Jul 29, 2016 - Compute Cloud for Rendering â Big Studio ...... the Android platform by adding advanced computer .....
TABLE OF CONTENTS
2
3 CONFERENCE AT A GLANCE
29 STUDIO
4 REASONS TO ATTEND
31 TALKS
5 CONFERENCE OVERVIEW
37 TECHNICAL PAPERS
7 CONFERENCE SCHEDULE
50 VR VILLAGE
11 APPY HOUR
53 BIRDS OF A FEATHER
12 ART GALLERY: DATA MATERIALITIES
54 ACM SIGGRAPH THEATER EVENTS
14 ART PAPERS
55 EXHIBITION
15 COMPUTER ANIMATION FESTIVAL
56 EXHIBITOR SESSIONS
16 COURSES
57 JOB FAIR
20 EMERGING TECHNOLOGIES
58 GENERAL INFORMATION
23 PANELS
59 REGISTRATION FEE INFORMATION
24 PRODUCTION SESSIONS
60 CONFERENCE COMMITTEE
27 REAL-TIME LIVE!
61 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
FIRST-TIMER
RESEARCH
Table of Contents
FOR EDUCATORS
ANIMATION & VFX
GAMES
AR/VR
MOBILE
PRODUCTION
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. Look for an updated version of the Advance Program at the end of June. 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.
3
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
noon - 5:30 pm
10 am - 5:30 pm
FP F S EP E
Birds of a Feather
All week
FP F S
Computer Animation Festival Daytime Selects
10 am-5:30 pm
FP F
Computer Animation Festival Electronic Theater
FP F
Courses
FP F S EP E
Emerging Technologies
FP F S EP EO E
Exhibition
FP F S EP EO E
Exhibitor Sessions
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)
FP F S EP E
10 am - 5:30 pm
10 am - 5:30 pm
10 am - 1 pm
3:45 - 5:35 pm
10 am - 5:30 pm
10 am - 5:30 pm
6 - 8 pm
8 - 10 pm
10:45 am - 5:15 pm
9 am - 5:15 pm
9 am - 5:15 pm
9 am - 5:15 pm
9 am - 5:15 pm
noon - 5:30 pm
10 am - 5:30 pm
10 am - 5:30 pm
10 am - 5:30 pm
10 am - 1 pm
9:30 am - 6 pm
9:30 am - 6 pm
9:30 am - 3:30 pm
9:30 am - 6 pm
9:30 am - 6 pm
9:30 am - 3:30 pm
9 - 10:30 am 2 - 3:30 pm
10:45 am - 3:30 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
9 am - 6 pm
FP F S EP E
International Center
FP F S EP EO E
Job Fair
FP F S
Keynote Session
*11 am - 12:45 pm
FP F
Panels
9 - 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
FP F S EP E
Poster Sessions
12:15 - 1:15 pm
12:15 - 1:15 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
FP F S
Real-Time Live!
5:30 - 7:15 pm
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 - 5:15 pm
10:45 am - 3:30 pm
10:45 am - 5:15 pm
8:30 am - 3:30 pm
2 - 3:30 pm
FP F S
28 July
9 am - 5:30 pm
9 am - 5:30 pm
10:45 am - 5:15 pm
10 am - 1 pm
FP F Talks 10:45 am - 5:15 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
Table of Contents
S2016.SIGGRAPH.ORG
REASONS TO ATTEND
4
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!”
Table of Contents
S2016.SIGGRAPH.ORG
CONFERENCE OVERVIEW
5
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 The Keynote Session presents a prestigious, sometimes provocative, speaker who surveys the technology landscape and offers guidance to the future of human-machine collaboration.
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.
(Immediately preceding the Keynote Session)
ACM SIGGRAPH 2016 Award Recipients
ACM SIGGRAPH Outstanding Service Award
The Computer Graphics Achievement Award
This award is given annually to recognize outstanding service to ACM SIGGRAPH by a volunteer over a significant period of time.
Frédo Durand Massachusetts Institute of Technology
The Significant New Researcher Award
Outstanding Doctoral Dissertation Award (New)
FP F
Chris Wojtan IST Austria
Awarded annually to recognize young researchers who have already made a notable contribution very early during their doctoral study.
Monday, 25 July, 8-10 pm
ACM SIGGRAPH Outstanding Service Award
The Distinguished Artist Award for Lifetime Achievement in Digital Art
Mix and mingle at the international SIGGRAPH community’s annual social and intellectual soirée. Drink a toast to your colleagues’ achievements, and your own. Share a convivial evening with people you haven’t seen since SIGGRAPH 2015. And meet the people you need to know for another year of professional success and adventure.
Alain Chesnais TrendSpottr
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.
RECEPTION Grand Plaza, Anaheim Convention Center
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 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.
Table of Contents
S2016.SIGGRAPH.ORG
CONFERENCE OVERVIEW
6
(continued)
FP F S EP E
FP F S EP EO E
FP F S EP E
Meet the next generation of mobile applications and their creators at Appy Hour. Interact with the developers, and experience tomorrow’s mobile media.
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.
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.
APPY HOUR
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.
FP F S
ART PAPERS The processes and theoretical frameworks for making art and contextualizing its place in society.
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.
EXHIBITION
POSTERS
FP F S EP EO E
EXHIBITOR SESSIONS 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.
FP F S EP EO E
EXHIBITS FAST FORWARD 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.
FP F S EP E
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.
FP F S
REAL-TIME LIVE! 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.
FP F S EP E
STUDIO
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.
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 S EP E
FP F
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.
Explore the latest in-progress developments and how they will be implemented in graphics production or other fields.
EXPERIENCE PRESENTATIONS
INTERNATIONAL RESOURCES
TALKS
FP F
TECHNICAL PAPERS
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.
These prestigious juried presentations are the most influential international scientific events in computer graphics and interactive techniques.
FP F
TECHNICAL PAPERS FAST FORWARD
FP F
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.
Expert panelists share experiences, opinions, insights, speculation, disagreement, and controversy with each other and the audience.
FP F S EP E
PANELS
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.
Table of Contents
S2016.SIGGRAPH.ORG
CONFERENCE SCHEDULE
7
REGISTRATION/MERCHANDISE PICKUP CENTER/SIGGRAPH STORE Saturday, 23 July Sunday, 24 July Monday, 25 July Tuesday, 26 July Wednesday, 27 July Thursday, 28 July
Schedule is subject to change.
4-6 pm 8 am-6 pm 8:30 am-6 pm 8:30 am-6 pm 8:30 am-6 pm 8:30 am-3:30 pm
SUNDAY, 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)
2-3:30 pm Course: An Elementary Introduction to Matrix Exponential for CG
MONDAY, 25 JULY 9-10:30 am Course: Human-Centered Design for VR Interactions
Course: Story: It’s Not Just for Writers Anymore Experience Presentations: Studio
Experience Presentations: Art Gallery
Studio Workshop
Experience Presentations: Studio
Talks: Life is Shorts
Experience Presentations: VR Village
2-5:15 pm Course: Augmented Reality – Principles and Practice
Talks: Dancing Trees Technical Papers: Computational Cameras
Course: Moving Mobile Graphics
Technical Papers: Rigging & Skinning
10 am-5:30 pm Computer Animation Festival – Daytime Selects
Course: Physically Based Shading in Theory and Practice
Technical Papers: Geometry
10:45 am-12:15 pm Course: Fundamentals Seminar
3-4:30 pm ACM SIGGRAPH Theater Event: ACM SIGGRAPH Digital Arts Community
9-11 am ACM SIGGRAPH Theater Event: BOF: Immersive Visualization for Science, Research and Art – International
3:45-5:15 pm Course: Troubleshooting and Cleanup Techniques for 3D Printing
9 am-12:15 pm Special Session: Advances in Real-Time Rendering, Part I
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 11:30 am-12:30 pm ACM SIGGRAPH Theater Event: CG in Australasia Noon-5:30 pm Art Gallery
Course: Capturing the Human Body: From VR, Consumer, to Health Applications Studio Workshop
9 am-5:30 pm Posters
3:45-5:35 pm Talks: Dark Hides the Light
9 am-6 pm International Center
6-8 pm Technical Papers Fast Forward
10 am-5:30 pm Art Gallery Emerging Technologies Studio
Emerging Technologies
VR Village
Posters Studio VR Village
11 am-12:45 pm Keynote Session
2-3 pm ACM SIGGRAPH Theater Event: Overview of SIGGRAPH (with Japanese Interpreter)
1:30-3 pm ACM SIGGRAPH Theater Event: BOF: ACM SIGGRAPH Cartographic Visualization
Table of Contents
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
8
(continued)
12:15-1:15 pm Poster Sessions
TUESDAY, 26 JULY 9-10 am ACM SIGGRAPH Theater Event: BOF: International Khronos Chapters Program
1-2 pm ACM SIGGRAPH Theater Event: 50-50: Women in CG
9-10:30 am Course: Computational Geometry Algorithms Library
2-3 pm Exhibitor Session: Microsoft – Why You Should be Rendering on the Cloud
Experience Presentations: Art Gallery Experience Presentations: Studio Production Session: “Kubo and the Two Strings”: One Giant Skeleton, One Colossal Undertaking
Talks: Icing on the Cake
Studio Workshop
Talks: Roll the Dice
Talks: Angry Effects Salad
Technical Papers: Cloth
2-5:15 pm Course: Vector-Field Processing on Triangle Meshes Special Session: Advances in Real-Time Rendering, Part II
Technical Papers: Perception of Shapes and People 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 Reception: Leonardo, Art Papers, and Art Gallery Studio Workshop Talks: Building Character
3:30-4:30 pm ACM SIGGRAPH Theater Event: CG in Asia
9 am-5:30 pm Posters
3:45-5:15 pm Exhibits Fast Forward
9 am-6 pm International Center
Technical Papers: Display Software
9:30 am-6 pm Exhibition
2-5:15 pm Special Session: Open Problems in Real-Time Rendering
Talks: IEEE TVCG Session on Virtual and Augmented Reality Technical Papers: Materials
Studio Workshop 3:45-5:35 pm Talks: Face Off
Exhibitor Sessions
Technical Papers: Efficient Sampling & Rendering
Job Fair
Technical Papers: Fabricating Structure & Appearance
10 am-5:30 pm Art Gallery
Technical Papers: Shape Analysis
Computer Animation Festival – Daytime Selects
6-8 pm Computer Animation Festival – Electronic Theater
Emerging Technologies
8-10 pm Reception
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”
Studio VR Village
Talks: IEEE TVCG Session on Advances in Data Visualization
10:30-11:30 am Exhibitor Session: Nokia – Nokia OZO Ecosystem: The State of Art in VR
Talks: Brain & Brawn
10:45 am-12:15 pm ACM SIGGRAPH Theater Event: ACM SIGGRAPH Digital Arts Community – Science of the Unseen: Digital Art Perspecives
3:45-5:35 pm Technical Papers: Correspondence & Mapping Technical Papers: Fluids Simulation Technical Papers: Motion Control 4:30-5:30 pm ACM SIGGRAPH Theater Event: CG in Latin America
Production Session: The Making of Marvel’s “Captain America: Civil War” Studio Workshop Talks: A Tall Drink of Water Talks: UIST Reprise at SIGGRAPH 2016 Technical Papers: Rendering of Complex Microstructure Technical Papers: Computational Display
5:30-7:15 pm Real-Time Live! 6-8 pm Pioneer Reception
Technical Papers: Camera Control & VR
Table of Contents
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
(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: Studio
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
3:45-5:15 pm ACM Student Research Competition Final Presentation
Technical Papers: Image & Shape Manipulation 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”
9 am-12:15 pm Course: An Introduction to Graphics Programming Using WebGL
12:15-1:15 pm Poster Sessions
9 am-5:30 pm Posters
12:30-1:30 pm Exhibitor Session: Google – 3D Reconstruction With Google’s Project Tango
9 am-6 pm International Center 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
12:30-2 pm ACM SIGGRAPH Theater Event: BOF: ISEA International – Open Forum
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
2-3 pm ACM SIGGRAPH Theater Event: CG in USA and Canada Exhibitor Session: Qumulo – Why Media & Entertainment Companies are Moving Away From Legacy Storage Solutions? 2-3:30 pm Experience Presentation: VR Village 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
Table of Contents
S2016.SIGGRAPH.ORG
CONFERENCE SCHEDULE THURSDAY, 28 JULY 9-10:30 am Experience Presentations: Studio Talks: It’s Crowded in Here! Talks: The Technical Art of “Uncharted 4” Technical Papers: Meshes Technical Papers: Faces & Portraits Technical Papers: Procedural Modeling 9 am-12:15 pm Course: Computational Tools for 3D Printing
10
(continued)
10 am-1 pm Art Gallery
2-3:30 pm Production Session: Developing “Mass Effect: New Earth” A 4D Holographic Adventure
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 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: Studio Experience Presentations: VR Village
9 am-3:30 pm International Center
Production Session: From Armadillo to Zebra: Creating the Diverse Characters and World of “Zootopia”
9 am-5:30 pm Posters
Technical Papers: Meshes & Fields
9:30 am-3:30 pm Exhibition Exhibitor Tech Talks Job Fair
Production Session: Industrial Light & Magic Presents the Visual Effects of “Star Wars: The Force Awakens” Talks: Scratching the Surface
Technical Papers: Shape Signature
Talks: Organic Farming
Technical Papers: Plants & Humans
Talks: The Making of “The Little Prince” Technical Papers: Photo Organization & Manipulation
11 am-Noon Join the IRC in 2016!
Table of Contents
3:45-5:15 pm Course: Modeling Plant Life in Computer Graphics
S2016.SIGGRAPH.ORG
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.
FIRST-TIMER
AR/VR
GAMES
MOBILE
FIRST-TIMER
AR/VR
MOBILE
ART
Battle Z
Motion Graphix
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.
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.
Fangwei Lee Realiteer Corp.
ART
FIRST-TIMER
MOBILE
BeCasso: Image Stylization by Interactive Oil-Paint Filtering on Mobile Devices 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.
Frances Dose Arnie Cachelin Pixel Splincher
FIRST-TIMER
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
MOBILE
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. Luiz Velho IMPA
Jürgen Zöllner Hasso-Plattner-Institut, Universität Potsdam
Mariana Duprat Stanford University
FIRST-TIMER
MOBILE
Virtual Interior Stylization
Olhar 3D
Amir Semmo Hasso-Plattner-Institut
MOBILE
Rebelle - Real Watercolor and Acrylic Painting Software
AR/VR ART
FIRST-TIMER
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. Shintaro Murakami The University of Tokyo
Frank Schlegel Digital Masterpieces GmbH
Table of Contents
S2016.SIGGRAPH.ORG
ART
FIRST-TIMER
INVITED CONTENT
ART GALLERY: DATA MATERIALITIES
12
FP F S EP E #SIGGRAPH2016
The SIGGRAH 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
Attend the Art Gallery Experience Presentations for discussion with the artists. Monday, 25 July, 9-10:30 am and 2-3:30 pm
Image Credit: Metaphase Sound Machine © 2016 Dmitry Morozov.
ART
FIRST-TIMER
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
Crime Scene
Flower
This installation portrays illegal Internet activity in physical space and examines the legal restrictions of file sharing.
Flower reacts to the idea of the “gaze” in digital space, where people online are always vying for more views, likes, and mentions.
Mogens Jacobsen
Viktor Jan
Doors
Grafikdemo
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.
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.
David-Alexandre Chanel Romain Constant THÉORIZ Studio
Niklas Roy
Facebook Demetricator
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.
The Kinetic Story Teller
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.
Tine Bech
Benjamin Grosser University of Illinois at Urbana-Champaign
Table of Contents
S2016.SIGGRAPH.ORG
ART GALLERY: DATA MATERIALITIES
(continued)
Metaphase Sound Machine
Plinko Poetry
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.
Dmitry Morozov
Deqing Sun Peiqi Su New York University
Pixelbots 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
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
Table of Contents
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
FIRST-TIMER
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
Table of Contents
S2016.SIGGRAPH.ORG
ANIMATION & VFX
FIRST-TIMER
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.
FP F
Les marmottes – Mariachi
ELECTRONIC THEATER
France
Monday, 25 July, 6-8 pm Wednesday, 27 July, 8-10 pm
Lichtspiel
Accidents, Blunders and Calamities
Mafia III
New Zealand
Alike Spain
Borrowed Time
USA
Citipati
United Kingdom
Cosmos Laundromat Netherlands
FP F S
DAYTIME SELECTS Sunday, 24 July, 10 am-5:30 pm Tuesday, 26 July, 10 am-5:30 pm Thursday, 28 July, 10 am-5:30 pm
Germany
Break It Down
USA
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.
Natural Attraction Germany
None of That USA
Shell V-Power “Shapeshifter” United Kingdom
>DEMOSCENE_
The demoscene is an international computer art subculture that specializes in creating selfcontained 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.
Solar Superstorms – Visualization Excerpts USA
Crabe-Phare France
Taking Flight USA
Escargore New Zealand
TEA TIME
The Arcade
France
A new bespoke audience experience focusing on games from concept art through technology and implementation in cinematic and real time.
Ghost Recon Wildlands France
Terminator Genisys United Kingdom
Glass Half
Netherlands
Winners Circle
The Universe of Final Fantasy XV
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.
Japan
League of Legends: Project Overdrive United Kingdom
TOKYO COSMO Japan
Table of Contents
S2016.SIGGRAPH.ORG
COURSES
16
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
SPECIAL SESSIONS INVITED CONTENT Advances in Real-Time Rendering, Part I Monday, 25 July, 9 am-12:15 pm 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. Natalya Tatarchuk Bungie, Inc.
Advances in Real-Time Rendering, Part II Monday, 25 July, 2-5:15 pm
SUNDAY, 24 JULY FIRST-TIMER
FOR EDUCATORS
AN ELEMENTARY INTRODUCTION TO MATRIX EXPONENTIAL FOR CG
FOR EDUCATORS
FUNDAMENTALS SEMINAR
Sunday, 24 July, 2-3:30 pm INTRODUCTORY
Sunday, 24 July, 10:45 am-12:15 pm
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.
INTRODUCTORY
The Fundamentals Seminar provides a basic background in the concepts and terminology of computer graphics and interactive techniques. Mike Bailey Oregon State University
AR/VR
FOR EDUCATORS
HAPTIC TECHNOLOGIES FOR DIRECT TOUCH IN VIRTUAL REALITY Sunday, 24 July, 10:45 am-12:15 pm
INTERMEDIATE
INTRODUCTORY
Phase Two of a course on state-of-theart and production-proven rendering techniques for fast, interactive rendering of complex and engaging virtual worlds.
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.
Natalya Tatarchuk Bungie, Inc.
Open Problems in Real-Time Rendering Tuesday, 26 July, 2-5:15 pm INTERMEDIATE
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.
Hiroyuki Ochiai IMI Kyushu University Ken Anjyo Ayumi Kimura OLM Digital, Inc.
ANIMATION & VFX
AR/VR
FOR EDUCATORS
GAMES
PRODUCTION
STORY: IT'S NOT JUST FOR WRITERS ANYMORE 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.
Miguel A. Otaduy Universidad Rey Juan Carlos Allison Okamura Stanford University Sriram Subramanian University of Sussex
Natalya Tatarchuk Bungie, Inc.
Craig Caldwell University of Utah
Aaron Lefohn NVIDIA Corporation
Table of Contents
S2016.SIGGRAPH.ORG
COURSES GAMES
MOBILE
17
(continued)
PRODUCTION
MOVING MOBILE GRAPHICS Sunday, 24 July, 2-5:15 pm
FOR EDUCATORS
TROUBLESHOOTING AND CLEANUP TECHNIQUES FOR 3D PRINTING
INTERMEDIATE
Sunday, 24 July, 3:45-5:15 pm
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.
INTRODUCTORY
Sam Martin Marius Bjørge ARM Ltd.
Andrew Gerrard Samsung R&D Institute UK
Sunday, 24 July, 3:45-5:15 pm
Jay Yun Qualcomm Inc.
PRODUCTION
INTRODUCTORY
RESEARCH
PHYSICALLY BASED SHADING IN THEORY AND PRACTICE Sunday, 24 July, 2-5:15 pm INTERMEDIATE
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.
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. Hao Li Lingyu Wei University of Southern California
FOR EDUCATORS
RESEARCH
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.
Richard Marks Sony Computer Entertainment, Inc.
FOR EDUCATORS
PRODUCTION
HDR CONTENT CREATION: CREATIVE AND TECHNICAL CHALLENGES Monday, 25 July, 2-3:30 pm INTRODUCTORY
Anshuman Das Tristan Swedish Pratik Shah Ramesh Raskar Massachusetts Institute of Technology
This course explores the challenges faced by creative professionals in creating and preparing content for high-dynamic-range displays.
Stephen McAuley Stephen Hill Ubisoft Entertainment S.A.
AR/VR
FOR EDUCATORS
Jason Jerald Digital ArtForms Sixense Entertainment NextGen Interactions Waterford Institute of Technology Burnout Game Ventures CI Dynamics
CAPTURING THE HUMAN BODY: FROM VR, CONSUMER, TO HEALTH APPLICATIONS
Case Everitt Oculus VR, LLC
GAMES
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.
RESEARCH
Ray Tran CCP hf
AR/VR
HUMAN-CENTERED DESIGN FOR VR INTERACTIONS
Lance Winkel University of Southern California
Niklas Smedberg Epic Games, Inc.
MONDAY, 25 JULY
Tania Pouli Joshua Pines Technicolor S.A. RESEARCH
AUGMENTED REALITY – PRINCIPLES AND PRACTICE 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 Tobias Höllerer University of California, Santa Barbara
Table of Contents
S2016.SIGGRAPH.ORG
COURSES
18
(continued)
RESEARCH
VECTOR-FIELD PROCESSING ON TRIANGLE MESHES Monday, 25 July, 2-5:15 pm
RESEARCH
INVERSE PROCEDURAL MODELING OF 3D MODELS FOR VIRTUAL WORLDS
INTERMEDIATE
Tuesday, 26 July, 9 am-12:15 pm
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.
INTERMEDIATE
Fernando de Goes Pixar Animation Studios
Michael Wand Johannes Gutenberg-Universität Mainz
A summary of recent state-of-the-art approaches for inverse procedural modeling of 3D models and their use in various domains.
Yiying Tong Michigan State University
TUESDAY, 26 JULY RESEARCH
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.
Marcelo Kallmann University of California, Merced
THE QUEST FOR THE RAY TRACING API
Mubbasir Kapadia Rutgers University
Tuesday, 26 July, 9 am-12:15 pm
FOR EDUCATORS
INTERMEDIATE
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. Alexander Keller NVIDIA Corporation Ingo Wald Intel Corporation Takahiro Harada Dmitry Kozlov Advanced Micro Devices, Inc. Ralf Karrenberg NVIDIA Corporation
Andreas Fabri Laurent Rineau GeometryFactory
Luke Peterson Tobias Hector Imagination Technologies Limited
GEOMETRIC AND DISCRETE-PATH PLANNING FOR INTERACTIVE VIRTUAL WORLDS
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.
PRODUCTION
Pierre Alliez Inria
GAMES
INTERMEDIATE
Mathieu Desbrun California Institute of Technology MOBILE
AR/VR
Wednesday, 27 July, 9-10:30 am
Daniel Aliaga Ilke Demir Bedrich Benes Purdue University
GAMES
WEDNESDAY, 27 JULY
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. Edward Angel University of New Mexico
Table of Contents
S2016.SIGGRAPH.ORG
COURSES
19
(continued)
RESEARCH
THURSDAY, 28 JULY
GAMES
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.
Karmic Subr Heriot Watt University
AR/VR
GAMES
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. Doug James Stanford University Cornell University PIxar Animation Studios Changxi Zheng Columbia University
Thursday, 28 July, 2-5:15 pm INTERMEDIATE
Ariel Shamir Disney Research, Interdisciplinary Center Herzliya
Wojciech Matusik MIT CSAIL
Wojciech Jarosz Dartmouth College Disney Research Zürich University of California, San Diego
PRODUCTION
RESEARCH
LEARNING HUMAN BODY SHAPES IN MOTION
FOR EDUCATORS
Bernd Bickel Institute of Science and Technology Austria
Gurprit Singh Dartmouth College
PRODUCTION
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. Michael Black Javier Romero Gerard Pons-Moll Naureen Mahmood Federica Bogo Max-Planck-Institut für Intelligente Systeme
PRODUCTION
RESEARCH
MODELING PLANT LIFE IN COMPUTER GRAPHICS
RESEARCH
THE MATERIAL-POINT METHOD FOR SIMULATING CONTINUUM MATERIALS
Thursday, 28 July, 3:45-5:15 pm INTRODUCTORY
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.
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. Soren Pirk Stanford University Bedrich Benes Purdue University Oliver Deussen Universität Konstanz
Chenfanfu Jiang Craig Schroeder University of California, Los Angeles
Radomir Mech Adobe Systems, Inc.
Alexey Stomaching Andrew Selle Walt Disney Animation Studios
Baoquan Chen Shandong University Takashi Ijiri Ritsumeikan University
Joseph Teran University of California, Los Angeles
Timothy Langlois Cornell University Ravish Mehra Oculus Research
Table of Contents
S2016.SIGGRAPH.ORG
AR/VR
FIRST-TIMER
RESEARCH
EMERGING TECHNOLOGIES
20
FP F S EP E #SIGGRAPH2016
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
FlyVIZ is a novel, compact, lightweight display device that enables artificial omnidirectional vision, so users can see “with eyes behind the back”. 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 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
Table of Contents
S2016.SIGGRAPH.ORG
EMERGING TECHNOLOGIES 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
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
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
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
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
LightAir: a Novel System for Tangible Communication With Quadcopters Using Foot Gestures and Projected Images
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.
Dzmitry Tsetserukou Mikhail Matrosov Olga Volkova Skolkovo Institute of Science and Technology
Hiroyuki Kajimoto Akifumi Takahashi Ayaka Nishi The University of Electro-Communications
Takatoshi Yoshida Yoshihiro Watanabe Masatoshi Ishikawa The University of Tokyo
Unlimited Corridor: Redirected Walking Techniques Using Visuo-Haptic Interaction
HapTONE: Haptic Instrument for Enriched Musical Play
Taku Hachisu University of Tsukuba
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.
Jun Rekimoto The University of Tokyo, Sony Computer Science Laboratories, Inc.
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.
Daichi Ogawa Kenta Tanabe Vibol Yem The University of Electro-Communications
Phyxel: Realistic Display Using Physical Objects With High-speed Spatially Pixelated Lighting
Ratchair: Furniture That Learns to Move Itself With Vibration
Susumu Tachi The University of Tokyo
Sean Keller David Perek Christoph Hohnerlein Elia Gatti Riccardo DeSalvo Oculus Research
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.
21
(continued)
Keigo Matsumoto The University of Tokyo Yuki Ban Takuji Narumi The University of Tokyo Yohei Yanase Unity Technologies SF Tomohiro Tanikawa Michitaka Hirose The University of Tokyo
Perceptually Based Foveated Virtual Reality This installation allows attendees to compare several perceptually based foveated rendering techniques running live inside a virtual reality headset with integrated eye-tracking.
X-SectionScope: Cross-Section Projection in Light-Field Clone Image A novel interactive 3D informationvisualization display that superimposes a cross-sectional image on an aerial volumetric image of a real object.
Anjul Patney Joohwan Kim Marco Salvi Anton Kaplanyan Chris Wyman Nir Benty Aaron Lefohn David Luebke NVIDIA Corporation
Table of Contents
Yoshikazu Furuyama Atsushi Matsubayashi Yasutoshi Makino Hiroyuki Shinoda The University of Tokyo
S2016.SIGGRAPH.ORG
EMERGING TECHNOLOGIES
22
(continued)
Yadori: Mask-Type User Interface for Manipulation of Puppets
ZoeMatrope: A System for Physical Material Design
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.
This project introduces ZoeMatrope: a material display that can present and animate realistic material by compositing real objects.
Mose Sakashita Keisuke Kawahara Amy Koike Kenta Suzuki Ippei Suzuki Yoichi Ochiai University of Tsukuba
Leo Miyashita The University of Tokyo Kota Ishihara PKSHA Technology Inc. Yoshihiro Watanabe Masatoshi Ishikawa The University of Tokyo
Table of Contents
S2016.SIGGRAPH.ORG
PANELS
23
FP F #SIGGRAPH2016
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 FIRST-TIMER
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
Erik Fonseka Dacha 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
Renato Sales-Moreno Oculus VR
Maurice van Swaaij Blue Sky Studios Eric Tabellion DreamWorks Animation
Table of Contents
S2016.SIGGRAPH.ORG
ANIMATION & VFX
FIRST-TIMER
PRODUCTION
INVITED INVITED CONTENT
PRODUCTION SESSIONS
24
FP F S #SIGGRAPH2016
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
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 LAIKA
Rachid El Guerrab, Spotlight Stories Project Lead
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
Table of Contents
S2016.SIGGRAPH.ORG
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 Rob Legato, Production VFX Supervisor Andy Jones, Animation Supervisor Walt Disney Animation Adam Valdez, VFX Supervisor Moving Picture Company Keith Miller, Digital VFX Supervisor Weta Digital
25
(continued)
“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 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
“STAR WARS: BATTLEFRONT” – GAME DEVELOPMENT IN THE STAR WARS UNIVERSE! Wednesday, 27 July, 2-3:30 pm The DICE team reveals some of the work that went into “Star Wars: Battlefront,” their award-winning, visually stunning game. They share challenges they faced, discuss their approach to overcoming those challenges, and offer a candid, open conversation about their process. Specific topics include PBR, photogrammetry, vertex shading, fragment shading, Enlighten, tessellation, and optimizations. Attendees learn how DICE works; explore the challenges developers face when dealing with high-profile assets such as iconic characters, planets and weapons; understand the solutions to those challenges, and engage the creators in a panel discussion.
Wednesday, 27 July, 3:45-5:15 pm 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, fa ace 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, Inc. Franck Balson, Previsualization Supervisor Sebastien “Zeb” Chort, CG Supervisor Blur Studio
Panelists Kenneth Brown, Technical Art Director Jonas Andersson, Visual Effects Artist Pontus Ryman, Senior Environment Artist Anders Egleus, Senior Visual Effects Artist Oscar Carlén, Senior Lighting Artist Electronic Arts Digital Illusions Creative Entertainment AB
Table of Contents
S2016.SIGGRAPH.ORG
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 Ernest Petti Nicholas Burkard Brian Leach Sean Palmer Michelle Robinson Hans-Joerg Keim Walt Disney Animation Studios
26
(continued)
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 Roger Guyett, VFX Supervisor/2nd Unit Director 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 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
Table of Contents
S2016.SIGGRAPH.ORG
AR/VR
FIRST-TIMER
GAMES
REAL-TIME LIVE!
27
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
Table of Contents
S2016.SIGGRAPH.ORG
REAL-TIME LIVE!
28
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
Table of Contents
S2016.SIGGRAPH.ORG
AR/VR
FIRST-TIMER
GAMES
MOBILE
STUDIO
29
FP F S EP E #SIGGRAPH2016
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
A preliminary list of Studio Workshops and Projects. 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.
STUDIO WORKSHOPS
AR/VR
E-CANNONS AND OTHER WEAPONS Sunday, 24 July, 2-3:30 pm Monday, 25 July, 2-3:30 pm (Repeated) 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
FOR EDUCATORS
PRODUCTION
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 Kyna McIntosh Zachary Schwemler Adam Fritz John Mars Disney Research Christian Frisson University of Mons, numediart Institute Ivan Huerta Maggie Kosek Charalampos Koniaris Kenny Mitchell Disney Research
Table of Contents
S2016.SIGGRAPH.ORG
STUDIO
30
(continued)
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.
E-Cannons and Other Weapons 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.
Lumio3D: Rapid 3D Geometry and Reflectance Acquisition from Continuous Spherical Illumination
MiragePrinter: Interactive Fabrication on a 3D Printer With a Mid-Air Display
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. Borom Tunwattanapong Ratchathani University
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. Junichi Yamaoka Yasuaki Kakehi Keio University
Pitchaya Sitthi-Amorn Wichayut Eaksarayut Chulalongkorn University
Zushiki Light Art: Form Finding and Making Through Paper Folding
MakeVR: An Immersive ContentCreation Experience
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.
MakeVR is a professional-grade CAD modeling system with a natural two-handed interface.
Jiangmei Wu Indiana University
Paul Mlyniec Digital ArtForms, Inc. Tom Farinella
Lumii: DIY Light-Field Prints 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.
Table of Contents
S2016.SIGGRAPH.ORG
TALKS
31
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. The following invited content is also open to Select Conference: * 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
Table of Contents
S2016.SIGGRAPH.ORG
TALKS
32
(continued)
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
Table of Contents
S2016.SIGGRAPH.ORG
TALKS
33
(continued)
TUESDAY, 26 JULY ANIMATION & VFX
Stochastic Layered Alpha Blending Chris Wyman NVIDIA Corporation
RESEARCH
UIST REPRISE AT SIGGRAPH 2016
PRODUCTION
ICING ON THE CAKE Tuesday, 26 July, 9-10:30 am
Quantum Supersampling
Tuesday, 26 July, 10:45 am-12:15 pm INVITED CONTENT
Eric Johnston University of Bristol, Solid Angle
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
FP F S
Webstrates: Shareable Dynamic Media ANIMATION & VFX
PRODUCTION
Clemens N. Klokmose Aarhus Universitet
A TALL DRINK OF WATER Tuesday, 26 July, 10:45 am-12:15 pm
James R. Eagan Télécom ParisTech, CNRS LTCI UMR 5141
Session Chair: Mark Elendt, Side Effects Software Inc.
Siemen Baader Aarhus Universitet
Lapping Water Effects in “Piper”
Wendy Mackay Inria, Université Paris-Sud
Vincent Serritella Hosuk Chang Leon Park Ferdi Scheepers Brett Levin PIxar Animation Studios
Michel Beaudouin-Lafon Université Paris-Sud, CNRS
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” Jon Reisch Stephen Marshall Magnus Wrenninge Tolga Göktekin Michael Hall Michael O'Brien Jason Johnston Jordan Rempel Andy Lin Jon Reisch Pixar Animation Studios
Jörg Müller Aarhus Universitet
Orbits: Gaze Interaction for Smart Watches Using Smooth-Pursuit Eye Movements Augusto Esteves Eduardo Velloso Lancaster University
Spatially Adaptive FLIP Fluid Simulations in Bifrost
Andreas Bulling Max-Planck-Institut für Informatik
Michael Nielsen Robert Bridson Autodesk Inc.
Hans Gellersen Lancaster University
Inside Houdini’s Distributed Solver System
Foldio: Digital Fabrication of Interactive and Shape-Changing Objects With Foldable Printed Electronics
Jeff Lait Side Effects Software, Inc.
Simon Olberding Sergio Soto Ortega Klaus Hildebrandt Jürgen Steimle Max-Planck-Institut für Informatik
Session Chair: Ginger Alford, Trinity Valley School/ Fort Worth Museum of Science and History
Blue-Noise Dithered Sampling
Gaze Shifting: Direct-Indirect Input With Pen and Touch Modulated by Gaze
Iliyan Georgiev Marcos Fajardo Solid Angle S.L.
Ken Pfeuffer Jason Alexander Ming Ki Chong Yanxia Zhang Hans Gellersen Lancaster University
Cache-Friendly Micro-Jittered Sampling Arthur Dufay Technicolor, LP2N (CNRS) Pascal Lecocq Jean-Eudes Marvie Technicolor Romain Pacanowski Xavier Granier LP2N (CNRS)
Table of Contents
S2016.SIGGRAPH.ORG
TALKS ANIMATION & VFX
34
(continued)
PRODUCTION
BUILDING CHARACTER
FP F S AR/VR
FP F S RESEARCH
RESEARCH
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
Reducing Snapshots to Points: A Visual-Analytics Approach to Dynamic Network Exploration
Bret Jackson Macalester College
Stef van den Elzen Technische Universiteit Eindhoven, SynerScope B.V.
Daniel Keefe University of Minnesota
Danny Holten Jorik Blaas SynerScope B.V.
SoftAR: Visually Manipulating Haptic Softness Perception in Spatial Augmented Reality
Jarke van Wijk Technische Universiteit Eindhoven
Kazutaka Kurosaka Eitaro Iwabuchi SQUARE ENIX CO., LTD.
Parinya Punpongsanon Daisuke Iwai Kosuke Sato University of Osaka
HOLA: Human-Like Orthogonal Network Layout
A Flexible Rigging Framework for VFX and Feature Animation
Latency in Distributed Acquisition and Rendering for Telepresence Systems
Steve Kieffer Tim Dwyer Kim Marriott Michael Wybrow Monash University
Jesus Nieto Theodore Facey Sylvain Brugnot Double Negative
Stephan Ohl Malte Willert Oliver Staadt Universität Rostock
Visualization-by-Sketching: An Artist’s Interface for Creating Multivariate Time-Varying Data
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
David Schroeder Gonzaga University
From Motion to Photons in 80 Microseconds: Towards Minimal Latency for Virtual and Augmented Reality
Daniel Keefe University of Minnesota
Voyager: Exploratory Analysis via Faceted Browsing of Visualization Recommendations
Peter Lincoln Alex Blate Montek Singh Turner Whitted Andrei State Anselmo Lastra Henry Fuchs University of North Carolina at Chapel Hill
Kanit Wongsuphasawat Dominik Moritz University of Washington Anushka Anand Jock Mackinlay Tableau Software Bill Howe Jeffrey Heer University of Washington
Table of Contents
S2016.SIGGRAPH.ORG
TALKS GAMES
35
(continued)
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
Jean-Normand Bucci SQUARE ENIX CO., LTD., IO-Interactive, Eidos Montréal Sharif Elcott Metaaphanon Napaporn Miyamoto Masayoshi Kay Chang 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.
Table of Contents
S2016.SIGGRAPH.ORG
TALKS
36
(continued)
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 Pixar Animation Studios
Nicolas Holzschuch INRIA Grenoble, LJK-CNRS, Grenoble University
Finding Particulate in “Finding Dory”
Anton Kaplanyan NVIDIA Research
Stephen Gustafson Daniel Chang Aaron Conover Pixar Animation Studios
Johannes Hannika Carsten Dachsbacher Karlsruher Institut für Technologie
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”
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
Table of Contents
S2016.SIGGRAPH.ORG
RESEARCH
TECHNICAL PAPERS
37
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 Oliver van Kaick Tel Aviv University 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
Table of Contents
S2016.SIGGRAPH.ORG
TECHNICAL PAPERS Pose-Space Subspace Dynamics Hongyi Xu University of Southern California Jernej Barbič University of Southern California
38
(continued)
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
Jonàs Martínez Jérémie Dumas Sylvain Lefebvre Inria
Printed Perforated Lampshades for Continuous Projective Images
Ling-Qi Yan Soham Uday Mehta Ravi Ramamoorthi University of California, Berkeley
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
Table of Contents
S2016.SIGGRAPH.ORG
TECHNICAL PAPERS SHAPE ANALYSIS Monday, 25 July, 3:45-5:35 pm Session Chair: Misha Kazhdan, The Johns Hopkins University
39
(continued)
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
Table of Contents
S2016.SIGGRAPH.ORG
TECHNICAL PAPERS
40
(continued)
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 Quad-Rotor 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 Weta Digital, Ltd 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
Table of Contents
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
41
(continued)
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
Table of Contents
S2016.SIGGRAPH.ORG
TECHNICAL PAPERS
(continued)
Multiphase SPH Simulation for Interactive Fluids and Solids
WEDNESDAY, 27 JULY
42
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
Table of Contents
S2016.SIGGRAPH.ORG
TECHNICAL PAPERS
43
(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
Table of Contents
S2016.SIGGRAPH.ORG
TECHNICAL PAPERS
44
(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
45
(continued)
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
46
(continued)
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
Table of Contents
S2016.SIGGRAPH.ORG
TECHNICAL PAPERS
47
(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
48
(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
49
(continued)
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
FIRST-TIMER
VR VILLAGE
50
FP F S EP E #SIGGRAPH2016
Real-time immersion in tomorrow’s virtual and augmented realities: • Stand-up/sit-down VR and tabletop AR • Nomadic VR (untethered head-mounted displays or AR) • Demos 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
A preliminary list of VR Projects. Visit s2016.siggraph.org for updates. Throughout the week at SIGGRAPH 2016, attendees can explore the fascinating potential of these new formats for telling stories, engaging audiences, and powering real-world applications in health, education, design, and gaming. 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.
“Garden”: A Mixed Reality Experience 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. Keng Hua Sing Wei Xie Nigel Randall Vivek Vidyasagaran Tsung-Han Lee Carnegie Mellon University
Graphical Manipulation of Human Walking Direction With Visual Illusion
“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. Jaehee Cho Carnegie Mellon University
This procedure-training simulator, targeted at the operation and maintenance of overland power lines, are 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
Tsung-Han Lee Carnegie Mellon University/Project Hypnos Joel Ogden Amy Stewart Tsung-Yu Tsai Junwen Chen Ralph Vituccio Carnegie Mellon University
Injustice – Interactive Live Action Virtual Reality Experience
This installation presents a novel method that uses a visual illusion to enable pedestrian guidance without referring to information provided by a navigation system.
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.
Akira Ishii Ippei Suzuki Shinji Sakamoto Keita Kanai Kazuki Takazawa Hiraku Doi Yoichi Ochiai University of Tsukuba
Table of Contents
Immersive and Interactive ProcedureTraining Simulator for High-Risk Power-Line Maintenance
Jaehee Cho Atit Kothari Martin Ding Yeongmin Won Stephanie Fawaz Tiffa Cheng Carnegie Mellon University
S2016.SIGGRAPH.ORG
VR VILLAGE
51
(continued)
GAMES
Inner Activity 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 and Institute for Creative Technologies David Deedwania Marientina Gotsis Mike Patterson Sagar Ramesh Zekia Zhan Chanel Summers USC School of Cinematic Arts and Institute for Creative Technologies
ANIMATION & VFX
Invasion! Exploring Empathy and Agency in VR 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.
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. This "deep media" solution allows motion parallax within pre-rendered graphics, while sparse-sensor motion capture solving allows unobtrusive embodiment within animated virtual worlds. Babis Koniaris Ivan Huerta Maggie Kosek Karen Darragh Charles Malleson Joanna Jamrozy Nick Swafford Jose Guitian Bochang Moon Ali Israr The Walt Disney Company Kenny Mitchell Disney Research, The Walt Disney Company, Edinburgh Napier University
Kanju: Integrating HCI to Tell Better Stories in Immersive Environments INVITED CONTENT 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
GAMES
“Parallel Eyes”: Exploring Human Capability and Behaviors With Paralleled First-Person View Sharing 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.
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.
Mitsuhito Ando Kiyoshi Suganuma Yamaguchi Center for Arts and Media Jun Rekimoto Sony Computer Science Laboratories, Inc., The University of Tokyo
GAMES
Marc Zimmermann Epicscapes
Ruckus Ridge
Volker Helzle Filmakademie Baden-Württemberg
MechVR: Interactive VR Motion Simulation of “Mech” Biped Robot 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
Ruckus Ridge is the first four-player local-multiplayer party game built for VR. Participants take turns using one headset while the other players control characters using traditional game-pad controllers, following the action from top-down view on a TV or computer display. Sacha Reihani Jacob Haigh Roland Synnestvedt Thomas Angelopolous Josh Alpert ForeignVR
ANIMATION & VFX
“Sent”: A Virtual Reality Short Film “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
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 Light Lei Han Light Di Cui Light Chaser Animation Studios
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 Kuan-Yin Lu Yi-Ping Hung National Taiwan University
Table of Contents
S2016.SIGGRAPH.ORG
VR VILLAGE
“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
52
(continued)
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”. Annie Parker Carolyn Reynolds Vrse Inc.
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.
“VR Planet”: Interface for Meta-View and Feet Interaction of VR Content VR Planet shows both immersive and planet views of the environment, and it allows users to easily locate events in all directions, which is difficult in standard VR due to limited fields of view. Kevin Fan Daiya Kato Keio University Megumi Isogai Daisuke Ochi Yutaka Kunita NTT Media Intelligence Laboratories Liwei Chan Kouta Minamizawa Keio University
Eduardo Zilles Borba Marcio Cabral Roseli Lopes Marcelo Zuffo Universidade de São Paulo
Masahiko Inami The University of Tokyo
Regis Kopper Duke University
Table of Contents
S2016.SIGGRAPH.ORG
ANIMATION & VFX
ART
FIRST-TIMER
FOR EDUCATORS
PRODUCTION
RESEARCH
BIRDS OF A FEATHER
53
FP F S EP E #SIGGRAPH2016
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 3D Web Graphics With Khronos WebGL & gITF Accelerating Vision Processing with Khronos OpenVX and OpenCL
*ACM SIGGRAPH Cartographic Visualization (Carto)
ASIFA-Hollywood Animation Educators Forum asks: How is Virtual Reality changing the way we teach? Education Committee Open Forum Education Committee Town Hall Educators Forum
Can Fabrication Build Bridges?
Leonardo Education and Art Forum (LEAF)
*CCIFF: Art and Entertainment Technology Film Festival
Maker Movement Meets Formal Education
Computer Graphics for Simuation OpenSceneGraph CS + X Cross Campus Collaborations Production Pipeline Fundamentals for Film, Games, and TV
*DCAJ Presentation: Industrial
Application of Content Technology in Japan
Program in Empowerment Informatics at the University of Tsukuba
Digital Thought Within the Division of Experimental and Foundation Studies at RISD
Shader Languages, Compilers, and Effects
Harvest4D – Harvesting Dynamic 3D Worlds From Commodity Sensor Clouds
Teaching Computer Graphics Inside a Browser: WebGL and three.js
Heterogeneous Computing With Khronos OpenCL, SYCL, and SPIR-V
*Immersive Visualization for Science, Research, and Art
Blender Foundation – Community Meeting
*International Khronos Chapters
VES All-Sections SIGGRAPH Party
*ISEA International Open Forum
Virtual Globes Using WebGL and Cesium
*BOF: International Collegiate Virtual Reality Contest (IVRC)
The Computer and Conceptual Art Practices in the 1960s and 70s Undergraduate Research Alliance
Program
Blender Spotlight
Render Farming
LASig Activities
VFX Union – Crafting Your VFX Workplace
*presented in the ACM SIGGRAPH Theater
Table of Contents
S2016.SIGGRAPH.ORG
AR/VR
FOR EDUCATORS
FIRST-TIMER
ACM SIGGRAPH THEATER EVENTS
54
FP F S EP E #SIGGRAPH2016
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 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
Table of Contents
S2016.SIGGRAPH.ORG
ANIMATION & VFX
FIRST-TIMER
FOR EDUCATORS
GAMES
MOBILE
PRODUCTION
RESEARCH
EXHIBITION (as of 20 May)
55
FP F S EP EO E #SIGGRAPH2016
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.
Eizo Inc.
Puget Systems
Esri
Purdue University
Fabric Software
Purple Platypus
Faceware Technologies
Qualcomm Incorporated
FacioMetrics LLC
Quantum Corporation
ForgeFX Training Simulations
Qumulo
Formlabs Inc.
RebusFarm GmbH
The Foundry Visionmongers
Redshift
ftrack
Ringling College of Art and Design
Goggle Tech
River Studios
Google
Rokoko
HGST
SCAD
HoloDigilog Human Media Research Center
Sensel
IATSE
SensoMotoric Instruments, Inc.
Imagineer Systems/Boris FX
Shapeways
Infinite Trading Inc
Sharecg.com
Innobright Technologies Inc.
Side Effects Software
Intel Corporation
Simlens
Intervoke Technologies
Sketchfab Inc.
Isotropix
Skolkovo Foundation
KAI
Smith Micro Software
Lightworks
SpeedTree
Live2D Inc.
Stratasys 3D Printers & Production Systems
Luxion, Inc.
Synertial
Mantis Vision
Tardis 3D Technologies
MAXON
Taylor Francis/CRC/Focal Press
Mayabious Art LLP
TechViz
Meta
Thinkbox Software Inc.
Microsoft Corp.
Umbra
Motion Analysis Corporation
United Scenic Artists, Local USA 829 IATSE
MSI Computer Corp.
Unity Technologies
Mura
The University of the Arts
NCCA, Bournemouth University, Uk
uSens Inc.
Newsight Japan, Ltd.
VanArts
NorPix Inc.
Vancouver Film School
NVIDIA Corporation
Vicon
Cap Digital - France
OptiTrack
Visual Computing Center at KAUST
CGAL – The Computational Geometry Algorithms Library
Original Force Animation
Wacom Technology
Pixar Animation Studios
Web3D Consortium
Computer Graphics World
Pixel Plow
Wolfram Research, Inc.
CyberGlove Systems
Pluralsight
XIMMERSE
DigiPen Institute of Technology
PNY Technologies
X-Rite Pantone
Dimensional Imaging
Pragma Solutions Pte Ltd
Xsens
Drexel University
Presence Pictures
Yost Labs, Inc.
ANIMATION & VFX GAMES
FIRST-TIMER
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) American Cinematographer American Express OPEN Animation Magazine Association for Computing Machinery Autodesk Canada Co. Avere Systems B&H Photo, Video & Pro Audio Binary Alchemy Blackmagic Design BOXX Technologies, Inc.
Table of Contents
S2016.SIGGRAPH.ORG
EXHIBITOR SESSIONS (as of 5 May) FP F S EP EO E
56
#SIGGRAPH2016
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 NVIDIA Room 210D Sunday, 24 July, 9 am-6 pm Monday, 25 July, 9 am-6 pm NVIDIA Best of GTC Talks Join us for two days of deep-dive, technical sessions from NVIDIA engineers and other GPU experts.
Chaos Group Room 205A Tuesday, 26 July Wednesday, 27 July 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.
Intel Room 213A Tuesday, 26 July, 9 am-6 pm Wednesday, 27 July, 9 am-6 pm Thursday, 28 July, 9 am-6 pm Intel Exhibitor Sessions Smart people giving insightful and entertaining presentations: Join us in room 213A for technical topics from graphics to gaming and beyond.
Disney Room 211A Tuesday, 26 July Wednesday, 27 July Fabric Software Room 201B Tuesday, 26 July, 10 am-6 pm
GOOGLE
TUESDAY, 26 JULY
Wednesday, 27 July, 12:30-1:30 pm
NOKIA
3D Reconstruction with Google’s Project Tango
Tuesday, 26 July, 10:30-11:30 am Nokia OZO Ecosystem: The State of Art in VR
Wednesday, 27 July, 2-3 pm
MICROSOFT
Why Media & Entertainment Companies Are Moving Away From Legacy Storage Solutions
Tuesday, 26 July, 2-3 pm Why You Should be Rendering on the Cloud 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.
Several thousand data-storage professionals shared their current datastorage challenges, priorities, and requirements. Now hear their answers and discuss.
BINARY ALCHEMY Wednesday, 27 July, 3:30-4:30 pm
WEDNESDAY, 27 JULY
Royal Render
AVERE SYSTEMS
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.
Wednesday, 27 July, 9-10 am Compute Cloud for Rendering – Big-Studio Results on a SmallStudio Budget Presented by Google, Moonbot Studios, and Avere Systems.
BOURNEMOUTH UNIVERSITY Wednesday, 27 July, 10:30-11:30 am
Fabric Engine User Group
Dr. Inventor Your Personal, Creative Research Assistant
Autodesk Room 207D Tuesday, 26 July Wednesday, 27 July
How to create novel and useful research ideas by uncovering latent analogies between publications in computer graphics using the Dr. Inventor creativity support tool.
Autodesk Vision Series
QUMULO, INC.
Table of Contents
S2016.SIGGRAPH.ORG
ANIMATION & VFX
FIRST-TIMER
GAMES
JOB FAIR
57
FP F S EP EO E #SIGGRAPH2016
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 20 May)
The Job Fair IS THE BEST PLACE to be if you are:
Animal Logic
• Actively looking for a job
Axis Animation
• Passively networking to see what opportunities are available
Blizzard Entertainment
Method Studios
Booth 17
Booth 8
NHTV Breda University of Applied Sciences
Recruitment Package
Booth 13
• Interested in getting acquainted with some great companies
Booth 3
Recruitment Package
• Hoping to broaden your horizons and possibly switch industries
Brown Bag Films Booth 14
Rodeo FX
• Looking for career development tips
Digital Domain
• Wanting to learn about the latest CG and interactive techniques
Double Negative Visual Effects
Pixar Animation Studios
Booth 18
Booth 7
Snapchat Booth 19
Recruitment Package
EMPLOYERS The Job Fair IS THE BEST PLACE to be if you want to:
Booth 12
• Meet with seasoned professionals
Booth 10
• Hire “right-brain” talent
Legend3D
• Reach an extremely diverse and experienced group of creative professionals working across multiple creative industries
Sony Pictures Imageworks Booth 15
Esri
The Third Floor Booth 5
IGT
Weta Digital Booth 16
Booth 4
Table of Contents
S2016.SIGGRAPH.ORG
GENERAL INFORMATION
58
Airport Shuttle Bus Discounts
Children at the Conference
Anaheim Convention Center
SIGGRAPH 2016 has partnered with Super Shuttle to offer transportation to and from John Wayne Airport (SNA) and Los Angeles International Airport (LAX).
Please be aware that parts of the Conference may contain adult content, graphic images, or violence.
800 West Katella Avenue Anaheim, CA 92802
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. 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:
Accessibility 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.
+1.312.673.5868. Food Services A variety of food truck vendors and concessions are available throughout the convention center and outdoor plaza space.
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
Internet Access Free wireless access is available during SIGGRAPH 2016 in all conference locations within the Anaheim Convention Center [except in the Exhibit Hall]. Parking
Or contact: onPeak SIGGRAPH 2016 Housing Provider +1.855.416.6073 (US and Canada) +1.312.527.7300 (International)
+1.714.765.8950
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.
Breakpoint Books
[email protected] Camera and Recording Policies
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. 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
No cameras or recording devices are permitted at SIGGRAPH 2016. Abuse of this policy will result in the loss of the individual’s registration credentials. 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.
Table of Contents
The convention center is handicap accessible. If you have special needs or requirements, please call Conference Management at:
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
59
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, Th
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
Table of Contents
X
X
X X
X
X
X
X
X
S2016.SIGGRAPH.ORG
CONFERENCE COMMITTEE
60
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
Table of Contents
S2016.SIGGRAPH.ORG
CO-LOCATED EVENTS
61
Presented in cooperation with ACM SIGGRAPH, these small symposia are related to important aspects of computer graphics and interactive techniques.
DIGIPRO 29 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
Table of Contents
S2016.SIGGRAPH.ORG