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Updated 6 July TABLE OF CONTENTS 2

3  CONFERENCE AT A GLANCE 32  STUDIO

4  REASONS TO ATTEND 34  TALKS

5  CONFERENCE OVERVIEW 40  TECHNICAL PAPERS

7  CONFERENCE SCHEDULE 53  VR VILLAGE

11  APPY HOUR 56  EXPERIENCE PRESENTATIONS

12  ART GALLERY: DATA MATERIALITIES 58  BIRDS OF A FEATHER

14  ART PAPERS 59  ACM SIGGRAPH THEATER EVENTS

15  COMPUTER FESTIVAL 60  EXHIBITION

17  COURSES 61  EXHIBITOR SESSIONS

22  EDUCATORS PROGRAM 62  JOB FAIR

23  EMERGING TECHNOLOGIES 63  GENERAL INFORMATION

26  PANELS 64  REGISTRATION FEE INFORMATION

27  PRODUCTION SESSIONS 65  CONFERENCE COMMITTEE

30  REAL-TIME LIVE! 66  CO-LOCATED EVENTS

 INVITED CONTENT Focus Areas Many SIGGRAPH 2016 programs and events are assigned to focused SIGGRAPH 2016 offers several events and sessions that are individually areas of interest in computer graphics and interactive techniques, and chosen by program chairs to address specific topics in computer graphics some are especially appropriate for first-time attendees. and interactive techniques. Invited Content is not selected through the regular channels of a comprehensive jury. ART FOR EDUCATORS MOBILE PRODUCTION

RESEARCH ANIMATION & VFX GAMES AR/VR

 Table of Contents  S2016.SIGGRAPH.ORG CONFERENCE AT A GLANCE 3

CONFERENCE ONE-DAY REGISTRATION  Schedule subject to change. Visit s2016.siggraph.org. REGISTRATION CATEGORIES Full Conference One Day registration is available. Includes admission to FP Full Conference Platinum conference programs and events for F Full Conference the day purchased and the Exhibition S Select Conference (Tuesday-Thursday). EP Exhibits Plus It does NOT include Computer EO Exhibits Only Animation Festival – Electronic Theater E Exhibitors or Reception.

Saturday, 23 July 24 July 25 July 26 July 27 July 28 July registration hours: 4-6 pm. Sunday Monday Tuesday Wednesday Thursday

Registration/Merchandise Pickup 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 Center/SIGGRAPH Store

FP F S ACM SIGGRAPH Award Talks 2 - 3:30 pm FP F S EP ACM Student Research 3:45 - 5:15 pm Competition Final Presentation FP F S EP E Appy Hour 5 - 7 pm FP F S EP E Art Gallery noon - 5:30 pm 10 am - 5:30 pm 10 am - 5:30 pm 10 am - 5:30 pm 10 am - 1 pm FP F S Art Papers 3:45 - 5:35 pm FP F S EP E Birds of a Feather All week FP F S Festival 10:45 am - 5:15 pm 10:45 am - 5:15 pm 10:45 am - 5:15 pm Daytime Selects FP F Computer Animation Festival 6 - 8 pm 8 - 10 pm Electronic Theater FP F Courses 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 FP F S Educators Forum 11 am - 5:15 pm FP F S EP E Emerging Technologies noon - 5:30 pm 10 am - 5:30 pm 10 am - 5:30 pm 10 am - 5:30 pm 10 am - 1 pm FP F S EP EO E Exhibition 9:30 am - 6 pm 9:30 am - 6 pm 9:30 am - 3:30 pm FP F S EP EO E Exhibitor Sessions 9:30 am - 6 pm 9:30 am - 6 pm 9:30 am - 3:30 pm FP F S EP EO E Exhibits Fast Forward 3:45 - 5:15 pm FP F S EP E Experience Presentations 2 - 3:30 pm 9 - 10:30 am 10:45 am - 5:15 pm 9 am - 12:15 pm (Art Gallery, Emerging 2 - 3:30 pm Technologies, Studio, VR Village) FP F S EP E International Center 9 am - 6 pm 9 am - 6 pm 9 am - 6 pm 9 am - 6 pm 9 am - 3:30 pm FP F S EP EO E Job Fair 9:30 am - 6 pm 9:30 am - 6 pm 9:30 am - 3:30 pm FP F S Keynote Session *11 am - 12:45 pm FP F Panels 9:30 - 10:30 am 2 - 3:30 pm 9 - 10:30 am FP F S EP E Posters noon - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm FP F S EP E Poster Sessions 1 - 2 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 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 10 am - 1 pm FP F S EP E Studio Workshops 2 - 5:15 pm 2 - 3:30 pm 10:45 am - 3:30 pm 10:45 am - 5:15 pm FP F Talks 10:45 am - 5:35 pm 9 - 10:30 am 9 am - 5:15 pm 2 - 5:15 pm 9 - 10:30 am 2 - 5:35 pm 2 - 5:15 pm FP F Technical Papers 9 - 10:30 am 9 am - 5:35 pm 9 am - 5:35 pm 9 am - 5:35 pm 3:45 - 5:35 pm FP F Technical Papers Fast Forward 6 - 8 pm FP F S EP E VR Village noon - 5:30 pm 10 am - 5:30 pm 10 am - 5:30 pm 10 am - 5:30 pm 10 am - 1 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 , 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 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 ONE-DAY REGISTRATION REGISTRATION CATEGORIES Full Conference One Day registration is available. Includes admission to FP Full Conference Platinum conference programs and events for F Full Conference the day purchased and the Exhibition S Select Conference (Tuesday-Thursday). EP Exhibits Plus It does NOT include Computer EO Exhibits Only Animation Festival – Electronic Theater E Exhibitors or Reception.

FP F S The Significant New Researcher Award FP F S ACM SIGGRAPH AWARDS Awarded annually to a researcher who has made PRESENTATIONS a recent significant contribution to the field of KEYNOTE SESSION computer graphics and is new to the field. Monday, 25 July, 11 am-12:45 pm (Immediately preceding the Keynote Session) Dare to Do Mighty Things: Exploring ACM SIGGRAPH Outstanding Beyond the Earth ACM SIGGRAPH 2016 Award Recipients Service Award Z. Nagin Cox The Computer Graphics This award is given annually to recognize NASA Jet Propulsion Laboratory (NASA/JPL) Achievement Award outstanding service to ACM SIGGRAPH by a volunteer over a significant period of time. Since the beginning of time, people Frédo Durand have looked up at the night sky and Massachusetts Institute of Technology Outstanding Doctoral Dissertation wondered at the frontiers of our Award (New) knowledge. While there are examples The Significant New Researcher Award of solitary human exploration, most Awarded annually to recognize young researchers Chris Wojtan who have already made a notable contribution endeavors that push boundaries IST Austria very early during their doctoral study. involve teams of people working together for a common goal. Robotic ACM SIGGRAPH Outstanding The Distinguished Artist Award for space missions are no different — Service Award Lifetime Achievement in Digital Art they are defined by the passion of the Alain Chesnais people who , launch, and send Awarded annually to an artist who has created JanusVR a substantial and important body of work that them out into the dark void to make significantly advances aesthetic content in the field great discoveries. Outstanding Doctoral of digital art. Z. Nagin Cox, Spacecraft Systems Dissertation Award Engineer at NASA/JPL, shares Eduardo Simões Lopes Gastal FP F S EP stories of missions that cut through Universidade Federal do Rio Grande do Sul ACM STUDENT RESEARCH earthly political and cultural issues, COMPETITION FINAL redefine persistence in engineering The Distinguished Artist Award for and technology, make us rethink our Lifetime Achievement in Digital Art PRESENTATION place in the universe, and remind us Steina Vasulka Fifteen student posters are selected for judging at that robotic explorations of the solar SIGGRAPH 2016. A panel of distinguished judges system and beyond symbolize all that FP F S selects three semi-finalists in each category humankind can do together. (undergraduate and graduate), who present their ACM SIGGRAPH AWARD TALKS work to SIGGRAPH 2016 attendees. The Computer Graphics FP F S EP E Achievement Award Awarded annually to recognize a major APPY HOUR accomplishment that: provided a significant Meet the next generation of mobile applications advance in the state of the art of computer and their creators at Appy Hour. Interact with graphics and is still significant and apparent. the developers, and experience tomorrow’s mobile media.

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FP F S EP E FP F S EP EO E FP F S ART GALLERY: EXHIBITOR SESSIONS REAL-TIME LIVE!

DATA MATERIALITIES SIGGRAPH 2016 exhibitors demonstrate An interactive extravaganza that celebrates real- The SIGGRAPH 2016 Art Gallery exposes a software, hardware, and systems; answer time achievements at the intersection of ingenious plethora of data and transforms it to incarnations questions; and host one-on-one conversations technical skills and creative beauty, Real-Time of tangibility that not only showcase their about how their applications improve professional Live! showcases the latest trends and techniques complexity, but also allow us to relate to them on and technical performance. for pushing the boundaries of interactive visuals. a human scale. FP F S EP EO E FP F FP F S EXHIBITS FAST FORWARD RECEPTION ART PAPERS A preview of the products and announcements Monday, 25 July, 8-10 pm The processes and theoretical frameworks for that companies plan to make during the Exhibition Grand Plaza, Anaheim Convention Center making art and contextualizing its place in society. in a fast-paced, entertaining session before the Exhibition opens. Mix and mingle at the international SIGGRAPH community’s annual social and intellectual soirée. FP F S EP E Meet the people you need to know for another FP F S EP E year of professional success and adventure. BIRDS OF A FEATHER (BOF) EXPERIENCE PRESENTATIONS Informal presentations, discussions, and FP F S EP E demonstrations, designed by and for people Informal presentations on new ideas that who share interests, goals, technologies, are applicable to techniques, concepts, and STUDIO environments, or backgrounds. strategies related to the Experience Hall programs: Art Gallery, Emerging Technologies, Explore new tools, applications, and methods Studio, and VR Village. to create, craft, build, and share. New this year: “Feuding Cities”, a physical and virtual game that COMPUTER ANIMATION FESTIVAL plays out in both worlds and allows attendees FP F S – Daytime Selects FP F S EP E the chance to work (and play) together to create FP F – Electronic Theater something special. Attend Studio Workshops that INTERNATIONAL RESOURCES educate attendees on state-of-the-art processes High-tech projection of the finest achievements and workflow pipelines. in animated feature and short films, games, Learn how the industry is evolving worldwide , , real-time effects, real- and collaborative with attendees from five time graphics, and scientific visualization. continents. The International Center offers informal FP F translation services and space for meetings, talks, and demonstrations. TALKS FP F Explore the latest in-progress developments COURSES FP F S EP EO E and how they will be implemented in graphics production or other fields. Essential skills and insider knowledge delivered JOB FAIR by world-class experts. Courses range from an introduction to the foundations of computer Looking for opportunity? Interested in meeting FP F graphics and interactive techniques for those new with some inspiring companies? Discover your to the field to advanced instruction on the most future at SIGGRAPH 2016. In the Job Fair, TECHNICAL PAPERS current techniques and topics. attendees with employers before, during, and after the conference via the CreativeHeads. These prestigious juried presentations are the net job board and candidate profiling system. most influential international scientific events in FP F S EP E computer graphics and interactive techniques. EMERGING TECHNOLOGIES FP F FP F Test-drive the latest interactive and graphic PANELS technologies before they transform the way we live TECHNICAL PAPERS FAST FORWARD and work. Emerging Technologies presents hands- Expert panelists share experiences, opinions, The world’s leading experts in computer graphics on demonstrations of research from a wide variety insights, speculation, disagreement, and and interactive techniques preview the Technical of disciplines, including automotive systems, controversy with each other and the audience. Papers in provocative, sometimes hilarious displays, input devices, and wearable technology. summaries of the field’s evolution. FP F S EP E FP F S EP EO E POSTERS FP F S EP E EXHIBITION In-progress research, student projects, and VR VILLAGE This year’s largest, most comprehensive exhibition late-breaking work ranging from applications Explore real-time immersion in tomorrow’s virtual of hardware systems, software tools, and creative of computer graphics to in-depth analysis of a and augmented realities for telling stories, engaging services in the computer graphics and interactive specific subject. During Poster Presentations, audiences, and powering real–world applications in techniques marketplace. Established industry authors discuss their work with attendees. health, education, design, and gaming. leaders and emerging challengers display, discuss, and demonstrate the products, systems, FP F S techniques, ideas, and inspiration that are creating the digital future. PRODUCTION SESSIONS

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

 Table of Contents  S2016.SIGGRAPH.ORG CONFERENCE SCHEDULE 7

REGISTRATION/MERCHANDISE PICKUP CENTER/SIGGRAPH STORE  Schedule is subject to change. Saturday, 23 July 4-6 pm Sunday, 24 July 8 am-6 pm Monday, 25 July 8:30 am-6 pm Tuesday, 26 July 8:30 am-6 pm Wednesday, 27 July 8:30 am-6 pm Thursday, 28 July 8:30 am-3:30 pm

2-3:30 pm SUNDAY, 24 JULY Course: An Elementary Introduction to MONDAY, 25 JULY Matrix Exponential for CG 9:30-10:30 am Course: Story: It’s Not Just for Writers 9-10:30 am Panel: Ready, Steady ... SIGGRAPH!!!! Anymore Course: Human-Centered Design for VR Interactions Experience Presentations: Artistic VR 9 am-6 pm Techniques Experience Presentations: Creature International Center Creation Studio Workshop: E-Cannons and Other Weapons Talks: Dancing Trees 10-11:30 am Talks: Life is Shorts Technical Papers: Computational ACM SIGGRAPH Theater Event: Cameras BOF: International Collegiate Virtual Reality Contest (IVRC) 2-5:15 pm Technical Papers: Rigging & Skinning Course: Augmented Reality – Principles Technical Papers: Geometry and Practice 10:45 am-12:15 pm Course: Fundamentals Seminar Course: Moving Mobile Graphics 9-11 am Course: Haptic Technologies for Direct Course: Physically Based Shading in ACM SIGGRAPH Theater Event: BOF: Touch in Virtual Reality Theory and Practice Immersive Visualization for Science, Research and Art – International Production Sessions: The Making of Pearl, a Google Spotlight Story 3-4:30 pm ACM SIGGRAPH Theater Event: 9 am-12:15 pm Talks: Too Hot to Handle ACM SIGGRAPH Digital Arts Community Special Session: Advances in Real-Time Talks: Van Gogh Would be Proud Rendering, Part I Talks: Get in Shape 3:45-5:15 pm Course: Troubleshooting and Cleanup 9 am-5:30 pm 10:45 am-5:15 pm Techniques for 3D Printing Posters Computer Animation Festival – Course: Capturing the Human Body: From Daytime Selects VR, Consumer, to Health Applications 9 am-6 pm International Center Studio Workshop: Digital T-Shirt Design 11:30 am-12:30 pm and Printing ACM SIGGRAPH Theater Event: 10 am-5:30 pm CG in Australasia Art Gallery 3:45-5:35 pm Talks: Dark Hides the Light Emerging Technologies Noon-5:30 pm Studio Art Gallery 6-8 pm VR Village Emerging Technologies Technical Papers Fast Forward Posters 11 am-12:45 pm Studio Keynote Session: Dare to Do Mighty Things: VR Village Exploring Beyond the Earth Z. Nagin Cox, NASA, Jet Propulsion Laboratory 2-3 pm ACM SIGGRAPH Theater Event: Overview of SIGGRAPH (with 1-2 pm Japanese Interpreter) Poster Sessions

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

 Table of Contents  S2016.SIGGRAPH.ORG CONFERENCE SCHEDULE (continued) 8

Monday, 25 July Continued 9 am-12:15 pm 2-3:30 pm Course: Inverse Procedural Modeling of 3D ACM SIGGRAPH Theater Event: 2-3:30 pm Models for Virtual Worlds BOF: CCIFF, Art and Entertainment ACM SIGGRAPH Award Talks Course: The Quest for the Ray Tracing API Technoogy Film Festival Course: HDR Content Creation: Creative Panel: A for Computer Vision: and Technical Challenges 9 am-5:30 pm Emerging Technologies Experience Presentations: The Art & Posters Reception: Leonardo, Art Papers, and Science of Immersion Art Gallery Experience Presentations: Art Gallery 9 am-6 pm Studio Workshop: Making VR With Unreal Session 1: Simulation International Center Engine Production Session: “Kubo and the StudioXperience Talks: Building Character Two Strings”: One Giant Skeleton, One Colossal Undertaking Talks: IEEE TVCG Session on Virtual and 9:30 am-6 pm Augmented Reality Studio Workshop: E-Cannons and Other Exhibition Weapons (Repeated) Technical Papers: Materials Exhibitor Sessions Talks: Angry Effects Salad Technical Papers: Display Software Job Fair

2-5:15 pm 2-5:15 pm 10 am-5:30 pm Course: Vector-Field Processing on Special Session: Open Problems in Art Gallery Triangle Meshes Real-Time Rendering Emerging Technologies Special Session: Advances in Real-Time Rendering, Part II Studio 3:30-4:30 pm ACM SIGGRAPH Theater Event: CG in VR Village Latin America: “Encontro dos brasileiros” – 3:30-4:30 pm Brazillian Meeting ACM SIGGRAPH Theater Event: 10:30-11:30 am CG in Asia Exhibitor Session: Nokia – Nokia OZO 3:45-5:15 pm Ecosystem: The State of Art in VR Art Papers Session 3:45-5:15 pm Production Sessions: The VFX of Disney’s Exhibits Fast Forward 10:45 am-12:15 pm “The Jungle Book” Studio Workshop ACM SIGGRAPH Theater Event: ACM SIGGRAPH Digital Arts Talks: IEEE TVCG Session on Advances in Community – Science of the Unseen: Data Visualization 3:45-5:35 pm Digital Art Perspecives Talks: Face Off Talks: Brain & Brawn Production Session: The Making of Technical Papers: Efficient Sampling Marvel’s “: Civil War” & Rendering 3:45-5:35 pm Studio Workshop: Android VR Technical Papers: Correspondence Technical Papers: Fabricating Structure Development Primer & Mapping & Appearance Talks: A Tall Drink of Water Technical Papers: Fluids Simulation Technical Papers: Shape Analysis Talks: UIST Reprise at SIGGRAPH 2016 Technical Papers: Motion Control 6-8 pm Technical Papers: Rendering of Computer Animation Festival – Complex Microstructure 4:30-5:30 pm ACM SIGGRAPH Theater Event: CG in Electronic Theater Technical Papers: Computational Display Latin America Technical Papers: Camera Control & VR 8-10 pm Reception 5:30-7:15 pm 10:45 am-5:15 pm Real-Time Live! Computer Animation Festival – Daytime Selects 6-8 pm TUESDAY, 26 JULY Pioneer Reception 12:15-1:15 pm (For Pioneer members only) 9-10 am Poster Sessions ACM SIGGRAPH Theater Event: BOF: International Khronos Chapters Program 1-2 pm ACM SIGGRAPH Theater Event: 9-10:30 am 50-50: Women in CG Course: Computational Geometry Algorithms Library 2-3 pm Talks: Icing on the Cake Exhibitor Session: – Why You Talks: Roll the Dice Should be Rendering on the Cloud Technical Papers: Cloth Technical Papers: Perception of Shapes and People

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10:45 am-12:15 pm 3-4 pm WEDNESDAY, 27 JULY Course: Fourier Analysis of Numerical ACM SIGGRAPH Theater Event: CG in Integration in Monte Carlo Rendering: Europe + Russia 9-10 am Theory and Practice ACM SIGGRAPH Theater Event: ACM Experience Presentations: Make it So 3:30-4:30 pm SIGGRAPH Chapters Business Meeting Production Sessions: Under the Sea – Exhibitor Session: Binary Alchemy – 15 Exhibitor Session: Avere Systems – The Making of “Finding Dory” Years Render Farm Manager Royal Render Compute Cloud for Rendering – Big Studio Studio Workshop: UE4 Virtual Movie Results on a Small Studio Budget Production With Sequencer 3:45-5:15 pm ACM Student Research Competition Technical Papers: Image & 9-10:30 am Final Presentation Shape Manipulation Course: Geometric and Discrete-Path Experience Presentations: Smart Cities Planning for Interactive Virtual Worlds Technical Papers: Sound, Fluids, and Boundaries Production Session: Deadpool + Course: A Practical Introduction to Colossus Our Favorite (Anti) Superheroes Frequency Analysis of Light Transport Technical Papers: Curve & Strut Networks for Fabrication Talks: Playing God Panel: What Makes a Production Renderer in 2016 10:45 am-12:35 pm 3:45-5:35 pm Technical Papers: Optimizing Technical Papers: Image & Shape Technical Papers: Sketching & Writing Image Processing Manipulation Technical Papers: Computational Design 3:45-5:55 pm of Structures, Shapes and Sound 11 am-Noon Technical Papers: Rendering & Simulation Technical Papers: Deformable ACM SIGGRAPH Theater Event: BOF: With GPUs Surface Design DCAJ Presentation “Industrial Application of Technical Papers: Capturing Humans Content Technology in Japan” 9 am-12:15 pm 4-5 pm Course: An Introduction to Graphics 12:30-1:30 pm ACM SIGGRAPH Theater Event: CG in Programming Using WebGL Exhibitor Session: Google – 3D Africa + Middle East Reconstruction With Google’s Project Tango 9 am-5:30 pm 5-7 pm Posters 12:30-2 pm Appy Hour ACM SIGGRAPH Theater Event: BOF: 9 am-6 pm ISEA International – Open Forum 8-10 pm International Center Computer Animation Festival – StudioXperience 2-3 pm Electronic Theater ACM SIGGRAPH Theater Event: CG in USA and 9:30 am-6 pm Exhibition Exhibitor Session: Qumulo – How Data- Aware Scale-Out NAS Can Streamline Your Exhibitor Sessions VFX and Animation Workflow Job Fair 2-3:30 pm 10-11 am Experience Presentations: Art Gallery ACM SIGGRAPH Theater Event: Session 3: Dynamic Data Professional and Student Chapters Experience Presentations: Production Startup Meeting for VR “ 10 am-5:30 pm Production Session: Battlefront” – Game Development in the Art Gallery Star Wars Universe! Emerging Technologies Talks: Bouncing Studio Technical Papers: Physical Phenomena VR Village Technical Papers: Mappings

10:30-11:30 am Technical Papers: Intrinsic Images Exhibitor Session: Bournemouth University – Dr. Inventor Your Personal, 2-5:15 pm Creative Research Assistant Course: Physically Based Sound for Computer Animation and Virtual 10:45 am-Noon Environments Experience Presentations: Art Gallery Studio Workshop: Stereo Haptics: Session 2: Social and Connected Media A Haptic interaction Toolkit for Tangible Virtual Experiences

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10 am-1 pm 2-3:30 pm THURSDAY, 28 JULY Art Gallery Production Session: Developing Emerging Technologies “: New Earth” A 4D 9-10:30 am Holographic Adventure Studio Experience Presentations: Emerging Talks: The 7 Deadly Sims Technologies VR Village Technical Papers: Texture Talks: It’s Crowded in Here! 10 am-5:30 pm Technical Papers: User Interfaces Technical Papers: Meshes Computer Animation Festival – Technical Papers: Expressive Animation Technical Papers: Faces & Portraits Daytime Selects Technical Papers: Procedural Modeling 2-5:15 pm 10:45 am-12:15 pm Course: Learning Human Body Shapes 9 am-12:15 pm Course: The Material-Point Method for in Motion Course: Computational Tools for Simulating Continuum Materials 3D Printing Experience Presentations: Agents of 3:45-5:15 pm Change: Creation of VR for Health and Course: Modeling Plant Life in 9 am-3 pm Social Gain Computer Graphics StudioXperience Production Session: From Armadillo to Production Session: Industrial Light & Zebra: Creating the Diverse Characters and Magic Presents the Visual Effects of “Star 9 am-3:30 pm World of “Zootopia” Wars: The Force Awakens” International Center Technical Papers: Meshes & Fields Talks: Scratching the Surface Technical Papers: Shape Signature Talks: Organic Farming 9 am-5:30 pm Technical Papers: Plants & Humans Talks: The Making of “The Little Prince” Posters Technical Papers: Photo Organization 11 am-Noon & Manipulation 9:30 am-3:30 pm ACM SIGGRAPH Theater Event: Join the Exhibition IRC in 2016! Exhibitor Tech Talks Job Fair

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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.

AR/VR GAMES MOBILE MOBILE MOBILE

Battle Z KineMaster - Pro Video Editing Pearl on Android The first multiplayer and customizable VR “Pearl” is a short VR film directed by Patrick experience for smartphones. Players enter The video-editor market has been Osborne, winner of the 2015 Academy medieval time with their friends to defeat traditionally dominated by software giants Award for his animated short film “Feast”. zombies rising from their graves. The such as Adobe, but the market is changing James Ritts game includes a level editor so players can because mobile apps and services are Google ATAP customize their own defense fortresses. replacing PC-based software and services. Fangwei Lee Matthew Aaron Feinberg ART MOBILE Realiteer Corp. Kye-Beom Song Il-Taek Lim Rebelle – Real Watercolor and Acrylic NexStreaming Corp. Painting Software ART MOBILE

Rebelle is a one-of-a-kind real watercolor BeCasso: Image Stylization by AR/VR MOBILE Interactive Oil-Paint Filtering on and acrylic painting program created by Mobile Devices Motion Graphix Escape Motions. Its watercolor simulation is based on real-world color mixing, blending, This mobile app combines state-of-the-art Motion Graphix is an intuitive but powerful wet-diffusion, and drying. nonlinear image-filtering techniques with multi-layer 2.5D animation creator. Using keyframe and path animation, elements Peter Blaškovič a novel brush-based painting interface to Michal Fapšo interactively transform photos into an oil-paint are animated over stills or video. With 2.5D Escape Motions look in real time and with creative control. animation and stereoscopic output, Motion Graphix is the first iPad app that can add Amir Semmo titles and effects to stereo and VR images AR/VR MOBILE Hasso-Plattner-Institut and videos. Jürgen Zöllner Virtual Interior Stylization Frances Dose Hasso-Plattner-Institut, Universität Potsdam Arnie Cachelin Dive into an augmented/virtual reality world Frank Schlegel Pixel Splincher and enrich your daily life with virtual interior Digital Masterpieces GmbH stylization using only your mobile phone.

ART MOBILE Tony Tung Tomoyuki Mukasa Olhar 3D Rakuten, Inc.

Olhar 3D is the app for the exhibit Um Olhar Shintaro Murakami nos Espaços de Dimensão 3 at MAST - The University of Tokyo Museu de Astronomia e Ciências Afins, Rio de Janeiro. Luiz Velho IMPA Mariana Duprat Stanford University

 Table of Contents  S2016.SIGGRAPH.ORG ART  INVITED CONTENT ART GALLERY: DATA MATERIALITIES 12

FP F S EP E  #SIGGRAPH2016 The SIGGRAPH 2016 Art Gallery exposes a plethora of data and transforms it to incarnations of tangibility that not only showcase their complexity, but also allow us to relate to them on a human scale. By injecting humor and kinetic energy to their exposition, the gallery makes light of these data platforms and presents them on a grand scale to reveal their ubiquity.

A special issue of Leonardo, The Journal of the International Society of the Arts, Sciences and Technology includes visual documentation of the works exhibited in the Art Gallery. Publication of this eighth special issue coincides with SIGGRAPH 2016.

ART GALLERY HOURS Sunday, 24 July noon-5:30 pm Monday, 25 July 10 am-5:30 pm Tuesday, 26 July 10 am-5:30 pm Wednesday, 27 July 10 am-5:30 pm Thursday, 28 July 10 am-1 pm

Image Credit: Metaphase Sound Machine © 2016 Dmitry Morozov.

Crime Scene ART EXPERIENCE PRESENTATIONS: ART GALLERY This installation portrays illegal Internet FP F S EP E activity in physical space and examines the RECEPTION: LEONARDO, ART Session 1: Simulations legal restrictions of file sharing. PAPERS, AND ART GALLERY Monday, 25 July, 2-3:30 am Mogens Jacobsen Tuesday, 26 July, 2-3:30 pm Moderator Victoria Vesna Doors Mix and mingle with the artists, Design / Media Arts University of California, Los designers, and authors whose works Angeles Doors is a portal that takes on the middle were selected for SIGGRAPH 2016. David Chanel, Doors ground between virtual and physical space. Meet the Leonardo team and the Anthony Rowe, Submergence Sensors surrounding the structure of an SIGGRAPH 2016 committee member Niklas Roy, Grafikdemo actual door track visitors’ movements who organized this year’s Art Gallery. and change the portal on the screen’s Session 2: Social and Connected Media perspective in an anamorphic system that Sponsored by Leonardo/ISAST and Wednesday, 27 July, 10:45 am-Noon adjusts to their visual angle in real time. The MIT Press Moderator David-Alexandre Chanel Katherine Moriwaki Romain Constant MFA Design and Technology, Parsons School of THÉORIZ Studio Design Tine Bech, The Kinetic Story Teller Facebook Demetricator Mogens Jacobsen, Crime Scene The Facebook interface is filled with Session 3: Dynamic Data numbers. Facebook Demetricator is a web Wednesday, 27 July, 2-3:30 pm browser add-on that hides these metrics and invites Facebook users to try the Moderator system without the numbers, to see how Elise Co Principal at Aeolab their experience is changed by the absence of metrics. Dmitry Morozov, Metaphase Sound Machine Deqing Sun and Peiqi Su, Plinko Poetry Benjamin Grosser Tejaswi Digumati and Paul Beardsly, Pixelbots University of Illinois at Urbana-Champaign

 Table of Contents  S2016.SIGGRAPH.ORG ART GALLERY: DATA MATERIALITIES (continued) 13

Flower Metaphase Sound Machine Plinko Poetry

Flower reacts to the idea of the “gaze” in Metaphase Sound Machine, inspired by Plinko Poetry is a networked installation digital space, where people online are always physicist Nick Herbert’s work, exploits our that uses the Plinko Game of the American vying for more views, likes, and mentions. increasing dependency on the information game show “The Price is Right” to create Viktor Jan and electronic noise that permeates our real-time poetry from constantly updated everyday lives. Twitter feeds.

Grafikdemo Dmitry Morozov Deqing Sun Peiqi Su New York University Grafikdemo is a physical wireframe of the Pixelbots quintessential 3D model, the standard “teapot”, built inside the frame of a classic Pixelbots represent a new form of Submergence Commodore CBM. Viewers use only the empathetic display that explores the analog keys of the antiquated keyboard to evolution of how information will manifest Submergence is a walkthrough environment manipulate the object inside, thus exposing itself in the near future. The screen consisting of 8,064 individually addressable the mechanical aspects of the project. itself becomes a fluid entity that can be LEDs suspended from a ceiling to create harnessed and remixed into any shape, feelings of presence, movement, and Niklas Roy color, or manifestation one desires. envelopment when one is interacting with it. Tejaswi Digumarti Anthony Rowe The Kinetic Story Teller Disney Research and ETH Gaz Bushell Liam Birtles In this playful environment for social Javier Alonso Mora Chris Bennewith interaction, a pair of illuminated swing sets (Formerly) Disney Research and ETH Oliver Bown face each other. As participants swing on Roland Siegwart Squidsoup the structure, they are connected to a data ETH Zürich stream of the networked landscape around Paul Beardsley them, specifically the social media banter Disney Research of Twitter. Tine Bech

 Table of Contents  S2016.SIGGRAPH.ORG 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

Deletion Process_Only You Can See ART ART PAPERS SESSION My History: Investigating Digital Privacy, Digital Oblivion, and Control of FP F S EP E Tuesday, 26 July, 3:45-5:15 pm Session Chairs: Edward A. Shanken, Rhode Personal Data Through an Interactive RECEPTION: LEONARDO, ART Island School of Design and Ruth West, University Art Installation PAPERS, AND ART GALLERY of North Texas This paper describes the author's artwork, Deletion Process_Only you can see my Tuesday, 26 July, 2-3:30 pm Perceptual Cells: James Turrell’s Vision history, an interactive art installation based Machines Between Two Paracinemas Mix and mingle with the artists, on her eight-year-long personal search designers, and authors whose works This historical and phenomenological history in the Google search engine. were selected for SIGGRAPH 2016. analysis of James Turrell's perceptual Kyriaki Goni Meet the Leonardo team and the cells focuses on their combination of SIGGRAPH 2016 committee member stroboscopic effects and edgeless who organized this year's Art Gallery. projection to generate virtual animated Visual History With Choson sequences rendered by the viewer's own Dynasty Annals Sponsored by Leonardo/ISAST and neurophysiological apparatus. Data visualization artworks of three historical The MIT Press Alla Gadassik events taken from the Annals of the Choson Emily Carr University of Art + Design Dynasty that represent dramatic and tragic stories about parents and their sons. Pulse Shape 22: Audio/Visual Jin Wan Park Performance and Data Transmutation Seongkuk Park Eunju Lee Pulse Shape 22 is an improvisational audio/ Chung-Ang University visual performance featuring shortwave radio transmissions as the sole Raised on YouTube: Cultural Data material for real-time audio processing Materialization Using Plants alongside video of the sun captured and projected through cast glass lenses Raised on YouTube is a game that grows designed specifically for the piece. plants with only the light of projected video, crowdsources video analysis, and makes Mark Cetilia Brown University 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 COMPUTER ANIMATION FESTIVAL 15

 #SIGGRAPHcaf

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

A preliminary Electronic Theater listing. Visit s2016.siggraph.org for updates.

Image Credit: Escargore © 2016 Oliver Hilbert, Media Design School.

Sponsored by

Lichtspiel ELECTRONIC THEATER FP F Germany DAYTIME SELECTS FP F S

Monday, 25 July, 6-8 pm III Sunday, 24 July, 10:45 am-5:15 pm Wednesday, 27 July, 8-10 pm USA Tuesday, 26 July, 10:45 am-5:15 pm Wednesday, 27 July, 10:45 am-5:15 pm Moana Accidents, Blunders and Calamities USA New Zealand BREAK IT DOWN Alike Natural Attraction Germany A behind-the-scenes look at the techniques Spain and technology used to make today’s most stunning visual effects. Break It Down Borrowed Time None of That USA USA shows in-depth, technical shot breakdowns from some of this year’s greatest Citipati Piper commercial work, games, and feature United Kingdom USA films. It not only highlights groundbreaking new techniques, but also shows a glimpse Cosmos Laundromat Shell V-Power “Shapeshifter” of how some standard techniques can be Netherlands United Kingdom used in new and interesting ways to create innovative visual effects. Crabe-Phare Solar Superstorms – Visualization Excerpts France USA Behind The Magic – Marvel’s Captain Escargore Taking Flight America: Civil War USA New Zealand Behind The Magic – Star Wars: The Force Awakens Ghost Recon Wildlands TEA TIME Behind The Magic – Warcraft France France Behind The Magic: Teenage Mutant Ninja Glass Half Turtles: Out of the Shadows Netherlands United Kingdom Behind The Magic: Teenage Mutant Ninja The Universe of Final Fantasy XV Turtles: Out of the Shadows Inner Workings Industrial Light & Magic USA Japan

League of Legends: Project Overdrive TOKYO COSMO Black Sails Season 3 United Kingdom Japan + Starz

Les marmottes – Mariachi Call of Duty: Black Ops 3, Seize Glory France MPC LA

 Table of Contents  S2016.SIGGRAPH.ORG COMPUTER ANIMATION FESTIVAL (continued) 16

LAIKA: Kubo and the Two Strings : 30 Years in Video Games Through the Cracks Naughty Dog Still

Making of “The Good Dinosaur” Paragon Reveal Trailer “We, Robots” Andromeda Software Development Making of Joy from “Inside Out” Animation Studios Ratchet and Clank WINNER'S CIRCLE Monster Hunt Base FX Winners Circle celebrates the most The Universe of Final Fantasy XV impressive, original, and amusing award CO., LTD. winners from the SIGGRAPH Computer The Expanse Spin VFX Animation Festival over the last The Witcher 3: Wild Hunt Cinematic Trailer years. Compiled as a compact and highly Digic Pictures entertaining show, student and commercial The Making of Penny Dreadful Season 3 projects sit side-by-side in this incredible Mr.X Inc. Tom Clancy’s The Division Yesterday recap of festival highlights. Unit Image Tom Clancy’s The Division Yesterday – Making of A la Francaise DE MINUIT UNIT IMAGE – Farcry Mikros Image Vikings Episode 410; “The Last Ship” Estefan Brigham Young University Mr.X Inc. Retrospective Highlights Epic Games Flamingo Pride THE ARCADE Talking Animals >DEMOSCENE_ A new bespoke audience experience focusing on games from concept art The demoscene is an international computer French Roast through technology and implementation art subculture that specializes in creating Pumpkin Factory/Bibo Films in cinematic and real time. A preliminary list. self-contained programs that produce Visit s2016.siggraph.org for updates. audio-visual presentations. The main goal of Home Sweet Home a demo is to exhibit programming, artistic, AUTOUR DE MINUIT Assassins Creed Syndicate Trailer and musical skills within highly constrained Digic Pictures limitations (for example, restricting the How to Eat Your Apple executable file to just 64k in size). Yes, you University of California, read that correctly: 64k. Quite honestly, you Deus Ex: Mankind Divided CGI Reveal Eidos-/Goldtooth won’t believe what you’re seeing. L3.0 ISART Digital Coronoid Deus Ex: Mankind Divided Dawn Still Engine Trailer Loom Eidos-Montreal AUTOUR DE MINUIT Darkness Lay Your Eyes Upon Me Conspiracy Deus Ex: Mankind Divided In-Game Trailer Lost Senses Grupa Smacznego Deus Ex: Mankind Divided Live Action Trailer Eidos-Montreal/Goldtooth Dio Espresso Fairlight and Carillion & Cyberiad Reflexion PlanKtoon EA DICE Highlights Reel DICE Media Team Emix Epoch Rollin Safari 1 Evolution of Uncharted Rollin Safari 2 Naughty Dog Fermi Paradox Mercury Rollin Safari 3 Institute of Animation Ghost Recon Wildlands Unit Image Function Over Fame Excess The Fantastic Flying Books of Mr. Morris Lessmore Hellblade: Senua’s Sacrifice Trailer Moonbot Studios Epic Games Hold-and-Modify Carillion & Cyberiad and Fairlight Wrapped League of Legends: Project Overdrive Institute of Animation Axis Animation Monolith Andromeda Software Development

Mafia III Blur Shapeshift Cocoon

 Table of Contents  S2016.SIGGRAPH.ORG COURSES 17

FP F  #SIGGRAPH2016

Instruction, insight, and inspiration from academic and industry experts. SIGGRAPH 2016 Courses deliver invaluable learning opportunities in three levels of difficulty (introductory, intermediate, and advanced).

Full Conference Platinum and Full Conference registration allows attendees access to all SIGGRAPH 2016 Courses. Also visit the Studio Workshops (formerly Studio Courses), which are open to: FP F S EP E.

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

Image Credit: Physically Based Shading in Theory and Practice © 2016 Stephen McAuley, Stephen Hill, Ubisoft Entertainment S.A.

GAMES GAMES SUNDAY, 24 JULY SPECIAL SESSIONS SPECIAL SESSIONS CONTINUED  INVITED CONTENT  INVITED CONTENT FOR EDUCATORS Advances in Real-Time Advances in Real-Time FUNDAMENTALS SEMINAR Rendering, Part I Rendering, Part II Sunday, 24 July, 10:45 am-12:15 pm Monday, 25 July, 9 am-12:15 pm Monday, 25 July, 2-5:15 pm INTRODUCTORY INTERMEDIATE INTERMEDIATE The Fundamentals Seminar provides a Modern video games employ a variety of Phase Two of a course on state-of-the- sophisticated algorithms to produce ground- art and production-proven rendering basic background in the concepts and breaking 3D rendering that pushes the visual techniques for fast, interactive rendering of terminology of computer graphics and boundaries and interactive experience of rich complex and engaging virtual worlds. interactive techniques. environments. This course presents state- of-the-art and production-proven rendering Mike Bailey techniques for fast, interactive rendering of Open Problems in Real-Time Oregon State University complex an engaging virtual worlds. Rendering Natalya Tatarchuk Tuesday, 26 July, 2-5:15 pm AR/VR FOR EDUCATORS , Inc. INTERMEDIATE Jorge Jimenez Leading industry experts and researchers HAPTIC TECHNOLOGIES FOR DIRECT Blizzard, Inc. discuss the top unsolved problems in real- time rendering, why current solutions don’t TOUCH IN VIRTUAL REALITY Yibing Jiang work in-practice, the desired ideal solution, Carlos Gonzalez-Ochoa and the problems that need to be solved to Sunday, 24 July, 10:45 am-12:15 pm Ke Xu work toward that ideal. INTRODUCTORY Ramy El-Garawany Naughty Dog, Inc. Natalya Tatarchuk This course reviews recent advances Bungie, Inc. in haptic technologies in the computer JT Hooker Aaron Lefohn graphics community. It provides initial NVIDIA Corporation training on these technologies to Stephen Hill prepare computer graphics researchers Ubisoft and developers for development of Tiago Sousa computational methods and immersive id Software VR/AR applications with direct touch. Loius Bavoil Cyril Crassin Miguel A. Otaduy NVIDIA Corporation Universidad Rey Juan Carlos Allison Okamura Stanford University Sriram Subramanian University of Sussex

 Table of Contents  S2016.SIGGRAPH.ORG COURSES (continued) 18

FOR EDUCATORS GAMES MOBILE PRODUCTION GAMES PRODUCTION RESEARCH

AN ELEMENTARY INTRODUCTION MOVING MOBILE GRAPHICS PHYSICALLY BASED SHADING IN TO MATRIX EXPONENTIAL FOR CG Sunday, 24 July, 2-5:15 pm THEORY AND PRACTICE Sunday, 24 July, 2-3:30 pm INTERMEDIATE Sunday, 24 July, 2-5:15 pm INTRODUCTORY Leading practitioners present a half-day INTERMEDIATE This intuitive and visual introduction to technical introduction to the state of the Using examples from film and games, this mathematical concepts in computer art in mobile graphics: best practices in course presents advances in physically graphics basics begins with 2D translation real-time rendering, GPU compute for based shading in both theory and and rotation, then describes 3D affine image processing, and recent advances in production practices, demonstrating how it transformation, quaternions, dual graphics APIs and rendering techniques. enhances realism and leads to more intuitive quaternions, and more. These concepts are Sam Martin and faster art creation. explained via the mathematical concept of Marius Bjørge Stephen McAuley ARM Ltd. matrix exponential and illustrated with a few Stephen Hill simple animation examples. Niklas Smedberg Ubisoft Entertainment S.A. Epic Games, Inc. Hiroyuki Ochiai Roger Cordes IMI Kyushu University Andrew Garrard Lucasfilm Samsung R&D Institute UK Ken Anjyo Christophe Hery Ayumi Kimura Ray Tran Pixar OLM Digital, Inc. CCP hf Sébastien Hillaire Cass Everitt EA Oculus VR, LLC ANIMATION & VFX AR/VR Naty Hoffman

Jay Yun Lucasfilm FOR EDUCATORS GAMES PRODUCTION Qualcomm Inc. Jorge Jiménez STORY: IT'S NOT JUST FOR Activision WRITERS ANYMORE AR/VR FOR EDUCATORS RESEARCH Brian Karis Epic Games Sunday, 24 July, 2-3:30 pm AUGMENTED REALITY – Sébastien Lagarde INTRODUCTORY PRINCIPLES AND PRACTICE Technologies An introduction to classic story structure Dan Lobl Sunday, 24 July, 2-5:15 pm with numerous visual examples. These Industrial Light & Magic INTERMEDIATE elements, normally found in many Ryusuke Villemin screenwriting courses, are organized Augmented reality is finally shifting from pure Pixar specifically for computer scientists, technical research to real applications. New products Cyril Jover such as Hololens make AR accessible for artists, and game and VR designers who Sébastien Lachambre make animation, VFX, VR, and interactive everyone. This course enables attendees to Unity Technologies games come to life. understand the technology behind AR; how it is different from games, virtual reality, and Angelo Pesce Xian-Chun Wu Craig Caldwell mobile computing; and how they can start University of Utah Activision developing AR systems.

Dieter Schmalstieg Technische Universität Graz FOR EDUCATORS

Tobias Höllerer TROUBLESHOOTING AND CLEANUP University of California, Santa Barbara TECHNIQUES FOR 3D PRINTING Sunday, 24 July, 3:45-5:15 pm INTRODUCTORY Learn hands-on techniques for identifying and cleaning up geometry in 3D printing. Explore the most commonly encountered problems that creators and print vendors face. Discover how these problems arise and develop a fluent understanding of how to solve and avoid them.

Lance Winkel University of Southern California

 Table of Contents  S2016.SIGGRAPH.ORG COURSES (continued) 19

RESEARCH FOR EDUCATORS PRODUCTION RESEARCH

CAPTURING THE HUMAN BODY: HDR CONTENT CREATION: INVERSE PROCEDURAL MODELING FROM VR, CONSUMER, TO CREATIVE AND TECHNICAL OF 3D MODELS FOR VIRTUAL HEALTH APPLICATIONS CHALLENGES WORLDS Sunday, 24 July, 3:45-5:15 pm Monday, 25 July, 2-3:30 pm Tuesday, 26 July, 9 am-12:15 pm INTRODUCTORY INTRODUCTORY INTERMEDIATE In computer graphics, modeling the human This course explores the challenges A summary of recent state-of-the-art body is of special interest for creating faced by creative professionals in approaches for inverse procedural “virtual humans”, but material and optical creating and preparing content for modeling of 3D models and their use in properties of biological tissues are complex high-dynamic-range displays. various domains. and not easily captured. This course covers Daniel Aliaga the major topics and challenges in using Tania Pouli Joshua Pines Ilke Demir image acquisition to model the human body. Technicolor S.A. Bedrich Benes Purdue University Hao Li Lingyu Wei Michael Wand University of Southern California RESEARCH Johannes Gutenberg-Universität Mainz Anshuman Das VECTOR-FIELD PROCESSING ON Tristan Swedish TRIANGLE MESHES GAMES MOBILE PRODUCTION Pratik Shah Ramesh Raskar Massachusetts Institute of Technology Monday, 25 July, 2-5:15 pm THE QUEST FOR THE RAY INTERMEDIATE TRACING API This course reviews the various representa- tions of tangent-vector fields on triangulated Tuesday, 26 July, 9 am-12:15 pm MONDAY, 25 JULY surfaces and their associated discrete INTERMEDIATE differential operators (curl, divergence, Ray tracing has become a commodity in AR/VR FOR EDUCATORS RESEARCH covariant derivative, etc). It emphasizes the rendering as the first ray tracing hardware

tradeoffs among simplicity, efficiency, and emerges. This course reviews current efforts HUMAN-CENTERED DESIGN FOR VR accuracy of these geometry-processing and abstractions in the quest for a ray tracing INTERACTIONS tools for applications ranging from texture API, especially the interaction of rasterization synthesis to meshing. and ray tracing, cross-platform challenges, Monday, 25 July, 9-10:30 am real-time constraints, and enabling Fernando de Goes INTERMEDIATE Pixar Animation Studios applications that go beyond image synthesis. When VR is done well, the experience can Mathieu Desbrun Alexander Keller be brilliant and pleasurable, but when it California Institute of Technology NVIDIA Corporation is done badly, it can generate frustration, Ingo Wald fatigue, and sickness. This course Yiying Tong Michigan State University Intel Corporation discusses the most essential concepts of perception, action, comfort, input device Takahiro Harada classes, design tradeoffs, hand interaction, Dmitry Kozlov , Inc. and patterns that influence successful VR TUESDAY, 26 JULY interaction design. Ralf Karrenberg NVIDIA Corporation Jason Jerald RESEARCH Digital ArtForms Luke Peterson Sixense Entertainment COMPUTATIONAL GEOMETRY Tobias Hector NextGen Interactions Imagination Technologies Limited Waterford Institute of Technology ALGORITHMS LIBRARY Game Ventures Tuesday, 26 July, 9-10:30 am CI Dynamics INTERMEDIATE Richard Marks Sony Computer Entertainment, Inc. Discover the geometric algorithms and data structures that the CGAL C++ library offers to application developers in the fields of point-set processing, - mesh processing, and mesh generation. Understand the techniques that make CGAL reliable, efficient, and easy to integrate in existing software.

Pierre Alliez Inria Andreas Fabri Laurent Rineau GeometryFactory

 Table of Contents  S2016.SIGGRAPH.ORG COURSES (continued) 20

WEDNESDAY, 27 JULY RESEARCH THURSDAY, 28 JULY FOURIER ANALYSIS OF AR/VR GAMES FOR EDUCATORS NUMERICAL INTEGRATION IN GEOMETRIC AND DISCRETE-PATH MONTE CARLO RENDERING: COMPUTATIONAL TOOLS FOR PLANNING FOR INTERACTIVE THEORY AND PRACTICE 3D PRINTING VIRTUAL WORLDS Wednesday, 27 July, 10:45 am-12:15 pm Thursday, 28 July, 9 am-12:15 pm Wednesday, 27 July, 9-10:30 am INTERMEDIATE INTERMEDIATE INTERMEDIATE This is a survey of recent developments This course reviews current 3D printing in Fourier analyses of Monte Carlo (MC) An overview of algorithms and hardware and software pipelines, and then integration to study errors in MC rendering. representations for achieving real-time focuses on computational specifications It also provides a historical perspective dynamic navigation for the next generation for shape and material fabrication. Two of Fourier analysis in graphics, reviews of multi-agent simulations and computer approaches are presented: automatic necessary mathematical background, games. Topics range from classical methods (inverse modeling) and interactive discusses practical implications of MC techniques in computational geometry and methods that keep the designer in the loop. rendering algorithms, and identifies discrete search to recent methods in research problems. Ariel Shamir real-time planning and navigation meshes. Disney Research, Interdisciplinary Center Herzliya Karmic Subr Marcelo Kallmann Bernd Bickel Heriot Watt University University of California, Merced Institute of Science and Technology Austria Gurprit Singh Mubbasir Kapadia Wojciech Matusik Dartmouth College Rutgers University MIT CSAIL Wojciech Jarosz Dartmouth College FOR EDUCATORS RESEARCH Disney Research Zürich PRODUCTION RESEARCH University of California, San Diego A PRACTICAL INTRODUCTION THE MATERIAL-POINT TO FREQUENCY ANALYSIS OF METHOD FOR SIMULATING AR/VR GAMES RESEARCH LIGHT TRANSPORT CONTINUUM MATERIALS PHYSICALLY BASED SOUND FOR Wednesday, 27 July, 9-10:30 am COMPUTER ANIMATION AND Thursday, 28 July, 10:45 am-12:15 pm INTERMEDIATE INTRODUCTORY VIRTUAL ENVIRONMENTS This course presents frequency analysis The material-point method has been used of light transport, a generic framework Wednesday, 27 July, 2-5:15 pm in a number of recent papers for simulating for analyzing and building more efficient ADVANCED various materials including elastic objects, rendering algorithms. It applies a practical, snow, lava, sand, and viscoelastic fluids. It Physically based sound is an important implementation-driven method to is also highly integrated into the production emerging approach for computer synthesis introduce the theoretical aspect of framework of Walt Disney Animation of realistic synchronized sounds for frequency analysis and reviews various Studios. This course is an introduction to physically based animation and real-time applications of the framework. MPM for simulating continuum materials. virtual environments. This course covers Laurent Belcour sound models for various animated Chenfanfu Jiang Unity Technologies SF phenomena and applies a hands-on Craig Schroeder approach to implementing practical systems. University of California, Los Angeles Alexey Stomaching Doug James FOR EDUCATORS Andrew Selle Stanford University Walt Disney Animation Studios AN INTRODUCTION TO GRAPHICS Cornell University PIxar Animation Studios Joseph Teran PROGRAMMING USING WebGL University of California, Los Angeles Changxi Zheng Wednesday, 27 July, 9 am-12:15 pm Columbia University INTRODUCTORY Timothy Langlois An introduction to graphics-application Cornell University programming using WebGL, the JavaScript Ravish Mehra implementation of OpenGL ES 2.0 that is Oculus Research 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 (continued) 21

GAMES PRODUCTION RESEARCH PRODUCTION RESEARCH

LEARNING HUMAN BODY SHAPES MODELING PLANT LIFE IN IN MOTION COMPUTER GRAPHICS Thursday, 28 July, 2-5:15 pm Thursday, 28 July, 3:45-5:15 pm INTERMEDIATE INTRODUCTORY Accurately representing and animating the An introduction to modeling trees and human body in 3D is critical for games, VFX, plants with a focus on recent advances and virtual reality. Previously, this required and applications in computer graphics. extensive hand animation. Today realistic The course focuses on procedural and 3D avatars can be learned from thousands inverse-procedural modeling, biologically of 3D scans. This course teaches the based approaches, data-driven modeling, process of learning and using high-quality and user-assisted methods. 3D models. Soren Pirk Michael Black Stanford University Javier Romero Bedrich Benes Gerard Pons-Moll Purdue University Naureen Mahmood Federica Bogo Oliver Deussen Max-Planck-Institut für Intelligente Systeme Universität Konstanz Radomir Mech Adobe Systems, Inc. Baoquan Chen Shandong University Takashi Ijiri Ritsumeikan University

 Table of Contents  S2016.SIGGRAPH.ORG EDUCATORS PROGRAM 22

 #SIGGRAPH2016

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

FP F S Jonah Brucker-Cohen ASIFA-Hollywood Animation Educators EDUCATORS FORUM Lehman College / CUNY Forum discuss issues facing graphics Glenn Goldman educators in the VR era New Jersey Institute of Technology Monday, 25 July, 1-2 pm Educators Morning Meet and Greet Sunday, 24 July, 10-11 am Morgan McGuire Educators discuss issues facing graphics Williams College & NVIDIA educators in the VR era. Education Committee Open Forum Peter Weishar Session Lead Sunday, 24 July, 11 am-Noon Florida State University Dori Littell-Herrick Woodbury University The Education Committee hosts a Teaching Computer Graphics Inside a presentation and informal discussion about Browser: WebGL and Three.js its activities and mission, and how to become Undergraduate Research Alliance Sunday, 24 July, 4-5:15 pm involved. Sessions from the Education Focus Monday, 25 July, 3-4 pm at the conference are highlighted. Leading graphics educators share Educators discuss best practices in Session Lead examples, experiences, and perspectives undergraduate research and explore Ginger Alford on teaching graphics programming and collaborations. ACM SIGGRAPH Education Committee Chair concepts using WebGL and three.js Session Lead Speakers William Joel Maker Movement Meets Formal Ed Angel (moderator) Connecticut State University Education University of New Mexico Sunday, 24 July, Noon-1:45 pm Patrick Cozzi Teaching Lighting Theory Using Unity University of Pennsylvania Students must contend with rapidly evolving Monday, 25 July, 4-5 pm knowledge and skills as interactive makers Eric Haines Overview of how Unity can be used as a Autodesk in both virtual and real worlds. Educators tool for teaching lighting theory. hold a forum on pedagogy, trends, and Dave Shreiner Unity Session Lead best practices as "making" becomes part of Stephan Keith curriculum.

Speakers FP F S EP E Education Committee Town Hall John Cay (moderator) New Jersey Institute of Technology EDUCATORS’ BIRDS OF A Thursday, 28 July, 1-2 pm FEATHER SESSIONS Dori Littell-Herrick The Education Committee holds an open Woodbury University meeting to reflect on the conference week Production Pipeline Fundamentals for and plan for the future. Aaron Knochel Film, Games, and TV Pennsylvania State University Monday, 25 July, 9-10:30 am Session Lead Education Committee Susan Reiser University of North Carolina Asheville Educators learn about production pipelines and discuss how to prepare Kurt Walker students for industry. Pluralsight LLC Speakers Kathleen Milnes (moderator) CS + X: Cross-Campus Collaborations Otis College of Art and Design Sunday, 24 July, 2-3:45 pm Jason Doss A forum to discuss obstacles and best Dreamworks practices for establishing interdisciplinary Maxx Kaufmann programs. Topics include logistics of inXile Entertainment conducting interdisciplinary classes, Bob Nicoll promotion and tenure issues, advocacy Blizzard Entertainment strategies, content, and trends related to introducing CS material in the context of Fran Zondella The Mill other disciplines. Speakers Erik Brunvand (moderator) University of Utah

 Table of Contents  S2016.SIGGRAPH.ORG AR/VR RESEARCH EMERGING TECHNOLOGIES 23

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 noon-5:30 pm Monday, 25 July 10 am-5:30 pm Tuesday, 26 July 10 am-5:30 pm Wednesday, 27 July 10 am-5:30 pm Thursday, 28 July 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 Device Computational Focus-Tunable Enjoy 360° Vision With FlyVIZ Near-Eye Display A novel programmable lighting device that FlyVIZ is a novel, compact, lightweight can mimic the illumination effects of a wide This focus-tunable near-eye display is display device that enables artificial range of lighting sources (spotlight, candle, capable of reproducing multiple omnidirectional vision, so users can see natural light, etc.) using the principle of emerging display modes for augmented “with eyes behind the back”. integral imaging. and virtual reality. Guillermo Andrade-Barroso Yuichiro Takeuchi Robert Konrad Irisa/Inria Rennes Bretagne Atlantique Shunichi Suwa Nitish Padmanaban Jerome Ardouin Kunihiko Nagamine Stanford University Sony Computer Science Laboratories, Inc. Florian Nouviale Emily Cooper Anatole Lecuyer Dartmouth College Maud Marchal Big Robot Mk.1A Gordon Wetzstein Eric Marchand Stanford University Irisa/Inria Rennes Bretagne Atlantique This tall robot with two wheeled legs positions a human pilot five meters above the ground. The pilot controls the robot’s Demo of Face2Face: Real-Time FinGAR: Combination of Electrical movement with foot motions as it follows the Face Capture and Reenactment and Mechanical Stimulation for path of a five-meter-tall tall humanoid. of RGB Videos High-Fidelity Tactile Presentation Hiroo Iwata A novel approach for real-time facial FinGAR is a finger-glove tactile display Yu-ta Kimura reenactment of a monocular target-video that combines electrical and mechanical Hikaru Takatori sequence, where the goal is to animate the stimulation to reproduce high-fidelity tactile Yu-uki Enzaki sensation on a finger-pad. Combining virtual University of Tsukuba facial expressions of the target video with a source actor and re-render the manipulated scenes and a hand system, output video in a photo-realistic fashion. users experience various textures in the virtual world. Justus Thies Friedrich-Alexander University Erlangen-Nürnberg Vibol Yem Ryuta Okazaki Best of Show Award Michael Zollhöfer Hiroyuki Kajimoto Max-Planck-Institut für Informatik New for 2016: Emerging Technologies Erika Oishi celebrates the project that best Marc Stamminger Junko Ikuta exemplifies the future of art, science, Friedrich-Alexander University Erlangen-Nürnberg The University of Electro-Communications and human-computer interaction, and Christian Theobalt the role of emerging technologies as a Max-Planck-Institut für Informatik force for positive advancement. Matthias Nießner Stanford University

 Table of Contents  S2016.SIGGRAPH.ORG EMERGING TECHNOLOGIES (continued) 24

FOVE HapticWave: Directional Surface Layered Telepresence: Simultaneous Vibrations Using Wave-Field Synthesis Multi-Presence Experience Using FOVE is a virtual reality head-mounted Eye-Gaze-Based Perceptual display that integrates eye-tracking HapticWave is a novel haptic technology Awareness Blending technology with virtual reality. Two small that delivers directional haptic sensations infrared cameras achieve stereo eye- generated on a flat surface, without Layered Telepresence allows a viewer tracking with less than one-degree accuracy requiring users to wear a physical device. to experience simultaneous multi- and 120 frames per second per eye. Ravish Mehra presence by blending eye gaze and Lochlainn Wilson Oculus VR perceptual awareness of real-time audio/ Jim Preston visual information received from multiple Sean Keller telepresence robots. Fove, Inc. David Perek Christoph Hohnerlein MHD Yamen Saraiji Graphical Manipulation of Human Elia Gatti Shota Sugimoto Walking Direction With Visual Illusion Riccardo DeSalvo Charith Fernando Oculus Research Kouta Minamizawa This installation presents a novel method Keio University that uses a visual illusion to enable HapTONE: Haptic Instrument for Susumu Tachi pedestrian guidance without referring to Enriched Musical Play The University of Tokyo information provided by a navigation system. HapTONE delivers high-fidelity vibrotactile Akira Ishii LiDARMAN: Reprogramming Reality sensations, not only at the moment of Ippei Suzuki With Egocentric Laser Depth Scanning Shinji Sakamoto key input, but also as keys are pressed. Keita Kanai The instrument can reproduce the touch LiDARMAN reprograms reality by substituting Kazuki Takazawa sensations of a keyboard, stringed, visual perception. Using a Light Detection Hiraku Doi percussion, or non-musical instrument. And Ranging (LiDAR) sensor to provide Yoichi Ochiai altered vision, the system can provide a novel University of Tsukuba Daichi Ogawa Kenta Tanabe 3D reconstructed view from outside the body Vibol Yem and enables novel applications. Guidance Field: Vector Field for Implicit The University of Electro-Communications Takashi Miyaki Guidance in Virtual Environments Taku Hachisu The University of Tokyo University of Tsukuba This new guidance method implicitly Jun Rekimoto leads users to pre-defined points in virtual Hiroyuki Kajimoto The University of Tokyo, Sony Computer Science environments while allowing free exploration Akifumi Takahashi Laboratories, Inc. Ayaka Nishi by altering users’ inputs according to a kind The University of Electro-Communications of vector field (guidance field). LightAir: a Novel System for Ryohei Tanaka Tangible Communication With Laplacian Vision: Augmenting Motion Takuji Narumi Quadcopters Using Foot Gestures Tomohiro Tanikawa Prediction via Optical See-Through and Projected Images Michitaka Hirose Head-Mounted Displays and Projectors The University of Tokyo This new paradigm of human-drone This vision-augmentation system aims interaction combines foot gestures with to assist the human ability to predict the images projected on the road. The HALUX: Projection-Based Interactive short-term future by visualizing trajectory system allows creation of a new type Skin for Digital Sports information of real-world objects via an of tangible interaction with drones for optical see-through head-mounted display HALUX places phototransistors and augmented sports. and a projector. vibrators on the body, and drives them with Dzmitry Tsetserukou projector light to eliminate latency derived Yuta Itoh Mikhail Matrosov from communication. Yuichi Hiroi Olga Volkova Jiu Otsuka Skolkovo Institute of Science and Technology Haruya Uematsu Maki Sugimoto Daichi Ogawa Keio University Ryuta Okazaki Perceptually Based Foveated Taku Hachisu Jason Orlosky Virtual Reality Hiroyuki Kajimoto Kiyoshi Kiyokawa Takahiro Shitara Osaka University This installation allows attendees to Keisuke Hoshino Gudrun Klinker compare several perceptually based Khurelbaatar Sugarragchaa Technische Universität München foveated rendering techniques running The University of Electro-Communications live inside a virtual reality headset with integrated eye-tracking. Anjul Patney Joohwan Kim Marco Salvi Anton Kaplanyan Chris Wyman Nir Benty Aaron Lefohn David Luebke NVIDIA Corporation

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Phyxel: Realistic Display Using Physical Unlimited Corridor: Redirected X-SectionScope: Cross-Section Objects With High-speed Spatially Walking Techniques Using Projection in Light-Field Clone Image Pixelated Lighting Visuo-Haptic Interaction A novel interactive 3D information- This project explores computational Unlimited Corridor enables users to visualization display that superimposes display of shape and appearance. Based walk freely around virtual environments a cross-sectional image on an aerial on persistence of vision, the system by touching walls, although in current volumetric image of a real object. coordinates high-speed adaptive lighting reality they are walking around circular Yoshikazu Furuyama and periodic motion of physical materials. walls within a limited space. Attendees Atsushi Matsubayashi Takatoshi Yoshida experience a VR search for confidential Yasutoshi Makino Yoshihiro Watanabe information in a skyscraper. Hiroyuki Shinoda The University of Tokyo Masatoshi Ishikawa Keigo Matsumoto The University of Tokyo The University of Tokyo Yuki Ban Yadori: Mask-Type User Interface for Ratchair: Furniture That Learns to Takuji Narumi Manipulation of Puppets Move Itself With Vibration The University of Tokyo This system for animatronics storytelling This project presents a strategy for displacing Yohei Yanase enables performers to manipulate Unity Technologies SF big objects by attaching relatively small puppets by wearing a mask-type device vibration sources. After learning how several Tomohiro Tanikawa that allows easier and more intuitive random bursts of vibration affect its pose, an Michitaka Hirose manipulation of puppets. The University of Tokyo optimization algorithm discovers the optimal Mose Sakashita sequence of vibration patterns required to Keisuke Kawahara move the object to a specified position. VR Technologies for Rich Amy Koike Sports Experiences Kenta Suzuki Tetiana Pershakova Ippei Suzuki Minjoo Cho Korea NTT is developing progressive VR Yoichi Ochiai Alvaro Casinelli University of Tsukuba Daniel Saakes technologies to provide sports experiences Korea Advanced Institute of Science that enhance spectator enjoyment and and Technology player performance. ZoeMatrope: A System for Physical Daisuke Ochi Material Design Akio Kameda Kosuke Takahashi This project introduces ZoeMatrope: a Motohiro Makiguchi material display that can present and Kouta Takeuchi animate realistic material by compositing Nippon Telegraph and Telephone Corporation real objects. Leo Miyashita The University of Tokyo Kota Ishihara PKSHA Technology Inc. Yoshihiro Watanabe Masatoshi Ishikawa The University of Tokyo

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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 TUESDAY, 26 JULY WEDNESDAY, 27 JULY

FOR EDUCATORS MOBILE PRODUCTION PRODUCTION READY, STEADY ... SIGGRAPH!!!! A VISION FOR COMPUTER VISION: WHAT MAKES A PRODUCTION Sunday, 24 July, 9:30-10:30 am EMERGING TECHNOLOGIES RENDERER IN 2016  INVITED CONTENT Tuesday, 26 July, 2-3:30 pm Wednesday, 27 July, 9-10:30 am  INVITED CONTENT Not sure how to plan your time at Many systems call themselves “production SIGGRAPH 2016? This panel of seasoned Computer vision is a rapidly evolving renderers”. Some are relatively unknown. attendees and program chairs explains how discipline. It includes methods for acquiring, Others are well known, high-quality to maximize your conference experience, processing, and understanding still renderers. And many large studios have select the “don’t-miss” sessions, and images and video to model, replicate, and invested significant time and money to decipher the convention center’s layout. sometimes, exceed human vision and develop their own proprietary renderers. perform useful tasks. Moderator This panel explores the technical and Mashhuda Glencross As the technology develops, computer non-technical issues involved in introducing Loughborough University vision will be commonly used for a broad a renderer into the contemporary production range of services in upcoming devices and environment, and maintaining it as the implemented in movies, smart phones, technology evolves. Topics include: the cameras, drones, and more. Demand for capabilities that are absolutely necessary the technology is driving the evolution (and those that are not), the importance of of image sensors, mobile processors, technological and creative control, team operating systems, application software, size and composition, how utilization of and device form factors in order to meet the open-source components has affected needs of applications and services that will development, and the potential disruption benefit from computer vision. of new research results on the development process. The session includes panelists Panelists who are creating the state of the art in Jon Peddie advanced renderer development. Jon Peddie Research Panelists Kurt Akeley Lytro, Inc. Michael Reed Big Sky Studios Paul Debevec USC Institute for Creative Technologies Brent Burley Walt Disney Animation Studios Martin Zahnert Dacuda Inc. Marcos Fajardo Solid Angle S.L. Michael Mangan Qualcomm Technologies, Inc. Alexander Keller NVIDIA Research Michael Raphael Direct Dimensions, Inc. Philippe Leprince Pixar Animation Studios Maurice van Swaaij Eric Tabellion DreamWorks Animation

 Table of Contents  S2016.SIGGRAPH.ORG ANIMATION & VFX PRODUCTION  INVITED CONTENT INVITED PRODUCTION SESSIONS 27

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 MONDAY, 25 JULY TUESDAY, 26 JULY

THE MAKING OF “PEARL”, A GOOGLE “KUBO AND THE TWO STRINGS”: THE MAKING OF MARVEL’S SPOTLIGHT STORY ONE GIANT SKELETON, ONE “CAPTAIN AMERICA: CIVIL WAR” COLOSSAL UNDERTAKING Sunday, 24 July, 10:45 am-12:15 pm Tuesday, 26 July, 10:45 am-12:15 pm “Pearl” is a Spotlight Story directed by Monday, 25 July, 2-3:30 pm In “Captain America: Civil War”, Steve Oscar-winning animator Patrick Osborne. For “Kubo and the Two Strings”, (in theaters Rogers leads the newly formed team of Conceived from the beginning as a 360º 19 August), LAIKA launched an immensely Avengers in their continued efforts to experience, “Pearl” takes place entirely in powerful puppet – to scale. The result: safeguard humanity. But after another a car and explores the gifts we inherit from a giant (18-foot) skeleton with a 24-foot incident involving the Avengers results in our parents, both tangible and intangible. wingspan from finger to finger. With real- collateral damage, political pressure mounts The challenge: create a 360º interactive world materials including dense CNC foam, to install a system of accountability, headed animated film with a strongly art-directed, paper, paint, and a steel armature, the by a governing body to oversee and direct highly stylized non-photorealistic look, Giant Skeleton was a massive undertaking, the team. The new status quo fractures with naturalistic character animation tightly involving LAIKA's notoriously interdependent the Avengers, resulting in two camps, one synchronized with an original song, and a and collaborative crew. And when the led by Steve Rogers and his desire for the story that collapses decades into minutes puppet was finished, the challenges began. Avengers to remain free to defend humanity through montage, and make it run on a wide without government interference, and the range of devices, from mobile phones to VR Panelists other following Tony Stark’s surprising headgear, in real time. decision to support government oversight Steve Emerson, VFX Supervisor and accountability. Marvel Studios, ILM, Steve Switaj, Engineer, Camera and Panelists Motion Control Rise FX, and Method Studios show Patrick Osborne, Director Mitch Prater, Principal Software Engineer attendees how they created some of the Eric Wachtman, CG Look Development Lead movie’s most heart-stopping moments. Rachid El Guerrab, Spotlight Stories Project Lead LAIKA David Eisenmann, Producer Panelists Cassidy Curtis, Tech Art Lead Victoria Alonso, Executive Vice President, Google 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 (continued) 28

THE VFX OF DISNEY’S “THE WEDNESDAY, 27 JULY “DEADPOOL” + COLOSSUS OUR JUNGLE BOOK” FAVORITE (ANTI) SUPERHEROES

Tuesday, 26 July, 3:45-5:15 pm UNDER THE SEA – THE MAKING OF Wednesday, 27 July, 3:45-5:15 pm “FINDING DORY” The visual effects team behind Jon Digital Domain worked on the three Favreau’s live-action adaptation of “The Wednesday, 27 July, 10:45 am-12:15 pm main aspects of “Deadpool”: Colossus, Jungle Book” discusses the creative and Deadpool interacting with Colossus, and the technical challenges behind bringing the Find the answers to how Pixar artists Helicarrier. Creation of Colossus required story's characters and stunning full CG created the studio’s latest feature film, five different actors: a motion-capture environments to life. A team of over 800 CG “Finding Dory”. Top animators and technical actor, a taller actor on the principle shoot, a artists led by Production VFX Supervisor artists deliver a deep dive into the process voice-over actor, face model, and a Mova/ Rob Legato, MPC VFX Supervisor Adam of creating the summer hit, which required facial-capture actor. The team used a Valdez, Animation Supervisor Andy Jones, adoption of an entirely new back-end proprietary real-time system to capture the and VFX Supervisor Keith pipeline and cutting-edge technology. From facial movement of one actor and redirect Miller, worked for two years to animate over character design and animation to lighting, to the Colossus character with perfect 1:1 60 species of animal; craft the mountain CG water like you’ve never seen before and, geometry of usable data. They created the temple, trees, rocks, and vines; and simulate perhaps most crucially, RenderMan REYES, digi-double of Deadpool that was usable earth, fire, and water. and RIS, come find out how “Finding Dory” by all vendors on the project. And they revolutionized Pixar Animation Studios from created the Helicarrier; which is similar to Panelists sea-level up. Marvel’s X-Men carrier, but a bit more rustic Andy Jones, Animation Supervisor looking in this anti-hero film. Panelists Walt Disney Animation created the film’s opening title sequence, Steve Pilcher provided previsualization for several action , VFX Supervisor Jeremie Talbot Moving Picture Company sequences, delivered an additional 37 VFX Jim Brown shots for two key scenes, and made the Keith Miller, Digital VFX Supervisor Masha Ellsworth low-fi animated end titles. Blur also provided Weta Digital Chris Burrows previsualization for the main car chase, the Chris Chapman Ian Megibben subsequent bullet-counting sequence, and John Halstead the final fight scene. Previsualization was Pixar Animation Studios critical for staging the flow of each scene and determining which shots would work best in advance. One of the main tasks THE TECHNICAL ART OF in Blur’s 37 VFX shots was integrating a "UNCHARTED 4" fully CG version of a damaged Colossus, building on Digital Domain’s “clean” Wednesday, 27 July, 2-3:30 pm Colossus model. Blur developed an identical This Production Session presents a handful clean Colossus, which required extensive of rendering and shader features created full-body and facial motion capture, and by the technical artists at Naughty Dog. incorporated heat damage, scrapes, and Some of the features are novel, some are an other flaws. evolution of common concepts, but all are Panelists critical to achieving the look and scope of "Uncharted 4". Jan Philip Cramer, Animation Director Scott Edelstein, CG Supervisor Panelists Digital Domain 30, Inc. Waylon Brinck Franck Balson, Previsualization Supervisor Andrew Maximov Sebastien “Zeb” Chort, CG Supervisor Yibing Jiang Blur Studio Naughty Dog, Inc.

 Table of Contents  S2016.SIGGRAPH.ORG PRODUCTION SESSIONS (continued) 29

THURSDAY, 28 JULY DEVELOPING “MASS EFFECT: INDUSTRIAL LIGHT & MAGIC NEW EARTH” – A 4D PRESENTS THE VISUAL EFFECTS OF HOLOGRAPHIC ADVENTURE “STAR WARS: THE FORCE AWAKENS” FROM ARMADILLO TO ZEBRA: CREATING THE DIVERSE Thursday, 28 July, 2-3:30 pm Thursday, 28 July, 3:45-5:15 pm CHARACTERS AND WORLD This session focuses on development of The ILM team discusses the range of OF “ZOOTOPIA” “Mass Effect: New Earth,” a first-of-its kind challenges presented by bringing the latest theme-park attraction at California’s Great installment in the storied “Star Wars” series Thursday, 28 July, 10:45 am-12:15 pm America in Santa Clara. The experience to life. Utilizing a seamless blend of practical The world of “Zootopia” is a vast, multi- features “holographic 3D”, using the world’s effects, sets, locations, and cutting-edge scale, multi-climate city that represents the largest and highest-resolution 3D LED digital animation and visual effects, the team biomes of the tundra, desert, rainforest, screens combined with cutting-edge mixed- summarizes how they created an array of and grasslands. It is also a place where field sound technology, motion seats, and the film’s 2100 visual-effects shots. humans never existed and animals have 4D effects such as leg ticklers, air blasts, evolved to be anthropomorphic, clothed, transducers, and CO2. The panel discusses Panelists city-dwellers. Walt Disney Animation Studios the technology used in the attraction Daniel Pearson, CG Supervisor pushed the artistic boundaries of all aspects and how multiple partners including of the production process to create vastly BioWare, Cedar Fair, 3D Live, and Halon Patrick Tubach, VFX Supervisor different environments filled with hundreds Entertainment collaborated to build it. Paul Kavanagh, Animation Supervisor of unique and detailed characters. The scale Polly Ing, CG Supervisor difference of the animals, from a mouse to Panelists Industrial Light & Magic giraffe (95:1), required creation of a world Robert deMontarnal, Business Development that could be inhabited by characters of all BioWare shapes and sizes while depicting thousands Christian Dieckmann, VP Strategic Growth of furred and clothed animals. Cedar Fair Entertainment Company Panelists Howard Newstate, Executive Producer Media Networks Cedar Fair Nicholas Burkard, Technical Animation Supervisor Entertainment Company Hans-Joerg Keim, Head of Environments Brian Leach, Director of Cinematography, Lighting Clint Reagan, Previs Supervisor Sean Palmer, Technical Lead for Disney’s XGen Halon Entertainment LLC Ernest Petti, Technical Supervisor Nathan Huber, Co-Founder and CEO Michelle Robinson, Character Look Supervisor 3D Live Walt Disney Animation Studios

 Table of Contents  S2016.SIGGRAPH.ORG AR/VR GAMES REAL-TIME LIVE! 30

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.

Character Shading of Uncharted 4 Gary the Gull

BEST REAL-TIME GRAPHICS The challenges of character shading in Gary the Gull is an interactive VR character AND INTERACTIVITY AWARD Uncharted 4: volumetric feeling of the that responds to voice, gestures, and hair, using shader packages for different distance in a short interactive VR film. It Developers create and showcase the surfaces, performance for main characters was built by an ex-Pixar, ex-Bungie team to best real-time graphics and interactivity and crowds, dynamic wear and tear. demonstrate a new form of storytelling in VR applications possible using today’s that bridges games and film. technologies. Yibing Jiang Naughty Dog, Inc. Tom Sanocki The winning team is announced from Limitless Ltd the Real-Time Live! stage. From Previs to Final in Five Mark Walsh Minutes: a Breakthrough in Live Motional LLC Last year’s award winner was: Performance Capture Pushing Photorealism in “A Boy ILMxLAB Augmented Reality Experience and His Kite,” Epic Games Epic Games teamed up with , Cubic Motion, and 3Lateral to create the Using an iPad, Vive motion tracking system, world's first believable human driven live by ILM's Zeno application framework, and Adam an actress within an Unreal Engine game hardware-accelerated video encoding, world. In this demonstration, body, face, and Industrial Light & Magic has created an “Adam” is a real-time rendered short film voice are all captured live in real time and augmented reality experience that allows created with the Unity . recorded to create a real-time scene. users to interact with a digital character, Veselin Efremov Tameem Antoniades which allows easy prototyping of augmented Zdravko Pavlov Ninja Theory Ltd. reality experiences. Unity Technologies SF Kim Libreri Nick Rasmussen Epic Games, Inc. Kevin Wooley Bound Sheila Santos Steve Caulkin Rachel Rose Cubic Motion Ltd Bound is an innovative 3D platformer game Industrial Light & Magic with dynamic procedural environments Vladmir Mastilovic inspired by the works of the demoscene. 3Lateral Studio Procedural aspects of the game environment enabled solutions to some of the hardest problems of VR gaming. Michal Staniszewski Plastic

 Table of Contents  S2016.SIGGRAPH.ORG REAL-TIME LIVE! (continued) 31

Immersive Augmented Reality in Real-Time Graphics in Pixar Real-Time Technologies of FINAL Minutes with Meta 2 Film Production FANTASY XV Battles

This presentation builds an interactive This live demo of Pixar’s Presto This presentation showcases several real- augmented reality application with Meta 2 animation software shows how real-time time technologies implemented for FINAL live, on stage in minutes. It demonstrates graphics techniques are used to create FANTASY XV’s epic battle between heroes a content-creation workflow that no longer performances with characters like Woody, and monsters: only exists in a panel, but live within our Buzz, Dory, and Butch from “The Good • AI systems that control companions world, where we can directly engage it with Dinosaur”. Techniques demonstrated and monsters our hands. include displacement, shadows, ambient • Dynamic weather systems and lighting occlusion, depth of field, and physically Raymond Lo • Visual effects for magic that affects based GLSL shading. Duncan McRoberts the environment Meta Company Dirk Van Gelder Isamu Hasegawa Pixar Animation Studios Remi Driancourt Project Tango Hiromitsu Sasaki Real-Time Simulation of Solids with Wan Hazmer Project Tango technology gives a mobile Large Viscoplastic Deformation SQUARE ENIX CO., LTD. device the ability to navigate the physical world similar to how we do as humans. It The first demonstration of real-time The Afterpulse: State-of-the-Art brings a new kind of spatial perception to solid simulation that can handle large Rendering on Mobile GPUs the Android platform by adding advanced plastic deformation. The new algorithm is computer vision, image processing, and implemented in NVIDIA Gameworks. This Afterpulse is a game for mobile devices special vision sensors. demo includes cutting, manipulating, and that uses the latest version of the Karisma Eitan Marder-Eppstein even blowing up dough of various shapes engine, which implements state-of-the-art Google Inc. with several virtual tools controlled with a graphics algorithms typically used in hand-tracking device. console and desktop games. The engine Quill: VR Drawing in the Production of Nuttapong Chentanez and tools were developed in-house with Oculus Story Studio’s New Movie Matthias Müller almost no external dependencies. Miles Macklin Unai Landa The Oculus Story Studio, the team behind NVIDIA Corporation Sergi Royo the pioneering VR short films “Lost” and Digital Legends Entertainment “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. Inigo Quilez Wesley Allsbrook Oculus Story Studio

 Table of Contents  S2016.SIGGRAPH.ORG AR/VR GAMES MOBILE STUDIO 32

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 noon-5:30 pm Monday, 25 July 10 am-5:30 pm Tuesday, 26 July 10 am-5:30 pm Wednesday, 27 July 10 am-5:30 pm Thursday, 28 July 10 am-1 pm

Visit s2016.siggraph.org for updates.

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

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

STUDIO WORKSHOPS ANDROID VR DEVELOPMENT PRIMER FEUDING CITIES: Tuesday, 26 July, 10:45 am-12:15 pm WHO WANTS TO PLAY? E-CANNONS AND OTHER WEAPONS  INVITED CONTENT The Studio presents Feuding Cities, a Sunday, 24 July, 2-3:30 pm physical and virtual game that is played This hands-on workshop explores building a Monday, 25 July, 2-3:30 pm (Repeated) out in both worlds. The game allows complete VR game for Android using Unity  attendees to work (and play!) together INVITED CONTENT and the Cardboard SDK. to create something special. In this workshop, attendees learn how Daniel Galpin For more information. to build a cannon that shoots 3/4-inch Google Inc. nylon balls, like a tennis-ball machine. After attendees assemble the cannon’s microcontrollers, sensors, and servomotors, AR/VR they program it for accurate operation and design a ball hopper to feed the cannon MAKING VR WITH UNREAL ENGINE more ammunition. The cannons will be used Tuesday, 26 July, 2-3:30 pm in the the Feuding Cities game.  INVITED CONTENT Andrew Besmer Winthrop University This Studio Workshop focuses on the freely available online learning resources, understood best practices, and the core DIGITAL T-SHIRT DESIGN process of building locomotion and AND PRINTING interaction mechanics for locomotion and interaction in a virtual reality environment Sunday, 24 July, 3:45-5:15 pm with Unreal Engine 4.  INVITED CONTENT Luis Cataldi Epic Games, Inc. This Studio Workshop reviews design considerations for creating artwork for digital direct-to-garment printers. Attendees design and print their own t-shirts. Eddie Murphy Epson

 Table of Contents  S2016.SIGGRAPH.ORG STUDIO (continued) 33

Lumio3D: Rapid 3D Geometry AR/VR STUDIO PROJECTS and Reflectance Acquisition from UE4 VIRTUAL MOVIE PRODUCTION Continuous Spherical Illumination WITH SEQUENCER Do-it-Yourself Virtual Reality Experiences on Networked Lumio3D captures both high-fidelity 3D Wednesday, 27 July, 10:45 am-12:15 pm Mobile Devices geometry and reflectance from 48 viewpoints around the object with  INVITED CONTENT Realiteer Corp. is creating an authoring continuous spherical illumination created Unreal Engine 4 has an amazing new platform that enables everyone to create by 15,000 programmable LEDs in less than virtual movie production tool suite built right and share unique VR experiences, from one minute. into its amazing real-time engine. During building customizable VR equipment Borom Tunwattanapong this Studio Workshop, the new cinematic to generating unique VR content on Ratchathani University smartphones and sharing with friends in cameras, cranes, and rail rigs to build a Pitchaya Sitthi-Amorn short cinematic experience with content that real time. Wichayut Eaksarayut is free to download from the Unreal Engine Fangwei Lee Chulalongkorn University Launcher is utilized. Realiteer Corp. Luis Cataldi MakeVR: An Immersive Content- Epic Games, Inc. E-Cannons and Other Weapons Creation Experience

In this project, attendees learn how to build MakeVR is a professional-grade CAD

AR/VR FOR EDUCATORS PRODUCTION a cannon that shoots 3/4-inch nylon balls, modeling system with a natural like a tennis-ball machine. After attendees two-handed interface. STEREO HAPTICS: A HAPTIC assemble the cannon’s microcontrollers, Paul Mlyniec INTERACTION TOOLKIT FOR sensors, and servomotors, they program Digital ArtForms, Inc. it for accurate operation and design a Tom Farinella TANGIBLE VIRTUAL EXPERIENCES ball hopper to feed the cannon more Wednesday, 27 July, 2-5:15 pm ammunition. The cannons will be used in the the Feuding Cities game. MiragePrinter: Interactive Fabrication The purpose of this Studio Workshop is on a 3D Printer With a Mid-Air Display to introduce Stereo Haptics, a toolkit that Lumii: DIY Light-Field Prints MiragePrinter is a fabrication device that uses existing audio-based tools (hardware combines a 3D printer and a mid-air floating and software) to generate, modify and Create a hologram-like 3D image of your image display to seamlessly connect users’ playback dynamic haptic media, and to own face on a thin printed surface using a digital works and physical works. With this guide attendees to generate haptic content standard inkjet printer coupled to Lumii’s system, users can design, modify, and print to enrich multisensory experience in virtual light-field engine. object models on the 3D printer’s stage reality settings. Matthew Hirsch while viewing floating images overlapped Ali Israr Daniel Leithinger with it. Disney Research Thomas Baran Lumii Inc. Junichi Yamaoka Siyan Zhao Yasuaki Kakehi Carnegie Mellon University Keio University Kyna McIntosh Zachary Schwemler Zushiki Light Art: Form Finding and Adam Fritz John Mars Making Through Paper Folding Disney Research This project demonstrates a practical Christian Frisson application of paper folding (the art of University of Mons, numediart Institute origami) to seek innovative ways of form Ivan Huerta finding and making in product design. Maggie Kosek Jiangmei Wu Charalampos Koniaris Indiana University Kenny Mitchell Disney Research

 Table of Contents  S2016.SIGGRAPH.ORG TALKS 34

FP F  #SIGGRAPH2016

Talks highlight the latest developments before publication, present ideas that are still in progress, or showcase how computer graphics and interactive techniques are actually implemented and used, in graphics production or other fields.

Full Conference Platinum and Full Conference registration allows attendees access to all SIGGRAPH 2016 Talks.

ACM SIGGRAPH Organization Talks: * UIST Reprise at SIGGRAPH 2016 * IEEE TVCG Session on Virtual and Augmented Reality * IEEE TVCG Session on Advances in Data Visualization

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

Image Credit: Bringing Google Earth to Virtual Reality © 2016 Dominik Kaeser, Google.

SUNDAY, 24 JULY ART MOBILE ART PRODUCTION RESEARCH VAN GOGH WOULD BE PROUD GET IN SHAPE PRODUCTION Sunday, 24 July, 10:45 am-12:15 pm Sunday, 24 July, 10:45 am-12:15 pm TOO HOT TO HANDLE Session Chair: Brittany Ransom, California State Session Chair: Mashhuda Glencross, University, Long Beach Loughborough University Sunday, 24 July, 10:45 am-12:15 pm Session Chair: Ali Israr, Disney Research Digital Painting Classroom: Learning AutoSpline: Animation Controls Only Oil Painting Using a Tablet When and Where You Need Them Wham! Building the Freeway Chase Tuur Stuyck Mark Hessler in “Deadpool” Philip Dutré Jeremie Talbot William Muto Katholieke Universiteit Leuven Pixar Animation Studios Nico Sanghrajka Sunil Hadap Marc-Antoine Paquin Adobe Research SuperD: SubD Without Subdivision Stuart Gordon Atomic Fiction Alyn Rockwood Painting With Turbulence Kun Gao Monique Bradshaw Boulder Graphics LLC ConductorIO Chuqiao Wang Sam Wang Michael Farrell Rudy Grossman Robert Geist Verto Studio Laurent Taillefer Clemson University Atomic Fiction Physical Mesh Data Structures Loving Vincent: Guiding Painters Delivering Doomsday: The Meteor FX Ergun Akleman Through 64,000 Frames Shenyao Ke of “Ice Age: Collision Course” Francho Meléndez You Wu David Quirus Uniwersytet Wrocławski Texas A&M University Matthew Roach Blue Sky Studios Łukasz Mackiewicz Audiovisual Technology Center Mesh Colors With Hardware Texture Filtering Directed Volcano: Getting the Most Out Cem Yuksel of Your Simulations University of Utah Gregory Ecker Ravindra Dwivedi Ilan Gabai Blue Sky Studios

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Delicious Looking Ice Cream Effects PRODUCTION MONDAY, 25 JULY With Non-Simulation Approaches LIFE IS SHORTS Dong Joo Byun PRODUCTION James Mansfield Sunday, 24 July, 2-3:30 pm Cesar Velazquez  INVITED CONTENT DANCING TREES Walt Disney Animation Studios

The Making of “Inner Workings” Monday, 25 July, 9-10:30 am Session Chair: Maryann Simmons, Walt Disney ANIMATION & VFX PRODUCTION Sean Lurie Animation Studios Leo Matsuda Josh Staub FACE OFF Walt Disney Animation Studios Art-Directable Procedural Vegetation in Disney's “Zootopia” Monday, 25 July, 3:45-5:35 pm Session Chair: Kenny Mitchell, Disney Research Creating Piper – Pixar’s Latest Sara Drakeley Short Film Maryann Simmons Hans Keim ILM Facial Performance Capture Brett Levin Jared Reisweber Alan Barillaro Brian Cantwell Daniel Teece Paige Warner Jason Beamer Walt Disney Animation Studios Ferdi Schemers Michael Koperwas Erik Smitt Industrial Light & Magic Vegetation Choreography in Pixar Animation Studios Kiran Bhat “The Good Dinosaur” LoomAi Olivier Soares GAMES PRODUCTION RESEARCH Magic Leap, Inc. “Kung Fu Panda 3”: Mandarin Lip-Sync DARK HIDES THE LIGHT Thomas Moser Reanimation Process and Pipeline Frank Aalbers Mark Edwards Sunday, 24 July, 3:45-5:35 pm Gordon Cameron DreamWorks Animation Session Chair: Makai Smith, Bentley Systems Pixar Animation Studios Robert Armstrong mattermark HFTS: Hybrid Frustum-Traced Shadows Can't See the Jungle for the Trees Alvin Ho Tsun Chuen in The Division Tom Melson Oriental DreamWorks Jon Story Moving Picture Company Chris Wyman Shape-Analysis-Driven NVIDIA Corporation The Trees of “The Jungle Book” Surface Correction Alexander Schwank Sparse Shadow Tree Callum James Claude Levastre ON Animation Studio Kevin Myers Tony Micilotta Activision Blizzard, Inc. Moving Picture Company As-Rigid-As-Possible Deformation LightCraft – Extract Light Position and Transfer for Facial Animation GAMES PRODUCTION Information From On-Set Photography David Corral Doug Roble Alex Suter ANGRY EFFECTS SALAD Lucio Moser Victor Schutz Digital Domain 3.0, Inc. Dan Lobl Monday, 25 July, 2-3:30 pm Brian Gee Session Chair: Peter Hall, University of Bath Lucasfilm Ltd. Warping With Accumulated Motion Vectors Sea Surface Visualization in World Rendering Fast & Furious: Supercharged of Warships Stephen Willey in Stereo for a 400-Foot Curved Screen Gregory Keech Yury Kryachko Double Negative Rob Pieké Public Co Ltd Technicolor, Moving Picture Company Visual Effects of Final Fantasy XV: Luma HDRv: An Open-Source Concept, Environment, High-Dynamic-RangeVvideo Codec and Implementation Optimized by Large-Scale Testing Isamu Hasegawa Gabriel Eilertsen Ryota Nozoe Linköpings universitet Teppei Ono Masahiko Koyama Rafał‚ K. Mantiuk University of Cambridge Taku Ishida SQUARE ENIX CO., LTD. Jonas Unger Linköpings universitet The Effects of “The Jungle Book” Oliver Winwood Rob Hopper Kai Wolter Moving Picture Company

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Stochastic Layered Alpha Blending UIST REPRISE AT SIGGRAPH 2016 TUESDAY, 26 JULY Chris Wyman NVIDIA Corporation Tuesday, 26 July, 10:45 am-12:15 pm ANIMATION & VFX PRODUCTION  INVITED CONTENT Quantum Supersampling ICING ON THE CAKE Eric Johnston Webstrates: Shareable Dynamic Media Tuesday, 26 July, 9-10:30 am University of Bristol, Solid Angle Clemens N. Klokmose Session Chair: Gavin Miller, Adobe Systems Aarhus Universitet

ANIMATION & VFX PRODUCTION James R. Eagan HairCraft: Spells and Incantations for Télécom ParisTech, CNRS LTCI UMR 5141 Digital Hair A TALL DRINK OF WATER Siemen Baader Stephen Bowline Aarhus Universitet Andrew Johnson Tuesday, 26 July, 10:45 am-12:15 pm Ryan Gillis Session Chair: Mark Elendt, Side Effects Wendy Mackay Industrial Light & Magic Software Inc. Inria, Université -Sud Michel Beaudouin-Lafon Artist-Friendly Level-of-Detail in a Lapping Water Effects in “Piper” Université Paris-Sud, CNRS Fur-Filled World Vincent Serritella Kendall Litaker Hosuk Chang GelTouch: Localized Tactile Feedback Sean Palmer Leon Park Through Thin, Programmable Gel Walt Disney Animation Studios Ferdi Scheepers Viktor Miruchna Brett Levin Robert Walter Pyramid Coordinates for Deformation PIxar Animation Studios David Lindlbauer With Collision Handling Maren Lehmann Simulating Rivers in Regine von Klitzing Gene Lin “The Good Dinosaur” Technische Universität Oriental DreamWorks Jon Reisch Jörg Müller Nafees Bin Zafar Stephen Marshall Aarhus Universitet Oriental DreamWorks Magnus Wrenninge DreamWorks Animation Tolga Göktekin Orbits: Gaze Interaction for Smart Michael Hall Watches Using Smooth-Pursuit Flesh, Flab, and Fascia Simulation Michael O'Brien Eye Movements on “Zootopia” Jason Johnston Jordan Rempel Andy Milne Augusto Esteves Andy Lin Mark McLaughlin Eduardo Velloso Jon Reisch Rasmus Tamstorf Lancaster University Pixar Animation Studios Alexey Stomakhin Andreas Bulling Nicholas Burkard Max-Planck-Institut für Informatik Mitch Counsell Spatially Adaptive FLIP Fluid Jesus Canal Simulations in Bifrost Hans Gellersen David Komorowski Lancaster University Michael Nielsen Evan Goldberg Robert Bridson Walt Disney Animation Studios Foldio: Digital Fabrication of Interactive Autodesk Inc. and Shape-Changing Objects With Foldable Printed Electronics PRODUCTION RESEARCH Inside Houdini’s Distributed Solver System Simon Olberding ROLL THE DICE Sergio Soto Ortega Jeff Lait Klaus Hildebrandt Side Effects Software, Inc. Tuesday, 26 July, 9-10:30 am Jürgen Steimle Session Chair: Ginger Alford, Trinity Valley School/ Max-Planck-Institut für Informatik Fort Worth Museum of Science and History Gaze Shifting: Direct-Indirect Input With Blue-Noise Dithered Sampling Pen and Touch Modulated by Gaze Iliyan Georgiev Ken Pfeuffer Marcos Fajardo Jason Alexander Solid Angle S.L. Ming Ki Chong Yanxia Zhang Hans Gellersen Cache-Friendly Micro-Jittered Sampling Lancaster University Arthur Dufay Technicolor, LP2N (CNRS) Pascal Lecocq Jean-Eudes Marvie Technicolor Romain Pacanowski Xavier Granier LP2N (CNRS)

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ANIMATION & VFX PRODUCTION IEEE TVCG SESSION ON VIRTUAL IEEE TVCG SESSION ON ADVANCES BUILDING CHARACTER AND AUGMENTED REALITY IN DATA VISUALIZATION Tuesday, 26 July, 2-3:30 pm Tuesday, 26 July, 2-3:30 pm Tuesday, 26 July, 3:45-5:15 pm Session Chair: Akshay Agarwal, Google Inc.  INVITED CONTENT  INVITED CONTENT

Designing an Interaction With Lift-Off: Using Reference Imagery HOLA: Human-Like Orthogonal an Octopus and Freehand Sketching to Create 3D Network Layout Models in VR Jeremie Talbot Steve Kieffer Mark Piretti Bret Jackson Tim Dwyer Kevin Singleton Macalester College Kim Marriott Mark Hessler Michael Wybrow Daniel Keefe Pixar Animation Studios Monash University University of Minnesota “Warcraft’s Durotan: Hero, Complex” Visualization-by-Sketching: An Artist’s SoftAR: Visually Manipulating Haptic Interface for Creating Multivariate Victor Schutz Softness Perception in Spatial Time-Varying Data Paul Giacoppo Augmented Reality Chase Cooper David Schroeder Industrial Light & Magic Parinya Punpongsanon Gonzaga University Daisuke Iwai Daniel Keefe Character Workflow of Final Fantasy XV Kosuke Sato University of Osaka University of Minnesota Kazutaka Kurosaka Eitaro Iwabuchi Latency in Distributed Acquisition and Voyager: Exploratory Analysis via SQUARE ENIX CO., LTD. Rendering for Telepresence Systems Faceted Browsing of Visualization Recommendations A Flexible Rigging Framework for VFX Stephan Ohl Kanit Wongsuphasawat and Feature Animation Malte Willert Oliver Staadt Dominik Moritz Jesus Nieto Universität Rostock University of Washington Theodore Facey Anushka Anand Sylvain Brugnot From Motion to Photons in 80 Jock Mackinlay Double Negative Microseconds: Towards Minimal Tableau Software Latency for Virtual and Bill Howe Augmented Reality Jeffrey Heer Peter Lincoln University of Washington Alex Blate Montek Singh Time Curves: Folding Time to Visualize Turner Whitted Patterns of Temporal Evolution in Data Andrei State Anselmo Lastra Benjamin Bach Henry Fuchs Microsoft Research University of North Carolina at Chapel Hill Conglei Shi IBM T.J. Watson Research Center Nicolas Heulot IRT SystemX Tara Madhyastha Tom Grabowski University of Washington Pierre Dragicevic INRIA

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GAMES PRODUCTION WEDNESDAY, 27 JULY THURSDAY, 28 JULY BRAIN & BRAWN PRODUCTION RESEARCH ANIMATION & VFX PRODUCTION Tuesday, 26 July, 3:45-5:15 pm Session Chair: Chris Wyman, NVIDIA Corporation BOUNCING AROUND IT'S CROWDED IN HERE!

Final Fantasy XV: Pulse and Traction Wednesday, 27 July, 2-3:30 pm Thursday, 28 July, 9-10:30 am of Characters Session Chair: Turner Whitted, NVIDIA Corporation Session Chair: Mark Elendt, Side Effects Software

Noriyuki Imamura Practical and Controllable Subsurface MURE: Fast Agent-Based Crowd Youji Shirakami Scattering for Production-Path Tracing Kousuke Namiki Simulation for VFX and Animation Prasert Prasertvithyakarn Matt Jen-Yuan Chiang Stephen Gustafson Takanori Yokoyama Walt Disney Animation Studios Paul Kanyuk Youichiro Miyake Hemagiri Arumugam SQUARE ENIX CO., LTD. Circle Tracing for Subsurface Scattering Michael Lorenzen Pixar Animation Studios Rendering Techniques of Final Fantasy XV Benjamin Legros Mercenaries Engineering SARL Sharif Elcott “Warcraft”: Raising a Horde Metaaphanon Napaporn Differential Appearance Editing for Chase Cooper Miyamoto Masayoshi Measured BRDFs Eileen Bai Kay Chang Brian Paik Remi Driancourt Apostolia Tsirikoglou Vick Schutz SQUARE ENIX CO., LTD. Joel Kronander Industrial Light & Magic Per Larsson Tanaboon Tongbuasirilai “The Jungle Book”: Management, Jonas Unger Caching, and Preview of Many Animals Andrew Gardner Linköpings universitet Marco Romeo Ryan Chan Embree Ray Tracing Kernels: Overview Jeren Chen and New Features Greg Fisher Moving Picture Company Attila Áfra Ingo Wald “Zootopia” Crowd Pipeline Carsten Benthin Sven Woop Moe El-Ali Intel Corporation Le Tong Walt Josh Richards Tuan Nguyen PRODUCTION Alberto Luceno Ros Norman Moses Joseph PLAYING GOD Walt Disney Animation Studios Wednesday, 27 July, 3:45-5:15 pm Session Chair: Kristy Pron, PRODUCTION Walt Disney Imagineering THE TECHNICAL ART OF Constructing the Underwater World of “UNCHARTED” 4 “Finding Dory” Thursday, 28 July, 9-10:30 pm Nathan Fariss  INVITED CONTENT Antony Carysforth Pixar Animation Studios Waylon Brinck Andrew Maximum Procedural Terrains on Pixar’s Yibing Jiang “The Good Dinosaur” Naughty Dog, Inc. Lane Pertusi Pixar Animation Studios Íñigo Quilez Oculus Story Studio Noah Klocek Pixar Animation Studios

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

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PRODUCTION PRODUCTION RESEARCH PRODUCTION

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 Estimating Local Beckmann An Octopus Roughness for Complex BSDFs Rapid, High-Quality Dailies With RenderFlow for “The Jungle Book” William Wise Nicolas Holzschuch Audrey Wong INRIA Grenoble, LJK-CNRS, Grenoble University Jared Auty Pixar Animation Studios Marlene Chazot Anton Kaplanyan Ruben Diaz Hernandez NVIDIA Research Finding Particulate in “Finding Dory” Marco Romeo Johannes Hannika Moving Picture Company Stephen Gustafson Carsten Dachsbacher Daniel Chang Karlsruher Institut für Technologie Coda: The Cultural Effects of Queueing Aaron Conover Pixar Animation Studios at Disney Animation A Practical Stochastic Algorithm for Marc Jordan Rendering Mirror-Like Flakes Volume-Modeling Techniques in Kevin Constantine “The Good Dinosaur” Asen Atanasov Walt Disney Animation Studios Vladimir Koylazov Magnus Wrenninge Chaos Group A Fully Cloud-Based Global Visual Michael Rice Pixar Animation Studios Effects Studio Practical Analytic 2D Signed-Distance James Vanns Field Generation Making a Dinosaur Seem Small: Aaron Carey Cloudscapes in “The Good Dinosaur” Wasim Abbas Industrial Light & Magic Chris Doran Matthew Webb ARM Ltd. MapD: A GPU-Powered Big-Data Magnus Wrenninge Jordan Rempel Analytics and Visualization Platform GI Next: Global Illumination for Cody Harrington Christopher Root Production Rendering on GPUs Pixar Animation Studios Todd Mostak Enzo Catalano MapD Technologies, Inc. Rajko Yasui-Schöffel PRODUCTION Ken Dahm Nikolaus Binder THE MAKING OF “THE Alexander Keller LITTLE PRINCE” NVIDIA Corporation Thursday, 28 July, 3:45-5:15 pm  INVITED CONTENT

Mark Osborne Happy Product, Inc. Jamie Caliri Dragonframe

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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.

Practical Multispectral Occluded Imaging With MONDAY, 25 JULY Lighting Reproduction Time-of-Flight Sensors Chloe LeGendre Achuta Kadambi COMPUTATIONAL CAMERAS Xueming Yu Massachusetts Institute of Technology Dai Liu Hang Zhao Monday, 25 July, 9-10:30 am Jay Busch MIT Media Lab Session Chair: Jiaya Jia, The Chinese University Andrew Jones of Hong Kong USC Institute for Creative Technologies Boxin Shi Nanyang Technological University Sumanta Pattanaik The Diffractive Achromat: University of Central Florida Ramesh Raskar Full-Spectrum Computational MIT Media Lab Paul Debevec Imaging With Diffractive Optics USC Institute for Creative Technologies Yifan Peng RIGGING & SKINNING The University of Computational Imaging With Qiang Fu Multi-Camera Time-of-Flight Systems Monday, 25 July, 9-10:30 am King Abdullah University of Science and Shikhar Shrestha Session Chair: Paul Kry, McGill University Technology Felix Heide Felix Heide Stanford University Example-Based Plastic Deformation of Rigid Bodies The University of British Columbia Wolfgang Heidrich Wolfgang Heidrich King Abdullah University of Science and Nils Thuerey King Abdullah University of Science And Technology Technische Universität München Technology Gordon Wetzstein Ben Jones Stanford University University of Denver Adam Bargteil University of Maryland, Baltimore County Tamar Shinar University of California, Riverside

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Pose-Space Subspace Dynamics Animated Mesh Approximation With Sphere-Meshes FABRICATING STRUCTURE Hongyi Xu & APPEARANCE University of Southern California Jean-Marc Thiery Technische Universiteit Delft Jernej Barbič Monday, 25 July, 3:45-5:35 pm University of Southern California Emilie Guy Session Chair: Wojciech Matusik, Massachusetts Tamy Boubekeur Institute of Technology Efficient Dynamic Skinning with Télécom ParisTech, Centre national de la Low-Rank Helper Bone Controllers recherche scientifique, Université Paris-Saclay Computational Thermoforming Tomohiko Mukai Elmar Eisemann Christian Schüller Tokai University Technische Universiteit Delft Daniele Panozzo ETH Zürich Shigeru Kuriyama Toyohashi University of Technology EFFICIENT SAMPLING Anselm Grundhöfer & RENDERING Henning Zimmer Real-Time Skeletal Skinning With Optimized Centers of Rotation Monday, 25 July, 3:45-5:35 pm Evgeni Sorkine Olga Sorkine-Hornung Binh Le Session Chair: Peter-Pike Sloan, Activision, Inc. ETH Zürich Disney Research Pittsburgh Integration With Stochastic Jessica Hodgins Point Processes Procedural Voronoi Foams for Disney Research Los Angeles, Disney Additive Manufacturing Research Pittsburgh Cengiz Oztireli ETHZ, ETH Jonàs Martínez Jérémie Dumas GEOMETRY Fast 4D Sheared Filtering for Interactive Sylvain Lefebvre Inria Rendering of Distribution Effects Monday, 25 July, 9-10:30 am Session Chair: Pierre Alliez, Inria Ling-Qi Yan Printed Perforated Lampshades for Soham Uday Mehta Continuous Projective Images Erosion Thickness on Medial Axes Ravi Ramamoorthi University of California, Berkeley Haisen Zhao of 3D Shapes Lin Lu Frédo Durand Yajie Yan Yuan Wei Massachusetts Institute of Technology Washington University in St. Louis Shandong University Kyle Sykes Adaptive Polynomial Rendering Dani Lischinski Erin Chambers The Hebrew University of Jerusalem Bochang Moon David Letscher Andrei Sharf St. Louis University Steven McDonagh Kenny Mitchell Ben-Gurion University Tao Ju Markus Gross Daniel Cohen-Or Washington University in St. Louis The Walt Disney Company Tel Aviv University

Q-MAT: Computing Medial Baoquan Chen Real-Time Polygonal-Light Shading Shandong University Axis Transform By Quadratic With Linearly Transformed Cosines Error Minimization Eric Heitz Pushing the Limits of 3D Color Pan Li Jonathan Dupuy Printing: Error Diffusion With Bin Wang Unity Technologies Translucent Materials Tsinghua University Stephen Hill Alan Brunton Feng Sun Ubisoft Entertainment S.A Can Ates Arikan Pennsylvania State University David Neubelt Philipp Urban Xiaohu Guo Studios Fraunhofer IGD University of Texas at Dallas Caiming Zhang Adjoint-Driven Russian Roulette and CofiFab: Coarse-to-Fine Fabrication Shangdong University Splitting in Light-Transport Simulation of Large 3D Objects Wenping Wang Jiri Vorba Peng Song University of Hong Kong Weta Digital Ltd, Charles University in Prague University of Science and Technology of China Jaroslav Křivánek Bailin Deng Mesh Arrangements for Solid Geometry Charles University in Prague University of Hull Qingnan Zhou Ziqi Wang New York University Zhichao Dong Wei Li Eitan Grinspun University of Science and Technology of China Columbia University Chi-wing Fu Denis Zorin The Chinese University of Hong Kong New York University Ligang Liu Alec Jacobson University of Science and Technology of China Columbia University

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SHAPE ANALYSIS TUESDAY, 26 JULY PERCEPTION OF SHAPES Monday, 25 July, 3:45-5:35 pm AND PEOPLE Session Chair: Misha Kazhdan, The Johns CLOTH Tuesday, 26 July, 9-10:30 am Hopkins University Tuesday, 26 July, 9-10:30 am Session Chair: Michiel van de Panne, The University of British Columbia RAID: A Relation-Augmented Session Chair: Derek Nowrouzezahrai, Université of Montréal Image Descriptor Tactile Mesh Saliency Paul Guerrero A Compiler for 3D Machine Knitting Manfred Lau University College , King Abdullah Kapil Dev University of Science and Technology James McCann Carnegie Mellon University, The Walt Lancaster University Niloy Mitra Disney Company Weiqi Shi University College London Lea Albaugh Julie Dorsey Peter Wonka Vidya Narayanan Holly Rushmeier King Abdullah University of Science The Walt Disney Company, Disney Research Yale University and Technology April Grow Perceptual Effect of Shoulder Motions University of California, Santa Cruz, The Walt Learning How Objects Function via on Crowd Disney Company, Disney Research Co-Analysis of Interactions Ludovic Hoyet Wojciech Matusik Inria Ruizhen Hu Massachusetts Institute of Technology Shenzhen University Anne-Hélène Olivier Jennifer Mankoff Richard Kulpa Oliver van Kaick Disney Research Pittsburgh, Carnegie Université Rennes 2 Carleton University Mellon University Julien Pettré Bojian Wu Jessica Hodgins Inria Shenzhen Institute of Advanced Technology Carnegie Mellon University, The Walt Disney Hui Huang Company, Disney Research Shenzhen University, Shenzhen Institute of Body Talk: Crowd Shaping Realistic Advanced Technology Physics-Driven Pattern Adjustment for 3D Avatars With Words Ariel Shamir Direct 3D Garment Editing Stephan Streuber Max-Planck-Institut für Intelligente Systeme Interdisciplinary Center Herzliya Aric Bartle Hao Zhang Stanford University M. Alejandra Quiros-Ramirez Max-Planck-Institut für Intelligente Systeme Simon Fraser University Vladimir Kim Danny Kaufman Matthew . Hill PATEX : Exploring Pattern Variations Adobe Research Carina A. Hahn University of Texas at Dallas Paul Guerrero Alla Sheffer University College London The University of British Columbia Silvia Zuffi Istituto per le tecnologie della costruzione Gilbert Bernstein Floraine Berthouzoz Stanford University Adobe Research Alice O’Toole University of Texas at Dallas Wilmot Li Nicholas Vining Adobe Research The University of British Columbia Michael Black Max-Planck-Institut für Intelligente Systeme Niloy Mitra University College London Matching Real Fabrics With Micro-Appearance Models An Interaction-Aware Perceptual Model for Non-Linear Elastic Objects 3D Mesh Labeling via Deep Pramook Khungurn Convolutional Neural Networks Cornell University Michal Piovarči Univerzita Komenského, Universität Kan Guo Daniel Schroeder des Saarlandes Beihang University Google David Levin Dongqing Zou Shuang Zhao Disney Research Beijing Samsung R&D Center University of California, Irvine Jason Rebello Xiaowu Chen Kavita Bala Harvard University BeiHang University Steve Marshier Cornell University Desai Chen Efficient 3D Object Segmentation From Massachusetts Institute of Technology Densely Sampled Light Fields With Fitting Procedural Yarn Models for Roman Ďurikovič Applications to 3D Reconstruction Realistic Cloth Rendering Univerzita Komenského Kaan Yücer Shuang Zhao Hanspeter Pfister The Walt Disney Company, ETH Zürich University of California, Irvine Harvard University Alexander Sorkine-Hornung Fujun Luan Wojciech Matusik Disney Research Kavita Bala Massachusetts Institute of Technology Cornell University Oliver Wang Piotr Didyk Adobe Research Max-Planck-Institut für Informatik and Universität des Saarlandes, MMCI Olga Sorkine-Hornung ETH Zürich

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RENDERING OF COMPLEX COMPUTATIONAL DISPLAY CAMERA CONTROL & VR MICROSTRUCTURE 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 Session Chair: Hao Li, University of Southern California Session Chair: Wenzel Jakob, École Corporation, Microsoft Research Polytechnique Fédérale de Lausanne Cinema 3D: Large-Scale Generating Dynamically Feasible Position-Normal Distributions for Automultiscopic Display Trajectories for Quadrotor Cameras Efficient Rendering of Specular Netalee Efrat Mike Roberts Microstructure Weizmann Institute of Science Pat Hanrahan Stanford University Ling-Qi Yan Piotr Didyk University of California, Berkeley Max-Planck-Institut für Informatik and Universität des Saarlandes, MMCI Roto++: Accelerating Professional Milos Hasan Rotoscoping Using Shape Manifolds Autodesk, Inc. Mike Foshey Wojciech Matusik Wenbin Li Steve Marschner MIT CSAIL University College London Cornell University Anat Levin Fabio Viola Ravi Ramamoorthi Weizmann Institute of Science Google University of California, San Diego Jonathan Starck High Brightness HDR Projection Using Multi-Scale Rendering of Scratched The Foundry Dynamic Freeform Lensing Materials Using a Structured Gabriel Brostow SV-BRDF Model Gerwin Damberg University College London James Gregson Neill Campbell Boris Raymond The University of British Columbia Université de Bordeaux University of Bath, University College London Wolfgang Heidrich Gael Guennebaud King Abdullah University of Science and Rich360: Optimized Spherical Pascal Barla Technology INRIA Representation From Structured Panoramic Camera Arrays Additive Light-Field Displays: Multiple-Scattering Microfacet BSDFs Realization of Augmented Reality With Jungjin Lee With the Smith Model Bumki Kim Holographic Optical Elements Kyehyun Kim Eric Heitz Seungjae Lee Korea Advanced Institute of Science Unity Technologies Changwon Jang and Technology Johannes Hanika Seokil Moon Younghui Kim Karlsruher Institut für Technologie Jaebum Cho KAI Co., Ltd. Byoungho Lee Eugene d’Eon Seoul National University Junyong Noh 8i Korea Advanced Institute of Science Carsten Dachsbacher Fairy Lights in Femtoseconds: Aerial and Technology Karlsruher Institut für Technologie and Volumetric Graphics Rendered by a Focused Femtosecond Laser Mapping Virtual and Physical Reality Predicting Appearance From Measured Combined With Computational Qi Sun Microgeometry of Metal Surfaces Holographic Fields Stony Brook University Zhao Dong Yoichi Ochiai Li-Yi Wei Autodesk, Inc. University of Tsukuba University of Hong Kong Bruce Walter Kota Kumagai Arie Kaufman Steve Marschner Utsunomiya University Stony Brook University Donald Greenberg Cornell University Takayuki Hoshi Nagoya Institute of Technology Jun Rekimoto University of Tokyo, Sony CSL Satoshi Hasegawa Yoshio Hayasaki Utsunomiya University

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MATERIALS GazeStereo3D: Seamless Bijective Maps From Simplicial Foliations Disparity Manipulations Marcel Campen Tuesday, 26 July, 2-3:30 pm Petr Kellnhofer Claudio T. Silva Session Chair: Szymon Rusinkiewicz, MIT CSAIL, Max-Planck-Institut für Informatik Denis Zorin Princeton University New York University Piotr Didyk Max-Planck-Institut für Informatik and Universität Globally Optimal Toon Tracking A Non-Parametric-Factor Microfacet des Saarlandes, MMCI Model for Isotropic BRDFs Haichao Zhu Karol Myszkowski Xueting Liu Derek Nowrouzezahrai Max-Planck-Institut für Informatik Tien-Tsin Wong Université de Montréal Mohamed M. Hefeeda Pheng-Ann Heng Mohammed Bagher QCRI The Chinese University of Hong Kong Mahdi Microsoft Research Hans-Peter Seidel John Snyder Max-Planck-Institut für Informatik Microsoft Research FLUIDS SIMULATION Wojciech Matusik MIT CSAIL Tuesday, 26 July, 3:45-5:35 pm Reflectance Modeling by Neural Session Chair: Craig Schroeder, University of Texture Synthesis Binary-Continuous Image California, Los Angeles Miika Aittala Decomposition for Multi-View Display Aalto University Resolving Fluid Boundary Layers Gou Koutaki With Particle-Strength Exchange and Timo Aila Kumamoto University NVIDIA Corporation Weak Adaptivity Jaakko Lehtinen Seamless Visual Sharing With Xinxin Zhang NVIDIA Corporation, Aalto University Color-Vision Deficiencies Minchen Li The University of British Columbia Wuyao Shen ZoeMatrope: A System for Physical Xiangyu Mao Robert Bridson Material Design Xinghong Hu Autodesk, Inc., The University of British Columbia Tien-Tsin Wong Leo Miyashita The Chinese University of Hong Kong Schrödinger’s Smoke University of Tokyo Albert Chern Kota Ishihara California Institute of Technology PKSHA Technology Inc. CORRESPONDENCE & MAPPING Felix Knöppel Yoshihiro Watanabe Tuesday, 26 July, 3:45-5:35 pm Ulrich Pinkall Masatoshi Ishikawa Session Chair: Mark Meyer, Technischen Universität Berlin University of Tokyo Pixar Animation Studios Peter Schröder California Institute of Technology DISPLAY SOFTWARE Wasserstein Barycentric Coordinates: Histogram Regression Steffen Weißmann Google Tuesday, 26 July, 2-3:30 pm Using Optimal Transport Session Chair: Wolfgang Heidrich, King Abdullah University of Science and Technology, University Nicolas Bonneel Surface-Only Liquids of British Columbia Laboratoire d’InfoRmatique en Image et Systèmes d’information Fang Da Columbia University Emulating Displays With Continuously Gabriel Peyré Centre national de la recherche scientifique David Hahn Varying Frame Rates Institute of Science and Technology Austria Krzysztof Templin Marco Cuturi Kyoto University Christopher Batty Max-Planck-Institut für Informatik University of Waterloo Piotr Didyk Entropic Metric Alignment for Chris Wojtan Max-Planck-Institut für Informatik and Universität IST Austria des Saarlandes, MMCI Correspondence Problems Justin Solomon Eitan Grinspun Karol Myszkowski Columbia University Hans-Peter Seidel Massachusetts Institute of Technology Max-Planck-Institut für Informatik Gabriel Peyre Efficient Fluid Simulation on the Université Paris-Dauphine Surface of a Sphere Vladimir Kim Adobe Research David Hill Epic Games, Inc. Suvrit Sra Massachusetts Institute of Technology Ronald D. Henderson Google Point Registration via Efficient Convex Relaxation Haggai Maron Nadav Dym Itay Kezurer Shahar Kovalsky Yaron Lipman Weizmann Institute of Science

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Multiphase SPH Simulation for Interactive Fluids and Solids WEDNESDAY, 27 JULY COMPUTATIONAL DESIGN OF STRUCTURES, SHAPES, AND SOUND Xiao Yan Yun-Tao Jiang OPTIMIZING IMAGE PROCESSING Wednesday, 27 July, 9-10:30 am Tsinghua University Wednesday, 27 July, 9-10:30 am Session Chair: David Levin, Walt Disney, Disney Research Chen-Feng Li Session Chair: James Hays, Georgia Institute of Swansea University Technology, Brown University Ralph R. Martin Reconciling Elastic and Equilibrium Cardiff University Image Perforation: Automatically Methods for Static Analysis Shi-Min Hu Accelerating Image Pipelines by Hijung Shin Tsinghua University Intelligently Skipping Samples Christopher F. Porst Massachusetts Institute of Technology Liming Lou University of Virginia, Shandong University Etienne Vouga MOTION CONTROL University of Texas at Austin Paul Nguyen Tuesday, 26 July, 3:45-5:35 pm Jason Lawrence John Ochsendorf Session Chair: Jernej Barbić, University of Connelly Barnes Frédo Durand Southern California University of Virginia Massachusetts Institute of Technology

Unified Motion Planner for Fishes With Automatically Scheduling Halide Computational Design of Stable Various Swimming Styles Image-Processing Pipelines Planar-Rod Structures Daiki Satoi Ravi Mullapudi Eder Miguel Villalba Mikihiro Hagiwara Carnegie Mellon University Mathias Lepoutre Akira Uemoto Bernd Bickel Andrew Adams Institute of Science and Technology Austria Hisanao Nakadai Dillon Sharlet Junichi Hoshino Google University of Tsukuba Non-Linear Shape Optimization Using Jonathan Ragan-Kelley Local Subspace Projections Stanford University Guided Learning of Control Graphs for Przemyslaw Musialski Physics-Based Characters Kayvon Fatahalian Christian Hafner Carnegie Mellon University Libin Liu Florian Rist Disney Research Pittsburgh Michael Birsak ProxImaL: Efficient Image Optimization Michael Wimmer Michiel van de Panne Using Proximal Algorithms Technische Universität Wien The University of British Columbia Felix Heide Leif Kobbelt KangKang Yin Steven Diamond Rheinisch-Westfälische Technische National University of Singapore Matthias Nießner Hochschule Aachen Stanford University Terrain-Adaptive Locomotion Skills Jonathan Ragan-Kelley Acoustic Voxels: Computational Using Deep Reinforcement Learning Stanford University Optimization of Modular Xue Bin Peng Acoustic Filters Wolfgang Heidrich Glen Berseth King Abdullah University of Science and Dingzeyu Li Michiel van de Panne Technology Changxi Zheng The University of British Columbia Columbia University Gordon Wetzstein Task-Based Locomotion Stanford University David Levin Disney Research Shailen Agrawal Rigel: Flexible Multi-Rate Image Michiel van de Panne Wojciech Matusik The University of British Columbia Processing Hardware Massachusetts Institute of Technology James Hegarty Zachary DeVito Jonathan Ragan-Kelley Pat Hanrahan Ross Daly Mark Horowitz Stanford University

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DEFORMABLE SURFACE DESIGN SOUND, FLUIDS, AND BOUNDARIES CURVE & STRUT NETWORKS Wednesday, 27 July, 9-10:30 pm Wednesday, 27 July, 10:45 am-12:15 pm FOR FABRICATION Session Chair: Yaron Lipman, Weizmann Institute Session Chair: Nikunj Raghuvanshi, Wednesday, 27 July, 10:45 am-12:15 pm of Science Microsoft Corporation Session Chair: Niloy Mitra, University College London Beyond Developable: Interactive Acoustic Transfer Computational Design and Approximation for Modal Sound Synthesis of Filigrees for Digital Fabrication With Auxetic Materials Dingzeyu Li Fabrication Yun Fei Mark Pauly Weikai Chen Changxi Zheng Columbia University Mina Konakovic Xiaolong Zhang École polytechnique fédérale de Lausanne University of Hong Kong Keenan Crane Toward Animating Water With Complex Acoustic Bubbles Shiqing Xin Carnegie Mellon University Ningbo University Sofien Bouaziz Timothy Langlois Cornell University Yang Xia Bailin Deng Dalian University of Technology University of Hull Changxi Zheng Columbia University Sylvain Lefebvre Daniel Piker Inria Doug James Stanford University Wenping Wang Interactive Design of University of Hong Kong Developable Surfaces Generalized Non-Reflecting Designing Structurally Sound Chengcheng Tang Boundaries for Fluid Re-Simulation King Abdullah University of Science and Ornamental Curve Networks Technology Morten Bojsen-Hansen Chris Wojtan Jonas Zehnder Pengbo Bo Harbin Institute of Science and Technology Austria The Walt Disney Company Institute of Technology at Weihai Stelian Coros Johannes Wallner Preserving Geometry and Topology for Carnegie Mellon University Technische Universität Graz Fluid Flows With Thin Obstacles and Bernhard Thomaszewski Helmut Pottmann Narrow Gaps The Walt Disney Company Technische Universität Wien Vinicius Azevedo Universidade Federal do Rio Grande do Sul Connected Fermat Spirals for Computational Design Layered Fabrication Christopher Batty of Reconfigurables University of Waterloo Haisen Zhao Fanglin Gu Akash Garg Manuel Oliveira Shandong University Alec Jacobson Universidade Federal do Rio Grande do Sul Eitan Grinspun Qi-xing Huang Columbia University Toyota Technological Institute at Chicago

Efficient and Flexible Deformation Jorge Garcia Purdue University 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 Daniel Cohen-Or Chinese Academy of Sciences Tel Aviv University Baoquan Chen Shandong University

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

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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 Session Chair: Adam Bargteil, University of Session Chair: Justin Solomon, Massachusetts of Virginia Maryland Baltimore County Institute of Technology cSculpt: A System for A Semi-Implicit Material-Point Bounded Distortion Harmonic Collaborative Sculpting Method for Continuum Simulation Shape Interpolation Claudio Calabrese of Granular Materials Edward Chien Gabriele Salvati Gilles Daviet Bar-Ilan University Sapienza – Università di Roma INRIA Renjie Chen Marco Tarini Florence Bertails-Descoubes Max-Planck-Institut für Informatik Università degli Studi dell’Insubria INRIA Grenoble Ofir Weber Fabio Pellacini Bar-Ilan University Sapienza – Università di Roma Drucker-Prager Elastoplasticity for Sand Animation On the Convexity and Feasibility of StyLit: Illumination-Guided Gergely Klar the Bounded Distortion Harmonic Example-Based Stylization of Theodore Gast Mapping Problem 3D Renderings Andre Pradhana Zohar Levi Chuyuan Fu Jakub Fišer Victoria University of Wellington Craig Schroeder Ondřej Jamriška Chenfanfu Jiang Ofir Weber Michal Lukáč University of California, Los Angeles Bar-Ilan University Czech Technical University in Prague Joseph Teran Eli Shechtman University of California, Los Angeles, Walt Disney Volume-Encoded UV Maps Paul Asente Animation Studios, The Walt Disney Company, Jingwan Lu Marco Tarini Disney Research Adobe Research Université degli Studi dell’Insubria Daniel Sykora Non-Smooth Developable Czech Technical University in Prague Motion Graphs for Unstructured Geometry for Interactively Textured Meshes Animating Paper Crumpling Flow-Guided Warping for Image-Based Fabian Prada Shape Manipulation Camille Schreck Michael Kazhdan Centre national de la recherche scientifique The Johns Hopkins University Romain Vergne Université Grenoble Alpes, Centre national de la Damien Rohmer Ming Chuang recherche scientifique, INRIA CPE Lyon, Centre national de la recherche Alvaro Collet scientifique, INRIA, Université Grenoble-Alpes Hugues Hoppe Pascal Barla & Lyon Microsoft Corporation INRIA Stefanie Hahmann Georges-Pierre Bonneau Université Grenoble-Alpes & Lyon, Centre national Université Grenoble Alpes, Centre national de la de la recherche scientifique, INRIA INTRINSIC IMAGES recherche scientifique, INRIA Marie-Paule Cani Wednesday, 27 July, 2-3:30 pm Roland W. Fleming Centre national de la recherche scientifique, Session Chair: Piotr Didyk, Saarland University, Justus-Liebig-Universität Gießen INRIA, Université Grenoble-Alpes Max Planck Institute for Computer Science Shuo Jin Transfiguring Portraits Charlie C.L. Wang Live Intrinsic Video The Chinese University of Hong Kong Ira Kemelmacher-Shlizerman Abhimitra Meka University of Washington Jean-Francis Bloch Michael Zollhoefer Centre national de la recherche scientifique, Christian Richardt Band-Sifting Decomposition for Université Grenoble-Alpes Christian Theobalt Image-Based Material Editing Max-Planck-Institut für Informatik Ivaylo Boyadzhiev Fast Approximations for Kavita Bala Boundary-Element-Based Brittle Multi-View Intrinsic Images of Outdoors Cornell University Fracture Simulation Scenes With an Application to Relighting Sylvain Paris David Hahn Sylvain Duchêne Adobe Research Chris Wojtan Clement Riant IST Austria Gaurav Chaurasia Edward Adelson Jorge Lopez-Moreno Massachusetts Institute of Technology INRIA Pierre-Yves Laffont ETH Zürich Stefan Popov Adrien Bousseau George Drettakis INRIA

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Let There Be Color!: Joint End-to-End My Text in Your Handwriting Simit: A Language for Learning of Global and Local Image Tom Haines Physical Simulation Priors for Automatic Image Colorization Oisin Mac Aodha Fredrik Kjolstad With Simultaneous Classification Gabriel Brostow Massachusetts Institute of Technology University College London Satoshi Iizuka Shoaib Kamil Edgar Simo-Serra Adobe Systems Incorporated Hiroshi Ishikawa Waseda University RENDERING & SIMULATION Jonathan Ragan-Kelley WITH GPUs Stanford University Approximate Translational Building David I.W. Levin Wednesday, 27 July, 3:45-5:55 pm Blocks for Image Decomposition Disney Research Session Chair: Oliver Wang, Adobe Systems Inc. and Synthesis Shinjiro Sueda Chuan Li Johannes Rendering on A Power Budget: A California Polytechnic State University Michael Wand Power-Optimal Rendering Framework Desai Chen Johannes Gutenberg-Universität Mainz Massachusetts Institute of Technology Rui Wang Bowen Yu Etienne Vouga SKETCHING & WRITING Zhejiang University University of Texas at Austin Julio Marco Danny M. Kaufman Wednesday, 27 July, 3:45-5:35 pm Universidad de Zaragoza Adobe Systems Incorporated Session Chair: Karan Singh, University of Toronto Tianlei Hu Gurtej Kanwar The Sketchy Database: Learning to Zhejiang University Wojciech Matusik Saman Amarasinghe Diego Gutierrez Retrieve Badly Drawn Bunnies Massachusetts Institute of Technology Universidad de Zaragoza Patsorn Sangkloy Georgia Institute of Technology Hujun Bao Parallel Inverse Kinematics for Zhejiang University Nate Burnell Multithreaded Architectures Brown University A System for Rapid Exploration of Pawan Harish Mentar Mahmudi Cusuh Ham Shader Optimization Choices James Hays École polytechnique fédérale de Lausanne Yong He Georgia Institute of Technology Benoît Le Callennec Carnegie Mellon University Moka Studio Fidelity vs. Simplicity: a Global Tim Foley Ronan Boulic NVIDIA Corporation Approach to Line-Drawing Vectorization École polytechnique fédérale de Lausanne Jean-Dominique Favreau Kayvon Fatahalian Florent Lafarge Carnegie Mellon University Adrien Bousseau CAPTURING HUMANS INRIA Sophia Antipolis Efficient GPU Rendering of Subdivision Wednesday, 27 July, 3:45-5:55 pm Surfaces Using Adaptive Quadtrees Learning to Simplify: Fully Session Chair: Richard Szeliski, Facebook, Wade Brainerd Convolutional Networks for Rough University of Washington Activision Blizzard, Inc. Sketch Cleanup Tim Foley Fusion4D: Real-Time Performance Edgar Simo-Serra Manuel Kraemer Capture of Challenging Scenes Satoshi Iizuka Henry Moreton Mingsong Dou Kazuma Sasaki NVIDIA Corporation Hiroshi Ishikawa Sameh Khamis Waseda University Matthias Nießner Yury Degtyarev Stanford University Philip Davidson Legible Compact Calligrams Sean Ryan Fanello Ebb: A DSL for Physical Simulation on Adarsh Kowdle Changqing Zou CPUs and GPUs Sergio Orts Escolano Hengyang Normal University, Simon Christoph Rhemann Fraser University Gilbert Bernstein David Kim Chinmayee Shah Jonathan Taylor Junjie Cao Crystal Lemire Pushmeet Kohli Dalian University of Technology, Simon Zachery DeVito Vladimir Tankovich Fraser University Matthew Fisher Microsoft Research Warunika Ranaweera Philip Levis Shahram Izadi Ibraheem Alhashim Pat Hanrahan Microsoft Research, Microsoft Corporation Simon Fraser University Stanford University Ping Tan Simon Fraser University Alla Sheffer The University of British Columbia Hao Zhang Simon Fraser University

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An Anatomically Constrained Local Deformation Model for Monocular THURSDAY, 28 JULY FACES & PORTRAITS Face Capture Thursday, 28 July, 9-10:30 am Chenglei Wu MESHES Session Chair: Sylvain Paris, Adobe Systems, Inc; ETH Zürich Massachusetts Institute of Technology Thursday, 28 July, 9-10:30 am Derek Bradley Session Chair: Daniele Panozzo, ETH Zurich, Real-Time Facial Animation With Disney Resarch ETHZ, ETH, Courant Institute of Mathematical Image-Based Dynamic Avatars Markus Gross Sciences, New York University Disney Resarch, ETH Zürich Chen Cao HexEx: Robust Hexahedral Hongzhi Wu Thabo Beeler Mesh Extraction Yanlin Weng The Walt Disney Company, Disney Research Tianjia Shao Max Lyon Kun Zhou AutoHair: Fully Automatic Hair David Bommes Zhejiang University Modeling From A Single Image Leif Kobbelt Rheinisch-Westfälische Technische JALI: An Animator-Centric Viseme Model Menglei Chai Hochschule Aachen Tianjia Shao for Expressive Lip Synchronization Hongzhi Wu All-Hex Meshing Using Closed Pif Edwards Yanlin Weng Form-Induced Polycubes Chris Landreth Kun Zhou University of Toronto Zhejiang University Xianzhong Fang Weiwei Xu Eugene Fiume Lightweight Eye Capture Using a Hujun Bao University of Toronto Karan Singh University of Toronto Parametric Model Jin Huang Zhejiang University Pascal Berard Perspective-Aware Manipulation of ETH Zürich, Disney Research Fast and Exact Discrete Geodesic Portrait Photos Derek Bradley Computation Based on Triangle- Ohad Fried Disney Research Oriented Wavefront Propagation Princeton University Markus Gross Yipeng Qin Eli Shechtman ETH Zürich Disney Research Bournemouth University Dan Goldman Adobe Research Thabo Beeler Xiaoguang Han Disney Research The University of Hong Kong Adam Finkelstein Princeton University Hongchuan Yu Reconstruction of Personalized 3D Bournemouth University Face Rigs From Monocular Video Painting Style Transfer for Head Yizhou Yu Portraits Using Convolutional Pablo Garrido The University of Hong Kong Michael Zollhöfer Neural Networks Dan Casas Jian Jun Zhang Ahmed Selim Levi Valgaerts Bournemouth University Trinity College Dublin Max-Planck-Institut für Informatik Mohamed Elgharib Qatar Kiran Varanasi Interactively Cutting and Computing Research Institute Patrick Perez Constraining Vertices in Meshes Technicolor SA Using Augmented Matrices Linda Doyle Trinity College Dublin Christian Theobalt Yu Hong Yeung Max-Planck-Institut für Informatik Purdue University Jessica Crouch Real-Time 3D Eye Gaze Animation Old Dominion University Using a Single RGB Camera Alex Pothen Congyi Wang Purdue University Chinese Academy of Sciences Fuhao Shi Texas A&M University Shihong Xia Chinese Academy of Sciences Jinxiang Chai Texas A&M University

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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 Session Chair: Etienne Vouga, University of Texas Session Chair: Scott Schaefer, Hong Kong Texas A&M University Discrete Connection and Covariant Interactive Sketching of Urban Derivative for Vector-Field Analysis Construction of Manifolds via Procedural Models and Design Compatible Sparse Representations Gen Nishida Beibei Liu Ruimin Wang Ignacio Garcia-Dorado California Institute of Technology Ligang Liu Daniel Aliaga Zhouwang Yang Bedrich Benes Fernando de Goes Kang Wang Purdue University Pixar Animation Studios Wen Shan Jiansong Deng Adrien Bousseau Yiying Tong Michigan State University Falai Chen INRIA University of Science and Technology of China Mathieu Desbrun California Institute of Technology Computational Network Design From Intrinsic Girth Function for Shape Functional Specifications Processing Subdivision Exterior Calculus for Chi-han Peng Geometry Processing Shi-Qing Xin Arizona State University Ningbo University Niloy Mitra Fernando de Goes Pixar Animation Studios Wenping Wang University College London University of Hong Kong Yongliang Yang Mathieu Desbrun California Institute of Technology Shuangmin Chen University of Bath Jieyu Zhao Fan Bao Mark Meyer Ningbo University Arizona State University Tony DeRose Pixar Animation Studios Zhenyu Shu Daniel Fink Zhejiang University, Ningbo Institute of Technology Urban Agency Accelerated Quadratic Proxy for Dongming Yan Geometric Optimization SemanticPaint: Interactive Segmentation King Abdullah University of Science and and Learning of 3D Worlds Shahar Kovalsky Technology Meirav Galun Julien Valentin Peter Wonka Yaron Lipman Oxford University Arizona State University, King Abdullah University Weizmann Institute of Science Vibhav Vineet of Science and Technology Intel Labs G1 Non-Uniform Catmull-Clark Surfaces Crowd-Driven Mid-Scale Layout Design Ming-Ming Cheng Xin Li Nankai University Tian Feng University of Science and Technology of China David Kim Singapore University of Technology and Design G. Thomas Finnigan Jamie Shotton Lap-Fai Yu Autodesk, Inc. Pushmeet Kohli University of Massachusetts Boston Microsoft Research Thomas Sederberg Sai-Kit Yeung Brigham Young University Matthias Nießner Singapore University of Technology and Design Stanford University KangKang Yin Antonio Criminisi National University of Singapore 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 Yusuf Sahillioglu Technology Middle East Technical University Peter Wonka Ladislav Kavan Arizona State University University of Utah

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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 Session Chair: Sylvain Lefebvre, Inria Session Chair: Maneesh Agrawala, Fraser University Stanford University Multi-Scale Label-Map Extraction for Modeling Dense Inflorescences Texture Synthesis DisCo: Display-Camera Communication Using Rolling Shutter Sensors Andrew Owens Yitzchak Lockerman Mikolaj Cieslak Yale University Kensei Jo Jeremy Hart Sony Corporation University of Calgary Basile Sauvage Remi Allegre Mohit Gupta Regine Classen-Bockhoff Jean-Michel Dischler University of Wisconsin – Madison Johannes Gutenberg-Universität Mainz Université De Strasbourg Przemyslaw Prusinkiewicz Shree K. Nayar University of Calgary Julie Dorsey Columbia University Holly Rushmeier Yale University Spectral Style Transfer for Human Soli: Ubiquitous Gesture Sensing With Millimeter Wave Radar Motion Between Independent Actions Time-Varying Weathering in Mehmet Ersin Yumer Texture Space Mustafa Karagozler Adobe Research Ivan Poupyrev Rachele Bellini Jaime Lien Niloy Mitra Yanir Kleiman Carsten Schwesig University College London Daniel Cohen-Or Nick Gillian Tel Aviv University Patrick Amihood A Deep Learning Framework for Hakim Raja Character Motion Synthesis and Editing Vector-Regression Functions for Erik Olson Texture Compression Google Daniel Holden University of Edinburgh Jiaping Wang Efficient and Precise Interactive Aiur Jun Saito Hand Tracking Through Joint, Inc. Ying Song Continuous Optimization of Pose Zhejiang Sci-Tech University Taku Komura and Correspondences University of Edinburgh Liyi Wei Jonathan Taylor Dragoniac Lucas Bordeaux PiGraphs: Learning Interaction Wencheng Wang Tom Cashman Snapshots From Observations State Key Laboratory of Computer Science Bob Corish Cem Keskin Manolis Savva Toby Sharp Angel Chang Multiway K-Clustered Tensor Microsoft Research Pat Hanrahan Approximation: Toward High- Matthew Fisher Performance Photorealistic Eduardo Soto Matthias Nießner Data-Driven Rendering Microsoft Research, McMaster University Stanford University David Sweeney Yu-Ting Tsai Microsoft Research 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

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Rig Animation With a Tangible and Modular Input Device PHOTO ORGANIZATION & MANIPULATION Oliver Glauser Wan-Chun Ma Thursday, 28 July, 3:45-5:15 pm ETH Zürich Session Chair: Ping Tan, Simon Fraser University Daniele Panozzo ETH Zürich and New York University Automatic Triage for a Photo Series Alec Jacobson Huiwen Chang Columbia University Fisher Yu Otmar Hilliges Princeton University Olga Sorkine-Hornung Jue Wang ETH Zürich Adobe Research Douglas Ashley EXPRESSIVE ANIMATION Adam Finkelstein Princeton University Thursday, 28 July, 2-3:30 pm Session Chair: Marie-Paule Cani, Inria, Automatic Photo Adjustment Using Grenoble Universities Deep Neural Networks Zhicheng Yan Artist-Directed Dynamics for University of Illinois at Urbana-Champaign 2D Animation Hao Zhang Yunfei Bai Carnegie Mellon University Georgia Institute of Technology Baoyuan Wang Danny Kaufman Microsoft Research Adobe Research Sylvain Paris C. Karen Liu Adobe Systems Incorporated Georgia Institute of Technology Yizhou Yu Jovan Popović University of Hong Kong, University of Illinois Adobe Research at Urbana-Champaign

Modeling Character Canvases From EyeOpener: Editing Eyes in the Wild Cartoon Drawings Zhixin Shu Mikhail Bessmeltsev Stony Brook University Will Chang Nicholas Vining Eli Shechtman Alla Sheffer Adobe Research The University of British Columbia Dimitris Samaras Karan Singh Stony Brook University University of Toronto Sunil Hadap Adobe Research SketchiMo: Sketch-Based Motion Editing for Articulated Characters Sky is Not the Limit: Semantic-Aware Byungkuk Choi Sky Replacement Roger Blanco i Ribera Yi-Hsuan Tsai Korea Advanced Institute of Science University of California, Merced and Technology Xiaohui Shen J.P. Lewis Zhe Lin Yeongho Seol Kalyan Sunkavalli Weta Digital Ltd Adobe Research Seokpyo Hong Ming-Hsuan Yang Haegwang Eom University of California, Merced Sunjin Jung Junyong Noh Korea Advanced Institute of Science and Technology

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

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FP F S EP E  #SIGGRAPH2016

VR VILLAGE HOURS Sunday, 24 July Noon-5:30 pm Monday, 25 July 10 am-5:30 pm Tuesday, 26 July 10 am-5:30 pm Wednesday, 27 July 10 am-5:30 pm Thursday, 28 July 10 am-1 pm

Throughout the week at SIGGRAPH 2016, attendees can explore the fascinating potential of real-time immersion in tomorrow’s virtual and augmented realities for telling stories, engaging audiences, and powering real–world applications in health, education, design, and gaming.

Image credit: “Parallel Eyes”: Exploring Human Capability and Behaviors With Paralleled First-Person View Sharing © 2016 Shunichi Kasahara, Sony Computer Science Laboratories, Inc.; Mitsuhito Ando, Kiyoshi Suganuma; Yamaguchi Center for Arts and Media; Jun Rekimoto; Sony Computer Science Laboratories, Inc., The University of Tokyo.

Sponsored by

MechVR DEMO VR STORYLAB (NEW FOR 2016!) MechVR is an experimental, entertainment- VR Storylab blends narrative-driven, Create, Experience, and Share Your based immersive VR application that invites 360-degree, VR content in a physical Virtual Reality and Augmented its rider to experience a virtual adventure lab environment, a diverse assortment Reality Content upon a giant biped robot under the rider’s of art, entertainment, academic, own control. scientific, and experiential VR where Experience an airplane engine, the solar Saurabh Hindlekar attendees explore the future of system, the human body, dolphins, a roller Victor Zordan immersive adventures. coaster, and more in a multi-sided immersive Emerson Smith virtual reality environment, EON Icube John Welter Mobile, in which participants are completely William Mckay surrounded by virtual imagery and sound Clemson University as they watch and manipulate 3D objects floating in space. OoEs: Playing in the Immersive Game Brita Kjallstrom With Augmented Haptics EON Reality Inc. Orb of Elements, a new haptic technology that augments multiple tactile sensations in IRIDiuM: Immersive Rendered an immersive game, enhances the player Interactive Deep Media experience by combining motors, thermal actuators, and an electric fan to simulate the Attendees are invited to enter the first natural elements: water, fire, earth, and air. movie-quality graphics environment with the ability to move and interact with characters, Ping-Hsuan Han leading to increased immersive presence. Yang-Sheng Chen National Taiwan University This “deep media” solution allows motion parallax within pre-rendered graphics, Chiao-En Hsieh while sparse-sensor motion capture solving National Taipei University of Education allows unobtrusive embodiment within Yu-Jie Huang animated virtual worlds. National Taiwan University Babis Koniaris Hung-Chih Lin Maggie Kosek Peng-Wen Tong Ivan Huerta National Taipei University of Education Karen Darragh Kuan-Yin Lu Charles Malleson Yi-Ping Hung Joanna Jamrozy National Taiwan University Nick Swafford Jose Guitian Bochang Moon Ali Israr The Walt Disney Company Kenny Mitchell Disney Research, The Walt Disney Company, Edinburgh Napier University

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Synesthesia Suit: The Full-Body Inner Activity Immersive Experience INSTALLATION Inner Activity is a multi-sensory virtual reality The Synesthesia Suit provides and Aquarium Earth art installation that explores the potential immersive embodied experience in a therapeutic applications of immersive virtual virtual reality environment with vibro-tactile Aquarium Earth demonstrates the reality entertainment. It is a combination sensations on the entire body. Each vibro- educational potential of virtual reality. of interactive game technologies, vibro- tactile actuator provides more than a simple Attendees observe and interact with a virtual acoustic therapy practices, physical set vibration. It delivers haptic sensations based representation of a coral reef undergoing design, and concepts from meditation and on TECHTILE technology. the destructive effects of climate change, spirituality. Yukari Konishi pollution, and overfishing. Throughout the Anshul Pendse Nobuhisa Hanamistu experience, a narrator delivers the story Natalie Gravier Kouta Minamizawa of the reef, explaining the causes of the USC School of Cinematic Arts Keio University changes taking place. David Deedwania Ayahiko Sato Ketrina Yim USC Thornton School of Music Rhizomatiks Research Tracy McSheery Marientina Gotsis Tetsuya Mizuguchi PhaseSpace, Inc. Mike Patterson Keio University Mitchel Thompson Chanel Summers TriHelix USC School of Cinematic Arts VR Model to Explore Archaeological Brent Young Sites in a Non-Destructive Way Super78 Studios Parallel Eyes: Exploring Human Capability and Behaviors With This work presents a fully immersive virtual Garden – Mixed Reality Paralleled First-Person View Sharing environment that simulates the Brazilian archaeological site at Itapeva, São Paulo. Garden uses Google Project Tango’s This system explores how humans understand and develop viewing behaviors Eduardo Zilles Borba depth-sensing capability to transform the Marcio Cabral real world into an identical voxel world. By with mutual paralleled first-person view Roseli Lopes putting the Tango on a VR headset, players sharing, in which the user can see others’ Marcelo Zuffo can walk around and interact with objects first-person video perspectives as well as Universidade de São Paulo in a completely untethered experience, their own perspectives in real time. Regis Kopper unlocking new possibilities in long-range VR. Shunichi Kasahara Duke University Sony Computer Science Laboratories, Inc. Chuck, Tsung-Han Lee Wei Xie Mitsuhito Ando Vivek Vidyasagaran Kiyoshi Suganuma Keng Hua Sing Yamaguchi Center for Arts and Media Nigel Randall Jun Rekimoto Carnegie Mellon University Sony Computer Science Laboratories, Inc., The University of Tokyo Immersive and Interactive Procedure- Training Simulator for High-Risk Power-Line Maintenance

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

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Injustice Quillistrations VR STORYLAB In this interactive VR experience about Quill allows artists to paint volumetrically GHOST IN THE SHELL: THE MOVIE racially motivated police brutality, users with professional-looking brush strokes. Virtual Reality Diver witness an act of racial discrimination Attendees can step inside and walk around and are forced to make moral and ethical an artist's imagination and experience the Next generation technology brings decisions on the spot. drawing process from a new perspective. cyberspace to life. Cybernetically hack into Jaehee Cho Yelena Rachitsky the universe of “Ghost in the Shell”, and Zixu Ding Oculus Story Studio experience new sensations. Ghost in the Yeongmin Won Shell, a parallel world where cybernetic Atit Kothari Scenario humans and androids carrying their own Tiffa Cheng ghost coexist. This world is getting closer Stephanie Fawaz Carnegie Mellon University This prototype game-engine-based and closer to becoming reality. application facilitates visualization and Hiroyuki Ogino analysis of 3D terrain generated from several Production I.G, Inc. Invasion! cameras, including MSL and MRO HiRISE. It Miho Aoki This narrative-driven interactive VR is capable of displaying multiple 3D datasets University of Alaska Fairbanks animation, in real time, directed by Eric comprised of billions of polygons. Darnell, director and writer of all four Oleg Pariser Google Spotlight Stories Presents “Pearl” “Madagascar” films, represents a unique NASA Jet Propulsion Laboratory combination of artistry and technology. Fred Calef This story directed by Oscar-winning Eric Darnell National Aeronautics and Space Administration filmmaker Patrick Osborne (Disney’s “Feast”) Maureen Fan breaks new ground for Spotlight Stories in Maciej Gilwa Sent: A Virtual Reality Short Film both storytelling and technology, with the Michael Hutchinson most shots, sets, and characters to date, Baobab Studios Inc. This five-minute, 40-second VR short from along with custom lighting, effects, and Light Chaser Animation tells the story of an interactive surround sound in every shot. Kanju: Integrating HCI to Tell Better emoji “Goodbye” who embarks on a magical Google ATAP Stories in Immersive Environments journey that turns things in surprising ways for all. To advance the language of storytelling in Imago: Presence and Narrative in immersive environments, content creators Gary Wang Virtual Reality Li Mi must look beyond traditional theater and Lei Han film techniques. Incorporating human- Imago, a live-action virtual reality film Di Cui computer interaction techniques and basic narrative told through drama, dance, and Light Chaser Animation Studios design principles will be key to the future of abstract CG, is designed to explore the narrative experiences. presence of a viewer in the virtual space and Song for Someone the impact this has on emotional immersion. Stephanie Riggs Sunchaser Entertainment Chris Milk and U2 come together once Chuck, Tsung-Han Lee again to create a revolutionary new visual Carnegie Mellon University/Project Hypnos interpretation of U2’s “Song for Someone”. Longing for Wilderness Amy Stewart Annie Parker Jaehee Cho This virtual ride from a noisy city through Carolyn Reynolds Joel Ogden Vrse Inc. Tsung-Yu Tsai a slowly transforming forest toward a calm Junwen Chen and airy landscape seeks to express our Carnegie Mellon University innate longing to experience nature in its rawest forms. Marc Zimmermann Epicscapes Volker Helzle Diana Arellano Filmakademie Baden-Wuerttemberg

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FP F S EP E  #SIGGRAPH2016

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.

A Versatile Skin Material for MiragePrinter: Interactive Fabrication AR/VR GAMES “The Good Dinosaur” on a 3D Printer With a Mid-Air Display ARTISTIC VR TECHNIQUES Designing a highly art-directable, flexible, MiragePrinter combines a 3D printer and a Sunday, 24 July, 2-3:30 pm efficient global material for all the dinosaur mid-air floating-image display to seamlessly skins with a mix-and-match approach. connect users’ digital works and physical Illustrating in VR With Quill: How to works. With this machine, users can Approach Volumetric Painting Ana Lacaze Maria Lee design, modify, and print object models Thanks to Quill, Wesley began turning her Pixar Animation Studios on a 3D printer’s stage with overlapping illustrations into imaginative spatial worlds floating images. to help create the beautiful scenes of the Junichi Yamaoka project “Dear Angelica”. ANIMATION & VFX RESEARCH Yasuaki Kakehi Yelena Rachitsky THE ART & SCIENCE OF IMMERSION Keio University Oculus Story Studio Monday, 25 July, 2-3:30 pm The Hive: A Human and Robot Bound – Modern Art Gaming in VR Collaborative Building Process Bound is a 3D platformer game with Bringing Google Earth to Virtual Reality a serious narrative side that presents The Hive Pavilion exhibited at Autodesk This talk presents solutions to rendering University (2015) investigated whether a ballerina in an abstract modern-art planet-sized worlds at a steady high frame environment. This presentation summarizes untrained workers and industrial robots rate (60-120fps) in VR and helping users could work collaboratively toward the the artistic and technical aspects of the navigate those worlds without losing context game, where most elements had to be common goal of fabricating and assembling or becoming nauseous. redesigned for VR. an architectural-scale structure through Dominik Kaeser computational design, wearables, and Michal Staniszewski Google, Inc. interconnected devices. Plastic Lauren Vasey Qt 3D – A Data-Driven Renderer Universität Stuttgart Creating Avatars From a Single Image for Mortals and Bringing them to Life using a Tovi Grossman Autodesk Research Single Video Camera Qt 3D is a soft real-time simulation framework that provides visualization via a Heather Kerrick An end-to-end framework for building a data-driven renderer. It is easy to integrate Autodesk, Inc. complete 3D face model including hair from into your own code base to make adding a single image. This avatar can be instantly Danil Nagy 3D content to your content creation, Autodesk Research animated from the user's performance using engineering, simulation, or business a single RGB camera or a head-mounted applications as simple as possible. display. Skuid: Sketching Dynamic Drawings Sean Harmer Using the Principles of 2D Animation Hao Li Klarälvdalens Datakonsult AB University of Southern California Skuid is a sketching tool for crafting (looping) animated illustrations that contain the exaggerated dynamics of stylized 2D ANIMATION & VFX RESEARCH ANIMATION & VFX animations. Its user interface exposes CREATURE CREATION MAKE IT SO the principles of animation as a set of motion amplifiers, which is easy to use Wednesday, 27 July, 10:45 am-12:15 pm Monday, 25 July, 9-10:30 am and understand, and it facilitates rapid exploration, even for amateurs. Shading Dory’s New Friends Making: An Interdisciplinary Assistive- Technology Project Rubaiat Kazi Shading new characters for “Finding Tovi Grossman Dory” required solutions to artistic and Engineering and art students collaborate Nobuyuki Umetani technical challenges related to animating to design, model, cast, and fabricate an George Fitzmaurice shading effects for an octopus and a assistive-technology project in sculpture Autodesk, Inc. squid, grooming feathers on a loon, and and computer science classes. digitally painting close-ups of a whale shark Susan Reiser using techniques inspired by traditional Rebecca Bruce Impressionistic painters. Jackson Martin Trent Crow, Jonathan Hoffman, Maria Lee, Kiki Poh Brent Skidmore Pixar Animation Studios University of North Carolina at Asheville

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VR Technologies for Rich Sports ANIMATION & VFX AR/VR RESEARCH Experience PRODUCTION FOR VR SMART CITIES NTT is developing progressive VR technologies to provide sports experiences Wednesday, 27 July, 2-3:30 pm Wednesday, 27 July, 3:45-5:15 pm that enhance spectator enjoyment and player performance. Invasion! Hyperlocal Information Landscapes: How Materialism of Information Can Daisuke Ochi “Invasion!” is a real-time narrative-driven Akio Kameda interactive VR animation, directed by Shift Physical Urban Experiences Kosuke Takahashi Eric Darnell, director and writer of all four Urban spaces are changing. New media Motohiro Makiguchi “Madagascar” films. It represents a unique convergences are colliding with the built Kouta Takeuchi Nippon Telegraph and Telephone Corporation combination of artistry and technology. environment. This talk describes how the rules of the game are changing, how Eric Darnell Laplacian Vision: Augmenting Motion information landscapes fundamentally shift Maureen Fan Prediction via Optical See-Through Maciej Gilwa the scale and operation of urbanism, and Head-Mounted Displays and Projectors Michael Hutchinson how hyperlocal information is redefining Baobab Studios what it means to be an urban citizen in a This vision-augmentation system aims connected world. to assist the human ability to predict the Kanju: Integrating HCI to Tell Better short-term future by visualizing trajectory Anijo Mathew information of real-world objects via an Stories in Immersive Environments Illinois Institute of Technology optical see-through head-mounted display “Kanju” is an immersive live action and a projector. experience with a storyline that spans Have We Found the Key to the Yuta Itoh three separate African countries and Smart City? included four distinct plots. To create a Yuichi Hiroi Jiu Otsuka clear and compelling narrative experience The Smart Community concept began in 1999, when the Intelligent Community Maki Sugimoto for audiences, human-computer interaction Keio University (HCI) principles were combined with Forum chose Singapore as its first Intelligent Jason Orlosky traditional storytelling techniques to create Community of the Year. This talk reviews cities around the world that have found Kiyoshi Kiyokawa human-centered storytelling. Osaka University innovative ways to involve their citizens Stephanie Riggs in decisions that affect their lives. It also Gudrun Klinker Sunchaser Entertainment considers some “platform technologies”, Technische Universität München such as non-financial applications of the Jungle Book: Through Mowgli's Eyes – blockchain, that can be used to build trust AR/VR Kaa Virtual Reality Experience and confidence in civic applications. And Through Mowgli's Eyes Part 1 – Kaa is it shows how things can go horribly wrong AGENTS OF CHANGE: CREATION OF a real-time game-engine virtual reality when citizen-engagement projects are VR FOR HEALTH AND SOCIAL GAIN experience created for marketing Disney's poorly designed and implemented. Thursday, 28 July, 10:45 am-12:15 pm “The Jungle Book” feature film. Thomas Keenan Joe Farrell University of Calgary Voxel Bay: Virtual Reality for Pediatric Tangerine Apps LLC Pain Management Voxel Bay is a hands-free clinical VR game OZO 3D 360 Footage Combines With AR/VR that can be used as a distraction technique Masterful Visual Effects to Forge a EMERGING TECHNOLOGIES Futuristic VR Mystery for pediatric pain management. It provides EXPERIENCE PRESENTATIONS clinicians the ability to control in-game The Argos File is an interactive live action events to customize gameplay experience Virtual Reality series, integrating visual Thursday, 28 July, 9-10:30 am to the patient’s needs and encourages even effects and game engine mechanics with breathing. 360º stereoscopic footage captured with the BigRobot Mk.1A Nokia OZO system. Join Nokia and Academy Alice Grishchenko This tall robot with two wheeled legs John Luna Award winning team Magnopus for a look at Jeremy Patterson the production workflow created to realize positions a human pilot five meters above the ground. The pilot controls the robot’s The Ohio State University, Nationwide this futuristic murder mystery. Children’s Hospital movement with foot motions as it follows the Jill Smolin path of a five-meter-tall humanoid. How VR Technology Will Transform Hiroo Iwata Healthcare Yu-ta Kimura Hikaru Takatori The deepest and most significant impact of Yu-uki Enzaki VR technology will be in the area of clinical University of Tsukuba medicine and healthcare. VR technology will dramatically influence medical assessments, clinical care, preventive care, and wellness, and will help shift the locus of medical care from the clinic to the home. Walter Greenleaf Stanford University

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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.

Educators BOF: Education Committee MaterialX: An Open Standard for Network-Based A PRELIMINARY LIST OF Town Hall CG Object Looks BIRDS OF A FEATHER SESSIONS: Educators BOF: Production Pipeline Meet the Candidates for the ACM SIGGRAPH Fundamentals for Film, Games, and TV: Where Do Executive Committee Your Course Fit? 3D Graphics With Khronos Vulkan, OpenGL, and Ohio State University/ACCAD Alumni Gathering OpenGL ES Educators BOF: Teaching Lighting Theory Open Shading Language 3D Technology in Fine Art Using Unity OpenSceneGraph 3D Web Graphics With Khronos WebGL & glTF Educators BOF: Undergraduate Research Alliance Explore the Vulkan API Loader and Program in Empowerment Informatics at the Accelerating Vision Processing With Khronos University of Tsukuba OpenVX and OpenCL Validation Layers Qt and graphics BOF ACM SIGGRAPH Cartographic Visualization Gaffer: An Open-Source Application (Carto) Birds of a Feather Framework for VFX Remote Studio Productions – Online Collaboration Art of Character Rigging Geospatial Data Render Farming Berthouzoz Lunch Getting Your Project Done IV Rendering in 2016 and Beyond – the tools changing the trade Big Data in Media and Entertainment Global VFX PIpelines RIT Alumni Meet & Greet (Alumni & Faculty) Foundation – Community Meeting Going Cloud-Native Shader Languages, Compilers, and Effects Blender Spotlight Harvest4D – Harvesting Dynamic 3D Worlds From Commodity Sensor Clouds Small Studio, Big Ideas Browser-Based Mobile 3D VR Heterogeneous Computing With Khronos State of Animation Tools in the Industry CAD, 3D Printing, and 3D Scanning OpenCL, SYCL, and SPIR-V Taipei ACM SIGGRAPH Chapter Reunion Can Fabrication Build Bridges? Humanoid Animation (H-Anim) The Computer and Conceptual Art Practices in *CCIFF, Art and Entertainment Technology *Immersive Visualization for Science, Research the 1960s and 70s Film Festival and Art – International The Future of Web3D Graphics Standards Christians in CG *International Collegiate Virtual Reality Contest (IVRC) University and Industry Partnerships: Bringing Common Graphics Challenges in the DoD Educators, Industry Talent, and Students Together *International Khronos Chapters Program Computer Graphics for Simulation VES All-Sections SIGGRAPH Party *ISEA International – Open Forum CTO/CIO/IT Management VFX Reference Platform – A Common Target for Keeping Filmmaking Collaborative Data Processing in the Cloud Building VFX Software Khronos After-Party *DCAJ Presentation: Industrial Application of VFX Union – Crafting Your VFX Workplace Content Technology in Japan Korea Chapter Meeting Virginia Commonwealth University Students, Digital Thought Within the Division of Experimental LA SIGGRAPH Chapter Reception Alumni and Friends Reunion and Foundation Studies at RISD LASig Activities Virtual Globes Using WebGL and Cesium Documenting Cultural and Natural Heritage With Volume Rendering and Medical Visualization Mixed Augmented Reality Let’s Talk VR Web3D Consortium Strategies and Activities Dynamic Simulation in Production Managing Changes to Technology in Production Educators BOF: ASIFA-Hollywood Animation Managing Time Zones: Ensuring Consistency in Educators Forum Asks: How is Virtual Reality Global VFX Changing the Way we Teach?

*presented in the ACM SIGGRAPH Theater

 Table of Contents  S2016.SIGGRAPH.ORG AR/VR FOR EDUCATORS ACM SIGGRAPH THEATER EVENTS 59

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 Capturing the Past: ACM SIGGRAPH History & Art Shows CG in Africa + Middle East CG in Asia CG in Australasia CG in Europe + Russia CG in Latin America CG in Latin America: “Encontro dos brasileiros” – Brazilian Meeting CG in USA and Canada Join the IRC in 2016! Overview of SIGGRAPH (with Japanese interpreter) Professional and Student Chapters Startup Meeting

 Table of Contents  S2016.SIGGRAPH.ORG ANIMATION & VFX FOR EDUCATORS GAMES MOBILE PRODUCTION RESEARCH

EXHIBITION (as of 21 June) 60

FP F S EP EO E  #SIGGRAPH2016

EXHIBITION HOURS Tuesday, 26 July 9:30 am-6 pm Wednesday, 27 July 9:30 am-6 pm Thursday, 28 July 9:30 am-3:30 pm

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

Drexel University Puget Systems ANIMATION & VFX GAMES MOBILE Eizo Inc. Purdue University Esri Purple Platypus FP F S EP EO E Fabric Software The Qt Company EXHIBITS FAST FORWARD Faceware Technologies Qualcomm Incorporated Monday, 25 July, 3:45-5:15 pm FacioMetrics LLC Quantum Corporation ForgeFX Training Simulations Qumulo A sneak peek of the products and Formlabs Inc. RebusFarm GmbH announcements that companies plan The Foundry Visionmongers Redshift to make during the exhibition in a fast paced, entertaining session. ftrack Renderstorm Inc. Goggle Tech Ricoh Imaging Americas Corporation Google Ringling College of Art and Design HGST River Studios HoloDigilog Human Media Research Center Rokoko IATSE SCAD IDEALENS Sensel Imagineer Systems/Boris FX SensoMotoric Instruments, Inc. Infinite Trading Inc Sharecg.com Innobright Technologies Inc. Shotgun InstaVR Side Effects Software Intel Corporation Simplygon 3D Systems Intervoke Technologies Sketchfab Inc. 3dMD Isotropix Skolkovo Foundation Aberdeen LLC KAI Smith Micro Software Academy of Art University Lightspace Technologies SpeedTree Advanced Micro Devices (AMD) Lightworks Stratasys 3D Printers & Production Systems Ahead.IO Live2D Inc. Synertial Luxion, Inc. Tardis 3D Technologies American Cinematographer Mantis Vision Taylor Francis/CRC/Focal Press American Express OPEN MAXON TechViz Animation Magazine Meta Thinkbox Software Inc. Association for Computing Machinery Microsoft Corp. Umbra Autodesk Motion Analysis Corporation United Scenic Artists, Local USA 829 IATSE Avere Systems MSI Computer Corp. Unity Technologies B&H Photo, Video & Pro Audio Mura The University of the Arts Binary Alchemy NCCA, Bournemouth University, Uk uSens Inc. Blackmagic Design Newsight Japan, Ltd. VanArts BOXX Technologies, Inc. NIM-Labs Film School Browzwear Nokia Velocity Micro C2Monster NorPix Inc. Vicon Cap Digital – France NVIDIA Corporation Visual Computing Center at KAUST Carnegie Mellon Entertainment Technology Center OptiTrack Wacom Technology CGAL – The Computational Geometry Original Force Animation Web3D Consortium Algorithms Library OTOY Inc. Wolfram Research, Inc. CGTrader PhaseSpace Inc. WorldViz Cogswell College Pixel Plow XIMMERSE Computer Graphics World Pluralsight X-Rite Pantone CyberGlove Systems PNY Technologies Xsens DigiPen Institute of Technology PostPerspective Yost Labs, Inc. Dimensional Imaging Presence Pictures

 Table of Contents  S2016.SIGGRAPH.ORG EXHIBITOR SESSIONS (as of 5 May) 61

FP F S EP EO E  #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 EXHIBITOR MEETING ROOMS WEDNESDAY, 27 JULY Autodesk Room 207D CONTINUED AVERE SYSTEMS Tuesday, 26 July, 10 am-4 pm Pixar Room 212B Wednesday, 27 July, 9-10 am Wednesday, 27 July, 10 am-4 pm Tuesday, 26 July, 10 am-5:30 pm Autodesk Vision Series Wednesday, 27 July, 10 am-5:30 pm Compute Cloud for Rendering – Big-Studio Results on a Small- Join the Pixar recruiting team for interviews Studio Budget Chaos Group Room 205A and presentations on technical direction. Presented by Google, Moonbot Studios, Tuesday, 26 July and Learn what it's like to be a technical director at Pixar and how to produce a compelling and Avere Systems. Wednesday, 27 July technical demo reel. 10 am, 11 am, 2 pm, 3 pm, 4 pm BOURNEMOUTH UNIVERSITY V-Ray Days SideFX Room 208B Focusing on artists, V-Ray Days returns with Tuesday, 26 July, 9 am-6 pm Wednesday, 27 July, 10:30-11:30 am exclusive tech breakdowns of indie passion Hourly Houdini Training with Pluralsite projects and this year’s blockbusters. and SideFX. Dr. Inventor Your Personal, Creative Advancing VR and breakthroughs in cloud Research Assistant rendering are also discussed. How to create novel and useful research ideas by uncovering latent analogies Disney Room 201A TUESDAY, 26 JULY between publications in computer graphics Monday, 25 July, 10 am-6 pm using the Dr. Inventor creativity support tool. Tuesday, 26 July, 10 am-6 pm NOKIA Wednesday, 27 July, 10 am-6 pm Tuesday, 26 July, 10:30-11:30 am GOOGLE Fabric Software Room 201B Nokia OZO Ecosystem: The State of Wednesday, 27 July, 12:30-1:30 pm Art in VR Tuesday, 26 July, 10 am-6 pm 3D Reconstruction with Google’s Fabric Engine User Group Project Tango MICROSOFT Intel Room 213A Tuesday, 26 July, 2-3 pm QUMULO, INC. Tuesday, 26 July, 9 am-5:30 pm Wednesday, 27 July, 9 am-4:15 pm Why You Should be Rendering on Wednesday, 27 July, 2-3 pm the Cloud Thursday, 28 July, 9 am-3 pm How Data-Aware Scale-Out NAS Can Intel Exhibitor Sessions Learn how you can run large-scale Streamline Your VFX and Animation rendering workloads in the public cloud with Workflow Smart people giving insightful and Teradici’s PColP technologies, NVIDA’s entertaining presentations. Join us for Several thousand data-storage GPU virtual machines in Microsoft’s Azure, technical topics from graphics to gaming professionals shared their current data- and more. and beyond. storage challenges, priorities, and requirements. Now hear their answers NVIDIA Room 210D and discuss. Sunday, 24 July, 9 am-6:45 pm Monday, 25 July, 9 am-6:45 pm BINARY ALCHEMY NVIDIA Best of GTC Talks Wednesday, 27 July, 3:30-4:30 pm Join us for two days of deep-dive, technical sessions from NVIDIA engineers and other Royal Render GPU experts. Over the last 15 years, Royal Render has become a useful tool in solving production challenges and keeping projects on schedule. Royal Render: helping to keep designers and animators on task, on time, and within budget.

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FP F S EP EO E  #SIGGRAPH2016

JOB FAIR HOURS Tuesday, 26 July 9:30 am-6 pm Wednesday, 27 July 9:30 am-6 pm Thursday, 28 July 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, , TV, film, and 3D technology and software tools industries, for employers searching for talent or job seekers looking to secure the “right” job.

Legend3D JOB FAIR PARTICIPANTS (as of 24 June) JOB SEEKERS Booth 4 Method Studios The Job Fair IS THE BEST PLACE Booth 8 to be if you are: Recruitment Package NHTV Breda University of Animal Logic • Actively looking for a job Applied Sciences Booth 17 Booth 13 • Passively networking to see what Axis Animation opportunities are available Recruitment Package • Interested in getting acquainted with Recruitment Package Blizzard Entertainment some great companies Original Force Animation Booth 3 • Hoping to broaden your horizons and Recruitment Package Brown Bag Films possibly switch industries Picture Shop Booth 14 • Looking for career development tips Booth 1 Cat Daddy Games Pixar Animation Studios • Wanting to learn about the latest CG Recruitment Package and interactive techniques Recruitment Package Digital Domain Rodeo FX Booth 7 EMPLOYERS Booth 18 Double Negative Visual Effects Snapchat The Job Fair IS THE BEST PLACE Recruitment Package Booth 19 to be if you want to: Esri Imageworks Booth 12 • Meet with seasoned professionals Booth 15 • Hire “right-brain” talent SpaceX Recruitment Package • Reach an extremely diverse and Recruitment Package experienced group of creative Games The Third Floor professionals working across multiple Recruitment Package Booth 5 creative industries IGT Booth 10 Recruitment Package Ilion Animation Studios Weta Digital Booth 11 Booth 16

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Airport Shuttle Bus Discounts Parking Or contact: onPeak +1.714.765.8950 SIGGRAPH 2016 has partnered with Super SIGGRAPH 2016 Housing Provider Shuttle to offer transportation to and from SIGGRAPH 2016 attendees can park at +1.855.416.6073 (US and Canada) John Wayne Airport (SNA) and Los Angeles the Anaheim Convention Center parking +1.312.527.7300 (International) International Airport (LAX). lot. Parking is $15 per entry (no overnight parking available). SIGGRAPH 2016 has negotiated discount To/From John Wayne Airport (SNA): rates for hotels in Anaheim. These discounts Shared Ride Van: $8 per passenger Luggage and Coat Check are available to SIGGRAPH 2016 attendees (up to 9 passengers) only. Reservations made after Monday, Luggage and coat-check services ($5 Town Car Service: $65 per sedan 27 June are based on availability only, and per item) are available at the Anaheim (up to 4 passengers) rates may increase. Convention Center from Sunday, 24 July through Thursday, 28 July. SIGGRAPH 2016 hotel rates can only be To/From Los Angeles International booked through onPeak, SIGGRAPH 2016’s Airport (LAX): Housing Partner. If you are contacted by any Shared Ride Van: $14 per passenger Bookstore other companies to make hotel reservations (up to 9 passengers) for SIGGRAPH 2016, be aware they may Town Car Service: $102 per sedan BreakPoint Books offers the latest and not be reputable companies or endorsed by (up to 4 passengers) greatest books, CDs, and DVDs on SIGGRAPH 2016. computer animation, graphic design, These discounted rates are valid from five gaming, 3D graphics, modeling, and digital days before the conference to five days after artistry. The bookstore features recent Photography and Recording Policies it closes. books by SIGGRAPH 2016 speakers and award winners. To suggest books, CDs, All registered media and attendees are If you book your shuttle reservation through or DVDs that should be available in the allowed to take photos and record video in the SIGGRAPH 2016 web site, you can earn bookstore, contact: approved areas at SIGGRAPH 2016. Many miles on American Airlines, United Airlines of the words, images, sounds, objects, and Breakpoint Books and Delta. technologies presented at the SIGGRAPH [email protected] conference are protected by copyright or Book by phone at: patents. Please respect intellectual-prop- 800.258.3826 Children at the Conference erty rights. By permission, photography is allowed in the Experience Hall, the To receive the discount, you must men- Please be aware that parts of the Exhibition Hall and during social receptions. tion the SIGGRAPH 2016 discount code: Conference may contain adult content, Photography is not allowed in Research/ PK7AU. Or you can book directly on the graphic images, or violence. Learning areas (Papers, Courses, Panels, Super Shuttle website. Talks or Production Sessions) or at the There are no age-based restrictions at Computer Animation Festival (Electronic the Conference with the exception of Theater and Daytime Selects). If you are in Anaheim Convention Center the SIGGRAPH Exhibition. Registered doubt, please ask permission before photo- attendees under 16 years of age may enter graphing or recording content. 800 West Katella Avenue the SIGGRAPH Exhibition Halls only under Anaheim, CA 92802 one of the following circumstances: as SIGGRAPH 2016 employs a profession- “wearable” infants/toddlers (those being al photographer and reserves the right Accessibility carried in a sling or backpack carrier) to use all images that this photographer takes during the conference for publication The convention center is handicap or as children that are part of an official and promotion of future ACM SIGGRAPH accessible. If you have special needs or SIGGRAPH guided tour event. events. requirements, please call Conference Management at: Nursing Mothers Room Special Policies +1.312.673.5868. Room 109, between Halls A and B is reserved for breastfeeding mothers. It is Lost badges cannot be replaced. If you available from 8:30 am to 7 pm every day Food Services lose your badge, you must purchase a new during SIGGRAPH 2016, except Wednesday, registration. Technical materials included A variety of food truck vendors and when it remains open until 10 pm. with your registration must be picked up at concessions are available throughout the the SIGGRAPH 2016 Merchandise Pickup convention center and outdoor plaza space. Hotel Reservations Center. Lost merchandise will not be replaced. Internet Access Visit the SIGGRAPH 2016 website to access Free wireless access is available during the easy-to-use online hotel reservation Reception Access SIGGRAPH 2016 in all conference locations system, which includes complete within the Anaheim Convention Center information on housing policies, procedures, To be admitted to the Reception, you [except in the Exhibit Hall]. and rates: must have a ticket. Your badge does not S2016.siggraph.org provide access.

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CONFERENCE ONE-DAY REGISTRATION REFUND AND CANCELLATION Full Conference One Day registration is available. REGISTRATION CATEGORIES Includes admission to conference programs and DEADLINES FP Full Conference Platinum events for the day purchased and the Exhibition Cancellation requests for refunds must be made (Tuesday-Thursday). in writing and received on or before 1 July. No F Full Conference refunds will be issued after this date. There is a S Select Conference It does NOT include Computer Animation Festival refund processing fee of $US75. – Electronic Theater or Reception. EP Exhibits Plus EO Exhibits Only Lost badges cannot be replaced. *RECEPTION TICKET  If you lose your badge, you must E Exhibitors To be admitted to the Reception, you must purchase a new registration. have a ticket. Your registration badge does not provide access.

X Included in registration FP F S EP EO Full Full Full Select Exhibits Exhibits Conference Conference Conference Conference Plus Only Platinum One-Day

Member 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

Non-Member 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

Student 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 X W X X Final Presentation Appy Hour X X W X X Art Gallery X X Su, M, T, W, Th X X Birds of a Feather X X Su, M, T, W, Th X X Computer Animation Festival – Daytime Selects X X Su, T, W X Computer Animation Festival – Electronic Theater M or W M or W Courses X X Su, M, T, W, Th Emerging Technologies X X Su, M, T, W, Th X X Exhibition X X T, W, Th X X X Exhibitor Sessions X X T, W, Th X X X Exhibits Fast Forward X X M X X X Experience Presentations (Art Gallery, Emerging X X Su, M, T, W, Th X X Technologies, Studio, VR Village) International Center X X Su, M, T, W, Th X X Job Fair X X T, W, Th X X X Keynote Session X X M X Panels X X Su, T, W Posters X X Su, M, T, W, Th X X 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 X X 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 X X

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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 Lehman College, City University of New York Winthrop University GraphicsNet Chair Art Papers Chair Swaroop Samek Technical Papers Chair Edward A. Shanken University of Southern California John Snyder Rhode Island School of Design Microsoft Research Housing Provider Audio/Visual Support onPeak VR Village Chair Freeman Audio Visual Solutions Denise Quesnel International Resources Chair Simon Fraser University Computer Animation Festival Chair Jacky Bibliowicz Roy C. Anthony Autodesk Canada Web Programming Christie Digital Systems USA, Inc. The OPAL Group Mobile Chair Conference Administration, Conference Akshay Agarwal Management, Marketing and Media 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 Pixar Animation Studios Games Chair

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

DIGIPRO

23 July 2016

Disney's Grand Californian Hotel & Spa 1600 South Disneyland Drive Anaheim, California, 92802 USA dp2016.digiproconf.org

SAP

22-23 July 2016

DoubleTree Suites by Hilton Hotel Anaheim Resort – Convention Center 2085 South Harbor Boulevard Anaheim, California, 92802 USA sap.acm.org/2016

WEB3D

22-24 July 2016

Hilton Anaheim (Next to the Anaheim Convention Center) 777 Convention Way Anaheim, California, 92802 USA web3d2016.web3d.org

 Table of Contents  S2016.SIGGRAPH.ORG