Conference 5–9 August 2012
Exhibition 7–9 August 2012
Los Angeles Convention Center

Research Focus

Title Session Timesort descending
Fu
Courses
Principles of Animation Physics
Room 502AB
Details
Principles of Animation Physics

An understanding of physics is essential for creating believable animated motion. Many basic concepts in animation (such as follow-through, drag, and weight shift) are clearer when considered in the context of basic mechanics.

This course was developed with support from the National Science Foundation by Alejandro Garcia, who was on leave at the Department of Artistic Development at DreamWorks Animation SKG, where he presented over 30 classes and special lectures on physics as it applies to animation. The course covers essential topics from physical mechanics to basic bio-mechanics that apply specifically to character animation.

COURSE SCHEDULE

2 pm
Welcome and Introduction

2:05 pm
Timing, Spacing, and Scale

2:20 pm
Law of Inertia

2:35 pm
Momentum and Forces

2:50 pm
Center of Gravity

3:05 pm
Weight Gain and Loss

3:20 pm
Action and Reaction

3:35 pm
Break

3:45 pm
Basic Poses

4:10 pm
Jumps

4:35 pm
Walks

5 pm
Concluding Remarks

5:05 pm
Q & A

Sunday, 5 August 2:00 pm to 5:15 pm AddPlease login to modify your schedule.
Fu
Courses
Computational Displays
Room 408B
Details
Computational Displays

This course provides the first comprehensive overview of computational displays for the graphics community. These display architectures employ co-design of optical elements, efficient computational processing, computationally tractable models for human perception, and advanced mathematical analysis.

The course reviews all aspects of computational displays in detail, from concept introduction to a variety of example displays that exploit joint design of optical components and computational processing for applications such as high-dynamic-range and wide-color-gamut display, extended depth-of-field projection, and high-dimensional information display for computer-vision applications. In particular, the course focuses on how high-speed displays, multiple stacked LCDs, and directional backlighting combined with advanced mathematical analysis and efficient computational processing provide the foundations of 3D displays of the future. It also reviews psycho-physiological aspects that are of importance for display design and demonstrates how perceptually driven computational displays can enhance the capability of current technology.

COURSE SCHEDULE

2 pm
Introduction and Overview
Computational Displays as a Next-generation Display Technology
Wetzstein

2:25 pm
Computational Light Field Displays - Hardware Architectures, Fabrication, Content Generation, and Optimization
Lanman and Hirsch

3 pm
Perceptually-Driven Computational Displays
Gutierrez

3:20 pm
Summary and Q&A
All

Sunday, 5 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
Fu
Courses
Optimizing Realistic Rendering With Many-Light Methods
Room 408A
Details
Optimizing Realistic Rendering With Many-Light Methods

With recent improvements in hardware performance, there has been an increased demand in various industries, including game development, film production, and architectural visualization, for realistic image rendering with global illumination (GI). But current algorithms can not fulfill the strict speed and quality requirements of modern applications. Many-light rendering solves this problem. By reducing light-transport simulation to rendering the scene with many light sources, the many-light formulation offers a unified view of the global-illumination scene. Unlike other GI algorithms, the quality-speed trade-off in the many-light methods produces artifact-free images in a fraction of a second while converging to the full GI solution over time.

This course presents a coherent summary of the state of the art in many-light rendering. It covers the basic many-light formulation and recent work on its use for computing global illumination in real time, on improving scalability with a large number of lights, on using the many-light method as a basis for a full GI solution, and on rendering participating media. The course focuses on the clarity of the underlying mathematical concepts as well as on the practical aspects of the individual algorithms. One segment of the course is devoted to the practical considerations of using many-light methods in the Autodesk Cloud Rendering service.

COURSE SCHEDULE

2 pm
Introduction and Welcome
Křivánek

2:05 pm
Instant Radiosity - Principles and Practice
Keller

2:35 pm
Handling Difficult Light Paths
Hašan and Křivánek

3:05 pm
Scalability With Many Lights I
Walter

3:30 pm
Break

3:45 pm
Scalability With Many Lights II
Hašan

4:05 pm
Real-Time Many-Light Rendering
Dachsbacher

4:40 pm
Many-Light Methods in Autodesk Cloud Rendering
Arbree

5:10 pm
Conclusion - Q & A

Sunday, 5 August 2:00 pm to 5:15 pm AddPlease login to modify your schedule.
Fu
Courses
The Hitchhiker's Guide to the Galaxy of Mathematical Tools for Shape Analysis
Room 406AB
Details
The Hitchhiker's Guide to the Galaxy of Mathematical Tools for Shape Analysis

A practical guide for researchers who are exploring the new frontiers of 3D shape analysis and managing the complex mathematical tools that most methods rely on. Many research solutions come from advances in pure and applied mathematics, as well as from re-reading classical mathematical theories. Managing these math tools is critical to understanding and solving current problems in 3D shape analysis. This course is designed to help mathematicians and scientists communicate in a world where boundaries between disciplines are (fortunately) blurred, so they can quickly find the right mathematical tools for a bright intuitive idea and strike a balance between theoretical rigor and computationally feasible solutions.

The course presents basic concepts in differential geometry and proceeds to advanced topics in algebraic topology, always keeping an eye on their computational counterparts. It includes examples of applications to shape correspondence, symmetry detection, and shape retrieval that show how these mathematical concepts can be translated into practical solutions.

COURSE SCHEDULE

MODULE 1 [Spagnuolo and Biasotti]
2 pm
Introduction and Welcome

2:05 pm
Mathematics and Shape Analysis Challenges

2:15 pm
Mathematical Guide, Part 1

3:10 pm
Examples of Applications, Part 1

MODULE 2 [Biasotti and Spagnuolo]
3:45 pm
Mathematical Guide, Part 2

4:30 pm
Examples of Applications, Part 2

5 pm
Conclusions

Sunday, 5 August 2:00 pm to 5:15 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Technical Papers Fast Forward
Technical Papers Fast Forward
West Hall B
Details
Technical Papers Fast Forward

An entertaining, illuminating summary of SIGGRAPH 2012 Technical Papers in an exciting two-hour session! The author(s) of each paper are allowed a little less than a minute to wow the crowd with their results and entice attendees to hear their complete paper presentation later in the week.

Sunday, 5 August 6:00 pm to 8:00 pm AddPlease login to modify your schedule.
Fu
Courses
Computational Plenoptic Imaging
Room 408B
Details
Computational Plenoptic Imaging

A new generation of computational cameras is emerging, spawned by the introduction of the Lytro light-field camera to the consumer market and recent accomplishments in the speed at which light can be captured. By exploiting the co-design of camera optics and computational processing, these cameras capture unprecedented details of the plenoptic function: a ray-based model for light that includes the color spectrum as well as spatial, temporal, and directional variation. Although digital light sensors have greatly evolved in the last years, the visual information captured by conventional cameras has remained almost unchanged since the invention of the daguerreotype. All standard CCD and CMOS sensors integrate over the dimensions of the plenoptic function as they convert photons into electrons. In the process, all visual information is irreversibly lost, except for a two-dimensional, spatially varying subset: the common photograph.

This course reviews the plenoptic function and discusses approaches for optically encoding high-dimensional visual information that is then recovered computationally in post-processing. It begins with an overview of the plenoptic dimensions and shows how much of this visual information is irreversibly lost in conventional image acquisition. Then it discusses the state of the art in joint optical modulation and computation reconstruction for acquisition of high-dynamic-range imagery and spectral information. It unveils the secrets behind imaging techniques that have recently been featured in the news and outlines other aspects of light that are of interest for various applications before concluding with question, answers, and a short discussion.

COURSE SCHEDULE

9 am
Introduction and Overview
Wetzstein

9:10 am
High Dynamic Range Imaging
Heidrich

9:20 am
Spectral Imaging
Ihrke

9:30 am
Light Field Acquisition
Lanman

9:40 am
Insight the Lytro Camera
Akeley

10 am
Light Capture With a Trillion Frames Per Second
Raskar

10:20 am
Further Light Properties
Wetzstein

10:25 am
Summary and Q&A
All

Monday, 6 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
Fu
Talks
Pointed Illumination
Room 403AB
Details
SGRT: A Scalable Mobile GPU Architecture Based on Ray Tracing

This novel mobile GPU architecture based on ray tracing includes a fast, compact hardware engine that accelerates a traversal and intersection operation, a flexible reconfigurable processor that supports software ray generation and shading, and a parallelization framework that achieves scalable performance.

Point-Based Global Illumination Directional Importance Mapping

This talk introduces new point-based global illumination (PBGI) adaptive cut-picking algorithms. With this approach, PBGI becomes a suitable technique for lighting and rendering scenes with high contrast and high-dynamic-range image-based lighting, and BRDFs with sharper or narrower lobes.

Ill-Loom-inating Handmade Fabric in "Brave"

New techniques invented for shading and rendering characters' hand-made clothing in Pixar's "Brave".

Progressive Lightcuts for GPU

This consistent lightcuts algorithm achieves convergence with a fixed-memory footprint by iteratively accumulating individual lightcuts solutions, each using a different virtual-point-light (VPL) set and removing VPL clamping bias by employing a novel progressive clamping relaxation scheme.

Monday, 6 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
FuBaBpEx
Studio–Talks
Jamming (Studio Talks)
Room 153BC
Details
Beyond Minus Ones: VirtualBand

VirtualBand is an interactive system that produces high-quality musical accompaniment of human improvisations. The system produces stylistic databases by capturing essential elements of the playing style of accompanying musicians from analysis of their recordings. During performance, VirtualBand uses these databases to back-up musical improvisations.

Monday, 6 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
Fu
Talks
Head in the Clouds
Room 502AB
Details
A World of Voxels: The Volumetric Effects of "Ice Age: Continental Drift"

For "Ice Age: Continental Drift", Blue Sky Studios developed pre- and post-simulation voxel deformers, data reducers, level-of-detail tools, and rendering techniques to produce a wide variety and number of voxel effects including destruction dust, volumetric splashes, storm clouds, cloud vorticies, mist clouds, and a waterspout.

Vortex of Awesomeness

An overview of techniques that combine fast, high-resolution fluid simulations (100-200 million voxels) with procedural effects to create a massive storm cloud and tornado.

Efficient and Seamless Volumetric Fracturing

A novel framework for seamless volumetric fracturing that offers significant advantages over existing methods.

Cloud Modeling And Rendering for "Puss In Boots"

The techniques and workflow used to create a very art-directed digital sky in the movie "Puss In Boots".

Monday, 6 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
FuBaBpEx
Studio–Workshops
Presenting Mojito: A Yahoo! Library Implementing a JavaScript-Based on-Line/Off-Line, Multi-Device, Hosted Application Platform
Studio/Concourse Foyer
Details
Presenting Mojito: A Yahoo! Library Implementing a JavaScript-Based Online/Offline, Multi-Device, Hosted Application Platform

Mojito is an MVC application framework built on YUI 3 that enables agile development of web applications. It allows developers to write client and server components in the same language (JavaScript), using the same framework. Because Mojito applications are written in JavaScript, they can run on both client and server.

Monday, 6 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
FuBaBpEx
Studio–Talks
Design Computing (Studio Talks)
Room 153BC
Details
Exploring Algorithmic Geometry Using "Beetle Blocks"

"Beetle Blocks" uses the paradigm of turtle geometry and the visual programming language Scratch to teach programming and algorithmic geometry in an intuitive way.

Introducing Processing 2.0

Processing is an open-source language used in interactive design and computational arts. The 2.0 release incorporates several improvements: a high-performance 3D renderer based on OpenGL-ES 2, a faster video library built on top of the GStreamer multimedia toolkit, and a new JavaScript mode for web output.

Monday, 6 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
Fu
Talks
Material: The Gathering
Room 408B
Details
Estimating Diffusion Parameters From Polarized Spherical Gradient Illumination

Formalizing the connection between subsurface scattering parameters and observations under spherical-gradient illumination of translucent materials and estimating subsurface scattering parameters from such observations.

Improved Linear-Light-Source Material Reflectance Scanning

A new device for digitizing reflectance of spatially varying materials such as leather, brushed metal, plastic, paint, and cloth using linear-ligh-source reflectometry that improves on the resolution, accuracy, and efficiency of the approach with several hardware innovations and algorithmic improvements.

Measurement-Based Synthesis of Facial Microgeometry

A technique for generating microstructure-level facial geometry by augmenting a mesostructure-level facial scan with detail synthesized from a set of exemplar skin patches scanned at much higher resolution.

A Single-Shot Light Probe

A new light probe with both diffuse and specular materials captures the full dynamic range of complex lighting conditions in one standard digital photograph.

Estimating Specular Normals From Spherical Stokes Reflectance Fields

This talk analyzes the view-independent symmetric Stokes reflectance field under constant-incident spherical illumination, which is either circularly polarized, or unpolarized, and demonstrates that both types of incident lighting can be used to reliably estimate specular normals.

Monday, 6 August 3:45 pm to 5:15 pm AddPlease login to modify your schedule.
FuBaBpEx
Studio–Talks
Grooving (Studio Talks)
Room 153BC
Details
Automatic Lead-Sheet Visualization for Musical Study

A sheet-music input and visualization system for communities that teach and study popular music, with a strong emphasis on statistical and structural analysis.

AudioCloning: Extracting Material Fingerprints from Example Audio Recording

A system that automatically estimates the material parameters from a single recorded audio clip to generate sounds that preserve the intrinsic audio quality of the original material while capturing the variety of sizes and shapes of the virtual objects and their rich interactions.

Beyond Minus Ones: VirtualBand

VirtualBand is an interactive system that produces high-quality musical accompaniment of human improvisations. The system produces stylistic databases by capturing essential elements of the playing style of accompanying musicians from analysis of their recordings. During performance, VirtualBand uses these databases to back-up musical improvisations.

RhythmSynthesis

Originally an investigation into the relationships between rhythm and technology, RhythmSynthesis applies color, shape, and sound to demonstrate how our understanding of visual music, computation, and tangible, audio-visual interactions can be applied in musical compositions.

Monday, 6 August 3:45 pm to 5:15 pm AddPlease login to modify your schedule.
Fu
Courses
Data-Driven Simulation Methods in Computer Graphics: Cloth, Tissue, and Faces
Room 408B
Details
Data-Driven Simulation Methods in Computer Graphics: Cloth, Tissue, and Faces

In recent years, various methods have been introduced to exploit pre-recorded data to improve the performance and/or realism of dynamic deformations, but their differences and similarities have not been adequately analyzed or discussed. So far, the proposed methods have been explored mainly in the research context. They have not been adopted by the computer graphics industry.

This course bridges the gap between research labs and industry to present a unifying theory and understanding of data-driven methods for dynamic deformations that may inspire development of novel solutions. It focuses on application of data-driven methods to three areas of computer animation: dynamic deformation of faces, soft volumetric tissue, and cloth. And it describes how to approach these challenges in a data-driven manner, classifies the various methods, and demonstrates how data-driven methods can work in other settings.

COURSE SCHEDULE

9 am
Introduction and Overview of Methods
Otaduy

9:20 am
Tissue and Cloth Mechanics
Otaduy

9:50 am
Capturing Deformation Examples
Bradley

10:30 am
Break

10:45 am
Facial Animation
Bickel

11:25 am
Cloth Animation
Wang

12:05 pm
Conclusion/Q & A
All

Tuesday, 7 August 9:00 am to 12:15 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Interactive Volume Modeling Plug-Ins Suite for Houdini
Room 402A
Details
Interactive Volume-Modeling Plug-Ins Suite for Houdini

A tech demo of volume-modeling Houdini plug-ins with optimizations to give users interactive feedback on very large volume resolutions. The demo is a technical paper simplified for a non-technical audience.

Tuesday, 7 August 10:30 am to 11:15 am AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
From CAD to the Web
Room 513
Details
From CAD to the Web

This session is for attendees interested in Web3D applications for CAD. Discussion topics include Web3D, STEP, B-REP, WebGL, and CAD data conversion.

Tuesday, 7 August 11:00 am to 12:30 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
ACM SIGGRAPH Carto BOF
Room 507
Details
ACM SIGGRAPH Carto BOF

This ACM SIGGRAPH Cartographic Visualization (Carto) session explores how viewpoints and techniques from the computer graphics community can be effectively applied to cartographic and spatial datasets.

Tuesday, 7 August 12:30 pm to 2:30 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Kinect Users
Room 410
Details
Kinect Users

A meet-up for attendees interested in the motion capture, scanning, and other capabilities of the Kinect, ASUS Xtion, web cams, OpenNI, and PrimeSense.

Tuesday, 7 August 1:00 pm to 2:30 pm AddPlease login to modify your schedule.
Fu
Talks
Model Stories
Room 406AB
Details
Adapting Curriculum to Explore New 3D Modeling Technologies and Workflows

Adapting a college curriculum to keep pace with fundamental technical shifts in 3D modeling presents a unique challenge, particularly when the paradigm for learning undergoes drastic changes in a short period of time. This talk discusses approaches to teaching that address the pace of change in this environment.

3D Diff: An Interactive Approach to Mesh Differencing and Conflict Resolution

A novel approach to interactive mesh-conflict resolution that visually compares models and allows the user to select one of the two revisions for each conflicted scene-graph node.

Growing Documentary: Creating a Computer-Supported Collaborative Storytelling Environment

After witnessing and experiencing the Great East Japan Earthquake on 11 March 2011, makers of the Growing Documentary introduced a concept to explore and expand the field of computer-supported collaborative video storytelling through promotion of interactive documentaries that could help people create and share their stories with the world.

Tuesday, 7 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
Fu
Talks
Three is a Crowd
Room 408B
Details
Headstrong, Hairy, and Heavily Clothed: Animating Crowds of Scotsmen on "Brave"

Behold, a new answer to the age-old crowds question, “to cache or not to cache agent geometry”, where retargeting, procedural variation, and geometry caching using our new TidScene format are combined with a novel simulation-blending technique to efficiently facilitate both interactive workflows and secondary motion and detail.

Hero-Quality Crowds in "Madagascar 3: Europe's Most Wanted"

Techniques used to achieve hero-quality deformations and animated performances for crowd character in "Madagascar 3: Europe's Most Wanted" while minimizing disk usage, network bandwidth consumption, and workload for animators.

CageR: From 3D Performance Capture to Cage-Based Representation

A framework based on spatial deformation with cages to automatically construct a compact and editable high-level representation of animated 3D mesh sequences, resulting in high compression factors and allowing easier post processing.

Tuesday, 7 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
3D Medical Visualization Using X3D
Room 513
Details
3D Medical Visualization Using X3D

Learn more about X3D Medical for 3D medical imaging in DICOM and the progress of X3D volume-rendering implementation.

Tuesday, 7 August 2:30 pm to 3:30 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Web3D Consortium Town Hall Meeting
Room 513
Details
Web3D Consortium Town Hall Meeting

Network with our innovative community of Web3D 3D content and application developers while learning about our X3D technologies and initiatives.

Tuesday, 7 August 3:30 pm to 5:00 pm AddPlease login to modify your schedule.
Fu
Talks
Priming the Pipe
Room 403AB
Details
Crom - Massively Parallel, CPU/GPU Hybrid Computation Platform for Visual Effects

Crom (Core Rhythm Operating Machine) is Rhythm & Hues Studio's new software-development platform designed to provide a fast, flexible, and efficient platform for the firm's next generation of visual effects tools.

Amorphous: An OpenGL Sparse Volume Renderer

This GPU volume renderer is optimized for sparse volumes and gives physically accurate results and interactive performance. It reduces the need for offline renders by tightening the loop between volumetric modeling, simulation, and visual feedback.

Efficient Large-Scale Hybrid Fluid Simulation

Efficient simulation algorithms for large-scale fluids using interactive vortex particle methods and a novel hybrid-simulation algorithm.

LibEE: A Multithreaded Dependency Graph for Character Animation

This talk presents a heavily multithreaded dependency-graph engine built for a next-generation in-house character animation tool, as well as visualization tools designed to help riggers optimize their characters for such a highly parallel evaluation environment.

Wednesday, 8 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
FuBaBpEx
Studio–Talks
Doing Design (Studio Talks)
Room 153BC
Details
Virtual Cane Creation for Glassblowers

A computer-aided design system for glassblowers working with cane.

Vignette: A Style-Preserving Sketching Tool for Pen-and-Ink Illustration

A sketch-based application that features novel interaction and natural workflow with built-in texture-synthesis capabilities for interactive pen-and-ink illustration.

SketchGraph: Gestural Data Input for Mobile Tablet Devices

Using a mobile tablet to input data for graphing is tedious. Wouldn’t it be nice to sketch a data graph as if you were drawing on a napkin? SketchGraph lets you finger-sketch axes, labels, and data curves, and automatically maintains an editable underlying data table.

Loosely Fitted Design Synthesizer {LFDS]

A hybrid computational design tool for individual or collaborative real-time, multi-modal interaction based on off-the-shelf components and open-source software.

Wednesday, 8 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
X3DOM a Declarative 3D Solution
Room 513
Details
X3DOM a Declarative 3D Solution

Integrating a declarative approach to interactive 3D graphics directly into HTML, which enables its use in any web page.

Wednesday, 8 August 10:00 am to 11:00 am AddPlease login to modify your schedule.
Fu
Talks
Capture the World
Room 502AB
Details
Computational Retinal Imaging via Binocular Coupling and Indirect Illumination

A self-directed interactive device that captures and visualizes retinal images. This portable solution simplifies constraints on traditional devices that need to provide sufficient illumination and need precise alignment of focusing optics and illumination with the human eye.

Relativistic Ultrafast Rendering Using Time-Resolved Imaging

Repurposing a streak sensor and femtosecond laser source to capture three-dimensional movies of table-top scenes with a time resolution of five picoseconds.

Compressive Light-Field Photography

Full-resolution light-field acquisition using sparse coding of light fields.

KinÊtre: Animating the World With the Human Body

KinÊtre lets people bring the world around them to life. With this system, anyone can interactively scan and "possess" inanimate objects. Possessed objects realistically follow users' movements as they walk, jump, and twist. KinÊtre makes animation a fun and playful experience for all.

Wednesday, 8 August 10:45 am to 12:15 pm AddPlease login to modify your schedule.
Fu
SIGGRAPH Mobile
Understanding Mobile Graphics - GPUs and Platforms (SIGGRAPH Mobile Talks)
Room 406AB
Details
11:30 am-12:15 pm Unity: iOS and Android - Cross-Platform Challenges and Solutions

At present, several different GPU architectures are flourishing in mobile technologies, and almost every architecture introduces its own texture compression, API extensions, and various bugs in drivers. This talk presents Unity's experience harnessing distinct GPU architectures and lessons learned in maintaining quality and performance across multiple mobile platforms.

10:45-11:30 am Saving the Planet, One Handset at a Time: Designing Low-Power, Low-Bandwidth GPUs

GPUs for mobile devices have to deliver ever-increasing performance and capability while living within strict power and memory bandwidth limits. This talk explores how these constraints influence the design of mobile GPUs and how applications can exploit GPU features to achieve the best power efficiency and performance.

Wednesday, 8 August 10:45 am to 12:15 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Using Advanced Imaging for Developing Dream Slides
Room 402A
Details
Using Advanced Imaging for Developing Dream Slides

For attendees interested in applications of advanced image processing for obtaining dream slides. The main objective is attaining a reduced-awake-states artistic creation bias.

Wednesday, 8 August 11:00 am to 1:00 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Augmented and Mixed Reality
Room 513
Details
Augmented and Mixed Reality

Learn more about how to extend X3D capabilities to support augmented reality (AR) and mixed reality (MR) applications. Also get an update on current AR standards activities.

Wednesday, 8 August 11:00 am to 12:30 pm AddPlease login to modify your schedule.
Fu
Talks
Effects Omelet
West Hall B
Details
"Wrath of the Titans" - Creating CG Lava With Advected Sculpts

"Wrath of the Titans" required large amounts of controllable CG lava at different scales across a number of shots. By combining Ptex (a custom surfacer) and solvers, the solution allowed for creation of art-directable lava of various forms by advecting highly detailed sculpts using simulation.

Dark Fairy Creature Effects on "Snow White and the Huntsman"

The climactic battle at the end of "Snow White and the Huntsman" features creatures made up of tens of thousands of obsidian shards. Double Negative created a pipleine and toolset that allowed artists to animate, destroy, and reform creatures from piles of thousands of individual shards.

Multiresolution Radiosity Caching for Global Illumination in Movies

A multiresolution radiosity caching method that enables efficient computation of global illumination in a single pass in complex CG movie production scenes.

"Wrath Of The Titans" - Complex Models With Voxel Greeble

A system best described as Voxel Greeble (procedurally layering up SDF representations of sculpts to create complex, highly detailed models) that can be further sculpted and textured once created.

Wednesday, 8 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
Fu
SIGGRAPH Mobile
Mobile Graphics – Hardware and Software Techniques (SIGGRAPH Mobile Talks)
Room 406AB
Details
2:45-3:30 pm Novel Approaches to GPU Performance Analysis

This talk begins with a discussion of various approaches for analysing performance of an embedded GPU, then presents a different approach: using the embedded processor for both capture and analysis of performance information from the GPU. Current-generation embedded ARM-based application processors have the computational power required for this approach.

2-2:45 pm Advancing Dynamic Lighting on Mobile

This talk explores the performance of dynamic lighting on mobile devices and how to advance the state of the art. It describes how dynamic time-of-day lighting, including real-time radiosity, can be obtained and which additional hardware and API features would be most useful.

Wednesday, 8 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
FuBaBpEx
Studio–Talks
Space is the Place (Studio Talks)
Room 153BC
Details
Multi-Disciplinary Mashups – People, Technology, and Design

Taking cues from a diverse array of external disciplines and technologies, the Smartgeometry Workshops provide a unique environment for architectural design exploration through multidisciplinary collaboration and technology mashups.

Public Displays of Computing: Space, Place, and Computing

Computing in Place is an on-going research project focused on a large-scale digital display in two public lobbies of a university, a type of space for which no theory currently exists. This talk demonstrates how to understand this setting through the lenses of human activity, interaction, and space.

Wednesday, 8 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
Fu
Talks
Building Character
Room 502AB
Details
Simulation Preview in "Brave"

Low-resolution cloth and hair simulation for fast interaction used by animators.

Stable, Art-Directable Skin and Flesh Using Biphasic Materials

Techniques for applying finite-element skin and flesh simulations to animated characters to robustly add secondary movement.

Character Design: Visual Complexity in "Brave"

Finding a balance between caricature and realism in the design and execution of two characters in Pixar's "Brave".

Computer-Assisted Animation of Line and Paint in Disney's "Paperman"

This system allows animators to combine CG animation's strengths (temporal coherence, spatial solidity, and precise control) with traditional animation's expressive and pleasing line-based aesthetic by using semi-automatic algorithms to empower the line artist to create an animation style not previously feasible in a production environment.

Wednesday, 8 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Computer Graphics for Simulation
Room 410
Details
Computer Graphics for Simulation

This is an interdisciplinary meeting for people interested in both the CG and simulation communities. Topics range from 3D CG modeling to simulation modeling methods like DEVS or BIM.

Wednesday, 8 August 2:00 pm to 3:00 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Web3D Standards Meeting
Room 513
Details
Web3D Standards Meeting

Meet The Web3D Korea Chapter members and discuss their current initiatives on the X3D specification: augmented reality, E-Learning, mobile function, and X3D implementations.

Wednesday, 8 August 2:30 pm to 5:30 pm AddPlease login to modify your schedule.
Fu
SIGGRAPH Mobile
Mobile Applications – In Your Hand and On the Road (SIGGRAPH Mobile Talks)
Room 406AB
Details
4:30-5:15 pm Mobile Augmented Reality in Advertising: 
A Case Study of the TineMelk AR App

Producing digital stories for mobile augmented-reality applications poses a number of creative and technical challenges. This presentation covers lessons learned from production of the TineMelk AR app and key issues and possibilities to be aware of when creating interactive AR stories for the mobile platform.

3:45-4:30 pm Auto(mobile): Mobile Visual Interfaces for the Road

This session presents the state of the art in mobile automobile research, particularly navigation systems that help the user on-the-go. The talk includes code samples and a demo of a prototype called DriveSense that combines the mobile and automobile contexts, affecting how maps are rendered.

Wednesday, 8 August 3:45 pm to 5:15 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
OpenGL ES
Gold Ballroom Salon 3
Details
OpenGL ES

OpenGL ES is royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including consoles, phones, appliances and vehicles. Attend for latest news and updates!

Wednesday, 8 August 5:00 pm to 6:00 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Purdue University Birds of a Feather
Santa Monica A
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Purdue University Birds of a Feather

This session is for Purdue University alumni, current students, present and past professors, Purdue fans, and the Purdue-curious.

Wednesday, 8 August 6:00 pm to 9:00 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
OpenGL
Gold Ballroom Salon 3
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OpenGL

Learn more about OpenGL, the most widely adopted 2D/3D graphics API, from the ARB and leading OpenGL companies. Join us for our 20th Anniversary celebration!

Wednesday, 8 August 6:00 pm to 7:00 pm AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
University of Pennsylvania and ETH Zurich Reception
Plaza 1
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University of Pennsylvania and ETH Zürich Reception

A dessert reception jointly sponsored by the University of Pennsylvania and ETH Zürich research groups.

Wednesday, 8 August 7:30 pm to 9:00 pm AddPlease login to modify your schedule.
Fu
Courses
Advanced (Quasi) Monte Carlo Methods for Image Synthesis
Room 406AB
Details
Advanced (Quasi) Monte Carlo Methods for Image Synthesis

Monte Carlo ray tracing has become ubiquitous in most commercial renderers and in custom shaders used for visual effects and feature animation. But many advanced Monte Carlo algorithms are not widely used and are often misunderstood. In this course, attendees learn about the practical aspects of variance-reduction methods with a focus on all variants of importance sampling. The course also covers quasi-Monte Carlo methods at the industry level, as well as the practical aspects of bidirectional path tracing combined with multiple importance sampling and Metropolis Light Transport. Practical advice is provided throughout the course.

COURSE SCHEDULE

1.Introduction
Premože and Keller

a. Monte Carlo and Quasi-Monte Carlo methods
Keller

b. Applications to Light Transport
Premože

2. Variance reduction methods
Premože

3. QMC Methods in Photorealistic Image Synthesis
Keller and Grünschloß

4. Bidirectional Path Tracing (BDPT)
Premože

5. Metropolis Light Transport (MLT)
Raab

6. Conclusion and Questions
All

Thursday, 9 August 9:00 am to 12:15 pm AddPlease login to modify your schedule.
Fu
Talks
Silence! Eliminate the Noise
Room 408A
Details
Adaptive Noise Reduction for Progressive Photon Mapping

An adaptive noise-reduction technique for progressive photon mapping that reduces noise in the rendered image but still converges to the correct result.

Progressive Volume Photon Tracing

A photon-tracing-based progressive rendering method for participating and non-participating media without any photon-map storage requirement. The method offers better rendering speed and better control of memory use.

Volume-Aware Extinction Mapping

Volume-aware extinction maps provide a unified framework for efficient computation of light scattering in arbitrary participating media.

Importance Sampling for Hair Scattering

An importance sampling method for the bidirectional scattering distribution function (bsdf) of hair. The main contribution of this work is to provide a sampling algorithm for hair scattering that is effective (at reducing noise), robust, simple to implement, and efficient to evaluate.

Thursday, 9 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
FuBaBpEx
Studio–Talks
Hackerspace Continuum (Studio Talks)
Room 153BC
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Ikimo: Open Entry-Level Robotics Platform

Powered by an Arduino-compatible robot brain, held in a moddable laser-cut open-design chassis, and fueled by powerful open libraries, the Ikimo Robot Platform is your new friendly low-cost community-designed robot.

Gigapixel Science Lab

The Gigapixel Science Lab is a space for creating, exploring, and sharing gigapixel images of scientific subjects and themes. Create your own images, explore them interactively, share them online, and print them out to take with you. New technologies make it possible, you make it happen.

The Signal Strength Project

Signal Strength is a project to advance mobile democracy. It consists of modules for ad-hoc social networking that let people in an urban area interact offline, leveraging their mobile phones for untraceable communications.

Thursday, 9 August 9:00 am to 10:30 am AddPlease login to modify your schedule.
Fu
Talks
Fast Realistic Lighting
Room 502AB
Details
Local Image-Based Lighting With Parallax-Corrected Cubemaps

A new efficient method for simulating static local reflections for specular or glossy objects with local cubemaps, targeting game applications. The technique results in seamless cubemap lighting between objects and parallax-corrected planar reflections.

Tiled and Clustered Forward Shading

Tiled and Clustered Forward Shading are new techniques that enable support for thousands of lights, while eliminating many of the drawbacks of deferred techniques. Ths talk shows how these techniques can be used and extended to support transparency with high efficiency.

Art Pipeline: Transition From Offline to Real-Time CG

The challenges and solutions in transitioning from offline production to the interactive approach used in creation of "Butterfly Effect", a real-time CG-animated short developed by Unity Technologies and Passion Pictures, a studio with predominantly traditional offline CG experience.

Fast Generation of Directional Occlusion Volumes

This talks shows how to generate a volume containing directional ambient-occlusion information from a source mesh in a manner fast enough for run-time use and shows how to apply the results to real-time rendering.

Thursday, 9 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
Fu
Courses
State of the Art in Photon-Density Estimation
Room 408B
Details
State of the Art in Photon-Density Estimation

Photon-density estimation techniques are a popular choice for simulating light transport in scenes with complicated geometry and materials. This class of algorithms can be used to accurately simulate inter-reflections, caustics, color bleeding, scattering in participating media, and subsurface scattering. Since its introduction, photon-density estimation has been significantly extended in computer graphics with the introduction of: specialized techniques that intelligently modify the positions or bandwidths to reduce visual error using a small number of photons, approaches that eliminate error completely in the limit, and methods that use higher-order samples and queries to reduce error in participating media.

This two-part course explains how to implement all these latest advances in photon-density estimation. It begins with a short introduction using classical photon mapping, but the remainder of the course provides new, hands-on explanations of the latest developments in this area by experts in each technique. Attendees gain concrete and practical understanding of the latest developments in photon-density-estimation techniques that have not been presented before in SIGGRAPH courses.

COURSE SCHEDULE

2 pm
Introduction
Jarosz

2:05 pm
Photon Mapping Basics
Jensen

2:20 pm
Photon Relaxation
Spencer

2:35 pm
Photon Differentials
Frisvad

2:50 pm
Break

2:55 pm
Progressive Photon Mapping: Basics
Hachisuka

3:05 pm
Progressive Photon Mapping: Extensions
Hachisuka

3:20 pm
Probabilistic PPM

3:35 pm
Break

3:40 pm
Participating Media Basics
Jarosz

3:50 pm
Progressive EM
Jakob

4:05 pm
From Photons to Beams
Jarosz

4:20 pm
Break

4:25 pm
Photon Beams in Tangled
Tangled Team

4:40 pm
Photon Mapping in PRMan
Christensen

4:55 pm
Progressive Photon Mapping in LuxRender
Bouchard

5:10 pm
Summary
Hachisuka

Thursday, 9 August 2:00 pm to 5:15 pm AddPlease login to modify your schedule.
Fu
Talks
Hairy Scary
Room 403AB
Details
High-Fidelity Facial Hair Capture

Extending multi-view face capture to reconstruct high-quality facial hair, automatically detecting hairs by careful analysis of the stereo-reconstruction error using a matching cost that properly accounts for camera-shot noise and pixel-sampling variance, and then reconstructing hair to better explain the input photographs.

Furry, Fuzzy, Lovable: Once Upon a Monster's Fur Pipeline

This overview of the fur pipeline used to create loveable muppets and monsters in "Sesame Street: Once Upon a Monster" explains the authoring pipeline, simulation, tessellation, shading, lighting, and shadowing techniques used to create and render a wide variety of fur styles in real time.

Curls Gone Wild: Hair Simulation in "Brave"

The complex, varied hairstyles in Pixar Animation Studios' "Brave" proved to be a unique technical challenge. This talk discusses the tools and techniques developed in production to create realistic and aesthetically pleasing simulations.

Thursday, 9 August 2:00 pm to 3:30 pm AddPlease login to modify your schedule.
Fu
Talks
PANDA: Panoramas, Displays and Acquisition
Room 403AB
Details
Panorama Light-Field Imaging

By converting overlapping sub-light-fields into individual focal stacks, computing a panoramic focal stack from them, and converting the panoramic focal stack back into a panoramic light field, this first approach toward panorama light-field imaging avois the demand for a precise reconstruction of scene depth.

Colloidal Display: A Membrane Screen That Combines Transparency, BRDF, and 3D Volume

An innovative solution that transforms a soap film into the world’s thinnest screen. The screen’s transparency, texture, and shape can be controlled dynamically by using ultrasonic sound waves. Its unique material, which allows objects to pass through, promotes new ways of interaction.

CoDAC: Compressive Depth Acquisition Using a Single Time-Resolved Sensor

A compressive depth-map acquisition camera that achieves high range resolution and high spatial resolution using only a single time-resolved sensor and spatially patterned illumination.

Building Interior Multi-Panorama Experiences at Scale

A system that enables photographers to build thousands of Google Street View experiences for small and medium-sized businesses and other locations using a novel combination of computer-vision algorithms and user-guided optimization.

Thursday, 9 August 3:45 pm to 5:15 pm AddPlease login to modify your schedule.