1.2 MB PDF - Siggraph 2016 - ACM Siggraph

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Jul 23, 2016 - Course: The Quest for the Ray Tracing API. 9 am-5:30 pm ... Studio Workshop: Android VR. Development ....
Updated 6 July



TABLE OF CONTENTS

2

3  CONFERENCE AT A GLANCE

32  STUDIO

4  REASONS TO ATTEND

34  TALKS

5  CONFERENCE OVERVIEW

40  TECHNICAL PAPERS

7  CONFERENCE SCHEDULE

53  VR VILLAGE

11  APPY HOUR

56  EXPERIENCE PRESENTATIONS

12  ART GALLERY: DATA MATERIALITIES

58  BIRDS OF A FEATHER

14  ART PAPERS

59  ACM SIGGRAPH THEATER EVENTS

15  COMPUTER ANIMATION FESTIVAL

60  EXHIBITION

17  COURSES

61  EXHIBITOR SESSIONS

22  EDUCATORS PROGRAM

62  JOB FAIR

23  EMERGING TECHNOLOGIES

63  GENERAL INFORMATION

26  PANELS

64  REGISTRATION FEE INFORMATION

27  PRODUCTION SESSIONS

65  CONFERENCE COMMITTEE

30  REAL-TIME LIVE!

66  CO-LOCATED EVENTS

 INVITED CONTENT

Focus Areas

SIGGRAPH 2016 offers several events and sessions that are individually chosen by program chairs to address specific topics in computer graphics and interactive techniques. Invited Content is not selected through the regular channels of a comprehensive jury.

Many SIGGRAPH 2016 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. ART

FOR EDUCATORS

RESEARCH

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MOBILE

ANIMATION & VFX



PRODUCTION GAMES

AR/VR

S2016.SIGGRAPH.ORG

CONFERENCE AT A GLANCE CONFERENCE REGISTRATION CATEGORIES

ONE-DAY REGISTRATION

F Full Conference S Select Conference EP Exhibits Plus E Exhibitors





Registration/Merchandise Pickup Center/SIGGRAPH Store

Schedule subject to change. Visit s2016.siggraph.org.

It does NOT include Computer Animation Festival – Electronic Theater or Reception.

EO Exhibits Only





Full Conference One Day registration is available. Includes admission to conference programs and events for the day purchased and the Exhibition (Tuesday-Thursday).

FP Full Conference Platinum

Saturday, 23 July registration hours: 4-6 pm.

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24 July

25 July

26 July

27 July

Sunday

Monday

Tuesday

Wednesday Thursday

8 am - 6 pm

8:30 am - 6 pm

8:30 am - 6 pm

8:30 am - 6 pm

ACM SIGGRAPH Award Talks

FP F S EP

ACM Student Research Competition Final Presentation

3:45 - 5:15 pm

FP F S EP E

Appy Hour

5 - 7 pm

FP F S EP E

Art Gallery

FP F S

Art Papers

FP F S EP E

Birds of a Feather

All week

FP F S

Computer Animation Festival Daytime Selects

10:45 am - 5:15 pm

FP F

Computer Animation Festival Electronic Theater

FP F

Courses

10:45 am - 5:15 pm

FP F S

Educators Forum

11 am - 5:15 pm noon - 5:30 pm

8:30 am - 3:30 pm

2 - 3:30 pm

FP F S

noon - 5:30 pm

28 July

10 am - 5:30 pm

10 am - 5:30 pm

10 am - 5:30 pm

10 am - 1 pm

3:45 - 5:35 pm

10:45 am - 5:15 pm

10:45 am - 5:15 pm

6 - 8 pm

8 - 10 pm

9 am - 5:15 pm

9 am - 5:15 pm

9 am - 5:15 pm

9 am - 5:15 pm

10 am - 5:30 pm

FP F S EP E

Emerging Technologies

10 am - 5:30 pm

10 am - 5:30 pm

10 am - 1 pm

FP F S EP EO E

Exhibition

9:30 am - 6 pm

9:30 am - 6 pm

9:30 am - 3:30 pm

FP F S EP EO E

Exhibitor Sessions

9:30 am - 6 pm

9:30 am - 6 pm

9:30 am - 3:30 pm

FP F S EP EO E

Exhibits Fast Forward

3:45 - 5:15 pm

Experience Presentations 2 - 3:30 pm (Art Gallery, Emerging Technologies, Studio, VR Village)

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

10:45 am - 5:15 pm

9 am - 12:15 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

FP F S EP E

9 am - 6 pm

FP F S EP E

International Center

FP F S EP EO E

Job Fair

FP F S

Keynote Session



FP F

Panels

9:30 - 10:30 am

2 - 3:30 pm

9 - 10:30 am

FP F S EP E

Posters

noon - 5:30 pm

9 am - 5:30 pm

9 am - 5:30 pm

9 am - 5:30 pm

FP F S EP E

Poster Sessions

1 - 2 pm

12:15 - 1:15 pm

*11 am - 12:45 pm

FP F S Production Sessions 10:45 am - 12:15 pm 2 - 3:30 pm

10:45 am - 12:15 pm 10:45 am - 5:15 pm 3:45 - 5:15 pm

9 am - 5:30 pm

10:45 am - 5:15 pm

5:30 - 7:15 pm

FP F S

Real-Time Live!

FP F

Reception

8 - 10 pm

FP F S EP E

Studio

noon - 5:30 pm

10 am - 5:30 pm

10 am - 5:30 pm

10 am - 5:30 pm

FP F S EP E

Studio Workshops

2 - 5:15 pm

2 - 3:30 pm

10:45 am - 3:30 pm

10:45 am - 5:15 pm

10 am - 1 pm

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

9 - 10:30 am 9 am - 5:15 pm 2 - 5:15 pm 2 - 5:35 pm

9 - 10:30 am 2 - 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

10 am - 5:30 pm

10 am - 5:30 pm

10 am - 5:30 pm

10 am - 1 pm



FP F

Technical Papers Fast Forward

6 - 8 pm

FP F S EP E

VR Village

noon - 5:30 pm

*The ACM SIGGRAPH Award Presentation immediately precedes the Keynote Session

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REASONS TO ATTEND

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Why SIGGRAPH? While you could add to your skill set in your spare time — studying and navigating industry trends from your home or office computer — there is nothing quite like immersing yourself in a world of cutting-edge computer graphics and interactive techniques. Whether you’re in animation, research, product development, or fine arts and design, SIGGRAPH has you covered. See below to find out how you, and your employer, can benefit from attending this year’s conference. LEARNING A relaxed yet effective educational atmosphere, SIGGRAPH 2016 is jam-packed with informative courses, talks, sessions, panels, etc. “An opportunity to meet and explore the possibilities of technological advancements in the industry from around the world.”

INSPIRATION SIGGRAPH 2016 is where creative blocks vanish. Be inspired! “Besides the fact that you get to learn, test, and discover the newest technologies and software, SIGGRAPH gives you a huge inspiration boost. It makes you want to go and do something amazing.”

EXPERTISE Major companies and studios. Genius academics and engineers. Researchers and innovators. “It helped me define a direction in my career. The opportunity to meet creators and professionals and see how they work was the most effective way to learn.”

ENGAGEMENT At SIGGRAPH 2016, you won’t be just a casual observer. “Think of everything that has ever made you geek out and feel so passionate about something in your whole life and put it into one feeling...That, my friend, is the feeling you get when being at SIGGRAPH.”

EXCLUSIVE Not only will you discover amazing content at SIGGRAPH 2016 that you won’t find anywhere else, but you can also make this conference uniquely your own by simply following your interests. “It’s like stepping into the future. Nothing is impossible.”

COMMUNITY Thousands of international researchers, educators, animators, students, and pioneers in computer graphics and interactive techniques congregate at this exciting event. “Immersing yourself among such diversity, united by common ideals, is an experience that cannot be replicated or accurately quantified. Its key benefit is leaving thinking if they can, I can!”

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CONFERENCE OVERVIEW

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SIGGRAPH 2016 is a five-day interdisciplinary educational experience, featuring the world’s most prestigious forum for computer graphics research, creative adventures in digital media, immersive realities, emerging interactive technologies, advanced mobile systems, and hands-on opportunities for creative collaboration. CONFERENCE REGISTRATION CATEGORIES FP Full Conference Platinum F Full Conference S

Select Conference

EP Exhibits Plus EO Exhibits Only E Exhibitors

ONE-DAY REGISTRATION Full Conference One Day registration is available. Includes admission to conference programs and events for the day purchased and the Exhibition (Tuesday-Thursday). It does NOT include Computer Animation Festival – Electronic Theater or Reception.

FP F S FP F S

KEYNOTE SESSION Monday, 25 July, 11 am-12:45 pm Dare to Do Mighty Things: Exploring Beyond the Earth

(Immediately preceding the Keynote Session)

Z. Nagin Cox NASA Jet Propulsion Laboratory (NASA/JPL)

The Computer Graphics Achievement Award

Since the beginning of time, people have looked up at the night sky and wondered at the frontiers of our knowledge. While there are examples of solitary human exploration, most endeavors that push boundaries involve teams of people working together for a common goal. Robotic space missions are no different — they are defined by the passion of the people who build, launch, and send them out into the dark void to make great discoveries.

Frédo Durand Massachusetts Institute of Technology

Z. Nagin Cox, Spacecraft Systems Engineer at NASA/JPL, shares stories of missions that cut through earthly political and cultural issues, redefine persistence in engineering and technology, make us rethink our place in the universe, and remind us that robotic explorations of the solar system and beyond symbolize all that humankind can do together.

The Significant New Researcher Award

ACM SIGGRAPH AWARDS PRESENTATIONS

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

ACM SIGGRAPH 2016 Award Recipients

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

The Significant New Researcher Award

Outstanding Doctoral Dissertation Award (New)

Chris Wojtan IST Austria

Awarded annually to recognize young researchers who have already made a notable contribution very early during their doctoral study.

ACM SIGGRAPH Outstanding Service Award

The Distinguished Artist Award for Lifetime Achievement in Digital Art

Alain Chesnais JanusVR

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 Doctoral Dissertation Award

FP F S EP

Eduardo Simões Lopes Gastal Universidade Federal do Rio Grande do Sul

ACM STUDENT RESEARCH COMPETITION FINAL PRESENTATION

The Distinguished Artist Award for Lifetime Achievement in Digital Art Steina Vasulka

Fifteen student posters are selected for judging at SIGGRAPH 2016. A panel of distinguished judges selects three semi-finalists in each category (undergraduate and graduate), who present their work to SIGGRAPH 2016 attendees.

FP F S

ACM SIGGRAPH AWARD TALKS The Computer Graphics Achievement Award

FP F S EP E

APPY HOUR

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.

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



S2016.SIGGRAPH.ORG

CONFERENCE OVERVIEW FP F S EP E

ART GALLERY: DATA MATERIALITIES The SIGGRAPH 2016 Art Gallery exposes a plethora of data and transforms it to incarnations of tangibility that not only showcase their complexity, but also allow us to relate to them on a human scale.

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(continued)

FP F S EP EO E

FP F S

SIGGRAPH 2016 exhibitors demonstrate software, hardware, and systems; answer questions; and host one-on-one conversations about how their applications improve professional and technical performance.

An interactive extravaganza that celebrates realtime achievements at the intersection of ingenious technical skills and creative beauty, Real-Time Live! showcases the latest trends and techniques for pushing the boundaries of interactive visuals.

EXHIBITOR SESSIONS

REAL-TIME LIVE!

FP F S EP EO E

EXHIBITS FAST FORWARD

FP F

FP F S

A preview of the products and announcements that companies plan to make during the Exhibition in a fast-paced, entertaining session before the Exhibition opens.

Monday, 25 July, 8-10 pm

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

ART PAPERS

FP F S EP E

BIRDS OF A FEATHER (BOF) Informal presentations, discussions, and demonstrations, designed by and for people who share interests, goals, technologies, environments, or backgrounds.

COMPUTER ANIMATION FESTIVAL FP F S – Daytime Selects FP F – Electronic Theater 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.

FP F

COURSES Essential skills and insider knowledge delivered by world-class experts. Courses range 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.

FP F S EP E

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

FP F S EP EO E

EXHIBITION

This 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.

RECEPTION

FP F S EP E

EXPERIENCE PRESENTATIONS Informal presentations on new ideas that are applicable to techniques, concepts, and strategies related to the Experience Hall programs: Art Gallery, Emerging Technologies, Studio, and VR Village.

FP F S EP E

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

Grand Plaza, Anaheim Convention Center Mix and mingle at the international SIGGRAPH community’s annual social and intellectual soirée. Meet the people you need to know for another year of professional success and adventure.

FP F S EP E

STUDIO

Explore new tools, applications, and methods to create, craft, build, and share. New this year: “Feuding Cities”, a physical and virtual game that plays out in both worlds and allows attendees the chance to work (and play) together to create something special. Attend Studio Workshops that educate attendees on state-of-the-art processes and workflow pipelines.

FP F

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

FP F S EP EO E

JOB FAIR

Looking for opportunity? Interested in meeting with some inspiring companies? Discover your future at SIGGRAPH 2016. 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

FP F

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

FP F

PANELS Expert panelists share experiences, opinions, insights, speculation, disagreement, and controversy with each other and the audience.

FP F S EP E

POSTERS

TECHNICAL PAPERS FAST FORWARD 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 EP E

In-progress research, student projects, and late-breaking work ranging from applications of computer graphics to in-depth analysis of a specific subject. During Poster Presentations, authors discuss their work with attendees.

VR VILLAGE

Explore real-time immersion in tomorrow’s virtual and augmented realities for telling stories, engaging audiences, and powering real–world applications in health, education, design, and gaming.

FP F S

PRODUCTION SESSIONS Hear how the most elite and talented computer graphic experts and creative geniuses explain their processes and techniques for creating compelling content.

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S2016.SIGGRAPH.ORG

CONFERENCE SCHEDULE

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REGISTRATION/MERCHANDISE PICKUP CENTER/SIGGRAPH STORE Saturday, 23 July Sunday, 24 July Monday, 25 July Tuesday, 26 July Wednesday, 27 July Thursday, 28 July

SUNDAY, 24 JULY 9:30-10:30 am Panel: Ready, Steady ... SIGGRAPH!!!! 9 am-6 pm International Center 10-11:30 am ACM SIGGRAPH Theater Event: BOF: International Collegiate Virtual Reality Contest (IVRC) 10:45 am-12:15 pm Course: Fundamentals Seminar Course: Haptic Technologies for Direct Touch in Virtual Reality Production Sessions: The Making of Pearl, a Google Spotlight Story Talks: Too Hot to Handle Talks: Van Gogh Would be Proud Talks: Get in Shape 10:45 am-5:15 pm Computer Animation Festival – Daytime Selects 11:30 am-12:30 pm ACM SIGGRAPH Theater Event: CG in Australasia Noon-5:30 pm Art Gallery 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

2-3:30 pm Course: An Elementary Introduction to Matrix Exponential for CG

MONDAY, 25 JULY

Course: Story: It’s Not Just for Writers Anymore Experience Presentations: Artistic VR Techniques Studio Workshop: E-Cannons and Other Weapons

9-10:30 am Course: Human-Centered Design for VR Interactions Experience Presentations: Creature Creation Talks: Dancing Trees

Talks: Life is Shorts

Technical Papers: Computational Cameras

2-5:15 pm Course: Augmented Reality – Principles and Practice

Technical Papers: Rigging & Skinning

Course: Moving Mobile Graphics

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

Course: Physically Based Shading in Theory and Practice 3-4:30 pm ACM SIGGRAPH Theater Event: ACM SIGGRAPH Digital Arts Community 3:45-5:15 pm Course: Troubleshooting and Cleanup Techniques for 3D Printing

Technical Papers: Geometry

9 am-12:15 pm Special Session: Advances in Real-Time Rendering, Part I 9 am-5:30 pm Posters

Course: Capturing the Human Body: From VR, Consumer, to Health Applications Studio Workshop: Digital T-Shirt Design and Printing 3:45-5:35 pm Talks: Dark Hides the Light

9 am-6 pm International Center 10 am-5:30 pm Art Gallery Emerging Technologies Studio

6-8 pm Technical Papers Fast Forward

VR Village

Posters

11 am-12:45 pm Keynote Session: Dare to Do Mighty Things: Exploring Beyond the Earth Z. Nagin Cox, NASA, Jet Propulsion Laboratory

Studio VR Village 2-3 pm ACM SIGGRAPH Theater Event: Overview of SIGGRAPH (with Japanese Interpreter)

1-2 pm Poster Sessions 1:30-3 pm ACM SIGGRAPH Theater Event: BOF: ACM SIGGRAPH Cartographic Visualization

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S2016.SIGGRAPH.ORG

CONFERENCE SCHEDULE Monday, 25 July Continued 2-3:30 pm ACM SIGGRAPH Award Talks Course: HDR Content Creation: Creative and Technical Challenges Experience Presentations: The Art & Science of Immersion

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9 am-12:15 pm Course: Inverse Procedural Modeling of 3D Models for Virtual Worlds Course: The Quest for the Ray Tracing API

2-3:30 pm ACM SIGGRAPH Theater Event: BOF: CCIFF, Art and Entertainment Technoogy Film Festival Panel: A Vision for Computer Vision: Emerging Technologies

9 am-5:30 pm Posters

Reception: Leonardo, Art Papers, and Art Gallery

Experience Presentations: Art Gallery Session 1: Simulation

9 am-6 pm International Center

Studio Workshop: Making VR With Unreal Engine

Production Session: “Kubo and the Two Strings”: One Giant Skeleton, One Colossal Undertaking

StudioXperience

Talks: Building Character

Studio Workshop: E-Cannons and Other Weapons (Repeated) Talks: Angry Effects Salad

Talks: IEEE TVCG Session on Virtual and Augmented Reality

9:30 am-6 pm Exhibition

Technical Papers: Materials

Exhibitor Sessions

Technical Papers: Display Software

Job Fair

2-5:15 pm Course: Vector-Field Processing on Triangle Meshes

10 am-5:30 pm Art Gallery

Special Session: Advances in Real-Time Rendering, Part II

Studio

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

Emerging Technologies VR Village

3:30-4:30 pm ACM SIGGRAPH Theater Event: CG in Asia 3:45-5:15 pm Exhibits Fast Forward Studio Workshop 3:45-5:35 pm Talks: Face Off Technical Papers: Efficient Sampling & Rendering Technical Papers: Fabricating Structure & Appearance Technical Papers: Shape Analysis 6-8 pm Computer Animation Festival – Electronic Theater 8-10 pm Reception

TUESDAY, 26 JULY 9-10 am ACM SIGGRAPH Theater Event: BOF: International Khronos Chapters Program 9-10:30 am Course: Computational Geometry Algorithms Library Talks: Icing on the Cake Talks: Roll the Dice

10:30-11:30 am Exhibitor Session: Nokia – Nokia OZO Ecosystem: The State of Art in VR

3:30-4:30 pm ACM SIGGRAPH Theater Event: CG in Latin America: “Encontro dos brasileiros” – Brazillian Meeting 3:45-5:15 pm Art Papers Session Production Sessions: The VFX of Disney’s “The Jungle Book”

10:45 am-12:15 pm ACM SIGGRAPH Theater Event: ACM SIGGRAPH Digital Arts Community – Science of the Unseen: Digital Art Perspecives

Talks: IEEE TVCG Session on Advances in Data Visualization Talks: Brain & Brawn

Production Session: The Making of Marvel’s “Captain America: Civil War” Studio Workshop: Android VR Development Primer

3:45-5:35 pm Technical Papers: Correspondence & Mapping

Talks: A Tall Drink of Water

Technical Papers: Fluids Simulation

Talks: UIST Reprise at SIGGRAPH 2016

Technical Papers: Motion Control

Technical Papers: Rendering of Complex Microstructure Technical Papers: Computational Display Technical Papers: Camera Control & VR

4:30-5:30 pm ACM SIGGRAPH Theater Event: CG in Latin America 5:30-7:15 pm Real-Time Live!

10:45 am-5:15 pm Computer Animation Festival – Daytime Selects

6-8 pm Pioneer Reception (For Pioneer members only)

12:15-1:15 pm Poster Sessions 1-2 pm ACM SIGGRAPH Theater Event: 50-50: Women in CG 2-3 pm Exhibitor Session: Microsoft – Why You Should be Rendering on the Cloud

Technical Papers: Cloth Technical Papers: Perception of Shapes and People

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S2016.SIGGRAPH.ORG

CONFERENCE SCHEDULE WEDNESDAY, 27 JULY 9-10 am ACM SIGGRAPH Theater Event: ACM SIGGRAPH Chapters Business Meeting Exhibitor Session: Avere Systems – Compute Cloud for Rendering – Big Studio Results on a Small Studio Budget 9-10:30 am Course: Geometric and Discrete-Path Planning for Interactive Virtual Worlds Course: A Practical Introduction to Frequency Analysis of Light Transport Panel: What Makes a Production Renderer in 2016 Technical Papers: Optimizing Image Processing Technical Papers: Computational Design of Structures, Shapes and Sound Technical Papers: Deformable Surface Design 9 am-12:15 pm Course: An Introduction to Graphics Programming Using WebGL 9 am-5:30 pm Posters 9 am-6 pm International Center StudioXperience 9:30 am-6 pm Exhibition Exhibitor Sessions Job Fair 10-11 am ACM SIGGRAPH Theater Event: Professional and Student Chapters Startup Meeting 10 am-5:30 pm Art Gallery Emerging Technologies Studio VR Village 10:30-11:30 am Exhibitor Session: Bournemouth University – Dr. Inventor Your Personal, Creative Research Assistant 10:45 am-Noon Experience Presentations: Art Gallery Session 2: Social and Connected Media

9

(continued)

10:45 am-12:15 pm Course: Fourier Analysis of Numerical Integration in Monte Carlo Rendering: Theory and Practice

3-4 pm ACM SIGGRAPH Theater Event: CG in Europe + Russia

Experience Presentations: Make it So

3:30-4:30 pm Exhibitor Session: Binary Alchemy – 15 Years Render Farm Manager Royal Render

Production Sessions: Under the Sea – The Making of “Finding Dory” Studio Workshop: UE4 Virtual Movie Production With Sequencer

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

Technical Papers: Image & Shape Manipulation

Experience Presentations: Smart Cities

Technical Papers: Sound, Fluids, and Boundaries

Production Session: Deadpool + Colossus Our Favorite (Anti) Superheroes

Technical Papers: Curve & Strut Networks for Fabrication

Talks: Playing God 3:45-5:35 pm Technical Papers: Sketching & Writing

10:45 am-12:35 pm Technical Papers: Image & Shape Manipulation 11 am-Noon ACM SIGGRAPH Theater Event: BOF: DCAJ Presentation “Industrial Application of Content Technology in Japan” 12:30-1:30 pm Exhibitor Session: Google – 3D Reconstruction With Google’s Project Tango 12:30-2 pm ACM SIGGRAPH Theater Event: BOF: ISEA International – Open Forum 2-3 pm ACM SIGGRAPH Theater Event: CG in USA and Canada

3:45-5:55 pm Technical Papers: Rendering & Simulation With GPUs Technical Papers: Capturing Humans 4-5 pm ACM SIGGRAPH Theater Event: CG in Africa + Middle East 5-7 pm Appy Hour 8-10 pm Computer Animation Festival – Electronic Theater

Exhibitor Session: Qumulo – How DataAware Scale-Out NAS Can Streamline Your VFX and Animation Workflow 2-3:30 pm Experience Presentations: Art Gallery Session 3: Dynamic Data Experience Presentations: Production for VR Production Session: “Star Wars Battlefront” – Game Development in the Star Wars Universe! Talks: Bouncing Technical Papers: Physical Phenomena Technical Papers: Mappings Technical Papers: Intrinsic Images 2-5:15 pm Course: Physically Based Sound for Computer Animation and Virtual Environments Studio Workshop: Stereo Haptics: A Haptic interaction Toolkit for Tangible Virtual Experiences

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S2016.SIGGRAPH.ORG

CONFERENCE SCHEDULE THURSDAY, 28 JULY 9-10:30 am Experience Presentations: Emerging Technologies Talks: It’s Crowded in Here! Technical Papers: Meshes Technical Papers: Faces & Portraits

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(continued)

2-3:30 pm Production Session: Developing “Mass Effect: New Earth” A 4D Holographic Adventure

10 am-1 pm Art Gallery Emerging Technologies Studio

Talks: The 7 Deadly Sims

VR Village

Technical Papers: Texture Technical Papers: User Interfaces

10 am-5:30 pm Computer Animation Festival – Daytime Selects

Technical Papers: Expressive Animation

Technical Papers: Procedural Modeling 9 am-12:15 pm Course: Computational Tools for 3D Printing 9 am-3 pm StudioXperience 9 am-3:30 pm International Center 9 am-5:30 pm Posters 9:30 am-3:30 pm Exhibition Exhibitor Tech Talks

2-5:15 pm Course: Learning Human Body Shapes in Motion

10:45 am-12:15 pm Course: The Material-Point Method for Simulating Continuum Materials Experience Presentations: Agents of Change: Creation of VR for Health and Social Gain

3:45-5:15 pm Course: Modeling Plant Life in Computer Graphics

Production Session: From Armadillo to Zebra: Creating the Diverse Characters and World of “Zootopia”

Production Session: Industrial Light & Magic Presents the Visual Effects of “Star Wars: The Force Awakens”

Technical Papers: Meshes & Fields

Talks: Scratching the Surface

Technical Papers: Shape Signature

Talks: Organic Farming

Technical Papers: Plants & Humans

Talks: The Making of “The Little Prince”

11 am-Noon ACM SIGGRAPH Theater Event: Join the IRC in 2016!

Technical Papers: Photo Organization & Manipulation

Job Fair

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APPY HOUR

11

FP F S EP E  #SIGGRAPH2016 Wednesday, 27 July, 5-7 pm

Appy Hour is a techno-social soirée that celebrates innovation, creativity, and know-how, where attendees interact with the developers and experience the next generation of mobile media.

A preliminary list of Appy Hour. Visit s2016.siggraph.org for updates.

Image Credit: Virtual Interior Stylization © 2016 Tony Tung, Tomoyuki Mukasa, Rakuten, Inc.; Shintaro Murakami, The University of Tokyo.

GAMES

AR/VR

MOBILE

Battle Z The first multiplayer and customizable VR experience for smartphones. Players enter medieval time with their friends to defeat zombies rising from their graves. The game includes a level editor so players can customize their own defense fortresses. Fangwei Lee Realiteer Corp.

ART

MOBILE

MOBILE

KineMaster - Pro Video Editing on Android

Pearl

The video-editor market has been traditionally dominated by software giants such as Adobe, but the market is changing because mobile apps and services are replacing PC-based software and services. Matthew Aaron Feinberg Kye-Beom Song Il-Taek Lim NexStreaming Corp.

This mobile app combines state-of-the-art nonlinear image-filtering techniques with a novel brush-based painting interface to interactively transform photos into an oil-paint look in real time and with creative control. Amir Semmo Hasso-Plattner-Institut Jürgen Zöllner Hasso-Plattner-Institut, Universität Potsdam Frank Schlegel Digital Masterpieces GmbH

Motion Graphix Motion Graphix is an intuitive but powerful multi-layer 2.5D animation creator. Using keyframe and path animation, elements are animated over stills or video. With 2.5D animation and stereoscopic output, Motion Graphix is the first iPad app that can add titles and effects to stereo and VR images and videos. Frances Dose Arnie Cachelin Pixel Splincher

ART

MOBILE

Rebelle – Real Watercolor and Acrylic Painting Software

MOBILE

AR/VR

James Ritts Google ATAP

ART

MOBILE

BeCasso: Image Stylization by Interactive Oil-Paint Filtering on Mobile Devices

“Pearl” is a short VR film directed by Patrick Osborne, winner of the 2015 Academy Award for his animated short film “Feast”.

Rebelle is a one-of-a-kind real watercolor and acrylic painting program created by Escape Motions. Its watercolor simulation is based on real-world color mixing, blending, wet-diffusion, and drying. Peter Blaškovič Michal Fapšo Escape Motions

AR/VR

MOBILE

Virtual Interior Stylization Dive into an augmented/virtual reality world and enrich your daily life with virtual interior stylization using only your mobile phone. Tony Tung Tomoyuki Mukasa Rakuten, Inc.

MOBILE

Olhar 3D Olhar 3D is the app for the exhibit Um Olhar nos Espaços de Dimensão 3 at MAST Museu de Astronomia e Ciências Afins, Rio de Janeiro.

Shintaro Murakami The University of Tokyo

Luiz Velho IMPA Mariana Duprat Stanford University

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S2016.SIGGRAPH.ORG

ART

 INVITED CONTENT

ART GALLERY: DATA MATERIALITIES

12

FP F S EP E  #SIGGRAPH2016

The SIGGRAPH 2016 Art Gallery exposes a plethora of data and transforms it to incarnations of tangibility that not only showcase their complexity, but also allow us to relate to them on a human scale. By injecting humor and kinetic energy to their exposition, the gallery makes light of these data platforms and presents them on a grand scale to reveal their ubiquity. 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 eighth special issue coincides with SIGGRAPH 2016.

ART GALLERY HOURS Sunday, 24 July Monday, 25 July Tuesday, 26 July Wednesday, 27 July Thursday, 28 July

noon-5:30 pm 10 am-5:30 pm 10 am-5:30 pm 10 am-5:30 pm 10 am-1 pm

Image Credit: Metaphase Sound Machine © 2016 Dmitry Morozov.

ART

FP F S EP E

Crime Scene

EXPERIENCE PRESENTATIONS: ART GALLERY

This installation portrays illegal Internet activity in physical space and examines the legal restrictions of file sharing.

RECEPTION: LEONARDO, ART PAPERS, AND ART GALLERY

Session 1: Simulations Monday, 25 July, 2-3:30 am

Tuesday, 26 July, 2-3:30 pm

Moderator Victoria Vesna Design / Media Arts University of California, Los Angeles

Mix and mingle with the artists, designers, and authors whose works were selected for SIGGRAPH 2016. Meet the Leonardo team and the SIGGRAPH 2016 committee member who organized this year’s Art Gallery. Sponsored by Leonardo/ISAST and The MIT Press

Mogens Jacobsen

David Chanel, Doors Anthony Rowe, Submergence Niklas Roy, Grafikdemo

Session 2: Social and Connected Media Wednesday, 27 July, 10:45 am-Noon

Doors Doors is a portal that takes on the middle ground between virtual and physical space. Sensors surrounding the structure of an actual door track visitors’ movements and change the portal on the screen’s perspective in an anamorphic system that adjusts to their visual angle in real time.

Moderator Katherine Moriwaki MFA Design and Technology, Parsons School of Design

David-Alexandre Chanel Romain Constant THÉORIZ Studio

Tine Bech, The Kinetic Story Teller Mogens Jacobsen, Crime Scene

Facebook Demetricator

Session 3: Dynamic Data Wednesday, 27 July, 2-3:30 pm Moderator Elise Co Principal at Aeolab Dmitry Morozov, Metaphase Sound Machine Deqing Sun and Peiqi Su, Plinko Poetry Tejaswi Digumati and Paul Beardsly, Pixelbots

 Table of Contents



The Facebook interface is filled with numbers. Facebook Demetricator is a web browser add-on that hides these metrics and invites Facebook users to try the system without the numbers, to see how their experience is changed by the absence of metrics. Benjamin Grosser University of Illinois at Urbana-Champaign

S2016.SIGGRAPH.ORG

ART GALLERY: DATA MATERIALITIES

(continued)

Flower

Metaphase Sound Machine

Plinko Poetry

Flower reacts to the idea of the “gaze” in digital space, where people online are always vying for more views, likes, and mentions.

Metaphase Sound Machine, inspired by physicist Nick Herbert’s work, exploits our increasing dependency on the information and electronic noise that permeates our everyday lives.

Plinko Poetry is a networked installation that uses the Plinko Game of the American game show “The Price is Right” to create real-time poetry from constantly updated Twitter feeds.

Grafikdemo

Dmitry Morozov

Grafikdemo is a physical wireframe of the quintessential 3D model, the standard “teapot”, built inside the frame of a classic Commodore CBM. Viewers use only the analog keys of the antiquated keyboard to manipulate the object inside, thus exposing the mechanical aspects of the project.

Pixelbots

Deqing Sun Peiqi Su New York University

Viktor Jan

Niklas Roy

The Kinetic Story Teller In this playful environment for social interaction, a pair of illuminated swing sets face each other. As participants swing on the structure, they are connected to a data stream of the networked landscape around them, specifically the social media banter of Twitter.

Pixelbots represent a new form of empathetic display that explores the evolution of how information will manifest itself in the near future. The screen itself becomes a fluid entity that can be harnessed and remixed into any shape, color, or manifestation one desires.

Submergence

Tejaswi Digumarti Disney Research and ETH

Anthony Rowe Gaz Bushell Liam Birtles Chris Bennewith Oliver Bown Squidsoup

Javier Alonso Mora (Formerly) Disney Research and ETH Roland Siegwart ETH Zürich

Submergence is a walkthrough environment consisting of 8,064 individually addressable LEDs suspended from a ceiling to create feelings of presence, movement, and envelopment when one is interacting with it.

Paul Beardsley Disney Research

Tine Bech

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S2016.SIGGRAPH.ORG

13

ART

RESEARCH

ART PAPERS

14

FP F S  #SIGGRAPH2016

Art Papers illuminate the processes and theoretical frameworks for making art and contextualizing its place in our increasingly global, networked and technologically 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 2016.

Image Credit: Raised on YouTube: Cultural Data Materialization Using Plants © 2016 Misha Rabinovich, University of Massachusetts Lowell

ART

FP F S EP E

RECEPTION: LEONARDO, ART PAPERS, AND ART GALLERY Tuesday, 26 July, 2-3:30 pm Mix and mingle with the artists, designers, and authors whose works were selected for SIGGRAPH 2016. Meet the Leonardo team and the SIGGRAPH 2016 committee member who organized this year's Art Gallery. Sponsored by Leonardo/ISAST and The MIT Press

ART PAPERS SESSION Tuesday, 26 July, 3:45-5:15 pm Session Chairs: Edward A. Shanken, Rhode Island School of Design and Ruth West, University of North Texas

Perceptual Cells: James Turrell’s Vision Machines Between Two Paracinemas This historical and phenomenological analysis of James Turrell's perceptual cells focuses on their combination of stroboscopic effects and edgeless projection to generate virtual animated sequences rendered by the viewer's own neurophysiological apparatus. Alla Gadassik Emily Carr University of Art + Design

Pulse Shape 22: Audio/Visual Performance and Data Transmutation Pulse Shape 22 is an improvisational audio/ visual performance featuring shortwave radio transmissions as the sole source material for real-time audio processing alongside video of the sun captured and projected through cast glass lenses designed specifically for the piece. Mark Cetilia Brown University

Deletion Process_Only You Can See My History: Investigating Digital Privacy, Digital Oblivion, and Control of Personal Data Through an Interactive Art Installation This paper describes the author's artwork, Deletion Process_Only you can see my history, an interactive art installation based on her eight-year-long personal search history in the Google search engine. Kyriaki Goni

Visual History With Choson Dynasty Annals Data visualization artworks of three historical events taken from the Annals of the Choson Dynasty that represent dramatic and tragic stories about parents and their sons. Jin Wan Park Seongkuk Park Eunju Lee Chung-Ang University

Raised on YouTube: Cultural Data Materialization Using Plants Raised on YouTube is a game that grows plants with only the light of projected video, crowdsources video analysis, and makes ecology legible by inviting players to reflect on the effects of long-term exposure to contemporary media data flows. Misha Rabinovich University of Massachusetts Lowell

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S2016.SIGGRAPH.ORG

ANIMATION & VFX

COMPUTER ANIMATION FESTIVAL

15

 #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. A preliminary Electronic Theater listing. Visit s2016.siggraph.org for updates. Image Credit: Escargore © 2016 Oliver Hilbert, Media Design School.

Sponsored by

ELECTRONIC THEATER FP F Monday, 25 July, 6-8 pm Wednesday, 27 July, 8-10 pm Accidents, Blunders and Calamities New Zealand

Lichtspiel Germany

DAYTIME SELECTS FP F S

Mafia III USA

Sunday, 24 July, 10:45 am-5:15 pm Tuesday, 26 July, 10:45 am-5:15 pm Wednesday, 27 July, 10:45 am-5:15 pm

Moana USA

BREAK IT DOWN

Alike Spain

Natural Attraction Germany

Borrowed Time USA

None of That USA

Citipati United Kingdom

Piper USA

Cosmos Laundromat Netherlands

Shell V-Power “Shapeshifter” United Kingdom

Crabe-Phare France

Solar Superstorms – Visualization Excerpts USA

Escargore New Zealand

Taking Flight USA

Ghost Recon Wildlands France

TEA TIME France

Glass Half Netherlands

Terminator Genisys United Kingdom

Inner Workings USA

The Universe of Final Fantasy XV Japan

Behind The Magic: Teenage Mutant Ninja Turtles: Out of the Shadows Industrial Light & Magic

League of Legends: Project Overdrive United Kingdom

TOKYO COSMO Japan

Black Sails Season 3 Digital Domain + Starz

Behind The Magic – Marvel’s Captain America: Civil War Behind The Magic – Star Wars: The Force Awakens Behind The Magic – Warcraft Behind The Magic: Teenage Mutant Ninja Turtles: Out of the Shadows

Les marmottes – Mariachi France

 Table of Contents

A behind-the-scenes look at the techniques and technology used to make today’s most stunning visual effects. Break It Down shows in-depth, technical shot breakdowns from some of this year’s greatest commercial work, games, and feature films. It not only highlights groundbreaking new techniques, but also shows a glimpse of how some standard techniques can be used in new and interesting ways to create innovative visual effects.

Call of Duty: Black Ops 3, Seize Glory MPC LA



S2016.SIGGRAPH.ORG

COMPUTER ANIMATION FESTIVAL

16

(continued)

LAIKA: Kubo and the Two Strings LAIKA

Naughty Dog: 30 Years in Video Games Naughty Dog

Through the Cracks Still

Making of “The Good Dinosaur”

Paragon Reveal Trailer Epic Games

“We, Robots” Andromeda Software Development

Ratchet and Clank Insomniac Games

WINNER'S CIRCLE

Making of Joy from “Inside Out” Pixar Animation Studios Monster Hunt Base FX The Expanse Spin VFX The Making of Penny Dreadful Season 3 Mr.X Inc. Tom Clancy’s The Division Yesterday – Making of UNIT IMAGE Vikings Episode 410; “The Last Ship” Mr.X Inc.

THE ARCADE A new bespoke audience experience focusing on games from concept art through technology and implementation in cinematic and real time. A preliminary list. Visit s2016.siggraph.org for updates. Assassins Creed Syndicate Trailer Digic Pictures Deus Ex: Mankind Divided CGI Reveal Eidos-Montreal/Goldtooth Deus Ex: Mankind Divided Dawn Engine Trailer Eidos-Montreal Deus Ex: Mankind Divided In-Game Trailer Deus Ex: Mankind Divided Live Action Trailer Eidos-Montreal/Goldtooth EA DICE Highlights Reel DICE Media Team Evolution of Uncharted Naughty Dog Ghost Recon Wildlands Unit Image Hellblade: Senua’s Sacrifice Trailer Epic Games League of Legends: Project Overdrive Axis Animation Mafia III Blur

The Universe of Final Fantasy XV SQUARE ENIX CO., LTD. The Witcher 3: Wild Hunt Cinematic Trailer Digic Pictures Tom Clancy’s The Division Yesterday Unit Image

Winners Circle celebrates the most impressive, original, and amusing award winners from the SIGGRAPH Computer Animation Festival over the last seven years. Compiled as a compact and highly entertaining show, student and commercial projects sit side-by-side in this incredible recap of festival highlights. A la Francaise DE MINUIT

UBISOFT – Farcry Mikros Image

Estefan Brigham Young University

Unreal Engine Retrospective Highlights Epic Games

Flamingo Pride Talking Animals

>DEMOSCENE_ The demoscene is an international computer art subculture that specializes in creating self-contained programs that produce audio-visual presentations. The main goal of a demo is to exhibit programming, artistic, and musical skills within highly constrained limitations (for example, restricting the executable file to just 64k in size). Yes, you read that correctly: 64k. Quite honestly, you won’t believe what you’re seeing. Coronoid Still

French Roast Pumpkin Factory/Bibo Films Home Sweet Home AUTOUR DE MINUIT How to Eat Your Apple University of California, Los Angeles L3.0 ISART Digital Loom AUTOUR DE MINUIT

Darkness Lay Your Eyes Upon Me Conspiracy

Lost Senses Grupa Smacznego

Dio Espresso Fairlight and Carillion & Cyberiad

Reflexion PlanKtoon

Emix Epoch

Rollin Safari 1 Rollin Safari 2

Fermi Paradox Mercury

Rollin Safari 3 Institute of Animation

Function Over Fame Excess

The Fantastic Flying Books of Mr. Morris Lessmore Moonbot Studios

Hold-and-Modify Carillion & Cyberiad and Fairlight

Wrapped Institute of Animation

Monolith Andromeda Software Development Shapeshift Cocoon

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S2016.SIGGRAPH.ORG

COURSES

17

FP F  #SIGGRAPH2016

Instruction, insight, and inspiration from academic and industry experts. SIGGRAPH 2016 Courses deliver invaluable learning opportunities in three levels of difficulty (introductory, intermediate, and advanced). Full Conference Platinum and Full Conference registration allows attendees access to all SIGGRAPH 2016 Courses. Also visit the Studio Workshops (formerly Studio Courses), which are open to: FP F S EP E. Seating is on a first-come, first-served basis. Please arrive early for the Courses you wish to attend. Image Credit: Physically Based Shading in Theory and Practice © 2016 Stephen McAuley, Stephen Hill, Ubisoft Entertainment S.A.

GAMES

GAMES

SPECIAL SESSIONS

SPECIAL SESSIONS CONTINUED

 INVITED CONTENT

 INVITED CONTENT

Advances in Real-Time Rendering, Part I Monday, 25 July, 9 am-12:15 pm

Advances in Real-Time Rendering, Part II Monday, 25 July, 2-5:15 pm

INTERMEDIATE

INTERMEDIATE

Modern video games employ a variety of sophisticated algorithms to produce groundbreaking 3D rendering that pushes the visual boundaries and interactive experience of rich environments. This course presents stateof-the-art and production-proven rendering techniques for fast, interactive rendering of complex an engaging virtual worlds.

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

Natalya Tatarchuk Bungie, Inc.

SUNDAY, 24 JULY FOR EDUCATORS

FUNDAMENTALS SEMINAR Sunday, 24 July, 10:45 am-12:15 pm INTRODUCTORY

The Fundamentals Seminar provides a basic background in the concepts and terminology of computer graphics and interactive techniques. Mike Bailey Oregon State University

Open Problems in Real-Time Rendering Tuesday, 26 July, 2-5:15 pm

AR/VR

INTERMEDIATE

FOR EDUCATORS

Leading industry experts and researchers discuss the top unsolved problems in realtime rendering, why current solutions don’t work in-practice, the desired ideal solution, and the problems that need to be solved to work toward that ideal.

HAPTIC TECHNOLOGIES FOR DIRECT TOUCH IN VIRTUAL REALITY

Natalya Tatarchuk Bungie, Inc.

Tiago Sousa id Software

This course reviews recent advances in haptic technologies in the computer graphics community. It provides initial training on these technologies to prepare computer graphics researchers and developers for development of computational methods and immersive VR/AR applications with direct touch.

Loius Bavoil Cyril Crassin NVIDIA Corporation

Miguel A. Otaduy Universidad Rey Juan Carlos

Jorge Jimenez Activision Blizzard, Inc. Yibing Jiang Carlos Gonzalez-Ochoa Ke Xu Ramy El-Garawany Naughty Dog, Inc. JT Hooker Treyarch Stephen Hill Ubisoft

Aaron Lefohn NVIDIA Corporation

Sunday, 24 July, 10:45 am-12:15 pm INTRODUCTORY

Allison Okamura Stanford University Sriram Subramanian University of Sussex

 Table of Contents



S2016.SIGGRAPH.ORG

COURSES

18

(continued)

FOR EDUCATORS

GAMES

MOBILE

GAMES

PRODUCTION

PRODUCTION

RESEARCH

AN ELEMENTARY INTRODUCTION TO MATRIX EXPONENTIAL FOR CG

MOVING MOBILE GRAPHICS

Sunday, 24 July, 2-3:30 pm

INTERMEDIATE

Sunday, 24 July, 2-5:15 pm

INTRODUCTORY

Leading practitioners present a half-day technical introduction to the state of the art in mobile graphics: best practices in real-time rendering, GPU compute for image processing, and recent advances in graphics APIs and rendering techniques.

INTERMEDIATE

This intuitive and visual introduction to mathematical concepts in computer graphics basics begins with 2D translation and rotation, then describes 3D affine transformation, quaternions, dual quaternions, and more. These concepts are explained via the mathematical concept of matrix exponential and illustrated with a few simple animation examples. Hiroyuki Ochiai IMI Kyushu University

FOR EDUCATORS

Sam Martin Marius Bjørge ARM Ltd. Niklas Smedberg Epic Games, Inc.

Roger Cordes Lucasfilm Christophe Hery Pixar

GAMES

Sébastien Hillaire EA Frostbite

Cass Everitt Oculus VR, LLC

AR/VR PRODUCTION

Sunday, 24 July, 2-3:30 pm INTRODUCTORY

An introduction to classic story structure with numerous visual examples. These elements, normally found in many screenwriting courses, are organized specifically for computer scientists, technical artists, and game and VR designers who make animation, VFX, VR, and interactive games come to life.

Naty Hoffman Lucasfilm

Jay Yun Qualcomm Inc.

AR/VR

FOR EDUCATORS

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. Stephen McAuley Stephen Hill Ubisoft Entertainment S.A.

Ray Tran CCP hf

STORY: IT'S NOT JUST FOR WRITERS ANYMORE

Craig Caldwell University of Utah

Sunday, 24 July, 2-5:15 pm

Andrew Garrard Samsung R&D Institute UK

Ken Anjyo Ayumi Kimura OLM Digital, Inc.

ANIMATION & VFX

PHYSICALLY BASED SHADING IN THEORY AND PRACTICE

Jorge Jiménez Activision Brian Karis Epic Games

RESEARCH

AUGMENTED REALITY – PRINCIPLES AND PRACTICE

Sébastien Lagarde Unity Technologies Dan Lobl Industrial Light & Magic

Sunday, 24 July, 2-5:15 pm INTERMEDIATE

Augmented reality is finally shifting from pure research to real applications. New products such as Hololens make AR accessible for everyone. This course enables attendees to understand the technology behind AR; how it is different from games, virtual reality, and mobile computing; and how they can start developing AR systems. Dieter Schmalstieg Technische Universität Graz

Ryusuke Villemin Pixar Cyril Jover Sébastien Lachambre Unity Technologies Angelo Pesce Xian-Chun Wu Activision

FOR EDUCATORS

TROUBLESHOOTING AND CLEANUP TECHNIQUES FOR 3D PRINTING

Tobias Höllerer University of California, Santa Barbara

Sunday, 24 July, 3:45-5:15 pm INTRODUCTORY

Learn hands-on techniques for identifying and cleaning up geometry in 3D printing. Explore the most commonly encountered problems that creators and print vendors face. Discover how these problems arise and develop a fluent understanding of how to solve and avoid them. Lance Winkel University of Southern California

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S2016.SIGGRAPH.ORG

COURSES

19

(continued)

FOR EDUCATORS

RESEARCH

RESEARCH

PRODUCTION

CAPTURING THE HUMAN BODY: FROM VR, CONSUMER, TO HEALTH APPLICATIONS

HDR CONTENT CREATION: CREATIVE AND TECHNICAL CHALLENGES

INVERSE PROCEDURAL MODELING OF 3D MODELS FOR VIRTUAL WORLDS

Sunday, 24 July, 3:45-5:15 pm

Monday, 25 July, 2-3:30 pm

Tuesday, 26 July, 9 am-12:15 pm

INTRODUCTORY

INTRODUCTORY

INTERMEDIATE

In computer graphics, modeling the human body is of special interest for creating “virtual humans”, but material and optical properties of biological tissues are complex and not easily captured. This course covers the major topics and challenges in using image acquisition to model the human body.

This course explores the challenges faced by creative professionals in creating and preparing content for high-dynamic-range displays.

A summary of recent state-of-the-art approaches for inverse procedural modeling of 3D models and their use in various domains.

Tania Pouli Joshua Pines Technicolor S.A.

Daniel Aliaga Ilke Demir Bedrich Benes Purdue University

Hao Li Lingyu Wei University of Southern California

Michael Wand Johannes Gutenberg-Universität Mainz

RESEARCH

Anshuman Das Tristan Swedish Pratik Shah Ramesh Raskar Massachusetts Institute of Technology

VECTOR-FIELD PROCESSING ON TRIANGLE MESHES

AR/VR

FOR EDUCATORS

RESEARCH

HUMAN-CENTERED DESIGN FOR VR INTERACTIONS Monday, 25 July, 9-10:30 am INTERMEDIATE

When VR is done well, the experience can be brilliant and pleasurable, but when it is done badly, it can generate frustration, fatigue, and sickness. This course discusses the most essential concepts of perception, action, comfort, input device classes, design tradeoffs, hand interaction, and patterns that influence successful VR interaction design. Jason Jerald Digital ArtForms Sixense Entertainment NextGen Interactions Waterford Institute of Technology Burnout Game Ventures CI Dynamics Richard Marks Sony Computer Entertainment, Inc.

MOBILE

PRODUCTION

THE QUEST FOR THE RAY TRACING API

Monday, 25 July, 2-5:15 pm INTERMEDIATE

MONDAY, 25 JULY

GAMES

This course reviews the various representations of tangent-vector fields on triangulated surfaces and their associated discrete differential operators (curl, divergence, covariant derivative, etc). It emphasizes the tradeoffs among simplicity, efficiency, and accuracy of these geometry-processing tools for applications ranging from texture synthesis to meshing.

Tuesday, 26 July, 9 am-12:15 pm INTERMEDIATE

Fernando de Goes Pixar Animation Studios

Ray tracing has become a commodity in rendering as the first ray tracing hardware emerges. This course reviews current efforts and abstractions in the quest for a ray tracing API, especially the interaction of rasterization and ray tracing, cross-platform challenges, real-time constraints, and enabling applications that go beyond image synthesis.

Mathieu Desbrun California Institute of Technology

Alexander Keller NVIDIA Corporation

Yiying Tong Michigan State University

Ingo Wald Intel Corporation Takahiro Harada Dmitry Kozlov Advanced Micro Devices, Inc.

TUESDAY, 26 JULY

Ralf Karrenberg NVIDIA Corporation

RESEARCH

Luke Peterson Tobias Hector Imagination Technologies Limited

COMPUTATIONAL GEOMETRY ALGORITHMS LIBRARY Tuesday, 26 July, 9-10:30 am INTERMEDIATE

Discover the geometric algorithms and data structures that the CGAL C++ library offers to application developers in the fields of point-set processing, polygonmesh processing, and mesh generation. Understand the techniques that make CGAL reliable, efficient, and easy to integrate in existing software. Pierre Alliez Inria Andreas Fabri Laurent Rineau GeometryFactory

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S2016.SIGGRAPH.ORG

COURSES

WEDNESDAY, 27 JULY AR/VR

GAMES

GEOMETRIC AND DISCRETE-PATH PLANNING FOR INTERACTIVE VIRTUAL WORLDS Wednesday, 27 July, 9-10:30 am INTERMEDIATE

An overview of algorithms and representations for achieving real-time dynamic navigation for the next generation of multi-agent simulations and computer games. Topics range from classical techniques in computational geometry and discrete search to recent methods in real-time planning and navigation meshes. Marcelo Kallmann University of California, Merced Mubbasir Kapadia Rutgers University

FOR EDUCATORS

20

(continued)

RESEARCH

A PRACTICAL INTRODUCTION TO FREQUENCY ANALYSIS OF LIGHT TRANSPORT Wednesday, 27 July, 9-10:30 am INTERMEDIATE

This course presents frequency analysis of light transport, a generic framework for analyzing and building more efficient rendering algorithms. It applies a practical, implementation-driven method to introduce the theoretical aspect of frequency analysis and reviews various applications of the framework. Laurent Belcour Unity Technologies SF

FOR EDUCATORS

AN INTRODUCTION TO GRAPHICS PROGRAMMING USING WebGL Wednesday, 27 July, 9 am-12:15 pm INTRODUCTORY

An introduction to graphics-application programming using WebGL, the JavaScript implementation of OpenGL ES 2.0 that is supported by all recent desktop and mobile web browsers, and how to integrate it with the HTML5 framework.

THURSDAY, 28 JULY

RESEARCH

FOURIER ANALYSIS OF NUMERICAL INTEGRATION IN MONTE CARLO RENDERING: THEORY AND PRACTICE

COMPUTATIONAL TOOLS FOR 3D PRINTING

Wednesday, 27 July, 10:45 am-12:15 pm

Thursday, 28 July, 9 am-12:15 pm

INTERMEDIATE

INTERMEDIATE

This is a survey of recent developments in Fourier analyses of Monte Carlo (MC) integration to study errors in MC rendering. It also provides a historical perspective of Fourier analysis in graphics, reviews necessary mathematical background, discusses practical implications of MC rendering algorithms, and identifies research problems.

This course reviews current 3D printing hardware and software pipelines, and then focuses on computational specifications for shape and material fabrication. Two approaches are presented: automatic methods (inverse modeling) and interactive methods that keep the designer in the loop.

FOR EDUCATORS

Karmic Subr Heriot Watt University

Bernd Bickel Institute of Science and Technology Austria

Gurprit Singh Dartmouth College

Wojciech Matusik MIT CSAIL

Wojciech Jarosz Dartmouth College Disney Research Zürich University of California, San Diego

AR/VR

GAMES

Ariel Shamir Disney Research, Interdisciplinary Center Herzliya

PRODUCTION

RESEARCH

PHYSICALLY BASED SOUND FOR COMPUTER ANIMATION AND VIRTUAL ENVIRONMENTS Wednesday, 27 July, 2-5:15 pm ADVANCED

Physically based sound is an important emerging approach for computer synthesis of realistic synchronized sounds for physically based animation and real-time virtual environments. This course covers sound models for various animated phenomena and applies a hands-on approach to implementing practical systems.

RESEARCH

THE MATERIAL-POINT METHOD FOR SIMULATING CONTINUUM MATERIALS Thursday, 28 July, 10:45 am-12:15 pm INTRODUCTORY

The material-point method has been used in a number of recent papers for simulating various materials including elastic objects, snow, lava, sand, and viscoelastic fluids. It is also highly integrated into the production framework of Walt Disney Animation Studios. This course is an introduction to MPM for simulating continuum materials. Chenfanfu Jiang Craig Schroeder University of California, Los Angeles Alexey Stomaching Andrew Selle Walt Disney Animation Studios

Doug James Stanford University Cornell University PIxar Animation Studios

Joseph Teran University of California, Los Angeles

Changxi Zheng Columbia University Timothy Langlois Cornell University Ravish Mehra Oculus Research

Edward Angel University of New Mexico

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S2016.SIGGRAPH.ORG

COURSES GAMES

PRODUCTION

21

(continued)

RESEARCH

PRODUCTION

RESEARCH

LEARNING HUMAN BODY SHAPES IN MOTION

MODELING PLANT LIFE IN COMPUTER GRAPHICS

Thursday, 28 July, 2-5:15 pm

Thursday, 28 July, 3:45-5:15 pm

INTERMEDIATE

INTRODUCTORY

Accurately representing and animating the human body in 3D is critical for games, VFX, and virtual reality. Previously, this required extensive hand animation. Today realistic 3D avatars can be learned from thousands of 3D scans. This course teaches the process of learning and using high-quality 3D models.

An introduction to modeling trees and plants with a focus on recent advances and applications in computer graphics. The course focuses on procedural and inverse-procedural modeling, biologically based approaches, data-driven modeling, and user-assisted methods.

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

Soren Pirk Stanford University Bedrich Benes Purdue University Oliver Deussen Universität Konstanz Radomir Mech Adobe Systems, Inc. Baoquan Chen Shandong University Takashi Ijiri Ritsumeikan University

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S2016.SIGGRAPH.ORG

EDUCATORS PROGRAM

22

 #SIGGRAPH2016

Educators from computer science, art, design, and more discuss graphics curricula, academic-industrial partnerships, evolving pedagogical models, and strategies for successful collaborations across disciplines.

FP F S

EDUCATORS FORUM Educators Morning Meet and Greet Sunday, 24 July, 10-11 am Education Committee Open Forum Sunday, 24 July, 11 am-Noon The Education Committee hosts a presentation and informal discussion about its activities and mission, and how to become involved. Sessions from the Education Focus at the conference are highlighted. Session Lead Ginger Alford ACM SIGGRAPH Education Committee Chair

Maker Movement Meets Formal Education Sunday, 24 July, Noon-1:45 pm Students must contend with rapidly evolving knowledge and skills as interactive makers in both virtual and real worlds. Educators hold a forum on pedagogy, trends, and best practices as "making" becomes part of curriculum. Speakers John Cay (moderator) New Jersey Institute of Technology Dori Littell-Herrick Woodbury University Aaron Knochel Pennsylvania State University Susan Reiser University of North Carolina Asheville Kurt Walker Pluralsight LLC

CS + X: Cross-Campus Collaborations Sunday, 24 July, 2-3:45 pm A forum to discuss obstacles and best practices for establishing interdisciplinary programs. Topics include logistics of conducting interdisciplinary classes, promotion and tenure issues, advocacy strategies, content, and trends related to introducing CS material in the context of other disciplines.

Glenn Goldman New Jersey Institute of Technology

ASIFA-Hollywood Animation Educators Forum discuss issues facing graphics educators in the VR era Monday, 25 July, 1-2 pm

Morgan McGuire Williams College & NVIDIA

Educators discuss issues facing graphics educators in the VR era.

Peter Weishar Florida State University

Session Lead Dori Littell-Herrick Woodbury University

Jonah Brucker-Cohen Lehman College / CUNY

Teaching Computer Graphics Inside a Browser: WebGL and Three.js Sunday, 24 July, 4-5:15 pm Leading graphics educators share examples, experiences, and perspectives on teaching graphics programming and concepts using WebGL and three.js Speakers Ed Angel (moderator) University of New Mexico

Undergraduate Research Alliance Monday, 25 July, 3-4 pm Educators discuss best practices in undergraduate research and explore collaborations. Session Lead William Joel Western Connecticut State University

Patrick Cozzi University of Pennsylvania

Teaching Lighting Theory Using Unity Monday, 25 July, 4-5 pm

Eric Haines Autodesk

Overview of how Unity can be used as a tool for teaching lighting theory.

Dave Shreiner Unity

Session Lead Stephan Keith

FP F S EP E

Education Committee Town Hall Thursday, 28 July, 1-2 pm

EDUCATORS’ BIRDS OF A FEATHER SESSIONS Production Pipeline Fundamentals for Film, Games, and TV Monday, 25 July, 9-10:30 am

The Education Committee holds an open meeting to reflect on the conference week and plan for the future. Session Lead Education Committee

Educators learn about production pipelines and discuss how to prepare students for industry. Speakers Kathleen Milnes (moderator) Otis College of Art and Design Jason Doss Dreamworks Animation Studio Maxx Kaufmann inXile Entertainment Bob Nicoll Blizzard Entertainment Fran Zondella The Mill

Speakers Erik Brunvand (moderator) University of Utah

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AR/VR

RESEARCH

EMERGING TECHNOLOGIES

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See, learn, touch, and try the state of the art in human-computer interaction and robotics. Emerging Technologies presents work from many sub-disciplines of interactive techniques, with a special emphasis on projects that explore science, high-resolution digital-cinema technologies, and interactive art-science narratives. EMERGING TECHNOLOGIES HOURS Sunday, 24 July Monday, 25 July Tuesday, 26 July Wednesday, 27 July Thursday, 28 July

noon-5:30 pm 10 am-5:30 pm 10 am-5:30 pm 10 am-5:30 pm 10 am-1 pm

A preliminary list of Emerging Technologies installations. Visit s2016.siggraph.org for updates. Image Credit: HapticWave: Directional Surface Vibrations Using Wave-Field Synthesis © 2016 Ravish Mehra, Oculus VR; Sean Keller, David Perek, Christoph Hohnerlein, Elia Gatti, Riccardo DeSalvo, Oculus Research.

AnyLight: An Integral Illumination Device A novel programmable lighting device that can mimic the illumination effects of a wide range of lighting sources (spotlight, candle, natural light, etc.) using the principle of integral imaging. Yuichiro Takeuchi Shunichi Suwa Kunihiko Nagamine Sony Computer Science Laboratories, Inc.

Big Robot Mk.1A This tall robot with two wheeled legs positions a human pilot five meters above the ground. The pilot controls the robot’s movement with foot motions as it follows the path of a five-meter-tall tall humanoid. Hiroo Iwata Yu-ta Kimura Hikaru Takatori Yu-uki Enzaki University of Tsukuba

Computational Focus-Tunable Near-Eye Display

Enjoy 360° Vision With FlyVIZ

This focus-tunable near-eye display is capable of reproducing multiple emerging display modes for augmented and virtual reality. Robert Konrad Nitish Padmanaban Stanford University

New for 2016: Emerging Technologies celebrates the project that best exemplifies the future of art, science, and human-computer interaction, and the role of emerging technologies as a force for positive advancement.

Guillermo Andrade-Barroso Irisa/Inria Rennes Bretagne Atlantique Jerome Ardouin

Gordon Wetzstein Stanford University

Florian Nouviale Anatole Lecuyer Maud Marchal Eric Marchand Irisa/Inria Rennes Bretagne Atlantique

Demo of Face2Face: Real-Time Face Capture and Reenactment of RGB Videos

FinGAR: Combination of Electrical and Mechanical Stimulation for High-Fidelity Tactile Presentation

A novel approach for real-time facial reenactment of a monocular target-video sequence, where the goal is to animate the facial expressions of the target video with a source actor and re-render the manipulated output video in a photo-realistic fashion.

FinGAR is a finger-glove tactile display that combines electrical and mechanical stimulation to reproduce high-fidelity tactile sensation on a finger-pad. Combining virtual scenes and a hand motion capture system, users experience various textures in the virtual world.

Emily Cooper Dartmouth College

Justus Thies Friedrich-Alexander University Erlangen-Nürnberg

Best of Show Award

FlyVIZ is a novel, compact, lightweight display device that enables artificial omnidirectional vision, so users can see “with eyes behind the back”.

Michael Zollhöfer Max-Planck-Institut für Informatik Marc Stamminger Friedrich-Alexander University Erlangen-Nürnberg

Vibol Yem Ryuta Okazaki Hiroyuki Kajimoto Erika Oishi Junko Ikuta The University of Electro-Communications

Christian Theobalt Max-Planck-Institut für Informatik Matthias Nießner Stanford University

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EMERGING TECHNOLOGIES FOVE FOVE is a virtual reality head-mounted display that integrates eye-tracking technology with virtual reality. Two small infrared cameras achieve stereo eyetracking with less than one-degree accuracy and 120 frames per second per eye. Lochlainn Wilson Jim Preston Fove, Inc.

Graphical Manipulation of Human Walking Direction With Visual Illusion This installation presents a novel method that uses a visual illusion to enable pedestrian guidance without referring to information provided by a navigation system. Akira Ishii Ippei Suzuki Shinji Sakamoto Keita Kanai Kazuki Takazawa Hiraku Doi Yoichi Ochiai University of Tsukuba

Guidance Field: Vector Field for Implicit Guidance in Virtual Environments This new guidance method implicitly leads users to pre-defined points in virtual environments while allowing free exploration by altering users’ inputs according to a kind of vector field (guidance field). Ryohei Tanaka Takuji Narumi Tomohiro Tanikawa Michitaka Hirose The University of Tokyo

HALUX: Projection-Based Interactive Skin for Digital Sports HALUX places phototransistors and vibrators on the body, and drives them with projector light to eliminate latency derived from communication. Haruya Uematsu Daichi Ogawa Ryuta Okazaki Taku Hachisu Hiroyuki Kajimoto Takahiro Shitara Keisuke Hoshino Khurelbaatar Sugarragchaa The University of Electro-Communications

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HapticWave: Directional Surface Vibrations Using Wave-Field Synthesis HapticWave is a novel haptic technology that delivers directional haptic sensations generated on a flat surface, without requiring users to wear a physical device. Ravish Mehra Oculus VR Sean Keller David Perek Christoph Hohnerlein Elia Gatti Riccardo DeSalvo Oculus Research

Layered Telepresence: Simultaneous Multi-Presence Experience Using Eye-Gaze-Based Perceptual Awareness Blending Layered Telepresence allows a viewer to experience simultaneous multipresence by blending eye gaze and perceptual awareness of real-time audio/ visual information received from multiple telepresence robots. MHD Yamen Saraiji Shota Sugimoto Charith Fernando Kouta Minamizawa Keio University Susumu Tachi The University of Tokyo

HapTONE: Haptic Instrument for Enriched Musical Play HapTONE delivers high-fidelity vibrotactile sensations, not only at the moment of key input, but also as keys are pressed. The instrument can reproduce the touch sensations of a keyboard, stringed, percussion, or non-musical instrument. Daichi Ogawa Kenta Tanabe Vibol Yem The University of Electro-Communications

LiDARMAN: Reprogramming Reality With Egocentric Laser Depth Scanning LiDARMAN reprograms reality by substituting visual perception. Using a Light Detection And Ranging (LiDAR) sensor to provide altered vision, the system can provide a novel 3D reconstructed view from outside the body and enables novel applications. Takashi Miyaki The University of Tokyo

Taku Hachisu University of Tsukuba

Jun Rekimoto The University of Tokyo, Sony Computer Science Laboratories, Inc.

Hiroyuki Kajimoto Akifumi Takahashi Ayaka Nishi The University of Electro-Communications

Laplacian Vision: Augmenting Motion Prediction via Optical See-Through Head-Mounted Displays and Projectors This vision-augmentation system aims to assist the human ability to predict the short-term future by visualizing trajectory information of real-world objects via an optical see-through head-mounted display and a projector. Yuta Itoh Yuichi Hiroi Jiu Otsuka Maki Sugimoto Keio University

LightAir: a Novel System for Tangible Communication With Quadcopters Using Foot Gestures and Projected Images This new paradigm of human-drone interaction combines foot gestures with images projected on the road. The system allows creation of a new type of tangible interaction with drones for augmented sports. Dzmitry Tsetserukou Mikhail Matrosov Olga Volkova Skolkovo Institute of Science and Technology

Perceptually Based Foveated Virtual Reality

Jason Orlosky Kiyoshi Kiyokawa Osaka University

This installation allows attendees to compare several perceptually based foveated rendering techniques running live inside a virtual reality headset with integrated eye-tracking.

Gudrun Klinker Technische Universität München

Anjul Patney Joohwan Kim Marco Salvi Anton Kaplanyan Chris Wyman Nir Benty Aaron Lefohn David Luebke NVIDIA Corporation

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Phyxel: Realistic Display Using Physical Objects With High-speed Spatially Pixelated Lighting

Unlimited Corridor: Redirected Walking Techniques Using Visuo-Haptic Interaction

This project explores computational display of shape and appearance. Based on persistence of vision, the system coordinates high-speed adaptive lighting and periodic motion of physical materials.

Unlimited Corridor enables users to walk freely around virtual environments by touching walls, although in current reality they are walking around circular walls within a limited space. Attendees experience a VR search for confidential information in a skyscraper.

Takatoshi Yoshida Yoshihiro Watanabe Masatoshi Ishikawa The University of Tokyo

Ratchair: Furniture That Learns to Move Itself With Vibration This project presents a strategy for displacing big objects by attaching relatively small vibration sources. After learning how several random bursts of vibration affect its pose, an optimization algorithm discovers the optimal sequence of vibration patterns required to move the object to a specified position. Tetiana Pershakova Minjoo Cho Korea Alvaro Casinelli Daniel Saakes Korea Advanced Institute of Science and Technology

X-SectionScope: Cross-Section Projection in Light-Field Clone Image

Keigo Matsumoto The University of Tokyo

A novel interactive 3D informationvisualization display that superimposes a cross-sectional image on an aerial volumetric image of a real object. Yoshikazu Furuyama Atsushi Matsubayashi Yasutoshi Makino Hiroyuki Shinoda The University of Tokyo

Yadori: Mask-Type User Interface for Manipulation of Puppets

Yuki Ban Takuji Narumi The University of Tokyo

This system for animatronics storytelling enables performers to manipulate puppets by wearing a mask-type device that allows easier and more intuitive manipulation of puppets.

Yohei Yanase Unity Technologies SF Tomohiro Tanikawa Michitaka Hirose The University of Tokyo

VR Technologies for Rich Sports Experiences NTT is developing progressive VR technologies to provide sports experiences that enhance spectator enjoyment and player performance. Daisuke Ochi Akio Kameda Kosuke Takahashi Motohiro Makiguchi Kouta Takeuchi Nippon Telegraph and Telephone Corporation

Mose Sakashita Keisuke Kawahara Amy Koike Kenta Suzuki Ippei Suzuki Yoichi Ochiai University of Tsukuba

ZoeMatrope: A System for Physical Material Design This project introduces ZoeMatrope: a material display that can present and animate realistic material by compositing real objects. Leo Miyashita The University of Tokyo Kota Ishihara PKSHA Technology Inc. Yoshihiro Watanabe Masatoshi Ishikawa The University of Tokyo

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PANELS

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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 2016 Panels. Seating is on a first-come, first-served basis. Please arrive early for the Panel you wish to attend.

SUNDAY, 24 JULY FOR EDUCATORS

READY, STEADY ... SIGGRAPH!!!! Sunday, 24 July, 9:30-10:30 am  INVITED CONTENT Not sure how to plan your time at SIGGRAPH 2016? 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. Moderator Mashhuda Glencross Loughborough University

TUESDAY, 26 JULY MOBILE

WEDNESDAY, 27 JULY

PRODUCTION

PRODUCTION

A VISION FOR COMPUTER VISION: EMERGING TECHNOLOGIES

WHAT MAKES A PRODUCTION RENDERER IN 2016

Tuesday, 26 July, 2-3:30 pm  INVITED CONTENT

Wednesday, 27 July, 9-10:30 am

Computer vision is a rapidly evolving discipline. It includes methods for acquiring, processing, and understanding still images and video to model, replicate, and sometimes, exceed human vision and perform useful tasks. As the technology develops, computer vision will be commonly used for a broad range of services in upcoming devices and implemented in movies, smart phones, cameras, drones, and more. Demand for the technology is driving the evolution of image sensors, mobile processors, operating systems, application software, and device form factors in order to meet the needs of applications and services that will benefit from computer vision. Panelists Jon Peddie Jon Peddie Research

Many systems call themselves “production renderers”. Some are relatively unknown. Others are well known, high-quality renderers. And many large studios have invested significant time and money to develop their own proprietary renderers. This panel explores the technical and non-technical issues involved in introducing a renderer into the contemporary production environment, and maintaining it as the technology evolves. Topics include: the capabilities that are absolutely necessary (and those that are not), the importance of technological and creative control, team size and composition, how utilization of open-source components has affected development, and the potential disruption of new research results on the development process. The session includes panelists who are creating the state of the art in advanced renderer development. Panelists

Kurt Akeley Lytro, Inc.

Michael Reed Big Sky Studios

Paul Debevec USC Institute for Creative Technologies

Brent Burley Walt Disney Animation Studios

Martin Zahnert Dacuda Inc.

Marcos Fajardo Solid Angle S.L.

Michael Mangan Qualcomm Technologies, Inc.

Alexander Keller NVIDIA Research

Michael Raphael Direct Dimensions, Inc.

Philippe Leprince Pixar Animation Studios Maurice van Swaaij Blue Sky Studios Eric Tabellion DreamWorks Animation

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ANIMATION & VFX

PRODUCTION

 INVITED  INVITED CONTENT

PRODUCTION SESSIONS

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SIGGRAPH 2016 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.

SUNDAY, 24 JULY THE MAKING OF “PEARL”, A GOOGLE SPOTLIGHT STORY Sunday, 24 July, 10:45 am-12:15 pm “Pearl” is a Spotlight Story directed by Oscar-winning animator Patrick Osborne. Conceived from the beginning as a 360º experience, “Pearl” takes place entirely in a car and explores the gifts we inherit from our parents, both tangible and intangible. The challenge: create a 360º interactive animated film with a strongly art-directed, highly stylized non-photorealistic look, with naturalistic character animation tightly synchronized with an original song, and a story that collapses decades into minutes through montage, and make it run on a wide range of devices, from mobile phones to VR headgear, in real time. Panelists Patrick Osborne, Director Rachid El Guerrab, Spotlight Stories Project Lead

MONDAY, 25 JULY

TUESDAY, 26 JULY

“KUBO AND THE TWO STRINGS”: ONE GIANT SKELETON, ONE COLOSSAL UNDERTAKING

THE MAKING OF MARVEL’S “CAPTAIN AMERICA: CIVIL WAR”

Monday, 25 July, 2-3:30 pm

In “Captain America: Civil War”, Steve Rogers leads the newly formed team of Avengers in their continued efforts to safeguard humanity. But after another incident involving the Avengers results in collateral damage, political pressure mounts to install a system of accountability, headed by a governing body to oversee and direct the team. The new status quo fractures the Avengers, resulting in two camps, one led by Steve Rogers and his desire for the Avengers to remain free to defend humanity without government interference, and the other following Tony Stark’s surprising decision to support government oversight and accountability. Marvel Studios, ILM, Rise FX, and Method Studios show attendees how they created some of the movie’s most heart-stopping moments.

For “Kubo and the Two Strings”, (in theaters 19 August), LAIKA launched an immensely powerful puppet – to scale. The result: a giant (18-foot) skeleton with a 24-foot wingspan from finger to finger. With realworld materials including dense CNC foam, paper, paint, and a steel armature, the Giant Skeleton was a massive undertaking, involving LAIKA's notoriously interdependent and collaborative crew. And when the puppet was finished, the challenges began. Panelists Steve Emerson, VFX Supervisor Steve Switaj, Engineer, Camera and Motion Control Mitch Prater, Principal Software Engineer Eric Wachtman, CG Look Development Lead LAIKA

Tuesday, 26 July, 10:45 am-12:15 pm

David Eisenmann, Producer

Panelists

Cassidy Curtis, Tech Art Lead Google

Victoria Alonso, Executive Vice President, Physical Production Dan Deleeuw, VFX Supervisor Jen Underdahl, VFX Producer Marvel Studios Russell Earl, VFX Supervisor Industrial Light & Magic Greg Steele, VFX Supervisor Method Studios

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PRODUCTION SESSIONS THE VFX OF DISNEY’S “THE JUNGLE BOOK” Tuesday, 26 July, 3:45-5:15 pm The visual effects team behind Jon Favreau’s live-action adaptation of “The Jungle Book” discusses the creative and technical challenges behind bringing the story's characters and stunning full CG environments to life. A team of over 800 CG artists led by Production VFX Supervisor Rob Legato, MPC VFX Supervisor Adam Valdez, Animation Supervisor Andy Jones, and Weta Digital VFX Supervisor Keith Miller, worked for two years to animate over 60 species of animal; craft the mountain temple, trees, rocks, and vines; and simulate earth, fire, and water. Panelists Andy Jones, Animation Supervisor Walt Disney Animation Adam Valdez, VFX Supervisor Moving Picture Company Keith Miller, Digital VFX Supervisor Weta Digital

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“DEADPOOL” + COLOSSUS OUR FAVORITE (ANTI) SUPERHEROES

WEDNESDAY, 27 JULY UNDER THE SEA – THE MAKING OF “FINDING DORY” Wednesday, 27 July, 10:45 am-12:15 pm Find the answers to how Pixar artists created the studio’s latest feature film, “Finding Dory”. Top animators and technical artists deliver a deep dive into the process of creating the summer hit, which required adoption of an entirely new back-end pipeline and cutting-edge technology. From character design and animation to lighting, CG water like you’ve never seen before and, perhaps most crucially, RenderMan REYES, and RIS, come find out how “Finding Dory” revolutionized Pixar Animation Studios from sea-level up. Panelists Steve Pilcher Jeremie Talbot Jim Brown Masha Ellsworth Chris Burrows Chris Chapman Ian Megibben John Halstead Pixar Animation Studios

THE TECHNICAL ART OF "UNCHARTED 4" Wednesday, 27 July, 2-3:30 pm This Production Session presents a handful of rendering and shader features created by the technical artists at Naughty Dog. Some of the features are novel, some are an evolution of common concepts, but all are critical to achieving the look and scope of "Uncharted 4". Panelists

Digital Domain worked on the three main aspects of “Deadpool”: Colossus, Deadpool interacting with Colossus, and the Helicarrier. Creation of Colossus required five different actors: a motion-capture actor, a taller actor on the principle shoot, a voice-over actor, face model, and a Mova/ facial-capture actor. The team used a proprietary real-time system to capture the facial movement of one actor and redirect to the Colossus character with perfect 1:1 geometry of usable data. They created the digi-double of Deadpool that was usable by all vendors on the project. And they created the Helicarrier; which is similar to Marvel’s X-Men carrier, but a bit more rustic looking in this anti-hero film. Blur Studio created the film’s opening title sequence, provided previsualization for several action sequences, delivered an additional 37 VFX shots for two key scenes, and made the low-fi animated end titles. Blur also provided previsualization for the main car chase, the subsequent bullet-counting sequence, and the final fight scene. Previsualization was critical for staging the flow of each scene and determining which shots would work best in advance. One of the main tasks in Blur’s 37 VFX shots was integrating a fully CG version of a damaged Colossus, building on Digital Domain’s “clean” Colossus model. Blur developed an identical clean Colossus, which required extensive full-body and facial motion capture, and incorporated heat damage, scrapes, and other flaws. Panelists Jan Philip Cramer, Animation Director Scott Edelstein, CG Supervisor Digital Domain 30, Inc. Franck Balson, Previsualization Supervisor Sebastien “Zeb” Chort, CG Supervisor Blur Studio

Waylon Brinck Andrew Maximov Yibing Jiang Naughty Dog, Inc.

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PRODUCTION SESSIONS THURSDAY, 28 JULY FROM ARMADILLO TO ZEBRA: CREATING THE DIVERSE CHARACTERS AND WORLD OF “ZOOTOPIA” Thursday, 28 July, 10:45 am-12:15 pm The world of “Zootopia” is a vast, multiscale, multi-climate city that represents the biomes of the tundra, desert, rainforest, and grasslands. It is also a place where humans never existed and animals have evolved to be anthropomorphic, clothed, city-dwellers. Walt Disney Animation Studios pushed the artistic boundaries of all aspects of the production process to create vastly different environments filled with hundreds of unique and detailed characters. The scale difference of the animals, from a mouse to giraffe (95:1), required creation of a world that could be inhabited by characters of all shapes and sizes while depicting thousands of furred and clothed animals. Panelists Nicholas Burkard, Technical Animation Supervisor Hans-Joerg Keim, Head of Environments Brian Leach, Director of Cinematography, Lighting Sean Palmer, Technical Lead for Disney’s XGen Ernest Petti, Technical Supervisor Michelle Robinson, Character Look Supervisor Walt Disney Animation Studios

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DEVELOPING “MASS EFFECT: NEW EARTH” – A 4D HOLOGRAPHIC ADVENTURE

INDUSTRIAL LIGHT & MAGIC PRESENTS THE VISUAL EFFECTS OF “STAR WARS: THE FORCE AWAKENS”

Thursday, 28 July, 2-3:30 pm

Thursday, 28 July, 3:45-5:15 pm

This session focuses on development of “Mass Effect: New Earth,” a first-of-its kind theme-park attraction at California’s Great America in Santa Clara. The experience features “holographic 3D”, using the world’s largest and highest-resolution 3D LED screens combined with cutting-edge mixedfield sound technology, motion seats, and 4D effects such as leg ticklers, air blasts, transducers, and CO2. The panel discusses the technology used in the attraction and how multiple partners including BioWare, Cedar Fair, 3D Live, and Halon Entertainment collaborated to build it.

The ILM team discusses the range of challenges presented by bringing the latest installment in the storied “Star Wars” series to life. Utilizing a seamless blend of practical effects, sets, locations, and cutting-edge digital animation and visual effects, the team summarizes how they created an array of the film’s 2100 visual-effects shots. Panelists Daniel Pearson, CG Supervisor Patrick Tubach, VFX Supervisor Paul Kavanagh, Animation Supervisor Polly Ing, CG Supervisor Industrial Light & Magic

Panelists Robert deMontarnal, Business Development BioWare Christian Dieckmann, VP Strategic Growth Cedar Fair Entertainment Company Howard Newstate, Executive Producer Media Networks Cedar Fair Entertainment Company Clint Reagan, Previs Supervisor Halon Entertainment LLC Nathan Huber, Co-Founder and CEO 3D Live

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AR/VR

GAMES

REAL-TIME LIVE!

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FP F S  #SIGGRAPH2016 Tuesday, 26 July, 5:30-7:15 pm

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.

Image Credit: Quill, VR Drawing in the Production of Oculus Story Studio’s New Movie © 2016 Inigo Quilez, Wesley Allsbrook, Oculus Story Studio.

BEST REAL-TIME GRAPHICS AND INTERACTIVITY AWARD Developers create and showcase the best real-time graphics and interactivity applications possible using today’s technologies. The winning team is announced from the Real-Time Live! stage. Last year’s award winner was: Pushing Photorealism in “A Boy and His Kite,” Epic Games

Adam “Adam” is a real-time rendered short film created with the Unity game engine. Veselin Efremov Zdravko Pavlov Unity Technologies SF

Bound Bound is an innovative 3D platformer game with dynamic procedural environments inspired by the works of the demoscene. Procedural aspects of the game environment enabled solutions to some of the hardest problems of VR gaming.

Character Shading of Uncharted 4

Gary the Gull

The challenges of character shading in Uncharted 4: volumetric feeling of the hair, using shader packages for different surfaces, performance for main characters and crowds, dynamic wear and tear.

Gary the Gull is an interactive VR character that responds to voice, gestures, and distance in a short interactive VR film. It was built by an ex-Pixar, ex-Bungie team to demonstrate a new form of storytelling in VR that bridges games and film.

Yibing Jiang Naughty Dog, Inc.

Tom Sanocki Limitless Ltd

From Previs to Final in Five Minutes: a Breakthrough in Live Performance Capture

Mark Walsh Motional LLC

Epic Games teamed up with Ninja Theory, Cubic Motion, and 3Lateral to create the world's first believable human driven live by an actress within an Unreal Engine game world. In this demonstration, body, face, and voice are all captured live in real time and recorded to create a real-time scene. Tameem Antoniades Ninja Theory Ltd.

ILMxLAB Augmented Reality Experience Using an iPad, Vive motion tracking system, ILM's Zeno application framework, and hardware-accelerated video encoding, Industrial Light & Magic has created an augmented reality experience that allows users to interact with a digital character, which allows easy prototyping of augmented reality experiences. Nick Rasmussen Kevin Wooley Sheila Santos Rachel Rose Industrial Light & Magic

Kim Libreri Epic Games, Inc. Steve Caulkin Cubic Motion Ltd Vladmir Mastilovic 3Lateral Studio

Michal Staniszewski Plastic

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Immersive Augmented Reality in Minutes with Meta 2

Real-Time Graphics in Pixar Film Production

Real-Time Technologies of FINAL FANTASY XV Battles

This presentation builds an interactive augmented reality application with Meta 2 live, on stage in minutes. It demonstrates a content-creation workflow that no longer only exists in a panel, but live within our world, where we can directly engage it with our hands.

This live demo of Pixar’s Presto animation software shows how real-time graphics techniques are used to create performances with characters like Woody, Buzz, Dory, and Butch from “The Good Dinosaur”. Techniques demonstrated include displacement, shadows, ambient occlusion, depth of field, and physically based GLSL shading.

This presentation showcases several realtime technologies implemented for FINAL FANTASY XV’s epic battle between heroes and monsters:

Raymond Lo Duncan McRoberts Meta Company

Dirk Van Gelder Pixar Animation Studios

Project Tango Project Tango technology gives a mobile device the ability to navigate the physical world similar to how we do as humans. It brings a new kind of spatial perception to the Android platform by adding advanced computer vision, image processing, and special vision sensors. Eitan Marder-Eppstein Google Inc.

Quill: VR Drawing in the Production of Oculus Story Studio’s New Movie The Oculus Story Studio, the team behind the pioneering VR short films “Lost” and “Henry”, demonstrates the art of their newest film, “Dear Angelica”, which has a unique illustrative look created with a tool that allows artists to paint scenes in VR using Oculus Touch.

Real-Time Simulation of Solids with Large Viscoplastic Deformation The first demonstration of real-time solid simulation that can handle large plastic deformation. The new algorithm is implemented in NVIDIA Gameworks. This demo includes cutting, manipulating, and even blowing up dough of various shapes with several virtual tools controlled with a hand-tracking device. Nuttapong Chentanez Matthias Müller Miles Macklin NVIDIA Corporation

• AI systems that control companions and monsters

• Dynamic weather systems and lighting • Visual effects for magic that affects the environment

Isamu Hasegawa Remi Driancourt Hiromitsu Sasaki Wan Hazmer SQUARE ENIX CO., LTD.

The Afterpulse: State-of-the-Art Rendering on Mobile GPUs Afterpulse is a game for mobile devices that uses the latest version of the Karisma engine, which implements state-of-the-art graphics algorithms typically used in console and desktop games. The engine and tools were developed in-house with almost no external dependencies. Unai Landa Sergi Royo Digital Legends Entertainment

Inigo Quilez Wesley Allsbrook Oculus Story Studio

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AR/VR

GAMES

MOBILE

STUDIO

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The Studio explores altered reality, the virtual made physical, and creations that cross these spaces. STUDIO HOURS Sunday, 24 July Monday, 25 July Tuesday, 26 July Wednesday, 27 July Thursday, 28 July

noon-5:30 pm 10 am-5:30 pm 10 am-5:30 pm 10 am-5:30 pm 10 am-1 pm

Visit s2016.siggraph.org for updates. Seating is on a first-come, first-served basis. Please arrive early for the Studio Workshops you wish to attend.

Image Credit: Do-it-Yourself Virtual Reality Experiences on Networked Mobile Devices © 2016 Fangwei Lee, Realiteer.

FEUDING CITIES: WHO WANTS TO PLAY? The Studio presents Feuding Cities, a physical and virtual game that is played out in both worlds. The game allows attendees to work (and play!) together to create something special. For more information.

ANDROID VR DEVELOPMENT PRIMER

STUDIO WORKSHOPS E-CANNONS AND OTHER WEAPONS

Tuesday, 26 July, 10:45 am-12:15 pm  INVITED CONTENT

Sunday, 24 July, 2-3:30 pm Monday, 25 July, 2-3:30 pm (Repeated)  INVITED CONTENT

This hands-on workshop explores building a complete VR game for Android using Unity and the Cardboard SDK.

In this workshop, attendees learn how to build a cannon that shoots 3/4-inch nylon balls, like a tennis-ball machine. After attendees assemble the cannon’s microcontrollers, sensors, and servomotors, they program it for accurate operation and design a ball hopper to feed the cannon more ammunition. The cannons will be used in the the Feuding Cities game. Andrew Besmer Winthrop University

Daniel Galpin Google Inc.

AR/VR

MAKING VR WITH UNREAL ENGINE Tuesday, 26 July, 2-3:30 pm  INVITED CONTENT This Studio Workshop focuses on the freely available online learning resources, understood best practices, and the core process of building locomotion and interaction mechanics for locomotion and interaction in a virtual reality environment with Unreal Engine 4.

DIGITAL T-SHIRT DESIGN AND PRINTING Sunday, 24 July, 3:45-5:15 pm  INVITED CONTENT This Studio Workshop reviews design considerations for creating artwork for digital direct-to-garment printers. Attendees design and print their own t-shirts.

Luis Cataldi Epic Games, Inc.

Eddie Murphy Epson

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STUDIO AR/VR

UE4 VIRTUAL MOVIE PRODUCTION WITH SEQUENCER Wednesday, 27 July, 10:45 am-12:15 pm  INVITED CONTENT Unreal Engine 4 has an amazing new virtual movie production tool suite built right into its amazing real-time engine. During this Studio Workshop, the new cinematic cameras, cranes, and rail rigs to build a short cinematic experience with content that is free to download from the Unreal Engine Launcher is utilized. Luis Cataldi Epic Games, Inc.

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FOR EDUCATORS

Lumio3D: Rapid 3D Geometry and Reflectance Acquisition from Continuous Spherical Illumination

STUDIO PROJECTS Do-it-Yourself Virtual Reality Experiences on Networked Mobile Devices Realiteer Corp. is creating an authoring platform that enables everyone to create and share unique VR experiences, from building customizable VR equipment to generating unique VR content on smartphones and sharing with friends in real time. Fangwei Lee Realiteer Corp.

STEREO HAPTICS: A HAPTIC INTERACTION TOOLKIT FOR TANGIBLE VIRTUAL EXPERIENCES Wednesday, 27 July, 2-5:15 pm The purpose of this Studio Workshop is to introduce Stereo Haptics, a toolkit that uses existing audio-based tools (hardware and software) to generate, modify and playback dynamic haptic media, and to guide attendees to generate haptic content to enrich multisensory experience in virtual reality settings. Ali Israr Disney Research Siyan Zhao Carnegie Mellon University

Borom Tunwattanapong Ratchathani University Pitchaya Sitthi-Amorn Wichayut Eaksarayut Chulalongkorn University

MakeVR: An Immersive ContentCreation Experience

E-Cannons and Other Weapons

PRODUCTION

Lumio3D captures both high-fidelity 3D geometry and reflectance from 48 viewpoints around the object with continuous spherical illumination created by 15,000 programmable LEDs in less than one minute.

In this project, attendees learn how to build a cannon that shoots 3/4-inch nylon balls, like a tennis-ball machine. After attendees assemble the cannon’s microcontrollers, sensors, and servomotors, they program it for accurate operation and design a ball hopper to feed the cannon more ammunition. The cannons will be used in the the Feuding Cities game.

MakeVR is a professional-grade CAD modeling system with a natural two-handed interface.

Lumii: DIY Light-Field Prints

MiragePrinter is a fabrication device that combines a 3D printer and a mid-air floating image display to seamlessly connect users’ digital works and physical works. With this system, users can design, modify, and print object models on the 3D printer’s stage while viewing floating images overlapped with it.

Create a hologram-like 3D image of your own face on a thin printed surface using a standard inkjet printer coupled to Lumii’s light-field engine. Matthew Hirsch Daniel Leithinger Thomas Baran Lumii Inc.

Tom Farinella

MiragePrinter: Interactive Fabrication on a 3D Printer With a Mid-Air Display

Junichi Yamaoka Yasuaki Kakehi Keio University

Kyna McIntosh Zachary Schwemler Adam Fritz John Mars Disney Research

Zushiki Light Art: Form Finding and Making Through Paper Folding This project demonstrates a practical application of paper folding (the art of origami) to seek innovative ways of form finding and making in product design.

Christian Frisson University of Mons, numediart Institute Ivan Huerta Maggie Kosek Charalampos Koniaris Kenny Mitchell Disney Research

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Paul Mlyniec Digital ArtForms, Inc.

Jiangmei Wu Indiana University



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34

FP F  #SIGGRAPH2016

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 2016 Talks. ACM SIGGRAPH Organization Talks: * UIST Reprise at SIGGRAPH 2016 * IEEE TVCG Session on Virtual and Augmented Reality * IEEE TVCG Session on Advances in Data Visualization Seating is on a first-come, first-served basis. Please arrive early for the Talk session you wish to attend. Image Credit: Bringing Google Earth to Virtual Reality © 2016 Dominik Kaeser, Google.

SUNDAY, 24 JULY PRODUCTION

TOO HOT TO HANDLE

ART

MOBILE

ART

PRODUCTION

RESEARCH

VAN GOGH WOULD BE PROUD

GET IN SHAPE

Sunday, 24 July, 10:45 am-12:15 pm

Sunday, 24 July, 10:45 am-12:15 pm

Session Chair: Brittany Ransom, California State University, Long Beach

Session Chair: Mashhuda Glencross, Loughborough University

Digital Painting Classroom: Learning Oil Painting Using a Tablet

AutoSpline: Animation Controls Only When and Where You Need Them

Tuur Stuyck Philip Dutré Katholieke Universiteit Leuven

Mark Hessler Jeremie Talbot Pixar Animation Studios

Sunil Hadap Adobe Research

SuperD: SubD Without Subdivision

Painting With Turbulence

Alyn Rockwood Kun Gao Boulder Graphics LLC

Sunday, 24 July, 10:45 am-12:15 pm Session Chair: Ali Israr, Disney Research

Wham! Building the Freeway Chase in “Deadpool” William Muto Nico Sanghrajka Marc-Antoine Paquin Stuart Gordon Atomic Fiction Monique Bradshaw ConductorIO Rudy Grossman Laurent Taillefer Atomic Fiction

Delivering Doomsday: The Meteor FX of “Ice Age: Collision Course” David Quirus Matthew Roach Blue Sky Studios

Chuqiao Wang Sam Wang Robert Geist Clemson University

Michael Farrell Verto Studio

Physical Mesh Data Structures

Loving Vincent: Guiding Painters Through 64,000 Frames

Ergun Akleman Shenyao Ke You Wu Texas A&M University

Francho Meléndez Uniwersytet Wrocławski Łukasz Mackiewicz Audiovisual Technology Center

Mesh Colors With Hardware Texture Filtering

Directed Volcano: Getting the Most Out of Your Simulations

Cem Yuksel University of Utah

Gregory Ecker Ravindra Dwivedi Ilan Gabai Blue Sky Studios

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LIFE IS SHORTS

DANCING TREES

The Making of “Inner Workings”

Monday, 25 July, 9-10:30 am

Sean Lurie Leo Matsuda Josh Staub Walt Disney Animation Studios

Creating Piper – Pixar’s Latest Short Film Brett Levin Alan Barillaro Jason Beamer Ferdi Schemers Erik Smitt Pixar Animation Studios

PRODUCTION

RESEARCH

Sunday, 24 July, 3:45-5:35 pm Session Chair: Makai Smith, Bentley Systems

HFTS: Hybrid Frustum-Traced Shadows in The Division Jon Story Chris Wyman NVIDIA Corporation

Sparse Shadow Tree Kevin Myers Activision Blizzard, Inc.

LightCraft – Extract Light Position and Information From On-Set Photography Alex Suter Victor Schutz Dan Lobl Brian Gee Lucasfilm Ltd.

Rendering Fast & Furious: Supercharged in Stereo for a 400-Foot Curved Screen Rob Pieké Technicolor, Moving Picture Company

Luma HDRv: An Open-Source High-Dynamic-RangeVvideo Codec Optimized by Large-Scale Testing

Rafał‚ K. Mantiuk University of Cambridge Jonas Unger Linköpings universitet

Session Chair: Maryann Simmons, Walt Disney Animation Studios

Art-Directable Procedural Vegetation in Disney's “Zootopia” Sara Drakeley Maryann Simmons Hans Keim Jared Reisweber Daniel Teece Walt Disney Animation Studios

PRODUCTION

FACE OFF Monday, 25 July, 3:45-5:35 pm Session Chair: Kenny Mitchell, Disney Research

Brian Cantwell Paige Warner Michael Koperwas Industrial Light & Magic Kiran Bhat LoomAi

Olivier Soares Magic Leap, Inc.

“Kung Fu Panda 3”: Mandarin Lip-Sync Reanimation Process and Pipeline

Thomas Moser Frank Aalbers Gordon Cameron Pixar Animation Studios

Mark Edwards DreamWorks Animation Robert Armstrong mattermark

Can't See the Jungle for the Trees

Alvin Ho Tsun Chuen Oriental DreamWorks

Tom Melson Moving Picture Company

Shape-Analysis-Driven Surface Correction

The Trees of “The Jungle Book” Alexander Schwank Callum James Tony Micilotta Moving Picture Company

GAMES

ANIMATION & VFX

ILM Facial Performance Capture

Vegetation Choreography in “The Good Dinosaur”

DARK HIDES THE LIGHT

Gabriel Eilertsen Linköpings universitet

Dong Joo Byun James Mansfield Cesar Velazquez Walt Disney Animation Studios

PRODUCTION

Sunday, 24 July, 2-3:30 pm  INVITED CONTENT

GAMES

Delicious Looking Ice Cream Effects With Non-Simulation Approaches

MONDAY, 25 JULY

PRODUCTION

Claude Levastre ON Animation Studio

As-Rigid-As-Possible Deformation Transfer for Facial Animation

PRODUCTION

David Corral Doug Roble Lucio Moser Digital Domain 3.0, Inc.

ANGRY EFFECTS SALAD Monday, 25 July, 2-3:30 pm Session Chair: Peter Hall, University of Bath

Warping With Accumulated Motion Vectors

Sea Surface Visualization in World of Warships

Stephen Willey Gregory Keech Double Negative

Yury Kryachko Wargaming Public Co Ltd

Visual Effects of Final Fantasy XV: Concept, Environment, and Implementation Isamu Hasegawa Ryota Nozoe Teppei Ono Masahiko Koyama Taku Ishida SQUARE ENIX CO., LTD.

The Effects of “The Jungle Book” Oliver Winwood Rob Hopper Kai Wolter Moving Picture Company

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TUESDAY, 26 JULY ANIMATION & VFX

Stochastic Layered Alpha Blending Chris Wyman NVIDIA Corporation

Tuesday, 26 July, 10:45 am-12:15 pm  INVITED CONTENT

PRODUCTION

ICING ON THE CAKE Tuesday, 26 July, 9-10:30 am

Quantum Supersampling

Webstrates: Shareable Dynamic Media

Eric Johnston University of Bristol, Solid Angle

Clemens N. Klokmose Aarhus Universitet

Session Chair: Gavin Miller, Adobe Systems

HairCraft: Spells and Incantations for Digital Hair Stephen Bowline Andrew Johnson Ryan Gillis Industrial Light & Magic

Artist-Friendly Level-of-Detail in a Fur-Filled World Kendall Litaker Sean Palmer Walt Disney Animation Studios

Pyramid Coordinates for Deformation With Collision Handling Gene Lin Oriental DreamWorks Nafees Bin Zafar Oriental DreamWorks DreamWorks Animation

Flesh, Flab, and Fascia Simulation on “Zootopia” Andy Milne Mark McLaughlin Rasmus Tamstorf Alexey Stomakhin Nicholas Burkard Mitch Counsell Jesus Canal David Komorowski Evan Goldberg Walt Disney Animation Studios

PRODUCTION

RESEARCH

ROLL THE DICE Tuesday, 26 July, 9-10:30 am

ANIMATION & VFX

UIST REPRISE AT SIGGRAPH 2016

James R. Eagan Télécom ParisTech, CNRS LTCI UMR 5141

PRODUCTION

A TALL DRINK OF WATER Tuesday, 26 July, 10:45 am-12:15 pm

Siemen Baader Aarhus Universitet

Session Chair: Mark Elendt, Side Effects Software Inc.

Wendy Mackay Inria, Université Paris-Sud

Lapping Water Effects in “Piper”

Michel Beaudouin-Lafon Université Paris-Sud, CNRS

Vincent Serritella Hosuk Chang Leon Park Ferdi Scheepers Brett Levin PIxar Animation Studios

GelTouch: Localized Tactile Feedback Through Thin, Programmable Gel Viktor Miruchna Robert Walter David Lindlbauer Maren Lehmann Regine von Klitzing Technische Universität Berlin

Simulating Rivers in “The Good Dinosaur”

Jörg Müller Aarhus Universitet

Jon Reisch Stephen Marshall Magnus Wrenninge Tolga Göktekin Michael Hall Michael O'Brien Jason Johnston Jordan Rempel Andy Lin Jon Reisch Pixar Animation Studios

Orbits: Gaze Interaction for Smart Watches Using Smooth-Pursuit Eye Movements Augusto Esteves Eduardo Velloso Lancaster University Andreas Bulling Max-Planck-Institut für Informatik

Spatially Adaptive FLIP Fluid Simulations in Bifrost

Hans Gellersen Lancaster University

Michael Nielsen Robert Bridson Autodesk Inc.

Foldio: Digital Fabrication of Interactive and Shape-Changing Objects With Foldable Printed Electronics

Inside Houdini’s Distributed Solver System

Simon Olberding Sergio Soto Ortega Klaus Hildebrandt Jürgen Steimle Max-Planck-Institut für Informatik

Jeff Lait Side Effects Software, Inc.

Session Chair: Ginger Alford, Trinity Valley School/ Fort Worth Museum of Science and History

Gaze Shifting: Direct-Indirect Input With Pen and Touch Modulated by Gaze

Blue-Noise Dithered Sampling

Ken Pfeuffer Jason Alexander Ming Ki Chong Yanxia Zhang Hans Gellersen Lancaster University

Iliyan Georgiev Marcos Fajardo Solid Angle S.L.

Cache-Friendly Micro-Jittered Sampling Arthur Dufay Technicolor, LP2N (CNRS) Pascal Lecocq Jean-Eudes Marvie Technicolor Romain Pacanowski Xavier Granier LP2N (CNRS)

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TALKS ANIMATION & VFX

PRODUCTION

BUILDING CHARACTER Tuesday, 26 July, 2-3:30 pm Session Chair: Akshay Agarwal, Google Inc.

Designing an Interaction With an Octopus Jeremie Talbot Mark Piretti Kevin Singleton Mark Hessler Pixar Animation Studios

“Warcraft’s Durotan: Hero, Complex” Victor Schutz Paul Giacoppo Chase Cooper Industrial Light & Magic

Character Workflow of Final Fantasy XV Kazutaka Kurosaka Eitaro Iwabuchi SQUARE ENIX CO., LTD.

A Flexible Rigging Framework for VFX and Feature Animation Jesus Nieto Theodore Facey Sylvain Brugnot Double Negative

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IEEE TVCG SESSION ON VIRTUAL AND AUGMENTED REALITY

IEEE TVCG SESSION ON ADVANCES IN DATA VISUALIZATION

Tuesday, 26 July, 2-3:30 pm  INVITED CONTENT

Tuesday, 26 July, 3:45-5:15 pm  INVITED CONTENT

Lift-Off: Using Reference Imagery and Freehand Sketching to Create 3D Models in VR

HOLA: Human-Like Orthogonal Network Layout

Bret Jackson Macalester College Daniel Keefe University of Minnesota

SoftAR: Visually Manipulating Haptic Softness Perception in Spatial Augmented Reality Parinya Punpongsanon Daisuke Iwai Kosuke Sato University of Osaka

Steve Kieffer Tim Dwyer Kim Marriott Michael Wybrow Monash University

Visualization-by-Sketching: An Artist’s Interface for Creating Multivariate Time-Varying Data David Schroeder Gonzaga University Daniel Keefe University of Minnesota

Latency in Distributed Acquisition and Rendering for Telepresence Systems Stephan Ohl Malte Willert Oliver Staadt Universität Rostock

Voyager: Exploratory Analysis via Faceted Browsing of Visualization Recommendations Kanit Wongsuphasawat Dominik Moritz University of Washington Anushka Anand Jock Mackinlay Tableau Software

From Motion to Photons in 80 Microseconds: Towards Minimal Latency for Virtual and Augmented Reality

Bill Howe Jeffrey Heer University of Washington

Peter Lincoln Alex Blate Montek Singh Turner Whitted Andrei State Anselmo Lastra Henry Fuchs University of North Carolina at Chapel Hill

Time Curves: Folding Time to Visualize Patterns of Temporal Evolution in Data Benjamin Bach Microsoft Research Conglei Shi IBM T.J. Watson Research Center Nicolas Heulot IRT SystemX Tara Madhyastha Tom Grabowski University of Washington Pierre Dragicevic INRIA

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38

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PRODUCTION

BRAIN & BRAWN Tuesday, 26 July, 3:45-5:15 pm

WEDNESDAY, 27 JULY PRODUCTION

THURSDAY, 28 JULY

RESEARCH

ANIMATION & VFX

PRODUCTION

BOUNCING AROUND

IT'S CROWDED IN HERE!

Final Fantasy XV: Pulse and Traction of Characters

Wednesday, 27 July, 2-3:30 pm

Thursday, 28 July, 9-10:30 am

Noriyuki Imamura Youji Shirakami Kousuke Namiki Prasert Prasertvithyakarn Takanori Yokoyama Youichiro Miyake SQUARE ENIX CO., LTD.

Practical and Controllable Subsurface Scattering for Production-Path Tracing

MURE: Fast Agent-Based Crowd Simulation for VFX and Animation

Matt Jen-Yuan Chiang Walt Disney Animation Studios

Rendering Techniques of Final Fantasy XV

Benjamin Legros Mercenaries Engineering SARL

Stephen Gustafson Paul Kanyuk Hemagiri Arumugam Michael Lorenzen Pixar Animation Studios

Session Chair: Chris Wyman, NVIDIA Corporation

Sharif Elcott Metaaphanon Napaporn Miyamoto Masayoshi Kay Chang Remi Driancourt SQUARE ENIX CO., LTD.

Session Chair: Turner Whitted, NVIDIA Corporation

Circle Tracing for Subsurface Scattering

Session Chair: Mark Elendt, Side Effects Software

“Warcraft”: Raising a Horde Chase Cooper Eileen Bai Brian Paik Vick Schutz Industrial Light & Magic

Differential Appearance Editing for Measured BRDFs Apostolia Tsirikoglou Joel Kronander Per Larsson Tanaboon Tongbuasirilai Jonas Unger Andrew Gardner Linköpings universitet

“The Jungle Book”: Management, Caching, and Preview of Many Animals

Embree Ray Tracing Kernels: Overview and New Features Attila Áfra Ingo Wald Carsten Benthin Sven Woop Intel Corporation

Marco Romeo Ryan Chan Jeren Chen Greg Fisher Moving Picture Company

“Zootopia” Crowd Pipeline Moe El-Ali Le Tong Walt Josh Richards Tuan Nguyen Alberto Luceno Ros Norman Moses Joseph Walt Disney Animation Studios

PRODUCTION

PLAYING GOD Wednesday, 27 July, 3:45-5:15 pm Session Chair: Kristy Pron, Walt Disney Imagineering

PRODUCTION

Constructing the Underwater World of “Finding Dory” Nathan Fariss Antony Carysforth Pixar Animation Studios

THE TECHNICAL ART OF “UNCHARTED” 4 Thursday, 28 July, 9-10:30 pm  INVITED CONTENT Waylon Brinck Andrew Maximum Yibing Jiang Naughty Dog, Inc.

Procedural Terrains on Pixar’s “The Good Dinosaur” Lane Pertusi Pixar Animation Studios Íñigo Quilez Oculus Story Studio Noah Klocek Pixar Animation Studios

Environment Workflow of Final Fantasy XV Hiromitsu Sasaki Norihito Ueno Junichi Miyajima Eitaro Iwabuchi SQUARE ENIX CO., LTD.

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PRODUCTION

PRODUCTION

PRODUCTION

RESEARCH

THE 7 DEADLY SIMS

SCRATCHING THE SURFACE

ORGANIC FARMING

Thursday, 28 July, 2-3:30 pm

Thursday, 28 July, 3:45-5:15 pm

Thursday, 28 July, 3:45-5:15 pm

Session Chair: Glo Minaya, ReelFX Creative Studio

Session Chair: Chris Wyman, NVIDIA Corporation

Session Chair: Mashhuda Glencross, Loughborough University

Finding Hank: Or How To Sim An Octopus

Estimating Local Beckmann Roughness for Complex BSDFs

William Wise Audrey Wong Pixar Animation Studios

Nicolas Holzschuch INRIA Grenoble, LJK-CNRS, Grenoble University

Finding Particulate in “Finding Dory” Stephen Gustafson Daniel Chang Aaron Conover Pixar Animation Studios

Volume-Modeling Techniques in “The Good Dinosaur” Magnus Wrenninge Michael Rice Pixar Animation Studios

Making a Dinosaur Seem Small: Cloudscapes in “The Good Dinosaur” Matthew Webb Magnus Wrenninge Jordan Rempel Cody Harrington Pixar Animation Studios

PRODUCTION

THE MAKING OF “THE LITTLE PRINCE”

Anton Kaplanyan NVIDIA Research Johannes Hannika Carsten Dachsbacher Karlsruher Institut für Technologie

A Practical Stochastic Algorithm for Rendering Mirror-Like Flakes Asen Atanasov Vladimir Koylazov Chaos Group

Practical Analytic 2D Signed-Distance Field Generation Wasim Abbas Chris Doran ARM Ltd.

Rapid, High-Quality Dailies With RenderFlow for “The Jungle Book” Jared Auty Marlene Chazot Ruben Diaz Hernandez Marco Romeo Moving Picture Company

Coda: The Cultural Effects of Queueing at Disney Animation Marc Jordan Kevin Constantine Walt Disney Animation Studios

A Fully Cloud-Based Global Visual Effects Studio James Vanns Aaron Carey Industrial Light & Magic

MapD: A GPU-Powered Big-Data Analytics and Visualization Platform

GI Next: Global Illumination for Production Rendering on GPUs

Christopher Root Todd Mostak MapD Technologies, Inc.

Enzo Catalano Rajko Yasui-Schöffel Ken Dahm Nikolaus Binder Alexander Keller NVIDIA Corporation

Thursday, 28 July, 3:45-5:15 pm  INVITED CONTENT Mark Osborne Happy Product, Inc. Jamie Caliri Dragonframe

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TECHNICAL PAPERS

40

FP F  #SIGGRAPH2016

The SIGGRAPH Technical Papers program is the premier international forum for disseminating new scholarly work in computer graphics and interactive techniques. At the conference, paper authors provide brief overviews of their work in 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 Transactions on Graphics. In addition to papers selected by the SIGGRAPH 2016 Technical Papers Jury, the conference presents papers that have been published in ACM Transactions on Graphics during the past year.

Full Conference Platinum and Full Conference Access registration allows attendees access to all SIGGRAPH 2016 Technical Papers. Seating is on a first-come, first-served basis. Please arrive early for the Technical Papers you wish to attend. Image Credit: Schrödinger’s Smoke © 2016 Albert Chern, California Institute of Technology; Felix Knöppel, Ulrich Winkall, Technischen Universität Berlin, Peter Schröder, California Institute of Technology, Steffen Weißmann, Google.

MONDAY, 25 JULY COMPUTATIONAL CAMERAS Monday, 25 July, 9-10:30 am Session Chair: Jiaya Jia, The Chinese University of Hong Kong

The Diffractive Achromat: Full-Spectrum Computational Imaging With Diffractive Optics Yifan Peng The University of British Columbia Qiang Fu King Abdullah University of Science and Technology Felix Heide The University of British Columbia Wolfgang Heidrich King Abdullah University of Science And Technology

Practical Multispectral Lighting Reproduction

Occluded Imaging With Time-of-Flight Sensors

Chloe LeGendre Xueming Yu Dai Liu Jay Busch Andrew Jones USC Institute for Creative Technologies

Achuta Kadambi Massachusetts Institute of Technology Hang Zhao MIT Media Lab Boxin Shi Nanyang Technological University

Sumanta Pattanaik University of Central Florida

Ramesh Raskar MIT Media Lab

Paul Debevec USC Institute for Creative Technologies

Computational Imaging With Multi-Camera Time-of-Flight Systems

RIGGING & SKINNING Monday, 25 July, 9-10:30 am Session Chair: Paul Kry, McGill University

Shikhar Shrestha Felix Heide Stanford University

Example-Based Plastic Deformation of Rigid Bodies

Wolfgang Heidrich King Abdullah University of Science and Technology

Nils Thuerey Technische Universität München

Gordon Wetzstein Stanford University

Ben Jones University of Denver Adam Bargteil University of Maryland, Baltimore County Tamar Shinar University of California, Riverside

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TECHNICAL PAPERS Pose-Space Subspace Dynamics Hongyi Xu University of Southern California Jernej Barbič University of Southern California

41

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Animated Mesh Approximation With Sphere-Meshes Jean-Marc Thiery Technische Universiteit Delft

FABRICATING STRUCTURE & APPEARANCE Monday, 25 July, 3:45-5:35 pm Session Chair: Wojciech Matusik, Massachusetts Institute of Technology

Efficient Dynamic Skinning with Low-Rank Helper Bone Controllers

Emilie Guy Tamy Boubekeur Télécom ParisTech, Centre national de la recherche scientifique, Université Paris-Saclay

Tomohiko Mukai Tokai University

Elmar Eisemann Technische Universiteit Delft

Christian Schüller Daniele Panozzo ETH Zürich

EFFICIENT SAMPLING & RENDERING

Anselm Grundhöfer Henning Zimmer The Walt Disney Company

Monday, 25 July, 3:45-5:35 pm

Evgeni Sorkine Olga Sorkine-Hornung ETH Zürich

Shigeru Kuriyama Toyohashi University of Technology

Real-Time Skeletal Skinning With Optimized Centers of Rotation Binh Le Disney Research Pittsburgh Jessica Hodgins Disney Research Los Angeles, Disney Research Pittsburgh

GEOMETRY Monday, 25 July, 9-10:30 am Session Chair: Pierre Alliez, Inria

Erosion Thickness on Medial Axes of 3D Shapes Yajie Yan Washington University in St. Louis Kyle Sykes Erin Chambers David Letscher St. Louis University Tao Ju Washington University in St. Louis

Q-MAT: Computing Medial Axis Transform By Quadratic Error Minimization

Session Chair: Peter-Pike Sloan, Activision, Inc.

Integration With Stochastic Point Processes

Computational Thermoforming

Procedural Voronoi Foams for Additive Manufacturing

Cengiz Oztireli ETHZ, ETH

Fast 4D Sheared Filtering for Interactive Rendering of Distribution Effects Ling-Qi Yan Soham Uday Mehta Ravi Ramamoorthi University of California, Berkeley

Jonàs Martínez Jérémie Dumas Sylvain Lefebvre Inria

Printed Perforated Lampshades for Continuous Projective Images Haisen Zhao Lin Lu Yuan Wei Shandong University

Frédo Durand Massachusetts Institute of Technology

Dani Lischinski The Hebrew University of Jerusalem

Adaptive Polynomial Rendering Bochang Moon Steven McDonagh Kenny Mitchell Markus Gross The Walt Disney Company

Andrei Sharf Ben-Gurion University Daniel Cohen-Or Tel Aviv University

Real-Time Polygonal-Light Shading With Linearly Transformed Cosines

Baoquan Chen Shandong University

Eric Heitz Jonathan Dupuy Unity Technologies

Pushing the Limits of 3D Color Printing: Error Diffusion With Translucent Materials

Stephen Hill Ubisoft Entertainment S.A David Neubelt Ready at Dawn Studios

Alan Brunton Can Ates Arikan Philipp Urban Fraunhofer IGD

Caiming Zhang Shangdong University

Adjoint-Driven Russian Roulette and Splitting in Light-Transport Simulation

CofiFab: Coarse-to-Fine Fabrication of Large 3D Objects

Wenping Wang University of Hong Kong

Jiri Vorba Weta Digital Ltd, Charles University in Prague

Peng Song University of Science and Technology of China

Mesh Arrangements for Solid Geometry

Jaroslav Křivánek Charles University in Prague

Bailin Deng University of Hull

Pan Li Bin Wang Tsinghua University Feng Sun Pennsylvania State University Xiaohu Guo University of Texas at Dallas

Ziqi Wang Zhichao Dong Wei Li University of Science and Technology of China

Qingnan Zhou New York University Eitan Grinspun Columbia University

Chi-wing Fu The Chinese University of Hong Kong

Denis Zorin New York University

Ligang Liu University of Science and Technology of China

Alec Jacobson Columbia University

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TECHNICAL PAPERS SHAPE ANALYSIS Monday, 25 July, 3:45-5:35 pm Session Chair: Misha Kazhdan, The Johns Hopkins University

42

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PERCEPTION OF SHAPES AND PEOPLE

TUESDAY, 26 JULY CLOTH

Tuesday, 26 July, 9-10:30 am

Tuesday, 26 July, 9-10:30 am

RAID: A Relation-Augmented Image Descriptor

Session Chair: Derek Nowrouzezahrai, Université of Montréal

Paul Guerrero University College London, King Abdullah University of Science and Technology

A Compiler for 3D Machine Knitting

Niloy Mitra University College London Peter Wonka King Abdullah University of Science and Technology

Learning How Objects Function via Co-Analysis of Interactions Ruizhen Hu Shenzhen University Oliver van Kaick Carleton University Bojian Wu Shenzhen Institute of Advanced Technology Hui Huang Shenzhen University, Shenzhen Institute of Advanced Technology Ariel Shamir Interdisciplinary Center Herzliya Hao Zhang Simon Fraser University

April Grow University of California, Santa Cruz, The Walt Disney Company, Disney Research

Perceptual Effect of Shoulder Motions on Crowd Animations Ludovic Hoyet Inria

Wojciech Matusik Massachusetts Institute of Technology

Anne-Hélène Olivier Richard Kulpa Université Rennes 2

Jennifer Mankoff Disney Research Pittsburgh, Carnegie Mellon University

Julien Pettré Inria

Jessica Hodgins Carnegie Mellon University, The Walt Disney Company, Disney Research

Physics-Driven Pattern Adjustment for Direct 3D Garment Editing Aric Bartle Stanford University

Paul Guerrero University College London

Alla Sheffer The University of British Columbia

Gilbert Bernstein Stanford University

Floraine Berthouzoz Adobe Research

Wilmot Li Adobe Research

Nicholas Vining The University of British Columbia

Niloy Mitra University College London

Weiqi Shi Julie Dorsey Holly Rushmeier Yale University

Lea Albaugh Vidya Narayanan The Walt Disney Company, Disney Research

PATEX : Exploring Pattern Variations

Pramook Khungurn Cornell University

Kan Guo Beihang University

Daniel Schroeder Google

Dongqing Zou Beijing Samsung R&D Center

Shuang Zhao University of California, Irvine

Xiaowu Chen BeiHang University

Kavita Bala Steve Marshier Cornell University

Body Talk: Crowd Shaping Realistic 3D Avatars With Words Stephan Streuber Max-Planck-Institut für Intelligente Systeme M. Alejandra Quiros-Ramirez Max-Planck-Institut für Intelligente Systeme Matthew Q. Hill Carina A. Hahn University of Texas at Dallas Silvia Zuffi Istituto per le tecnologie della costruzione Alice O’Toole University of Texas at Dallas Michael Black Max-Planck-Institut für Intelligente Systeme

Matching Real Fabrics With Micro-Appearance Models

3D Mesh Labeling via Deep Convolutional Neural Networks

Tactile Mesh Saliency Manfred Lau Kapil Dev Lancaster University

James McCann Carnegie Mellon University, The Walt Disney Company

Vladimir Kim Danny Kaufman Adobe Research

Session Chair: Michiel van de Panne, The University of British Columbia

An Interaction-Aware Perceptual Model for Non-Linear Elastic Objects Michal Piovarči Univerzita Komenského, Universität des Saarlandes David Levin Disney Research Jason Rebello Harvard University Desai Chen Massachusetts Institute of Technology

Efficient 3D Object Segmentation From Densely Sampled Light Fields With Applications to 3D Reconstruction

Fitting Procedural Yarn Models for Realistic Cloth Rendering

Roman Ďurikovič Univerzita Komenského

Kaan Yücer The Walt Disney Company, ETH Zürich

Shuang Zhao University of California, Irvine

Hanspeter Pfister Harvard University

Alexander Sorkine-Hornung Disney Research

Fujun Luan Kavita Bala Cornell University

Wojciech Matusik Massachusetts Institute of Technology

Oliver Wang Adobe Research

Piotr Didyk Max-Planck-Institut für Informatik and Universität des Saarlandes, MMCI

Olga Sorkine-Hornung ETH Zürich

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RENDERING OF COMPLEX MICROSTRUCTURE

COMPUTATIONAL DISPLAY

CAMERA CONTROL & VR

Tuesday, 26 July, 10:45 am-12:15 pm

Tuesday, 26 July, 10:45 am-12:15 pm

Tuesday, 26 July, 10:45 am-12:15 pm

Session Chair: Shahram Izadi, Microsoft Corporation, Microsoft Research

Session Chair: Hao Li, University of Southern California

Cinema 3D: Large-Scale Automultiscopic Display

Generating Dynamically Feasible Trajectories for Quadrotor Cameras

Netalee Efrat Weizmann Institute of Science

Mike Roberts Pat Hanrahan Stanford University

Session Chair: Wenzel Jakob, École Polytechnique Fédérale de Lausanne

Position-Normal Distributions for Efficient Rendering of Specular Microstructure Ling-Qi Yan University of California, Berkeley Milos Hasan Autodesk, Inc. Steve Marschner Cornell University Ravi Ramamoorthi University of California, San Diego

Multi-Scale Rendering of Scratched Materials Using a Structured SV-BRDF Model Boris Raymond Université de Bordeaux Gael Guennebaud Pascal Barla INRIA

Multiple-Scattering Microfacet BSDFs With the Smith Model Eric Heitz Unity Technologies Johannes Hanika Karlsruher Institut für Technologie Eugene d’Eon 8i Carsten Dachsbacher Karlsruher Institut für Technologie

Piotr Didyk Max-Planck-Institut für Informatik and Universität des Saarlandes, MMCI Mike Foshey Wojciech Matusik MIT CSAIL

Roto++: Accelerating Professional Rotoscoping Using Shape Manifolds Wenbin Li University College London Fabio Viola Google

Anat Levin Weizmann Institute of Science

High Brightness HDR Projection Using Dynamic Freeform Lensing Gerwin Damberg James Gregson The University of British Columbia

Jonathan Starck The Foundry Gabriel Brostow University College London Neill Campbell University of Bath, University College London

Wolfgang Heidrich King Abdullah University of Science and Technology

Additive Light-Field Displays: Realization of Augmented Reality With Holographic Optical Elements Seungjae Lee Changwon Jang Seokil Moon Jaebum Cho Byoungho Lee Seoul National University

Rich360: Optimized Spherical Representation From Structured Panoramic Camera Arrays Jungjin Lee Bumki Kim Kyehyun Kim Korea Advanced Institute of Science and Technology Younghui Kim KAI Co., Ltd. Junyong Noh Korea Advanced Institute of Science and Technology

Predicting Appearance From Measured Microgeometry of Metal Surfaces

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

Zhao Dong Autodesk, Inc.

Yoichi Ochiai University of Tsukuba

Li-Yi Wei University of Hong Kong

Bruce Walter Steve Marschner Donald Greenberg Cornell University

Kota Kumagai Utsunomiya University

Arie Kaufman Stony Brook University

Mapping Virtual and Physical Reality Qi Sun Stony Brook University

Takayuki Hoshi Nagoya Institute of Technology Jun Rekimoto University of Tokyo, Sony CSL Satoshi Hasegawa Yoshio Hayasaki Utsunomiya University

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S2016.SIGGRAPH.ORG

TECHNICAL PAPERS MATERIALS

GazeStereo3D: Seamless Disparity Manipulations

Tuesday, 26 July, 2-3:30 pm

Petr Kellnhofer MIT CSAIL, Max-Planck-Institut für Informatik

Session Chair: Szymon Rusinkiewicz, Princeton University

A Non-Parametric-Factor Microfacet Model for Isotropic BRDFs Derek Nowrouzezahrai Université de Montréal Mohammed Bagher Mahdi Microsoft Research John Snyder Microsoft Research

Reflectance Modeling by Neural Texture Synthesis Miika Aittala Aalto University Timo Aila NVIDIA Corporation Jaakko Lehtinen NVIDIA Corporation, Aalto University

ZoeMatrope: A System for Physical Material Design Leo Miyashita University of Tokyo Kota Ishihara PKSHA Technology Inc. Yoshihiro Watanabe Masatoshi Ishikawa University of Tokyo

DISPLAY SOFTWARE Tuesday, 26 July, 2-3:30 pm Session Chair: Wolfgang Heidrich, King Abdullah University of Science and Technology, University of British Columbia

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Bijective Maps From Simplicial Foliations

Piotr Didyk Max-Planck-Institut für Informatik and Universität des Saarlandes, MMCI

Marcel Campen Claudio T. Silva Denis Zorin New York University

Globally Optimal Toon Tracking Haichao Zhu Xueting Liu Tien-Tsin Wong Pheng-Ann Heng The Chinese University of Hong Kong

Karol Myszkowski Max-Planck-Institut für Informatik Mohamed M. Hefeeda QCRI Hans-Peter Seidel Max-Planck-Institut für Informatik

FLUIDS SIMULATION

Wojciech Matusik MIT CSAIL

Tuesday, 26 July, 3:45-5:35 pm

Binary-Continuous Image Decomposition for Multi-View Display

Session Chair: Craig Schroeder, University of California, Los Angeles

Gou Koutaki Kumamoto University

Resolving Fluid Boundary Layers With Particle-Strength Exchange and Weak Adaptivity

Seamless Visual Sharing With Color-Vision Deficiencies

Xinxin Zhang Minchen Li The University of British Columbia

Wuyao Shen Xiangyu Mao Xinghong Hu Tien-Tsin Wong The Chinese University of Hong Kong

Robert Bridson Autodesk, Inc., The University of British Columbia

Schrödinger’s Smoke Albert Chern California Institute of Technology

CORRESPONDENCE & MAPPING

Felix Knöppel Ulrich Pinkall Technischen Universität Berlin

Tuesday, 26 July, 3:45-5:35 pm Session Chair: Mark Meyer, Pixar Animation Studios

Wasserstein Barycentric Coordinates: Histogram Regression Using Optimal Transport

Peter Schröder California Institute of Technology Steffen Weißmann Google

Surface-Only Liquids

Nicolas Bonneel Laboratoire d’InfoRmatique en Image et Systèmes d’information

Fang Da Columbia University

Emulating Displays With Continuously Varying Frame Rates

Gabriel Peyré Centre national de la recherche scientifique

Krzysztof Templin Max-Planck-Institut für Informatik

Marco Cuturi Kyoto University

Piotr Didyk Max-Planck-Institut für Informatik and Universität des Saarlandes, MMCI

Entropic Metric Alignment for Correspondence Problems

Chris Wojtan IST Austria

Karol Myszkowski Hans-Peter Seidel Max-Planck-Institut für Informatik

Justin Solomon Massachusetts Institute of Technology

Eitan Grinspun Columbia University

Gabriel Peyre Université Paris-Dauphine

Efficient Fluid Simulation on the Surface of a Sphere

David Hahn Institute of Science and Technology Austria Christopher Batty University of Waterloo

Vladimir Kim Adobe Research

David Hill Epic Games, Inc.

Suvrit Sra Massachusetts Institute of Technology

Ronald D. Henderson Google

Point Registration via Efficient Convex Relaxation Haggai Maron Nadav Dym Itay Kezurer Shahar Kovalsky Yaron Lipman Weizmann Institute of Science

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S2016.SIGGRAPH.ORG

TECHNICAL PAPERS

(continued)

Multiphase SPH Simulation for Interactive Fluids and Solids

WEDNESDAY, 27 JULY

45

Xiao Yan Yun-Tao Jiang Tsinghua University

OPTIMIZING IMAGE PROCESSING

Chen-Feng Li Swansea University

Session Chair: James Hays, Georgia Institute of Technology, Brown University

Ralph R. Martin Cardiff University Shi-Min Hu Tsinghua University

MOTION CONTROL

Wednesday, 27 July, 9-10:30 am

Image Perforation: Automatically Accelerating Image Pipelines by Intelligently Skipping Samples

COMPUTATIONAL DESIGN OF STRUCTURES, SHAPES, AND SOUND Wednesday, 27 July, 9-10:30 am Session Chair: David Levin, Walt Disney, Disney Research

Reconciling Elastic and Equilibrium Methods for Static Analysis Hijung Shin Christopher F. Porst Massachusetts Institute of Technology

Liming Lou University of Virginia, Shandong University

Etienne Vouga University of Texas at Austin

Session Chair: Jernej Barbić, University of Southern California

Paul Nguyen Jason Lawrence Connelly Barnes University of Virginia

Unified Motion Planner for Fishes With Various Swimming Styles

Automatically Scheduling Halide Image-Processing Pipelines

Computational Design of Stable Planar-Rod Structures

Daiki Satoi Mikihiro Hagiwara Akira Uemoto Hisanao Nakadai Junichi Hoshino University of Tsukuba

Ravi Mullapudi Carnegie Mellon University

Eder Miguel Villalba Mathias Lepoutre Bernd Bickel Institute of Science and Technology Austria

Tuesday, 26 July, 3:45-5:35 pm

Guided Learning of Control Graphs for Physics-Based Characters Libin Liu Disney Research Pittsburgh Michiel van de Panne The University of British Columbia KangKang Yin National University of Singapore

Terrain-Adaptive Locomotion Skills Using Deep Reinforcement Learning Xue Bin Peng Glen Berseth Michiel van de Panne The University of British Columbia

John Ochsendorf Frédo Durand Massachusetts Institute of Technology

Andrew Adams Dillon Sharlet Google

Non-Linear Shape Optimization Using Local Subspace Projections

Jonathan Ragan-Kelley Stanford University Kayvon Fatahalian Carnegie Mellon University

ProxImaL: Efficient Image Optimization Using Proximal Algorithms

Leif Kobbelt Rheinisch-Westfälische Technische Hochschule Aachen

Felix Heide Steven Diamond Matthias Nießner Stanford University

Acoustic Voxels: Computational Optimization of Modular Acoustic Filters

Jonathan Ragan-Kelley Stanford University Wolfgang Heidrich King Abdullah University of Science and Technology

Task-Based Locomotion

Gordon Wetzstein Stanford University

Shailen Agrawal Michiel van de Panne The University of British Columbia

Rigel: Flexible Multi-Rate Image Processing Hardware

Przemyslaw Musialski Christian Hafner Florian Rist Michael Birsak Michael Wimmer Technische Universität Wien

Dingzeyu Li Changxi Zheng Columbia University David Levin Disney Research Wojciech Matusik Massachusetts Institute of Technology

James Hegarty Zachary DeVito Jonathan Ragan-Kelley Pat Hanrahan Ross Daly Mark Horowitz Stanford University

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S2016.SIGGRAPH.ORG

TECHNICAL PAPERS

46

(continued)

DEFORMABLE SURFACE DESIGN

SOUND, FLUIDS, AND BOUNDARIES

Wednesday, 27 July, 9-10:30 pm

Wednesday, 27 July, 10:45 am-12:15 pm

Session Chair: Yaron Lipman, Weizmann Institute of Science

Session Chair: Nikunj Raghuvanshi, Microsoft Corporation

Beyond Developable: Computational Design and Fabrication With Auxetic Materials

Interactive Acoustic Transfer Approximation for Modal Sound

Mark Pauly Mina Konakovic École polytechnique fédérale de Lausanne

Wednesday, 27 July, 10:45 am-12:15 pm Session Chair: Niloy Mitra, University College London

Synthesis of Filigrees for Digital Fabrication

Dingzeyu Li Yun Fei Changxi Zheng Columbia University

Keenan Crane Carnegie Mellon University

Toward Animating Water With Complex Acoustic Bubbles

Sofien Bouaziz

Timothy Langlois Cornell University

Bailin Deng University of Hull Daniel Piker

Interactive Design of Developable Surfaces Chengcheng Tang King Abdullah University of Science and Technology Pengbo Bo Harbin Institute of Technology at Weihai Johannes Wallner Technische Universität Graz Helmut Pottmann Technische Universität Wien

Computational Design of Reconfigurables Akash Garg Alec Jacobson Eitan Grinspun Columbia University

CURVE & STRUT NETWORKS FOR FABRICATION

Weikai Chen Xiaolong Zhang University of Hong Kong Shiqing Xin Ningbo University Yang Xia Dalian University of Technology

Changxi Zheng Columbia University

Sylvain Lefebvre Inria

Doug James Stanford University

Wenping Wang University of Hong Kong

Generalized Non-Reflecting Boundaries for Fluid Re-Simulation Morten Bojsen-Hansen Chris Wojtan Institute of Science and Technology Austria

Designing Structurally Sound Ornamental Curve Networks Jonas Zehnder The Walt Disney Company

Preserving Geometry and Topology for Fluid Flows With Thin Obstacles and Narrow Gaps Vinicius Azevedo Universidade Federal do Rio Grande do Sul

Stelian Coros Carnegie Mellon University Bernhard Thomaszewski The Walt Disney Company

Connected Fermat Spirals for Layered Fabrication

Christopher Batty University of Waterloo

Haisen Zhao Fanglin Gu Shandong University

Manuel Oliveira Universidade Federal do Rio Grande do Sul

Qi-xing Huang Toyota Technological Institute at Chicago Jorge Garcia Purdue University

Efficient and Flexible Deformation Representation for Data-Driven Surface Modeling

Yong Chen University of Southern California

Lin Gao Chinese Academy of Sciences

Changhe Tu Shandong University

Yu-Kun Lai Cardiff University

Bedrich Benes Purdue University

Dun Liang Tsinghua University

Hao Zhang Simon Fraser University

Shu-Yu Chen Shihong Xia Chinese Academy of Sciences

Daniel Cohen-Or Tel Aviv University Baoquan Chen Shandong University

Printing Arbitrary Meshes With a 5DOF Wireframe Printer Rundong Wu Huaishu Peng François Guimbretière Steve Marschner Cornell University

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S2016.SIGGRAPH.ORG

TECHNICAL PAPERS

47

(continued)

IMAGE & SHAPE MANIPULATION

PHYSICAL PHENOMENA

MAPPINGS

Wednesday, 27 July, 10:45 am-12:35 pm

Wednesday, 27 July, 2-3:30 pm

Wednesday, 27 July, 2-3:30 pm

Session Chair: Connelly Barnes, University of Virginia

Session Chair: Adam Bargteil, University of Maryland Baltimore County

Session Chair: Justin Solomon, Massachusetts Institute of Technology

cSculpt: A System for Collaborative Sculpting

A Semi-Implicit Material-Point Method for Continuum Simulation of Granular Materials

Bounded Distortion Harmonic Shape Interpolation

Claudio Calabrese Gabriele Salvati Sapienza – Università di Roma Marco Tarini Università degli Studi dell’Insubria Fabio Pellacini Sapienza – Università di Roma

StyLit: Illumination-Guided Example-Based Stylization of 3D Renderings Jakub Fišer Ondřej Jamriška Michal Lukáč Czech Technical University in Prague Eli Shechtman Paul Asente Jingwan Lu Adobe Research Daniel Sykora Czech Technical University in Prague

Flow-Guided Warping for Image-Based Shape Manipulation Romain Vergne Université Grenoble Alpes, Centre national de la recherche scientifique, INRIA Pascal Barla INRIA Georges-Pierre Bonneau Université Grenoble Alpes, Centre national de la recherche scientifique, INRIA Roland W. Fleming Justus-Liebig-Universität Gießen

Transfiguring Portraits Ira Kemelmacher-Shlizerman University of Washington

Band-Sifting Decomposition for Image-Based Material Editing Ivaylo Boyadzhiev Kavita Bala Cornell University Sylvain Paris Adobe Research Edward Adelson Massachusetts Institute of Technology

Edward Chien Bar-Ilan University

Gilles Daviet INRIA

Renjie Chen Max-Planck-Institut für Informatik

Florence Bertails-Descoubes INRIA Grenoble

Ofir Weber Bar-Ilan University

Drucker-Prager Elastoplasticity for Sand Animation

On the Convexity and Feasibility of the Bounded Distortion Harmonic Mapping Problem

Gergely Klar Theodore Gast Andre Pradhana Chuyuan Fu Craig Schroeder Chenfanfu Jiang University of California, Los Angeles

Zohar Levi Victoria University of Wellington Ofir Weber Bar-Ilan University

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

Non-Smooth Developable Geometry for Interactively Animating Paper Crumpling

Volume-Encoded UV Maps Marco Tarini Université degli Studi dell’Insubria

Motion Graphs for Unstructured Textured Meshes

Camille Schreck Centre national de la recherche scientifique

Fabian Prada Michael Kazhdan The Johns Hopkins University

Damien Rohmer CPE Lyon, Centre national de la recherche scientifique, INRIA, Université Grenoble-Alpes & Lyon

Ming Chuang Alvaro Collet Hugues Hoppe Microsoft Corporation

Stefanie Hahmann Université Grenoble-Alpes & Lyon, Centre national de la recherche scientifique, INRIA

INTRINSIC IMAGES

Marie-Paule Cani Centre national de la recherche scientifique, INRIA, Université Grenoble-Alpes

Wednesday, 27 July, 2-3:30 pm Session Chair: Piotr Didyk, Saarland University, Max Planck Institute for Computer Science

Shuo Jin Charlie C.L. Wang The Chinese University of Hong Kong

Live Intrinsic Video

Jean-Francis Bloch Centre national de la recherche scientifique, Université Grenoble-Alpes

Abhimitra Meka Michael Zollhoefer Christian Richardt Christian Theobalt Max-Planck-Institut für Informatik

Fast Approximations for Boundary-Element-Based Brittle Fracture Simulation

Multi-View Intrinsic Images of Outdoors Scenes With an Application to Relighting Sylvain Duchêne Clement Riant Gaurav Chaurasia Jorge Lopez-Moreno INRIA

David Hahn Chris Wojtan IST Austria

Pierre-Yves Laffont ETH Zürich Stefan Popov Adrien Bousseau George Drettakis INRIA

 Table of Contents



S2016.SIGGRAPH.ORG

TECHNICAL PAPERS Let There Be Color!: Joint End-to-End Learning of Global and Local Image Priors for Automatic Image Colorization With Simultaneous Classification Satoshi Iizuka Edgar Simo-Serra Hiroshi Ishikawa Waseda University

Approximate Translational Building Blocks for Image Decomposition and Synthesis Chuan Li Johannes Michael Wand Johannes Gutenberg-Universität Mainz

48

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My Text in Your Handwriting

Simit: A Language for Physical Simulation

Tom Haines Oisin Mac Aodha Gabriel Brostow University College London

Fredrik Kjolstad Massachusetts Institute of Technology Shoaib Kamil Adobe Systems Incorporated

RENDERING & SIMULATION WITH GPUs

Jonathan Ragan-Kelley Stanford University

Wednesday, 27 July, 3:45-5:55 pm Session Chair: Oliver Wang, Adobe Systems Inc.

Rendering on A Power Budget: A Power-Optimal Rendering Framework

David I.W. Levin Disney Research Shinjiro Sueda California Polytechnic State University Desai Chen Massachusetts Institute of Technology

SKETCHING & WRITING

Rui Wang Bowen Yu Zhejiang University

Wednesday, 27 July, 3:45-5:35 pm

Julio Marco Universidad de Zaragoza

Danny M. Kaufman Adobe Systems Incorporated

Tianlei Hu Zhejiang University

Gurtej Kanwar Wojciech Matusik Saman Amarasinghe Massachusetts Institute of Technology

Session Chair: Karan Singh, University of Toronto

The Sketchy Database: Learning to Retrieve Badly Drawn Bunnies Patsorn Sangkloy Georgia Institute of Technology Nate Burnell Brown University Cusuh Ham James Hays Georgia Institute of Technology

Diego Gutierrez Universidad de Zaragoza Hujun Bao Zhejiang University

Parallel Inverse Kinematics for Multithreaded Architectures

A System for Rapid Exploration of Shader Optimization Choices

Pawan Harish Mentar Mahmudi École polytechnique fédérale de Lausanne

Yong He Carnegie Mellon University

Fidelity vs. Simplicity: a Global Approach to Line-Drawing Vectorization

Tim Foley NVIDIA Corporation

Jean-Dominique Favreau Florent Lafarge Adrien Bousseau INRIA Sophia Antipolis

Kayvon Fatahalian Carnegie Mellon University

Learning to Simplify: Fully Convolutional Networks for Rough Sketch Cleanup Edgar Simo-Serra Satoshi Iizuka Kazuma Sasaki Hiroshi Ishikawa Waseda University

Legible Compact Calligrams Changqing Zou Hengyang Normal University, Simon Fraser University Junjie Cao Dalian University of Technology, Simon Fraser University Warunika Ranaweera Ibraheem Alhashim Simon Fraser University

Etienne Vouga University of Texas at Austin

Benoît Le Callennec Moka Studio Ronan Boulic École polytechnique fédérale de Lausanne

CAPTURING HUMANS

Efficient GPU Rendering of Subdivision Surfaces Using Adaptive Quadtrees Wade Brainerd Activision Blizzard, Inc.

Wednesday, 27 July, 3:45-5:55 pm Session Chair: Richard Szeliski, Facebook, University of Washington

Fusion4D: Real-Time Performance Capture of Challenging Scenes

Tim Foley Manuel Kraemer Henry Moreton NVIDIA Corporation Matthias Nießner Stanford University

Ebb: A DSL for Physical Simulation on CPUs and GPUs Gilbert Bernstein Chinmayee Shah Crystal Lemire Zachery DeVito Matthew Fisher Philip Levis Pat Hanrahan Stanford University

Mingsong Dou Sameh Khamis Yury Degtyarev Philip Davidson Sean Ryan Fanello Adarsh Kowdle Sergio Orts Escolano Christoph Rhemann David Kim Jonathan Taylor Pushmeet Kohli Vladimir Tankovich Microsoft Research Shahram Izadi Microsoft Research, Microsoft Corporation

Ping Tan Simon Fraser University Alla Sheffer The University of British Columbia Hao Zhang Simon Fraser University

 Table of Contents



S2016.SIGGRAPH.ORG

TECHNICAL PAPERS An Anatomically Constrained Local Deformation Model for Monocular Face Capture Chenglei Wu ETH Zürich Derek Bradley Disney Resarch Markus Gross Disney Resarch, ETH Zürich Thabo Beeler The Walt Disney Company, Disney Research

AutoHair: Fully Automatic Hair Modeling From A Single Image Menglei Chai Tianjia Shao Hongzhi Wu Yanlin Weng Kun Zhou Zhejiang University

Lightweight Eye Capture Using a Parametric Model Pascal Berard ETH Zürich, Disney Research

Session Chair: Sylvain Paris, Adobe Systems, Inc; Massachusetts Institute of Technology

Thursday, 28 July, 9-10:30 am Session Chair: Daniele Panozzo, ETH Zurich, ETHZ, ETH, Courant Institute of Mathematical Sciences, New York University

Max Lyon David Bommes Leif Kobbelt Rheinisch-Westfälische Technische Hochschule Aachen

JALI: An Animator-Centric Viseme Model for Expressive Lip Synchronization Pif Edwards Chris Landreth University of Toronto

All-Hex Meshing Using Closed Form-Induced Polycubes Xianzhong Fang Weiwei Xu Hujun Bao Jin Huang Zhejiang University

Yipeng Qin Bournemouth University

Thabo Beeler Disney Research

Xiaoguang Han The University of Hong Kong

Reconstruction of Personalized 3D Face Rigs From Monocular Video

Hongchuan Yu Bournemouth University

Eugene Fiume University of Toronto Karan Singh University of Toronto

Perspective-Aware Manipulation of Portrait Photos Ohad Fried Princeton University Eli Shechtman Dan Goldman Adobe Research Adam Finkelstein Princeton University

Painting Style Transfer for Head Portraits Using Convolutional Neural Networks

Yizhou Yu The University of Hong Kong Jian Jun Zhang Bournemouth University

Kiran Varanasi Patrick Perez Technicolor SA

Interactively Cutting and Constraining Vertices in Meshes Using Augmented Matrices

Christian Theobalt Max-Planck-Institut für Informatik

Yu Hong Yeung Purdue University

Real-Time Facial Animation With Image-Based Dynamic Avatars Chen Cao Hongzhi Wu Yanlin Weng Tianjia Shao Kun Zhou Zhejiang University

HexEx: Robust Hexahedral Mesh Extraction

Markus Gross ETH Zürich Disney Research

Congyi Wang Chinese Academy of Sciences

Thursday, 28 July, 9-10:30 am

MESHES

Derek Bradley Disney Research

Real-Time 3D Eye Gaze Animation Using a Single RGB Camera

FACES & PORTRAITS

THURSDAY, 28 JULY

Fast and Exact Discrete Geodesic Computation Based on TriangleOriented Wavefront Propagation

Pablo Garrido Michael Zollhöfer Dan Casas Levi Valgaerts Max-Planck-Institut für Informatik

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Ahmed Selim Trinity College Dublin Mohamed Elgharib Qatar Computing Research Institute Linda Doyle Trinity College Dublin

Jessica Crouch Old Dominion University Alex Pothen Purdue University

Fuhao Shi Texas A&M University Shihong Xia Chinese Academy of Sciences Jinxiang Chai Texas A&M University

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S2016.SIGGRAPH.ORG

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50

(continued)

PROCEDURAL MODELING

MESHES & FIELDS

SHAPE SIGNATURE

Thursday, 28 July, 9-10:30 pm

Thursday, 28 July, 10:45 am-12:15 pm

Thursday, 28 July, 10:45 am-12:15 pm

Session Chair: Wenping Wang, University of Hong Kong

Session Chair: Etienne Vouga, University of Texas

Session Chair: Scott Schaefer, Texas A&M University

Interactive Sketching of Urban Procedural Models

Discrete Connection and Covariant Derivative for Vector-Field Analysis and Design

Gen Nishida Ignacio Garcia-Dorado Daniel Aliaga Bedrich Benes Purdue University

Beibei Liu California Institute of Technology

Adrien Bousseau INRIA

Yiying Tong Michigan State University

Computational Network Design From Functional Specifications

Mathieu Desbrun California Institute of Technology

Chi-han Peng Arizona State University Niloy Mitra University College London

Fernando de Goes Pixar Animation Studios

Yongliang Yang University of Bath

Mathieu Desbrun California Institute of Technology

Fan Bao Arizona State University

Mark Meyer Tony DeRose Pixar Animation Studios

Dongming Yan King Abdullah University of Science and Technology Peter Wonka Arizona State University, King Abdullah University of Science and Technology

Crowd-Driven Mid-Scale Layout Design Tian Feng Singapore University of Technology and Design Lap-Fai Yu University of Massachusetts Boston Sai-Kit Yeung Singapore University of Technology and Design

Ruimin Wang Ligang Liu Zhouwang Yang Kang Wang Wen Shan Jiansong Deng Falai Chen University of Science and Technology of China

Fernando de Goes Pixar Animation Studios

Subdivision Exterior Calculus for Geometry Processing

Daniel Fink Urban Agency

Construction of Manifolds via Compatible Sparse Representations

Intrinsic Girth Function for Shape Processing Shi-Qing Xin Ningbo University Wenping Wang University of Hong Kong Shuangmin Chen Jieyu Zhao Ningbo University Zhenyu Shu Zhejiang University, Ningbo Institute of Technology

Accelerated Quadratic Proxy for Geometric Optimization

SemanticPaint: Interactive Segmentation and Learning of 3D Worlds

Shahar Kovalsky Meirav Galun Yaron Lipman Weizmann Institute of Science

Julien Valentin Oxford University

G1 Non-Uniform Catmull-Clark Surfaces Xin Li University of Science and Technology of China G. Thomas Finnigan Autodesk, Inc. Thomas Sederberg Brigham Young University

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

KangKang Yin National University of Singapore

Antonio Criminisi Shahram Izadi Microsoft Research

Kun Zhou Zhejiang University

Philip Torr Oxford University

A Probabilistic Model for Exteriors of Residential Buildings

Detail-Preserving Mesh Unfolding for Non-Rigid Shape Retrieval

Lubin Fan King Abdullah University of Science and Technology

Yusuf Sahillioglu Middle East Technical University

Peter Wonka Arizona State University

 Table of Contents

Vibhav Vineet Intel Labs

Ladislav Kavan University of Utah



S2016.SIGGRAPH.ORG

TECHNICAL PAPERS

51

(continued)

PLANTS & HUMANS

TEXTURE

USER INTERFACES

Thursday, 28 July, 10:45 am-12:15 pm

Thursday, 28 July, 2-3:30 pm

Thursday, 28 July, 2-3:30 pm

Session Chair: Richard (Hao) Zhang, Simon Fraser University

Session Chair: Sylvain Lefebvre, Inria

Session Chair: Maneesh Agrawala, Stanford University

Modeling Dense Inflorescences Andrew Owens Mikolaj Cieslak Jeremy Hart University of Calgary Regine Classen-Bockhoff Johannes Gutenberg-Universität Mainz Przemyslaw Prusinkiewicz University of Calgary

Spectral Style Transfer for Human Motion Between Independent Actions Mehmet Ersin Yumer Adobe Research Niloy Mitra University College London

A Deep Learning Framework for Character Motion Synthesis and Editing Daniel Holden University of Edinburgh Jun Saito Marza Animation Planet Inc. Taku Komura University of Edinburgh

Multi-Scale Label-Map Extraction for Texture Synthesis Yitzchak Lockerman Yale University

Kensei Jo Sony Corporation

Basile Sauvage Remi Allegre Jean-Michel Dischler Université De Strasbourg

Mohit Gupta University of Wisconsin – Madison Shree K. Nayar Columbia University

Julie Dorsey Holly Rushmeier Yale University

Soli: Ubiquitous Gesture Sensing With Millimeter Wave Radar

Time-Varying Weathering in Texture Space

Mustafa Karagozler Ivan Poupyrev Jaime Lien Carsten Schwesig Nick Gillian Patrick Amihood Hakim Raja Erik Olson Google

Rachele Bellini Yanir Kleiman Daniel Cohen-Or Tel Aviv University

Vector-Regression Functions for Texture Compression Jiaping Wang Aiur

Efficient and Precise Interactive Hand Tracking Through Joint, Continuous Optimization of Pose and Correspondences

Ying Song Zhejiang Sci-Tech University Liyi Wei Dragoniac

PiGraphs: Learning Interaction Snapshots From Observations

Wencheng Wang State Key Laboratory of Computer Science

Manolis Savva Angel Chang Pat Hanrahan Matthew Fisher Matthias Nießner Stanford University

Multiway K-Clustered Tensor Approximation: Toward HighPerformance Photorealistic Data-Driven Rendering

DisCo: Display-Camera Communication Using Rolling Shutter Sensors

Jonathan Taylor Lucas Bordeaux Tom Cashman Bob Corish Cem Keskin Toby Sharp Microsoft Research Eduardo Soto Microsoft Research, McMaster University David Sweeney Microsoft Research

Yu-Ting Tsai Yuan Ze University

Julien Valentin Oxford University, Microsoft Research Benjamin Luff Aaron Topalian Microsoft Research, Abertay University Erroll Wood University of Cambridge, Microsoft Research Sameh Khamis Pushmeet Kohli Shahram Izadi Richard Banks Andrew Fitzgibbon Jamie Shotton Microsoft Research

 Table of Contents



S2016.SIGGRAPH.ORG

TECHNICAL PAPERS Rig Animation With a Tangible and Modular Input Device Oliver Glauser Wan-Chun Ma ETH Zürich Daniele Panozzo ETH Zürich and New York University Alec Jacobson Columbia University Otmar Hilliges Olga Sorkine-Hornung ETH Zürich

EXPRESSIVE ANIMATION Thursday, 28 July, 2-3:30 pm Session Chair: Marie-Paule Cani, Inria, Grenoble Universities

Artist-Directed Dynamics for 2D Animation Yunfei Bai Georgia Institute of Technology Danny Kaufman Adobe Research C. Karen Liu Georgia Institute of Technology

52

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PHOTO ORGANIZATION & MANIPULATION Thursday, 28 July, 3:45-5:15 pm Session Chair: Ping Tan, Simon Fraser University

Automatic Triage for a Photo Series Huiwen Chang Fisher Yu Princeton University Jue Wang Adobe Research Douglas Ashley Adam Finkelstein Princeton University

Automatic Photo Adjustment Using Deep Neural Networks Zhicheng Yan University of Illinois at Urbana-Champaign Hao Zhang Carnegie Mellon University Baoyuan Wang Microsoft Research Sylvain Paris Adobe Systems Incorporated

Jovan Popović Adobe Research

Yizhou Yu University of Hong Kong, University of Illinois at Urbana-Champaign

Modeling Character Canvases From Cartoon Drawings

EyeOpener: Editing Eyes in the Wild

Mikhail Bessmeltsev Will Chang Nicholas Vining Alla Sheffer The University of British Columbia

Eli Shechtman Adobe Research

Karan Singh University of Toronto

SketchiMo: Sketch-Based Motion Editing for Articulated Characters Byungkuk Choi Roger Blanco i Ribera Korea Advanced Institute of Science and Technology J.P. Lewis Yeongho Seol Weta Digital Ltd Seokpyo Hong Haegwang Eom Sunjin Jung Junyong Noh Korea Advanced Institute of Science and Technology

Zhixin Shu Stony Brook University

Dimitris Samaras Stony Brook University Sunil Hadap Adobe Research

Sky is Not the Limit: Semantic-Aware Sky Replacement Yi-Hsuan Tsai University of California, Merced Xiaohui Shen Zhe Lin Kalyan Sunkavalli Adobe Research Ming-Hsuan Yang University of California, Merced

Shadow Theatre: Discovering Human Motion From a Sequence of Silhouettes Jungdam Won Jehee Lee Seoul National University

 Table of Contents



S2016.SIGGRAPH.ORG

AR/VR

VR VILLAGE

53

FP F S EP E  #SIGGRAPH2016

VR VILLAGE HOURS Sunday, 24 July Monday, 25 July Tuesday, 26 July Wednesday, 27 July Thursday, 28 July

Noon-5:30 pm 10 am-5:30 pm 10 am-5:30 pm 10 am-5:30 pm 10 am-1 pm

Throughout the week at SIGGRAPH 2016, attendees can explore the fascinating potential of real-time immersion in tomorrow’s virtual and augmented realities for telling stories, engaging audiences, and powering real–world applications in health, education, design, and gaming. Image credit: “Parallel Eyes”: Exploring Human Capability and Behaviors With Paralleled First-Person View Sharing © 2016 Shunichi Kasahara, Sony Computer Science Laboratories, Inc.; Mitsuhito Ando, Kiyoshi Suganuma; Yamaguchi Center for Arts and Media; Jun Rekimoto; Sony Computer Science Laboratories, Inc., The University of Tokyo.

Sponsored by

VR STORYLAB (NEW FOR 2016!) VR Storylab blends narrative-driven, 360-degree, VR content in a physical lab environment, a diverse assortment of art, entertainment, academic, scientific, and experiential VR where attendees explore the future of immersive adventures.

MechVR

DEMO Create, Experience, and Share Your Virtual Reality and Augmented Reality Content Experience an airplane engine, the solar system, the human body, dolphins, a roller coaster, and more in a multi-sided immersive virtual reality environment, EON Icube Mobile, in which participants are completely surrounded by virtual imagery and sound as they watch and manipulate 3D objects floating in space. Brita Kjallstrom EON Reality Inc.

IRIDiuM: Immersive Rendered Interactive Deep Media Attendees are invited to enter the first movie-quality graphics environment with the ability to move and interact with characters, leading to increased immersive presence. This “deep media” solution allows motion parallax within pre-rendered graphics, while sparse-sensor motion capture solving allows unobtrusive embodiment within animated virtual worlds.

MechVR is an experimental, entertainmentbased immersive VR application that invites its rider to experience a virtual adventure upon a giant biped robot under the rider’s own control. Saurabh Hindlekar Victor Zordan Emerson Smith John Welter William Mckay Clemson University

OoEs: Playing in the Immersive Game With Augmented Haptics Orb of Elements, a new haptic technology that augments multiple tactile sensations in an immersive game, enhances the player experience by combining motors, thermal actuators, and an electric fan to simulate the natural elements: water, fire, earth, and air. Ping-Hsuan Han Yang-Sheng Chen National Taiwan University Chiao-En Hsieh National Taipei University of Education Yu-Jie Huang National Taiwan University Hung-Chih Lin Peng-Wen Tong National Taipei University of Education

Babis Koniaris Maggie Kosek Ivan Huerta Karen Darragh Charles Malleson Joanna Jamrozy Nick Swafford Jose Guitian Bochang Moon Ali Israr The Walt Disney Company

Kuan-Yin Lu Yi-Ping Hung National Taiwan University

Kenny Mitchell Disney Research, The Walt Disney Company, Edinburgh Napier University

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Synesthesia Suit: The Full-Body Immersive Experience The Synesthesia Suit provides and immersive embodied experience in a virtual reality environment with vibro-tactile sensations on the entire body. Each vibrotactile actuator provides more than a simple vibration. It delivers haptic sensations based on TECHTILE technology. Yukari Konishi Nobuhisa Hanamistu Kouta Minamizawa Keio University Ayahiko Sato Rhizomatiks Research Tetsuya Mizuguchi Keio University

VR Model to Explore Archaeological Sites in a Non-Destructive Way This work presents a fully immersive virtual environment that simulates the Brazilian archaeological site at Itapeva, São Paulo. Eduardo Zilles Borba Marcio Cabral Roseli Lopes Marcelo Zuffo Universidade de São Paulo Regis Kopper Duke University

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Inner Activity

INSTALLATION Aquarium Earth Aquarium Earth demonstrates the educational potential of virtual reality. Attendees observe and interact with a virtual representation of a coral reef undergoing the destructive effects of climate change, pollution, and overfishing. Throughout the experience, a narrator delivers the story of the reef, explaining the causes of the changes taking place. Ketrina Yim Tracy McSheery PhaseSpace, Inc.

Inner Activity is a multi-sensory virtual reality art installation that explores the potential therapeutic applications of immersive virtual reality entertainment. It is a combination of interactive game technologies, vibroacoustic therapy practices, physical set design, and concepts from meditation and spirituality. Anshul Pendse Natalie Gravier USC School of Cinematic Arts David Deedwania USC Thornton School of Music Marientina Gotsis Mike Patterson Chanel Summers USC School of Cinematic Arts

Mitchel Thompson TriHelix Brent Young Super78 Studios

Parallel Eyes: Exploring Human Capability and Behaviors With Paralleled First-Person View Sharing

Garden – Mixed Reality Garden uses Google Project Tango’s depth-sensing capability to transform the real world into an identical voxel world. By putting the Tango on a VR headset, players can walk around and interact with objects in a completely untethered experience, unlocking new possibilities in long-range VR. Chuck, Tsung-Han Lee Wei Xie Vivek Vidyasagaran Keng Hua Sing Nigel Randall Carnegie Mellon University

This system explores how humans understand and develop viewing behaviors with mutual paralleled first-person view sharing, in which the user can see others’ first-person video perspectives as well as their own perspectives in real time. Shunichi Kasahara Sony Computer Science Laboratories, Inc. Mitsuhito Ando Kiyoshi Suganuma Yamaguchi Center for Arts and Media Jun Rekimoto Sony Computer Science Laboratories, Inc., The University of Tokyo

Immersive and Interactive ProcedureTraining Simulator for High-Risk Power-Line Maintenance This procedure-training simulator, targeted at the operation and maintenance of overland power lines, implemented using VR goggles (Oculus Rift) and a real scenario matched perfectly with its virtual reality counterpart. Eduardo Zilles Borba Marcio Cabral Andre Montes Olavo Belloc Marcelo Zuffo Universidade de São Paulo

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GHOST IN THE SHELL: THE MOVIE Virtual Reality Diver Next generation technology brings cyberspace to life. Cybernetically hack into the universe of “Ghost in the Shell”, and experience new sensations. Ghost in the Shell, a parallel world where cybernetic humans and androids carrying their own ghost coexist. This world is getting closer and closer to becoming reality. Hiroyuki Ogino Production I.G, Inc. Miho Aoki University of Alaska Fairbanks

Google Spotlight Stories Presents “Pearl” This story directed by Oscar-winning filmmaker Patrick Osborne (Disney’s “Feast”) breaks new ground for Spotlight Stories in both storytelling and technology, with the most shots, sets, and characters to date, along with custom lighting, effects, and interactive surround sound in every shot. Google ATAP

Imago: Presence and Narrative in Virtual Reality Imago, a live-action virtual reality film narrative told through drama, dance, and abstract CG, is designed to explore the presence of a viewer in the virtual space and the impact this has on emotional immersion. Chuck, Tsung-Han Lee Carnegie Mellon University/Project Hypnos Amy Stewart Jaehee Cho Joel Ogden Tsung-Yu Tsai Junwen Chen Carnegie Mellon University

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Injustice

Quillistrations

In this interactive VR experience about racially motivated police brutality, users witness an act of racial discrimination and are forced to make moral and ethical decisions on the spot.

Quill allows artists to paint volumetrically with professional-looking brush strokes. Attendees can step inside and walk around an artist's imagination and experience the drawing process from a new perspective.

Jaehee Cho Zixu Ding Yeongmin Won Atit Kothari Tiffa Cheng Stephanie Fawaz Carnegie Mellon University

Yelena Rachitsky Oculus Story Studio

Scenario

Invasion! This narrative-driven interactive VR animation, in real time, directed by Eric Darnell, director and writer of all four “Madagascar” films, represents a unique combination of artistry and technology. Eric Darnell Maureen Fan Maciej Gilwa Michael Hutchinson Baobab Studios Inc.

This prototype game-engine-based application facilitates visualization and analysis of 3D terrain generated from several cameras, including MSL and MRO HiRISE. It is capable of displaying multiple 3D datasets comprised of billions of polygons. Oleg Pariser NASA Jet Propulsion Laboratory Fred Calef National Aeronautics and Space Administration

Sent: A Virtual Reality Short Film

Kanju: Integrating HCI to Tell Better Stories in Immersive Environments To advance the language of storytelling in immersive environments, content creators must look beyond traditional theater and film techniques. Incorporating humancomputer interaction techniques and basic design principles will be key to the future of narrative experiences. Stephanie Riggs Sunchaser Entertainment

This five-minute, 40-second VR short from Light Chaser Animation tells the story of an emoji “Goodbye” who embarks on a magical journey that turns things in surprising ways for all. Gary Wang Li Mi Lei Han Di Cui Light Chaser Animation Studios

U2 Song for Someone Chris Milk and U2 come together once again to create a revolutionary new visual interpretation of U2’s “Song for Someone”.

Longing for Wilderness This virtual ride from a noisy city through a slowly transforming forest toward a calm and airy landscape seeks to express our innate longing to experience nature in its rawest forms.

Annie Parker Carolyn Reynolds Vrse Inc.

Marc Zimmermann Epicscapes Volker Helzle Diana Arellano Filmakademie Baden-Wuerttemberg

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EXPERIENCE PRESENTATIONS

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Informal presentations on new ideas that are applicable to techniques, concepts, and strategies related to the Experience Hall programs: Art Gallery, Emerging Technologies, Studio, and VR Village.

AR/VR

GAMES

ARTISTIC VR TECHNIQUES Sunday, 24 July, 2-3:30 pm Illustrating in VR With Quill: How to Approach Volumetric Painting Thanks to Quill, Wesley began turning her illustrations into imaginative spatial worlds to help create the beautiful scenes of the project “Dear Angelica”. Yelena Rachitsky Oculus Story Studio

Bound – Modern Art Gaming in VR Bound is a 3D platformer game with a serious narrative side that presents a ballerina in an abstract modern-art environment. This presentation summarizes the artistic and technical aspects of the game, where most elements had to be redesigned for VR. Michal Staniszewski Plastic

Creating Avatars From a Single Image and Bringing them to Life using a Single Video Camera An end-to-end framework for building a complete 3D face model including hair from a single image. This avatar can be instantly animated from the user's performance using a single RGB camera or a head-mounted display. Hao Li University of Southern California

ANIMATION & VFX

A Versatile Skin Material for “The Good Dinosaur”

MiragePrinter: Interactive Fabrication on a 3D Printer With a Mid-Air Display

Designing a highly art-directable, flexible, efficient global material for all the dinosaur skins with a mix-and-match approach.

MiragePrinter combines a 3D printer and a mid-air floating-image display to seamlessly connect users’ digital works and physical works. With this machine, users can design, modify, and print object models on a 3D printer’s stage with overlapping floating images.

Ana Lacaze Maria Lee Pixar Animation Studios

ANIMATION & VFX

RESEARCH

THE ART & SCIENCE OF IMMERSION Monday, 25 July, 2-3:30 pm Bringing Google Earth to Virtual Reality This talk presents solutions to rendering planet-sized worlds at a steady high frame rate (60-120fps) in VR and helping users navigate those worlds without losing context or becoming nauseous. Dominik Kaeser Google, Inc.

Qt 3D is a soft real-time simulation framework that provides visualization via a data-driven renderer. It is easy to integrate into your own code base to make adding 3D content to your content creation, engineering, simulation, or business applications as simple as possible. Sean Harmer Klarälvdalens Datakonsult AB

RESEARCH

CREATURE CREATION

MAKE IT SO

Monday, 25 July, 9-10:30 am

Wednesday, 27 July, 10:45 am-12:15 pm

Shading Dory’s New Friends

Making: An Interdisciplinary AssistiveTechnology Project

Shading new characters for “Finding Dory” required solutions to artistic and technical challenges related to animating shading effects for an octopus and a squid, grooming feathers on a loon, and digitally painting close-ups of a whale shark using techniques inspired by traditional Impressionistic painters. Trent Crow, Jonathan Hoffman, Maria Lee, Kiki Poh Pixar Animation Studios

The Hive: A Human and Robot Collaborative Building Process The Hive Pavilion exhibited at Autodesk University (2015) investigated whether untrained workers and industrial robots could work collaboratively toward the common goal of fabricating and assembling an architectural-scale structure through computational design, wearables, and interconnected devices. Lauren Vasey Universität Stuttgart

Qt 3D – A Data-Driven Renderer for Mortals

ANIMATION & VFX

Junichi Yamaoka Yasuaki Kakehi Keio University

Engineering and art students collaborate to design, model, cast, and fabricate an assistive-technology project in sculpture and computer science classes.

Tovi Grossman Autodesk Research Heather Kerrick Autodesk, Inc. Danil Nagy Autodesk Research

Skuid: Sketching Dynamic Drawings Using the Principles of 2D Animation Skuid is a sketching tool for crafting (looping) animated illustrations that contain the exaggerated dynamics of stylized 2D animations. Its user interface exposes the principles of animation as a set of motion amplifiers, which is easy to use and understand, and it facilitates rapid exploration, even for amateurs. Rubaiat Kazi Tovi Grossman Nobuyuki Umetani George Fitzmaurice Autodesk, Inc.

Susan Reiser Rebecca Bruce Jackson Martin Brent Skidmore University of North Carolina at Asheville

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VR Technologies for Rich Sports Experience

RESEARCH

PRODUCTION FOR VR

SMART CITIES

Wednesday, 27 July, 2-3:30 pm

Wednesday, 27 July, 3:45-5:15 pm

Invasion!

Hyperlocal Information Landscapes: How Materialism of Information Can Shift Physical Urban Experiences

“Invasion!” is a real-time narrative-driven interactive VR animation, directed by Eric Darnell, director and writer of all four “Madagascar” films. It represents a unique combination of artistry and technology. Eric Darnell Maureen Fan Maciej Gilwa Michael Hutchinson Baobab Studios

Kanju: Integrating HCI to Tell Better Stories in Immersive Environments “Kanju” is an immersive live action experience with a storyline that spans three separate African countries and included four distinct plots. To create a clear and compelling narrative experience for audiences, human-computer interaction (HCI) principles were combined with traditional storytelling techniques to create human-centered storytelling. Stephanie Riggs Sunchaser Entertainment

Jungle Book: Through Mowgli's Eyes – Kaa Virtual Reality Experience Through Mowgli's Eyes Part 1 – Kaa is a real-time game-engine virtual reality experience created for marketing Disney's “The Jungle Book” feature film. Joe Farrell Tangerine Apps LLC

OZO 3D 360 Footage Combines With Masterful Visual Effects to Forge a Futuristic VR Mystery The Argos File is an interactive live action Virtual Reality series, integrating visual effects and game engine mechanics with 360º stereoscopic footage captured with the Nokia OZO system. Join Nokia and Academy Award winning team Magnopus for a look at the production workflow created to realize this futuristic murder mystery. Jill Smolin

Urban spaces are changing. New media convergences are colliding with the built environment. This talk describes how the rules of the game are changing, how information landscapes fundamentally shift the scale and operation of urbanism, and how hyperlocal information is redefining what it means to be an urban citizen in a connected world. Anijo Mathew Illinois Institute of Technology

Have We Found the Key to the Smart City? The Smart Community concept began in 1999, when the Intelligent Community Forum chose Singapore as its first Intelligent Community of the Year. This talk reviews cities around the world that have found innovative ways to involve their citizens in decisions that affect their lives. It also considers some “platform technologies”, such as non-financial applications of the blockchain, that can be used to build trust and confidence in civic applications. And it shows how things can go horribly wrong when citizen-engagement projects are poorly designed and implemented. Thomas Keenan University of Calgary

NTT is developing progressive VR technologies to provide sports experiences that enhance spectator enjoyment and player performance. Daisuke Ochi Akio Kameda Kosuke Takahashi Motohiro Makiguchi Kouta Takeuchi Nippon Telegraph and Telephone Corporation

Laplacian Vision: Augmenting Motion Prediction via Optical See-Through Head-Mounted Displays and Projectors This vision-augmentation system aims to assist the human ability to predict the short-term future by visualizing trajectory information of real-world objects via an optical see-through head-mounted display and a projector. Yuta Itoh Yuichi Hiroi Jiu Otsuka Maki Sugimoto Keio University Jason Orlosky Kiyoshi Kiyokawa Osaka University Gudrun Klinker Technische Universität München AR/VR

AGENTS OF CHANGE: CREATION OF VR FOR HEALTH AND SOCIAL GAIN Thursday, 28 July, 10:45 am-12:15 pm Voxel Bay: Virtual Reality for Pediatric Pain Management Voxel Bay is a hands-free clinical VR game that can be used as a distraction technique for pediatric pain management. It provides clinicians the ability to control in-game events to customize gameplay experience to the patient’s needs and encourages even breathing.

AR/VR

EMERGING TECHNOLOGIES EXPERIENCE PRESENTATIONS Thursday, 28 July, 9-10:30 am BigRobot Mk.1A This tall robot with two wheeled legs positions a human pilot five meters above the ground. The pilot controls the robot’s movement with foot motions as it follows the path of a five-meter-tall humanoid. Hiroo Iwata Yu-ta Kimura Hikaru Takatori Yu-uki Enzaki University of Tsukuba

Alice Grishchenko John Luna Jeremy Patterson The Ohio State University, Nationwide Children’s Hospital

How VR Technology Will Transform Healthcare The deepest and most significant impact of VR technology will be in the area of clinical medicine and healthcare. VR technology will dramatically influence medical assessments, clinical care, preventive care, and wellness, and will help shift the locus of medical care from the clinic to the home. Walter Greenleaf Stanford University

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ART

FOR EDUCATORS

PRODUCTION

RESEARCH

BIRDS OF A FEATHER

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Informal presentations, discussions, and demonstrations for people who share interests, goals, technologies, environments, or backgrounds.

For additional information, days, and times for these presentations, visit s2016.siggraph.org/birds-feather.

A PRELIMINARY LIST OF BIRDS OF A FEATHER SESSIONS: 3D Graphics With Khronos Vulkan, OpenGL, and OpenGL ES

Educators BOF: Education Committee Town Hall

MaterialX: An Open Standard for Network-Based CG Object Looks

Educators BOF: Production Pipeline Fundamentals for Film, Games, and TV: Where Do Your Course Fit?

Meet the Candidates for the ACM SIGGRAPH Executive Committee Ohio State University/ACCAD Alumni Gathering

3D Technology in Fine Art

Educators BOF: Teaching Lighting Theory Using Unity

3D Web Graphics With Khronos WebGL & glTF

Educators BOF: Undergraduate Research Alliance

OpenSceneGraph

Accelerating Vision Processing With Khronos OpenVX and OpenCL

Explore the Vulkan API Loader and Validation Layers

Program in Empowerment Informatics at the University of Tsukuba

ACM SIGGRAPH Cartographic Visualization (Carto) Birds of a Feather

Gaffer: An Open-Source Application Framework for VFX

Qt and graphics BOF

Art of Character Rigging

Geospatial Data

Render Farming

Berthouzoz Lunch

Getting Your Project Done IV

Big Data in Media and Entertainment

Global VFX PIpelines

Rendering in 2016 and Beyond – the tools changing the trade

Blender Foundation – Community Meeting

Going Cloud-Native

RIT Alumni Meet & Greet (Alumni & Faculty)

Blender Spotlight

Harvest4D – Harvesting Dynamic 3D Worlds From Commodity Sensor Clouds

Shader Languages, Compilers, and Effects

Browser-Based Mobile 3D VR CAD, 3D Printing, and 3D Scanning

Heterogeneous Computing With Khronos OpenCL, SYCL, and SPIR-V

Can Fabrication Build Bridges?

Humanoid Animation (H-Anim)

*CCIFF, Art and Entertainment Technology Film Festival

Christians in CG Common Graphics Challenges in the DoD Computer Graphics for Simulation CTO/CIO/IT Management Data Processing in the Cloud

Open Shading Language

Remote Studio Productions – Online Collaboration

Small Studio, Big Ideas State of Animation Tools in the Industry Taipei ACM SIGGRAPH Chapter Reunion

*Immersive Visualization for Science, Research

The Computer and Conceptual Art Practices in the 1960s and 70s

*International Collegiate Virtual Reality

The Future of Web3D Graphics Standards

and Art – International Contest (IVRC)

University and Industry Partnerships: Bringing Educators, Industry Talent, and Students Together

*International Khronos Chapters Program *ISEA International – Open Forum

VES All-Sections SIGGRAPH Party

Keeping Filmmaking Collaborative

VFX Reference Platform – A Common Target for Building VFX Software

Khronos After-Party

VFX Union – Crafting Your VFX Workplace

Content Technology in Japan

Korea Chapter Meeting

Digital Thought Within the Division of Experimental and Foundation Studies at RISD

LA SIGGRAPH Chapter Reception

Virginia Commonwealth University Students, Alumni and Friends Reunion

*DCAJ Presentation: Industrial Application of

LASig Activities

Virtual Globes Using WebGL and Cesium

Documenting Cultural and Natural Heritage With Mixed Augmented Reality

Let’s Talk VR

Volume Rendering and Medical Visualization

Dynamic Simulation in Production

Managing Changes to Technology in Production

Web3D Consortium Strategies and Activities

Educators BOF: ASIFA-Hollywood Animation Educators Forum Asks: How is Virtual Reality Changing the Way we Teach?

Managing Time Zones: Ensuring Consistency in Global VFX

*presented in the ACM SIGGRAPH Theater

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FOR EDUCATORS

ACM SIGGRAPH THEATER EVENTS

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Informative international sessions on the current state of computer graphics around the world, organized by representatives of ACM SIGGRAPH and affiliated societies.

For additional information, days, and times for these international sessions visit s2016.siggraph.org.

A PRELIMINARY LIST OF ACM SIGGRAPH THEATER EVENTS: 50-50: Women in CG ACM SIGGRAPH Chapters Business Meeting ACM SIGGRAPH Digital Arts Community ACM SIGGRAPH Digital Arts Community – Science of the Unseen: Digital Art Perspectives Capturing the Past: ACM SIGGRAPH History & Art Shows CG in Africa + Middle East CG in Asia CG in Australasia CG in Europe + Russia CG in Latin America CG in Latin America: “Encontro dos brasileiros” – Brazilian Meeting CG in USA and Canada Join the IRC in 2016! Overview of SIGGRAPH (with Japanese interpreter) Professional and Student Chapters Startup Meeting

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ANIMATION & VFX

FOR EDUCATORS

GAMES

MOBILE

PRODUCTION

RESEARCH

EXHIBITION (as of 21 June)

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EXHIBITION HOURS Tuesday, 26 July Wednesday, 27 July Thursday, 28 July



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.

ANIMATION & VFX

GAMES

MOBILE

FP F S EP EO E

EXHIBITS FAST FORWARD Monday, 25 July, 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.

3D Systems 3dMD Aberdeen LLC Academy of Art University Advanced Micro Devices (AMD) Ahead.IO Amazon Lumberyard American Cinematographer American Express OPEN Animation Magazine Association for Computing Machinery Autodesk Avere Systems B&H Photo, Video & Pro Audio Binary Alchemy Blackmagic Design BOXX Technologies, Inc. Browzwear C2Monster Cap Digital – France Carnegie Mellon Entertainment Technology Center CGAL – The Computational Geometry Algorithms Library CGTrader Cogswell College Computer Graphics World CyberGlove Systems DigiPen Institute of Technology Dimensional Imaging

Drexel University Eizo Inc. Esri Fabric Software Faceware Technologies FacioMetrics LLC ForgeFX Training Simulations Formlabs Inc. The Foundry Visionmongers ftrack Goggle Tech Google HGST HoloDigilog Human Media Research Center IATSE IDEALENS Imagineer Systems/Boris FX Infinite Trading Inc Innobright Technologies Inc. InstaVR Intel Corporation Intervoke Technologies Isotropix KAI Lightspace Technologies Lightworks Live2D Inc. Luxion, Inc. Mantis Vision MAXON Meta Microsoft Corp. Motion Analysis Corporation MSI Computer Corp. Mura NCCA, Bournemouth University, Uk Newsight Japan, Ltd. NIM-Labs Nokia NorPix Inc. NVIDIA Corporation OptiTrack Original Force Animation OTOY Inc. PhaseSpace Inc. Pixel Plow Pluralsight PNY Technologies PostPerspective Presence Pictures

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Puget Systems Purdue University Purple Platypus The Qt Company Qualcomm Incorporated Quantum Corporation Qumulo RebusFarm GmbH Redshift Renderstorm Inc. Ricoh Imaging Americas Corporation Ringling College of Art and Design River Studios Rokoko SCAD Sensel SensoMotoric Instruments, Inc. Sharecg.com Shotgun Side Effects Software Simplygon Sketchfab Inc. Skolkovo Foundation Smith Micro Software SpeedTree Stratasys 3D Printers & Production Systems Synertial Tardis 3D Technologies Taylor Francis/CRC/Focal Press TechViz Thinkbox Software Inc. Umbra United Scenic Artists, Local USA 829 IATSE Unity Technologies The University of the Arts uSens Inc. VanArts Vancouver Film School Velocity Micro Vicon Visual Computing Center at KAUST Wacom Technology Web3D Consortium Wolfram Research, Inc. WorldViz XIMMERSE X-Rite Pantone Xsens Yost Labs, Inc.



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EXHIBITOR SESSIONS (as of 5 May) FP F S EP EO E

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Comprehensive summaries of the latest technologies in computer graphics and interactive techniques. SIGGRAPH 2016 exhibitors demonstrate software, hardware, and systems; answer questions; and host one-on-one conversations about how their applications improve professional and technical performance.

EXHIBITOR MEETING ROOMS Autodesk Room 207D Tuesday, 26 July, 10 am-4 pm Wednesday, 27 July, 10 am-4 pm Autodesk Vision Series Chaos Group Room 205A Tuesday, 26 July and Wednesday, 27 July 10 am, 11 am, 2 pm, 3 pm, 4 pm V-Ray Days Focusing on artists, V-Ray Days returns with exclusive tech breakdowns of indie passion projects and this year’s blockbusters. Advancing VR and breakthroughs in cloud rendering are also discussed.

Disney Room 201A Monday, 25 July, 10 am-6 pm Tuesday, 26 July, 10 am-6 pm Wednesday, 27 July, 10 am-6 pm Fabric Software Room 201B Tuesday, 26 July, 10 am-6 pm Fabric Engine User Group

WEDNESDAY, 27 JULY

EXHIBITOR MEETING ROOMS CONTINUED

AVERE SYSTEMS

Pixar Room 212B Tuesday, 26 July, 10 am-5:30 pm Wednesday, 27 July, 10 am-5:30 pm Join the Pixar recruiting team for interviews and presentations on technical direction. Learn what it's like to be a technical director at Pixar and how to produce a compelling technical demo reel.

Presented by Google, Moonbot Studios, and Avere Systems.

Wednesday, 27 July, 10:30-11:30 am

Hourly Houdini Training with Pluralsite and SideFX.

Dr. Inventor Your Personal, Creative Research Assistant How to create novel and useful research ideas by uncovering latent analogies between publications in computer graphics using the Dr. Inventor creativity support tool.

TUESDAY, 26 JULY NOKIA

GOOGLE

Tuesday, 26 July, 10:30-11:30 am Nokia OZO Ecosystem: The State of Art in VR

MICROSOFT

Wednesday, 27 July, 12:30-1:30 pm 3D Reconstruction with Google’s Project Tango

QUMULO, INC.

Tuesday, 26 July, 2-3 pm

Intel Exhibitor Sessions

Learn how you can run large-scale rendering workloads in the public cloud with Teradici’s PColP technologies, NVIDA’s GPU virtual machines in Microsoft’s Azure, and more.

Why You Should be Rendering on the Cloud

Wednesday, 27 July, 2-3 pm

NVIDIA Room 210D Sunday, 24 July, 9 am-6:45 pm Monday, 25 July, 9 am-6:45 pm

How Data-Aware Scale-Out NAS Can Streamline Your VFX and Animation Workflow Several thousand data-storage professionals shared their current datastorage challenges, priorities, and requirements. Now hear their answers and discuss.

BINARY ALCHEMY

NVIDIA Best of GTC Talks

Wednesday, 27 July, 3:30-4:30 pm

Join us for two days of deep-dive, technical sessions from NVIDIA engineers and other GPU experts.

 Table of Contents

Compute Cloud for Rendering – Big-Studio Results on a SmallStudio Budget

BOURNEMOUTH UNIVERSITY

SideFX Room 208B Tuesday, 26 July, 9 am-6 pm

Intel Room 213A Tuesday, 26 July, 9 am-5:30 pm Wednesday, 27 July, 9 am-4:15 pm Thursday, 28 July, 9 am-3 pm Smart people giving insightful and entertaining presentations. Join us for technical topics from graphics to gaming and beyond.

Wednesday, 27 July, 9-10 am

Royal Render Over the last 15 years, Royal Render has become a useful tool in solving production challenges and keeping projects on schedule. Royal Render: helping to keep designers and animators on task, on time, and within budget.



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GAMES

JOB FAIR

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JOB FAIR HOURS Tuesday, 26 July Wednesday, 27 July Thursday, 28 July

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

The Job Fair is absolutely the best place at SIGGRAPH 2016 for employers to meet with thousands of job seekers from around the globe! Job Fair Exhibitors post their jobs on the CreativeHeads.net and ACM SIGGRAPH job boards one month prior to the conference. This allows SIGGRAPH 2016 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.

JOB SEEKERS

JOB FAIR PARTICIPANTS (as of 24 June)

The Job Fair IS THE BEST PLACE to be if you are:

2K Recruitment Package

• Actively looking for a job

Animal Logic Booth 17

• Passively networking to see what opportunities are available • Interested in getting acquainted with some great companies • Hoping to broaden your horizons and possibly switch industries • Looking for career development tips • Wanting to learn about the latest CG and interactive techniques

EMPLOYERS The Job Fair IS THE BEST PLACE to be if you want to: • Meet with seasoned professionals • Hire “right-brain” talent • Reach an extremely diverse and experienced group of creative professionals working across multiple creative industries

Method Studios Booth 8 NHTV Breda University of Applied Sciences Booth 13

Axis Animation Recruitment Package

Nordeus Recruitment Package

Blizzard Entertainment Booth 3

Original Force Animation Recruitment Package

Brown Bag Films Booth 14

Picture Shop Booth 1

Cat Daddy Games Recruitment Package

Pixar Animation Studios Recruitment Package

Digital Domain Booth 7

Rodeo FX Booth 18

Double Negative Visual Effects Recruitment Package

Snapchat Booth 19

Esri Booth 12

Sony Pictures Imageworks Booth 15

Firaxis Games Recruitment Package

SpaceX Recruitment Package

Hangar 13 Games Recruitment Package

The Third Floor Booth 5

IGT Booth 10

Visual Concepts Recruitment Package

Ilion Animation Studios Booth 11

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Legend3D Booth 4

Weta Digital Booth 16



S2016.SIGGRAPH.ORG

GENERAL INFORMATION Airport Shuttle Bus Discounts SIGGRAPH 2016 has partnered with Super Shuttle to offer transportation to and from John Wayne Airport (SNA) and Los Angeles International Airport (LAX). To/From John Wayne Airport (SNA): Shared Ride Van: $8 per passenger (up to 9 passengers) Town Car Service: $65 per sedan (up to 4 passengers) To/From Los Angeles International Airport (LAX): Shared Ride Van: $14 per passenger (up to 9 passengers) Town Car Service: $102 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 2016 web site, you can earn miles on American Airlines, United Airlines and Delta. Book by phone at: 800.258.3826 To receive the discount, you must mention the SIGGRAPH 2016 discount code: PK7AU. Or you can book directly on the Super Shuttle website. Anaheim Convention Center 800 West Katella Avenue Anaheim, CA 92802 Accessibility The convention center is handicap accessible. If you have special needs or requirements, please call Conference Management at: +1.312.673.5868. Food Services A variety of food truck vendors and concessions are available throughout the convention center and outdoor plaza space. Internet Access Free wireless access is available during SIGGRAPH 2016 in all conference locations within the Anaheim Convention Center [except in the Exhibit Hall].

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Parking +1.714.765.8950 SIGGRAPH 2016 attendees can park at the Anaheim Convention Center parking lot. Parking is $15 per entry (no overnight parking available). Luggage and Coat Check Luggage and coat-check services ($5 per item) are available at the Anaheim Convention Center from Sunday, 24 July through Thursday, 28 July. Bookstore BreakPoint Books offers the latest and greatest books, CDs, and DVDs on computer animation, graphic design, gaming, 3D graphics, modeling, and digital artistry. The bookstore features recent books by SIGGRAPH 2016 speakers and award winners. To suggest books, CDs, or DVDs that should be available in the bookstore, contact: Breakpoint Books [email protected] Children at the Conference Please be aware that parts of the Conference may contain adult content, graphic images, or violence. 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. Nursing Mothers Room Room 109, between Halls A and B is reserved for breastfeeding mothers. It is available from 8:30 am to 7 pm every day during SIGGRAPH 2016, except Wednesday, when it remains open until 10 pm. Hotel Reservations Visit the SIGGRAPH 2016 website to access the easy-to-use online hotel reservation system, which includes complete information on housing policies, procedures, and rates: S2016.siggraph.org

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Or contact: onPeak SIGGRAPH 2016 Housing Provider +1.855.416.6073 (US and Canada) +1.312.527.7300 (International) SIGGRAPH 2016 has negotiated discount rates for hotels in Anaheim. These discounts are available to SIGGRAPH 2016 attendees only. Reservations made after Monday, 27 June are based on availability only, and rates may increase. SIGGRAPH 2016 hotel rates can only be booked through onPeak, SIGGRAPH 2016’s Housing Partner. If you are contacted by any other companies to make hotel reservations for SIGGRAPH 2016, be aware they may not be reputable companies or endorsed by SIGGRAPH 2016. Photography and Recording Policies All registered media and attendees are allowed to take photos and record video in approved areas at SIGGRAPH 2016. Many of the words, images, sounds, objects, and technologies presented at the SIGGRAPH conference are protected by copyright or patents. Please respect intellectual-property rights. By permission, photography is allowed in the Experience Hall, the Exhibition Hall and during social receptions. Photography is not allowed in Research/ Learning areas (Papers, Courses, Panels, Talks or Production Sessions) or at the Computer Animation Festival (Electronic Theater and Daytime Selects). If you are in doubt, please ask permission before photographing or recording content. SIGGRAPH 2016 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. Special Policies 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 2016 Merchandise Pickup Center. Lost merchandise will not be replaced. Reception Access To be admitted to the Reception, you must have a ticket. Your badge does not provide access.

S2016.SIGGRAPH.ORG

REGISTRATION FEE INFORMATION CONFERENCE REGISTRATION CATEGORIES FP Full Conference Platinum F Full Conference Select Conference

S

EP Exhibits Plus

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ONE-DAY REGISTRATION

REFUND AND CANCELLATION DEADLINES

Full Conference One Day registration is available. Includes admission to conference programs and events for the day purchased and the Exhibition (Tuesday-Thursday).

Cancellation requests for refunds must be made in writing and received on or before 1 July. No refunds will be issued after this date. There is a refund processing fee of $US75.

It does NOT include Computer Animation Festival – Electronic Theater or Reception.

EO Exhibits Only

*RECEPTION TICKET

E Exhibitors

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

F



S

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

X Included in registration

FP



Full Full Full Select Exhibits Conference Conference Conference Conference Plus Platinum One-Day

EP

Exhibits Only

EO

By 3 June

$1,200

$950

$450

$450

$150

$50

By 1 July

$1,400

$1,150

$550

$550

$200

$50

2 July and After

$1,600

$1,350

$650

$650

$250

$50

By 3 June

$1,400*

$1,150*

$550

$550

$150

$50

By 1 July

$1,600*

$1,350*

$650

$650

$200

$50

2 July and After

$1,800*

$1,550*

$750

$750

$250

$50

By 3 June

$650

$400

$300

$300

$150

$50

By 1 July

$700

$450

$350

$350

$200

$50

2 July and After

$750

$500

$400

$400

$250

$50

ACM SIGGRAPH Award Presentation

X

X

M

X

ACM SIGGRAPH Award Talks

X

X

M

X

ACM Student Research Competition – X Final Presentation

X

W

X

Appy Hour

X

X W

X X

Art Gallery

X

X

Su, M, T, W, Th

X

X

Birds of a Feather

X

X

Su, M, T, W, Th

X

X

Computer Animation Festival – Daytime Selects

X

X

Su, T, W

X

Computer Animation Festival – Electronic Theater

M or W

M or W

Courses

X

X

Su, M, T, W, Th

Emerging Technologies

X

X

Su, M, T, W, Th

X

X

Exhibition

X

X

T, W, Th

X

X

X

Exhibitor Sessions

X

X

T, W, Th

X

X

X

Exhibits Fast Forward

X

X

M

X

X

X

Experience Presentations (Art Gallery, Emerging Technologies, Studio, VR Village)

X

X

Su, M, T, W, Th

X

X

International Center

X

X

Su, M, T, W, Th

X

X

Job Fair

X

X

T, W, Th

X

X

Keynote Session

X

X M

Panels

X

X

Su, T, W

Posters

X

X

Su, M, T, W, Th

Poster Sessions

X

X T, W X X

Production Sessions

X

X

Su, M, T, W, Th

X

Real-Time Live!

X

X

T

X

Reception

X X

Studio Workshops

X

X

Su, M, T, W

Talks

X

X

Su, M, T, W, Th

Technical Papers

X

X

M, T, W, Th

Technical Papers Fast Forward

X

X

Su

VR Village

X

X

Su, M, T, W, Th

Member

Non-Member

Student

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X

X

X X

X

X

X

X

X

S2016.SIGGRAPH.ORG

CONFERENCE COMMITTEE

65

SIGGRAPH 2016 Conference Chair

General Submissions Chair

Student Volunteer Program Chair

Mona Kasra

Mashhuda Glencross

Christian Wittorf

University of Virginia

Loughborough University

Rock Solid Internet Systems

Art Gallery Chair

Graphic Design, Editing, Web Site

Studio Chair

Jonah Brucker-Cohen

Q LTD

Gerry Derksen Winthrop University

Lehman College, City University of New York GraphicsNet Chair Art Papers Chair

Swaroop Samek

Technical Papers Chair

Edward A. Shanken

University of Southern California

John Snyder Microsoft Research

Rhode Island School of Design Housing Provider Audio/Visual Support

VR Village Chair

onPeak

Denise Quesnel

Freeman Audio Visual Solutions International Resources Chair Computer Animation Festival Chair

Jacky Bibliowicz

Roy C. Anthony

Autodesk Canada

Simon Fraser University Web Programming The OPAL Group

Christie Digital Systems USA, Inc. Mobile Chair Conference Administration, Conference Management, Marketing and Media

Akshay Agarwal Google Inc.

SmithBucklin Corporation Operations Director Courses Chair

Benny Garcia

Gordon Wetzstein

Benstudios

Stanford University Posters Coordinator Education Liaison

Rachel Albert

Ginger Alford

University of California, Berkeley

Trinity Valley School Production Sessions Chair Emerging Technologies Chair

Mikki Rose

Masahiko Inami

Blue Sky Studios

Keio University Publications Exhibition Management

Stephen N. Spencer, ACM SIGGRAPH

Hall-Erickson, Inc.

Publications Committee Chair University of Washington

Experience Hall Manager Kristy Pron

Real-Time Live! Chair

Walt Disney Imagineering

Pol Jeremias

Games Chair

Pixar Animation Studios

Jerry Edsall

Registration

Black Tusk Studios

RCS

General Services

SIGGRAPH 2017 Conference Chair

Freeman Decorating Company

Jerome Solomon Cogswell Polytechnical College

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CO-LOCATED EVENTS

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Presented in cooperation with ACM SIGGRAPH, these small symposia are related to important aspects of computer graphics and interactive techniques.

DIGIPRO 23 July 2016 Disney's Grand Californian Hotel & Spa 1600 South Disneyland Drive Anaheim, California, 92802 USA

dp2016.digiproconf.org

SAP 22-23 July 2016 DoubleTree Suites by Hilton Hotel Anaheim Resort – Convention Center 2085 South Harbor Boulevard Anaheim, California, 92802 USA

sap.acm.org/2016

WEB3D 22-24 July 2016 Hilton Anaheim (Next to the Anaheim Convention Center) 777 Convention Way Anaheim, California, 92802 USA

web3d2016.web3d.org

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S2016.SIGGRAPH.ORG