Session Chair: Theodore Kim, University of California, Santa Barbara

Computational Bodybuilding: Anatomically Based Modeling of Human Bodies Shunsuke Saito Waseda University, University of Pennsylvania Zi-Ye Zhou Ladislav Kavan University of Pennsylvania

Biomechanical Simulation and Control of Hands and Tendinous Systems Prashant Sachdeva The University of British Columbia

Rendering Complex Appearance

Markus Gross Disney Research Zürich, ETH Zürich

Monday, 10 August, 3:45-5:35 pm

Dynamic 3D Avatar Creation From Hand-Held Video Input

Session Chair: Wenzel Jakob, ETH Zurich

Alexandru Ichim Sofien Bouaziz Mark Pauly École Polytechnique Fédérale de Lausanne

Completed Luminaries: Illumination and Appearance Rendering Edgar Velázquez-Armendáriz Zhao Dong Autodesk Inc.

Shinjiro Sueda California Polytechnic State University

Bruce Walter Donald P. Greenberg Cornell University

Susanne Bradley Mikhail Fain Dinesh Pai The University of British Columbia

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Technical Papers Directional Dipole Model for Subsurface Scatting

Wave-Particle Fluidity

Jeppe Frisvad Danmarks Tekniske Universitet

Session Chair: Changxi Zheng, Columbia University

Toshiya Hachisuka The University of Tokyo Kim Kjeldsen Alexandra Instituttet

Hyperspectral Modeling of Skin Appearance T. Francis Chen Gladimir V. Guimaraes Baranoski Bradley W. Kimmel Erik Miranda University of Waterloo

The SGGX Microflake Distribution Eric Heitz Karlsruhe Institute of Technology, NVIDIA Research

Tuesday, 11 August, 9-10:30 am Session Chair: Keenan Crane, Columbia University

Fernando de Goes California Institute of Technology

Dihedral Angle-Based Maps of Tetrahedral Meshes

Corentin Wallez Ecole Polytechnique

Gilles-Philippe Paillé Université de Montréal

Jin Huang Zhejiang University

Nicolas Ray INRIA

Dmitry Pavlov Imperial College London

Pierre Poulin Université de Montréal

Mathieu Desbrun California Institute of Technology

Alla Sheffer The University of British Columbia

The Affine Particle-In-Cell Method

Bruno Lévy INRIA

Chenfanfu Jiang Craig Schroeder University of California, Los Angeles

Cyril Crassin NVIDIA Research

Andrew Selle Walt Disney Animation Studios

Carsten Dachsbacher Karlsruhe Institute of Technology

Joseph Teran Walt Disney Animation Studios, University of California, Los Angeles

Johannes Meng Karlsruher Institut für Technologie, Disney Research Zürich

Simsquishal Geometry

Power Particles: An Incompressible Fluid Solver Based on Power Diagrams

Jonathan Dupuy Université de Montréal, Université de Lyon 1

Multi-Scale Modeling and Rendering of Granular Materials

Tuesday, 11 August

Monday, 10 August, 3:45-5:35 pm

Conformal Mesh Deformations With Möbius Transformations Amir Vaxman Christian Müller Technische Universität Wien Ofir Weber Bar Ilan University

Alexey Stomakhin Walt Disney Animation Studios

Close-to-Conformal Deformation of Volumes

Restoring the Missing Vorticity in Advection-Projection Fluid Solvers

Marios Papas Disney Research Zürich, ETH Zürich

Xinxin Zhang The University of British Columbia

Ralf Habel Disney Research Zürich

Robert Bridson Autodesk, Inc.

Carsten Dachsbacher Karlsruher Institut für Technologie

Chen Greif The University of British Columbia

Steve Marschner Cornell University

A Stream Function Solver for Liquid Simulations

Markus Gross Disney Research Zürich, ETH Zürich

Ryoichi Ando Institute of Science and Technology Austria

Wojciech Jarosz Disney Research Zürich, Dartmouth College

Nils Thürey Technische Universität München

Albert Chern California Institute of Technology Ulrich Pinkall Technische Universität Berlin Peter Schröder California Institute of Technology

Linear Subspace Design for Real-Time Shape Deformation Yu Wang University of Pennsylvania Alec Jacobson Columbia University, ETH Zürich Jernej Barbič University of Southern California

Chris Wojtan Institute of Science and Technology Austria

Ladislav Kavan University of Pennsylvania

Water-Wave Animation via Wavefront Parameter Interpolation Chris Wojtan Stefan Jeschke Institute of Science and Technology Austria

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Technical Papers VR, Display & Interaction

Let’s do the Time Warp

Tuesday, 11 August, 9-10:30 am

Tuesday, 11 August, 10:45 am-12:15 pm

Session Chair: Wolfgang Heidrich, King Abdullah University of Science and Technology

Augmented Airbrush for ComputerAided Painting Amit Zoran Independent Artist, Hebrew University of Jerusalem Roy Shilkrot Pattie Maes Joseph Paradiso MIT Media Lab

Data-Driven Interactive Quadrangulation

Session Chair: Oliver Wang, Disney Research Zürich

Giorgio Marcias Istituto di Scienza e Tecnologie dell’Informazione

Decomposing Time-Lapse Paintings Into Layers

Kenshi Takayama National Institute of Informatics

Jianchao Tan George Mason University

Nico Pietroni Istituto di Scienza e Tecnologie dell’Informazione

Marek Dvoroznak Daniel Sykora Czech Technical University in Prague

Daniele Panozzo Olga Sorkine-Hornung ETH Zürich

Yotam Gingold George Mason University

Enrico Puppo Università degli Studi di Genova Paolo Cignoni Istituto di Scienza e Tecnologie dell’Informazione

eyeSelfie: Self-Directed Eye Alignment Using Reciprocal Eye-Box Imaging

RingIT: Ring-Ordering Casual Photos of Temporal Events

Tristan Swedish Karin Roesch Ik Hyun Lee Krishna Rastogi Shoshana Bernstein Ramesh Raskar Massachusetts Institute of Technology

Hadar Averbuch-Elor Daniel Cohen-Or Tel Aviv University

Spectral Quadrangulation With Feature-Curve Alignment and Element-Size Control

Time-Lapse Mining From Internet Photos

Jin Huang Zhejiang University

Ricardo Martin Brualla University of Washington

Ruotian Ling The University of Hong Kong

David Gallup Google Inc.

Bert Juttler Johannes Kepler Universität Linz

Steve Seitz Google Inc., University of Washington

Feng Sun The University of Hong Kong

Real-Time Hyperlapse Creation via Optimal Frame Selection

Hujun Bao Zhejiang University

Neel Joshi Wolf Kienzle Mike Toelle Matt Uyttendaele Michael Cohen Microsoft Research

Wenping Wang The University of Hong Kong

Optimal Presentation of Imagery With Focus Cues on Multi-Plane Displays Rahul Narain University of Minnesota Rachel A. Albert M. Abdullah Bulbul University of California, Berkeley Gregory J. Ward Dolby Laboratories, Inc. Martin S. Banks University of California, Berkeley James F. O’Brien University of California, Berkeley

The Light-Field Stereoscope: Immersive Computer Graphics via Factored Near-Eye Light-Field Displays With Focus Cues Fu-Chung Huang Kevin Chen Gordon Wetzstein Stanford University

Convolutional Wasserstein Distances: Efficient Optimal Transportation on Geometric Domains Justin Solomon Stanford University

Meshing Around Tuesday, 11 August, 10:45 am – 12:15 pm Session Chair: Leif Kobbett, RWTH Aachen University

Fernando de Goes Pixar Animation Studios Gabriel Peyré Université Paris-Dauphine

Isotopic Approximation Within a Tolerance Volume

Marco Cuturi Kyoto University

Manish Mandad David Cohen-Steiner Pierre Alliez INRIA Sophia Antipolis

Adrian Butscher Autodesk, Inc. Andy Nguyen Tao Du Leonidas Guibas Stanford University

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Technical Papers Video Processing

Parameterization & Mapping

Tuesday, 11 August, 2-3:30 pm

Tuesday, 11 August, 2-3:30 pm

Session Chair: Mirela Ben Chen, Technion – Israel Institute of Technology

Hongyi Xu University of Southern California

Sampling Based Scene-Space Video Processing

Bijective Parameterization With Free Boundaries

Fun Shing Sin University of Southern California, Activision Blizzard, Inc.

Felix Klose Disney Research Zürich, TU Braunschweig

Jason Smith Scott Schaefer Texas A&M University

Session Chair: Floraine Berthouzoz, Adobe Systems, Inc.

Nonlinear Material Design Using Principal Stretches

Yufeng Zhu The University of British Columbia, University of Southern California

Oliver Wang Jean-Charles Bazin Disney Research Zürich

Computing Locally Injective Mappings by Advanced MIPS

Marcus Magnor Technische Universität Braunschweig

Xiao-ming Fu University of Science and Technology of China

Alexander Sorkine-Hornung Disney Research Zürich

Yang Liu Baining Guo Microsoft Research Asia

Gaze-Driven Video Re-Editing Eakta Jain University of Florida Yaser Sheikh Carnegie Mellon University Ariel Shamir Interdisciplinary Center Herzliya

Bounded-Distortion Harmonic Mappings in the Plane

Jessica Hodgins Carnegie Mellon University, Disney Research

Renjie Chen University of North Carolina at Chapel Hill

AudeoSynth: Music-Driven Video Montage

Ofir Weber Bar Ilan University

Zicheng Liao Zhejiang University

Deform Me a Solid

Yizhou Yu The University of Hong Kong Bingchen Gong Lechao Cheng Zhejiang University

High-Quality Streamable FreeViewpoint Video Alvaro Collet Ming Chuang Pat Sweeney Don Gillett Dennis Evseev David Calabrese Hugues Hoppe Steve Sullivan Microsoft Corporation

Subspace Condensation: Full Space Adaptivity for Subspace Deformations Yun Teng University of California, Santa Barbara, Pixar Animation Studios

Seamless Surface Mappings Noam Aigerman Roi Poranne Yaron Lipman The Weizmann Institute of Science

Jernej Barbič University of Southern California

Mark Meyer Tony DeRose Pixar Animation Studios Theodore Kim University of California, Santa Barbara

Image Processing Tuesday, 11 August, 3:45-5:35 pm Session Chair: Steve Lin, Microsoft Research Asia

Perceptually Based Downscaling of Images Cengiz Oztireli Markus Gross ETH Zürich

Tuesday, 11 August, 2-3:30 pm Session Chair: Ladislav Kavan, University of Pennsylvania

Dehazing Using Color Lines

Interactive Material Design Using Model Reduction

Raanan Fattal Hebrew University of Jerusalem

Hongyi Xu Yijing Li Yong Chen Jernej Barbič University of Southern California

An L1 Image Transform for EdgePreserving Smoothing and Scene-Level Intrinsic Decomposition Sai Bi Xiaoguang Han Yizhou Yu The University of Hong Kong

Data-Driven Finite Elements for Geometry and Material Design Desai Chen Massachusetts Institute of Technology

Learning to Remove Soft Shadows Maciej Gryka University College London

David Levin Massachusetts Institute of Technology, Disney Research

Michael Terry University of Waterloo

Shinjiro Sueda California Polytechnic State University, Disney Research, Massachusetts Institute of Technology

Gabriel J. Brostow University College London

Wojciech Matusik Massachusetts Institute of Technology

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47

Technical Papers A Computational Approach for Obstruction-Free Photography

Shape Analysis

Tianfan Xue Microsoft Corporation, Massachusetts Institute of Technology

Session Chair: Vladimir Kim, Stanford University

Michael Rubinstein Liu Ce Google Inc. William Freeman Massachusetts Institute of Technology

Taking Control Tuesday, 11 August, 3:45-5:35 pm Session Chair: Jehee Lee, Seoul National University

Hybrid Skeletal-Surface Motion Graphs for Character Animation From 4D Performance Capture Peng Huang Margara Tejera John Collomosse Adrian Hilton University of Surrey

Wednesday, 12 August

Tuesday, 11 August, 3:45-5:35 pm

Fabricating Fabulous Forms

Interaction Context (ICON): Towards a Geometric Functionality Descriptor Ruizhen Hu Shenzhen Institute of Advanced Technology, Zhejiang University, Simon Fraser University

Wednesday, 12 August, 9-10:30 am Session Chair: Bernhard Thomaszewski, Disney Research Zürich

Architecture-Scale Human-Assisted Additive Manufacturing

Chenyang Zhu Simon Fraser University Oliver van Kaick Carleton University Ligang Liu University of Science and Technology of China Ariel Shamir Interdisciplinary Center Herzliya

Hironori Yoshida Yosuke Takami Takeo Igarashi Yusuke Obit Jun Sato Mika Araki Masaaki Miki Kosuke Nagata The University of Tokyo Kazuhide Sakai Syunsuke Igarashi Shimizu Corporation

Hao (Richard) Zhang Simon Fraser University

Elements of Style: Learning Perceptual Shape Style Similarity

Parametric Self-Supporting Surfaces via Direct Computation of Airy Stress Functions

Zhaoliang Lun Evangelos Kalogerakis University of Massachusetts Amherst

Masaaki Miki Takeo Igarashi The University of Tokyo

Sehoon Ha C. Karen Liu Georgia Institute of Technology

Alla Sheffer The University of British Columbia

Philippe Block ETH Zürich

Dynamic Terrain Traversal Skills Using Reinforcement Learning

Style Compatibility For 3D Furniture Models

Foldabilizing Furniture

Xue Bin Peng Glen Berseth Michiel van de Panne The University of British Columbia

Tianqiang Liu Princeton University

Honghua Li Simon Fraser University, National University of Defense Technology

Aaron Hertzmann Wilmot Li Adobe Systems Incorporated

Ruizhen Hu Zhejiang University, Shenzhen Institute of Advanced Technology, Simon Fraser University

Thomas Funkhouser Princeton University

Ibraheem Alhashim Hao Zhang Simon Fraser University

Iterative Training of Dynamic Skills Inspired by Human Coaching Techniques

Online Control of Simulated Humanoids Using Particle Belief Propagation Perttu Hämäläinen Joose Rajamäki Aalto University C. Karen Liu Georgia Institute of Technology

Intuitive and Efficient Camera Control With the Toric Space Christophe Lino IRISA/INRIA Rennes Bretagne Atlantique Marc Christie University of Rennes1/IRISA

Semantic Shape Editing Using Deformation Handles

Computational Interlocking Furniture Assembly

Mehmet Ersin Yumer Carnegie Mellon University

Chi-Wing Fu Nanyang Technological University

Siddhartha Chaudhuri Cornell University

Peng Song University of Science and Technology of China

Jessica Hodgins Levent Burak Kara Carnegie Mellon University

Xiaoqi Yan Lee Wei Yang Pradeep Kumar Jayaraman Nanyang Technological University

Single-View Reconstruction via Joint Analysis of Image and Shape Collections

Daniel Cohen-Or Tel Aviv University

Qi-xing Huang Hai Wang Toyota Technological Institute at Chicago Vladlen Koltun Intel Labs

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Technical Papers Transfer & Capture

Geometry Zoo

Image Similarity & Search

Wednesday, 12 August, 9-10:30 am

Wednesday, 12 August, 9-10:30 am

Wednesday, 12 August, 10:45 am-12:15 pm

Session Chair: Aseem Agarwala, Adobe Systems, Inc.

LazyFluids: Appearance Transfer for Fluid Animations Ondřej Jamriška Jakub Fišer Czech Technical University in Prague Paul Asente Jingwan Lu Eli Shechtman Adobe Research Daniel Sýkora Czech Technical University in Prague

Fluid-Volume Modeling From Sparse Multi-View Images by Appearance Transfer Makoto Okabe The University of Electro-Communications, JST CREST Yoshinori Dobashi Hokkaido University, JST CREST Ken Anjyo OLM Digital, Inc., JST CREST Rikio Onai The University of Electro-Communications

Session Chair: Marc Alexa, TU Berlin

Zoomorphic Design

Sai-Kit Yeung Singapore University of Technology and Design

Fang-Lue Zhang Tsinghua University Liming Lou University of Virginia, Shandong University

Demetri Terzopoulos University of California, Los Angeles

Shading-Based Refinement on Volumetric Signed-Distance Functions

Xian Wu Shi-Min Hu Tsinghua University

Michael Zollhöfer Friedrich-Alexander-Universität Erlangen-Nürnberg

Synthesis of Complex Image Appearance From Limited Exemplars Olga Diamanti ETH Zürich

Angela Dai Stanford University

Connelly Barnes University of Virginia

Matthias Innmann Friedrich-Alexander-Universität Erlangen-Nürnberg

Eli Shechtman Silvain Paris Adobe Research

Chenglei Wu ETH Zürich

Lorenz Rogge Gesellschaft für Optische Messtechnik

Christian Theobalt Max-Planck-Institut für Informatik

Felix Klose Technische Universitat Braunschweig

Matthias Nießner Stanford University

Martin Eisemann Fachhochschule Köln

Smoothed Quadratic Energies on Meshes

Marcus A. Magnor Technische Universitat Braunschweig

Janick Martinez Esturo Microsoft Corporation

Deformation Capture and Modeling of Soft Objects

Christian Rossi Holger Theisel Otto-von-Guericke-Universität Magdeburg

Kangkang Yin National University of Singapore

Connelly Barnes University of Virginia

Lap-Fai (Craig) Yu University of Massachusetts Boston

Garment Replacement in Monocular Video Sequences

Longhua Wu Shenzhen Institute of Advanced Technology

PatchTable: Efficient Patch Queries for Large Datasets and Applications

Noah Duncan University of California, Los Angeles

Marc Stamminger Friedrich-Alexander-Universität Erlangen-Nürnberg

Bin Wang Shenzhen Institute of Advanced Technology, National University of Singapore

Session Chair: Kayvon Fatahalian, Carnegie Mellon University

Olga Sorkine-Hornung ETH Zürich

Learning Visual Similarity for Product Design With Convolutional Neural Networks Sean Bell Kavita Bala Cornell University

ImageSpirit: Verbal Guided Image Parsing Ming-Ming Cheng Nankai University Shuai Zheng University of Oxford Wen-Yan Lin Advanced Digital Sciences Center, Singapore

Real-Time Nonlinear Shape Interpolation

Vibhav Vineet University of Oxford

Christoph von Tycowicz Konrad-Zuse-Zentrum für Informationstechnik Berlin

Paul Sturgess Nigel Crook Oxford Brookes University

Klaus Hildebrandt Max-Planck-Institut für Informatik

Uri Ascher Libin Liu The University of British Columbia

Philip Torr University of Oxford Niloy Mitra University College London

Hui Huang Shenzhen Institute of Advanced Technology

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Technical Papers Fabrication & Function

LOD Generation for Urban Scenes

Wednesday, 12 August, 10:45 am-12:15 pm

Florent Lafarge INRIA

Session Chair: Bernd Bickel, IST Austria

LinkEdit: Interactive Linkage Editing Using Symbolic Kinematics Moritz Bächer Disney Research Zürich Stelian Coros Disney Research Zürich, Carnegie Mellon University Bernhard Thomaszewski Disney Research Zürich

Fab Forms: Customizable Objects for Fabrication With Validity and Geometry Caching Maria Shugrina Massachusetts Institute of Technology Ariel Shamir Interdisciplinary Center Herzliya Wojciech Matusik Massachusetts Institute of Technology

Computational Design of Twisty Joints and Puzzles Timothy Sun Changxi Zheng Columbia University

Reduced-Order Shape Optimization Using Offset Surfaces Przemyslaw Musialski Thomas Auzinger Michael Birsak Michael Wimmer Technische Universität Wien Leif Kobbelt Rheinisch-Westfälische Technische Hochschule Aachen

Reconstruction & Analysis Wednesday, 12 August, 10:45 am-12:15 pm

Session Chair: Hao Li, University of Southern California

RAPter: Rebuilding Man-Made Scenes With Regular Arrangements of Planes Aron Monszpart University College London Nicolas Mellado Centre national de la recherche scientifique, University College London, Université Paul Sabatier

Learning Shape Placements by Example Paul Guerrero Technische Universität Wien, King Abdullah University of Science and Technology

Yannick Verdie EPFL

Stefan Jeschke Institute of Science and Technology Austria

Pierre Alliez INRIA

Coupled Segmentation and Similarity Detection for Architectural Models Ilke Demir Daniel Aliaga Bedrich Benes Purdue University

Peter Wonka King Abdullah University of Science and Technology

Appearance Capture

Shape Segmentation of Incomplete Shapes

Wednesday, 12 August, 2-3:30 pm Session Chair: Wojciech Jarosz, Disney Research, Zurich

Oliver van Kaick Carleton University

Skin Microstructure Deformation With Displacement Map Convolution

Noa Fish Yanir Kleiman Shmuel Asafi Daniel Cohen-Or Tel Aviv University

Koki Nagano Graham Fyffe Oleg Alexander USC Institute for Creative Technologies Jernej Barbič Hao Li University of Southern California

Procedural Modeling Wednesday, 12 August, 2-3:30 pm Session Chair: Daniel Aliaga, Purdue University

Abhijeet Ghosh Imperial College London

Controlling Procedural Modeling Programs With Stochastically-Ordered Sequential Monte Carlo

Paul Debevec USC Institute for Creative Technologies

Two-Shot SVBRDF Capture for Stationary Materials

Daniel Ritchie Ben Mildenhall Noah Goodman Pat Hanrahan Stanford University

Miika Aittala Aalto University Tim Weyrich University College London

WorldBrush: Interactive ExampleBased Synthesis of Procedural Virtual Worlds Arnaud Emilien University Grenoble-Alpes, CNRS (LJK), INRIA, Université de Montréal Ulysse Vimont Marie-Paule Cani University Grenoble-Alpes, CNRS (LJK), INRIA

Jaakko Lehtinen Aalto University, NVIDIA Corporation

Image-Based Relighting Using Neural Networks Peiran Ren Yue Dong Stephen Lin Xin Tong Baining Guo Microsoft Research Asia

Pierre Poulin Université de Montréal Bedrich Benes Purdue University

Measurement-Based Editing of Diffuse Albedo With Consistent Interreflections

Advanced Procedural Modeling of Architecture

Bo Dong College of William & Mary

Michael Schwarz Pascal Müller Environmental Systems Research Institute

Yue Dong Xin Tong Microsoft Research Asia

Gabriel Brostow Niloy J. Mitra University College London

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Michael Wimmer Technische Universität Wien

Pieter Peers College of William & Mary



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Technical Papers Fluids, From Air to Goo Wednesday, 12 August, 2-3:30 pm

Session Chair: Chris Wojtan, Institute of Science and Technology Austria (IST Austria)

OmniAD: Data-Driven Omni-Directional Aerodynamics Tobias Martin ETH Zürich Nobuyuki Umetani Disney Research Zürich Bernd Bickel Institute of Science and Technology Austria

Robust Simulation of Sparse-Sampling Thin Features in SPH-Based Free Surface Flows Xiaowei He Institute of Software, Chinese Academy of Sciences Huamin Wang The Ohio State University Fengjun Zhang Houngan Wang Institute of Software, Chinese Academy of Sciences Guoping Wang Peking University Kun Zhou Zhejiang University

An Implicit Viscosity Formulation for SPH Fluids Andreas Peer Markus Ihmsen Jens Cornelis Matthias Teschner Universität Freiburg

Codimensional Non-Newtonian Fluids Bo Zhu Minjae Lee Ed Quigley Stanford University Ronald Fedkiw Stanford University, Industrial Light & Magic

Character Fashion & Style Wednesday, 12 August, 3:45-5:35 pm Session Chair: Aaron Hertzmann, Adobe Research

Animating Human Dressing Alexander Clegg Jie Tan Greg Turk Karen Liu Georgia Institute of Technology

A Perceptual Control Space for Garment Simulation

Adaptive Rendering With Linear Predictions

Leonid Sigal Moshe Mahler Spencer Diaz Kyna McIntosh Elizabeth Carter Disney Research

Bochang Moon José A. Iglesias-Guitián Disney Research Zürich Sung-Eui Yoon Korea Advanced Institute of Science and Technology

Timothy Richards The Walt Disney Company

Kenny Mitchell Disney Research Zürich

Jessica Hodgins Disney Research

A Machine-Learning Approach for Filtering Monte Carlo Noise

Space-Time Sketching of Character Animation

Nima Khademi Kalantari Steve Bako Pradeep Sen University of California, Santa Barbara

Martin Guay Rémi Ronfard INRIA, Université de Grenoble

Gradient-Domain Path Tracing

Michael Gleicher University of Wisconsin

Markus Kettunen Aalto University

Marie-Paule Cani Université de Grenoble, INRIA

Real-Time Style Transfer for Unlabeled Heterogeneous Human Motion

Marco Manzi University of Bern Miika Aittala Aalto University

Shihong Xia Congyi Wang Institute of Computing Technology, Chinese Academy of Sciences

Jaakko Lehtinen Aalto University, Massachusetts Institute of Technology

Jinxiang Chai Texas A&M University

Frédo Durand Massachusetts Institute of Technology

Jessica Hodgins Carnegie Mellon University

Matthias Zwicker University of Bern

Dyna: A Model of Dynamic Human Shape in Motion

Variance Analysis for Monte Carlo Integration

Gerard Pons-Moll Javier Romero Naureen Mahmood Michael Black Max-Planck-Institut für Intelligente Systeme Image Tricks

Adrien Pilleboue Gurprit Singh David Coeurjolly Université de Lyon 1 Michael Kazhdan Johns Hopkins University

Sampling & Filtering Wednesday, 12 August, 3:45-5:35 pm Session Chair: Jaroslav Křivánek, Charles University, Prague

Sketching & Surfacing

Adaptive Rendering Based on Weighted Local Regression Bochang Moon Korea Advanced Institute of Science and Technology

Wednesday, 12 August, 3:45-5:35 pm Session Chair: Etienne Vouga, University of Texas at Austin

Single-View Hair Modeling Using A Hairstyle Database

Nathan Carr Adobe Systems Incorporated

Liwen Hu Chongyang Ma University of Southern California

Sung-Eui Yoon Korea Advanced Institute of Science and Technology

 Table of Contents

Victor Ostromoukhov Université de Lyon 1

Linjie Luo Adobe Research Hao Li University of Southern California



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Technical Papers SecondSkin: Sketch-Based Construction of Layered 3D Models

MultiFab: A Machine-Vision-Assisted Platform for Multi-Material 3D Printing

Chris De Paoli Karan Singh University of Toronto

Pitchaya Sitthi-amorn Massachusetts Institute of Technology, Chulalongkorn University

BendFields: Regularized Curvature Fields From Rough Concept Sketches

Javier Ramos Massachusetts Institute of Technology

Toby Heyn Epic Systems Corporation

Emmanuel Iarussi INRIA

Yuwang Wang Tsinghua University

Alessandro Tasora Università degli Studi di Parma

David Bommes Rheinisch-Westfälische Technische Hochschule Aachen

Justin Lan Joyce Kwan Wenshou Wang Wojciech Matusik Massachusetts Institute of Technology

Dan Negrut University of Wisconsin-Madison

Color Imaging and Pattern Hiding on a Metallic Substrate

Andrew Allen Nikunj Raghuvanshi Microsoft Research

Adrien Bousseau INRIA

Flow-Aligned Surfacing of Curve Networks Hao Pan The University of Hong Kong Yang Liu Microsoft Research Asia Alla Sheffer Nicholas Vining The University of British Columbia Changjian Li Wenping Wang The University of Hong Kong

Topology-Constrained Surface Reconstruction From Cross-Sections Ming Zou Michelle Holloway Washington University in St. Louis Nathan Carr Adobe Systems Incorporated Tao Ju Washington University in St. Louis

Thursday, 13 August Computational Printing

Hammad Mazhar University of Wisconsin-Madison

Aerophones in Flatland: Interactive Wave Simulation of Wind Instruments

Petar Pjanic Roger Hersch École Polytechnique Fédérale de Lausanne

Printing Elasties

Computational Hydrographic Printing

Elastic Textures for Additive Fabrication

Changxi Zheng Columbia University

Julian Panetta Qingnan Zhou New York University

Kun Zhou Zhejiang University

Luigi Malomo Nico Pietroni Paolo Cignoni Istituto di Scienza e Tecnologie dell’Informazione

Constraints, Collisions & Clarinets Thursday, 13 August, 9-10:30 am Session Chair: Robert Bridson, University of British Columbia

Denis Zorin New York University

Stable Constrained Dynamics

Microstructures to Control Elasticity in 3D Printing

Maxime Tournier RIKEN Brain Science Institute, INRIA, Laboratoire d’Informatique, de Robotique et de Microélectronique de Montpellier

Beating Shapes Relying on Moiré Level Lines

François Faure INRIA, Laboratoire Jean Kuntzmann, Université de Grenoble

Sylvain Chosson Orell Füssli Security Printing Ltd

Christian Schumacher ETH Zürich, Disney Research Zürich Bernd Bickel Disney Research Zürich, Institute of Science and Technology Austria

Matthieu Nesme Laboratoire Jean Kuntzmann, INRIA Benjamin Gilles INRIA, Laboratoire d’Informatique, de Robotique et de Microélectronique de Montpellier

Roger Hersch École Polytechnique Fédérale de Lausanne

Thursday, 13 August, 10:45 am-12:15 pm

Session Chair: Nobuyuki Umetani, Autodesk Research

Yizhong Zhang Chunji Yin Zhejiang University

Thursday, 13 August, 9-10:30 am Session Chair: Tim Weyrich, University College London

Using Nesterov’s Method to Accelerate Multibody Dynamics With Friction and Contact

Air Meshes for Robust Collision Handling

Jan Rys ETH Zürich Steve Marschner Cornell University Markus Gross Disney Research Zürich, ETH Zürich Chiara Daraio ETH Zürich

Matthias Mueller-Fischer Nuttapong Chentanez Tae-Yong Kim Miles Macklin NVIDIA Corporation

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Technical Papers By-Example Synthesis of Structurally Sound Patterns Jérémie Dumas INRIA An Lu INRIA, Technische Universität München Sylvain Lefebvre INRIA Jun Wu Christian Dick Technische Universität München

Design and Fabrication of Flexible Rod Meshes Jesús Pérez Universidad Rey Juan Carlos Bernhard Thomaszewski Disney Research Zürich Stelian Coros Carnegie Mellon University, Disney Research Zürich Bernd Bickel Institute of Science and Technology Austria, Disney Research Zürich José A. Canabal Universidad Rey Juan Carlos

A Total Variation Approach for Customizing Imagery to Improve Visual Acuity

David Jacobs Google, Inc., NVIDIA Research, Stanford University

Justin Bisceglio Blue Sky Studios, New York University

Feng Meng Purdue University

Denis Zorin New York University

Palette-Based Photo Recoloring

Scalable Graphics

Huiwen Chang Ohad Fried Yiming Liu Princeton University

Thursday, 13 August, 2-3:30 pm Session Chair: Elmar Eisemann, TU Delft

Stephen DiVerdi Google Inc.

Lillicon: Using Transient Widgets to Create Scale Variations of Icons

Adam Finkelstein Princeton University

Gilbert Bernstein Stanford University

Data-Driven Color Manifold

Wilmot Li Adobe Systems Incorporated

Chuong Nguyen Max-Planck-Institut für Informatik

Hans-Peter Seidel Max-Planck-Institut für Informatik

Simulating the Visual Experience of Very Bright and Very Dark Scenes

Denis Kovacs New York University

Manuel M. Oliveira Universidade Federal do Rio Grande do Sul

Miguel Otaduy Universidad Rey Juan Carlos

Session Chair: Piotr Didyk, Saarland University/Max Planck Institute for Computer Science

Dyadic T-Mesh Subdivision

Carlos Montalto University of Washington

Tobias Ritschel Max-Planck-Institut für Informatik, Universität des Saarlandes

Thursday, 13 August, 10:45 am-12:15 pm

Xifeng Gao Zhigang Deng Guoning Chen University of Houston

Daniel Aliaga Ignacio Garcia-Dorado Purdue University

Robert Sumner Disney Research Zürich

Perception & Color

Hexahedral Mesh Reparameterization From Aligned Base-Complex

Vector Graphics Animation With TimeVarying Topology Boris Dalstein The University of British Columbia Remi Ronfard INRIA

Meshful Thinking

Michiel van de Panne The University of British Columbia

Thursday, 13 August, 10:45 am-12:15 pm

Session Chair: Daniele Panozzo, ETH Zürich

3DFlow: Continuous Summarization of Mesh-Editing Workflows Jonathan Denning Taylor University

Accelerating Vector Graphics Rendering Using the Graphics Hardware Pipeline Vineet Batra Adobe Systems Inc. Mark Kilgard NVIDIA Corporation

Valentina Tibaldo Fabio Pellacini Sapienza – Università di Roma

Harish Kumar Adobe Systems Inc.

Emily Cooper Stanford University

Practical Hex-Mesh Optimization via Edge-Cone Rectification

Tristan Lorach NVIDIA Corporation

Kari Pulli NVIDIA Research

Marco Livesu Alla Sheffer Nicholas Vining The University of British Columbia

Piko: A Framework for Authoring Programmable Graphics Pipelines

Orazio Gallo NVIDIA Research

Marc Levoy Google, Inc., Stanford University

Anjul Patney NVIDIA Corporation, University of California, Davis

Marco Tarini Istituto di Scienza e Tecnologie dell’Informazione

Stanley Tzeng NVIDIA Corporation Kerry A. Seitz, Jr. John D. Owens University of California, Davis

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Technical Papers Simulating With Surfaces

Light Fields

Thursday, 13 August, 2-3:30 pm

Thursday, 13 August, 3:45-5:35 pm

Fast Grid-Free Surface Tracking

Linear Volumetric Focus for Light-Field Cameras

Session Chair: Andrew Selle, Walt Disney Animation Studios

Nuttapong Chentanez NVIDIA Corporation, Chulalongkorn University Matthias Müller Miles Macklins Tae-Yong Kim NVIDIA Corporation

Double Bubbles Sans Toil and Trouble: Discrete Circulation-Preserving Vortex Sheets for Soap Films and Foams Fang Da Columbia University Christopher Batty University of Waterloo Chris Wojtan Institute of Science and Technology Austria Eitan Grinspun Columbia University

Simulating Rigid Body Fracture with Surface Meshes Yufeng Zhu The University of British Columbia Robert Bridson The University of British Columbia, Autodesk, Inc. Chen Greif The University of British Columbia

High-Resolution Brittle Fracture Simulation With Boundary Elements David Hahn Chris Wojtan Institute of Science and Technology Austria

Session Chair: Gordon Wetzstein, Stanford University

Donald Dansereau Queensland University of Technology Oscar Pizarro Stefan B. Williams University of Sydney

A Light Transport Framework for Lenslet Light-Field Cameras Chia-Kai Liang Lytro, Inc. Ravi Ramamoorthi University of California, San Diego

Improving Light Field Camera Sample Design With Irregularity and Aberration Li-Yi Wei Dragoniac, The University of Hong Kong, Lytro, Inc. Chia-Kai Liang Graham Myhre Colvin Pitts Kurt Akeley Lytro, Inc.

Light-Field Reconstruction Using Sparsity in the Continuous Fourier Domain Lixin Sh Haitham Hassanieh Abe Davis Dina Katabi Frédo Durand Massachusetts Institute of Technology

Layered Light-Field Reconstruction for Defocus Blur Karthik Vaidyanathan Jacob Munkberg Petrik Clarberg Marco Salvi Intel Corporation

 Table of Contents



s2015.siggraph.org

FIRST-TIMER

 INVITED

54

VR Village FP F S E+ Ex

#SIGGRAPH2015

Real-time immersion in tomorrow’s virtual and augmented realities:

• • • •

Full-dome cinema Stand-up/sit-down VR and tabletop AR Nomadic VR (untethered head-mounted displays or AR) Live performances and demos in a 360-degree immersion dome

Throughout the week at SIGGRAPH 2015, attendees can explore the fascinating potential of these new formats for telling stories, engaging audiences, and powering real-world applications in health, education, design, and gaming. A preliminary list of VR Village demonstrations. Visit s2015.siggraph.org for an updated list.

Image Credit: VR Crash Test © 2015 Ben Tan, Digital Arts Network; Stuart White, Fin Design + Effects

Full-Dome Cinema – Scientific Visualization

Sit-Down Head-Mounted Displays

Neurodome

The Grand Canyon: VR Experience

Jonathan Fisher New York Medical College

The Grand Canyon: VR Experience is a virtual reality experience that transports you to a dynamic, fully immersive, computer-generated replica of the Grand Canyon so you can experience the beauty of the Grand Canyon anytime, anywhere.

Full-Dome Demo — Interactive VR (VR Demonstration, SitDown VR Station) “refrARction” - Educational Mobile AR Game This is an educational mobile (Android) AR game for elementary-school kids. Empowered by the Vuforia AR plugin for Unity, the puzzle game is an immersive experience with board cards and mobile devices for learning fraction calculation (mathematics) and light-reflection laws (physics). Lei Yang University of Pennsylvania

Nomadic (Wireless Untethered) Head-Mounted Display Prototyping the Future

VR Crash Test The difference in cars built 30 years apart is quite dramatic. It’s not just how the cars look that’s different, but there’s a whole world of new technology inside today’s cars to keep you safe. This experience highlights the differences by putting you in the driver’s seat. Ben Tan Digital Arts Network Stuart White Fin Design + Effects

FEATURES

Dynamic Fully Interactive Rendering, Realistic Natural Environment, AI Animal Behavior Renee Van den Bosch Immersive Entertainment, Inc.

Stand-Up Head-Mounted Displays

Lamper VR 2

Sisters

Robyn Gummer Derek Chen Archiact Interactive Ltd.

Sisters is an interactive haunted-house experience for virtual reality that is compatable with both IOS and Android. Users experience a creepy horror story using a Google Cardboard.

Shape Space VR Shape Space presents abstract virtual reality art experiences inspired by nature, technology, and transcendent visions.

Vrideo

Kevin Mack Mack Art Productions

Participants enter a series of alternate worlds, where they can walk around and see each other as avatars, and interact with real physical objects, which appear to have magical powers. Sometimes they encounter creatures that are very curious about visitors from our world. The creatures are mostly friendly.

TIME-Pull of the Moon

Ken Perlin New York University

Eric Hanson xRez Studio

An experimental VR and full-dome immersive film based on the 2014 collaboration of renowned Chinese artist Ai Weiwei and Navajo artist Bert Benally, who created an ephemeral land-art performance in New Mexico in June 2014.

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Andrew Goldstein Robyn Gray Michael Murdock Otherworld Interactive



Vrideo, one of the leading immersive video distribution platforms for virtual reality, built a centralized, streaming, hardware-agnostic, and independent platform for immersive video. The system includes a suite of products that allow immersive video publishers to distribute their content across the web, mobile, and VR. Alex Rosenfeld Kuangwei Hwang Chadwick Turner Vrideo

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Exhibitor List (as of 1 June) #SIGGRAPH2015

FP F S E+ Ex

FIRST-TIMER

Exhibition Hours Tuesday, 11 August Wednesday, 12 August Thursday, 13 August

9:30 am-6 pm 9:30 am-6 pm 9:30 am-3:30 pm

 Children under 16 are not permitted in the Exhibition. Age verification is required.

FIRST-TIMER

MOBILE

GAMES

FP F S E+ Ex

Exhibits Fast Forward Monday, 10 August, 3:45-5:15 pm

A sneak peek of the products and announcements that companies plan to make during the exhibition in a fast paced, entertaining session prior to the Exhibition opening. FIRST-TIMER

FP F S E+ Ex

Exhibitor Tech Talks Comprehensive summaries of the latest technologies in computer graphics and interactive techniques. SIGGRAPH 2015 exhibitors demonstrate software, hardware, and systems; answer questions; and host one-on-one conversations about how their applications improve professional and technical performance.

FP F S E+ Ex

Exhibitor Tech Talk

Tuesday, 11 August, 10:30 am

High Pressure Systems: 5 Ways Cloud Rendering Will Change the VFX Industry Presented by Matt Provost Avere Systems

3D Consortium 3dMD Academy of Art University Addison-Wesley Advanced Micro Devices, Inc. American Cinematographer American Express OPEN Animation Magazine Inc. Anoto Creative Avere Systems B&H Photo, Video & Pro Audio Blackmagic Design BenQ America Corp. BOXX Technologies, Inc. Cap Digital — France Capital One Spark Card Carnegie Mellon Entertainment Technology Center CGAL – The Computational Geometry Algorithms Library Chaos Group Colorfront Computer Graphics World CyberGlove Systems DigiPen Institute of Technology Dimensional Imaging Disruptive Interactive EarthOnDrive Eizo Inc. EnvisionTEC Epson America Inc. Esri Fabric Software Faceshift AG Faceware Technologies Formlabs Inc. The Foundry Visionmongers Fuel3D Inc. GPL Technologies Graphine GreenScreen Animals Hyve Solutions IATSE IdN magazine IEEE Computer Society Imagineer Systems Ltd. Infinite Trading Inc. Intel Corporation Isotropix JourneyEd khurshid tv Lightwork Design Ltd. Luxion, Inc. Massive Software MAXON Motion Analysis Corporation MSI Computer Corp.

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NGRAIN NIM Labs Nod Labs Noitom Ltd. Nolabel NorPix Inc. NVIDIA Corporation OptiTrack Otto Trading, Inc. Panasas PipelineFX, LLC Pixar Animation Studios Pluralsight PNY Technologies Point Grey Research, Inc. Purple Platypus Qualcomm Incorporated Qumulo Reallusion Inc. RebusFarm GmbH Redshift Rendering Technologies Renderosity Ringling College of Art and Design SCAD SensoMotoric Instruments, Inc. Shapeways Sharecg.com Shotgun Software, Inc. Side Effects Software SimLab Soft Sketchfab Inc. Smith Micro Software Sohonet Limited SpeedTree Stereolabs Stratasys 3D Printers & Production Systems Supermicro Synertial MotionWerx Taylor Francis/CRC/Focal Press TechViz Thinkbox Software Inc. Unigine United Scenic Artists, Local USA 829 IATSE Unity Technologies The University of the Arts uSens Inc. VanArts Vancouver Film School Vicon Visual Computing Center at KAUST Wacom Technology Web3D Consortium Wolfram Research, Inc. XIM Industry Inc. (USA) Xsens Technologies B.V.



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Job Fair Participants (as of 29 May) FP F S E+ Ex

#SIGGRAPH2015

The Job Fair is absolutely the best place at SIGGRAPH 2015 for employers to meet with thousands of job seekers from around the globe! Once again, Job Fair Exhibitors will be posting their jobs on the CreativeHeads.net and ACM SIGGRAPH job boards one month prior to the conference. This allows SIGGRAPH 2015 attendees to connect with employers before the conference, during the conference via the Job Fair, and after the conference via the CreativeHeads.net job board and candidate profiling system. CreativeHeads.net provides the most comprehensive recruitment software solution for the VFX, animation, video game, TV, film, and 3D technology and software tools industries, for employers searching for talent or job seekers looking to secure the “right” job.

Animal Logic

CreativeHeads.net

Sony Pictures Imageworks

Sydney, New South Wales Australia

Manhattan Beach, California USA

Culver City, California, USA

Apple, Inc.

Double Negative Visual Effects

Starfish Creative

Cupertino, California USA

London, United Kingdom

Los Angeles, California USA

Blizzard Entertainment

Esri

ToonBox Entertainment

Irvine, California USA

Redlands, California USA

Toronto, Ontario Canada

CG Spectrum - Online Film & Games School

Framestore CFC

Topalsson GmbH & Co. KG

London, United Kingdom

Munich, Germany

Vancouver, British Columbia Canada

Method Studios Santa Monica, California USA

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General Information Bookstore New for SIGGRAPH 2015: FULL CONFERENCE PLATINUM SIGGRAPH 2015 offers a comprehensive registration package to enhance your conference experience and maximize your investment. Limited Full Conference Platinum registrations include: • Early access to popular sessions including Technical Papers Fast Forward, Keynote Session, and Computer Animation Festival Electronic Theater. • Early entrance to the Reception. • One extra drink ticket for Reception. • Full Conference USB. (Included in the welcome packages for Full Conference Platinum registrations completed by 10 July.) • Raffle for a complimentary Full Conference registration to SIGGRAPH 2016. Registration is nontransferable. • One free drink ticket for Appy Hour. • Private registration counter and concierge line. • Private viewing of the Exhibition. • SIGGRAPH 2015 welcome packet.

Airport Shuttle Bus Discounts SIGGRAPH 2015 has partnered with Super Shuttle to offer transportation to and from Los Angeles International Airport (LAX). Shared Ride Van: $14 per passenger (up to 9 passengers) Town Car Service: $63 per sedan (up to 4 passengers) These discounted rates are valid from five days before the conference to five days after it closes. If you book your shuttle reservation through the SIGGRAPH 2015 web site, you earn miles on American Airlines, United Airlines, and Delta. Book by phone at 800.258.3826 (toll free) or +1.310.222.5500, extension 4. To receive the discount, you must mention the SIGGRAPH 2015 discount code: PK7AU. Or you can book directly on the Super Shuttle website.

BreakPoint Books offers the latest and greatest books on computer animation, graphic design, gaming, 3D graphics, modeling, and digital artistry. The bookstore features recent books by SIGGRAPH 2015 speakers and award winners. To suggest books that should be available in the bookstore, contact: Breakpoint Books [email protected] Camera and Recording Policies No cameras or recording devices are permitted at SIGGRAPH 2015. Abuse of this policy will result in the loss of the individual’s registration credentials. SIGGRAPH 2015 employs a professional photographer and reserves the right to use all images that this photographer takes during the conference for publication and promotion of future ACM SIGGRAPH events. Children at the Conference

SIGGRAPH 2015 has negotiated discount rates for hotels in Los Angeles. These discounts are available to SIGGRAPH 2015 attendees only. Please make your hotel reservation by 13 July 2015. Reservations made after 13 July are based on availability only and rates may increase. SIGGRAPH 2015 hotel rates can only be booked through onPeak, SIGGRAPH 2015’s Housing Partner. If you are contacted by any other companies to make hotel reservations for SIGGRAPH 2015, be aware they may not be reputable companies or endorsed by SIGGRAPH 2015. Los Angeles Convention Center 1201 South Figueroa Street Los Angeles, CA 90015 Accessibility The convention center is handicap accessible. If you have special needs or requirements, please call Conference Management at: +1.312.673.5868

Please be aware that parts of the Conference may contain adult content, graphic images, or violence.

Business Center

There are no age-based restrictions at the Conference with the exception of the SIGGRAPH Exhibition. Registered attendees under 16 years of age may enter the SIGGRAPH Exhibition Halls only under one of the following circumstances: as “wearable” infants/toddlers (those being carried in a sling or backpack carrier) or as children that are part of an official SIGGRAPH guided tour event. Registered attendees that appear younger than 16 years of age will be asked to provide proof of age at admittance into the Exhibition Halls. Hotel Reservations Visit the SIGGRAPH 2015 website to access the easy-to-use online hotel reservation system, which includes complete information on housing policies, procedures, and rates: s2015.siggraph.org

A full-service business center is located in the Concourse Hallway area of the convention center. Attendees can make black-and-white copies and use the center’s computers to check email and print documents along with a variety of other services. Charging Stations Charging stations will be available at the Los Angeles Convention Center. Food Services Restaurants and food-service concessions are available throughout the convention center. In addition, several food trucks serve a variety of food and beverage on the concourse plaza. Internet Access Free wireless access will be available in all conference locations within the Los Angeles Convention Center [except in the Exhibit Halls].

Or contact: onPeak SIGGRAPH 2015 Housing Provider +1.855.416.6073 (US and Canada) +1.312.527.7300 (International)

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General Information Parking

Luggage and Coat Check

SIGGRAPH 2015 attendees can park at the following locations:

Luggage and coat-check services ($5 per piece) are available in the Business Center of the Los Angeles Convention Center from Sunday, 9 August through Thursday, 13 August.

Los Angeles Convention Center Parking 1201 S. Figueroa Street +1.213.741.1151, ext 5850

Special Policies L.A. Live Parking Lots +1.213.763.5483 Staples Center Parking Lots +1.213.742.7100 Additional parking information: District Parking Office +1.213.742.PARK (7275)

Lost badges cannot be replaced. If you lose your badge, you must purchase a new registration. Technical materials included with your registration must be picked up at the SIGGRAPH 2015 Merchandise Pickup Center. Lost merchandise vouchers will not be replaced. Reception Access To be admitted to the Reception, you must have a ticket. Your badge does not provide access.

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Registration Fee Information Conference Registration Categories

FP Full Conference Platinum

 See page 57 for Full Conference Platinum Benefits.

Lost badges cannot be replaced. If you lose your badge, you must purchase a new registration.

One-Day Registration

*Reception Ticket

Refund and Cancellation Deadlines

One-Day registration includes one day admission to all conference programs and events and the Exhibition (Tuesday-Thursday). Does not include the SIGGRAPH 2015 Reception ticket.

To be admitted to the Reception, you must have a ticket. Your registration badge does not provide access.

Cancellation requests for refunds must be made in writing and received on or before Friday, 17 July. No refunds will be issued after this date. There is a refund processing fee of $US75.

X Included in registration O Included if one-day badge is purchased for that event day

FP F S E+ Full Full Full Select Seclect Exhibits Conference Conference Conference Conference Conference Plus Platinum One-Day One-Day

Member On or before 19 June On or before 17 July After 17 July and at SIGGRAPH 2015

$1,095 $1,270 $1,370

$945 $1,120 $1,220

$400 $450 $500

$325 $355 $380

$155 $180 $205

$50 $50 $75

Non Member On or before 19 June On or before 17 July After 17 July and at SIGGRAPH 2015

$1,295 $1,470 $1,595

$1,145 $1,320 $1,445

$450 $500 $550

$380 $405 $430

$180 $205 $230

$50 $50 $75

Student On or before 19 June On or before 17 July After 17 July and at SIGGRAPH 2015

$545 $595 $645

$395 $445 $495

$175 $200 $225

$250 $275 $300

$95 $125 $145

$50 $50 $75

Appy Hour (Wednesday) Art Gallery & Art Gallery Talks Awards Presentation (Monday) Birds of a Feather Computer Animation Festival - Daytime Select Computer Animation Festival - Electronic Theater

X X X X X X X X X X X X

F Full Conference S Select Conference E+ Exhibits Plus



O X O X X X X X O X O X X X X O X O X O

(Monday and Wednesday)

Courses X X X Dailies (Tuesday) X X O X O Emerging Technologies & Emerging X X X X X X Technologies Talks Exhibition (Tuesday - Thursday) X X X X X X Exhibitor Tech Talks X X X X X X Fast Forward - Exhibits (Monday) X X O X O Fast Forward - Technical Papers (Sunday) X X O X O International Resources X X X X X X Job Fair (Tuesday - Thursday) X X X X X X Keynote Session (Monday) X X O X O Making @ SIGGRAPH 2015 X X X X X X Panels X X X Papers - Art (Tuesday) X X O X O Papers - Technical X X X Posters and Poster Sessions X X X X X X Production Sessions X X X X X Reception* X X Real-Time Live! (Tuesday) X X O X O Studio & Studio Course and Talks X X X X X X Talks X X X VR Village X X X X X X

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Conference Committee

SIGGRAPH 2015 Conference Chair

Exhibits Liaison

Publications

Marc J. Barr

Judith Crow

Stephen N. Spencer, ACM SIGGRAPH

Middle Tennessee State University

Side Effects Software, Inc.

Publications Committee Chair

Art Gallery Chair

Games Chair

Amit Zoran

Micheal Hardison

Real-Time Live! Chair

Hebrew University of Jerusalem

Blizzard Entertainment, Inc.

Nico Gonzalez

Art Papers Chair

General Services

Victoria Szabo

Freeman Decorating Company

University of Washington

University Health Network Registration

Duke University

RCS General Submissions Chair

Audio/Visual Support

Ann McNamara

SIGGRAPH 2014 Conference Chair

Freeman Audio Visual Solutions

Texas A&M University

Dave Shreiner

Computer Animation Festival Co-Chairs

Graphic Design/Editing/Web Site

Mikki Rose

Q LTD

ARM, Inc. SIGGRAPH 2016 Conference Chair Mona Kasra

Blue Sky Studios

University of Texas at Dallas

GraphicsNet Chair Joe Takai

Jeremy Pollard SIGGRAPH Mobile Chair

Box Computer Animation Festival Production

Jesse Barker

Sessions Chair

Housing Provider

Roy Anthony

onPeak

ARM, Inc. Student Volunteer Program Chair

Christie Digital Systems

Christine Holmes

International Resources Co-Chairs Conference Administration, Conference

Jacky Bibliowicz

Management, Marketing, and Media

Autodesk Canada

DreamWorks Animation Studio Chair

SmithBucklin Corporation

Reid Baker Sandro Alberti

Courses Chair

STUDIO Red & Black

GB HealthWatch

Glenn Goldman New Jersey Institute of Technology Dailies Chair Juan Buhler Zorra Education Liaison Michael Gayk State University of New York at New Paltz Emerging Technologies Chair Kristy Pron National Defense University

Technical Papers Chair Making @ SIGGRAPH 2015 Chair

Doug L. James

Jean Kaneko

Cornell University

The Exploratory VR Village Co-Chairs Operations Director

Ed Lantz

Benny Garcia

Vortex Immersion Media

Benstudios Denise Quesnel Organizational Development

S3D Centre at Emily Carr University

Robert C. Berger Web Programming

Robert C. Berger Consulting

The OPAL Group Posters Coordinator Derrick Nau

Exhibition Management

TRG Reality

Hall-Erickson, Inc.

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ACM SIGGRAPH Organization Events During the conference, ACM SIGGRAPH presents additional events of interest to SIGGRAPH 2015 attendees:

ACM SIGGRAPH Digital Arts Community

Learning Perceptual Kernels for Visualization Design

Throughout the Conference

Cagatay Demiralp Michael S. Bernstein Stanford University

Video Screens With Online Exhibitions of the ACM SIGGRAPH Digital Arts Community Enhanced Vision - Digital Video: The first online video exhibition presented by the ACM SIGGRAPH Digital Arts Community, this exhibition surveys a wide variety of ways video artists currently explore socially important issues using digital methods to enhance their practice. Altered Books: Digital Interventions celebrates the book as an object that can carry experience, represent language, tell a narrative, convey culture, or archive memory in the context of contemporary arts. It’s a showcase of inventive digital interventions that yield screen-based still imagery using the legacy and symbolism of books, scrolls, manuscripts, and/or clay tablets as a point of departure.

IEEE TVCG Special Session on Visualization Sunday, 9 August, 9-10:30 am

Augmented Reality Binoculars Taragay Oskiper Mikhail Sizintse Vlad Branzoi Supun Samarasekera Rakesh Kumar Center for Vision Technologies, SRI International

Jeffrey Heer University of Washington

Extended Depth-of-Field Projector by Fast Focal-Sweep Projection

Trajectory-Based Flow Feature Tracking in Joint Particle/Volume Datasets Franz Sauer University of California, Davis

Daisuke Iwai Shoichiro Mihara Kosuke Sato Osaka University

Hongfeng Yu University of Nebraska

WAVE: Interactive Wave-Based Sound Propagation for Virtual Environments

Kwan-Liu Ma University of California, Davis

Ravish Mehra Atul Rungta Abhinav Golas Ming Lin Dinesh Manocha University of North Carolina, Chapel Hill

Visualization of Brain Microstructure Through Spherical-Harmonics Illumination of Spatio-Angular Fields Sujal Bista University of Maryland, College Park

ACM SIGGRAPH Digital Arts Community

Jiachen Zhuo Rao P. Gullapalli University of Maryland School of Medicine

Sunday, 9 August, 3-5 pm

Session Chair: Charles Hansen, University of Utah

Amitabh Varshney University of Maryland, College Park

ConTour: Data-Driven Exploration of Multi-Relational Datasets for Drug Discovery

IEEE TVCG Special Session on Augmented and Virtual Reality

Christian Partl Technische Universität Graz

Sunday, 9 August, 10:45 am-12:15 pm

Alexander Le Harvard University Marc Streit Johannes Kepler Universität Linz Hendrik Strobelt Harvard University Anne-Mai Wassermann Novartis Institutes for BioMedical Research Hanspeter Pfister Harvard University Dieter Schmalstieg Technische Universität Graz

Session Chair: Dieter Schmalstieg, Technische Universität Graz

Elastic Augmented Reality from a Single View

A discussion of the year-round activities of the ACM SIGGRAPH Digital Arts Community, including exhibitions and the online art community. Find out how you can be part of future exhibitions and learn about current and past exhibitions. Bring announcements and ideas. Information on how you can volunteer and contribute to the evolution of a strong year-round Digital Arts Community within the international organization and promote a dialogue between visual artists and the larger ACM SIGGRAPH community.

Nazim Hauchen INRIA - Lille Jeremie Dequidt Université de Lille 1 Alexander Bilger INRIA - Lille Marie-Odile Berger INRIA - Magrit Stephane Cotin INRIA - Shacra

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ACM SIGGRAPH Organization Events UIST Reprise at SIGGRAPH 2015 Monday, 10 August, 3:45-5:15 pm

Enhanced Vision - Digital Video: Online Exhibition Special Session of ACM SIGGRAPH Digital Arts Community

Sensing Techniques for Tablet+Stylus Interaction

Tuesday, 11 August, 10:30 am-12:30 pm

Ken Hinckley Michel Pahud Hrvoje Benko Microsoft Research

How are videographers utilizing digital techniques in conjunction with live footage in short documentaries, narratives, and social commentaries?

Pourang Irani University of Manitoba François Guimbretière Cornell University Marcel Gavriliu Microsoft Research Xiang Anthony Chen Microsoft Research, Carnegie Mellon University Fabrice Matulic ETH Zürich William Buxton Andrew Wilson Microsoft Research

Expert Crowdsourcing With Flash Teams Daniela Retelny Sébastien Robaszkiewicz Alexandra To Walter S. Lasecki Jay Patel Negar Rahmati Tulsee Doshi Melissa Valentine Michael S. Bernstein Stanford University

PrintScreen: Fabricating Highly Customizable Thin-Film Touch Displays Simon Olberging Michael Wessely Jürgen Steimle Max-Planck-Institut für Informatik

Kitty: Sketching Dynamic and Interactive Illustrations Rubaiat Habib Kazi Autodesk Research Fanny Chevalier INRIA Tovi Grossman George Fitzmaurice Autodesk Research

Enhanced Vision – Digital Video is a special presentation of the online video exhibition sponsored by the ACM SIGGRAPH Digital Arts Community. Guest curator Kathy Rae Huffman and several artists and exhibition committee members discuss the works and the categories that emerged from the open call, including issues surrounding environmental concerns, urban spaces, personal and public communication practices, and ironic and/or direct scrutiny of political events. Their main focus is: How can digital techniques successfully be employed to visually and metaphorically interpret and enhance socially engaged topics. Attendees are encouraged to join the discussion.

Computer Science for Elementary Schools A no-cost, one-day workshop on how to introduce computer science at the elementary school level in a format that’s fun and accessible. The workshop covers Code. org’s elementary school curriculum and provides the supplies needed to teach the courses. Courses blend online, self-guided, and self-paced tutorials with “unplugged” classroom activities that require no computer. Attendees must provide their own laptops. Each attendee receives complimentary Exhibits Plus registration to SIGGRAPH 2015.

Select a date below to sign up for the workshop that’s best for your SIGGRAPH 2015 schedule: Tuesday, 11 August, 9 am-3 pm Wednesday, 12 August, 9 am-3 pm Thursday, 13 August, 10 am-4 pm

PortraitSketch: Face-Sketching Assistance for Novices Jun Xie Aaron Hertzmann Wilmot Li Holger Winnemöller Adobe Systems Incorporated

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Co-Located Events Presented in cooperation with ACM SIGGRAPH, these small symposia are related to important aspects of computer graphics and interactive techniques. For registration information: http://s2015.siggraph.org/attendees/co-located-events

HPG 2015: High-Performance Graphics 7-9 August 2015 Bunkerhill/Museum, Omni Los Angeles Hotel at California Plaza

http://www.highperformancegraphics.org/2015/

SCA 2015: ACM/Eurographics Symposium on Computer Animation 7-9 August 2015 University of Southern California Campus, Room SAL 101

http://sca2015.usc.edu

DigiPro 2015: Digital Production Symposium 8 August 2015 Los Angeles, California

http://dp2015.digiproconf.org

SUI 2015: 3rd Annual ACM Symposium on Spatial User Interaction 8-9 August 2015 Los Angeles, California

http://sui-symposium.org

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