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

1. Create account or login
2. Filter content by registration level, program, date, and focus
3. Add items to My Schedule
4. Print or email your schedule or login to view

PrintPrint to paper or PDF Send this page by Email
Session Timesort ascending Focus
AddPlease login to modify your schedule.
Fu
Technical Papers
Faces and Hair
Room 515AB
Details
Single-View Hair Modeling for Portrait Manipulation

A method to generate a strand-based 3D hair model from a single image. This model enables several interesting applications that were previously challenging, including transferring hairstyles, rendering the original portrait in a novel view, and image-space hair editing.

Coupled 3D Reconstruction of Sparse Facial Hair and Skin

An algorithm that treats hair and skin capture together in a coupled fashion to reconstruct a high-quality representation of hair fibers as well as the underlying skin surface. The paper demonstrates the algorithm's quality and robustness on a variety of facial-hair styles.

Physical Face Cloning

A complete process for designing, simulating, and fabricating synthetic skin for an animatronic character that mimics the face of a given subject and its expressions.

Thursday, 9 August 3:45 pm to 5:15 pm
AddPlease login to modify your schedule.
Fu
Talks
Image Playground
Room 408A
Details
Crowd Sourcing Memory Colors For Image Enhancment.

This talk explores the use of memory colors for image enhancements. The proposed method begins with a context-free perceptual experiment to establish the overall distributions of screen memory colors for three pervasive objects. Then it uses a context-based experiment to locate the most representative memory colors and investigate interactions.

Calligraphic Cutting: Extreme Image Resizing With Cuts in Continuous Domain

Calligraphic cutting that guarantees preservation of the original continuities, does not break the boundaries, does not change tangents and slope, and even preserves G2 continuity everywhere except critical points.

Intelligent Brush Strokes

A fully automatic brush-stroke-placement algorithm for non-photorealistic stroke-based rendering that leverages importance-sampling techniques for smart stroke generation.

Rich Intrinsic Image Decomposition of Outdoor Scenes From Multiple Views

A method for separating input photographs into four independent layers that enables advanced image manipulation such as editing material color, inserting virtual objects, blurring shadows, and simulating a sunset. The method solves the problem of intrinsic image decomposition using a few photographs of a scene from multiple viewpoints.

Thursday, 9 August 3:45 pm to 5:15 pm
AddPlease login to modify your schedule.
Fu
Courses
Color Transfer
Room 406AB
Details
Color Transfer

Color transfer was introduced about 10 years ago as a technique to make rendered images look more natural by adjusting their color content on the basis of an example image. Now, color transfer is not a single algorithm but a range of methods and techniques that aim to make one image look more like another, and the technique now has applications far beyond its humble beginnings.

This course helps color-transfer researchers understand where there may be further opportunities for algorithmic improvements, and it helps practitioners in creative industries such as photography, movies, and games understand how to make the most of these algorithms. The course begins with an overview of current techniques, and then presents many examples and comparisons that show when these algorithms are expected to produce their best results in still images and videos. It also shows how to choose appropriate examples to steer the results and reviews applications of color transfer that include making night-time images from day-time images, color correcting stereo pairs, and color matching photographs to stitch pre-processing to panoramas.

COURSE SCHEDULE

3:45 pm
Introduction
Pouli

3:55 pm
Example Methods
Pouli

4:20 pm
User Control
Pouli

4:30 pm
Color Space Statistics
Reinhard

4:45 pm
Applications
Reinhard

5:05 pm
Discussion
All

Thursday, 9 August 3:45 pm to 5:15 pm
AddPlease login to modify your schedule.
Fu
Talks
PANDA: Panoramas, Displays and Acquisition
Room 403AB
Details
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.

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.

Thursday, 9 August 3:45 pm to 5:15 pm Research
AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Production Sessions
Ninja Theory Presents DmC Devil May Cry: Breathing Life Into Video Games
West Hall B
Details
Ninja Theory Presents DmC Devil May Cry: Breathing Life Into Video Games

The much-anticipated new entry in the iconic Devil May Cry series of videogames, DmC Devil May Cry details Dante’s early years, retaining the stylish action, fluid combat, and self-assured protagonist that have defined the iconic series but injecting a more brutal and visceral edge. In this behind-the-scenes session, the key creatives behind the project discuss the challenges and successes behind the game’s development.

Thursday, 9 August 2:00 pm to 3:30 pm Games
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 Research
AddPlease login to modify your schedule.
Fu
Talks
Hairy Scary
Room 403AB
Details
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.

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.

Thursday, 9 August 2:00 pm to 3:30 pm Games, Research, Animation and VFX
AddPlease login to modify your schedule.
Fu
Technical Papers
Mesh Based Fluids
Room 515AB
Details
Lagrangian Vortex Sheets for Animating Fluids

A method for efficient simulation od highly detailed dense smoke plumes. By solving vortex-sheet dynamics and coupling them to a coarse simulation, the method directly evaluatesturbulent detail on the visible interface surface.

Discrete Viscous Sheets

This paper presents a reduced-dimensional Lagrangian model for animating thin sheets of viscous incompressible liquids, such as syrup or honey, incorporating exact volume preservation, surface tension effects, and local remeshing. The approach is validated against analytical solutions, and reproduces classic viscous sheet behaviors, including stretching, buckling, sagging, and wrinkling.

Topology-Adaptive Interface Tracking Using the Deformable Simplicial Complex

Presenting the deformable simplicial complex method: a novel, Lagrangian method for deformable interface tracking in 2D and 3D. The interface is represented as a piecewise linear curve or surface embedded in a kinetic triangulation or tetrahedralization of the space, yielding robust topological adaptivity, little numerical diffusion, and other useful properties.

Fluid Simulation Using Laplacian Eigenfunctions

In modeling fluid motion, selecting a basis of Laplacian eigenfunctions provides novel and interesting properties leading to visually convincing simulations with far fewer degrees of freedom than existing approaches.

Thursday, 9 August 2:00 pm to 3:30 pm
AddPlease login to modify your schedule.
Fu
Talks
Fast Realistic Lighting
Room 502AB
Details
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.

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.

Thursday, 9 August 2:00 pm to 3:30 pm Animation and VFX, Games, Research
AddPlease login to modify your schedule.
Fu
Technical Papers
Geometry and Viewing
Room 408A
Details
Feature-Adaptive GPU Rendering of Catmull-Clark Subdivision Surfaces

A hardware tessellation-based algorithm for rendering Catmull-Clark subdivision surfaces that fully complies with the RenderMan specification. Though considerably more general, the performance of the algorithm is comparable to the best approximating method and considerably faster than Stam's exact method.

Object-Space Multiphase Implicit Functions

A new class of object-space multiphase implicit functions that facilitate geometric modeling of heterogeneous objects with complex internal volume structures and non-manifold features.

Discrete Bi-Laplacians and Biharmonic B-Splines

This paper presents bivariate B-splines with well-behaving properties by using discrete Laplace operators. The resulting splines possess a fully irregular, discrete refinement scheme that generalizes knot insertion for univariate B-splines.

Perceptual Models of Viewpoint Preference

A general model of 3D viewpoint goodness using attributes like projected area and silhouette length. The model is trained on a large user study. The paper demonstrates several applications, such as automatically selecting a good set of representative views and optimizing camera orbits.

Thursday, 9 August 2:00 pm to 3:30 pm
AddPlease login to modify your schedule.
FuBaFeBpEx
ACM Student Research Competition
ACM Student Research Competition Final Presentation
Room 406AB
Details
ACM Student Research Competition Final Presentation

Fifteen student posters are selected for judging at SIGGRAPH 2012. The panel of distinguished judges selects five semi-finalists. The semi-final poster authors present their work to the judges.

Thursday, 9 August 2:00 pm to 3:30 pm Education
AddPlease login to modify your schedule.
FuBaFeBpEx
Birds of a Feather
Motion Capture Society Birds of a Feather 2012
Room 516
Details
Motion Capture Society Birds of a Feather 2012

This session is for motion capture discussions about current and future events in the industry, and general discussions about the technology used.

Thursday, 9 August 12:00 pm to 2:00 pm Art
AddPlease login to modify your schedule.
FuBaFeBpEx
Exhibitor Tech Talks
Optis: Tell it Like it is Rendering for Designers
Back of Hall J (Booth 967)
Details
Optis: Tell it Like it is Rendering for Designers
Thursday, 9 August 11:15 am to 12:15 pm
AddPlease login to modify your schedule.
Fu
Technical Papers
Layout and Parameterization
Room 408A
Details
Bounded-Distortion-Mapping Spaces For Triangular Meshes

This paper introduces generic convex spaces of bounded-distortion, piecewise, linear mappings of triangular meshes. It shows how common geometric-processing objective functionals can be restricted to these new spaces, rather than to the entire space of piecewise linear mappings, to provide a bounded-distortion version of popular algorithms.

Global Parameterization by Incremental Flattening

A global parametrization flattens a surface to a plane for texture mapping, generating geometry images, or quadrangulating. This paper describes an iterative flattening procedure that concentrates curvatures at isolated singularities (corresponding to quadrangulation vertices with valence different from 4) to generate a parametrization with far lower distortion than previous techniques.

Dual Loops Meshing: Quality Quad Layouts on Manifolds

A theoretical framework and practical method for automatic construction of simple, all-quadrilateral patch layouts on manifold surfaces. The resulting layouts are topologically coarse and have a high geometric fidelity, so they are ideally suited for surface parameterization or for generation of structured quad meshes.

Fields on Symmetric Surfaces

An algorithm for designing smooth N-symmetry fields on surfaces, respecting generalized symmetries of the shape while maintaining alignment with local features. This formulation is based on global generalized symmetries with no isometry assumptions. The apper also presents an algorithm for computing symmetry maps for surfaces of genus zero.

Thursday, 9 August 10:45 am to 12:15 pm
AddPlease login to modify your schedule.
Fu
Technical Papers
Rigid Bodies and Penalty Forces
Room 502AB
Details
Underwater Rigid Body Dynamics

Without simulating the surrounding fluid at all, this approach simulates underwater bodies by replacing the usual inertia tensor and scalar mass with the so-called Kirchhoff tensor that models fluid-body interaction. The method can be integrated into existing physics engines for real-time simulations.

Mass Splitting for Jitter-Free Parallel Rigid-Body Simulation

This paper describes a new parallel rigid-body solver that avoids jitter artifacts at low iteration counts and presents results for a GPU implementation that can simulate a pile of 5,000 objects with no visible jittering at over 60 FPS.

Reflections on Simultaneous Impact

This paper addresses the problem of simultaneous impact with an algorithm that satisfies five important physical desiderata. It further proposes a complementary generalized restitution model that overcomes nontermination due to inelastic collapse. The model is coupled with a time-integration method and validated against a number of physical experiments.

Continuous Penalty Forces

A simple algorithm for computing continuous penalty forces to determine collision response between rigid and deformable models bounded by triangle meshes. The algorithm provides a well-behaved solution in contrast to the traditional stability and robustness problems of penalty methods, induced by force discontinuities.

Thursday, 9 August 10:45 am to 12:15 pm
AddPlease login to modify your schedule.
FuBaBpEx
Studio–Workshops
Smart Lighting With Arduino
Studio/Concourse Foyer
Details
Smart Lighting With Arduino

This workshop presents the affordances of Arduino and high-power LEDs for design and development of light-based projects/installations.

Thursday, 9 August 10:45 am to 12:15 pm
AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Electronic Theater
Computer Animation Festival - Electronic Theater
South Hall K
Details
Computer Animation Festival - Electronic Theater

The leading annual festival for the world's most innovative, accomplished, and amazing digital film and video creators. An internationally recognized jury receives hundreds of submissions and presents the best work of the year in Daytime Selects and the Electronic Theater. Selections include outstanding achievements in time-based art, scientific visualization, visual effects, real-time graphics, and narrative shorts.

Thursday, 9 August 10:45 am to 12:15 pm Animation and VFX
AddPlease login to modify your schedule.
Fu
Talks
John Carter Scales Up
Room 515AB
Details
Stereoscopic Conversion of "John Carter"

This summary of the pipeline used by Cinesite for "John Carter" demonstrates the technology and tools created for a new, scalable, highly optimized, hybrid approach to stereoscopic conversion blending, depth grading, and 3D geometry techniques in a unified image-processing framework.

Zodanga, The Walking City of "John Carter"

The challenges of building and rendering the massive Zodanga Martian city in "John Carter".

Thern: The Nano Technology of "John Carter"

An algorithmic solution to create the organic Thern nano-technology of "John Carter".

Thursday, 9 August 10:45 am to 12:15 pm Animation and VFX
AddPlease login to modify your schedule.
FuFeBp
Computer Animation Festival - Production Sessions
The Art and Science Behind Walt Disney Animation Studios’ “Paperman”
West Hall B
Details
The Art and Science Behind Walt Disney Animation Studios’ “Paperman”

Applying a technique that seamlessly merges computer-generated and hand-drawn animation techniques, first-time director, John Kahrs, takes the art of animation in a bold new direction with “Paperman”. Using a minimalist black-and-white style, the short film follows the story of a lonely young man in mid-century New York City, whose destiny takes an unexpected turn after a chance meeting with a beautiful woman on his morning commute. In this panel, members of the small, innovative group at Walt Disney Animation Studios that created “Paperman” share their insights about the art, design, and technology of this innovative project.

Thursday, 9 August 10:45 am to 12:15 pm Animation and VFX
AddPlease login to modify your schedule.
FuBaFeBpEx
Exhibition
Exhibition
Hall H & J
Details
Exhibition

Discover all the resources you need to support your creativity, improve your efficiency, and grow your business. The SIGGRAPH 2012 Exhibition features hardware, software, and services from the leading companies in the industry.

Thursday, 9 August 9:30 am to 3:30 pm