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 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 1 TABLE OF CONTENTS

3 SCHEDULE AT A GLANCE   curated content 4 REASONS TO ATTEND  SIGGRAPH 2017 offers several events and sessions that are individually chosen by program chairs to address specific 5 CONFERENCE OVERVIEW  topics in and interactive techniques. 8 CONFERENCE SCHEDULE  Curated content is not selected through the regular channels of a comprehensive jury. 12 APPY HOUR 

13 ART GALLERY  Focus Areas

15 ART PAPERS  Many SIGGRAPH 2017 programs and events are assigned to focused areas of interest in computer graphics and 16 COMPUTER FESTIVAL  interactive techniques, and some are especially appropriate for first-time attendees. 18 COURSES 

ANIMATION & VFX 21 EDUCATOR’S FORUM  AR/VR 23 EMERGING TECHNOLOGIES  ART 26 EXPERIENCE PRESENTATIONS  EDUCATORS 30 PANELS  GAMES

 MOBILE 32 PRODUCTION SESSIONS 34 REAL-TIME LIVE!  PRODUCTION

35 STUDIO  RESEARCH 37 TALKS  43 TECHNICAL PAPERS  54 VR FILM JAM  55 VR VILLAGE  57 BIRDS OF A FEATHER  58 ACM SIGGRAPH THEATER EVENTS  59 EXHIBITION  60 EXHIBITOR SESSIONS  62 JOB FAIR  63 GENERAL INFORMATION  64 REGISTRATION FEE INFORMATION  65 CONFERENCE COMMITTEE  66 CO-LOCATED EVENTS 

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 2 SCHEDULE AT A GLANCE (as of 28 June, schedule subject to change)

Conference Registration Categories One Day Registration

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

SAT, 29 JUL SUN, 30 JUL MON, 31 JUL TUE, 1 AUG WED, 2 AUG THU, 3 AUG

Registration 5-7 pm 8:30 am-6 pm 8:30 am-6 pm 8:30 am-6 pm 8:30 am-6 pm 8:30 am-1 pm

Merchandise Pickup/ 5-7 pm 8:30 am-6 pm 8:30 am-6 pm 8:30 am-6 pm 8:30 am-6 pm 8:30 am-3:30 pm SIGGRAPH Store

ACM SIGGRAPH Award Talks 2-3:30 pm

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

Appy Hour 5-7 pm

Art Gallery 1:30-5:30 pm 10 am-5:30 pm 10 am-5:30 pm 10 am-5:30 pm 10 am-3:30 pm

Art Papers 3:45-5:55 pm

Birds of a Feather All week

Computer Animation Festival – 6-8 pm 8-10 pm Electronic Theater

Computer Animation Festival – 2-5 pm (FP only) 10:30 am-5:30 pm 10:30 am-5:30 pm 10:30 am-5:30 pm 10:30 am-3:30 pm VR Theater

Courses 9 am-5:15 pm 9 am-5:15 pm 9 am-5:15 pm 9 am-5:15 pm 9 am-5:15 pm

Educator’s Forum 2-5:15 pm 9 am-5:15 pm 9 am-5:15 pm

Emerging Technologies 1:30-5:30 pm 10 am-5:30 pm 10 am-5:30 pm 10 am-5:30 pm 10 am-3:30 pm

Exhibition/Exhibitor Sessions 9:30 am-6 pm 9:30 am-6 pm 9:30 am-3:30 pm

Experience Presentations 9 am-5:15 pm 9 am-1:45 pm 9 am-5:15 pm 10:45 am-3:30 pm

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

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

Keynote Session* 11 am-12:45 pm

Panels 9 am-12:15 pm 3:45-5:15 pm 9-10:30 am 9-10:30 am 3:45-5:15 pm 2-3:30 pm

Posters 1:30-5:30 pm 9:30 am-6 pm 9:30 am-6 pm 9:30 am-6 pm 9:30 am-3:30 pm

Poster Sessions 1-2 pm 12:15-1:15 pm 12:15-1:15 pm

Production Gallery 9 am-6 pm 9 am-6 pm 9 am-6 pm 9 am-6 pm

Production Sessions 2-3:30 pm 10:45 am-12:15 pm 10:45 am-12:15 pm 10:45 am-12:15 pm 2-5:15 pm 2-7:15 pm 2-5:15 pm

Production Session Movie Screening 9-11 pm

Real-Time Live! 6-7:45 pm

Reception 8-10 pm

Studio 1:30-5:30 pm 10 am-5:30 pm 10 am-5:30 pm 10 am-5:30 pm 10 am-3:30 pm

Talks 9 am-5:15 pm 9-10:30 am 9 am-5:15 pm 9 am-3:30 pm 9 am-12:15 pm 2-5:15 pm 3:45-5:15 pm

Technical Papers 9-10:30 am 9 am-5:35 pm 9 am-5:35 pm 9 am-5:15 pm 3:45-5:35 pm

Technical Papers Fast Forward 6-8 pm

VR Film Jam 9 am-9 pm 9 am-9 pm 9 am-5 pm

VR Village 1:30-5:30 pm 10 am-5:30 pm 10 am-5:30 pm 10 am-5:30 pm 10 am-3:30 pm

*The ACM SIGGRAPH Award Presentation immediately precedes the Keynote Session

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 3 REASONS TO ATTEND

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.

“Besides the fact that you get “An opportunity to meet and to learn, test, and discover explore the possibilities of the newest technologies and LEARNING technological advancements INSPIRATION , SIGGRAPH gives in the industry from around you a huge inspiration boost. the world.” It makes you want to go and do something amazing.”

“Think of everything that “It helped me define a has ever made you geek out direction in my career. and feel so passionate about The opportunity to meet something in your whole creators and professionals life and put it into one ENGAGEMENT EXPERTISE and see how they work feeling...That, my friend, was the most effective is the feeling you get when way to learn.” being at SIGGRAPH.”

“Immersing yourself among such diversity, united by common ideals, “It’s like stepping into is an experience that cannot the future. Nothing EXCLUSIVE COMMUNITY be replicated or accurately is impossible.” quantified. Its key benefit is leaving thinking if they can, I can!”

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 4 CONFERENCE OVERVIEW

SIGGRAPH 2017 is a five-day interdisciplinary educational experience, featuring the world’s most prestigious forum for computer graphics research, creative adventures in digital media, immersive realities, emerging interactive technologies, advanced mobile systems, and hands-on opportunities for creative collaboration.

Conference Registration Categories One-Day Registration

Full Conference Platinum Full Conference One Day registration is available. This pass includes admission to Full Conference conference programs and events for the Select Conference day purchased and the Exhibition Exhibits Plus (Tuesday-Thursday). Exhibits Only It does NOT include the Computer Animation Exhibitors Festival – Electronic Theater or Reception.

ACM SIGGRAPH AWARDS ACM SIGGRAPH AWARD TALKS RECEPTION PRESENTATIONS The Steven Anson Coons Award for Monday, 31 July, 8-10 pm (Immediately preceding the Keynote Session) Outstanding Creative Contributions to Computer Graphics California Science Center ACM SIGGRAPH 2017 Award Recipients This award, presented during odd-numbered Board buses with your SIGGRAPH friends The Steven Anson Coons Award for years, recognizes long-term creative impact to as you head to the California Science Outstanding Creative Contributions to the field of computer graphics through a personal Center where you’ll unlock the power Computer Graphics commitment over an extended period of time. of technology during this very special Jessica Hodgins reception. Food and drink will be scattered Carnegie Mellon University The Computer Graphics Achievement Award throughout the venue for you to enjoy as The Computer Graphics Achievement award is you explore special exhibitions – including The Computer Graphics Achievement Award given each year to recognize an individual for an Mission 26: The Big Endeavour, which Ramesh Raskar outstanding achievement in computer graphics gives you the chance to see the real Space Massachusetts Institute of Technology and interactive techniques. Shuttle Endeavour! – and permanent exhibitions like Creative World and ACM SIGGRAPH Outstanding Service Award ACM SIGGRAPH Outstanding Service Award Ecosystems. Alyn Rockwood This award is given annually to recognize The Significant New Researcher Award outstanding service to ACM SIGGRAPH by a volunteer. It recognizes persons who have Bernd Bickel given extraordinary service to ACM SIGGRAPH, IST Austria both in the trenches and in positions of more The Distinguished Artist Award for Lifetime responsibility or visibility, over a significant period Achievement in Digital Art of time.

Ernest A. Edmonds The Significant New Researcher Award Institute of Creative Technologies De Montfort University The Significant New Researcher Award is given annually to a researcher who has made The Outstanding Doctoral Dissertation Award a recent significant contribution to the field of Felix Heide computer graphics and is new to the field. The PhD Advisor: Wolfgang Heidrich intent is to recognize people who, through early University of British Columbia in their careers, have already made a notable contribution.

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 5 CONFERENCE OVERVIEW (continued)

The Distinguished Artist Award for Lifetime COMPUTER ANIMATION services in the computer graphics and interactive Achievement in Digital Art FESTIVAL marketplace. Established industry leaders and The award is given annually to an artist who has emerging challenges display, discuss, and created a substantial and important body of work Sponsored by Walt Disney Animation Studios demonstrate the products, systems, techniques, that significantly advances aesthetic content in ideas, and inspiration that are creating the the field of digital art. digital future.

The Outstanding Doctoral Dissertation Award

Awarded annually to recognize a recent doctoral Electronic Theater candidate who has successfully defended and EXHIBITOR SESSIONS completed a dissertation in computer graphics VR Theater SIGGRAPH 2017 exhibitors demonstrate and interactive techniques. High-tech projection of the finest achievements software, hardware, and systems; answer in animated feature and short films, games, questions; and host one-on-one conversations advertising, , real-time effects, about how their applications improve professional real-time graphics, and scientific . and technical performance. ACM STUDENT RESEARCH For SIGGRAPH 2017, the Computer Animation COMPETITION FINAL Festival is moving beyond the flat screen to PRESENTATION present short films and experiences in a new space, the VR Theater, where attendants will EXPERIENCE PRESENTATIONS Student posters are selected for judging at experience the next generation of storytelling SIGGRAPH 2017. A panel of distinguished judges in . Informal presentations on new ideas that selects three semi-finalists in each category are applicable to techniques, concepts, and (undergraduate and graduate), who present their strategies related to the Experience Hall work to SIGGRAPH 2017 attendees. programs: Art Gallery, Emerging Technologies, COURSES Studio, and VR Village.

Instructional sessions in which you will learn APPY HOUR new concepts and skills. Courses range from an introduction to the foundations of computer INTERNATIONAL RESOURCES Meet the next generation of mobile applications graphics and interactive techniques for those new and their creators at Appy Hour. Interact with to the field to advanced instruction on the most Learn how the industry is evolving worldwide and developers, and experience tomorrow’s current techniques and topics. collaborative with attendees from five continents. mobile media. The International Center offers informal translation services and space for meetings, talks, and demonstrations.

EDUCATOR’S FORUM ART GALLERY This year’s Educator’s Forum is Cross-Disciplinary For the first time in SIGGRAPH history, the Art Collaborations. Sessions include panels on JOB FAIR Gallery is dedicated exclusively to showcase existing and planned cross-disciplinary programs, works by Latin American artists and designers and the future of CGEMS, the Computer Graphics Looking for an opportunity? Interested in meeting and presents a selection of speculative artifacts Educational Materials , sponsored by the with some inspiring companies? Discover your that apply digital technologies to map SIGGRAPH Education Committee. Talk sessions future at SIGGRAPH 2017. In the Job Fair, alternative futures. explore cross-disciplinary collaborations and attendees connect with employers before, during, courses on current topics like GPU and after the conference via the CreativeHeads. Hardware Fundamentals. net job board and candidate profiling system.

ART PAPERS

These juried presentations reveal the motivations, EMERGING TECHNOLOGIES thought processes, inspiration, and methodologies KEYNOTE SESSION behind artists’ endeavors at the leading edge of Test-dive the latest interactive and graphic global digital culture. technologies before they transform the way we Monday, 31 July, 11 am-12:45 pm live and work. Emerging Technologies presents hands-on demonstrations of research from a SIGGRAPH 2017 is honored to have wide variety of disciplines, including automotive Floyd Norman, the first African-American BIRDS OF A FEATHER (BOF) systems, displays, input devices, and to work for Walt Disney Animation wearable technology. Studios, as its keynote speaker. This keynote session will be in an interview Informal presentations, discussions, and format, allowing you to come and hear demonstrations, designed by and for people about the life and career of this who share interests, goals, technologies, Disney legend. environments, or backgrounds. EXHIBITION

The largest, most comprehensive exhibition of hardware systems, software tools, and creative

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 6 CONFERENCE OVERVIEW (continued)

PANELS STUDIO TECHNICAL PAPERS FAST FORWARD Expert panelists share experiences, opinions, Explore new tools, applications, and methods insights, speculation, disagreement, and to create, craft, , and share. New this The world’s leading experts in computer graphics controversy with each other and the audience. year: “Cyborg Self”, a broad range of concepts and interactive techniques preview the Technical related to the convergence of the physical body Papers in provocative, sometimes hilarious and evolving technologies with an emphasis on summaries of the field’s evolution. wearables, e-texibles, bio-tech, and sensory POSTERS extensions across physical and virtual platforms. Attend Studio Workshops that educate

attendees on state-of-the-art processes In-progress research, student projects, and and workflow pipelines. VR FILM JAM SPECIAL EVENT late-breaking work ranging from applications of computer graphics to in-depth analysis of a New for SIGGRAPH 2017: VR Film Jam, where specific subject. During Poster Presentations, teams convert their animated shorts to interactive authors discuss their work with attendees. VR experiences. The goal is to demonstrate how TALKS great linear content can be turned into great interactive VR content. Explore the latest in-progress developments PRODUCTION SESSIONS and how they will be implemented in graphics production or other fields.

Hear how the most elite and talented computer graphic experts and creative geniuses explain VR VILLAGE their processes and techniques for creating TECHNICAL PAPERS compelling content. Explore real-time immersion in tomorrow’s virtual These prestigious juried presentations are the and augmented realities for exploring new modes most influential international scientific events in of communication, interaction, and powering computer graphics and interactive techniques. real–world applications in health, education, design, and gaming. REAL-TIME LIVE!

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

coming in july

SIGGRAPH 2017 MOBILE APP • manage your schedule • interact with attendees • grow your network

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 7 CONFERENCE SCHEDULE

Registration/Merchandise Pickup Center/SIGGRAPH Store Saturday, 29 July 5-7 pm  Schedule is subject to change. Sunday, 30 July 8:30 am-6 pm Monday, 31 July 8:30 am-6 pm Tuesday, 1 August 8:30 am-6 pm Wednesday, 2 August 8:30 am-6 pm Thursday, 3 August 8:30 am-1 pm [Note: The Merchandise Pickup Center and SIGGRAPH Store closes at 3:30 pm.]

2-3 pm SUNDAY, 30 JULY ACM SIGGRAPH Theater Event: MONDAY, 31 JULY SIGGRAPH in Japanese + Japan 9-10:30 am CG Showcase 9-10 am Experience Presentation: VR/AR & Optics ACM SIGGRAPH Theater Event: 2-3:30 pm Panel: Mobile GPU’s What’s Next? BOF: Undergraduate Research Alliance Course: Material Capture and Representation Panel: State and Future of Hair in Feature Film With Applications in Virtual Reality 9-10:30 am and Visual Effects Educator’s Forum: Education Committee Educator’s Forum Panel: Industry Talks: The Art of Production Open Forum Perspectives: Preparing Students for Careers Experience Presentations: Body & Mind in VR Talks: Hair It Is! 9 am-12:15 pm Course: Production- Talks: Effects Omelette Talks: The Art of Visual Journey Course: Applications of Visual Perception to Talks: Game On Technical Papers: Imaginative Virtual Reality Rendering Technical Papers: Mappings and 2-5 pm (FP only) Deformations Computer Animation Festival - VR Theater 9 am-6 pm Technical Papers: Learning to Move International Center 2-5:15 pm Exhibitor Session: NVIDIA Spotlights: Best of 9-10:45 am Course: Computing and Processing GTC and NVIDIA Research Screening: An Animated Life Screening with Correspondences with Functional Maps Production Gallery Floyd Norman Course: Physically Based Shading in Theory and Practice 9 am-9 pm 9 am-12:15 pm VR Film Jam Studio Workshop: Hands-on: Rapid Interactive Special Session: Advances in Real-Time Application Prototyping for Media Arts and Rendering, Part I 10-11 am Stage Performance ACM SIGGRAPH Theater Event: 9 am-6 pm BOF: The International Collegiate Virtual Reality 3-4:30 pm International Center Contest (IVRC) ACM SIGGRAPH Theater Event: Exhibitor Session: NVIDIA Spotlights: Best of Open Forum of the ACM SIGGRAPH Digital Arts GTC and NVIDIA Research Community 10:45 am-12:15 pm Production Gallery Course: An Introduction to Laplacian Spectral Distances and Kernels: Theory, Computation, 3:45-5:15 pm Educator’s Forum: Educators Meet and Greet 9 am-9 pm and Applications VR Film Jam Course: Computational Narrative Experience Presentations: Explorations in E-Textiles and Circuit Constructing Methods Experience Presentations: Experimental 9:30 am-6 pm Realities Panel: Emotion & Affect in VR Posters Talks: Industrial Light & Magic’s Visual Panel: The Academy’s Science and 10-11 am Development and Effects for Marvel Technology Council Presents “Hidden Figures” ACM SIGGRAPH Theater Event: Studio’s “Doctor Strange” in Collaboration with NASA CG in Asia - Inside the Asian CG Industry Talks: It’s Complicated Talks: Catching Light Talks: I Like to Move It, Move It 10 am-5:30 pm 11:30 am-12:30 pm Art Gallery ACM SIGGRAPH Theater Event: 4:30-5:30 pm Emerging Technologies CG in Australasia - Developing Links Between ACM SIGGRAPH Theater Event: Industry and Higher Education in CG SIGGRAPH for Beginners - General View Studio VR Village 1:30-5:30 pm 6-8 pm Art Gallery Technical Papers Fast Forward 10:30 am-5:30 pm Emerging Technologies Computer Animation Festival - VR Theater 9-11 pm Posters Production Session Movie Screening 11 am-12:45 pm Studio Keynote Session VR Village

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 8 CONFERENCE SCHEDULE (continued)

1-2 pm 10:45 am-12:15 pm Poster Sessions TUESDAY, 1 AUGUST Educator’s Forum Talks: SIGCSE Reprise Experience Presentation: Immersive 1:30-3 pm 9-10 am VR Production ACM SIGGRAPH Theater Event: Exhibitor Session: Microsoft - Driving Machine Production Session: Stories the Ocean Tells BOF: ACM SIGGRAPH Cartographic Learning and Computer Algorithm Us: The Making of “Moana” Visualization Through Synthetic Data Studio Workshop: WebAR: Creating Experiences on Smart 2-3:30 pm 9-10:30 am Glasses and Mobile Device Browsers ACM SIGGRAPH Award Talks Course: Rethinking Talks: Making Waves Course: Communicating Science Through Educator’s Forum Panel: Curriculum Matters: Visualization in the Age of Alternative Facts Melding Art + Computer Science Talks: UIST Reprise at SIGGRAPH 2017 Panel: AR and VR Futures Experience Presentations: Augmented Reality Technical Papers: Reflectance & Scattering Panel: CGEMS: Computer Graphics Education Panel: History of the JPL Computer Material Graphics Lab 10:45 am-12:35 pm Technical Papers: Color & Compositing Production Session: The Making of Disney’s Talks: It’s a Material World “Beauty and the Beast” Technical Papers: Fabricating Curves, Technical Papers: Clever Solids Surfaces & Volumes Studio Workshop: A Processing Primer Technical Papers: Being Discrete About for Artists Geometry Processing 11 am-12:30 pm Talks: Wet and Wild ACM SIGGRAPH Theater Event: 9-11 am Special Session of the ACM SIGGRAPH Digital 2-5:15 pm ACM SIGGRAPH Theater Event: Arts Community — “Immersive Expressions: Course: Multithreading for Visual Effects BOF: Immersive Visualization for Science, Virtual Reality on the Web” Special Session: Advances in Real-Time Research and Art - International Rendering, Part II 12:15-1:15 pm 9 am-Noon Poster Sessions 3:30-4:30 pm Studio Workshop: Animal Drawing With Gary ACM SIGGRAPH Theater Event: Geraths and “Tiny” 12:15-1:45 pm Recapturing our Past: Archiving Experience Presentations: SIGGRAPH’s History 9 am-12:15 pm Artist Talks: Counter-Artifacts Course: Applying Color Theory to Digital Media 3:45-5:15 pm and Visualization 12:30-1:30 pm Educator’s Forum Discussion: CGEMS Exhibitor Session: Qualcomm - Profiling Working Group 9 am-5 pm VR Games and Applications for Optimum Panel: CGIStudio: Thirty Years, One Renderer VR Film Jam Performance Studio Workshop: Troubleshooting and 9 am-6 pm 1-2 pm Cleanup Techniques for International Center ACM SIGGRAPH Theater Event: Talks: Lite Brite Production Gallery Women in CG Exhibitor Session: Pixar - How to Create a 3:45-5:35 pm 9:30 am-6 pm Compelling Demo Reel Technical Papers: Get More Out of Your Photo Exhibition Technical Papers: People Power Exhibitor Sessions 2-3 pm Technical Papers: Comparing 3D Shapes ACM SIGGRAPH Theater Event: Job Fair and Parts Fantastic Student Portfolio Showcase Posters Exhibitor Session: Panasas, Inc. - Parallel 4:30-6 pm Storage Scaling for Emerging Render ACM SIGGRAPH Theater Event: 10-11:30 am Challenges BOF: Shenzhen & Los Angeles Exhibitor Session: Pixar - Women of Pixar Chapters Meetup Panel 2-3:30 pm Reception: Leonardo, Art Papers and 6-8 pm 10 am-5:30 pm Art Gallery Art Gallery Computer Animation Festival – Educators Forum: Concerning Collaboration Electronic Theater Emerging Technologies Panel: The Academy’s Scientific and Technical Studio 8-10 pm Awards: The Technology, the Awardees, and the SIGGRAPH 2017 Reception VR Village Process Production Session: Crazy Eight: The Making 9 pm-2 am 10:30-11:30 am of a Race Sequence in Disney/Pixar’s “Cars 3” Exhibitor Session: Microsoft - Future of ACM SIGGRAPH Chapters Party Studio Workshop: Comparing Screen Printing Studios & VFX in the Cloud (Location: Exchange LA) and Direct-to- Garment Technologis using Digital Workflows 10:30 am-5:30 pm Computer Animation Festival - VR Theater Talks: IEEE TVCG Session on Advances in Virtual and Augmented Reality Talks: Interdisciplinary Circus

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 9 CONFERENCE SCHEDULE (continued)

2-3:30 pm (continued) 6-8 pm 10:45 am-12:15 pm Technical Papers: Fluid Control & Synthesis Pioneer Reception (For Pioneer Production Session: Behind the Headset: Technical Papers: Learning & Analysis members only) The Making of Spotlight Stories’ “Son of for Geometry Jaguar,” “Sonaria,” and Oculus Story Studios’ “Dear Angelica” Technical Papers: Rendering in Path Space WEDNESDAY, 2 AUGUST Studio Workshop: Real-Time Cinematics 2-5:15 pm & Storytelling Course: Directional-Field Synthesis, Design, 9-10 am Talks: Make Me a Design and Processing ACM SIGGRAPH Theater Event: Talks: Procedural With Caution Special Session: Open Problems in Real-Time BOF: Massive Collaborative Animation Project Rendering Exhibitor Session: Intel - Slashing Open 10:45 am-12:35 pm Shading Language Render Times with a SIMD Experience Presentations: Touching 3-3:45 pm Scalable Architecture Holograms, Several Approaches Exhibitor Session: Pixar - Open Source at Technical Papers: Rendering Systems Pixar: OpenTimelineIO 9-10:30 am Technical Papers: Fluids II Exhibitor Session: Intel - Steal Our Secrets: Experience Presentations: It’s All (VR) Technical Papers: Image Texture & Completion Pixar’s Journey to Take Renderman to New Fun & Games Levels of Performance Talks: Alt. Workflows 11 am-12 pm ACM SIGGRAPH Theater Event: Professional 3:30-4:30 pm Technical Papers: Time to Focus and Student Chapters Startup Meeting ACM SIGGRAPH Theater Event: Technical Papers: Global Parameterization CG in Latin America: “Encontro dos brasileiros” - Technical Papers: Speech and Facial 12:15-1:15 pm Brazilian Meeting Animation Poster Sessions Exhibitor Session: Qumulo - Resolving Storage Plan 9 am-Noon 12:30-1:30 pm Studio Workshop: Animal Drawing With Gary Exhibitor Session: Intel - Intel® RealSense™ 3:45-5:15 pm Geraths and “Tiny” Technology in Virtual Reality Educator’s Forum Course: GPU Hardware Exhibitor Session: Qualcomm - Developing Fundamentals 9 am-12:15 pm AR Applications for ODG’s AR Glasses Course: Path Tracing in Production - Part 1: Exhibitor Session: Intel - Steal our Secrets: Production Renderers Pixar’s Journey to Take Renderman to New 12:30-2 pm Levels of Performance ACM SIGGRAPH Theater Event: 9 am-6 pm BOF: ISEA International - Open Forum Production Session: Industrial Light & Magic International Center Presents: Behind the Magic, The Visual Effects of Rogue One: A Story Production Gallery 2-2:40 pm Computer Animation Festival: Electronic Studio Workshop: Pursuing Perfect Color 9:30-10:30 am Theater Director &A Talks: IEEE TVCG Session on Advance in Data Exhibitor Session: Pixar - A Collaboration Visualization Between Pixar’s Creative and Technical Worlds 2-3 pm Talks: VR/AR To Go ACM SIGGRAPH Theater Event: 9:30 am-6 pm BOF: DCAJ Presentation “Industrial Application 3:45-5:35 pm Exhibition of Content Technology in Japan” Technical Papers: Reconstructing 3D Exhibitor Sessions Exhibitor Session: Intel - StudioCloud: VFX Surfaces From Points, Lines, Images & Water Job Fair Render with Intel® Performance Tuning Technical Papers: Dynamic Fabrication Posters Exhibitor Session: The Qt Company - Behind the Scenes and Beyond Your Imagination 3:45-5:55 pm 10-11 am With Qt Art Papers Session ACM SIGGRAPH Theater Event: ACM SIGGRAPH Chapters Business Meeting 2-3:30 pm 4-6 pm Experience Presentations: Artist Talks: Exhibitor Session: Pixar - Open Source at 10 am-5:30 pm Biocybernetic Speculations Pixar: USD and OpenSubdiv Art Gallery Production Session: Valerian and the City of Emerging Technologies Thousand Planets 4:30-5:30 pm Talks: It’s Alive! Alternative Immersions ACM SIGGRAPH Theater Event: Studio CG in Latin America VR Village Technical Papers: Rendering Volumes Exhibitor Session: Intel - Slashing Open Technical Papers: Meshing Shading Language Render Times with a SIMD 10:30 am-5:30 pm Technical Papers: Sound & Elastics Scalable Architecture Computer Animation Festival - VR Theater 2-5:15 pm 5-6 pm 10:45-11:45 am Course: Path Tracing in Production - Part 2: Exhibitor Session: Microsoft - Secure Burst Exhibitor Session: Intel - Steal our Secrets: Making Movies Pixar’s Journey to Take Renderman to New Rendering to the Microsoft Cloud Course: Build Your Own VR Display: An Levels of Performance Introduction to VR Display Systems for 6-7:45 pm Exhibitor Session: Pixar - Reel Reviews Hobbyists and Educators Real-Time Live! Studio Workshop: Knitted Finger Sensors

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 10 CONFERENCE SCHEDULE (continued)

2:50-3:30 pm 12:30-2 pm Computer Animation Festival: VR Theater THURSDAY, 3 AUGUST ACM SIGGRAPH Theater Event: Director Q&A CG in Canada 9-10 am 3-4 pm ACM SIGGRAPH Theater Event: 1-2 pm ACM SIGGRAPH Theater Event: Join the IRC in 2017! Exhibitor Session: Intel - Intel® RealSense™ VR in Europe + Russia Technology in Virtual Reality Exhibitor Session: Intel - Introduction to Artificial Intelligence - The 3:15-4:15 pm Next Evolution for Usage Opportunities in 2-3:30 pm Exhibitor Session: Intel - Embree Ray Tracing Graphics and VR Experience Presentations: Augmented Self, Kernels - Recent Improvements and New New Interaction Features 9-10:30 am Production Session: The Making of Marvel Course: OpenVDB 3:30-4:30 pm Studio’s Spider-Man Homecoming Exhibitor Session: Microsoft - Past and Future: Talks: Pipe Dreams Studio Workshop: Getting Your Monitor The Journey From Static to Elastic Infrastructure Talks: Realities of VR Production and Inkjet Print to Match – Color Management and Printing Technical Papers: Video 3:45-5:15 pm Technical Papers: Computational Cameras Technical Papers: Simulation for ACM Student Research Competition Final & Displays Presentation Virtual Worlds Technical Papers: Let’s Get in Contact Experience Presentations: The Art & Science Technical Papers: Random Sampling Technical Papers: Faces & Hair of VR 9 am-12:15 pm Experience Presentations: Artist Talks: Course: Video for Virtual Reality 2-5:15 pm Unsettled Machinery Course: VR Interactions Production Session: Games of Thrones: 9 am-3:30 pm Course: An Interactive Introduction to WebGL Building and Destroying Meereen International Center and three.js Course: Business 101 for CG and HCI 3:45-5:35 pm 9:30 am-3:30 pm Professionals Technical Papers: Deep Image Processing Exhibition Technical Papers: Fabricating Look & Feel Exhibitor Sessions 2:30-3:30 pm Technical Papers: Sketching & Curves Job Fair Exhibitor Session: Intel - Embree Ray Tracing Posters Kernels - Recent Improvements and New 4-5 pm Features ACM SIGGRAPH Theater Event: 10 am-3:30 pm CG in Africa + Middle East Art Gallery 3:45-5:15 pm Production Session: The Making of Marvel 4:30-5:30 pm Emerging Technologies Studio’s “Guardians of the Galaxy Vol. 2” Exhibitor Session: Studio Talks: Don’t Be Scared – It’s Only Math Intel - OSPRay - A Ray Tracing Based Rendering VR Village Engine for High Fidelity Rendering and Talks: Physical Exe Stuff Visualization 10:30 am-3:30 pm Technical Papers: Work It, Make It Computer Animation Festival - VR Theater Better, Stronger 5-6 pm ACM SIGGRAPH Theater Event: 10:45-11:45 am 4-5 pm Silicon Valley Kids: Get-Together for Young Exhibitor Session: Intel - OSPRay - A Ray Entrepreneurs Exhibitor Session: Introduction to Artificial Tracing Based Rendering Engine for High Fidelity Intelligence - The Next Evolution for Usage Rendering and Visualization Opportunities in Graphics and VR 5-7 pm Appy Hour 10:45-11:55 am Technical Papers: Human Motion 5:45-7:15 pm Production Session: 10:45 am-12:15 pm Celebrating 25 Years of Innovation, Imagination, Experience Presentations: Materialization of and Creativity Motion, Levitation, and Magnetics

8-10 pm Production Session: Blizzard Entertainment Computer Animation Festival – Presents: the Making of the “Overwatch Animated Electronic Theater Shorts” Talks: Partly Crowdy Talks: Tools of the Trade

10:45 am-12:35 pm Technical Papers: Fluids III Technical Papers: Image and Light Field Manipulation

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 11 MOBILE APPY HOUR

Wednesday, 2 August, 5-7 pm

Appy Hour celebrates innovation, creativity, and know-how, where attendees interact with the developers and experience the next generation of mobile media.

Visit s2017.siggraph.org

Expresii Watercolor Mobile Image Stylization Combining EDUCATORS Expresii combines state-of-the-art watercolor Neural Style Transfer and Filtering Pete and The Orange Fox simulation and hybrid vector-raster rendering to This mobile app combines neural-style transfers provide the most natural water-based painting with user-controlled state-of-the-art image filter- With hand-crafted, digitized images and an experience. ing to interactively transform photos into artistic original story, this app uses the mobile space to renditions. The results feature characteristics of arouse children’s curiosity, imagination, and love Nelson Chu famous artworks, simulate the appeal of tradi- of language and narrative, and encourage active, tional media such as oil paint and watercolor, and engaged readers. can be exported at full image resolution. FlexR – Control Technology With Your C.A. MacFinn Muscle Amir Semmo CGMuse FlexR is an open-API wearable neuromuscular Universität Potsdam sensor, which detects even the slightest muscle Mandy Klingbeil Snaptric: Perfect Group Selfie and Group Universität Potsdam, Digital Masterpieces GmbH activity during a movement in real-world context. Shot Jürgen Döllner Li “Ricky” Ge Matthias Trapp Snaptric uses a new high-tech seam technique Fox Cheng Universität Potsdam enabling users to effortlessly replace faces in their Joseph Miao group photos. It does not simply replace the face. Healer Tech, Inc. It makes a nice seam through the original and Oblique: A New Way to replacement photos so that the new face blends infltr: Infinite Filters Oblique is a real-time camera app that allows seamlessly with the background. users to apply creative filters and adjustments to infltr is a new type of photo app with an infinite Sarita Dev live camera views. The powerful interactive filters number of filters to make mobile photography Maurits Kelder allow users to touch and manipulate the camera’s more intuitive. There are over seven million filters DEVART, the Netherlands view directly and in creative new ways. With to explore. Oblique, there is no post-production. Philippe Levieux Nick Pelling Masood Kamandy infltr Pasadena City College

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 12 ART  curated content ART GALLERY UNSETTLED ARTIFACTS: TECHNOLOGICAL SPECULATIONS FROM LATIN AMERICA

For the first time in SIGGRAPH history, the Art Gallery is dedicated exclusively to works by Latin American artists and designers. The Art Gallery emphasizes the power of the poetics of technological speculation and shares new insights on how Latin American artists create, adapt, and use technology to critically engage our present and to map alternative futures and imagine new possible worlds.

Art Gallery Hours Leonardo Image Credit: Dispersiones © 2017 Leo Nuñez

Sunday, 30 July ...... 1:30-5:30 pm A special issue of Leonardo, The Journal Monday, 31 July . . . . . 10 am-5:30 pm of the International Society of the Arts, Tuesday, 1 August ...... 10 am-5:30 pm Sciences and Technology includes visual Wednesday, 2 August . . . 10 am-5:30 pm documentation of the works exhibited in the Thursday, 3 August . . . . 10 am-3:30 pm Art Gallery. Publication of this special issue coincides with SIGGRAPH 2017.

BioSoNot 1.2 ART ART  curated content BioSoNot 1.2 is a hybrid bio-sound instrument that translates biological activity into sound as it cleans contaminated water samples. It generates RECEPTION: LEONARDO, ART EXPERIENCE PRESENTATIONS music and noise from the biological activity of PAPERS, AND ART GALLERY living microorganisms inhabiting the LA River. Tuesday, 1 August, 12:15-1:45 pm A series of custom-made microbial fuel cells Tuesday, 1 August, 2-3:30 pm Artist Talks: Counter-Artifacts (biosensors) captures and harvests electrons Moderator: Nao Bustamante, University of produced by the metabolic processes of bacteria Mix and mingle with artists, researchers, Southern California and is fired as energy into an oscillator that and authors whose works were Artists: Astrovandalistas; Marcela Armas expresses the information as sound, generating selected for SIGGRAPH 2017. Meet the and Arcángelo Constantini; Gisela Motta an organic symphony of bacterial life. Leonardo team and members of the Gilberto Esparza (Mexico) SIGGRAPH 2017 committee who Wednesday, 2 August, 2-3:30 pm organized this year’s Art Gallery. Artist Talks: Biocybernetic Speculations Milpa Polímera Sponsored by Leonardo/ISAST and Moderator: Maria Fernandez, Cornell The MIT Press Inspired by the conflicting relationship between University the market-driven economy of maize and its deep Artists: Gilberto Esparza; Paul Rosero symbolic and cultural values in Mexico, Milpa Contreras; Hamilton Mestizo Polímera is a 3D printer modified to function as a tractor that plants infertile seeds made Wednesday, 2 August, 3:45-5:15 pm of polylactic acid, a thermoplastic biopolymer Artist Talks: Unsettled Machinery produced from a patented strain of corn. The Moderator: Andres Burbano, Universidad machine is trapped in an absurd and perverse de los Andes cycle that contradicts the very origins of corn: a Artists: Leo Nuñez; Mariela Yeregui; plant domesticated about 10,000 years ago by Christian Oyarzún; Rodolfo Peraza a collective civilization whose cosmogony and culture saw it as a shared source of life.

Marcela Armas and Arcángelo Constantini (Mexico)

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 13 ART GALLERY (continued)

Echolocalizator JailHead.com drumCircle[] Echolocalizator is a cybernetic helmet that Rodolfo Peraza explores the interiors of drumCircle[] is an autonomous instrument recreates physical reality within a biofeedback abandoned historical spaces designed for composed of eight connected den-den system, translating sensory stimuli into a new social engineering. JailHead.com uses internet drums mounted to LED spotlights to create language for human interpretation. It proposes surveillance technology to recreate one of the a temporal and spatial network of machine- a “virtualized reality” where visible phenomena best panopticon buildings in the world: el Presidio viewer interactions. Arranged in a circle pointing are reinterpreted into synthesized sounds Modelo, an abandoned prison in Isla de la inward toward the center of the installation, that generate new cognitive associations and Juventud, Cuba. As participants in this multi- these modules project light and sound perceptive experiences. By simulating the player virtual-reality “game” become “inmates” patterns bidirectionally to create an immersive echolocation sonar used by animals like bats identified by their IP addresses, they realize and ritualistic technological experience that and dolphins, it highlights the essential role of that we are all prisoners of the 21st century’s illuminates how space and time are shaped technology in the co-evolution of humans and international system of observation and control. by technology. They create relationships of animals, and creates a perception-bending, dominance and meaning between subjects and environment-transforming portal to a world that Rodolfo Peraza (Cuba) objects, modifying our cognitive processes and simultaneously exists and does not exist. the symbolic relationships we create with our environment. Hamilton Mestizo (Colombia) Sisyphean Octopods Octópodos Sisíficos (Sisyphean Octopods) is a Christian Oyarzún (Chile) group of six mobile robots that carry LCD screens The Andean Pavilion displaying endoscopic videos with images that The Andean Pavilion is a series of 3D-printed resemble internal body organs. The robots move Dispersiones sculptures based on recordings of seismic erratically, without any purpose except to reveal Dispersiones is a physical network comprised waves at four active volcanoes in the highlands their own technological animality; they display a of a series of interconnected relays that produce of Ecuador and the Galápagos Islands. corporeal behavior that is artificial and organic, an artificial and interactive soundscape. The Sound devices recorded the volcanic activity, material and phenomenological, exposing work appears to be a messy web of hundreds and custom software converted the data to their own absurd existence as “living” artificial of tangled wires through which sounds travel, computational 3D models. The result is a series objects. Like Sisyphus, condemned to perform following an algorithm of artificial life. Using of hybrid objects and a fictional video that reenact a laborious and futile task ad eternum, these only the metallic clicking sound of the relays, a momentary encounter among a volcano, a mytho-technological beings were created to carry the network behaves as a complex system human, and a machine in settings where human- an image of themselves, and with that to define of electromagnetic actuators that interact environmental dynamics are constantly redefined. their own fate and identity. with the viewer. Each individual relay acts as a “living” agent that activates the space and Paul Rosero Contreras (Ecuador) Mariela Yeregui and Miguel Grassi (Argentina) the architecture. Once a viewer’s movement is Developed by the Artes Electrónicas Group and detected, the system unleashes an infinite flow supported by UNTREF, Universidad Nacional de Tres de of sound and light. Imaginario Inverso (Reverse Imaginary) Febrero. Astrovandalistas is a translocal collective that Leo Nuñez (Argentina) applies creative intervention, technological activism, urban hacking, and open-source Anti-Horário (CounterClockwise) knowledge to explore the industrialization of Anti-Horário is a video installation and “wall our social imagination. At SIGGRAPH 2017 clock” that addresses the cyclical movement of they will open a new office where they will be human existence, and the poetics of duration and using their ‘future-glyphic’ alphabet and laser perception. It combines several layered elements communication system to engrave predictions (the earth, a child, an adult couple, and the sky) and micro-narratives onto rocks and city debris moving at distinct cadences, registered from the collected from the greater Los Angeles area. same point of view, resulting in a disorienting Using conceptual prototyping, futurecasting, analog clock that uncannily proceeds at a unified and technology reappropriation, Imaginario pace representing the passage of time as well as Inverso proposes different frameworks for the cycle of life. reflecting on the geopolitics of technology development and the reinterpretation of Gisela Motta and Leandro Lima (Brazil) technologies for more personal uses.

Astrovandalistas (Mexico, Brazil)

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 14 ART RESEARCH  curated content ART PAPERS

Art Papers investigate the roles of artists and the methods of art-making in an increasingly global, networked, and technologically mediated world. Art Papers contribute to our understanding of the history of art, inform contemporary artistic and critical practices, and anticipate and stimulate future trajectories.

Best Art Paper Award New for SIGGRAPH 2017 the Best Art Paper Award recognizes excellence in contributions to the literature on digital arts, computer graphics, and/or interactive techniques.

The winner will be announced during the Art Papers Session, Tuesday, 1 August, 3:45 pm.

Leonardo Image Credit: Creature Interactions: A Social Playspace © 2017 Andrew Bluff, Andrew In collaboration with Leonardo/ISAST, The issue also includes visual Johnston, University of Technology the papers are published in a special documentation of the works exhibited issue of Leonardo, The Journal of the in the Art Gallery. Publications of this International Society of the Arts, special issue coincide with Sciences and Technology. SIGGRAPH 2017.

ART The Interactive Image: A Media Autoencoding Blade Runner: Archaeology Approach Reconstructing Films With Artificial This paper examines the history of the influential Neural Networks Interactive Image computer graphics showcase, “Blade Runner—Autoencoded” is a film made by RECEPTION: LEONARDO, ART which took place at museums and conferences training a neural network to watch the film “Blade PAPERS, AND ART GALLERY throughout 1987 and 1988. It explores the Runner” several times and then reinterpret it. The historical contexts that led to the creation of this film is the first of this kind, and it has since been Tuesday, 1 August, 2-3:30 pm exhibition, which included the integrated efforts of exhibited in art galleries and museums around artists and computer scientists. the world. Mix and mingle with artists, researchers, Esteban Garcia Bravo Terence Broad and authors whose works were Purdue University Mick Grierson selected for SIGGRAPH 2017. Meet the Andres Burbano Goldsmiths, University of London Leonardo team and members of the Universidad de los Andes SIGGRAPH 2017 committee who organized this year’s Art Gallery. Vetria Byrd Avoid Setup: Insights and Implications Purdue University of Generative Cinema Sponsored by Leonardo/ISAST and Angus Forbes This paper explores generative cinema by The MIT Press University of Illinois at Chicago presenting the thought-provoking projects that exemplify approaches toward cinema in Transforming the Commonplace generative art. In a discussion of the aspects of the artists’ creative thinking, it shows that Through Machine Perception: Light-Field cognitive tensions between film and generative Synthesis and Audio-Feature Extraction art have significant expressive, intellectual, and in the Rover Project ethical implications that could benefit both fields. Rover is a mechatronic imaging device and real- Dejan Grba ART PAPERS SESSION time audio/visual installation that employs light- University of Arts in Belgrade field synthesis and machine listening to create Tuesday, 1 August, 3:45-5:55 pm a generative hybrid between photography and cinema. This paper describes the mechatronic, Creature Interactions: A Social Mixed- Lenticular Waterwheels: Simultaneous Reality Playspace Kinetic and Embedded Animation machine perception, audio/visual synthesis, and compositional techniques developed Creature:Interactions is a large-scale immersive In a remote mountain river in France, a kinetic for the piece. and interactive artwork based on the ecologically sculpture powered by natural energy played Robert Twomey driven children’s book Dot and the Kangaroo. custom animation on printed lenticulars and Youngstown State University It features full-bodied expressive interaction struggled through violent storms, lightning strikes, in a social mixed-reality environment presented and torrential hail to become one of the medium’s Michael McCrea University of Washington in stereoscopic 3D. The immersive visuals largest displays and a lesson in metal fabrication, have elicited a phantom sensory effect in site dynamics, and multilayered animation. certain participants. Scott Hessels Andrew Bluff City University of Hong Kong Andrew Johnston University of Technology Sydney

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 15 ANIMATION & VFX COMPUTER ANIMATION FESTIVAL

##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. > WATCH TRAILER

Image Credit: Moving Picture Company, Dougual Wilson (United Kingdom)

Final Fantasy XV – Omen Trailer MPC Presents: The Jungle Book  official selection  official selection Each session features a small group of Digic Pictures Moving Picture Company contributing directors who share insider István Zorkóczy Jon Favreau information about themselves, their films, Hungary United States and their processes. Fortnite: From Husk Till Dawn! Our Wonderful Nature – The Common ELECTRONIC THEATER  curated content Chameleon DIRECTOR Q&A  official selection Gavin Moran, Michael Clausen LUMATIC GmbH & Co. KG United States Wednesday, 2 August, 2-2:40 pm Tomer Eshed Germany Garden Party Best Student Project Pirate Smooch VR THEATER DIRECTOR Q&A  official selection  official selection MOPA Filmakademie Baden-Württemberg Wednesday, 2 August, 2:50-3:30 pm Théophile Dufresne, Florian Babikian, Gabriel Grapperon, Tobias Trebeljahr Lucas Navarro, Vincent Bayoux, Victor Caire Germany France ELECTRONIC THEATER Polius Happy Valentine’s Day  official selection  official selection Monday, 31 July, 6-8 pm ISART Digital Neymarc Visuals Guillaume Auberval, Léa Dozoul, Simon Gomez, Timothé Wednesday, 2 August, 8-10 pm Neymarc Brothers Hek, Hugo Lagrange, Antoine Laroye, David Lashcari Analogue Loaders United States France  official selection ILM VFX – Kong: Skull Island Résistance Freelance  curated content  official selection Raphael Vangelis United Kingdom Industrial Light & Magic MOPA John Vogt-Roberts Alex Chauvet, Anna Le Danois, Quentin Foulon, Fabien ASTERIA United States, Canada Glasse, Juliette Jean, Julie Narat France  official selection ILM VFX – Rogue One: A Star Wars Story École Supérieure des Métiers Artistiques  curated content Scrambled ESMA School Industrial Light & Magic  official selection Alexandre Arpentinier, Mathieu Blanchys, Lola Grand, Gareth Edwards Polder Animation Tristan Lamarca, Thomas Lemaille, Jean-Charles United States, United Kingdom, China, Canada Bastiaan Schravendeel Lusseau Netherlands France John Lewis Buster the Boxer Seasonal Changes in Carbon Dioxide Canal Kitchen Jury’s Choice  official selection  official selection  official selection Moving Picture Company Scientific Visualization Studio – NASA/GSFC Unit Image Dougual Wilson Gregory Shirah Maxime Luère United Kingdom Horace Mitchell Leon Berelle United States Dominique Boidin Remi Kozyra Lou France  curated content Sirocco  official selection Pixar Elemental Dave Mullens MOPA  official selection United States Avril Hug, Lauren Madec, Kevin Tarpinian, Thomas Lopez, Romain Garcia Filmakademie Baden-Württemberg France Adrian Meyer Germany

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 16 COMPUTER ANIMATION FESTIVAL (continued)

Song of a Toad VR THEATER Rainbow Crow Best in Show  official selection  official selection Sunday, 30 July, 2-5 pm (FP only) Baobab Studios Eric Darnell Filmakademie Baden-Württemberg Monday, 31 July, 10:30 am-5:30 pm Kariem Saleh United States Germany Tuesday, 1 August, 10:30 am-5:30 pm Wednesday, 2 August, 10:30 am-5:30 pm Son of Jaguar The Human Race Thursday, 3 August, 10:30 am-3:30 pm  official selection  official selection Arden’s Wake Google ATAP The Mill, Chevrolet, Epic Games Jorge Gutierrez  official selection Rama Allen, Westley Sarokin United States United Kingdom Penrose Studios Eugene Chung Sonaria Weta Digital VFX – Guardians of the United States  official selection Galaxy Vol. 2 Chocolate Google ATAP  curated content Scot Stafford, Chromosphere  official selection United States Walt Disney Pictures, Marvel Entertainment James Gunn Gentle Manhands New Zealand Tyler Hurd The Antarctica Series: Under a Cracked United States Sky Weta Digital VFX – Valerian and the City  curated content Dear Angelica of a Thousand Planets  official selection The New York Times  curated content Graham Roberts, Jonathan Corum Oculus Story Studio United States EuropaCorp Saschka Unseld Luc Besson United States New Zealand We Wait  official selection Fantasynth Weta Digital VFX – War for the Planet  official selection Aardman of the Apes Dan Efergan HelloEnjoy  curated content United Kingdom Carlos Ulloa 20th Century Fox United Kingdom Matt Reeves Days VR New Zealand  official selection Scatter Yasmin Elayat United States

StudioXperience StudioXperience at SIGGRAPH 2017 will feature cutting-edge technology demonstrations, a large-scale VR experience and a wide range of guests during our live broadcast. Join us in-studio during the broadcasts.

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 17 COURSES

Instruction, insight, and inspiration from academic and industry experts. SIGGRAPH 2017 Courses deliver invaluable learning opportunities in three levels of difficulty (introductory, intermediate, and advanced).

Full Conference Platinum and Full Seating is on a first-come, first-served Also visit the Studio Workshops which Conference registration allows attendees basis. Please arrive early for the Courses are open to: FP F S EP E. access to all SIGGRAPH 2017 Courses. you wish to attend.

Gordon Wetzstein GAMES  curated content SUNDAY, 30 JULY Stanford University Frank Steinicke SPECIAL SESSIONS Universität Hamburg PRODUCTION

Advances in Real-Time Rendering, Production-Volume Rendering An Introduction to Laplacian Spectral Sunday, 30 July, 9 am-12:15 pm Part I Distances and Kernels: Theory, Monday, 31 July, 9 am-12:15 pm INTERMEDIATE Computation, and Applications INTERMEDIATE This course provides an overview of production- Sunday, 30 July, 10:45 am-12:15 pm Modern video games employ a variety volume rendering, focused on path tracing. It ADVANCED of sophisticated algorithms to produce describes practical fundamentals for adding This introductory course on the Laplacian spectral groundbreaking that pushes volume rendering to an existing path tracer, kernels and distances focuses on their definition, the visual boundaries and interactive reviews a complete range of volume-integration computation, and applications to shape analysis. experience of rich environments. This scenarios and techniques, and describes in course presents state-of-the-art and detail recent production-proven techniques for Giuseppe Patane production-proven rendering techniques optimizing volume rendering. L’istituto di Matematica Applicata e Tecnologie Informatiche for fast, interactive rendering of complex Julian Fong an engaging virtual worlds. Pixar Animation Studios ANIMATION & VFX EDUCATORS

Organizer Ralf Habel Natalya Tatarchuk Walt Disney Animation Studios Computational Narrative Technologies Sunday, 30 July, 10:45 am-12:15 pm Magnus Wrenninge INTRODUCTORY Pixar Animation Studios Advances in Real-Time Rendering, A summary of recent progress in developing Part II Christopher Kulla Sony Pictures Imageworks computer-assisted solutions for authoring free- Monday, 31 July, 2-5:15 pm form, interactive animated narratives. INTERMEDIATE Mubbasir Kapadia Phase Two of a course on state-of-the- AR/VR The Walt Disney Company, Rutgers University art and production-proven rendering Applications of Visual Perception to Steven Poulakos techniques for fast, interactive rendering Virtual Reality Rendering Disney Research of complex and engaging virtual worlds. Sunday, 30 July, 9 am-12:15 pm Markus Gross INTERMEDIATE ETH Zürich, Disney Research Open Problems in Real-Time Robert W. Sumner Rendering This in-depth review of perceptual methods in modern virtual reality introduces attendees to Disney Research Tuesday, 1 August, 2-5:15 pm human visual perception and the psychophysical INTERMEDIATE methods used to study it. Then it presents three Leading industry experts and researchers case studies that leverage perceptual insights in discuss the top unsolved problems in improving quality, performance, and immersion in real-time rendering, why current solutions VR experiences. don’t work in-practice, the desired ideal Anjul Patney solution, and the problems that need to be Joohwan Kim solved to work toward that ideal. NVIDIA Corporation Organizers Natalya Tatarchuk Marina Zannoli Unity Technologies Oculus VR Aaron Lefohn George-Alex Koulieris NVIDIA Research Inria, Université Côte d’Azur

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 18 COURSES (continued)

AR/VR GAMES PRODUCTION RESEARCH Multithreading for Visual Effects Monday, 31 July, 2-5:15 pm Material Capture and Representation Physically Based Shading in Theory ADVANCED With Applications in Virtual Reality and Practice A summary of multithreading solutions employed Sunday, 30 July, 2-3:30 pm Sunday, 30 July, 2-5:15 pm by diverse experts in solving scalability problems INTRODUCTORY INTERMEDIATE in the games and visual effects industries. Topics This course introduces the problem of material Using examples from films and games, this include threading, vectorization, tools, debugging capture and representation for computer course presents advances in physically based techniques, and optimization and performance- graphics, including volumetric models (fabric). shading in both theory and production practices, profiling approaches. It discusses characteristics of current BRDF demonstrating how it enhances realism and leads James Reinders and more complex functions limiting their use to faster, more intuitive art creation. Independent in VR. A case study highlights the importance Stephen McAuley Andy Lin of being able to render materials in high quality Ubisoft Entertainment SA Joe Longson in a VR pipeline. Stephen Hill Walt Disney Animation Studios Giuseppe Claudio Guarnera Lucasfilm Ltd. Jeff Lait Norwegian University of Science and Technology Alejandro Conty Side Effects Software Inc. Abhijeet Ghosh Sony Pictures Imageworks Florian Zitzelsberger Imperial College London Michal Drobot Pixar Animation Studios Ian Hall Infinity Ward, Inc. Martin De Lasa Mashhuda Glencross Eric Heitz Autodesk, Inc. Yulio Technologies Inc. Unity Technologies George ElKoura Dar’ya Guarnera Christophe Hery Pixar Animation Studios Norwegian University of Science and Technology, Pixar Animation Studios Loughborough University Christopher Kulla TUESDAY, 1 AUGUST Sony Pictures Imageworks RESEARCH Junyi Lang RESEARCH Computing and Processing Pixar Animation Studios Correspondences with Jon Lanz Rethinking Texture Mapping DreamWorks Animation Functional Maps Tuesday, 1 August, 9-10:30 am Sunday, 30 July, 2-5:15 pm Adam Micciulla ADVANCED Independent INTERMEDIATE The intrinsic problems of standard texture Ryusuke Villemin mapping in UV-maps and seams are well known, This course introduces techniques for computing Pixar Animation Studios but often considered unavoidable. This course and processing correspondences between reviews various radically different ways to rethink geometric objects, such as 3D shapes, images, Nathan Walster texture mapping that have been proposed over or point clouds based on the functional-map Framestore Limited decades, each offering different advantages and framework. It summarizes the mathematical Feng Xie trade-offs. background, computational methods and various DreamWorks Animation, Stanford University applications of functional maps. Marco Tarini Università dell’Insubria, Varese, ISTI - CNR Maks Ovsjanikov Ecole Polytechnique MONDAY, 31 JULY Cem Yuksel University of Utah Michael Bronstein Emanuele Rodolà ANIMATION & VFX EDUCATORS PRODUCTION Syvlain Lefebvre

University of Lugano Inria Sophia Antipolis Communicating Science Through Leonidas Guibas Stanford University Visualization in the Age of Alternative Facts EDUCATORS Mirela Ben-Chen Monday, 31 July, 2-3:30 pm Technion - Israel Institute of Technology Applying Color Theory to Digital INTRODUCTORY Media and Visualization Etienne Corman Tuesday, 1 August, 9 am-12:15 pm Ecole Polytechnique Cinematic scientific visualization demystifies complex scientific concepts for general audiences, INTRODUCTORY Frederic Chazal which helps them defend themselves against Inria This course examines the foundations of color misinformation in popular media. Researchers theory and how they apply to building effective Alex Bronstein from the University of Illinois present techniques digital media. It defines color harmony and Technion - Israel Institute of Technology for representing data accurately while making presents case studies that feature infographics it not only approachable, but also beautiful and and time-series animations, and it demonstrates compelling, to experts and non-experts alike. online and mobile apps for color analyses. Kalina Borkiewicz Theresa-Marie Rhyne AJ Christensen Independent Consultant National Center for Supercomputing Applications, University of Illinois at Urbana Champaign John Stone Beckman Institute for Advanced Science and Technology, University of Illinois at Urbana Champaign

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 19 COURSES (continued)

Directional-Field Synthesis, Design, Christopher Kulla Christian Richardt and Processing Sony Pictures Imageworks University of Bath Tuesday, 1 August, 2-5:15 pm Christophe Hery James Tompkin INTERMEDIATE Ryusuke Villemin Brown University Pixar Animation Studios This introduction to the key aspects of design Jordan Halsey and analysis of directional fields (fields with Daniel Heckenberg VR Playhouse Animal Logic varying sets of vectors per point) discusses Aaron Hertzmann their limitations and provides an extensive guide Andre Mazzone Adobe Systems Incorporated Industrial Light & Magic to their use in practical situations in computer Jonathan Starck graphics and geometric design. Thorsten Schmidt Foundry Lightrig GmbH Amir Vaxman Oliver Wang Universiteit Utrecht Adobe Systems Incorporated EDUCATORS Marcel Campen New York University Build Your Own VR Display: An AR/VR Olga Diamanti Introduction to VR Display Systems for VR Interactions Stanford University Hobbyists and Educators Thursday, 3 August, 2-5:15 pm David Bommes Wednesday, 2 August, 2-5:15 pm INTRODUCTORY Rheinisch-Westfälische Technische Hochschule Aachen INTRODUCTORY When VR is done well, experiences can be Klaus Hildebrandt This comprehensive introduction to VR/AR brilliant and pleasurable, but when it’s done badly, Technische Universiteit Delft technology teaches how to build a head-mounted frustration, fatigue, and sickness can result. This Mirela Ben-Chen display from scratch. Topics include the graphics course discusses the most essential concepts Technion - Israel Institute of Technology pipeline, stereo rendering, lens distortion, head- of perception and action, comfort, input device Daniele Panozzo orientation tracking with inertial measurement classes, design tradeoffs, hand interaction, and New York University units, positional tracking, spatial sound, and development patterns that yield successful VR cinematic VR content creation. interaction design. Gordon Wetzstein Jason Jerald WEDNESDAY, 2 AUGUST Robert Konrad NextGen Interactions Nitish Padmanaban Hayato Ikoma Richard Marks Path Tracing in Production - Part 1: Stanford University Sony Corporation Production Renderers Joseph LaViola Wednesday, 2 August, 9 am-12:15 pm University of Central Florida ADVANCED THURSDAY, 3 AUGUST Increasing demands for realism in computer- EDUCATORS generated images mean that more and more OpenVDB An Interactive Introduction to WebGL movies are created with physically based Thursday, 3 August, 9-10:30 am and three.js renderers. This course introduces technical INTERMEDIATE Thursday, 3 August 2-5:15 pm directors, artists, and researchers to the INTRODUCTORY architecture and novel possibilities of the next An overview of the compact-volume data structure generation of production renderers. and various tools available in the open-source WebGL and three.js are the two most library OpenVDB. Since its release in 2012 it has popular APIs for developing three-dimensional Luca Fascione set an industry standard and has been used for Johannes Hanika applications that run in a browser. This Weta Digital Ltd visual effects in over 80 feature movies. course provides an introduction to application Ken Museth programming with these two related, but Marcos Fajardo different methods. Solid Angle S.L. Jeff Budsberg DreamWorks Animation Edward Angel Per Christensen University of New Mexico Pixar Animation Studios Rick Hankins Industrial Light & Magic Eric Haines Brent Burley Autodesk Inc. Walt Disney Animation Studios Todd Keeler Dan Bailey Brian Green Double Negative  curated content DreamWorks Animation Rama Hoetzlein Business 101 for CG and HCI NVIDIA Corporation Professionals Path Tracing in Production - Part 2: Thursday, 3 August, 2-5:15 pm Making Movies AR/VR INTRODUCTORY Wednesday, 2 August, 2-5:15 pm ADVANCED Video for Virtual Reality Whether you are a researcher or TD who wants to build a business, or better understand Many different takes on practical deployment of Thursday, 3 August, 9 am-12:15 pm INTERMEDIATE business decision making, this course provides path tracing have emerged in recent years. This an overview of the core elements needed for course introduces technical directors, artists, and This course looks at how the dynamic a viable business case from basic business researchers to the novel workflows applied in appearance of the real world can be captured acumen, through different models to fundable several large production facilities. with video and brought to life with unparalleled concept, and the traps to watch for. Luca Fascione realism and immersion through virtual reality Evan Hirsch, Johannes Hanika technology. It explores the technical foundations, Engine Co. 4 LLC Weta Digital Ltd current practices, and future of video in VR from Bernard Mangold Rob Pieke technical, production, and artistic viewpoints. Incubation Partners, Inc. Moving Picture Company

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 20 EDUCATORS  curated content EDUCATOR’S FORUM

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

EDUCATORS Educator’s Forum Discussion - SUNDAY, 30 JULY CGEMS Working Group Monday, 31 July, 3:45-5:15 pm

Education Committee Open Forum Continuation of the discussion about the ADDITIONAL EDUCATOR- Sunday, 30 July, 2-3:30 pm proposed CGEMS repository of computer FOCUSED SESSIONS graphics educational material. Topics include The Education Committee hosts a presentation action items and plans for SIGGRAPH 2018. and informal discussion about its activities and Please note these two sessions are for Full mission, and how to become involved. Sessions SESSION LEAD Conference Platinum and Full Conference from the SIGGRAPH 2017 Education Focus are Andrew Duchowski registrations only. highlighted. Clemson University Panel: CGEMS: Computer Graphics SESSION LEAD Ginger Alford Educational Materials ACM SIGGRAPH Education Committee Chair TUESDAY, 1 AUGUST Monday, 31 July, 2-3:30 pm Andrew Duchowski Educators Meet and Greet Educator’s Forum Panel: Clemson University Sunday, 30 July, 3:45-5:15 pm Curriculum Matters: Melding Art + Edward Angel Meet and mingle with other SIGGRAPH Computer Science University of New Mexico educators in an informal setting. Get to know your Tuesday, 1 August, 9-10:30 am Bruce Gooch fellow educators over snacks. Texas A&M University Many universities and colleges, particularly those SESSION LEAD represented at SIGGRAPH, include digital media David Luebke Erik Brunvand classes in their computer science curricula, NVIDIA Corporation ACM SIGGRAPH 2017 Education Liaison coding courses in the art curriculum, or programs Talks: Interdisciplinary Circus that combine both art and computer science. Tuesday, 1 August, 2-3:30 pm Panelists discuss their universities’ approaches to MONDAY, 31 JULY multi-disciplinary work. INTERDISCIPLINARY STUDY OF REFLECTANCE TRANSFORMATION IMAGING SESSION LEAD PROCESSES FOR THE CREATION OF Susan Reiser NORMAL MAP LIBRARIES FROM HIGH- Educator’s Forum Panel: Industry University of North Carolina at Asheville RESOLUTION SCAN DATA Perspectives: Preparing Students PANELISTS David Halbstein for Careers Erik Brunvand Nitin Sampat Monday, 31 July, 9-10:30 am University of Utah Martin Pietras Industry representatives from various sub- Phill Conrad Rochester Institute of Technology disciplines in the area of computer graphics and University of California, Santa Barbara 3D ACROSS MEDIA: CERAMICS, PRINT interactive techniques discuss the preparation, Courtney Starrett AND VR education, training, and attributes students need Seton Hall University to enter the workforce, looking at both short-term Julieta Aguilera Casey Reas Plymouth University and long-term needs to provide opportunities University of California, Los Angeles and flexibility. Jonathon Goebel Monika Mann SESSION LEAD University of Hawaii Glenn Goldman New Jersey Institute of Technology IS THIS POSSIBLE? MASSIVE ONLINE PANELISTS INTERINSTITUTIONAL STUDENT Daryl Clewlow PRODUCTION Miho Aoki Patricia Kung University of Alaska Fairbanks Animal Logic William Joel Roula Lainas Western Connecticut State University Zoic Studios Anna Ursyn Douglas Lanman University of Northern Colorado Oculus Research – Oculus/Facebook Jacob Pollak Ferris State University

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Educator’s Forum Talks: SIGCSE Reprise Educator’s Forum Course: Tuesday, 1 August, 10:45 am-12:15 pm GPU Hardware Fundamentals Selected papers from SIGCSE 2017 reprised at Tuesday, 1 August, 3:45-5:15 pm SIGGRAPH 2017. This course walks attendees through the fundamentals of GPU hardware and compares A MODERN WEARABLE-DEVICES COURSE FOR COMPUTER SCIENCE UNDERGRADUATES system-on-chip vs. discrete GPUs in terms of performance and capabilities, including a detailed Chris Gregg look at what happens in each functional block of Stanford University the GPU and why. Raewyn Duvall SESSION LEAD Kate Wasynczuk John Lawless Tufts University Tara Technical Training CREATIVITY IN AUTHENTIC STEAM EDUCATION WITH EARSKETCH Shelly Engelman The Findings Group Brian Magerko Georgia Institute of Technology Tom McKlin Morgan Miller The Findings Group Doug Edwards Jason Freeman Georgia Institute of Technology

MAKING NOISE: USING SOUND-ART TO EXPLORE TECHNOLOGICAL FLUENCY (BEST PAPER, SIGCSE 2017) Erik Brunvand Nina McCurdy University of Utah

COMPUTER SCIENCE OUTREACH WITH END-USER ROBOT-PROGRAMMING TOOLS Vivek Paramasivam Justin Huang Sarah Elliott Maya Cakmak University of Washington

coming in july

SIGGRAPH 2017 MOBILE APP • manage your schedule • interact with attendees • grow your network

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 22 AR/VR GAMES RESEARCH EMERGING TECHNOLOGIES

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 -science narratives.

Emerging Technologies Hours Image Credit: ‘Real Baby - Real Family’ - Age controllable VR avatar from 2D face images; Yuya Mochizuki, Akihiko Shirai and Rex Hsieh, Kanagawa Sunday, 30 July ...... 1:30-5:30 pm Institute of Technology Monday, 31 July . . . . . 10 am-5:30 pm Tuesday, 1 August ...... 10 am-5:30 pm Wednesday, 2 August . . . 10 am-5:30 pm Thursday, 3 August . . . . 10 am-3:30 pm

Adaptive Dynamic Refocusing: Toward Kuan-Wen Chen Demo of FaceVR: Real-Time Facial Solving Discomfort in Virtual Reality National Chiao Tung University Reenactment and Eye-Gaze Control in This approach to reducing discomfort in virtual Chien-Hsing Chou Virtual Reality Tamkang University reality eliminates the vergence-accommodation This novel method for gaze-aware facial conflict, a fundamental flaw that affects all reenactment applies a robust algorithm, and a commercial headsets available today. atmoSphere: Designing Cross-Modal new approach to eye tracking, to perform real- Pierre-Yves Laffont Music Experiences Using Spatial Audio time facial of an actor wearing a Ali Hasnain With Haptic Feedback head-mounted display. Lemnis Technologies Pte. Ltd. Justus Thies This immersive music experience combines Friedrich-Alexander-Universität Erlangen-Nürnberg spatial audio and haptic feedback to simulate a Altered Touch: Miniature Haptic Display large sound environment. Michael Zollhoefer Max-Planck-Institut für Informatik With Force, Thermal, and Tactile Haruna Fushimi Feedback for Augmented Haptics Daiya Kato Marc Stamminger Youichi Kamiyama Friedrich-Alexander-Universität Erlangen-Nürnberg Altered Touch can be used to alter the haptic Kazuya Yanagihara Christian Theobalt properties of real objects by rendering projected Kouta Minamizawa Max-Planck-Institut für Informatik visual and haptic feedback. Kai Kunze Keio University Matthias Nießner Takaki Murakami Technische Universität München, Stanford University Tanner Person Charith Lasantha Fernando Bottomless Joystick 2 Kouta Minamizawa DIY Position Tracking Add-On for Keio University With a motor-powered gimbal mechanism, a Mobile AR/VR counterweight, and an inertial measurement unit, This DIY add-on integrates position tracking this interface makes a virtual anchoring point AoEs: Enhancing Teleportation on mobile VR devices to distribute therapeutic in midair, where it provides a haptic sensation content. Attendees can build their own controllers Experience in Immersive Environments similar to that of a conventional joystick. With Mid-Air Haptics and participate in mindfulness exercises. Yuichiro Katsumoto Fangwei Lee With this new haptics technology that augments National University of Singapore Realiteer Corp. multiple tactile sensations in immersive environments, users receive visual, auditory, and tactile feedback via a steerable mid-air haptics Cardiolens: Remote Physiological GVS RIDE: A Novel Experience Using device and a head-mounted display. Monitoring in a Mixed=Reality Head-Mounted Display and Four-Pole Ping-Hsuan Han Environment Galvanic Vestibular Stimulation Chiao-En Hsieh Cardiolens is a novel system that allows users to Yang-Sheng Chen GVS RIDE delivers realistic experiences using a view “hidden” physiological signals (blood flow Jui-Chun Hsiao synchronized four-pole GVS and a head-mounted National Taiwan University and vital signs ) in real time by simply looking at display. the people around them. Yi-Ping Hung Kazuma Aoayma National Taiwan University Daniel McDuff Daiki Higuchi Microsoft Research Kenta Sakurai Kong-Chang Lee Taro Maeda Sheng-Fu Ko Christophe Hurter Hideyuki Ando Tamkang University École nationale de l’aviation civile Osaka University

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HangerON: A Belt-Type Human combination of 3D vision, machine learning, and MetaLimbs: Multiple Arms Interaction Walking Controller Using the Hanger graphics techniques, the system synthesizes Metamorphism a realistic, personalized 3D model of the user’s Reflex Haptic Illusion MetaLimbs adds two artificial arms to the human face to reproduce the user’s appearance, eye body and maps them to legs motions with haptic This walking maneuvering method uses the gaze, and blinks. With person-detection and feedback. Arm functions can be customized Hanger Reflex, an illusory phenomenon caused by pose-estimation technology, the system can to achieve new kinds of interactions from an haptic stimulus, to manipulate walking direction. simultaneously detect and track body and face egocentric point of view. Yuki Kon keypoints of multiple people in the scene. Takuto Nakamura Tomoya Sasaki Vivek Kwatra Hiroyuki Kajimoto MHD Yamen Saraiji Christian Frueh Rei Sakuragi Charith Lasantha Fernando Avneesh Sud Hirotaka Shionoiri Kouta Minamizawa George Papandreou Seitaro Kaneko Keio University Google, Inc. The University of Electro-Communications Masahiko Inami The University of Tokyo HangerOVER: HMD-Embedded Haptics Infinite Stairs: Simulating Stairs in Display With Hanger Reflex Virtual Reality Based on Visuo-Haptic Interaction Mid-Air Interaction With a 3D HangerOVER is an HMD-embedded haptics Aerial Display Infinite Stairs is a novel visuo-haptic technique display that provides both tactile and force This volumetric display enables mid-air interaction senses using the Hanger Reflex. that simulates the sensation of walking up and down stairs in a virtual environment, even though with 3D renderings without requiring a head- Yuki Kon users walk on a flat surface in a real space. mounted apparatus. It employs interaction Takuto Nakamura techniques that provide haptic feedback and Hiroyuki Kajimoto Ryohei Nagao mitigate occlusion conflicts between the hand Keigo Matsumoto Yasuyuki Yamaji and the virtual volume during direct manipulation. Taha Moriyama Takuji Narumi The University of Electro-Communications Tomohiro Tanikawa Seth Hunter Michitaka Hirose Intel Corporation The University of Tokyo Dave MacLeod Hapbeat: Single DOF Wide-Range Derek Disanjh Wearable Haptic Display MistyWest Membrane AR: Varifocal, Wide-Field-of- With this 1-DOF haptic display, users feel View Augmented Reality Display From Jonathan Moisant-Thompson Ron Azuma strong percussive smashes, powerful bass Deformable Membranes pressures, and high-fidelity vibrations of acoustic Intel Corporation instruments. This augmented-reality display employs novel deformable membrane mirrors to create virtual Yusuke Yamazaki imagery at a desired depth level within a Non-Line-of-Sight MoCap Hironori Mitake Ryuto Oda wide field of view with the promise of a more The first non-line-of-sight sensing system that Hsueh-Han Wu comfortable user experience. offers real-time tracking of objects hidden from Shoichi Hasegawa David Dunn the camera by an occluder. It uses an off-the- Tokyo Institute of Technology Cary Tippets shelf intensity camera instead of expensive time- Minatsu Takehoshi Kent Torell of-flight hardware. University of North Carolina at Chapel Hill Yuji Tsukamoto Jonathan Klein Testuaki Baba Petr Kellnhofer Matthias Hullin Tokyo Metropolitan University Max-Planck-Institut für Informatik Universität Bonn Kaan Akşit Martin Laurenzis HaptoCloneAR: Mutual Haptic-Optic NVIDIA Research Institut franco-allemand de recherches de Saint-Louis Interactive System With Superimposed Piotr Didyk Christoph Peters 2D Image Universität des Saarlandes, Max-Planck-Institut für Universität Bonn Informatik With this system, two users interact through Karol Myszkowski  curated content various applications such as videophones, Max-Planck-Institut für Informatik fighting games, and other entertainment options OrbeVR: A Handheld Concave Spherical with haptic feedback. David Luebke Virtual Reality Display NVIDIA Research Kentaro Yoshida Henry Fuchs A handheld concave spherical perspective- Yuuki Horiuchi corrected display. OrbeVR displays the combined Seki Inoue University of North Carolina at Chapel Hill images projected by multiple calibrated high- Yasutoshi Makino Hiroyuki Shinoda performance laser pico projectors, inside a  curated content The University of Tokyo translucent sphere. Merge Cube Olavo Belloc Mario Nagamura  curated content Meet the world’s first holographic object you can Douglas Fonseca Headset Removal, Virtual Reality, and hold in the palm of your hand. With the award- winning Merge Cube, you can play, learn, and Andre Rodrigues People Detection Diego Souza explore in magical new ways. Download apps Universidade de São Paulo Most VR experiences require users to wear using your tablet or smartphone, and watch the headset, but they occlude the face and block cube come to life! Celso Kurashima Universidade Federal do ABC eye-gaze. This project virtually “removes” the Jeremy Kenisky headset and reveals the face underneath it, Merge VR creating a realistic see-through effect. Using a

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Marcio Almeida Submerged Haptics: A 3-DOF Fingertip Varifocal : A Novel Optical Eduardo Zilles Borba Haptic Display Using Miniature 3D Layout for Near-Eye Display Roseli De Deus Lopes Marcelo Zuffo Printed Airbags With its wide-field-of-view optical design, this Universidade de São Paulo This novel method of creating a waterproof system can adjust accommodation depth wearable fingertip haptic display is very light and dynamically so that the presented virtual scene small enough to fit on the fingertip. is at the correct accommodation distance with Real Baby - Real Family: Age-Controllable computational blur to match the vergence. VR Avatar From 2D Face Images Yuan-Ling Feng Charith Lasantha Fernando David Luebke Real Baby - Real Family realizes age-inverse Jan Rod NVIDIA Research, NVIDIA Corporation generation of baby portraits from any two 2D Kouta Minamizawa images for illustration, photos, or a combination Keio University Kaan Akşit of both. Ward Lopes Jonghyun Kim Rex Hsieh Touch Hologram in Mid-Air Josef Spjut Yuya Mochizuki Peter Shirley Takaya Asano Touch Hologram in Mid-Air provides a touch NVIDIA Research Marika Higashida feeling without any mechanical equipment in the Marty Banks Akihiko Shirai visualization area. It is unique in giving physical Steven Cholewiak Kanagawa Institute of Technology presence to intangible objects. University of California, Berkeley Julien Castet Gordon D. Love  curated content Cédric Kervegant Durham University Sky Magic Felix Raymond Delphine Graeff Pratul Srinivasan This next-generation entertainment system Immersion SAS Ren Ng uses flying machines to create audio-visual University of California, Berkeley performances in the sky. Controlled by a single terminal, a swarm of drones equipped with LED TwinCam: Omni-Directional Stereoscopic Wired Muscle: Generating Faster lights is programmed to fly in formation in a Live-Viewing Camera-Reducing Motion designated space. Blur During Head Rotation Kinesthetic Reaction by Interpersonally Connecting Muscles Hitomi Takahashi This omni-directional stereoscopic live viewing MicroAd, Inc. camera system was developed to reduce motion Wired Muscle connects muscle activities between blur and latency during head rotation of remote two persons using electromyogram measurement users wearing a head-mounted display. Two and electrical muscle stimulation to generate  curated content responsive movements that are faster than Stretchable Transducers for Kinesthetic omni-directional cameras are mounted on a movable rig to provide real-time parallax. those generated by the visual information-based Interactions in Virtual Reality process. Kento Tashiro Robert Shepherd Toi Fujie Jun Nishida Bryan Peele Yasushi Ikei University of Tsukuba Benjamin Mac Murray Tokyo Metropolitan University Jose Barreiros Shunichi Kasahara Cornell University Tomohiro Amemiya Sony Computer Science Laboratories, Inc. NTT Communication Science Laboratories Omer Shapira Kenji Suzuki Josef Spjut Koichi Hirota University of Tsukuba David Luebke University of Electro-Communications NVIDIA Corporation Michiteru Kitazaki Toyohashi University of Technology

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 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 25 EXPERIENCE PRESENTATIONS

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

traditional lenses in headsets with focus-adjustable AR/VR HOLO-DOODLE optical systems to provide accommodation Created on a paper napkin in 2016, HOLO- VR/AR & OPTICS cues while taking into account the eyeglasses DOODLE combines cutting-edge technology, and prescription of each individual user. some of the best creative minds in the VR world Sunday, 30 July, 9-10:30 am Pierre-Yves Laffont to create an intimate, social hangout for users Lemnis Technologies Pte. Ltd. who assume the body of a pink robot. Led by VR Varifocal Virtuality: A Novel Optical director Daffy London, the team brings the inside Layout for Near-Eye Display of a sleek Los Angeles club into an interactive This new optical design for see-through near-eye Membrane AR: Varifocal, Wide-Field-of- scene where users meet up, chat, and play with displays is simple, compact, varifocal, and it View Augmented Reality Display From other robots. The simple goal is to have fun in VR. provides a wide field of view with clear peripheral Deformable Membranes Daffy London vision and large eyebox. For objects not at This augmented reality display employs novel, Laura Dohrmann the eye’s current accommodation distance, see-through, deformable membrane mirrors to Superbright the system computationally blurs the graphics create virtual imagery at a desired depth level Terrence Masson using the most up-to-date blurring technology: within a wide field of view with the promise of a School of Visual Arts ChromaBlur, which accounts for high-order and more comfortable user experience. chromatic aberrations of human eyes. Ken Perlin David Dunn New York University David Luebke University of North Carolina at Chapel Hill, NVIDIA NVIDIA Research, NVIDIA Corporation Research Digital Playgroundz Kaan Akşit Cary Tippets Ward Lopes Kent Torell Initi.org is an artistic collective dedicated to Jonghyun Kim University of North Carolina at Chapel Hill developing interactive new-media installations Josef Spjut and researching and creating complex audio/ Peter Shirley Petr Kellnhofer visual projects for both indoor and outdoor Max-Planck-Institut für Informatik NVIDIA Research spaces. Based in Prague, the Czech Republic, Marty Banks Kaan Akşit the group brings to SIGGRAPH 2017 their new Steven Cholewiak NVIDIA Research Digital Playgroundz augmented reality platform for University of California, Berkeley Piotr Didyk large-scale applications. Universität des Saarlandes, Max-Planck-Institut für Gordon D. Love Daniel Gregor Informatik Durham University Ondřej Průcha Pratul Srinivasan Karol Myszkowski Jakub Roček Ren Ng Max-Planck-Institut für Informatik Josef Kortan Initi.org University of California, Berkeley David Luebke NVIDIA Research Flock TwinCam Henry Fuchs University of North Carolina at Chapel Hill Flock is a location-based, multi-user, untethered TwinCam is an omni-directional stereoscopic VR experience made for large-group interaction live-viewing camera that reduces motion blur in the same physical and virtual space. The and latency during head rotation in a head- AR/VR experience is a lightly gamified music video mounted display. A user study demonstrated the designed to get people to move, shake, and flock effectiveness of the system’s alleviation of virtual EXPERIMENTAL REALITIES together. As they hunt and peck, participants reality sickness symptoms. become performers, both for each other and for Kento Tashiro Sunday, 30 July, 10:45 am-12:15 pm the surrounding audience. Toi Fujie Yasushi Ikei Magic Bench: A Multi-User, David Lobser Tokyo Metropolitan University Multi-Sensory AR Platform Ken Perlin In this solution for multi-user interactions, a group New York University Tomohiro Amemiya NTT Communication Science Laboratories can share the same augmented environment Lily Fang and interact in the same animated story through Object Normal Koichi Hirota a third-person POV. Instead of instrumenting University of Electro-Communications Christopher Romero a person, the approach instruments an Manyplace Michiteru Kitazaki environment, creating a seamless walk-up-and- Toyohashi University of Technology play experience. AR/VR Kyna McIntosh Adaptive Dynamic Refocusing: Toward John Mars BODY & MIND IN VR James Krahe Solving Discomfort in Virtual Reality Jim McCann This approach to reducing discomfort in virtual Alexander Rivera Sunday, 30 July, 2-3:30 pm reality eliminates the vergence-accommodation Jake Marsico conflict, a fundamental flaw that affects all Ali Israr STRATA | A Biometric VR Experience commercial headsets available today. It replaces Shawn Lawson STRATA is a responsive VR experience driven by Moshe Mahler biometrics, created by The Mill. STRATA tunes Disney Research into your heart rate, breathing, stress levels and

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brain waves to remix a generative Kenny Mitchell objects such as an illuminating badge and a world. The stunning immersive experience Edinburgh Napier University, The Walt Disney Company, speaking mask. Disney Research connects us to our own emotional state, teaching Junichi Yamaoka us to calm and focus our minds. Yasuaki Kakehi Keio University CONTRIBUTORS RESEARCH Rama Allen Yoshihiro Kawahara Jonathan Robinson EXPLORATIONS IN E-TEXTILES The University of Tokyo Mike Manh Trent Atwood AND CIRCUIT-CONSTRUCTING Will Arnold METHODS AR/VR Anthony Dodero Eric Renaud-Houde Sunday, 30 July, 3:45-5:15 pm Lauren Shields AUGMENTED REALITY Rachel Start Whoa Board: Interactive Lighting for Ivan Joy Tuesday, 1 August, 9-10:30 am Wearables and Beyond Light-emitting coatings have both a storied past AR Mail From Harbin Blortasia and Zen Parade: Exploring and a bright future. This circuit board turns This playful mobile application enriches spatial Spatial Presence in Virtual Reality electro-luminescent materials into capacitive experience and social interactions of visitors to a Kevin Mack describes the creation of Blortasia touch sensors through a trick of control. The heritage site. The AR system adds a 3D-captured and Zen Parade, his abstract virtual reality art technology can be used to make environments section of Harbin’s cathedral on a fragment of experiences that explore the spatial presence of responsive without a screen or a headset. plan printed on postcards, and a postcard set VR as an aesthetic medium in and of itself. Josh Vekhter can be assembled to show the whole building. University of Texas at Austin, Foolish Products, LLC Kevin Mack Takehiko Nagkaura Shape Space VR Josh Gordonson Woongki Sun Dan Li Zanzie Addington-White Massachusetts Institute of Technology Neurable: Brain-Computer Interfaces Yanina Vekhter Foolish Products, LLC for Virtual and Augmented Reality Bridget Control software with your mind. Neurable’s Bridget is a curious little robot whose core brain-computer interface (BCI) combines novel Interactive Systems Based on Electrical functionality is open source. This introduction neurophysiological insights with proprietary to Bridget explains how OpenBE powers her machine-learning algorithms. The technology Muscle Stimulation This research in human-computer integration brain, summarizes the Bridge Engine SDK, and allows for real-time, intent-driven interactions that demonstrates devices that share the user’s demonstrates the Bridge headset and controller. address many of the pain points associated with muscles for input and output by using medically (XR) devices. This presentation Jeff Powers safe electrical-muscle stimulation. The devices Jacob Ervin discusses Neurable’s BCI and its necessary role transform human arms in interactive plotters, Occipital, Inc. for XR. teach new physical skills, and provide physical Aaron Hilton Ramses Alcaide sensations in virtual reality. Steampunk Digital Neurable Inc. Pedro Lopes Patrick Baudisch Remote Collaboration in AR and VR IRIDiuM+: Storytelling with Hasso-Plattner-Institut für Softwaresystemtechnik GmbH Using Virtual Replicas Immersive Light Fields Beyond AR and VR interaction and visualization 6 Degrees of Freedom Textile++: Low-Cost Textile Interface techniques that efficiently support remote IRIDiuM+ enables immersive storytelling in VR Using Resistive Touch Sensing assistance scenarios in which users wear tracked enhanced with non-linear sequenced sound, In this extension of fabric composed of fiber head-worn displays. The techniques allow a touch, and light. It extends IRIDiuM to allow materials, it is possible to detect the XY remote expert to create and use virtual replicas branching streams of full-motion light-field video coordinate and the pressure of the substance of physical objects to guide a local user in depending on user actions in real time. The touched by the cloth. The system is flexible and performing a task with those objects. deep-media aim is to allow users to physically lightweight, and compared to existing methods, enter rendered movies with novel non-linear Carmine Elvezio the structure is simple, so it can be manufactured Mengu Sukan storytelling capability. With the ability to change at very low cost. Ohan Oda the outcome of the story through touch and Barbara Tversky Keisuke Ono physical movement, users make choices Steven Feiner Tetsuaki Baba with consequences in immersive movies. The Columbia University Shinichiro Iwamura interactive narrative guides users through the Akira Ogie immersive story with lighting and spatial audio Tokyo Metropolitan University design and integrates both walkable and air- IL Gigante: Michelangelo’s David in VR Paul Haimes haptic actuators. See Michelangelo’s “stone giant” in virtual reality. National Institute of Advanced Industrial Science Walk around Michelangelo’s 17-foot (5-meter) and Technology Maggie Kosek statue of David and use a virtual scaffold to see Disney Research, Edinburgh Napier University, The Walt Disney Company the work up close as few have seen it before. Babis Koniaris ActMold: Rapid Prototyping of Electronic Christopher Evans David Sinclair Circuits on 2.5D Objects with Interactive Epic Games, Inc. Desislava Markova Vacuum Forming Fraser Rothnie With ActMold, users print circuits using The Walt Disney Company, Disney Research conductive ink, create objects with vacuum Lanny Smoot forming, and apply heat to re-create molded Disney Research

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AR/VR Mission: ISS Submerged Haptics: Haptic Display Explore the International Space Station 250 Using Miniature 3D Printed Airbags IMMERSIVE VR PRODUCTION miles above earth in this simulation experience This novel method uses 3D printing technology to developed in collaboration with NASA. Move create waterproof wearable haptic displays. The Tuesday, 1 August, 10:45 am-12:15 pm in zero gravity using controllers. displays are very lightweight and use no electro- Explore ISS experiments and missions. Take a mechanical actuation. A small full-range speaker Breakthrough VR: Hallelujah & Lytro spacewalk to check out the exterior of the station. transfers air back and forth through a tiny nozzle Immerge Adrian Sciutto in the airbag. Hallelujah is the world’s first VR music experience Magnopus Yuan-Ling Feng to provide an uncompromised sense of presence Charith Lasantha Fernando with . Created using Jan Rod Lytro Immerge, an end-to-end production Emotional Choices in VR Narrative Kouta Minamizawa pipeline, Hallelujah combines visionary creative When faced with difficult emotional choices, what Keio University and bleeding edge Light Field tech to deliver a will you do? This talk explores how interactivity in breakthrough experience. Learn more from the VR storytelling engages the viewer with emotional Mid-Air Interaction With a 3D Aerial Lytro team. choices instead of branching story choices. Topics include interactive narrative design in the Display Tim Milliron Presenting the design-and-build process of a Nikhil Karnad VR Village experience Reaping Rewards and how Chrissy Szczupak in-VR animation prototyping VR is essential for re-imaged volumetric display that enables mid- Orin Green the creative process. air interaction with 3D floating objects. The talk Lytro, Inc. discusses interaction techniques that provide Jonathen Collins haptic feedback at exterior contours and mitigate Limitless Ltd occlusion conflicts during direct manipulation Rainbow Crow based on hand position relative to interior content. The team behind the award-winning animated AR/VR RESEARCH Seth Hunter VR narratives “Invasion!” and “Asteroids!” share Ron Azuma learnings and insights from the studio’s latest TOUCHING HOLOGRAMS, SEVERAL Intel Corporation project. Rainbow Crow, inspired by a Native APPROACHES Jonathan Moisant-Thompson American myth, has been showcased at Tribeca, Intel Corporation Cannes, and Annecy film festivals. Wednesday, 2 August, 10:45 am-12:35 pm Dave MacLeod Larry Cutler Derek Disanjh Michael Hutchinson Altered Touch: Miniature Haptic Display MistyWest Nathaniel Dirksen With Force, Thermal, and Tactile Scott Peterson Baobab Studios Feedback for Augmented Haptics Altered Touch can be used to alter the haptic Merge Cube This presentation showcases the world’s first properties of real objects by rendering projected holographic object you can hold in the palm visual and haptic feedback. The wearable tactile ART of your hand. The award-winning Merge Cube actuator can be used in several augmented reality gives you the power to play, learn, and explore COUNTER-ARTIFACTS applications to change softness, hardness, and in magical new ways. You can download apps thermal sensation. using your tablet or smartphone, and watch the ARTIST TALKS: COUNTER-ARTIFACTS Takaki Murakami cube come to life! Tuesday, 1 August, 12:15-1:45 pm Tanner Person Charith Lasantha Fernando Jeremy Kenisky MODERATOR Kouta Minamizawa Merge VR Nao Bustamante Keio University University of Southern California

ARTISTS ART Astrovandalistas ORBEVR - A Handheld Concave Marcela Armas Spherical Virtual Reality Display BIOCYBERNETIC SPECULATIONS Arcangelo Constantini OrbeVR is a handheld spherical display based Gisela Motta on multi-projection technology. It displays images ARTIST TALKS: BIOCYBERNETIC SPECULATIONS projected by multiple pico-projectors installed Wednesday, 2 August, 2-3:30 pm inside the sphere. The infrastructure tracks the AR/VR MODERATOR positions of the user and the display, and renders Maria Fernandez IT’S ALL (VR) FUN & GAMES head-coupled perspectives with stereoscopic Cornell University depth cues. ARTISTS Wednesday, 2 August, 9-10:30 am Olavo Belloc Gilberto Esparza Mario Nagamura Paul Rosero Contreras Unleashing VR through Casual Content Douglas Fonseca Hamilton Mestizo How Casual Games Will Bring Virtual Reality Andre Rodrigues Mainstream Diego Souza From Pong to FarmVille, casual content has been Universidade de São Paulo ART instrumental in driving mainstream adoption of Celso Kurashima new technologies. This presentation explains how Universidade Federal do ABC UNSETTLED MACHINERY the casual past helps predict the VR future and Marcio Almeida ARTIST TALKS: UNSETTLED MACHINERY explores how casual content will help bring virtual Eduardo Zilles Borba reality to the masses. Roseli De Deus Lopes Wednesday, 2 August, 3:45-5:15 pm Marcelo Zuffo Nick Robinson MODERATOR Universidade de São Paulo Azin Mehrnoosh Andres Burbano RLTY CHK Universidad de los Andes

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ARTISTS Mose Sakashita Wired Muscle: Generating Faster Leo Nuñez Kenta Suzuki Kinesthetic Reaction by Inter-Personally Mariela Yeregui Keisuke Kawahara Christian Oyarzún Kazuki Takazawa Connecting Muscles Rodolfo Peraza Yoichi Ochiai Wired Muscle connects muscle activities between University of Tsukuba two persons using electromyogram (EMG) measurement and electrical muscle stimulation AR/VR (EMS) to generate responsive movements that LeviFab: Stabilization and Manipulation are faster than those generated by the visual THE ART & SCIENCE OF VR of Digitally Fabricated Objects for information-based process. The system detects Superconductive Levitation the muscle activity of a person by the EMG Wednesday, 2 August, 3:45-5:15 pm Aerial manipulation of material objects is and triggers the EMS to drive the muscle of the fascinating and is used in many performance Facing Mike other person to induce corresponding counter situations. Many scientific demonstrations and movements. In a pilot study, reaction time to The workflow and technology behind the magic shows employ acoustic, magnetic, electric, the motion of another person was shortened to Meet Mike Epic VR experience: spanning the and superconductive levitation. This study focuses approximately 60 ms. integration of complex scanning and modeling, on superconductive levitation because it has not Jun Nishida facial AI deep learning, and advanced real-time been well explored for entertainment applications. UE4 graphics. University of Tsukuba Yoichi Ochiai Shunichi Kasahara Mike Seymour University of Tsukuba fxguide.com, The University of Sydney Sony Computer Science Laboratories, Inc. Christopher Evans Kenji Suzuki Epic Games, Inc. Magnetic Plotter: A Macrotexture-Design University of Tsukuba Method Using Magnetic Rubber Sheets Christopter Nichols Magnetic Plotter is a desktop digital-plotting Chaos Group Labs Stretchable Transducers for Kinesthetic machine combined with a tiny neodymium Jay Busch magnet that writes fine magnetic patterns on the Interactions in Virtual Reality Google, Inc. surface of a magnetic rubber sheet. This method The tools of soft robotics enable immersive enables users to freely design magnetic fields kinesthetic experiences in virtual reality. Using fluidic elastomer actuators, this project Heroes: The Making of an Interactive, with inexpensive commercially available materials as if they are drawing pictures, and when the demonstrates a soft skin that can provide force Mixed-Reality Duet magnetic sheets are rubbed together, unique feedback and a soft controller to simulate different Heroes is multidimensional experience that haptic stimuli are displayed on the fingers. The objects. These novel input devices integrate with a guides the audience and participants through haptic stimuli can be designed by the magnetic virtual reality funhouse experience. the emotionality of dance set to an iconic David patterns plotted on the rubber sheets. Bryan Peele Bowie song. This panel discussion illuminates the Benjamin Mac Murray Kentaro Yasu process of creating this extraordinary experience Jose Barreiros Nippon Telegraph and Telephone Corporation and the intricacies of creating a live-action Robert Shepherd performance with world-class visual effects Cornell University incorporated into a Unity-driven experience for AR/VR RESEARCH Josef Spjut Gear VR and HoloLens. Omer Shapira David Luebke Csilla Kozma-Andersen AUGMENTED SELF, NEW NVIDIA Corporation Nokia Technologies INTERACTION Melissa Painter MAP Design Lab Thursday, 3 August, 2-3:30 pm Bottomless Joystick 2 Bottomless Joystick 2 provides the same kinetic Tim Dillon MetaLimbs: Multiple Arms Interaction Moving Picture Company sensation in midair as a normal joystick. It can Metamorphism be used by one person, or more than one, Thomas Wester MetaLimbs proposes a novel approach to body- simultaneously. For first-person shooter games, Thomas Wester Consulting schema alternation and artificial-limb interaction. one user can deploy two joysticks to simulate Jason Schugardt It adds two robotic arms to the user’s body and two handguns. Two joysticks can also represent MPCVR maps the global motion of legs and feet relative feedback from ski poles, or boat oars, or a bow to the torso. Then it maps these data to arm and shooting an arrow. hand motion, and to fingers gripping the artificial RESEARCH Yuichiro Katsumoto limbs, adds force feedback to the feet, and maps National University of Singapore MATERIALIZATION OF MOTION, the feedback to the manipulator’s touch sensors. LEVITATION, AND MAGNETICS Tomoya Sasaki MHD Yamen Saraiji Charith Lasantha Fernando Thursday, 3 August, 10:45 am-12:15 pm Kouta Minamizawa Materialization of Motions: Tangible Keio University Representation of Dance Movements for Masahiko Inami The University of Tokyo Learning and Archiving With this system for learning and archiving dance choreography, users can touch and confirm the position of the body parts, review a 3D view of the dance postures, and change the position of 3D objects.

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 29 PANELS

Panelists discuss, confer with, and debate each other in a free-flowing format that generates consensus, controversy, confusion, and clarity, sometimes simultaneously. Panels are a mixture of sessions organized by special invitation and or selected from juried proposals submitted through the online submission process.

Full Conference Platinum and Full Seating is on a first-come, first-served Conference Access registration basis. Please arrive early for the Panel you allows attendees access to all wish to attend. SIGGRAPH 2017 Panels.

Oba Ameziane-Hassani Powtawche Valerino SUNDAY, 30 JULY Digital Domain (Navigation Engineer) NASA JPL Damon Crowe MOBILE  curated content DreamWorks Animation Allison Schroeder Oscar®-nominated writer, “Hidden Figures” Gaelle Morand Mobile GPU’s – What’s Next? Industrial Light & Magic Mandy Walker ASC, ACS Sunday, 30 July, 9-10:30 am Cinematographer, “Hidden Figures” Panel discussion on trends in mobile graphics, Chris LeDoux AR/VR  curated content use-cases driving high-end GPU capabilities in Visual Effects Supervisor, “Hidden Figures” Crafty Apes mobile and path forward. Emotion & Affect in VR MODERATOR Sunday, 30 July, 3:45-5:15 pm Ryan Shrout Shrout Research With its multisensory features and immersive capabilities, virtual reality has affected some MONDAY, 31 JULY PANELISTS participants so profoundly that it alters emotional Micah Knapp Qualcomm states. The potential, and implications, are AR/VR  curated content massive. These panelists discuss recognizing and Adam Gousetis recording emotion, and innovative methods for AR and VR Futures Google creating emotive experiences. Monday, 31 July, 2-3:30 pm Nizar Romdhane Mark Billinghurst After 50 years, augmented and virtual reality are Virtual Arts University of South Australia entering the mainstream, but there are still many Scott Flynn Amanda Coolong important aspects that need to be worked on Unity Technologies before they achieve widespread acceptance. Jacquelyn Ford Morie This special session combines presentations Tabitha Peck from academic and industrial leaders to provide a PRODUCTION tantalizing glimpse into the future of the technology. State and Future of Hair in Feature Film Nonny de la Peña ANIMATION & VFX  curated content and Visual Effects Emblematic Group Sunday, 30 July, 9-10:30 am Evan Suma Rosenberg The Academy’s Science and Technology Steven Feiner This panel brings together engineers and Columbia University artists representing various areas of expertise Council Presents “Hidden Figures” in to provide a summary of their day to day Collaboration with NASA Karan Singh University of Toronto, JanusVR relationship with hair. They describe some of the Sunday, 30 July, 3:45-5:15 pm big challenges and their solutions, as well as Join us for a rare SIGGRAPH session featuring issues still outstanding, then explore some of the NASA “Modern Figures” scientists and “Hidden CGEMS: Computer Graphics Education commonalities and outliers to better understand Figures” crew for an examination of the past, Material how we have arrived at our current state and present and future in space math, diversity, and Monday, 31 July, 2-3:30 pm ultimately what the future is for CG hair. the movies. Rob Vogt This panel proposes and discusses a template for submission of nifty assignments to the Computer DreamWorks Animation MODERATOR Graphics Educational Materials Source (CGEMS) Steve Marschner Beverly J. Wood BJWOOD Consultant, LLC at the Eurographics Digital Library (accessible Cornell University through the ACM Digital Library). CGEMS is PANELISTS (Panelists subject to change) Hayley Iben looking for computer-graphics assignments Tracy D. Drain Pixar Animation Studios (Flight Systems Engineer, Deputy Chief Engineer Juno (curricular material) that are high quality, straightforward to use and incorporate in class, Sean Palmer Mission) Walt Disney Animation Studios NASA JPL and fit easily into the computer-graphics curricular framework. Topics include the expected CGEMS Amy Mainzer Colin Doncaster (Senior Research Scientist, NEOWISE Principal paper-submission format and accompanying Peregrine Labs Investigator, NASA JPL) practical material (code). NASA JPL

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Andrew Duchowski Expression-Based Facial Performance-Capture (Sony): Clemson University TUESDAY, 1 AUGUST Parag Havaldar Blizzard Edward Angel University of New Mexico EDUCATORS Rig-Based Facial Performance-Capture Systems (IMD, DD): Bruce Gooch Geoff Wedig Texas A&M University History of the JPL Computer Graphics Lab David Luebke Tuesday, 1 August, 9-10:30 am FACETS Facial Performance Capture and Solving NVIDIA Corporation System (Weta): This panel celebrating the lab’s 40th anniversary Luca Fascione includes the lab’s principal scientist, two of the Weta Digital CGIStudio: Thirty Years, One Renderer principal engineers, and the artist-in-residence. Open Shading Language: Monday, 31 July, 3:45-5:15 pm They present an overview of the operations Larry Gritz at the lab, summarize the tasks required for In February 2017, the Academy of Motion Picture Sony Pictures Imageworks NASA mission support, show excerpts from the Arts and Sciences honored Carl Ludwig, Eugene lab’s productions, and discuss how they were CGI Studio Renderer (BlueSky): Troubetzkoy, and Maurice van Swaaij with a Sci- Maurice van Swaaij produced. They also describe how the lab’s Tech Award “for the pioneering development of BlueSky Studios history is being prepared as a graph database the CGIStudio renderer at Blue Sky Studios”. This to enable dynamic, context-sensitive navigation, Arnold Renderer: year is also the 30th anniversary of CGIStudio, Marcos Fajardo including browsing it in VR. which demonstrated the feasibility of ray tracing Solid Angle Julian Gómez and global in visual effects and ILM Facial Performance-Capture Solving Systems: Polished Pixels animation. The first ray-traced animated feature Paige Warner film was Blue Sky’s “Ice Age” (2002). James Blinn Industrial Light & Magic This panel presents a few of the CGIStudio Retired V-Ray Renderer: pioneers for a moderated discussion of how David Em Vladimir (Vlado) Koylazov Blue Sky managed to challenge the industry’s Retired Chaos Group conventional approach to CG production, including Sylvie Rueff Carl Ludwig, (Blue Sky’s CTO and the visionary Retired behind CGIStudio), Academy Award®-winning directors Chris Wedge and John Kahrs, and Academy Sci-Tech Award recipient Hilmar Koch. ANIMATION & VFX  curated content Maurice van Swaaij Carl Ludwig Chris Wedge Blue Sky Studios The Academy’s Scientific and Technical Awards: The Technology, the Awardees, John Kahrs Broad Reach Pictures and the Process Tuesday, 1 August, 2-3:30 pm Hilmar Koch Autodesk This session will cover some of this year’s award-winning technologies, the history of the work leading to the awards, as well as the details of the Scientific and Technical Award process. For the last three decades SIGGRAPH has been an incubator for many Academy Award winning technologies, this will be a celebration of that relationship. MODERATOR Barbara Ford Grant VP Digital Production Services Home Box Office, Inc. PANELISTS Doug Roble Creative Director of Software Digital Domain, Inc.; Academy’s Science and Technology Council Meander (Disney): Brian Whited Walt Disney Animation Studios

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 31 ANIMATION & VFX PRODUCTION  curated content PRODUCTION SESSIONS

SIGGRAPH 2017 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.

Visit s2017.siggraph.org for updates. Seating is on a first-come, first-served basis.

The Making of Disney’s “Beauty Crazy Eight: The Making of a Race and the Beast” Sequence in Disney/Pixar’s “Cars 3” Monday, 31 July, 2-3:30 pm Tuesday, 1 August, 2-3:30 pm PRODUCTION GALLERY Join the visual-effects team behind Disney’s live- In this deep dive into “Cars 3”, learn how Pixar action remake of the 1991 animated classic as filmmakers pulled off one of their most complex Sunday, 30 July, 9 am-6 pm we discuss the creative and technical challenges sequences ever: a figure-8 demolition derby Monday, 31 July, 9 am-6 pm behind bringing this wonderful and exciting film filled with car crashes, mud, and explosions! Tuesday, 1 August, 9 am-6 pm to life. As we take you on a highlight tour of our The production team discusses the artistic and Wednesday, 2 August, 9 am-6 pm two-year journey, you will get a chance to see technical challenges involved in bringing this how the film’s many characters and environments race to life. Park at your own risk. Pixar is not This all-new, one-of-a-kind exhibit will evolved from initial concepts and studies to responsible for any damage to your vehicle. recognize the art, processes, and physical finished designs. We explore the technology Sudeep Rangaswamy (Global Technology Supervisor) materials involved in the creation of major behind achieving Dan Steven’s remarkable Beast studio projects — not just the final piece Bert Berry (Shading Art Director) performance, the process of building complex George Nguyen (Character Shading Lead) on screen. Attendees will explore artwork, scenes such as “Be Our Guest” and throughout David Bianchi (Layout Lead) props, costumes, and more from recent all this, will catch an inside glimpse of how unique Stephen Marshall (Effects Lead) film, VR, or game productions. Join us and continued collaboration with key production Paul Oakley (Master Lighting Artist) in L.A. for the chance to check out this departments (art, costume, music, choreography) Frank Tai (Set Dressing Artist) Pixar Animation Studios exclusive behind-the-scenes look at some was critical to the overall success of the project. of Hollywood’s biggest blockbusters. Kelly Port (Visual Effects Supervisor) Darren Hendler (Digital Effects Supervisor) Industrial Light & Magic Presents: Digital Domain Behind the Magic, The Visual Effects of Adrien Saint Girons (CG Supervisor) Rogue One: A Star Wars Story Framestore Tuesday, 1 August, 3:45-5:15 pm PRODUCTION SESSIONS MOVIE Join the visual effects team from Industrial Light SCREENING Stories the Ocean Tells Us: The Making & Magic as they discuss the Academy Award of “Moana” nominated effects work that went into Rogue Cars 3 Tuesday, 1 August, 10:45 am-12:15 pm One. Space battles, planetary destruction, “CG Sunday, 30 July, 9-11 pm Miniatures”, a reprogramed Imperial Droid, a Telling the story of “Moana” became one of the Death Star and, yes, some digital human work most ambitious things we’ve ever done at the for good measure, the crew will provide insight Walt Disney Animation Studios. We felt a huge into the film’s biggest challenges and discuss the responsibility to properly celebrate the culture solutions that brought this new chapter in the and mythology of the Pacific Islands, in an epic Star Wars universe to life. tale involving demigods, monsters, vast ocean voyages, beautiful lush islands, and a sweeping John Knoll (Chief Creative Officer/Senior Visual Effects Supervisor) musical visit to the village and people of Motunui.​ Vick Schutz (Lighting Technical Director Supervisor) Join us as we discuss our partnership with our​ Stephen Ellis (CG Supervisor) Pacific Islandsconsultants, ​ known as our “Oceanic Russell Paul (Digital Supervisor) Story Trust,” ​the research and development we John Levin (Layout Supervisor) pursued, and the tremendous efforts of our team Industrial Light & Magic of engineers, artists and storytellers who brought the world of “Moana” to life. Behind the Headset: The Making of Osnat Shurer (Producer) Kyle Odermatt (VFX Supervisor) Google Spotlight Stories’ “Son of Hank Driskill (SDL-Technical Supervisor) Jaguar,” “Sonaria,” and Oculus Story Dale Mayeda (Effects Animator) Studios’ “Dear Angelica” Adolph Lusinsky (SDL- Lighter) Wednesday, 2 August, 10:45 am-12:15 pm Walt Disney Animation Studios Three unique VR production teams come together in this high-energy session to discuss their innovative approaches to immersive visuals,

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audio, and user experience, many of which are Sony Pictures Imageworks The Making of Marvel Studio’s being presented publicly for the first time. For Celebrating 25 Years of Innovation, “Spider-Man: Homecoming” “Son of Jaguar”, “Sonaria”, and “Dear Angelica”, Imagination, and Creativity Thursday, 3 August, 2-3:30 pm brand-new tools and production pipelines were Wednesday, 2 August, 5:45-7:15 pm created to bring these intricate and immersive A young Peter Parker (Spider-Man), who made stories to life. Google Spotlight Stories, Oculus, Sony Pictures Imageworks, the Academy Award– his sensational debut in “Captain America: Civil and Reel FX present the techniques and winning visual effects and animation studio, War”, begins to navigate his newfound identity storytelling strategies that have earned them has created extraordinary and visually stunning as the web-slinging superhero in “Spider-Man: reputations as world leaders in the realm of virtual images for more than 100 live-action and Homecoming”. Thrilled by his experience with the reality and interactive mediums. animated productions over its 25-year history. Avengers, Peter returns home, where he lives with The studio is a leader in technology, developing his Aunt May. Under the watchful eye of his new SON OF JAGUAR: software and tools that have helped solve mentor, Tony Stark, Peter tries to fall back into Jorge Gutierrez (Director) his normal daily routine, distracted by thoughts Reel FX industry-wide challenges and deliver spectacular visuals to the big screen. Join the Imageworks of proving himself to be more than just your Cassidy Curtis (Technical Art Lead) team as they celebrate their rich history and friendly neighborhood Spider-Man. But when the Google Spotlight Stories reflect on the innovation, imagination, and Vulture emerges as a new villain, everything that Peter holds most important is threatened. Marvel SONARIA: creativity that has inspired audiences worldwide. Studios, Method Studios, Digital Domain, and Sony Scot Stafford (Director, Composer and Sound Supervisor) Jerome Chen (Senior VFX Supervisor) Pictures Imageworks take SIGGRAPH audiences Pollen Music Group / Google Spotlight Stories Ken Ralston (Senior VFX Supervisor) Mark Breakspear (VFX Supervisor) through their VFX journey as they created some of Kevin Dart (Director and Production Designer) the movie’s most heart-stopping moments. Theresa Latzko (Technical Art Lead) Michael Ford (VFX Supervisor) Chromosphere Sue Rowe (VFX Supervisor) Victoria Alonso (Executive Vice President, Sony Pictures Imageworks Physical Production) DEAR ANGELICA: Edwin Rivera (Additional VFX Supervisor) Maxwell Planck (Producer and Technical Founder) Marvel Studios Chris Horne (CG Supervisor) Blizzard Entertainment Presents: Matt Dessero (2nd Unit Supervisor, VFX Supervisor) Inigo Quilez (VFX Supervisor) The Making of the “Overwatch Method Studios Robert Chen (FX Lead) Animated Shorts” Oculus Story Studio Thursday, 3 August, 10:45 am-12:15 pm Lou Pecora (VFX Supervisor) Digital Domain In March 2016, Blizzard Entertainment released Theo Bialek (VFX Supervisor) Valerian and the City of a the first in a series of animated shorts set in Sony Pictures Imageworks Thousand Planets the world of their highly anticipated franchise, Wednesday, 2 August, 2-3:30 pm Overwatch. Over the course of the year, six stand- The Making of Marvel Studio’s “Valerian and the City of a Thousand Planets” is alone episodes – comprising over 40 minutes of original content – were released, giving millions “Guardians of the Galaxy Vol. 2” the visually spectacular new adventure film from Thursday, 3 August, 3:45-5:15 pm Luc Besson, the legendary director of “The Fifth of viewers their first look into the background of Element”, and is based on the ground-breaking Overwatch’s most iconic heroes. Combined with Set to the backdrop of Awesome Mixtape comic book series Valérian et Laureline. the simultaneous release of short-form comics, #2, Marvel’s “Guardians of the Galaxy Vol. 2” teasers, and even the release of tracks from a continues the team’s adventures as they traverse This session zooms in on the technologies character’s debut album, the Overwatch shorts are the outer reaches of the cosmos. The Guardians deployed to create this fabulous universe. part of a robust cross-media approach to original must fight to keep their newfound family together Sophie Leclerc (VFX Producer) storytelling and world building. as they unravel the mysteries of Peter Quill’s true Martin Hill (VFX Supervisor) To tell this much story, Blizzard Animation had to parentage. Old foes become new allies, and Weta Digital radically alter some of its production workflows fan-favorite characters from the classic comics and much of the technology used to produce come to our heroes’ aid as the Marvel cinematic Jose Burgos (CG Supervisor) universe continues to expand. Marvel Studios, Christian Alzmann (Visual Effects Art Director) the final episodes. Using the groundbreaking Industrial Light & Magic GPU-based ray-tracing renderer Redshift, the Weta, Framestore, and Method Studios take Overwatch shorts represent an entirely new, SIGGRAPH audiences through their VFX journey Peter Nofz (Associate VFX Supervisor) as they created some of the movie’s most heart- Olivier Martin (Concept Artist) cost-effective animation pipeline that allows rich, stopping moments. RodeoFX high-quality content to be created in a fraction of the time traditionally associated with pre-rendered Victoria Alonso (Executive Vice President, Physical workflows. From story and animatic though Production) Game of Thrones: Building and 3D animation and delivery of the final content, Damien Carr (VFX Producer) Destroying Meereen Blizzard’s team shares some of the strategies, Christopher Townsend (VFX Supervisor) Wednesday, 2 August, 3:45-5:15 pm tools, and techniques employed to create a Marvel Studios The Rodeo FX team will take you through the world worth fighting for in the Overwatch Guy Williams (VFX Supervisor) Weta Digital process behind the creation of the award-winning animated shorts. environment of Meereen in seasons 4 and 5 of Jeff Chamberlain (VP of Story and Franchise Jonathan Fawkner (VFX Supervisor) Game of Thrones, then its destruction in season Development) Framestore 6. Created in season 4, the impressive city Ben Dai (Cinematic Director) Nordin Rahhali (VFX Supervisor) features a giant gilded pyramid crowned by a Kevin VanderJagt (Cinematic Producer) Method Studios Ben Deda (Cinematic Pipeline TD) golden statue. What started out as a 2.5D matte Hunter Grant (Cinematic Animation Supervisor) painting evolved into a fully CG city in season 6, Bill La Barge (Cinematic Senior Effects Artist) threatened to be destroyed when it’s under attack Mike Hardison (Cinematic Lighting Lead) by a huge fleet of ships. Blizzard Entertainment Patrick David (VFX Supervisor and Compositor) Thomas Hullin (Lead FX Artist) RodeoFX

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 33 AR/VR GAMES REAL-TIME LIVE! An interactive extravaganza that celebrates real-time achievements at the intersection of ingenious technical skills and creative beauty, Real-Time Live! showcases the latest trends and techniques for pushing the boundaries of interactive visuals. Tuesday, 1 August, 6-7:45 pm

Limitless VR Creative Environment Shunsuke Saito Lingyu Wei BEST REAL-TIME GRAPHICS The Limitless VR Creative Environment allows Iman Sadeghi AND INTERACTIVITY AWARD users to build character-driven content directly Liwen Hu in VR: animation , scene layout, basic Jaewoo Seo Developers create and showcase the best set dressing, basic lighting, etc. The toolset is Koki Nagano Jens Fursund real-time graphics and interactivity appli- accessible to a broad range of users, and content is stored on the cloud for easy sharing. Yen-Chun Chen cations possible using today’s technolo- Stephen Chen gies. The winning team is announced from Pinscreen, Inc. the Real-Time Live! stage. Tom Sanocki Natalie Burke Jonathan Lucka Star Wars Battlefront VR: Piloting an 2016 Award Winner Jonathen Collins From Previs to Final in Five Minutes: Trevor Berninger XWing for the First Time A Breakthrough in Live Performance Milton Cadogan Star Wars Battlefront VR was released to critical Capture Limitless Ltd acclaim last December. This is the first VR game Epic Games, Ninja Theory, Cubic Motion, ever created using , the same engine and 3Lateral Studio Penrose Maestro that powers games like Battlefield. The produc- tion team faced the challenge of creating a VR Penrose Maestro is a suite of tools that enables game on PS4 with visuals that match modern artists to review and work on a VR story in a AAA games. collaborative, multi-user native VR environment. It takes the artists into the production together, Ángel Muñoz Berbel Direct 3D Stylization Pipelines allowing for perfect spatial context when taking Christian Bense Creating stylized computer graphics requires art notes from a director. Matthew Patterson Criterion Games direction, which is significantly enhanced by inter- Devon Penney active workflows. This direct watercolor-stylization Bruna Berford system lets artists locally control the desired Terry Kaleas Superposition Benchmark: Innovative effects in animated 3D scenes and see the Penrose Studios, Inc. SSRTGI Lighting in Real Time stylized results in real time. Superposition Benchmark continues the line Santiago Montesdeoca PhysicsForests: Real-Time Fluid of UNIGINE products famous for innovative 3D Hock Soon Seah Simulation Using Machine Learning graphics. This new SSRTGI (Screen-Space Ray Tracing ) technique uses a Davide Benvenuti This data-driven fluid simulation with surface Hans-Martin Rall rendered ray tracing algorithm that is close to real generation, foam, coupling with rigid bodies, and Nanyang Technological University physics and produces an interactive real-time rendering is capable of simulating several million rendered environment that looks photorealistic. Pierre Bénard particles in real time. It uses the regression forest Inria, Université de Bordeaux, CNRS to estimate the behavior of particles and rendered Denis Shergin Joëlle Thollot surfaces. The method can handle a wide range of Davyd Vidiger Romain Vergne fluid parameters. Anna Fofanova Université Grenoble Alpes, Inria, CNRS UNIGINE Corp. Lubor Ladicky SoHyeon Jeong Large-Scale Interactive Water Simulation Nemanja Bartolovic The Human Race With Directional Waves ETH Zürich The Mill and Epic present “The Human Race”, an The first-ever real-time simulation of a realistic, Marc Pollefeys interactive film made possible by real-time VFX, large-scale ocean scene of 4 by 4 kilometers at a Microsoft Research, ETH Zürich blurring the line between production and post. resolution of less than 1 cm. The waves interact Markus Gross Powered by UE4, The Mill Cyclops, and The Mill with 1,000 boats and floating rigid bodies, and ETH Zürich, Disney Research BLACKBIRD, the film revolutionizes the conventions they accurately disperse, diffract, and reflect off of digital filmmaking to create a film you can play. island boundaries. Pinscreen: Creating Performance-Driven Joji Tsuruga Stefan Jeschke Avatars in Seconds Eric Renaud-Houde IST Austria The Mill With this fully automatic framework for creating a Nuttapong Chentanez complete 3D avatar from a single unconstrained Miles Macklin image, users can upload any photograph to build Unity: EditorVR Matthias Müller-Fischer a high-quality head model within seconds. The NVIDIA Corporation EditorVR is an open-source feature that allows model can be immediately animated via perfor- anyone to edit Unity scenes directly in VR. Chris Wojtan mance capture using a webcam. IST Austria Amir Ebrahimi Hao Li Timoni West University of Southern California Matt Schoen Dylan Urquidi Unity Technologies

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 34 STUDIO CYBORG SELF: EXTENSIONS, ADAPTATIONS, AND INTEGRATIONS OF TECHNOLOGY WITHIN THE BODY

The Studio presents a broad range of concepts related to the convergence of the physical body and evolving technologies with an emphasis on wearables, e-textiles, bio-tech, and sensory extension across physical and virtual platforms.

Studio Hours Seating is on a first-come, first-served Visit s2017.siggraph.org for updates. basis. Please arrive early for the Studio Sunday, 30 July ...... 1:30-5:30 pm Workshops you wish to attend. Monday, 31 July . . . . . 10 am-5:30 pm Tuesday, 1 August ...... 10 am-5:30 pm Wednesday, 2 August . . . 10 am-5:30 pm Thursday, 3 August . . . . 10 am-3:30 pm

STUDIO WORKSHOPS  curated content  curated content Animal Drawing with Gary Geraths Pursuing Perfect Color Hands-on: Rapid Interactive Application and “Tiny” Tuesday, 1 August, 3:45-5:15 pm Prototyping for Media Arts and Stage Tuesday, 1 August, 9 am-Noon The purpose of this workshop is to illustrate the Performance This workshop is designed to improve dynamic proper technique and equipment needed for Sunday, 30 July, 2-5:15 pm sketching by teaching the gestural, anatomical, optimal color selection and color management throughout an image maker’s workflow. This Introducing a mashup of interaction technologies and structural nature of animals. The “model” is workshop offer hands-on review of methods and and OpenGL via Max/Jitter with multiple devices Tiny, a three-year old, 12-foot giraffe. practice using the most popular imaging and to allow for quick prototyping of advanced Gary Geraths output software and hardware. OpenGL applications for real-time stage Otis College of Art and Design performance. Bruce Wright Xrite.com Serguei Mokhov  Miao Song curated content Sudhir Mudur WebAR: Creating Augmented Reality  curated content Peter Grogono Experiences on Smart Glasses and Animal Drawing with Gary Geraths Concordia University Mobile Device Browsers and “Tiny” Tuesday, 1 August, 10:45 am-12:15 pm Wednesday, 2 August, 9-Noon This workshop teaches participants how to view  curated content This workshop is designed to improve dynamic and create AR experiences using WebAR. Unlike A Processing Primer for Artists sketching by teaching the gestural, anatomical, AR SKDs, WebAR runs in web browsers requiring Monday, 31 July, 2-3:30 pm and structural nature of animals. The “model” is no native app download. Participants will build Tiny, a three-year old, 12-foot giraffe. This workshop is a hand-on programming primer AR experiences in HTML5 and share their for artists and designers who are interested in creations online. Join us as we augment the web! Gary Geraths using programming and computational thinking Otis College of Art and Design as creative tools. Pablo Mendigochea HoloLeo Studios Susan Reiser  curated content University of North Carolina at Asheville Real-Time Cinematics & Storytelling Phil Conrad  curated content Wednesday, 2 August, 10:45 am-12:15 pm University of California Santa Barbara Comparing Screen Printing and Direct-to-Garment Technologies This workshop allows users to evaluate this technology for a variety of applications, including using Digital Workflows interactive experiences, XR, games and gameplay Troubleshooting and Cleanup Tuesday, 1 August, 2-3:30 pm Techniques for 3D Printing cutscenes, film VFX, storyboarding, virtual set Monday, 31 July, 3:45-5:15 pm This workshop reviews the complete process design, eSports broadcast, and more. involved with screen printing from start to finish, Adam Myhill Learn hands-on techniques for identifying and and compares it with the process of direct-to- Unity3d cleaning up geometry for 3D printing. Explore the garment printing. Also, learn best practices for most commonly encountered problems, discover designing t-shirts with DTG technology, and how they are created and how they can be fixed, submit an entry in the Studio T-Shirt Design  curated content and develop a fluent understanding of the best Contest following the “Cyborg Self” theme. Knitted Finger Sensors practices to avoid them. Eddie Murphy Wednesday, 2 August, 2-5:15 pm Lance Winkel Matt Kochanowski With this workshop, you’ll assemble a pre-knitted University of Southern California Epson America, Inc. finger sensor to fit your digit. No sewing skill needed. Jesse Seay Columbia College Chicago

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 curated content LeviFab: Stabilization and Manipulation EDUCATORS Getting Your Monitor and Inkjet Print to of Digitally Fabricated Objects for Match – Color Management and Printing Superconductive Levitation Textile++: Low Cost Textile Interface Using Principle of Resistive Thursday, 3 August, 2-3:30 pm Superconductive levitation has not been well Touch Sensing This workshop shows an inkjet print that matches explored for entertainment applications. This the monitor, and how to achieve it, as well as demonstration shows levitation itself as content Based on the principle of resistive touch-sensing, how practical it is to execute. You’ll also learn, in generated by computational fabrication and Textile++ is a fiber-based system that can be plain terms, color management you can use, and manipulation of 3D printed objects. applied to various fields, including wearable computing. It can be manufactured at very low alternative workflows for pleasing prints. Yoichi Ochiai cost compared with conventional fiber touch- Eddie Murphy Tatsuya Minagawa Epson America, Inc. Takayuki Hoshi sensing technology. The University of Tokyo Keisuke Ono Daitetsu Sato Tetsuaki Baba Kazuki Takazawa Shinichiro Iwamura Amy Koike Akira Ogie STUDIO PROJECTS Satoshi Hashizume Tokyo Metropolitan University Ippei Suzuki Paul Haimes Atsushi Shinoda EDUCATORS National Institute of Advanced Industrial Science Kazuyoshi Kubokawa and Technology (AIST) ActMold: Rapid Prototyping of Electronic University of Tsukuba Circuits on 2.5D Objects With Interactive Vacuum Forming Magnetic Plotter: A Macrotexture-Design EDUCATORS In this method for prototyping 2.5D objects Method Using Magnetic Rubber Sheets Whoa Board: Interactive Lighting for with electronic circuits, users print circuits with Magnetic Plotter is a desktop digital-plotting Wearables and Beyond conductive ink, then use vacuum forming and machine that writes fine magnetic patterns The Whoa Board turns electroluminescient heated molds to create objects such as an a magnetic rubber sheet. It enables users to materials into interface elements with no illuminating badge and a speaking mask. freely design magnetic fields with inexpensive modification. It contains a novel touch-sensing Junichi Yamaoka commercially available materials as if they are circuit that can sense at a distance (and works Yasuaki Kakehi drawing pictures, and when the magnetic sheets through materials like fabric). It is is open-source, Keio University are rubbed together, unique haptic stimuli are Arduino-IDE-compatible, and conforms to the Yoshihiro Kawahara displayed on the fingers. three most wildly used hardware serial protocols. The University of Tokyo Kentaro Yasu Josh Vekhter Nippon Telegraph and Telephone Corporation University of Texas at Austin, Foolish Products, LLC

AR/VR Josh Gordonson Materialization of Motions: Tangible Freelance Artist Interactive Systems Based on Electrical Representation of Dance Movements for Zanzie Addington-White Muscle Stimulation Learning and Archiving Freelance Artist In this hands-on demonstration of several This system fabricates tangible 3D human Akivo Vekhter interactive systems based on electrical muscle forms to learn and archive dance movements. It Netscape stimulation, wearable devices allow attendees to, analyzes patterns of musical tempo and rhythm, for example, transform their arms in interactive combines them with dynamic dancing shapes plotters, physically learn how to manipulate captured by a depth camera, and outputs data objects they have never seen before, feel walls to a 3D printer for tangible modeling of the dance and forces in virtual reality, etc. movements. Pedro Lopes Mose Sakashita Patrick Baudisch Kenta Suzuki Hasso-Plattner-Institut für Softwaresystemtechnik GmbH Keisuke Kalahari Kazuki Takazawa Yoichi Ochiai University of Tsukuba

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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.

 curated content ACM SIGGRAPH Organization Talks: • UIST Reprise at SIGGRAPH 2017 • IEEE TVCG Session on Advances in Virtual and Augmented Reality • IEEE TVCG Sesson on Advances in Data Visualization

Full Conference Platinum and Full Seating is on a first-come, first-served Image Credit: A Fantasy Based on Reality: The Art Conference registration allows attendees basis. Please arrive early for the Talk of Final Fantasy XV (c) 2017 Tomohiro Hasegawa, Yuusaku Nakaaki, SQUARE ENIX CO.,LTD access to all SIGGRAPH 2017 Talks. session you wish to attend.

SUNDAY, 30 JULY ANIMATION & VFX ANIMATION & VFX IT’S COMPLICATED INDUSTRIAL LIGHT & MAGIC’S PRODUCTION VISUAL DEVELOPMENT Sunday, 30 July, 10:45 am-12:15 pm THE ART OF PRODUCTION AND EFFECTS SIMULATION Evolving Complexity Management on “The FOR MARVEL STUDIOS Sunday, 30 July, 9-10:30 am LEGO Batman Movie” DOCTOR STRANGE Aidan Sarsfield Bringing Lou to Life Jens Jebens Sunday, 30 July, 10:45 am-12:15 pm Peter Tieryas Damien Gray Evan Bonifacio Simon Bull Florian Witzel Henry Garcia Animal Logic Georg Kaltenbrunner Stacey Truman Industrial Light & Magic Victor Navone Cloudy With a Chance of Rendering Pixar Animation Studios Hannes Ricklefs Daniel Bergel PRODUCTION Revving Up a Storm: A Talk on Creating Craig Dibble Jackson Storm Moving Picture Company EFFECTS OMELETTE George Nguyen Pauline Koh Sunday, 30 July, 2-3:30 pm Peter Tieryas Technicolor Jae Hyung Kim “Rogue One: A Star Wars Story” Josh Holtsclaw James Pearson Jedha Destruction Pixar Animation Studios Moving Picture Company Ciaran Moloney The Role of Hand-Drawn Animation in Animation Collaboration With Depth Jamie Haydock Disney’s “Moana” Compositing Matthew Puchala Miguel Perez Senent Kimberly Keech Dhruv Govil Industrial Light & Magic Rachel Bibb Sony Pictures Imageworks Walt Disney Animation Studios “Moana”: Foundation of a Lava Monster Brian Whited Rendering the Darkness: Glimpse on “The Marc Bryant Georgia Institute of Technology, The Walt Disney LEGO Batman Movie” Jonathan Garcia Company, Walt Disney Animation Studios Daniel Heckenberg Ian Coony Brett Achorn Luke Emrose Walt Disney Animation Studios Walt Disney Animation Studios Matthew Reid Michael Balzer “Moana”: Geometry-Based Disco Ball A Fantasy Based on Reality: The Art of Final Antoine Roille Lighting for Tamatoa’s Lair Animal Logic Fantasy XV Dong Joo Byun Tomohiro Hasegawa Shant Ergenian Yuusaku Nakaaki Gregory Culp SQUARE ENIX CO., LTD Walt Disney Animation Studios Building Detailed Fractal Sets for “Guardians of the Galaxy Vol. 2” Miles Green Matt Ebb Daniel Heckenberg Richard Sutherland Aidan Sarsfield Animal Logic

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Hairy Effects in “” ANIMATION & VFX GAMES ANIMATION & VFX

Brian Missey GAME ON I LIKE TO MOVE IT, MOVE IT Amaury Aubel Arunachalam Somasundaram Sunday, 30 July, 2-3:30 pm Sunday, 30 July, 3:45-5:15 pm Megha Davalath DreamWorks Animation Gears of War 4: Custom High-End Graphics Muscle Simulation for Facial Animation Features and Performance Techniques in “Kong: Skull Island” Modeling Vellus Facial Hair From Asperity Jim Malmros Matthew Cong Scattering Silhouettes The Coalition (Microsoft Studios) Lana Lan Chloe Legendre Industrial Light & Magic Loc Hyunh HDR TV Output and Lighting Gears of War 4 Ronald Fedkiw Shanhe Wang Colin Matisz Stanford University, Industrial Light & Magic Andy Yi Shen USC Institute for Creative Technologies The Coalition (Microsoft Studios) High-Performance Animation in Gears of War 4 Procedural Photograph Generation from WET AND WILD Actual Gameplay: Snapshot AI in Final David Bollo The Coalition (Microsoft Studios) Fantasy XV Monday, 31 July, 2-3:30 pm Prasert Prasertvithyakarn Handling Scene Constraints for The Ocean and Water Pipeline of Disney’s Tatsuhiro Joudan Pose-Based Caching “Moana”: The Line Where the Sky Meets Hidekazu Kato Gene Lee the Sea Seiji Nanase Christian Eisenacher Masayoshi Miyamoto Sean Palmer Andy Lin SQUARE ENIX CO.,LTD Jonathan Garcia Noel Villegas Patrick Kelly Circular Separable Convolution Depth Walt Disney Animation Studios Ralf Habel of Field Walt Disney Animation Studios The Eyes Have It: Comprehensive Eye Kleber Garcia Control for Animated Characters “Moana”: Performing Water Pilar Molina Lopez Ben Frost Jake Richards Alexey Stomakhin Blue Sky Studios CATCHING LIGHT Hiroaki Narita Walt Disney Animation Studios Sunday, 30 July, 3:45-5:15 pm The Water Effects of “Pirates of the Automated Light Probes From Capture to MONDAY, 31 JULY Caribbean: Dead Men Tell No Tales” Render for “Peter Rabbit” Rob Hopper  Daniel Heckenberg curated content Kai Wolter Steve Agland THE ART OF VISUAL JOURNEY Moving Picture Company Jean-Pascal Leblanc Animal Logic Monday, 31 July, 9-10:30 am Racing to the Finish Line: Effects Challenges Raphael Barth on “Cars 3” Indiecam GmbH Behind the Scenes of VFX in the Middle East & Syria Stephen Marshall Tim Speltz Masquerade: Fine-Scale Details for Head- Eli Saliba Greg Gladstone Mounted Camera Motion-Capture Data Mustafa Sumer Al-Barkaoui Krzysztof Rost Jon Reisch Lucio Moser Hind Wiakil (Via Skype from Damascus, Syria) Pixar Animation Studios Darren Hendler Lighthouse VFX Doug Roble Digital Domain HAIR IT IS! LITE BRITE Just-In-Time, Viable 3D Avatars From Scans Andrew Feng Monday, 31 July, 9-10:30 am Monday, 31 July, 3:45-5:15 pm Evan Suma Rosenberg Ari Shapiro The Art and Technology of Hair Simulation Importance Sampling of Many Lights With USC Institute for Creative Technologies in Disney’s “Moana” Adaptive Tree Splitting Marc Thyng Alejandro Conty Estevez Proxy Clouds for RGB-D Stream Processing: Christopher Evart Christopher Kulla An Insight Toby Jones Sony Pictures Imageworks Aleka McAdams Adrien Kaiser Walt Disney Animation Studios Ayotle SAS, Télécom ParisTech, Université -Saclay The Iray Light-Transport Simulation and Rendering System José Alonso Ybanez Zepeda Ayotle SAS Alexander Keller Carsten Wächter Tamy Boubekeur Matthias Raab Télécom ParisTech, Université Paris-Saclay Daniel Seibert Dietger van Antwerpen Johann Korndörfer Lutz Kettner NVIDIA Corporation

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Precomputed Multiple Scattering for Light Compact Iso-Surface Representation and Metamaterial Mechanisms Simulation in Participating Medium Compression for Fluid Phenomena (UIST 2016 Honorable Mention) Beibei Wang Todd Keeler Alexandra Ion Inria, Université Grenoble Alpes, Nanjing University of Robert Bridson Johannes Frohnhofen Science and Technology The University of British Columbia Ludwig Wilhelm Wall Robert Kovacs Nicolas Holzschuch Localized Guided Liquid Mirela Alistar Inria, Université Grenoble Alpes Jack I. C. Lindsay in Bifrost Pedro Lopes Double Hierarchies for Efficient Sampling in Michael Nielsen Hsiang-Ting Chen Monte Carlo Rendering Konstantinos Stamatelos Patrick Baudisch Norbert Bus Autodesk, Inc. Hasso-Plattner-Institut für Softwaresystemtechnik GmbH Centre National de la Recherche Scientifique, Télécom Adrian Graham ParisTech, Université Paris-Saclay CircuitStack: Supporting Rapid Prototyping Google, Inc. and Evolution of Electronic Circuits Tamy Boubekeur Marcus Nordenstam (UIST 2016 Best Talk award) Télécom ParisTech, Université Paris-Saclay Robert Bridson Chiuan Wang Autodesk, Inc. Hsuan-Ming Yeh Bryan Wang Te-Yen Wu TUESDAY, 1 AUGUST EDUCATORS  curated content Hsin-Ruey Tsai Rong-Hao Liang UIST REPRISE AT SIGGRAPH 2017 Yi-Ping Hung IT’S A MATERIAL WORLD Mike Y. Chen National Taiwan University Tuesday, 1 August, 10:45 am-12:15 pm Tuesday, 1 August, 9-10:30 am ViBand: High-Fidelity Bio-Acoustic Gears of War 4: Creating a Layered Material Sensing Using Commodity Smartwatch AR/VR  curated content System for 60fps Accelerometers Colin Penty (UIST 2016 Best Paper and Best Talk awards) IEEE TVCG SESSION ON Ian Wong Gierad Laput ADVANCES IN VIRTUAL AND The Coalition (Microsoft Studios) Robert Xiao AUGMENTED REALITY Chris Harrison DreamWorks Fabric Shading Model: From Carnegie Mellon University Artist Friendly to Physically Plausible Tuesday, 1 August, 2-3:30 pm proCover: Sensory Augmentation of Session Chair: Dieter Schmalstieg, Technische Priyamvad Deshmukh Prosthetic Limbs Using Smart Textile Covers Universität Graz DreamWorks Animation (UIST 2016 Best Paper award) Feng Xie Optimal Camera Placement for Motion Joanne Leong Stanford University, DreamWorks Animation Capture Systems Patrick Parzer Florian Perteneder Pooya Rahimian Fast Automatic Level of Detail for Physically Teo Babic Joseph K. Kearney Based Materials Christian Rendl University of Iowa Lutz Kettner Anita Vogl NVIDIA Corporation Hubert Egger The Problem of Persistence With Fachhochschule Oberösterreich Rotating Displays Designing Look And Feel Using Alex Olwal Matthew Regan Generalized Crosshatching Google, Inc. Monash University Yuxiao Du Michael Haller Gavin S. P. Miller Ergun Akleman Fachhochschule Oberösterreich Adobe Systems Inc. Texas A&M University NormalTouch and TextureTouch: High- Wide Field of View Varifocal Near-Eye Fidelity 3D Haptic Shape Rendering on Display Using See-Through Deformable MAKING WAVES Handheld Virtual Reality Controllers Membrane Mirrors (UIST 2016 Honorable Mention) David Dunn Tuesday, 1 August, 10:45 am-12:15 pm Hrvoje Benko Cary Tippets Christian Holz Kent Torell “Moana”: Crashing Waves Mike Sinclair University of North Carolina at Chapel Hill Eyal Ofek Dong Joo Byun Microsoft Research Petr Kellnhofer Alexey Stomakhin Max-Planck-Institut für Informatik Walt Disney Animation Studios AggreGaze: Collective Estimation of Kaan Aksit Audience Attention on Public Displays Production-Ready MPM Simulations NVIDIA Research (UIST 2016 Honorable Mention) Gergely Klar Piotr Didyk Yusuke Sugano University of California, Los Angeles, DreamWorks Karol Myszkowski Xucong Zhang Animation Petr Kellnhofer Andreas Bulling Max-Planck-Institut für Informatik Jeff Budsberg Max-Planck-Institut für Informatik DreamWorks Animation David Luebke NVIDIA Research Stephen Jones NVIDIA Corporation, DreamWorks Animation Henry Fuchs University of North Carolina at Chapel Hill Ken Museth DreamWorks Animation

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MR360: Mixed Reality Rendering for 360°  curated content WEDNESDAY, 2 AUGUST Panoramic Videos IEEE TVCG SESSION ON ADVANCES Taehyun Rhee IN DATA VISUALIZATION Lohit Petikam Benjamin Allen ALT. WORKFLOWS Andrew Chalmers Tuesday, 1 August, 3:45-5:15 pm Victoria University of Wellington Session Chair: Leila De Floriani, University of Maryland Wednesday, 2 August, 9-10:30 am at College Park Director-Centric Virtual-Camera Production Direct Multifield Volume Ray Casting of Tools for Rogue One EDUCATORS Fiber Surfaces Mike Jutan INTERDISCIPLINARY CIRCUS Kui Wu Steve Ellis University of Utah Lucasfilm, Industrial Light & Magic Tuesday, 1 August, 2-3:30 pm Aaron Knoll University of Utah and Argonne National Laboratory Smash And Grab: Off-The-Rails Filmmaking Interdisciplinary Study of Reflectance at Pixar Benjamin J. Isaac Transformation Imaging Processes for the University of Utah Vincent Serritella Creation of Normal Map Libraries from High- Jason Kim Resolution Scan Data Hamish Carr David Lally University of Leeds Farhez Rayani David Halbstein Matthew Silas Nitin Sampat Valerio Pascucci Brian Larsen Martin Pietras University of Utah Pixar Animation Studios Rochester Institute of Technology Jacobi Fiber Surfaces for Bivariate Reeb 3D Across Media: Ceramics, Print and VR Space Computation LAIKA’s Digital Big Boards Julieta Aguilera Julien Tierny Jeff Stringer Plymouth University Sorbonne Universités and CNRS Owen Nelson Tony Aiello Jonathon Goebel Hamish Carr LAIKA Monika Mann University of Leeds University of Hawaii “VarCity - the Video”: the Struggles and Correlated Photon Mapping for Interactive Triumphs of Leveraging Fundamental Is This Possible? Massive Online Inter- Global Illumination of Time-Varying Research Results in a Graphics Video institutional Student Production Volumetric Data Kenneth Vanhoey Miho Aoki Daniel Jonsson Carlos Eduardo Porto de Oliveira University of Alaska Fairbanks Anders Ynnerman Hayko Riemenschneider Linköpings universitet William Joel Andrrás Bódis-Szomorú Western Connecticut State University Santiago Manén-Freixa Urban Pulse: Capturing the Rhythm of Cities Danda Pani Paudel Anna Ursyn Fabio Miranda Michael Gygli University of Northern Colorado Harish Doraiswamy Nikolay Kobyshev Jacob Pollak New York University Till Kroeger Ferris State University Dengxin Dai Marcos Lage Luc Van Gool Universidade Federal Fluminense ETH Zürich Kai Zhao AR/VR  curated content Bruno Gonçalves New York University VR/AR TO GO ART EDUCATORS

Luc Wilson MAKE ME A DESIGN Tuesday, 1 August, 3:45-5:15 pm Mondrian Hsieh Kohn Pedersen Fox Associates PC A New (Virtual) Reality at The New York Cláudio T. Silva Wednesday, 2 August, 10:45 am-12:15 pm Times New York University Programmable Buildings Graham Roberts The New York Times Andrzej Zarzycki Martina Decker Evolution of AR in Pokémon GO New Jersey Institute of Technology Edward Wu Concept Through Creation: Establishing a Phil Keslin 3D Design Process in the Footwear Industry Dennis Jochen Suessmuth Labs Sky Asay Conor Fitzgerald How VR Changes the Sense of Ourselves Mario Poerner & Reality Davoud Ohadi Detlef Müller Kent Bye Adidas Group Voices of VR Podcast

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Resynthesizing Reality: Driving Vivid Virtual PARTLY CROWDY Environments From Sensor Networks THURSDAY, 3 AUGUST Don Derek Haddad Thursday, 3 August, 10:45 am-12:15 pm Gershon Dublon PRODUCTION Brian Mayton Building Moana’s Kakamora Barge: You’re Gonna Need a Bigger Boat Massachusetts Institute of Technology PIPE DREAMS Xiao Xiao Sean Palmer Brett Achorn Spencer Russell Thursday, 3 August, 9-10:30 am MIT Media Lab Larry Wu Large-Scale VFX Pipelines Walt Disney Animation Studios Ken Perlin New York University Justin Israel PackIT. Animating Complicated Character Weta Digital Joseph Paradiso Groups Easily MIT Media Lab Matthew Chambers Zorroa Melt van der Spuy Sony Pictures Imageworks Andrew Wright PRODUCTION Weta Digital Populating the Crowds in “Ferdinand” PROCEDURAL WITH CAUTION From VFX Project Management to Mark Adams Greg Mourino Predictive Forecasting Wednesday, 2 August, 10:45 am-12:15 pm Mason Evans Hannes Ricklefs Kevin Edzenga Interactive Environment Creation Stefan Puschendorf Svetla Cavaleri With Sprout Moving Picture Company Justin Bisceglio Blue Sky Studios Daniela Hasenbring Brian Eriksson Jeremy Hoey Sandilya Bhamidipati Sony Pictures Imageworks Akshay Pushparaja Artist-Driven Crowd Authoring Tools Technicolor SA Damien Maupu A Hybrid Approach to Procedural Emanuele Goffredo Tree Skeletonization Flexible Pipeline for Crowd Production Nile Hylton Mungo Pay James Bartolozzi Mungo Pay Martin Prazak Matt Kuruc Martin Prazak Double Negative Pixar Animation Studios Damien Maupu Double Negative Build Your Own Procedural TOOLS OF THE TRADE Grooming Pipeline Beyond “Cosmos Laundromat”: ’s Open-Source Studio Pipeline Wanho Choi Thursday, 3 August, 10:45 am-12:15 pm Dexter Studios Ton Roosendaal Francesco Siddi Optical Flow-Based Face Tracking in FurCollide: Fast, Robust, and Controllable Blender Institute “The Mummy” Fur Collisions With Meshes Curtis Andrus Moving Picture Company Arunachalam Somasundaram PRODUCTION AR/VR DreamWorks Animation REALITIES OF VR PRODUCTION A New Contour Method for Highly Detailed Geometry AR/VR EDUCATORS Thursday, 3 August, 9-10:30 am Andreas Bauer Polygon Pictures, Inc. IT’S ALIVE! ALTERNATIVE The Making of VR IMMERSIONS Dominik Kaeser Lighting Up The Smurfs’ Enchanted Forest Google, Inc. Xinling Chen Wednesday, 2 August, 2-3:30 pm Christopher Kulla Building an Animation Pipeline for VR Stories to Mars Lucas Miller Carlos Diaz-Padron Alan Chen Andy Rowan-Robinson Bruna Berford Sony Pictures Imageworks Framestore Devon Penney Terry Kaleas Dear Angelica: Breathing Life into Irem Oz VR Illustrations Penrose Studios, Inc. Robert Chen Oculus Story Studio Visual Effects for VR Chris Healer Two Novel Approaches to Visualizing Audra Coulombe Internal and External Anatomy of The The Molecule Cardiac Cycle with A Windowed Virtual Heart Model Dave Mauriello Drexel University

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DON’T BE SCARED – IT’S PHYSICAL EXE STUFF Beyond Foveal Rendering: ONLY MATH Smart Eye-Tracking-Enabled Thursday, 3 August, 3:45-5:15 pm Networking (SEEN) Konrad Tollmar Thursday, 3 August, 3:45-5:15 pm Optimizing VR for All Users Through Pietro Lungaro Lungaro Learning Light Transport the Reinforced Way Adaptive Focus Displays Ashutosh Mittal Alfredo Fanghella Ken Dahm Nitish Padmanaban Alexander Keller Robert Konrad KTH Royal Institute of Technology NVIDIA Corporation Stanford University Emily Cooper Headset Removal for Virtual and Novel Algorithm for Sparse and Parallel Dartmouth College Mixed Reality Fast Sweeping Gordon Wetzstein Christian Frueh Ken Museth Stanford University Avneesh Sud DreamWorks Animation Vivek Kwatra A Case Study on Raytracing-in-the-Loop Google, Inc., Google Research Dance Motion Analysis and Editing Using Optimization: Focal Surface Displays Hilbert-Huang Transform Nathan Matsuda Ran Dong Alexander Fix Dongsheng Cai Douglas Lanman University of Tsukuba Oculus Research Nobuyoshi Asai University of Aizu

Nature-Based Hybrid Computational Geometry System for Optimizing Aerospace-Component Structures Danil Nagy Autodesk, Inc.

SEE THE SIGGRAPH 2017 SPACE SHUTTLE ENDEAVOUR RECEPTION UP CLOSE @ at the California Science Center Monday, 31 July, 8-10 pm

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 42 TECHNICAL PAPERS

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 2017 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 Seating is on a first-come, first-served Image Credit: Inside Fluids: Clebsch Maps for Conference Access registration allows basis. Please arrive early for the Technical Visualisation and Processing © 2017 Albert Chern, California Institute of Technology; Felix Knöppel, Ulrich attendees access to all SIGGRAPH 2017 Papers you wish to attend. Pinkall, Technische Universität Berlin; Peter Schröder, Technical Papers. California Institute of Technology

Martin Fuchs Geometric Optimization via Hochschule der Medien Stuttgart Composite Majorization

Matthias Hullin Anna Shtengel TECHNICAL PAPERS FAST Rheinische Friedrich-Wilhelms-Universität Bonn Weizmann Institute of Science FORWARD Rainbow Particle Imaging Velocimetry Roi Poranne Olga Sorkine-Hornung for Dense 3D Fluid Velocity Imaging Sunday, 30 July, 6-8 pm ETH Zürich Jinhui Xiong Shahar Kovalsky An entertaining, illuminating summary of Ramzi Idoughi Duke University SIGGRAPH 2017 Technical Papers. Andres Aguirre-Pablo Abdulrahman Aljedaani Yaron Lipman Sponsored by Adobe Systems, Inc. Xiong Dun Weizmann Institute of Science Qiang Fu Sigurdur Thoroddsen Variance-Minimizing Transport Plans King Abdullah University of Science and Technology for Inter-Surface Mappings Wolfgang Heidrich Manish Mandad King Abdullah University of Science and Technology, Rheinisch-Westfälische Technische Hochschule Aachen The University of British Columbia David Cohen-Steiner MONDAY, 31 JULY Epipolar Time of Flight Imaging Inria Supreeth Achar Leif Kobbelt IMAGINATIVE IMAGING Joseph R. Bartels Rheinisch-Westfälische Technische Hochschule Aachen William L. (Red), Whittaker Pierre Alliez Carnegie Mellon University Monday, 31 July, 9-10:30 am Inria Session Chair: Sylvain Paris, Adobe Kiriakos N. Kutulakos Mathieu Desbrun University of Toronto California Institute of Technology CoLux: Multi-Object 3D Mirco-Motion Srinivasa G. Narasimhan Analysis Using Speckle Imaging Carnegie Mellon University Regularized Kelvinlets: Sculpting Brushes Based on Fundamental Solutions Brandon Smith Pratham Desai of Elasticity Vishal Agarwal MAPPINGS AND DEFORMATIONS Fernando de Goes Mohit Gupta Pixar Animation Studios University of Wisconsin-Madison Monday, 31 July, 9-10:30 am Doug L. James Session Chair: Ofir Weber, Bar Ilan University Stanford University 4D Imaging Through Spray-On Optics Julian Iseringhausen Scalable Locally Injective Mappings Rheinische Friedrich-Wilhelms-Universität Bonn Michael Rabinovich Bastian Goldlücke Roi Poranne Universität Konstanz ETH Zürich Nina Pesheva Daniele Panozzo Stanimir Iliev New York University Bulgarian Academy of Sciences Olga Sorkine-Hornung Alexander Wender ETH Zürich Universität Stuttgart

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LEARNING TO MOVE Christian Theobalt Diego Gutierrez Max Planck Institut für Informatik, Max Planck Center Belen Masia for Visual Computing and Communication Universidad de Zaragoza Monday, 31 July, 9-10:30 am Session Chair: Karan Singh, University of Toronto Real-Time Geometry, Albedo and Sequential Line Search for Efficient Visual Motion Reconstruction Using a Single Design Optimization by Crowds GAMES RGBD Camera Yuki Koyama DeepLoco: Dynamic Locomotion Kaiwen Guo Issei Sato Skills Using Hierarchical Deep Feng Xu Daisuke Sakamoto Reinforcement Learning Tsinghua University Takeo Igarashi The University of Tokyo Xue Bin Peng Tao Yu Beihang University Glen Berseth PERFORM: Perceptual Approach for Adding The University of British Columbia Xiaoyang Liu OCEAN Personality to Human Motion Using KangKang Yin Qionghai Dai Laban Movement Analysis National University of Singapore Yebin Liu Tsinghua University Norman Badler Michiel van de Panne University of Pennsylvania The University of British Columbia Modeling Surface Appearance from a Single Funda Durupinar Photograph Using Self-Augmented Oregon Health & Science University GAMES Convolutional Neural Networks Mubbasir Kapadia Phase-Functioned Neural Networks Xiao Li Rutgers University for Character Control Microsoft Research Asia, University of Science and Susan Deutsch Technology of China Daniel Holden Drexel University Taku Komura Yue Dong Michael Neff University of Edinburgh Microsoft Research Asia University of California Davis Jun Saito Pieter Peers Method Studios College of William & Mary Understanding the Impact of Animated Xin Tong Gesture Performance on Learning to Schedule Control Fragments Microsoft Research Personality Perceptions for Physics-Based Characters Using Harrison Jesse Smith Deep Q-Learning Virtual Rephotography: Novel View Michael Neff Libin Liu Prediction Error for 3D Reconstruction University of California, Davis Disney Research Pittsburgh Michael Waechter Jessica Hodgins Mate Beljian Saccade Landing Position Prediction for Carnegie Mellon University Simon Fuhrmann Gaze-Contingent Rendering Nils Moehrle Elena Arabadzhiyska Technische Universität Darmstadt Discovering and Synthesizing Humanoid Universität des Saarlandes, Max Planck Institut für Climbing Movements Johannes Kopf Informatik Facebook, Inc. Kourosh Naderi Okan Tursun Joose Rajamäki Michael Goesele Karol Myszkowski Perttu Hämäläinen Technische Universität Darmstadt Hans-Peter Seidel Aalto University Max Planck Institut für Informatik Computational Zoom: A Framework for Piotr Didyk Post-Capture Image Composition Universität des Saarlandes GET MORE OUT OF YOUR PHOTO Abhishek Badki University of California, Santa Barbara Monday, 31 July, 3:45-5:35 pm COMPARING 3D SHAPES Session Chair: George Drettakis, Inria, Orazio Gallo AND PARTS Jan Kautz Université Côte d’Azur NVIDIA Research Monday, 31 July, 3:45-5:35 pm VNect: Real-Time 3D Human-Pose Pradeep Sen Session Chair: Niloy Mitra, University College London Estimation With a Single RGB Camera University of California, Santa Barbara Dushyant Mehta Co-Locating Style-Defining Elements Max Planck Institut für Informatik, Universität des on 3D Shapes Saarlandes PEOPLE POWER Ruizhen Hu Srinath Sridhar Monday, 31 July, 3:45-5:35 pm Shenzhen University Oleksandr Sotnychenko Session Chair: Eakta Jain, University of Florida Wenchao Li Helge Rhodin Shenzhen Institute of Advanced Technology Max Planck Institut für Informatik Movie Editing and Cognitive Event Oliver Van Kaick Mohammad Shafiei Segmentation in Virtual Reality Video Carleton University Universität des Saarlandes, Max Planck Institut für Informatik Ana Serrano Hui Huang Universidad de Zaragoza Shenzhen Institute of Advanced Technology Hans-Peter Seidel Weipeng Xu Vincent Sitzmann Melinos Averkiou Max Planck Institut für Informatik Stanford University University of Cyprus Dan Casas Jaime Ruiz-Borau Daniel Cohen-Or Universidad Rey Juan Carlos Universidad de Zaragoza Tel Aviv University Gordon Wetzstein Hao Zhang Stanford University Simon Fraser University

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Deformation-Driven Shape Correspondence Ming Chuang via Shape Recognition TUESDAY, 1 AUGUST Alvaro Collet Hugues Hoppe Chenyang Zhu Microsoft Corporation Renjiao Yi CLEVER SOLIDS Simon Fraser University FlowRep: Descriptive Curve Networks for National University of Defense Technology Free-Form Design Shapes Tuesday, 1 August, 9-10:30 am Wallace Lira Session Chair: Adam Bargteil, University of Maryland, Giorgio Gori Ibraheem Alhashim Alla Sheffer Simon Fraser University Baltimore County The University of British Columbia Kai Xu Example-Based Damping Design Nathan Carr National University of Defense Technology Hongyi Xu Adobe Systems Incorporated Hao (Richard) Zhang Jernej Barbič Tao Ju Simon Fraser University University of Southern California Washington University in St. Louis Nicholas Vining GRASS: Generative Recursive Autoencoders Data-Driven Physics for Human Soft for Shape Structures Enrique Rosales Tissue Animation The University of British Columbia Jun Li Meekyoung Kim Kai Xu Korea Advanced Institute of Science and Technology Functional Characterization of Intrinsic and National University of Defense Technology Gerard Pons-Moll Extrinsic Geometry Siddhartha Chaudhuri Sergi Pujades Etienne Corman Indian Institute of Technology Bombay Max-Planck-Institut für Intelligente Systeme École Polytechnique Ersin Yumer Seungbae Bang Justin Solomon Adobe Research Korea Advanced Institute of Science and Technology Massachusetts Institute of Technology Hao (Richard) Zhang Jinwook Kim Mirela Ben-Chen Simon Fraser University Korea Institue of Science and Technology Technion – Israel Institute of Technology Leonidas Guibas Michael Black Leonidas Guibas Stanford University Max-Planck-Institut für Intelligente Systeme Stanford University Retrieval on Parametric Shape Collections Sung-Hee Lee Maks Ovsjanikov Korea Advanced Institute of Science and Technology École Polytechnique Adriana Schulz Massachusetts Institute of Technology, Instituto Nacional Robust eXtended Finite Elements for de Matemática Pura e Aplicada Complex Cutting of Deformables COLOR & COMPOSITING Ariel Shamir Dan Koschier Interdisciplinary Center Herzliya Jan Bender Tuesday, 1 August, 10:45 am-12:35 pm Ilya Baran RWTH Aachen University Session Chair: Ariel Shamir, The Interdisciplinary Onshape Inc. Nils Thuerey Center, Herzliya David I.W. Levin Technical University of University of Toronto Constrained Palette-Space Exploration Pitchaya Sitthi-Amorn A Multi-Scale Model for Simulating Nicolas Mellado Chulalongkorn University Hair-Water Interactions Institut de Recherche en Informatique de Toulouse, Université Paul Sabatier, Centre national de la Yun Fei Wojciech Matusik recherche scientifique Massachusetts Institute of Technology Henrique Maia Columbia University David Vanderhaeghe Institut de Recherche en Informatique de Toulouse, Understanding and Exploiting Object Christopher Batty Université Paul Sabatier Interaction Landscapes University of Waterloo Charlotte Hoarau Sören Pirk Changxi Zheng Sidonie Christophe Stanford University Eitan Grinspun Mathieu Bredif Columbia University Vojtech Krs Institut national de l’information géographique Kaimo Hu et forestière Suren Deepak Rajasekaran Loïc Barthe Hao Kang BEING DISCRETE ABOUT Institut de Recherche en Informatique de Toulouse, Bedrich Benes GEOMETRY PROCESSING Université Paul Sabatier Purdue University Yusuke Yoshiyasu Tuesday, 1 August, 9-10:30 am Playful Palette: An Interactive Parametric Centre national de la recherche scientifique Session Chair: Alec Jacobson, University of Toronto Color Mixer for Artists Leonidas Guibas Maria Shugrina Bounding Proxies for Shape Approximation Stanford University Adobe Research, University of Toronto Stéphane Calderon Jingwan Lu Tamy Boubekeur Stephen DiVerdi Télécom ParisTech, Université Paris-Saclay Adobe Research Spatiotemporal Atlas Parameterization for Evolving Meshes Fabian Prada Michael Kazhdan The Johns Hopkins University

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Decomposing Images into Layers via Optimal Discrete Slicing Data-Driven Synthesis of Smoke Flowers RGB-Space Geometry Marc Alexa with CNN-Based Feature Descriptions Jyh-Ming Lien Technische Universität Berlin Mengyu Chu Jianchao Tan Kristian Hildebrand Nils Thuerey Yotam Gingold Beuth Hochschule für Technik Berlin Technische Universität München George Mason University Sylvain Lefebvre Interactive High-Quality Green-Screen Inria LEARNING & ANALYSIS Keying via Color Unmixing FOR GEOMETRY Tunc Aydin REFLECTANCE & SCATTERING Disney Research Tuesday, 1 August, 2-3:30 pm Yagiz Aksoy Tuesday, 1 August, 10:45 am-12:15 pm Session Chair: Justin Solomon, Massachusetts Institute of Technology Marc Pollefeys Session Chair: Matthias Hullin, University of Bonn ETH Zürich Aljoscha Smolic Practical Acquisition and Rendering of Learning Hierarchical Shape Segmentation Trinity College Dublin Diffraction Effects in Surface Reflectance and Labeling from Online Repositories Li Yi Antoine Toisoul Unmixing-Based Soft Color Segmentation Leonidas Guibas Abhijeet Ghosh Stanford University for Image Manipulation Imperial College London Tunc Aydin Aaron Hertzmann Disney Research A Practical Extension to Microfacet Theory Vladimir Kim Adobe Research Yagiz Aksoy for the Modeling of Varying Iridescence ETH Zürich Laurent Belcour Hao Su Stanford University Aljoscha Smolic Unity Technologies Trinity College Dublin Pascal Barla Ersin Yumer Adobe Research Marc Pollefeys Inria ETH Zürich A Two-Scale Microfacet Reflectance Model Convolutional Neural Networks on Surfaces Combining Reflection and Diffraction via Seamless Toric Covers FABRICATING CURVES, SURFACES Nicolas Holzschuch Haggai Maron Inria Grenoble, Université Grenoble Alpes Meirav Galun & VOLUMES Noam Aigerman Romain Pacanowski Miri Trope Tuesday, 1 August, 10:45 am-12:35 pm Inria, Institut d’Optique Graduate School Nadav Dym Session Chair: Dave Levin, The University of Toronto Weizmann Institute of Science An Efficient and Practical Near and Far Field Ersin Yumer Computational Design and Automated Fur Reflectance Model Vladimir Kim Fabrication of Kirchhoff-Plateau Surfaces Ling-Qi Yan Adobe Research Jesús Pérez Rodríguez University of California, Berkeley Yaron Lipman Miguel A. Otaduy Henrik Wann Jensen Weizmann Institute of Science Universidad Rey Juan Carlos Ravi Ramamoorthi Bernhard Thomaszewski University of California, San Diego O-CNN: Octree-Based Convolutional Neural Disney Research Zürich Network for Understanding 3D Shapes Peng-Shuai Wang Image-Based Reconstruction of Wire Art FLUID CONTROL & SYNTHESIS Microsoft Research Asia, Tsinghua University Lingjie Liu Yang Liu The University of Hong Kong, University College London Tuesday, 1 August, 2-3:30 pm Microsoft Research Asia Session Chair: Chris Wojtan, IST Austria Duygu Ceylan Yu-Xiao Guo Adobe Research University of Electronic Science and Technology of Fluxed Animation Boundary Method China, Microsoft Research Asia Cheng Lin Wenping Wang Alexey Stomakhin Chun-Yu Sun The University of Hong Kong Andrew Selle Microsoft Research Asia, Tsinghua University Walt Disney Animation Studios Niloy Mitra Xin Tong University College London Efficient Solver for Spacetime Control Microsoft Research Asia of Smoke CurveUps: Shaping Objects from Flat Plates ClothCap: Seamless 4D Clothing Capture With Tension-Actuated Curvature Dinesh Manocha and Retargeting Zherong Pan Ruslan Guseinov University of North Carolina at Chapel Hill Gerard Pons-Moll Eder Miguel Sergi Pujades Bernd Bickel Max Planck Institute for Intelligent Systems, Institute of Science and Technology Austria Interpolations of Smoke and Liquid Simulations Max-Planck-Institut für Informatik Sonny Hu String Actuated Curved Folded Surfaces Nils Thuerey Body Labs Technische Universität München Martin Kilian Michael Black Aron Monszpart Max Planck Institute for Intelligent Systems, Niloy J.Mitra Max-Planck-Institut für Informatik University College London

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RENDERING IN PATH SPACE Stefan Gumhold DYNAMIC FABRICATION Technische Universität Dresden Tuesday, 1 August, 2-3:30 pm Daniele Panozzo Tuesday, 1 August, 3:45-5:35 pm Session Chair: Jaakko Lehtinen, Aalto University, New York University Session Chair: Takeo Igarashi, The University of Tokyo NVIDIA Topology-Controlled Reconstruction Interactive Design of Animated Plushies Fusing State Spaces for Markov Chain of Multi-Labelled Domains from Cross-Sections James Bern Monte Carlo Rendering Kai-Hung Chang Hisanari Otsu Zhiyang Huang Stelian Coros The University of Tokyo Ming Zou Carnegie Mellon University Washington University in St. Louis Anton Kaplanyan Functionality-Aware Retargeting of NVIDIA Research Nathan Carr Adobe Research Mechanisms of 3D Shapes Johannes Hanika Carsten Dachsbacher Tao Ju Ran Zhang Karlsruher Institut für Technologie Washington University in St. Louis Thomas Auzinger Institute of Science and Technology Austria Toshiya Hachisuka BundleFusion: Real-Time Globally The University of Tokyo Duygu Ceylan Consistent 3D Reconstruction Using Wilmot Li On-the-Fly Surface Re-Integration Adobe Research Charted Metropolis Light Transport Angela Dai Bernd Bickel Jacopo Pantaleoni Matthias Nießner Institute of Science and Technology Austria NVIDIA Corporation Stanford University A Computational Design Tool for A Spatial Target Function for Metropolis Michael Zollhöfer Compliant Mechanisms Photon Tracing Max-Planck-Institut für Informatik Shahram Izadi Vittorio Megaro Adrien Gruson perceptiveIO, Inc. ETH Zürich, Disney Research University of Rennes 1 Christian Theobalt Jonas Zehnder Mickaël Ribardière Max-Planck-Institut für Informatik Moritz Bächer Université de Poitiers Disney Research Martin Šik Tanks and Temples: Benchmarking Stelian Coros Jiří Vorba Large-Scale Scene Reconstruction Carnegie Mellon University Charles University in Prague Arno Knapitsch Markus Gross Rémi Cozot Jaesik Park Disney Research Kadi Bouatouch Qian-Yi Zhou Jaroslav Křivánek Vladlen Koltun Bernhard Thomaszewski University of Rennes 1 Intel Labs Disney Research

Antialiasing Complex Global Illumination Dip Transform for 3D Shape Reconstruction Computational Design of Effects in Path-Space Telescoping Structures Kfir Aberman Laurent Belcour Oren Katzir Christopher Yu Unity Technologies Tel Aviv University, Advanced Innovation Center for Keenan Crane Future Visual Entertainment Stelian Coros Ling-Qi Yan Carnegie Mellon University University of California, Berkeley Qiang Zhou Zegang Luo Ravi Ramamoorthi Shandong University Dynamics-Aware Numerical Coarsening University of California, San Diego for Fabrication Design Andrei Sharf Derek Nowrouzezarhai Advanced Innovation Center for Future Visual Desai Chen McGill University Entertainment Massachusetts Institute of Technology Chen Greif David Levin RECONSTRUCTING 3D The University of British Columbia University of Toronto SURFACES FROM POINTS, LINES, Baoquan Chen Wojciech Matusik Shandong University Massachusetts Institute of Technology IMAGES & WATER Daniel Cohen-Or Danny Kaufman Tel-Aviv University Adobe Research Tuesday, 1 August, 3:45-5:35 pm Session Chair: Alla Sheffer, University of British Columbia

Field-Aligned Online Surface Reconstruction Nico Schertler New York University, Technische Universität Dresden Marco Tarini Università dell’Insubria, Varese Wenzel Jakob École Polytechnique Fédérale de Lausanne Misha Kazhdan The Johns Hopkins University

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Similarity Maps and Field-Guided T-Splines: Gautham Mysore WEDNESDAY, 2 AUGUST A Perfect Couple Stephen DiVerdi Jingwan Lu Marcel Campen Adobe Research AR/VR Denis Zorin New York University Adam Finkelstein TIME TO FOCUS Princeton University Consistent Functional Cross Field Design for Wednesday, 2 August, 9-10:30 am Mesh Quadrangulation Session Chair: Elmar Eisemann, Delft University RENDERING SYSTEMS Omri Azencot of Technology Technion – Israel Institute of Technology Wednesday, 2 August, 10:45 am-12:35 pm Holographic Near-Eye Displays for Virtual Etienne Corman Session Chair: Toshiya Hachisuka, The University and Augmented Reality École Polytechnique of Tokyo Mirela Ben-Chen Andrew Maimone Technion – Israel Institute of Technology Kernel-Predicting Convolutional Networks Andreas Georgiou Joel Kollin Maks Ovsjanikov for Denoising Monte Carlo Renderings Microsoft Research École Polytechnique Steve Bako University of California, Santa Barbara Focal Surface Displays Thijs Vogels Nathan Matsuda SPEECH AND FACIAL ANIMATION Brian McWilliams Alexander Fix Disney Research Zürich Douglas Lanman Wednesday, 2 August, 9-10:30 am Mark Meyer Oculus Research Session Chair: Nikunj Raghuvanshi, Pixar Animation Studios Microsoft Research Accommodation and Comfort in Head- Jan Novak Disney Research Zürich Mounted Displays GAMES George-Alex Koulieris Alex Harvill A Deep Learning Approach for Generalized Inria, Université Côte d’Azur Pixar Animation Studios Speech Animation Bee Bui Pradeep Sen Martin S. Banks Sarah Taylor University of California, Santa Barbara University of East Anglia University of California, Berkeley Tony DeRose George Drettakis Taehwan Kim Pixar Animation Studios California Institute of Technology Inria, Université Côte d’Azur Fabrice Rousselle Moshe Mahler Disney Research Zürich Accommodation-Invariant Computational James Krahe Near-Eye Displays Anastasio Garcia Rodriguez Interactive Reconstruction of Monte Carlo Disney Research Image Sequences Using a Recurrent Robert Konrad Nitish Padmanaban Jessica Hodgins Denoising Autoencoder Carnegie Mellon University Keenan Molner Chakravarty Reddy Alla Chaitanya Stanford University Yisong Yue McGill University, NVIDIA Research, Université Emily A. Cooper California Institute of Technology de Montréal Dartmouth College Iain Matthews Anton Kaplanyan Gordon Wetzstein Disney Research NVIDIA Research, Karlsruher Institut für Technologie Stanford University Christoph Schied GAMES Karlsruher Institut für Technologie, NVIDIA Research GLOBAL PARAMETERIZATION Audio-Driven Facial Animation by Joint Marco Salvi End-to-End Learning of Pose and Emotion NVIDIA Research, Intel Corporation Aaron Lefohn Wednesday, 2 August, 9-10:30 am Tero Karras NVIDIA Research Session Chair: Fernando de Goes, Timo Aila Samuli Laine Pixar Animation Studios Derek Nowrouzezahrai NVIDIA Corporation Université de Montréal, McGill University Harmonic Global Parametrization With Antti Herva Timo Aila Rational Holonomy Remedy Entertainment Ltd. NVIDIA Research Alon Bright Jaakko Lehtinen Edward Chien Aalto University, NVIDIA Corporation A Domain Specific Language for Monte Ofir Weber Carlo Sampling Synthesizing Obama: Learning Bar Ilan University Luke Anderson From Audio Tzu-Mao Li Spherical Orbifold Tutte Embeddings Supasorn Suwajanakorn Massachusetts Institute of Technology Noam Aigerman Steven Seitz Jaakko Lehtinen The Weizmann Institute of Science Ira Kemelmacher Aalto University University of Washington Shahar Kovalsky Frédo Durand Duke University VoCo: Text-Based Insertion and Massachusetts Institute of Technology Yaron Lipman Replacement in Audio Narration The Weizmann Institute of Science Zeyu Jin Princeton University

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Shader Components: Modular and High Gergely Klár RENDERING VOLUMES Performance Shader Development DreamWorks Animation Yong He Chuyuan Fu Wednesday, 2 August, 2-3:30 pm Carnegie Mellon University University of California, Los Angeles Session Chair: Holly Rushmeier, Yale University Tim Foley Joseph Teran NVIDIA Corporation Walt Disney Animation Studios, Disney Research, A Forward Scattering Dipole Model from University of California, Los Angeles a Functional Integral Approximation Teguh Hofstee Carnegie Mellon University Chenfanfu Jiang Roald Frederickx University of California, Los Angeles Philip Dutré Haomin Long Katholieke Universiteit Leuven Tsinghua University Ken Museth DreamWorks Animation Kayvon Fatahalian Lighting Grid Hierarchy for Self- Carnegie Mellon University Illuminating Explosions

A Compressed Representation for Ray IMAGE TEXTURE & COMPLETION Can Yuksel Industrial Light and Magic Tracing Parametric Surfaces Wednesday, 2 August, 10:45 am-12:35 pm Cem Yuksel Michael Guthe Session Chair: Maneesh Agrawala, Stanford University University of Utah Universität Bayreuth Kai Selgrad Programmable 2D Arrangements for Spectral Decomposition Tracking for Alexander Lier Element Texture Design Rendering Heterogeneous Volumes Magdalena Martinek Friedrich-Alexander-Universität Erlangen-Nürnberg Hugo Loi Peter Kutz Inria Ralf Habel Christoph Buchenau Yining Karl Li Thomas Hurtut Universität Bayreuth Walt Disney Animation Studios École Polytechnique de Montréal Franziska Kranz Jan Novak Romain Vergne Henry Schafer Disney Research Zürich Marc Stamminger Joelle Thollot Friedrich-Alexander-Universität Erlangen-Nürnberg Centre national de la recherche scientifique, Inria, Université Grenoble Alpes Beyond Points and Beams: Higher-Dimensional Photon Samples for Volumetric Light Transport FLUIDS II Deep Correlations for Texture Synthesis Daniel Cohen-Or Benedikt Bitterli Wojciech Jarosz Wednesday, 2 August, 10:45 am-12:35 pm Omry Sendik Tel Aviv University Dartmouth College Session Chair: Tamar Shinar, The University of California Riverside Patch-Based Optimization for Image-Based Texture Mapping MESHING Variational Stokes: A Unified Pressure- Viscosity Solver for Accurate Sai Bi Wednesday, 2 August, 2-3:30 pm Viscous Liquids Nima Khademi Kalantari Ravi Ramamoorthi Session Chair: Mirela Ben-Chen, Technion – Israel Egor Larionov University of California, San Diego Institute of Technology Side Effects Software Inc., University of Waterloo Christopher Batty Globally and Locally Consistent Regular Meshes from Polygonal Patterns University of Waterloo Image Completion Amir Vaxman Robert Bridson Satoshi Iizuka Universiteit Utrecht Autodesk Inc. Edgar Simo-Serra Christian Müller Waseda University Technische Universität Wien Infinite Continuous Adaptive for Hiroshi Ishikawa Incompressible SPH Ofir Weber Waseda University Fundamental Science Bar Ilan University Rene Winchenbach and Engineering Hendrik Hochstetter Robust Hex-Dominant Mesh Nautilus: Recovering Regional Symmetry Andreas Kolb Generation Using Field-Guided Transformations for Image Editing Siegen Universität Polyhedral Agglomeration Michal Lukáč Xifeng Gao Water Wave Packets Adobe Research University of Houston, New York University Chris Wojtan Daniel Sýkora Wenzel Jakob Institute of Science and Technology Austria Czech Technical University in Prague École Polytechnique Fédérale de Lausanne Stefan Jeschke Kalyan Sunkavalli Marco Tarini Institute of Science and Technology Austria, Eli Shechtman Università degli Studi dell’Insubria, Consiglio Nazionale NVIDIA Research Adobe Research delle Ricerche Ondřej Jamriška Multi-Scale Vorticle Fluids Daniele Panozzo Czech Technical University in Prague Alexis Angelidis New York University Pixar Animation Studios Nathan Carr Adobe Research Multi-Species Simulation of Porous Sand Tomáš Pajdla and Water Mixtures Czech Technical University in Prague Andre Pradhana Tampubolon Theodore Gast University of California, Los Angeles

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Hexahedral-Dominant Meshing Deep Bilateral Learning for Real-Time Printing Anisotropic Appearance With Dmitry Sokolov Image Enhancement Magnetic Flakes Université de Lorraine Michael Gharbi Thiago Pereira Nicolas Ray Massachusetts Institute of Technology Princeton University Lionel Untereiner Jiawen Chen Carolina L. A. Paes Leme Bruno Levy Jonathan Barron Universidade Federal do Rio de Janeiro Inria Nancy - Grand-Est Samuel Hasinoff Steve Marschner Google Research Boundary Element Octahedral Fields Cornell University Frédo Durand Szymon Rusinkiewicz in Volumes Massachusetts Institute of Technology Princeton University Justin Solomon Massachusetts Institute of Technology Real-Time User-Guided Image Colorization Color Contoning for 3D Printing Amir Vaxman with Learned Deep Priors Vahid Babaei Universiteit Utrecht Richard Zhang Kiril Vidimče David Bommes Jun-Yan Zhu Michael Foshey Rheinisch-Westfälische Technische Phillip Isola Alexandre Kaspar Hochschule Aachen Xinyang Geng Massachusetts Institute of Technology Angela S. Lin Yu Tianhe Piotr Didyk Alexei A. Efros Max-Planck-Institut für Informatik, Universität SOUND & ELASTICS University of California, Berkeley des Saarlandes Wojciech Matusik Wednesday, 2 August, 2-3:30 pm Visual Attribute Transfer Through Deep Massachusetts Institute of Technology Session Chair: Ming Lin, The University of North Image Analogy Carolina at Chapel Hill Jing Liao Microsoft Research Asia SKETCHING & CURVES Interactive Sound Propagation and Rendering for Large Multi-Source Scenes Yuan Yao Shanghai Jiao Tong University Wednesday, 2 August, 3:45-5:35 pm Carl Schissler Session Chair: Yotman Gingold, Lu Yuan Dinesh Manocha George Mason University University of North Carolina at Chapel Hill Gang Hua Microsoft Research Asia BendSketch: Modeling Freeform Surfaces Animating Elastic Rods With Sound Sing Bing Kang Through 2D Sketching Microsoft Corporation, Microsoft Research Eston Schweickart Changjian Li Cornell University Deep Compositing Using Lie Algebras Microsoft Research Asia, The University of Hong Kong Doug James Tom Duff Hao Pan Stanford University Pixar Animation Studios Yang Liu Steve Marschner Xin Tong Cornell University Microsoft Research Asia FABRICATING LOOK & FEEL Alla Sheffer A Stiffly Accurate Integrator for The University of British Columbia Elastodynamic Problems Wednesday, 2 August, 3:45-5:35 pm Wenping Wang Dominik Michels Session Chair: Bernhard Thomaszewski, The University The University of Hong Kong King Abdullah University of Science and Technology, of Montreal Stanford University DeepSketch2Face: A Deep Learning Based Luan Vu Thai Two-Scale Topology Optimization Sketching System for 3D Face and Mayya Tokman With Microstructures Caricature Modeling University of California, Merced Bo Zhu Xiaoguang Han Melina Skouras Chang Gao Quasi-Newton Methods for Real-Time Desai Chen Yizhou Yu Simulation of Hyperelastic Materials Wojciech Matusik The University of Hong Kong Tiantian Liu Massachusetts Institute of Technology University of Pennsylvania Example-Based Expressive Animation of 2D Orthotropic k-Nearest Foams for Rigid Bodies Sofiren Bouaziz Additive Manufacturing École Polytechnique Fédérale de Lausanne Marek Dvorožňák Jonàs Martínez Czech Technical University in Prague Ladislav Kavan Haichuan Song University of Utah Pierre Bénard Inria Université de Bordeaux Jérémie Dumas Pascal Barla Inria, Université de Lorraine DEEP IMAGE PROCESSING Inria Sylvain Lefebvre Oliver Wang Inria Wednesday, 2 August, 3:45-5:35 pm Adobe Research Session Chair: Aaron Hertzmann, Adobe Worst-Case Stress Relief for Microstructure Daniel Sýkora Czech Technical University in Prague Deep Extraction of Manga Structural Lines Julian Panetta Chengze Li Abtin Rahimian Xueting Liu Denis Zorin Tien-Tsin Wong New York University The Chinese University of Hong Kong

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Skippy: Single View 3D Space Curve Otmar Hilliges Nick Sohre Interactive Modeling ETH Zürich Rahul Narain Stephen J. Guy Vojtech Krs Light Field Video Capture Using a University of Minnesota Purdue University Learning-Based Hybrid Imaging System Ersin Yumer Nathan Carr Ting-Chun Wang RANDOM SAMPLING Adobe Research Jun-Yan Zhu University of California, Berkeley Bedrich Benes Thursday, 3 August, 9-10:30 am Purdue University Nima Khademi Kalantari Session Chair: Li-Yi Wei, University of Hong Kong University of California, San Diego Radomir Mech Adobe Research Alexei Efros Convergence Analysis for Anisotropic Monte University of California, Berkeley Carlo Sampling Spectra K-Curves: Interpolation at Local Ravi Ramamoorthi Gurprit Singh Maximum Curvature University of California, San Diego Wojciech Jarosz Dartmouth College Zhipei Yan Texas A&M University SIMULATION FOR VIRTUAL Wasserstein Blue Noise Sampling Stephen Schiller Hongxing Qin Adobe Research WORLDS Yi Chen Gregg Wilensky Jinlong He Thursday, 3 August, 9-10:30 am Adobe Systems, Incorporated Chongqing University of Posts and Communications Session Chair: Ken Anjyo, OLM Digital, Inc. Nathan Carr Baoquan Chen Adobe Research Fast Weather Simulation for Inverse Shandong University Scott Schaefer Procedural Design of 3D Urban Models Texas A&M University An Adaptive Point Sampler on a Daniel Aliaga Regular Lattice Purdue University Abdalla Ahmed THURSDAY, 3 AUGUST Ignacio Garcia-Dorado Till Niese Google Research Universität Konstanz Prashanth Bhalachandran Hui Huang Paul Schmid Shenzhen University VIDEO Dev Niyogi Purdue University Oliver Deussen Thursday, 3 August, 9-10:30 am Shenzhen Institute of Advanced Technology, University Session Chair: Kayvon Fatahalian, Carnegie Authoring Landscapes by Combining of Konstanz Mellon University Ecosystem and Terrain-Erosion Simulation A Spherical-Cap-Preserving Time Slice Video Synthesis by Robust Video Guillaume Cordonnier Parameterization for Spherical Distributions Université Grenoble Alpes & CNRS (LJK), Inria Alignment Jonathan Dupuy Eric Galin Eric Heitz Zhaopeng Cui Université de Lyon, Université Lyon 2, CNRS, Laurent Belcour Simon Fraser University Laboratoire d’Informatique en Images et Unity Technologies Oliver Wang Systèmes d’Information Adobe Research James Gain Ping Tan University of Cape Town FLUIDS III Simon Fraser University Bedrich Benes Jue Wang Purdue University Thursday, 3 August, 10:45 am-12:35 pm Session Chair: Rahul Narain, University of Minnesota Adobe Research Eric Guerin Université de Lyon, Institut national des sciences A Schur Complement Preconditioner for Computational Video Editing for appliquées de Lyon, CNRS, Laboratoire d’Informatique Dialogue-Driven Scenes en Images et Systèmes d’Information Scalable Parallel Fluid Simulation Jieyu Chu Mackenzie Leake Adrien Peytavie Shanghai Jiao Tong University Abe Davis Université de Lyon, Université Lyon 1, CNRS, Stanford University Laboratoire d’Informatique en Images et Nafees Bin Zafar Systèmes d’Information Independent Anh Truong Adobe Research Marie-Paule Cani Xubo Yang Université Grenoble Alpes & CNRS (LJK), Inria Shanghai Jiao Tong University Maneesh Agrawala Stanford University Botanical Materials Based on Biomechanics Power Diagrams and Sparse Paged Grids Real-Time Planning for Automated Bohan Wang for High Resolution Adaptive Liquids Multi-View Drone Yili Zhao Mridul Aanjaneya Jernej Barbič Ming Gao Tobias Naegeli University of Southern California Haixiang Liu Lukas Meier University of Wisconsin-Madison ETH Zürich Implicit Integration for Robust Christopher Batty Alexander Domahidi Collision-Free University of Waterloo embotech GmbH Ioannis Karamouzas Eftychios Sifakis Javier Alonso Mora Clemson University University of Wisconsin-Madison Technische Universiteit Delft

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 51 TECHNICAL PAPERS (continued)

Generic Objective Vortices for HUMAN MOTION Mixed-Primary Factorization for Dual-Frame Flow Visualization Computational Displays Tobias Günther Thursday, 3 August, 10:45-11:55 am Fu-Chung Huang Markus Gross Session Chair: Jehee Lee, Seoul National University NVIDIA Corporation ETH Zürich Dawid Pająk Holger Theisel Multi-Contact Locomotion Using a Contact Light Otto-von-Guericke-Universität Magdeburg Graph With Feasibility Predictors Jonghyun Kim Changgu Kang Jan Kautz Inside Fluids: Clebsch Maps for Sung-Hee Lee David Luebke Visualization and Processing Korea Advanced Institute of Science and Technology NVIDIA Corporation Albert Chern California Institute of Technology Domain of Attraction Expansion for Physics-Based Character Control Felix Knöppel LET’S GET IN CONTACT Ulrich Pinkall Michiel van de Panne Technische Universität Berlin The University of British Columbia Thursday, 3 August, 2-3:30 pm Session Chair: Paul Kry, McGill University Peter Schröder Mazen Al Borno California Institute of Technology Stanford University Bounce Maps: An Improved Restitution Eugene Fiume Perceptual Evaluation of Liquid Model for Real-Time Rigid-Body Impact Simon Fraser University Simulation Methods Jui-Hsien Wang Kiwon Um Momentum-Mapped Inverted Raj Setaluri Stanford University Xiangyu Hu Pendulum Models for Controlling Nils Thuerey Dynamic Human Motions Doug James Technische Universität München Pixar Animation Studios, Stanford University Jessica Hodgins Carnegie Mellon University Dinesh Pai The University of British Columbia IMAGE AND LIGHT FIELD Taesoo Kwon Hanyang University MANIPULATION All’s Well That Ends Well: Guaranteed Resolution of Simultaneous Rigid Thursday, 3 August, 10:45 am-12:35 pm Body Impact Session Chair: Diego Gutierrez, COMPUTATIONAL CAMERAS Paul Vouga Universidad de Zaragoza & DISPLAYS University of Texas Interactive Relighting in Single Thursday, 3 August, 2-3:30 pm Breannan Smith Low-Dynamic Range Images Session Chair: Gordon Wetzstein, Stanford University Pixar Animation Studios Jung-Hsuan Wu Danny Kaufman Suguru Saito 3DTV at Home: Eulerian-Lagrangian Adobe Research Tokyo Institute of Technology Stereo-to-Multi-View Conversion Rasmus Tamstorf Petr Kellnhofer Walt Disney Animation Studios Non-Uniform Spatial Deformation of Light Max-Planck-Institut für Informatik, Massachusetts Fields by Locally Linear Transformations Eitan Grinspun Institute of Technology Columbia University Clemens Birklbauer Piotr Didyk Johannes Kepler Universität Linz, DAQRI Universität des Saarlandes, Max-Planck-Institut Improving the GJK Algorithm for Faster and David Schedl für Informatik More Reliable Distance Queries Between Oliver Bimber Szu-Po Wang Convex Objects Johannes Kepler Universität Linz Massachusetts Institute of Technology Mattia Montanari Nik Petrinic Deep High Dynamic of Pitchaya Sitthi-Amorn University of Oxford Dynamic Scenes Chulalongkorn University William Freeman Ettore Barbieri Nima Khademi Kalantari Frédo Durand Queen Mary University of London Ravi Ramamoorthi Wojciech Matusik University of California, San Diego Massachusetts Institute of Technology Anisotropic Elastoplasticity for Cloth, Knit and Hair Frictional Contact Spectral Remapping for Image Downscaling Hiding of Phase-Based Stereo Disparity Chenfanfu Jiang Eduardo Gastal for Ghost-Free Viewing Without Glasses University of Pennsylvania Manuel Oliveira Universidade Federal do Rio Grande do Sul Taiki Fukiage Theodore Gast Takahiro Kawabe University of California, Los Angeles Portrait Lighting Transfer Using a Mass Shin’ya Nishida NTT Communication Science Laboratories Joseph Teran Transport Approach Walt Disney Animation Studios, University of California, Los Angeles Zhixin Shu Low-Cost 360 Stereo Photography and Stony Brook University Video Capture Sunil Hadap Kevin Matzen Eli Shechtman Michael Cohen Kalyan Sunkavalli Bryce Evans Sylvain Paris Johannes Kopf Adobe Research Richard Szeliski Dimitris Samaras Facebook, Inc. Stony Brook University

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 52 TECHNICAL PAPERS (continued)

FACES & HAIR A Data-Driven Approach to Four-View Lightweight Structure Design Under Force Image-Based Hair Modeling Location Uncertainty Thursday, 3 August, 2-3:30 pm Meng Zhang Erva Ulu Session Chair: Ira Kemelmacher-Shlizerman, University Menglei Chai Carnegie Mellon University Hongzhi Wu of Washington and Facebook James McCann Hao Yang Disney Research Pittsburgh Phace: Physics-Based Face Modeling Kun Zhou Zhejiang University and Animation Levent Burak Kara Carnegie Mellon University Alexandru Eugen Ichim École polytechnique fédérale de Lausanne WORK IT, MAKE IT BETTER, Design and Volume Optimization of Petr Kadlecek STRONGER Space Structures Charles University in Prague, University of Utah Caigui Jiang Ladislav Kavan Thursday, 3 August, 3:45-5:15 pm Max Planck Institut für Informatik, King Abdullah University of Utah Session Chair: Stelian Coros, University of Science and Technology Mark Pauly Carnegie Mellon University Chengcheng Tang École polytechnique fédérale de Lausanne King Abdullah University of Science and Technology, Interactive Design Space Exploration Stanford University Facial Retargeting with Automatic Range and Optimization for CAD Models Hans-Peter Seidel of Motion Alignment Adriana Schulz Max Planck Institut für Informatik Roger Blanco Ribera Instituto Nacional de Matemática Pura e Aplicada, Peter Wonka Korea Advanced Institute of Science and Technology Massachusetts Institute of Technology King Abdullah University of Science and Technology Eduard Zell Jie Xu Universität Bielefeld Bo Zhu Massachusetts Institute of Technology J.P. Lewis Victoria University, SEED Changxi Zheng Eitan Grinspun Junyong Noh Columbia University Korea Advanced Institute of Science and Technology Wojciech Matusik Mario Botsch Massachusetts Institute of Technology Universität Bielefeld Interactive Design and Stability Analysis Example-Based Synthesis of Stylized of Decorative Joinery for Furniture Facial Animations JiaXian Yao Jakub Fišer University of California, Berkeley Ondřej Jamriška Czech Technical University in Prague Danny Kaufman Adobe Research David Simons Eli Shechtman Yotam Gingold Jingwan Lu George Mason University Paul Asente Maneesh Agrawala Michal Lukáč Stanford University Adobe Research Daniel Sýkora Czech Technical University in Prague

“Think of everything that has ever made you geek out and feel so passionate about something in your whole life and put it into one feeling... That, my friend, is the feeling you get when being at SIGGRAPH.”

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 53 AR/VR VR FILM JAM

New for SIGGRAPH 2017: VR Film Jam, where teams compete to convert their animated shorts to interactive VR experiences in 32 hours. The goal is to demonstrate how great linear content can be turned into great interactive VR content.

The final projects are experienced by all attendees in VR Village on Wednesday, 2 August, and Thursday, 3 August, where the teams will have an opportunity to answer questions about their short animation.

VR Film Jam Hours Image Credit: Light Sight, (c) 2017 Seyed M. Tabatabaei, Simin Farrokh Ahmadi, Art University of Tehran Sunday, 30 July ...... 9 am-9 pm Monday, 31 July . . . . . 9 am-9 pm Tuesday, 1 August ...... 9 am-5 pm

Light Sight This would be a VR version of the animation “Light Sight”. The whole story event is happening in one single location and time, hence, it suggests a theatrical immersion. Abstraction of the meaning and simplicity of the form this animation, makes it potentially a suitable case for VR experimentation. Seyed M. Tabatabaei Simin Farrokh Ahmadi Art University of Tehran

The Moon is Essentially Gray “The Moon Is Essentially Gray” is a CG animated short about a young child, her makeshift rocket, and her fantastic flight to the moon. Charlotte Allen School of Visual Arts

Trouble Brewing An adventurous young goat enters an old, run- down house and encounters its owner, an angry troll. The goat is captured and must use all his wits and physical ability to survive! Peter Mo Cogswell College

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 54 AR/VR VR VILLAGE

Explore the fascinating potential of real-time immersion in tomorrow’s virtual and augmented realities for exploring new modes of communication, interaction, and powering real-world applications in health, education, design, and gaming.

VR Village Hours Image Credit: Blortasia (c) 2017 Snow Mack, Kevin Mack, Ray Mack, Jonathan Mack, Shape Space VR Sunday, 30 July ...... 1:30-5:30 pm Monday, 31 July . . . . . 10 am-5:30 pm Tuesday, 1 August ...... 10 am-5:30 pm Wednesday, 2 August . . . 10 am-5:30 pm Thursday, 3 August . . . . 10 am-3:30 pm

AR Mail from Harbin Jakub Roček Heroes: The Making of an Interactive, Daniel Gregor Mixed-Reality Duet By combining photogrammetric capture of the Ondřej Prucha Harbin St Sophia Church, augmented reality Josef Kortan This multidimensional experience guides you, technology, and traditional paper media, AR Mail INITI.org as both audience and participant through the from Harbin enhances the experience of visiting emotionality of dance set to this iconic David the heritage location, helps viewers understand Bowie song. The accompanying panel illuminates its spatial design, and promotes social interaction GAMES the process of creating this work: the live-action in a playful manner. Dream Makers performance and visual effects, incorporated into a Unity-driven experience for Gear VR Woongki Sung A creative cooperation game for two players Takehiko Nagakura and HoloLens. Dan Li combining a dreamy immersive VR laboratory and Csilla Kozma Racheal Villalon a tablet interface that supplies all the necessary Nokia Technologies Massachusetts Institute of Technology ingredients to create, what else? Dreams! Melissa Painter Dimosthenis Gkantzos MAP Design Lab Blortasia Jan Fiess Aleksandra Todorovic Tim Dillon Blortasia combines art and flying in virtual reality Lukas Gotkowski MPC Filmakademie Baden-Wuerttemberg, Animationsinstitut to engage the imagination and inspire wonder Thomas Wester through shape, color, motion, sound, and Thomas Wester Consulting spatial presence. Flock Jason Schugardt Snow Mack Become a bird and flock with your feathered MPC Kevin Mack friends in untethered VR while dining on colorful, Ray Mack Jonathan Mack procedurally generated insects.  curated content Shape Space VR David Lobser HOLO-DOODLE Ken Perlin HOLO-DOODLE is a VR hangout that brings New York University Bridget the VR experience of being a naughty robot Lily Fang killing time to life: World premiere at Bridget is a little mixed reality robot that uses a Object Normal SIGGRAPH 2017. dense model of the world to navigate around and Christopher Romero Daffy London - Director/Host interact with the real environment. She can zap Manyplace objects, play fetch, and even open a portal to Laura Dohrmann - Producer Ken Perlin - Head of Technology another world so you can step into VR. Hallelujah: Creating a Breakthrough VR Connor DeFanti - Developer Jeff Powers Wenbo Lan - Developer Jacob Ervin Experience With Lytro Immerge New York University Occipital, Inc. Hallelujah, a revolutionary virtual reality music Terrence Masson - Host/SIGGRAPH Liaison Aaron Hilton performance, is the world’s first VR music School of Visual Arts Steampunk Digital experience to provide an uncompromised sense Meghan Nelson, Caco Daubentonia, Igal Nassima, of presence with six degrees of freedom using James Cao - Co-Production  curated content Lytro Immerge. Superbright Digital Playgroundz: Demonz I. Orin Green Tim Milliron Digital Playgroundz is an interactive and Nikhil Karnad  curated content augmented-reality system that displays large-scale Chrissy Szczupak IL Gigante: Michelangelo’s David in VR applications on flat surfaces (walls) in various Lytro, Inc. See Michelangelo’s “stone giant” in virtual reality. spatial configurations, with no limits on the number Walk around Michelangelo’s 17-foot (5-meter) of users or size of the interactive area.

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 55 VR VILLAGE (continued)

statue of David and use a virtual scaffold to see Mike Seymour  curated content the work up close as few have seen it before. The University of Sydney Reaping Rewards Christopher Evans Chris Evans In this interactive experience, participants use Epic Games, Inc. Epic Games, Inc. VR to connect emotionally to the decisions they make in the story. Directed by Matthew Ward IRIDiuM+: Deep-Media Storytelling With  curated content (Bungie, Lucasfilm, ImageMovers, Rainmaker), Non-linear Light-Field Video Mission: ISS music by Glen Phillips (Toad the Wet Sprocket). The techniques and creation process of a deep- Explore the International Space Station 250 miles Tom Sanocki Limitless Ltd media immersive experience with synchronized above earth with the and Touch. tactile, audio, and light-field visual techniques to Learn how to move around the modules in zero gravity. Explore the experiments and missions on realize a non-linear story in virtual reality. Remote Collaboration in AR and VR the station. Dock an incoming resupply capsule. Maggie Kosek Go on an EVA to check out the exterior. Using Virtual Replicas Disney Research, Edinburgh Napier University, The Walt Disney Company Adrian Sciutto Development and evaluation of AR and Chris Chavira VR interaction and visualization techniques Babis Koniaris Magnopus using head-mounted displays that allow a David Sinclair remote expert to guide a novice in performing Desislava Markova assembly and repair tasks by pointing in 3D and Fraser Rothnie  curated content The Walt Disney Company, Disney Research demonstrating appropriate actions. MIYUBI Lanny Smoot MIYUBI is a 40-minute virtual reality scripted Carmine Elvezio Disney Research Mengu Sukan comedy about a Japanese toy robot, inhabited Ohan Oda Kenny Mitchell by the viewer, gifted to a young boy on his Edinburgh Napier University, The Walt Disney Company, Columbia University Disney Research birthday in 1982 suburban America. As the boy’s family begins to fracture, you experience love and Barbara Tversky Stanford University, Columbia University your inevitable obsolescence through a hilarious Steven Feiner GAMES and endearing interactive story. Columbia University Félix Lajeunesse Kiss or Kill Paul Raphaël STRATA: A Biometric VR Experience Kiss or Kill is the very first room-scale VR game Ryan Horrigan show. Players compete in a one-versus-one Stéphane Rituit STRATA tunes into your heart rate, breathing, trivia showdown filled with big choices and crazy Sebastian Sylwan stress levels, and brain waves to remix an Félix & Paul Studios shenanigans. Answer fast-paced trivia but watch immersive experience that connects us to our out for your opponent who can do whatever it Owen Burke own emotional state and teaches us to calm and takes to win. Chris Bruss focus our minds. Christian Heuer Nicholas Robinson Sean Dacanay Michael Manh Azin Mehrnoosh Funny or Die Isabelle Du Plessis Andy Thai The Mill RLTY CHK Mathieu Dumont Sailor Productions Jean-Pascal Beaudoin Summer Camp: Interactive Magic Bench: A Multi-User, Headspace Studio Character-Driven Storytelling in VR Multi-Sensory AR Platform This character-driven VR adventure with a wide Introducing Magic Bench, a third-person POV  curated content range of immersion and interactivity takes the mixed-reality platform where participants see Neurable: Brain-Computer Interfaces for room-scale experience to the next level. themselves and their environment composited Virtual and Augmented Reality Joaquín Ruipérez with CG assets. It allows a user to simply walk Estudiofuture Producciones Digitales S.L. up to an installation and interact with animated The product of neuroscientific insights and CG characters. advanced machine learning, Neurable interprets user intent, bringing new degrees of freedom to Kyna McIntosh GAMES John Mars virtual and augmented reality. James Krahe Ramses Alcaide Wakeboarding: An Exertion Game in Jim McCann Adam Molnar Virtual Reality Alexander Rivera Michael Thompson In this wakeboarding exertion game, a user Jake Marsico Neurable Ali Israr skis on a meandering river in virtual reality while Shawn Lawson standing on a balance board. Moshe Mahler Out of Exile Yu-Jun Hong Disney Research Out of Exile is the true story of Daniel Ashley Chen-Yuan Hsieh Keng-Ta Yang Pierce, who was violently attacked by his family  curated content Liwei Chan when confronted about his sexual orientation. National Chiao Tung University Meet Mike in VR The room-scale VR experience is a powerful Using the latest techniques in advanced facial parable of the hostility faced by many in the motion capture to drive complex facial rigs with LGBTQ community. new real-time rendering, participants can meet in Eren Aksu VR to experience complex and highly interactive Emblematic Group photorealistic avatars.

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 56 BIRDS OF A FEATHER

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

For additional information, days, and times of these presentations, visit s2017.siggraph.org/birds-feather.

A PRELIMINARY LIST OF BIRDS OF Dynamic Simulation in Production Remote Studio Productions – Online Collaboration A FEATHER SESSIONS Global VFX Pipelines Renderfarming 3D Formats from Khronos glTF Format for Runtime 3D Asset Delivery from Khronos Sake Party 3D Graphics with Khronos Vulkan, OpenGL, and OpenGL ES Going Cloud Native Shadertoy: Community Meeting 3D Web Graphics with Khronos WebGL *Immersive Visualization for Science, Research *Shenzhen & Los Angeles Chapters Meetup and Art – International Accelerating Vision Processing with Khronos State of Animation Tools in the Industry Interesting and Novel Uses of Alembic in Our Open VX and OpenCL Studio Trainer Meet Up Pipelines *ACM SIGGRAPH Cartographic Visualization Taipei ACM SIGGRAPH Chapter Reunion International Collegiate Virtual Reality Contest Animation Educators Forum (IVRC) *The International Collegiate Virtual Reality Contest (IVRC) Berthouzoz Women in Research Lunch *ISEA International – Open Forum The VFX Union And You Best Practices in Making 3D-Printed Math and Khronos After Party Post-BOF Social Science Models *Undergraduate Research Alliance Leonardo Meeting Blender Foundation – Community Meeting University of Pennsylvania and UCLA Reunion Let’s Talk VR III Blender Spotlight VFX Cloud Wars: Google//Microsoft Maps, Urban Data, and Geocoding in Graphics Bridging the Gap Between Production and VFX Reference Platform - A Common Target for *Massive Collaborative Animation Project Technology Building VFX Software MaterialX: An Open Standard for Network-Based Cesium: 3D Globes on the Web Virginia Commonwealth University Students, CG Object Looks Computer Graphics Educators – Teaching and Alumni and Friends Reunion Meet the Candidates Internet Video Visual Effects Society Reception and Historical Computer Graphics for Simulation Mission: ISS by Magnopus Art Display Data Processing in the Cloud Mobile VR VR and AR -- Getting the Skills You Need to Work in the Field Depth Camera Usage and Development Open Shading Language (OSL) Web-Wide Interactive 3D Discussion on HTML-Like WebVR Language Openscenegraph Women in Tech: Finding Your Voice in the Visual OSU/ACCAD Alumni Gathering Going Cloud Native Effects Workplace *DCAJ Presentation “Industrial Application of Portable VR With Khronos OpenXR Content Technology in Japan” *Presented in the ACM SIGGRAPH Theater.

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 57 ACM SIGGRAPH THEATER EVENTS

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: s2017.siggraph.org.

A PRELIMINARY LIST OF ACM Professional and Student Chapters Startup SIGGRAPH THEATER EVENTS Meeting Recapturing our Past: Archiving SIGGRAPH’s CG in Africa + Middle East History CG in Asia – Inside the Asian CG Industry SIGGRAPH for Beginners – General View CG in Australasia – Developing Links Between SIGGRAPH in Japanese + Japan CG Showcase Industry and Higher Education in CG Silicon Valley Kids: Get-Together for Young CG in Canada Entrepreneurs CG in Latin America: “Encontro dos brasileiros” - Special Session of the ACM SIGGRAPH Digital Brazilian Meeting Arts Community — “Immersive Expressions: Virtual Reality on the Web” CG in Latin America VR in Europe + Russia Fantastic Student Portfolio Showcase Women in CG Join the IRC in 2017! Open Forum of the ACM SIGGRAPH Digital Arts Community

“Besides the fact that you get to learn, test, and discover the newest technologies and software, SIGGRAPH gives you a huge inspiration boost. It makes you want to go and do something amazing.”

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 58 EXHIBITION (as of 26 May)

Exhibition Hours

Tuesday, 1 August ...... 9:30 am-6 pm Wednesday, 2 August . . . 9:30 am-6 pm Thursday, 3 August . . . . 9:30 am-3:30 pm

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

3dMD Intel Corporation RebusFarm GmbH Academy of Art University INTERVOKE Redshift Rendering Technologies, Inc. Advanced Micro Devices (AMD) Intraware/Eddy Renderstorm Inc. Allegorithmic Isotropix Ringling College of Art and Design Allied Powers LLC Lancerlink Co., Ltd. Rokoko LightSpace Technologies Samy’s Camera American Cinematographer LulzBot 3d Printers SCAD Animation Magazine Luxion, Inc. Sensel Autodesk MakerBot SensoMotoric Instruments, Inc. Avere Systems Marvelous Designer Sharecg.com BenQ America MAXON SHINING 3D Blackmagic Design Mellanox Technologies Shotgun Blender Institute Mercury Learning and Information SideFX Software Body Labs MetaPipe Silver Spoon Boris FX Microsoft Sketchfab Inc. BOXX Technologies, Inc. moBack Smith Micro Software C2Monster ModelingCafe Vancouver Inc. SpeedTree Cap Digital - France Motion Analysis Corporation SUMMUS RENDER Carnegie Mellon Entertainment Technology Center Mura Vision Synertial CGAL - The Computational Geometry Algorithms Newsight Japan, Ltd. TechViz Library Nimble Collective Thinkbox Inc. Cogswell College NIPA Torus Media Labs Computer Graphics World Nippon Carbide Industries, Co. Inc. Umbra CRC Press, Taylor & Francis Group NorPix Inc. United Scenic Artists, Local USA 829 IATSE D3CRYPT3D Nurulize Unity Technologies Dell NVIDIA Corporation The Studio - B&H DigiPen Institute of Technology Oculus VR, LLC The University of the Arts Dimensional Imaging (DI4D) OPTIS Tokyo Electron Device Limited Drexel University OptiTrack uSens Inc. Eizo Inc. OTOY, Inc. Vancouver Film School EnvisionTEC Panasas Velocity Micro Esri Paneo Vicon Facebook PhaseSpace Visual Computing Research Center at KAUST Faceware Technologies Pixel Plow vr-on GmbH FLIR Systems, Inc. Planetside Software VSOCLOUD Formlabs, Inc. Pluralsight Wacom Technology Foundry PNY Technologies Web3D Consortium FoxRenderfarm Puget Systems Wolfram Research, Inc. ftrack Purdue University WorldViz Google The Qt Company X-Rite Pantone Guangdong Virtual Reality Technology Co., Ltd. Qualcomm Incorporated Xsens Technologies B.V. Haverford Systems Quantum Corporation Zoox HoloDigilog Human Media Research Center Qumulo IATSE Raise 3D, Inc. Infinite Trading Inc. REALIS InstaLOD Reallusion Inc.

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 59 EXHIBITOR SESSIONS (as of 30 June)

Comprehensive summaries of the latest technologies in computer graphics and interactive techniques. SIGGRAPH 2017 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 4:30-5:30 pm Session 3: Slashing Open Sunday, 30 July, 9 am-6 pm Shading Language Render • See the latest NVIDIA Falcor 2.0 – a Times with a SIMD Scalable 1-2 August, 9:30 am-5 pm framework for prototyping and sharing Architecture rendering techniques Autodesk (ROOM 409B) Wednesday, 2 August • Experience a one of a kind VR demo – using NVIDIA Holodeck and Isaac Autodesk Vision Series 9-10 am Session 4: Slashing Open • Get updates on NVIDIA support for Vulkan Shading Language Render The Autodesk Vision Series is a two-day track in 2017 at SIGGRAPH that covers forward-looking Times with a SIMD Scalable technology, workflows and techniques in the Architecture Monday, 31 July, 9 am-6 pm world of entertainment. 10:45-11:45 am Session 5: Steal our Secrets: • Explore the virtual frontier with NVIDIA Tuesday, 1 August Pixar’s journey to take researchers: computer graphics challenges Renderman to new levels of in virtual reality 9:30 am Beyond Media and Entertainment: performance • Hear from Pixar on its latest movie How AR & VR are changing design 12:30-1:30 pm Session 6: Intel® RealSense™ techniques and advances in real-time 10 am The Future of Storytelling, Presented technology in Virtual Reality graphics by Hilmar Koch (Autodesk) • Explore NVIDIA GVDB Voxels, a new open 2-3 pm Session 7: StudioCloud: VFX source SDK framework for 3D printing 11 am Rogue One’s Virtual Sets: The Future Render with Intel® performance of Production with ILM tuning 1 pm Virtual Production to VR with 3:15-4:15 pm Session 8: Embree Ray Tracing 1-2 August CBS Digital Kernels - Recent Improvements Pixar (ROOM 501C) and New Features 2 pm Character Creation for Beauty and Tuesday, 1 August The Beast with Framestore 4:30-5:30 pm Session 9: OSPRay - A Ray 10-11:30 am Women of Pixar Panel 3 pm Scaling Beyond Four Walls with Tracing Based Rendering Engine Jellyfish Pictures for High Fidelity Rendering and 1-2 pm How to Create a Compelling Visualization Demo Reel Wednesday, 2 August Thursday, 3 August 3-3:45 pm Open Source at Pixar: 10 am Smart Content: Empowering OpenTimelineIO Creators to Work Smarter, Not 9-10 am Session 10: Introduction to 4-6 pm Open Source at Pixar: USD and Harder, Presented by Micheal Spaw Artificial Intelligence – the next OpenSubdiv (Autodesk) evolution for usage opportunities in Graphics and VR 11 am Evolving the Planet of the Apes with Wednesday, 2 August Weta Digital 10:45-11:45 am Session 11: OSPRay - A Ray 9:30-10:30 am A Collaboration Between Pixar’s Tracing Based Rendering Engine 1 pm How MPC Brought the Sea to Life Creative and Technical Worlds for High Fidelity Rendering and in “Pirates of the Caribbean: Dead 10:45-11:45 am Reel Reviews Visualization Men Tell No Tales” 1-2 pm Session 12: Intel® RealSense™ 2 pm Panel: The Promise and Challenges technology in Virtual Reality 1-3 August of Embracing the Cloud 2:30-3:30 pm Session 13: Embree Ray Tracing Google (ROOM 512) 3 pm Open@ADSK - Integrating Kernels - Recent Improvements Effective Open Source Practices in and New Features Media & Entertainment, and Beyond, 1-3 August Presented by Guy Martin (Autodesk) 4-5 pm Session 14: Introduction to SideFX (ROOM 501AB) Artificial Intelligence – the next 4 pm Arnold: Where do we go from here? evolution for usage opportunities Hive in Graphics and VR Three days packed with sessions from Industry 1-2 August, 10 am-5 pm Professionals ranging from VR, VFX, animation Chaos Group 9 (ROOM 404A) 30-31 July and technology. Schedule to be posted prior to the event on SideFX.com. V-Ray Days Presented by Chaos Group NVIDIA (ROOM 404AB)

NVIDIA Spotlights: Best of GTC and 1-2 August 1-3 August NVIDIA Research Unity Technology (ROOM 503) Intel (ROOM 406B) NVIDIA brings cutting-edge research in AI & Tuesday, 1 August graphics and advances in GPU rendering, ray tracing, AR, VR, and more to SIGGRAPH. Join 2-3 pm Session 1: StudioCloud: VFX technical deep dives and get a glimpse into Render with Intel® performance groundbreaking advancements that will change tuning the way you work. 3:15-4:15 pm Session 2: Steal our Secrets: Pixar’s journey to take Highlights from the announcements and Renderman to new levels of innovations you won’t want to miss: performance

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 60 EXHIBITOR SESSIONS (continued)

PANASAS, INC. MICROSOFT EXHIBITOR MEETING ROOMS Tuesday, 1 August, 2-3 pm Wednesday, 2 August, 3:30-4:30 pm (continued) Parallel Storage Scaling for Emerging Past and Future: The Journey From Static 1-2 August Render Challenges to Elastic Infrastructure Walt Disney Animation Studios Advancing parallel storage enhancements for rendering (ROOM 407) and bursting, given the emergence of greater CPU ISOTROPIX core density for scheduled jobs across distributed Walt Disney Animation Studios Suite compute grids. Wednesday, 2 August, 5-6 pm Tuesday, 1 August 12-1 pm Conversation with Walt Disney QUMULO Animation Studios THURSDAY, 3 AUGUST 1-2 pm Open Suite for Meet and Greets Tuesday, 1 August, 3:30-4:30 pm 2:30-3:30 pm Conversation with Walt Disney Resolving Storage Pain Animation Studios The M&E industry today is experiencing pain in storage. AVEGANT 3:30-4:30 pm Open Suite for Meet and Greets There’s a lot of pain in your storage environment whether Thursday, 3 August, 9-10 am 5-6 pm Disney Panel you’re an artist, an end user, administrator, or architect. Your workloads are growing as post production How Light Field Technology Will Change the Wednesday, 2 August businesses try to squeeze more from less. Client Future of AR & Mixed Reality 10-11 am Workshop demands are increasing, whether they’re about project resolution, framerate, or turnaround time. Technology 11-11:30 am Open Suite (Chat With Artists marches forward the whole time and you have to BINARY ALCHEMY and Engineers From Various keep your environment as pain-free as possible. In this Disciplines) exhibitor session, we will discuss how to handle these Thursday, 3 August, 12:30-1:30 pm 1-2 pm Workshop workloads in a fast, efficient, and scalable way. Introduction to Cloud Rendering 2-2:30 pm Open Suite (Chat With Artists and Engineers From Various Disciplines) MICROSOFT 3-4 pm Developing Tools for Artists Tuesday, 1 August, 5-6 pm Secure Burst Rendering to the Microsoft Cloud

EXHIBITOR SESSIONS (ROOM 409A) WEDNESDAY, 2 AUGUST TUESDAY, 1 AUGUST SOHONET MICROSOFT Wednesday, 2 August, 9-10 am Tuesday, 1 August, 9-10 am Simple Rendering with Sohonet and Driving Machine Learning and Computer GridMarkets Vision Algorithm Through Synthetic Data SUMMUS RENDER, S.L. MICROSOFT Wednesday, 2 August, 10:30-11:30 am Tuesday, 1 August, 10:30-11:30 am The Remote Virtual Studio Cloud-Based Future of Studios & VFX in the Cloud The remote virtual studio cloud-based that includes hardware and software and a complete and free QUALCOMM animation pipeline. A new way to work.

Tuesday, 1 August, 12:30-1:30 pm QUALCOMM Profiling VR Games and Applications for Optimum Performance Wednesday, 2 August, 12:30-1:30 pm Maximizing the gaming experience on a VR headset Developing AR Applications for ODG’s requires more than innovative technology and gameplay. AR Glasses The gaming experience is equally affected by a game’s ability to manage power consumption and avoid device Learn how to build and optimize AR applications for heat ups. These factors can impact a game’s success by ODG glasses. limiting game performance and creating an unplayable mobile experience. In this session, you’ll learn how to THE QT COMPANY improve power and thermal efficiency while achieving maximum performance for your VR game or app. Wednesday, 2 August, 2-3 pm

Analyze and optimize your VR games and applications Behind the Scenes and Beyond Your by exposing detailed CPU, GPU, and system data Imagination With Qt to reveal your game’s power and performance Go behind the scenes of the graphics world from a characteristics. In addition, you can understand how software, user experience, and user interface angle other apps or background processes may be impacting ranging from equipment and applications used in the performance, giving you a complete picture of system industry. We will take you on a spin of insights to the performance. future including 3D technologies as well as what is in store now in the industry that is built with Qt!

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 61 JOB FAIR

The Job Fair is absolutely the best place at SIGGRAPH 2017 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 2017 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.

Job Fair Hours

Tuesday, 1 August ...... 9:30 am-6 pm Wednesday, 2 August . . . 9:30 am-6 pm Thursday, 3 August . . . . 9:30 am-3:30 pm

JOB SEEKERS JOB FAIR PARTICIPANTS (as of 14 June)

The Job Fair IS THE BEST PLACE to Activision Publishing be if you are: Animal Logic • Actively looking for a job Axis Animation • Passively networking to see what CreativeHeads.net opportunities are available Cryptic Studios • Interested in getting acquainted with some great companies Double Negative Visual Effects • Hoping to broaden your horizons and ESRI possibly switch industries Facebook • Looking for career development tips Ilion Animation • Wanting to learn about the latest CG and interactive techniques Nordeus Oculus Research EMPLOYERS Qualcomm Pluralsight The Job Fair IS THE BEST PLACE to Rodeo FX be if you want to: Savannah College of Art and Design • Meet with seasoned professionals SpaceX • Hire “right-brain” talent Uber Technologies • Reach an extremely diverse and experienced group of creative professionals working Weta Digital across multiple Zoic Studios

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 62 GENERAL INFORMATION

Airport Shuttle Bus Discounts Additional parking information: SIGGRAPH 2017 has negotiated discount rates District Parking Office for hotels in Los Angeles. These discounts are In partnership with SIGGRAPH 2017, +1.213.742.PARK (7275) available to SIGGRAPH 2017 attendees only. SuperShuttle offers transportation to and from Reservations made after Monday, 3 July are Los Angeles International Airport (LAX). Luggage and Coat Check based on availability only, and rates may increase. • Share A Ride Van - $15 per passenger, one Luggage and Coat check services are available SIGGRAPH 2017 hotel rates can only be way (up to 9 passengers) in the Image Quest Plus Business Center at the booked through onPeak, SIGGRAPH 2017’s • Business Express Private - $38 per Los Angeles Convention Center throughout the Housing Partner. If you are contacted by any passenger, one way (seats 1-3 passengers) conference week. There is a $5 fee for each other companies to make hotel reservations • ExecuCar Black Town Car Sedan Meet & item up to four hours and a $10 fee for each item for SIGGRAPH 2017, be aware they may not Greet - $64 per passenger, one way dropped off for more than four hours. be reputable companies or endorsed by • Exclusive Private Van - $75 one way (seats SIGGRAPH 2017. 1-9 passengers) Bookstore • ExecuCar Black SUV Private - $94 one way Photography and Recording Policies (seats 1-5 passengers) BreakPoint Books offers the latest and greatest The $15 Share A Ride Van rate includes a books, CDs, and DVDs on computer animation, All registered media and attendees are allowed $2 discount for SIGGRAPH 2017 attendees. , gaming, 3D graphics, modeling, to take photos and record video in approved The other rates are also discounted. These and digital artistry. The bookstore features areas at SIGGRAPH 2017. Many of the words, discounts are valid five days before and after the recent books by SIGGRAPH 2017 speakers images, sounds, objects, and technologies conference dates to all coverage areas in the and award winners. To suggest books, CDs, or presented at the SIGGRAPH conference are greater Los Angeles area. DVDs that should be available in the bookstore, protected by copyright or patents. Please contact: respect their intellectual-property rights. These discounted rates are valid from five days before the conference to five days after it closes. Breakpoint Books By permission, photography is allowed in the If you book your shuttle reservation through the [email protected] Production Gallery, Experience Hall, Exhibition SIGGRAPH 2017 website, you can earn miles Hall, during social receptions, and the Computer on American Airlines, United Airlines and Delta. Children at the Conference Animation Festival Awards and pre-show. Book by phone at: 800.258.3826 Photography is not allowed in Research and To receive the discount, you must mention the Please be aware that parts of the Conference Learning areas (Papers, Courses, Panels, SIGGRAPH 2017 discount code: PK7AU. Or you may contain adult content, graphic images, or Talks, or Production Sessions) or during the can book directly on the Super Shuttle website. violence. There are no age-based restrictions presentation of the Computer Animation Festival at the Conference with the exception of the (Electronic Theater and VR Theater). If you SIGGRAPH Exhibition. Registered attendees are in doubt, please ask permission before Los Angeles Convention Center under 16 years of age may enter the SIGGRAPH photographing or recording content. Exhibition Halls only under one of the following 1201 South Figueroa Street circumstances: as “wearable” infants/toddlers SIGGRAPH 2017 employs a professional Los Angeles, California 90015 USA (those being carried in a sling or backpack photographer and reserves the right to use all carrier) or as children that are part of an official images that this photographer takes during the Accessibility SIGGRAPH guided tour event. conference for publication and promotion of The convention center is handicap accessible. future ACM SIGGRAPH events. If you have special needs or requirements, Nursing Mothers Room please call Conference Management at: Cameras and Recording Devices The First Aid Station in South Hall Lobby has a +1.312.673.5868 private room reserved for breastfeeding mothers. All attendee cameras and recording equipment

It is available during the conference days. must be hand-held. Members of the media are Food Services allowed to use tripods and larger equipment, A variety of food truck vendors and concessions Power Stations but they must register their devices with the are available throughout the convention center SIGGRAPH 2017 media office in advance of use. and outdoor plaza space. There will be two charging stations at SIGGRAPH 2017, one in the Concourse Hallway Special Policies Internet Access (between South Lobby and Business Center) Free wireless access is available during and the other in the Concourse Foyer. In Lost badges cannot be replaced. If you lose your SIGGRAPH 2017 in all conference locations addition, there will be electrical ports in some badge, you must purchase a new registration. within the Los Angeles Convention Center of the new lobby furniture that is scattered Technical materials included with your registration [except in the Exhibit Hall]. throughout the Los Angeles Convention Center. must be picked up at the SIGGRAPH 2017 Hotel Reservations Merchandise Pickup Center. Lost merchandise will not be replaced. Parking Visit the SIGGRAPH 2017 website to access SIGGRAPH 2017 attendees can park at the the easy-to-use online hotel reservation system, Reception Access following locations: which includes complete information on housing policies, procedures, and rates: To be admitted to the Reception, you must have Los Angeles Convention Center Parking s2017.siggraph.org a ticket. Your badge does not provide access. 1201 S. Figueroa Street +1.213.741.1151, ext 5850 Or contact: L.A. Live Parking Lots onPeak +1.213.763.5483 SIGGRAPH 2017 Housing Provider +1.855.416.6073 (US and Canada) Staples Center Parking Lots +1.312.527.7300 (International) +1.213.742.7100

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 63 REGISTRATION FEE INFORMATION

Conference Registration Categories One Day Registration Reception Ticket

Full Conference Platinum Full Conference One Day registration is available To be admitted to the Reception, you must have a and includes admission to conference programs ticket. Your registration badge does not provide access. Full Conference and events for the day purchased and the Select Conference Exhibition (Tuesday – Thursday). It does NOT Refund and Cancellation Deadlines include Computer Animation Festival – Electronic Exhibits Plus Theater or Reception. Cancellation requests for refunds must be made in Exhibitors writing and received on or before 7 July. No refunds will be issued after this date. There is a refund Exhibits Only  Lost badges cannot be replaced. If you lose processing fee of $75. Exhibits Only registrations are your badge, you must purchase a new registration. not refundable.

X Included in registration Full Full Full Select Exhibits Exhibits * Includes a one-year membership to Conference Conference Conference Conference Plus Only ACM SIGGRAPH Platinum One-Day

Member By 9 June $1,245 $950 $450 $450 $150 $50 By 7 July $1,445 $1,150 $550 $550 $200 $50 8 July and After $1,645 $1,350 $650 $650 $250 $50

Non-Member By 9 June $1,445* $1,150* $550 $550 $150 $50 By 7 July $1,645* $1,350* $650 $650 $200 $50 8 July and After $1,845* $1,550* $750 $750 $250 $50

Student By 9 June $695 $400 $300 $300 $150 $50 By 7 July $745 $450 $350 $350 $200 $50 8 July and After $795 $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 Art Papers X X T X Birds of a Feather X X Su, M, T, W, Th X X Computer Animation Festival – Electronic Theater M or W M or W Computer Animation Festival – VR Theater** X X Courses X X Su, M, T, W, Th Educators Forum X X M, T X 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 Experience Presentations X X TBD X X International Center X X Su, M, T, W, Th X X Job Fair X X T, W, Th X X X Keynote Sessions X X M X Panels X X Su, M, T, W Posters X X Su, M, T, W, Th X X Poster Sessions X X M, T, W X X Production Sessions X X M, T, W, Th X Real-Time Live! X X T X Reception X X Studio X X Su, M, T, W, Th 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

** Computer Animation Festival VR Theater Ticketing. Due to limited space, the VR Theater is available to Full Conference Platinum and Full Conference attendees only. Tickets will be distributed at the Electronic Theater Exchange/VR Theater Ticket desk in Registration one day before each showing, i.e., Monday tickets are available on Sunday, Tuesday tickets on Monday, etc.

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 64 CONFERENCE COMMITTEE

SIGGRAPH 2017 Conference Chair General Services SIGGRAPH 2018 Conference Chair Jerome Solomon Freeman Decorating Company Roy C. Anthony Cogswell Polytechnical College Christie Digital Systems USA, Inc. General Submissions Chair Art Gallery Chair Mashhuda Glencross SIGGRAPH 2019 Conference Chair Paula Gaetano Adi Yulio Technologies Inc. Mikki Rose Rhode Island School of Design Blue Sky Studios Graphic Design, Editing, Web Site Art Papers Chair Q LTD Student Volunteer Program Chair Ruth West Munkhtsetseg Nandigjav University of North Texas GraphicsNet Chair Forest Giant, Inc. Nathan Harling Attendee Experience and Innovation Chair The Walt Disney Company Studio Chair Chris Williams Brittany Ransom JumpStart Games Housing Provider California State University, Long Beach onPeak Audio/Visual Support Technical Papers Chair Freeman Audio Visual Solutions International Resources Chair Marie-Paule Cani Diana Arellano Université Grenoble Alpes Computer Animation Festival Chair Filmakademie Baden-Württemberg Pol Jeremias VR Village Chair Pixar Animation Studios Mobile Chair Denise Quesnel Akshay Agarwal Simon Fraser University Conference Administration, Conference Google, Inc. Management, Marketing and Media Web Programming SmithBucklin Corporation Operations Director The OPAL Group Benny Garcia Courses Chair Benstudios Mark Elendt

Side Effects Software, Inc. Posters Coordinator Dani Belko Education Liaison Oculus VR, LLC Erik Brunvand

University of Utah Production Sessions Chair Emily Hsu Emerging Technologies Chair LAIKA, LLC Jeremy Kenisky

Merge VR Publications Stephen N. Spencer, ACM SIGGRAPH Publications Exhibition Management Committee Chair Hall-Erickson, Inc. University of Washington

Experience Hall Manager Real-Time Live! Chair Kristy Pron Cristobal Cheng Walt Disney Imagineering Technicolor OLS

Games Chair Registration Chris Evans RCS Epic Games

 TABLE OF CONTENTS S2017.SIGGRAPH.ORG  #SIGGRAPH2017 65 CO-LOCATED EVENTS

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

High-Performance Graphics 2017 DigiPro 2017: Digital Production Symposium

28-30 July 2017 29 July 2017

Sheraton Grand Los Angeles Beaudry Theater, Los Angeles Center Studios 711 South Hope Street 451 South Beaudry Avenue Los Angeles, California 90017 USA Los Angeles, California 90017 USA

highperformancegraphics.org/2017 dp2017.digiproconf.org

SCA 2017 Expressive 2017: Joint Symposium on Computational Aesthetics and Sketch-Based Interfaces and Modeling 28-30 July 2017 and Non-Photorealistic Animation and Rendering

University of California, Los Angeles Campus 29-30 July 2017

sca17.cs.columbia.edu Los Angeles Convention Center 1201 South Figueroa Street Los Angeles, California 90015 USA

expressivesymposium.com

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