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PLAN YOUR EXPERIENCE ADVANCE PROGRAM

The 45th International Conference & Exhibition on Graphics and Interactive Techniques TABLE OF CONTENTS

SCHEDULE AT A GLANCE...... 3 CURATED CONTENT REASONS TO ATTEND...... 6 SIGGRAPH 2018 offers several events and sessions that are individually chosen by program chairs to CONFERENCE OVERVIEW...... 7 address specific topics in and interactive techniques. CONFERENCE SCHEDULE...... 10 Curated content is not selected through the regular APPY HOUR...... 19 channels of a comprehensive jury. ART GALLERY...... 20 ART PAPERS...... 23 INTEREST AREAS SIGGRAPH brings together a wide variety of BUSINESS SYMPOSIUM...... 25 professionals who approach computer graphics and COMPUTER FESTIVAL: interactive techniques from different perspectives. ELECTONIC THEATER...... 26 Our programs and events align with five broad interest areas (listed below). Use these interest areas to help FESTIVAL: VR THEATER...... 27 guide you through the content at SIGGRAPH 2018. COURSES...... 28 EDUCATOR’S FORUM...... 32 C PRODUCTION & ANIMATION EMERGING TECHNOLOGIES...... 35 RESEARCH & EDUCATION EXPERIENCE PRESENTATIONS...... 39 5 PANELS...... 43 D ARTS & DESIGN PRODUCTION SESSIONS...... 46 REAL-TIME LIVE!...... 50 h GAMING & INTERACTIVE SIGGRAPH NEXT...... 52

STUDIO...... 53 6 NEW TECHNOLOGIES TALKS...... 56 TECHNICAL PAPERS...... 62 VIRTUAL, AUGMENTED, AND ...... 77 ACM SIGGRAPH SUNDAY WORKSHOPS...... 81 BIRDS OF A FEATHER...... 82 ACM SIGGRAPH THEATER EVENTS...... 85 EXHIBITION...... 86 EXHIBITOR MEETING ROOMS AND SESSIONS...... 87 JOB FAIR...... 92 GENERAL INFORMATION...... 93 CONFERENCE COMMITTEE...... 95 CO-LOCATED EVENTS...... 96

S2018.SIGGRAPH.ORG #SIGGRAPH2018 2 SCHEDULE SUBJECT SCHEDULE AT A GLANCE TO CHANGE

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

Saturday Sunday Monday Tuesday Wednesday Thursday Event 11 August 12 August 13 August 14 August 15 August 16 August

Registration 5:00 PM- 8:30 AM- 8:30 AM- 8:30 AM- 8:30 AM- 8:30 AM- 7:00 PM 6:00 PM 6:00 PM 6:00 PM 6:00 PM 1:00 PM

Merchandise Pickup Center/ 5:00 PM- 8:30 AM- 8:30 AM- 8:30 AM- 8:30 AM- 8:30 AM- SIGGRAPH Store 7:00 PM 6:00 PM 6:00 PM 6:00 PM 6:00 PM 3:30 PM

l l Opening Ceremony and Awards l l 9:00 AM- Presentation 10:30 AM

l l ACM SIGGRAPH Award Talks l l 3:45 PM- 5:30 PM

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

l l Appy Hour l l 5:00 PM- l l 7:00 PM l l

l l Art Gallery l l 1:30 PM- 10:00 AM- 10:00 AM- 10:00 AM- 10:00 AM- l l 5:30 PM 5:30 PM 5:30 PM 5:30 PM 3:30 PM

l l Art Papers l l 3:45 PM- 10:45 AM- l l 5:35 PM 12:35 PM

Attendee Lounge 8:30 AM- 8:30 AM- 8:30 AM- 8:30 AM- 8:30 AM- 8:30 AM- 6 PM 6 PM 6 PM 6 PM 7 PM 3:30 PM

l l Birds of a Feather l l ALL WEEK l l

l Business Symposium 8 AM- 8:30 AM- 6 PM 1:30 PM

l l Computer Animation Festival - l 6:00 PM- 9:00 PM- 8:00 PM- Electronic Theater 8:00 PM 11:00 PM 10:00 PM

l l Computer Animation Festival - 2:00 PM- 10:00 AM- 10:00 AM- 10:00 AM- 10:00 AM- VR Theater 5:00 PM 5:30 PM 5:30 PM 5:30 PM 3:30 PM (FP ONLY)

Registration : l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium Interest Areas: C Production & Animation 5 Research & Education D Arts & Design h Gaming & Interactive 6 New Technologies

S2018.SIGGRAPH.ORG #SIGGRAPH2018 3 SCHEDULE SUBJECT SCHEDULE AT A GLANCE TO CHANGE

Saturday Sunday Monday Tuesday Wednesday Thursday Event 11 August 12 August 13 August 14 August 15 August 16 August

l l Courses 9:00 AM- 9:00 AM- 9:00 AM- 9:00 AM- 9:00 AM- 5:15 PM 5:15 PM 5:15 PM 5:15 PM 5:15 PM

l l Educators Forum l 9:00 AM- 9:00 AM- 5:15 PM 5:15 PM

l l Emerging Technologies l l 1:30 PM- 10:00 AM- 10:00 AM- 10:00 AM- 10:00 AM- l l 5:30 PM 5:30 PM 5:30 PM 5:30 PM 3:30 PM

l l Exhibition Show Floor l l 9:30 AM- 9:30 AM- 9:30 AM- l l 6:00 PM 6:00 PM 3:30 PM l l

l l Exhibitor Sessions l l 9:30 AM- 9:30 AM- 9:30 AM- l l 6:00 PM 6:00 PM 3:30 PM l

l l Experience Presentations l l 3:45 PM- 2:00 PM- 9:30 AM- 9:00 AM- 9:00 AM- l l 5:15 PM 5:15 PM 6:00 PM 10:30 AM AND 12:15 PM AND 2:00 PM- 3:45 PM- 5:15 PM 5:15 PM

l l International Resource Center l l 9:00 AM- 9:00 AM- 9:00 AM- 9:00 AM- 9:00 AM- l l 6:00 PM 6:00 PM 6:00 PM 6:00 PM 3:30 PM l

l l Job Fair l l 9:30 AM- 9:30 AM- l l 6:00 PM 6:00 PM l

l l Keynote Session l l 2:00 PM- 3:15 PM

l l Panels 10:45 AM- 10:45 AM- 9:00 AM- 2:00 PM- 2:00 PM- 12:15 PM AND 12:15 PM 10:30 AM 5:15 PM 3:30 PM 3:45 PM- 5:15 PM

l l Posters l l 1:30 PM- 9:30 AM- 9:30 AM- 9:30 AM- 9:30 AM- l l 5:30 PM 6:00 PM 6:00 PM 6:00 PM 3:30 PM

l l Poster Sessions l l 12:15 PM- 12:15 PM- 12:15 PM- l l 1:15 PM 1:15 PM 1:15 PM

l l Production Gallery l l 1:30 PM- 10:00 AM- 10:00 AM- 10:00 AM- 10:00 AM- l l 5:30 PM 5:30 PM 5:30 PM 5:30 PM 3:30 PM

Registration Level: l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium Interest Areas: C Production & Animation 5 Research & Education D Arts & Design h Gaming & Interactive 6 New Technologies

S2018.SIGGRAPH.ORG #SIGGRAPH2018 4 SCHEDULE SUBJECT SCHEDULE AT A GLANCE TO CHANGE

Saturday Sunday Monday Tuesday Wednesday Thursday Event 11 August 12 August 13 August 14 August 15 August 16 August

l l Production Sessions l 10:45 AM- 10:45 AM- 10:45 AM- 10:45 AM- 12:15 PM 12:15 PM AND 12:15 PM AND 12:15 PM AND 2:00 PM- 2:00 PM- 2:00 PM- 5:15 PM 5:15 PM 5:15 PM

l l Real-Time Live! l 6:00 PM- 7:45 PM

l l Reception 8:00 PM- 10:00 PM

l l SIGGRAPH Next l l 8:00 AM- 8:00 AM- 8:00 AM- l l 8:45 AM 8:45 AM 8:45 AM l

l l Studio l l 1:30 PM- 10:00 AM- 10:00 AM- 10:00 AM- 10:00 AM- l l 5:30 PM 5:30 PM 5:30 PM 5:30 PM 3:30 PM

l l Talks 10:45 AM- 9:00 AM- 9:00 AM- 9:00 AM- 10:45 AM- 5:15 PM 10:30 AM AND 5:15 PM 12:15 PM 5:15 PM 2:00 PM- 5:15 PM

l l Technical Papers 10:45 AM- 9:00 AM- 9:00 AM- 9:00 AM- 5:35 PM 5:35 PM 5:35 PM 5:15 PM

l l Technical Papers Fast Forward 6:00 PM- 8:00 PM

l l Virtual, Augmented and Mixed l l 1:30 PM- 10:00 AM- 10:00 AM- 10:00 AM- 10:00 AM- l l Reality (Immersive Pavilion) 5:30 PM 5:30 PM 5:30 PM 5:30 PM 3:30 PM

1. Business Symposium Only registration includes admission to the Computer Animation Festival - Electronic Theater for Monday only. 2. 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.). Note: For all other attendee levels, kiosks will be set up for individual viewings of select VR Theater content throughout the Immersive Pavilion venue. (Stay tuned for updates on this offering.)

Registration Level: l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium Interest Areas: C Production & Animation 5 Research & Education D Arts & Design h Gaming & Interactive 6 New Technologies

S2018.SIGGRAPH.ORG #SIGGRAPH2018 5 REASONS TO ATTEND

WHY SIGGRAPH? For more than four decades, SIGGRAPH conferences have been at the center of innovation in computer graphics and interactive techniques. Immerse yourself in a new generation of technology, trends and techniques at SIGGRAPH 2018.

LEARN CREATE — — The most accomplished minds in research, design Roll up your sleeves for hands-on exploration in the and development gather at SIGGRAPH to share their Studio. Demo the latest in mixed reality in the Immersive discoveries and innovations. From VFX and animation Pavilion. Go behind the VFX of the latest blockbuster techniques to VR and game design, SIGGRAPH 2018 game at one of our Production Sessions. Let SIGGRAPH features five days of courses, talks, sessions and panels reignite your imagination and then take your inspiration that will blow you away. back to your workplace.

DISCOVER SHARE — — Explore the latest and hardware that’s What’s your passion? SIGGRAPH gives you access to changing the workplace for CG and VFX professionals. innovation and information that can’t be found anywhere Learn from visionaries who are pushing the limits of else. Whether your interests are in research, production, VR and its application to games, healthcare and daily new technologies or somewhere in between, you’re sure life. Join the brightest minds pushing the boundaries of to find fresh ideas and technologies that will change the computer graphics and interactive techniques. way you work and create.

BOND — Our community is diverse, curious, and passionate. We are artists and researchers, students and pioneers. We come from around the globe, from different disciplines, with various levels of experience and points-of-view. We gather at SIGGRAPH to create, discover and learn from one another.

Registration Level: l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium Interest Areas: C Production & Animation 5 Research & Education D Arts & Design h Gaming & Interactive 6 New Technologies

S2018.SIGGRAPH.ORG #SIGGRAPH2018 6 CONFERENCE OVERVIEW

SIGGRAPH 2018 is a five-day immersion into the latest innovations in Computer Graphics, Animation, VR, Games, , Mixed Reality and Emerging Technologies. Experience research, hands-on demos, and fearless acts of collaboration alongside fellow creatives, intellects and innovators. Conference Registration Categories:

Full Conference Select Business FP S EO Exhibits Only B Platium Conference Symposium

F Full Conference EP Exhibits Plus E Exhibitors

OPENING CEREMONY AND ACM ACM SIGGRAPH AWARD TALKS ACM SIGGRAPH Practitioner Award SIGGRAPH AWARDS PRESENTATIONS l l l This inaugural award will be given annually to recognize outstanding contributions to l l l — the practice and advancement of Computer — Monday, 13 August, 3:45-5:30 PM Graphics and Interactive Techniques. It Monday, 13 August, 9-10:30 AM The Computer Graphics recognizes the very best and most influential Achievement Award applications and practitioners. ACM SIGGRAPH 2018 Award Recipients This award is given each year to The Computer Graphics recognize an individual for an outstanding ACM STUDENT RESEARCH Achievement Award achievement in computer graphics and COMPETITION FINAL PRESENTATION interactive techniques. Daniel Cohen-Or l l l l l Tel Aviv University ACM SIGGRAPH Outstanding — ACM SIGGRAPH Outstanding Service Award Student posters are selected for judging at Service Award This award is given annually to recognize SIGGRAPH 2018. A panel of distinguished G. Scott Owen outstanding service to ACM SIGGRAPH by a judges selects three semi-finalists in each Georgia State University volunteer. It recognizes persons who have category (undergraduate and graduate), given extraordinary service to ACM SIGGRAPH, who present their work to SIGGRAPH 2018 The Significant New Researcher Award both in the trenches and in positions of more attendees. The competition is sponsored by . Gordon Wetzstein responsibility or visibility, over a significant period of time. The Distinguished Artist Award for The Significant New Researcher Award APPY HOUR l l l l l l l Lifetime Achievement in Digital Art The Significant New Researcher Award is — Monika Fleischmann given annually to a researcher who has made Fraunhofer IZB Sankt Augustin a recent significant contribution to the field of Meet the next generation of mobile computer graphics and is new to the field. The applications and their creators at Appy Hour. The Outstanding Doctoral intent is to recognize people who, through Interact with developers, and experience Dissertation Award early in their careers, have already made a tomorrow’s mobile media. notable contribution. Jun-Yan Zhu Massachusetts Institute of Technology The Distinguished Artist Award for ART GALLERY ACM SIGGRAPH Practitioner Award Lifetime Achievement in Digital Art l l l l l l The award is given annually to an artist who — Bill Reeves has created a substantial and important body Animation Studios Building upon an exciting and eclectic of work that significantly advances aesthetic selection of creative practices mediated ACM SIGGRAPH Academy content in the field of digital art. through technologies that represent the sophistication of our times, the SIGGRAPH Induction Inaugural Members of the ACM The Outstanding Doctoral 2018 Art Gallery will embrace the narratives SIGGRAPH Academy: Dissertation Award of the indigenous communities near Past recipients of the Stephen A. Coons Awarded annually to recognize a and throughout as a Award, the Distinguished Artist Award for recent doctoral candidate who has of inspiration. Lifetime Achievement in Digital Art and the successfully defended and completed Computer Graphics Achievement Award. a dissertation in computer graphics and interactive techniques.

Registration Level: l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium

S2018.SIGGRAPH.ORG #SIGGRAPH2018 7 CONFERENCE OVERVIEW

ART PAPERS COURSES EXPERIENCE PRESENTATIONS l l l l l l l l l l l l l

— — — This program invites artists, theorists, Whether it’s foundational material for Informal presentations on new ideas that historians, and researchers to submit researchers and practitioners, or a review are applicable to techniques, concepts, and contributions at the intersection of creative of the state-of-the-art in a specific area, strategies related to the Experience Hall and technological innovation. Works cover SIGGRAPH 2018 Courses offer learning (Art Gallery, Emerging Technologies, Studio) the processes and theoretical frameworks opportunities for everyone. and Immersive Pavilion (Village and VR for making art and contextualizing its place Theater) programs. in society. EDUCATOR’S FORUM l l l INTERNATIONAL RESOURCE CENTER

BIRDS OF A FEATHER (BOF) — l l l l l l l l l l l l l The Educator’s Forum includes curated — — and juried content specifically targeted to Operated by the ACM SIGGRAPH International Informal presentations, discussions, and educators, from K-12 through undergraduate Resources Committee, the International demonstrations, designed by and for people and graduate programs. The Educator’s Forum Resource Center shares resources for our who share interests, goals, technologies, includes a SIGGRAPH Education Committee International visitors and offers a place for environments, or backgrounds. For an Town Hall and Educator’s Meet and Greet. attendees to meet, collaborate, learn and be updated list of the Birds of a Feather inspired. Learn how the industry is evolving sessions visit: worldwide and take advantage of informal EMERGING TECHNOLOGIES translation services and space for meetings, https://s2018.siggraph.org/conference/ l l l l l l talks, and demonstrations. conference-overview/birds-of-a-feather/ — Test-drive the latest interactive and graphic BUSINESS SYMPOSIUM technologies before they transform the way JOB FAIR l we live and work. SIGGRAPH 2018 includes l l l l l l l — hands-on demonstrations of research from — New in 2018, the SIGGRAPH 2018 Business three core areas of the human experience: Looking for an opportunity? Interested in Symposium provides busy decision-makers health, home and entertainment. meeting with some inspiring companies? with a weekend of insights into the state of Discover your future at SIGGRAPH 2018. In the the computer graphics industry and its future. Job Fair, attendees connect with employers EXHIBITION before, during, and after the conference l l l l l l l via the CreativeHeads.net job board and COMPUTER ANIMATION FESTIVAL — candidate profiling system. Electronic Theater: l l (l on Monday Only) The largest, most comprehensive exhibition VR Theater (Screenings): l l VR Theater (Kiosks): l l l l l l of hardware systems, software tools, and creative services in the computer graphics and KEYNOTE SESSION — interactive marketplace. Established industry l l l l Electronic Theater leaders and emerging challenges display, — A celebration of storytelling through discuss, and demonstrate the products, Monday, 13 August, 2-3:15 PM the prism of computer graphics, with systems, techniques, ideas, and inspiration that are creating the digital future. SIGGRAPH 2018 is pleased to welcome high-tech projection of the finest Rob Bredow, head of Industrial Light & Magic, achievements in animated storytelling, visual to share his unique of how media effects, and scientific . EXHIBITOR SESSIONS and technological innovation can intersect VR Theater l l l l l l l to tell great stories and create groundbreaking experiences. The VR Theater is a space for attendees to — experience next-generation storytelling in Exhibitors demonstrate software, hardware, . and systems; answer questions; and host PANELS one-on-one conversations about how l l their applications improve professional and — technical performance. Expert panelists freely discuss and debate important topics in computer graphics and interactive techniques with each other and the audience.

Registration Level: l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium

S2018.SIGGRAPH.ORG #SIGGRAPH2018 8 CONFERENCE OVERVIEW

POSTERS RECEPTION TECHNICAL PAPERS l l l l l l l l l l

— — — On display! Experience research and Monday, 13 August, 8-10 PM The premier international forum for ideas from the global computer graphics East Building, Exhibit Hall B, Vancouver disseminating and discussing new scholarly community. The Posters Program at work in computer graphics technology and Convention Centre SIGGRAPH 2018 is the place to see where the interactive techniques. field is headed. Posters may be in-progress Come Sail Away! research, student projects, or late-breaking work. During the Poster Presentations, The SIGGRAPH 2018 reception will take TECHNICAL PAPERS FAST FORWARD authors discuss their work with attendees. place beneath the Canada Place Sails in l l the Vancouver Convention Centre East — Building. Join fellow researchers, scientists, PRODUCTION GALLERY artists, and entrepreneurs to celebrate The world’s leading experts in computer graphics and interactive techniques preview l l l l l l 45 years of innovation, imagination, and technological breakthroughs - the hallmarks the Technical Papers in provocative, — of SIGGRAPH Conferences. sometimes hilarious summaries of the This one-of-a-kind exhibit recognizes the art, field’s evolution. processes, and physical materials involved in Gather with pioneers from the past the creation of major studio projects — not and the upcoming generation of just the final piece on screen. The gallery dreamers and thinkers who are shaping VIRTUAL, AUGMENTED AND features artwork, props, costumes, and more the future of computer graphics and MIXED REALITY interactive techniques. from recent , VR, or game productions. l l l l l l

— PRODUCTION SESSIONS SIGGRAPH NEXT Come play with the future. New at SIGGRAPH l l l l l l l l l 2018, Virtual, Augmented and Mixed Reality

— — are on tap in the Immersive Pavilion, as we celebrate the evolution of the medium. The Where the world’s most talented production Brings together high-profile thought Immersive Pavilion is the place to experience, teams share their processes and techniques leaders to share visionary perspectives on play, and learn about the latest technological from some of the most exciting content in emerging areas within computer graphics advances. It will host physical spaces to learn computer animation, VFX, games and VR. and interactive techniques. Topics speak to “What’s Next” for the industry, such as artificial about the advancements in immersive realities intelligence and other groundbreaking new such as the Vrcade (games and experiences), REAL-TIME LIVE! trends. the Museum and the Village (installations). l l l — STUDIO It’s the future of interactive techniques, l l l l l l live on stage! Watch the most innovative interactive techniques as they are presented — and deconstructed live by their creators. Create works of art, items of functionality, or objects of novelty. If you can imagine it, the SIGGRAPH Studio has the resources to help you it a reality. Attend Studio Workshops that educate attendees on state-of-the-art processes and workflow pipelines.

TALKS l l

— Go behind the scenes and into the minds of the conference creators in all areas of computer graphics technology and interactive techniques.

Registration Level: l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium

S2018.SIGGRAPH.ORG #SIGGRAPH2018 9 CONFERENCE SCHEDULE

REGISTRATION SUNDAY, 12 AUGUST 11:30 AM-12:30 PM — — ACM SIGGRAPH Theater Event Saturday, 11 August 8:30 AM-6 PM CG in Australasia 5-7 PM Attendee Lounge Sunday, 12 August 12:30-2 PM 8:30 AM-6 PM 9-10:30 AM Birds of a Feather Monday, 13 August Courses Demoscene Underground Real-Time 8:30 AM-6 PM Art Worldwide A Conceptual Framework for Tuesday, 14 August 8:30 AM-6 PM Talks 1:30-5:30 PM Wednesday, 15 August I Can See Clearly Now Art Gallery 8:30 AM-6 PM Computer Animation Festival: VR Theater Kiosks Thursday, 16 August 9-11 AM Emerging Technologies 8:30 AM-1 PM Birds of a Feather Immersive Pavilion Virtual Reality in Education MERCHANDISE PICKUP CENTER/ Posters Production Gallery SIGGRAPH STORE 9 AM-12:15 PM — Studio Courses Saturday, 11 August • Getting Started with WebGL and Three.js 5-7 PM 2-3 PM • Introduction to the Vulkan Graphics API Sunday, 12 August ACM SIGGRAPH Theater Event 8:30 AM-6 PM 9 AM-5 PM SIGGRAPH in Japanese + Japan CG Showcase Monday, 13 August ACM SIGGRAPH Diversity and 8:30 AM-6 PM Inclusion Summit 2-3:30 PM Tuesday, 14 August ACM SIGGRAPH Sunday Workshops Birds of a Feather 8:30 AM-6 PM Foundation - Community Meeting Wednesday, 15 August 9 AM-6 PM Courses 8:30 AM-6 PM International Center Story: It’s Not Just for Writers...Anymore! Thursday, 16 August 8:30 AM-3:30 PM Talks 9:30 AM-5:30 PM • Augmenting Your Reality Exhibitor Session BUSINESS SYMPOSIUM • Hares & Hairs — • It’s a Material World Saturday, 11 August • IEEE TVCG Session on Virtual and 10-11 AM 8 AM-6 PM Birds of a Feather Sunday, 12 August 8:30 AM-1:30 PM International collegiate Virtual Reality 2-5 PM Contest (IVRC) Computer Animation Festival: VR Theater 10:45 AM-12:15 PM (Full Conference Platinum Only) Panels Color Mavens Advise on Digital Media Creation and Tools Talks • Well Worn • Best of SIGCHI

S2018.SIGGRAPH.ORG #SIGGRAPH2018 10 CONFERENCE SCHEDULE

2-5:15 PM 8:30-11:15 PM MONDAY, 13 AUGUST Courses Production Session —

Deep Learning: A Crash Course “Jurassic Park” 25th Anniversary Screening 8-8:45 AM (with Steve “Spaz” Williams Introduction) SIGGRAPH Next 3-4:30 PM The Future’s Waiting ACM SIGGRAPH Theater Event 9-11 PM Open Forum of the ACM SIGGRAPH Digital Birds of a Feather 8:30-9 AM Arts Community ACM SIGGRAPH Chapter Reunion (a.k.a. Educator’s Forum Taiwan Night) Education Committee Welcome 3:30-4:30 PM

Birds of a Feather 8:30 AM-6 PM Blender Spotlight Attendee Lounge

3:45-5:15 PM 9-10 AM Experience Presentations Exhibitor Session Augmented Reality is Here Panels • Design and Implementation of Modern 9-10:30 AM Production Renderers Educator’s Forum • Interactive Dance Club ‘98 - a Legend in Panel: FuturePrep – Industry Views the Making! on Education Talks Opening Ceremony and Awards • En Masse Presentation • IEEE TVCG Session on Advances in Talks Data Visualization • Be There or Be Square • Olaf’s Image Capture Adventure! • Clean Up Your Room! • Effects Blender 4-4:30 PM Birds of a Feather 9-11 AM Spanish Speakers in Animation and Birds of a Feather VFX Meetup The Immersive Visualisation for Science, Research and Art 4:30-5:30 PM

ACM SIGGRAPH Theater Event 9 AM-12:15 PM SIGGRAPH for Beginners - General View Courses • Advances in Real-Time Rendering in 6-8 PM Games Part 1 Technical Papers Fast Forward • An Introduction to Physics-Based Animation • Fundamentals of Color Science

9 AM-5 PM Exhibitor Session

MPC Film

S2018.SIGGRAPH.ORG #SIGGRAPH2018 11 CONFERENCE SCHEDULE

9 AM-6 PM 10:45 AM-12:15 PM 2-3:30 PM International Center Panels Talks VR@50: Celebrating ’s 1968 Potpourri 9:30 AM-12:30 PM Head-Mounted 3D Display System Exhibitor Session Production Session Technical Papers NVIDIA DNEG, , and MPC Present: The • Cloth Encounters of the Shirt Kind of “” • Smart Integration for Real-Time Rendering 9:30 AM-6 PM • Virtually Human 10:45 AM-12:35 PM Posters Technical Papers 2-5:15 PM • A Race to the Bottom (of the Geometric Courses 10 AM-5:30 PM Energy Plot) • Advances in Real-Time Rendering in Art Gallery • An Immersion in Games Part 2 • Computational Photography Computer Animation Festival: • Applications of Vision Science to Virtual VR Theater and Augmented Reality Emerging Technologies 11 AM-12 PM Immersive Pavilion ACM SIGGRAPH Theater Event 3-5 PM Birds of a Feather Production Gallery CG in Asia Web3D Korea Chapter Standardization Studio Meeting 12-1:30 PM Studio Workshops Birds of a Feather 3:30-4:30 PM ACM SIGGRAPH Cartographic 10:15-11:45 AM Birds of a Feather Visualization (Carto) Studio Workshop • ACM SIGGRAPH Discussion of New Communities and New Frontiers 12-2 PM • AliceVision: an Open Source Exhibitor Session Pipeline in Visual Effects 10:30 AM-12 PM Production Foundry (lunch included) Birds of a Feather • The Massive Collaborative Animation Projects & the Student Experience • Massive Collaborative Animation Projects 12:15-1:15 PM Exhibitor Session • MaterialX: An Open Standard for Network- Poster Sessions Based CG Object Looks Autodesk Exhibitor Session 12:30-1:30 PM 3:45-5:15 PM Shotgun Software (Autodesk) - Class: Toolkit Administration Birds of a Feather ACM SIGGRAPH Award Talks Meet the Candidates for the ACM SIGGRAPH Educator’s Forum Executive Committee 10:45 AM-12:15 PM Groovy Graphics Assignments II Educator’s Forum Experience Presentations 1-2 PM Groovy Graphic Assignments I • Alternative Multiviewer Visual Displays Birds of a Feather • Creating Virtual Realities Panel Open Language Studio Workshop VR@50: Celebrating Ivan Sutherland’s 1968 Head-Mounted 3D Display System Imverse Livemaker – 1 2-3:15 PM Production Session Talk Keynote Session DNEG, Framestore, and MPC Present: The Production Junction Visual Effects of “Blade Runner 2049” Rob Bredow, Industrial Light & Magic

S2018.SIGGRAPH.ORG #SIGGRAPH2018 12 CONFERENCE SCHEDULE

3:45-5:35 PM TUESDAY, 14 AUGUST 9:30 AM-6 PM Talk — Exhibition Show Floor

Gouging the Surface 8-8:45 AM Job Fair SIGGRAPH Next Posters 4-5 PM Connections: The Intersection of Graphics StudioXperience ACM SIGGRAPH Theater Event and Medicine Origins of SIGGRAPH: The History 10-11 AM of Innovation, Community, and 8:30-9 AM Exhibitor Session Creative Expression Educator’s Forum Chaos Group Education Committee Welcome 4-6 PM 10-11:30 AM Exhibitor Session 8:30 AM-6 PM Birds of a Feather Foundry Attendee Lounge Leonardo: Where Ideas Don’t Take Sides

5:30-8:30 PM 9-10 AM 10 AM-12 PM Birds of a Feather Exhibitor Session Exhibitor Sessions UW CSE Reunion Gathering Pixit Media, Jellyfish Pictures, and Microsoft • Foundry

6-8 PM • Company 9-10:30 AM Birds of a Feather ACM SIGGRAPH Theater Event 10 AM-5:30 PM The 31st Anniversary, Kawaguchi’s Sake Party at SIGGRAPH Introduction to the Digital Arts Community Art Gallery Online Exhibitions Computer Animation Festival: Computer Animation Festival: Electronic Theater Educator’s Forum VR Theater Talks: VR/AR in Education Emerging Technologies 8-10 PM Talks: Immersive Pavilion Conference Reception For the Love of Tech Art Production Gallery Come Sail Away! Technical Papers Studio • Cleaning Up the Mesh We Made • Computational Photos and Videos 10:15-11:45 AM • Interaction/VR Studio Workshop LEDs as Sensors 9 AM-5 PM Exhibitor Sessions 10:30-11:30 AM • Amazon Web Services Birds of a Feather • Autodesk Emphasizing Empathy in the Pipeline Process Exhibitor Session 9 AM-6 PM Mr. X and Microsoft International Center 10:30 AM-12 PM 9:30 AM-12:30 PM Birds of a Feather Exhibitor Session CesiumJS: 3D Globes on the Web NVIDIA

S2018.SIGGRAPH.ORG #SIGGRAPH2018 13 CONFERENCE SCHEDULE

10:45 AM-12:15 PM 1-2 PM 2-3:30 PM Courses ACM SIGGRAPH Theater Event ACM SIGGRAPH Theater Event Color in Advanced Displays: HDR, OLED, AR, Women in CG Thesis Fast Forward and VR Birds of a Feather Educator’s Forum Educator’s Forum • Maps, Urban Data, and Geocoding Course: Bringing 3D Printing to the Classroom Talks: SIGCSE Reprise in Graphics Experience Presentations Production Session • OpenColorIO Meetup • Stories in Virtual Reality - Part 1 “Wreck-It Ralph 2”: Visualizing the • Teaching Virtual Reality • Technologies in Near Eye Displays Talks Exhibitor Session Panel • Skinny & Flexible Pixar Animation Studios Future and Deep • USD Certified Lean, Eh? Learning Tools for VFX 1-3 PM Production Session 10:45 AM-12:35 PM Exhibitor Session “” Season 7: Orchestrating Technical Papers Foundry Sea Battles and Blowing Up a Big Wall • Image & Shape Analysis With CNNs Reception • Layers, Glints and Surface Microstructure 1-5 PM Leonardo, Art Papers, and Art Gallery Exhibitor Session Studio Workshop 11 AM-12 PM Walt Disney Company Games 1: Scriptable Render Pipeline From Scratch Exhibitor Session Talks • Chaos Group 1:30-2:30 PM Visual Visage • Pixar Animation Studios Birds of a Feather Technical Papers Sharing Ideas in Teaching 3D Animation • Cutting, Zipping and Folding Surfaces 12-1 PM • That’s Elastic ACM SIGGRAPH Theater Event 2-3 PM • and Global CG in Canada: Education to Industry Birds of a Feather Going Cloud Native 2-5:30 PM 12-1:30 PM Exhibitor Sessions Exhibitor Session Birds of a Feather • Chaos Group NVIDIA Bridging the Gap: VFX/Anim Production • Panasas, Inc. Scheduling & Software Dev/Rollout - Open Discussion 3-4 PM Studio Workshop Birds of a Feather A Processing Primer for Artists • Cloud Rendering • OpenTimelineIO: Official Open-Source 12:15-1:15 PM Meet Up Poster Sessions Exhibitor Sessions • Chaos Group 12:15-1:45 PM • Pixar Animation Studios Art Gallery Opening Sessions and Session #1 3-4:30 PM Birds of a Feather 12:30-1:30 PM Autonomous Driving and Exhibitor Session Visualization Microsoft

S2018.SIGGRAPH.ORG #SIGGRAPH2018 14 CONFERENCE SCHEDULE

3:30-4:30 PM 4:30-6 PM WEDNESDAY, 15 AUGUST ACM SIGGRAPH Theater Event ACM SIGGRAPH Theater Event: —

Creative BC - Levering Incentives in CG in Latin America 8-8:45 AM Animation, VFX & Film SIGGRAPH Next Birds of a Feather 6-7:45 PM NextGen Education Models Online Collaboration with Virtual Real-Time Live! Studio Production Exhibitor Session 8:30 AM-7 PM 6-11 PM Isotropix Attendee Lounge Birds of a Feather

StudioSysAdmins 10 Year Anniversary 9-10 AM 3:45-5:15 PM Studio Mingle Courses Birds of a Feather Paving the Way: Digital Art at SIGGRAPH Digital Typography Rendering 9-11 PM 1980 - 1999 Educator’s Forum Computer Animation Festival: Talks: Animation in Education Electronic Theater 9-10:30 AM Production Session Experience Presentations ’s “Missing Link”: Raising the VFX Bar Designing for a Digital World Studio Workshop Talks Imverse Livemaker - 2 Light it Up Talks Technical Papers • Creating the Unreal • Fields and Remeshing • Tripping the Light VR • Fluids 2: Boogaloo • Sketching 3:45- 5:35 PM Art Papers Session #1 9-11 AM Technical Papers ACM SIGGRAPH Theater Event • Fluids 1: Raiders of the Lost Volume ACM SIGGRAPH Chapters Fast Forward and • Taking Flight Startup Meeting

4-5 PM 9 AM-12:15 PM Exhibitor Session Courses Chaos Group • 3D User Interfaces for Virtual Reality and Games: 3D Selection, Manipulation, and Spatial Navigation 4-6 PM • Monte Carlo Methods for Physically Based Birds of a Feather Volume Rendering USD and OpenSubdiv: Official Open- Source Meet Up 9 AM-6 PM Exhibitor Sessions Exhibitor Session • Foundry Autodesk Vision Series • Pixar Animation Studios

9 AM-6 PM 4:30-5:30 PM International Center Birds of a Feather Renderfarming

S2018.SIGGRAPH.ORG #SIGGRAPH2018 15 CONFERENCE SCHEDULE

9:30 AM-12:30 PM 10:30 AM-12:30 PM 12-1:30 PM Exhibitor Session VR/MR/AR 4 Good: Creating with Birds of a Feather a Purpose NVIDIA VFX Reference Platform - A Common Target for Building VFX Software 10:45 AM-12:15 PM 9:30 AM-6 PM Exhibitor Session Production Session Exhibition Show Floor Nimble Collective and Microsoft Job Fair Three Keys to Creating the World of “Ready Player One” - Visual Effects & Virtual 12:30-2 PM Posters Production Birds of a Feather

10-11 AM 10:45 AM-12:35 PM • Berthouzoz Women in Research Lunch Birds of a Feather Art Papers Session #2 • ISEA International Open Forum Openscenegraph Technical Papers • Material Definition Language (MDL): Application Independent PBR Materials Exhibitor Session • 3D Capture • WebVR Evolution for a Larger Web Chaos Group • Flattening, Unflattening and Sampling

• Sounds Good! 1-1:30 PM 10 AM-12 PM Birds of a Feather Birds of a Feather 11 AM-12 PM Make a Difference - Get Involved with the Creating Compelling CG Worlds at the Jet Birds of a Feather SIGGRAPH Education Committee Propulsion Laboratory • Gaffer: Open Source Lookdev, Lighting, and Automation 1-2 PM 10 AM-5 PM • Immersive Media Exhibitor Session Exhibitor Session Exhibitor Sessions Pixar Animation Studios • Chaos Group

• Pixar Animation Studios 1-2 PM 10 AM-5:30 PM Exhibitor Session Art Gallery 11 AM-12:30 PM Walt Disney Company Computer Animation Festival: VR Birds of a Feather Theater Design Printing and Scanning: Web3D Makers 2-3 PM Emerging Technologies Making More! Immersive Pavilion Birds of a Feather • DCAJ Presentation “Advanced Content Production Gallery 12-1 PM Technology in Japan” Studio Birds of a Feather • It’s Time to Kill the Demo Reel Mobile VR/AR Meetup Exhibitor Session 10:15-11:45 AM Chaos Group Studio Workshop 12-1:30 PM Designing Mini-Skateboard Designs for Studio Workshop Laser Etching Creating a Virtual Host Experience Using Sumerian Hosts 10:30-11:30 AM Exhibitor Session 12:15-1:15 PM Deep Vision Data Poster Session

10:30 AM-12 PM Birds of a Feather Capture Society

S2018.SIGGRAPH.ORG #SIGGRAPH2018 16 CONFERENCE SCHEDULE

2-3:30 PM 3:45-5:15 PM THURSDAY, 16 AUGUST Art Gallery Session #2 ACM Student Research Competition — Experience Presentations Final Presentation 8:30 AM-3:30 PM Birds of a Feather Art Gallery Session #3 Attendee Lounge • Virtual and Augmented Experience Presentations Reality BOF Gathering Games in Multiple Realities 9-10:30 AM • Computer Graphics for Simulation Panels • Scaling Up 3D Medical Applications for Experience Presentations Visual Effects in the Age of the Cloud People Everywhere • Paddles, Swords, Rubber Arms, and Other Production Session Experience Presentations Haptic Tools Generations of in Film • Experiencing Realities - Part 1 • Stories in Virtual Reality - Part 2 Studio Workshop • Lets’s Get Physical Technical Papers Imverse Livemaker – 3 Panels • Design Technical Papers The Present and Future of Real-Time • New Additions (and Subtractions) to Graphics for Film Perception & Haptics Fabrication Production Session • Pipelines and Languages for the GPU “ 2”: Suit Up, It Might 3:45-5:35 PM 9 AM-12:15 PM Get Weird! Technical Papers Courses Studio Workshop • Learning for Rendering and • Moving Mobile Graphics Unity Games 2: Customizing a Production Material Acquisition • Topics in Real-Time Animation Render Pipeline • Textiles & Microstructures Technical Papers 9 AM-3:30 PM • Computational Cameras 4-5 PM International Center • Decision & Style Birds of a Feather • Deep Thoughts on How Things Move Undergraduate Research Alliance 9:30 AM-12:30 PM Exhibitor Session Exhibitor Session 2-5 PM Chaos Group NVIDIA Exhibitor Session NVIDIA 4-6 PM 9:30 AM-3 PM Birds of a Feather StudioXperience 2-5:15 PM ACCAD / Ohio State University Gathering Courses 9:30 AM-3:30 PM Pathtracing in Production 5-7 PM Exhibition Show Floor Appy Hour Posters 3-4 PM Exhibitor Sessions 8-10 PM 10 AM-3:30 PM • Chaos Group Computer Animation Festival: Art Gallery • Pixar Animation Studios Electronic Theater Computer Animation Festival: VR Theater 3:30-4:30 PM Emerging Technologies Emerging Technologies Award Immersive Pavilion Ceremony Production Studio

S2018.SIGGRAPH.ORG #SIGGRAPH2018 17 CONFERENCE SCHEDULE

10:45 AM-12:15 PM 2-3:30 PM 3:45-5:15 PM Production Session Courses Experience Presentations “Crow: The Legend” - Bringing a Native Cage-Based Performance Capture Experiencing Realities - Part 2 American Legend into VR Panels Production Session Talk The Past, Present and Future of the Video The Making of ’ Sampling the Product Game Cinematic “Avengers: Infinity War” Production Session Talks 10:45 AM-12:35 PM Making the Kessel Run in Less Than 12 Parsecs Blow it Up Real Good Technical Papers - The VFX of “Solo: A Wars Story” Technical Paper Studio Workshop • Animation Control Bodies in Motion Human • Disorder Matter: From Shells to Rods Unity Games 3: Creating a Custom Production Performance Capture and Grains Ready Render Pipeline • Shape Analysis Talks Ohooo Shiny! 12-1:30 PM Technical Papers Studio Workshop • An Atlas for the World and Other Surfaces Creating an Immersive Scene Using • Fabrication for Color and Motion Amazon Sumerian • Portraits & Speech

12:30-2 PM 2-5:15 PM Birds of a Feather Courses French Schools Screening and Rendering

COME SAIL AWAY AT THE SIGGRAPH 2018 RECEPTION!

Gather with pioneers from the past and the upcoming generation of dreamers and thinkers who are shaping the future of computer graphics and interactive techniques.

When: Monday, 13 August, 8-10 PM Where: East Building, Exhibit Hall B, Vancouver Convention Centre

S2018.SIGGRAPH.ORG #SIGGRAPH2018 18 APPY HOUR FP F S EP EO E B

During Appy Hour, the latest creations are on tap for attendees to test drive and share their feedback with the independent app developers who created them.

be used for education and body exercise tracking for mobile VR in the latest devices WEDNESDAY, 15 AUGUST, 5-7 PM utilizing AR/VR technologies. In a gamified incorporating ARCore. — manner, we take users through educational Roberto Lopez Mendez research-based exercises that will not only Augmented Reality Interfaces for the Arm Ltd. Internet of Things tackle the psychiatric and physical conditions but better overall well-being. SuperD: Fast Organic Modeling h Fangwei Lee on Your Mobile An overview of several augmented reality Janet Yu-Jung Lin h Interfaces for the Internet of Things, Elliot Segal The SuperD app is a conceptual modeler, from virtual pets to ambient temperature Realiteer Corp. awareness is presented. with a SubD-like interface but better surfacing; it also runs quickly on mobiles. Yosun Chang MaeSTrO: Mobile-Style Transfer It has an easy intuitive interface with finger AReality3D, Permute.xyz Orchestration Using Adaptive Neural Networks gestures, resulting in sophisticated shapes Game Environment that are watertight for 3D printing. Content h and a segue for VR/AR are provided. h This mobile app enables users to direct, Alyn P. Rockwood edit, and perform on-device neural style This is my personal open world game Boulder Graphics LLC environment project that includes transfers for interactively transforming Lamborghini hurricane driving around photos into artistic renditions. At this, The Hiatus System the city. multi-style generative and adaptive neural networks can be locally controlled by h Rudraksh Jain on-screen painting metaphors to direct a The Hiatus System is a mobile VR project Arena Animation Ajmer semantics-based composition and perform that utilizes a mixture of modern and ancient HoloSensor for Smart Home, Health location-based filtering. Buddhist meditation techniques in an effort to teach an individual how to better cope Max Reimann h with and manage stress. This work combines Amir Semmo the disciplines of design, art, psychology, HoloSensor combines two emerging Hasso Plattner Institute, University of Potsdam for emerging technology and neuroscience. technologies, augmented reality and Internet Digital Engineering gGmbh of Things, to enhance the visual analytics Kevin Bruggeman Sebastian Pasewaldt of sensor data. With its minimalistic design KJ Studio, Ohio State University and intuitive UI, it allows users to create Mandy Klingbeil and interact with holograms that display Digital Masterpieces GmbH Skylar Wurster Ohio State University meaningful information about sensors in Jürgen Döllner your home in real-time and in any device. Hasso Plattner Institute, University of Potsdam for WallText: Augmented Reality Jisun Jang Digital Engineering gGmbh Messaging Platforms CSIRO Data61, The University of Sydney Mobile Inside-Out VR Tracking Now h Tomasz Bednarz Available on Your Phone Augmented reality can be an expressive CSIRO Data61, UNSW EPICentre h platform for text-based augmentations. We will Kid-Friendly Digital Mirror for VR is all about immersion, and tracking the show several apps, from graffiti to annotations Education and Exercise user’s position is a fundamental element of built on AReality3D WallText platform. VR. To date, this has only been available in h Yosun Chang desktop and console VR. This app shows AReality3D, Permute.xyz REALITEER Corp. created a cross-platform that it is possible to achieve inside-out and kid-friendly digital mirror that can

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 19 ART GALLERY FP F S EP E B Curated Content

Building upon an exciting and eclectic selection of Art Gallery Hours: creative practices mediated through technologies Sunday, 12 August, 1:30-5:30 PM that represent the sophistication of our times, the Monday, 13 August, 10 AM-5:30 PM SIGGRAPH 2018 Art Gallery will embrace the narratives Tuesday, 14 August, 10 AM-5:30 PM of the indigenous communities near Vancouver and Wednesday, 15 August, 10 AM-5:30 PM throughout Canada as a source of inspiration. Thursday, 16 August, 10 AM-3:30 PM

LEONARDO — A special issue of Leonardo, The Journal of the International Society of the Arts, Sciences and Technology includes visual documentation of the works exhibited in the Art Gallery. Publication of this special issue coincides with SIGGRAPH 2018.

During Leonardo Reception in the RECEPTION: LEONARDO, ART PAPERS, Art Gallery FEATURED WORKS AND ART GALLERY — Tuesday, 14 August, 2-3:30 PM l l l l l l Art Systems: 1968 to 2018 — Ernest Edmonds Roger Malina D Tuesday, 14 August, 2-3:30 PM Nicole L’Huillier This project showcases Ernest Edmonds’ (UK) Mix and mingle with artists, researchers, Mirjana Prpa 2017 ACM SIGGRAPH Lifetime Achievement and authors whose works were selected Moderator: Erica Hruby Award in Digital Art, featuring the following for SIGGRAPH 2018. Meet the Leonardo Coordinators: Angus Forbes, Andres Burbano artworks: Nineteen (1968), Datapack (1969), team and members of the SIGGRAPH 2018 Communications Game (1972), and Shaping committee. Sponsored by Leonardo/ISAST Session #2: Artist Talks Form (2002). All these artworks are directly and The MIT Press. related to papers published in Leonardo since Wednesday, 15 August, 2-3:30 PM 1973, from issue 3 until now. EXPERIENCE PRESENTATIONS Daniel Cardoso Ernest Edmonds Ozge Samanci De Montfort University l l l l l l Milton Sogabe and Fernando Fogliano — Moderator: Nik Apostolides She Falls For Ages Artist talks will be presented in the Art Gallery D at the following times: Session #3: Artist Talks This sci-fi retelling of the Haudenosaunee (Iroquois) creation story reimagines Sky Wednesday, 15 August 3:45-5:15 PM Art Gallery Opening Session and World as a futuristic utopia and Sky Session #1: Artist Talks Marko Peljhan Woman as a brave astronaut and world- Ruth West builder. When she learns that her planet is Tuesday, 14 August, 12:15 - 1:45 PM Alex Beim dying, Sky Woman volunteers to become Skawennati Fragnito Moderator: Daniel Cardoso the seed of the new world, an Earth covered Shawn Hunt, Andy Klein, and in water. Produced using the Microsoft Garage technique known as , She Falls For Dima Veryovka and Amy Fredeen Ages boldly mixes ancient storytelling with Moderator: Andres Burbano science fiction to connect the deep past with the far future.

Skawennati Fragnito Aboriginal Territories in Cyberspace

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 20 ART GALLERY FP F S EP E B Curated Content

He Ao Hou (A New World) of unique cultures to create complex and and meditation levels via brain waves. Through fascinating game worlds for a global audience. relaxation and concentration, the subject D can control the water and sky. Attention level Amy Fredeen “He Ao Hou” is a point-and-click adventure affects storminess: With higher concentration, Cook Inlet Tribal Council, E-Line Media game set in the far future, when your the waves get higher and the clouds thicken. people (Native Hawaiians) have attained Dima Veryovka By calming their mind, the subject can create the next level of navigation: space travel. VR, E-Line Media a calm ocean. It is the result of a unique workshop: Skins Workshops on Aboriginal Storytelling Somnium Ozge Samanci and Design, offered by an Gabriel Caniglia D Aboriginally-determined team. Northwestern University SOMNIUM is a cybernetic installation that Nā ‘Anae Mahiki provides visitors with the ability to sensorily, Sopro and Toque (The Blow and Touch) Aboriginal Territories in Cyberspace cognitively and emotionally contemplate D and experience exoplanetary discoveries, Considering the discussion on sustainable Transformation Mask their macro and micro dimensions, and the sources of energy, Sopro (The Blow) and D potential for life in our galaxy. Toque (Touch) seek to aesthetically use The Raven, the ultimate trickster, has become Danny Bazo the audience’s body energy to interact and a cyborg. In this collaboration with Microsoft Meow Wolf animate the artworks. Vancouver, Shawn Hunt moves away from engaging with the handmade, exploring Marko Peljhan Milton Sogabe authenticity and our expectations of what University of California Santa Barbara, Projekt Atol São Paulo State University Institute it means to be indigenous through the Fernando Luiz Fogliano removal of the hand-carved surface. The Karl Yerkes University of São Paulo mask appropriates the traditional aspects of University of California Santa Barbara metamorphosis with the transformation from Fabio Oliveira Nunes bird mask to human; yet in this adaptation, Archaeology of CAD I: Interactive Carolina Peres the human mask has been altered, upgraded, Software Reconstructions of the ‘Coons Soraya Braz and merged with the machine. Incorporating Patch’ and ‘Sketchpad’ Rodrigo Dorta Cleber Gazana aspects of technology, sound, and space, D each part of the work reflects Hunt’s interest Mirian Steinberg in how we understand and identify with the Two interactive software reconstructions Melina Furquin term “indigenous.” allow gallery visitors to experience two Daniel Malva seminal developments in Computer-Aided São Paulo State University Shawn Hunt Design (CAD) history: Steven A. Coons’ “Patch” Independent Artist (1967) and Ivan Sutherland’s “Sketchpad” Diastrophisms Robert Butterworth (1963). Based on archival research, and D custom software and hardware design, Jeremy Kersey Diastrophisms is a sound installation with a these interactive systems offer access Andy Klein modular system that sends images through beyond the visual into sensual, gestural, Julia Taylor-Hell rhythmic patterns. It is built on a set of and interactive aspects of these landmark Jonathan Cobb debris from the Alto Río building that was computational design techniques. Along Brent Silk destroyed by the 27F earthquake in 2010 in with the two reconstructions, a selection of Brendan O’Rourke Chile. With Diastrophisms, we were looking rare handwritten notes by original authors Stacey Mulcahy for a poetical, critical, and political crossing Coons and Sutherland are displayed to offer Microsoft Garage between technology and matter in order to additional context about the origins of CAD. raise questions on the relationship between Never Alone: The Art and the People of Daniel Cardoso-Llach human beings and nature, and to consider the the Story Carnegie Mellon University construction of memory in a community by D questioning the notion of monument, as well You are the Ocean We paired world-class game makers with as to imagine new forms of communication in Alaska Native storytellers and elders to create D times of crisis. a game that delves deeply into the traditional You are the Ocean, an interactive Nicole L’Huillier lore of the Iñupiat people to present an installation, generates ocean waves and Yasushi Sakai experience like no other. Never Alone is our clouds in response to brain waves of Massachusetts Institute of Technology / Media Lab first title in an exciting new of “World a . Water, light, clouds, and Thomas Sanchez Lengeling Games,” which draws fully upon the richness lightning are realistically simulated by Massachusetts Institute of Technology computer code. A participant wears an EEG (Electroencephalography) headset that measures the user’s approximate attention

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 21 ART GALLERY FP F S EP E B Curated Content

INSTRUMENT | One Antarctic Night Origins + Journeys Zodiacs in the Lower East Side Cynthia Beth Rubin D D C B Rubin studio INSTRUMENT | One Antarctic Night lets you Origins + Journeys is a juried online exhibition jam to the rhythm of 817,373 stars through organized by the ACM SIGGRAPH Digital Kris Tonski the power of VR. Created from starlight Arts Community and conceived alongside Fusion Design reaching robotic telescopes in Antarctica the Original Narratives on-site exhibition at Yona Verwer after a 160,000-year journey, the experience SIGGRAPH 2018. The origins and journeys of YV Studio transports players inside of a star field from the selected works are imagined thematically “Unsettled Interlude | Origin: 45.79835°, -92, the heart of the Large Magellanic Cloud. and conceptually, through both the medium 36738°” We’re transforming over 758 million data and content of the work, which ranges points about 817,373 astronomical objects from exploration of the history of digital art, Carlos Rosas into a of light and sound. to reflections on personal and collective The Pennsylvania State University Inside this luminous space, multiple players memories and identities, to provocations “Unsettled Drift | Origin 44.981397°, collaboratively create new visual and sound towards possible, techno-mediated futures. -93.150807°” remixes from data about the stars and bring List of Projects: Carlos Rosas to life the rhythms of the cosmos in an The Pennsylvania State University endless remix instrument. Topography of the Unseen Quetzalcoatl 2.0.1.2 Volker Kuchelmeister Ruth West Yucef Merhi UNSW University of New South Wales Violet Johnson Independent Artist I Chen Yeh Occupation Zach Thomas Esteban Gutiérrez University of North Texas, xREZ Art + Science Lab FUBA

Eitan Mendelowitz Roots, Journeys, Diaspora and Refuge Mount Holyoke College Leslie Nobler William Paterson University Lars Berg Independent Artist Deconstruct to Reconstruct Jennifer Zaylea Cocoons University of the Arts D Structural Analogy Cocoons produce a place of security and Yuan-Yi Fan tranquility. Like a mother’s womb, they yuanyifan.com are the ultimate comfort zone: the place of Algorithmic Signs-Five Pioneers of Computer origin, where it all begins. Our installation, Art in Conversation also named Cocoons, lets you stop, find Francesca Franco yourself, and maybe come out and start your De Montfort University day again. A new beginning. We created two organic-shaped inflatables that allow people Dot to go inside and be present at an event Anna Ursyn while also having a personal, meditative Robert Ehle experience. Designed as meta balls, spheres University of Colorado that blend together in a natural configuration, Robert Ehle each maintains shape with an electric fan. University of Northern Colorado To enter, guests simply go through a The -Gravity Band zippered doorway. Albert Barqué-Durán Alex Beim Marc Marzenit Tangible Interaction Quo Artis Foundation

Elisa Ferrè Vestibular Multisensory Embodiment Royal Holloway University of London A Brief History of Computer Graphics Daniel Pillis Carnegie Mellon University Embodied Distortion Ella Husbands Independent Artist

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 22 ART PAPERS FP F S EP E B

This program invites artists, theorists, historians, and researchers to submit contributions at the intersection of Best Art Paper Award creative and technological innovation. Works cover the The Best Art Paper Award recognizes excellence in processes and theoretical frameworks for making art and contributions to the literature on digital arts, computer contextualizing its place in society. graphics, and/or interactive techniques. The winner will be announced during Art Papers Session #1, Art Papers Posters Session Presentation Tuesday, 14 August, 3:45-5:35 PM. Wednesday, 15 August, 12:15-1:15 PM

LEONARDO — In collaboration with Leonardo/ISAST, the Art Papers are published in a special issue of Leonardo, The Journal of the International Society of the Arts, Sciences and Technology. The issue also includes visual documentation of the works exhibited in the Art Gallery. Publication of this special issue coincides with SIGGRAPH 2018.

Holojam in Wonderland: Immersive Inhabitat: An Imaginary Ecosystem in a RECEPTION: LEONARDO, ART PAPERS, Mixed Reality Theater Children’s Science Museum AND ART GALLERY D h 5 D6 l l l l l l “Holojam in Wonderland” is a prototype of a This paper describes a mixed reality artwork — new type of performance activity, “Immersive for a children’s science museum in which Tuesday, 14 August, 2-3:30 PM Mixed Reality Theater,” with unique and novel participants become part of an imaginary properties possessed neither by cinema ecology through three simultaneous Mix and mingle with artists, researchers, nor traditional theater, and offering exciting perspectives of scale and agency. We and authors whose works were selected new expressive possibilities for multi-user, document motivations, design contributions, for SIGGRAPH 2018. Meet the Leonardo participatory, immersive digital narratives. and accounts of visitors’ playful engagements team and members of the SIGGRAPH 2018 within the complex interconnectivity of an committee. Sponsored by Leonardo/ISAST David Gochfeld artificial nature. and The MIT Press. Corinne Brenner Clara Fernández-Vara Graham Wakefield Ken Perlin York University, SESSION 1 New York University Haru Hyunkyung Ji — Entropy and FatFinger: Challenging Ontario College of Art and Design, Toronto Tuesday, 14 August, 3:45-5:35 PM the Compulsiveness of Code with Alienating the Familiar with CGI: Programmatic Anti-Styles Augmented Fauna and Glass A Recipe for Making a Full CGI Art Mutations: A Dialogue Between D House Animated Feature Material and Technique in Coding reinforces a compulsive thought C D Glassblowing and 3D Printing process, as described by Joseph This paper explores the process of making Weitzenbaum. Two projects by the author, D 6 and funding an arthouse using Entropy (2010) and FatFinger (2017), The two presented artworks, Augmented full CGI in a marketplace where this has challenge this through gestural approaches Fauna and Glass Mutations, were created never before been attempted. It explores to code. In Entropy, data decays the more during an artist residence at the Pilchuck cutting-edge technology and production often it’s used. FatFinger encourages the Glass School. They are examples of approaches, as well as routes to successful coder to typo code and strategically guesses the qualities and methods established fundraising. the ’s intent. through a synthesis between digital Paul Charisse Daniel Temkin workflows and traditional craft processes, Alex Counsell Independent Artist and thus formulate the notion of Digital University of Portsmouth Craftsmanship.

Tobias Klein City University of

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 23 ART PAPERS FP F S EP E B

Data Materialization: A Hybrid Process Digital Heritage: Bringing New Life to Advertising Positions: Data Portraiture for Crafting a Teapot the Montreux Jazz Festival’s Audio- as Aesthetic Critique C D Visual Archives with Immersive C D Installations Data materialization is a workflow to create Advertising Positions integrates 3D-scanning, 3D objects from data-informed designs. D 6 motion-capture, novel image/texture This digital workflow expresses conceptually Millions of hours of cultural archives have mapping , and custom animation relevant data through tangible form. The been digitized, but how can we revive them? to create data portraits from the targeted process utilizes the subtle application of data In partnership with the Montreux Jazz advertisements served by online trackers. in visual art, allowing the aesthetic allure Festival, the EPFL+ECAL Lab brings a UNESCO Ads are collected from volunteers and of the art object or installation to inspire audio-visual world heritage back to life. Their mapped onto the textured skin of their virtual intellectual intrigue. installations propose a new methodology avatars. Outcomes have been displayed as based on principles of physicality, 2D/3D images, , and interactive Courtney L. Starrett augmentation, and interaction. installations. Seton Hall University Nicolas Henchoz Daniel C. Howe Susan Reiser Allison Crank School of Creative Media, City University Hong Kong University of North Carolina at Asheville Ecole Polytechnique Fédérale de Lausanne Qianxun Chen Tom Pacio Brown University Vassar College Here and Now: Indigenous Canadian Perspectives in New Media Works by Zong Chen Diastrophisms Ruben Komangapik, Kent Monkman, School of Creative Media, City University Hong Kong D and Adrian Duke D Cop to Conductor: Negotiating and Diastrophisms is a sound installation that Remapping Meaning in Existing explores a poetical, critical, and political This paper examines the work of three Public Art crossing between technology and matter, in contemporary artists who employ new D order to raise questions on the relationship media to examine indigenous storytelling between human beings and nature, and to and identity. Their practices incorporate new Battles are being fought around existing consider the construction of memory in a media to challenge those stories that have public artworks and monuments, such as the community by questioning the notion of been told about Canada’s indigenous peoples, recent actions in Charlottesville, Virginia. The monument. and to assert indigenous presence in both the author surveys the strategies artists have used to remediate contested works and presents Nicole L’Huillier digital and physical landscapes. an piece that suggests useful Massachusetts Institute of Technology / Media Lab Brittany Myburgh approaches in this realm. Valentina Montero University of Toronto Todd Berreth Curator, Media Arts Biennial Chile, University of CASTING: Site-Specific Projection North Carolina State University Valparaiso Mapping Installation C D SESSION 2 This paper investigates CASTING (2016), Yiyun — Kang’s projection mapping installation at the Wednesday, 15 August, 10:45 AM-12:35 PM Victoria and Albert Museum (V&A, London), and the acquisition of the piece by the V&A. It Robotype: Studies of Kinetic identifies how CASTING developed distinctive Typography by Robot Display properties in projected moving image for Expressing Letters, Time, and installation artworks and how these novel Movement characters were reflected in the acquisition. D 6 Yiyun Kang Humans use letters, which are two- Royal College of Art dimensional static symbols. To write these letters, we have to move our body and spend some time; therefore, it can be said that a letter is the trajectory of movement and time. Based on this notion, we studied three types of kinetic typography using robots.

Yuichiro Katsumoto Smart Systems Institute, National University of Singapore

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 24 BUSINESS SYMPOSIUM B

The SIGGRAPH 2018 Business Symposium brings together Business Symposium Hours: business strategists, creatives, and academics from around the world for two days of networking and technological Saturday, 11 August 8 AM-6 PM* exploration. Attendees experience interdisciplinary Sunday, 12 August 8:30 AM-1:30 PM** collaboration through a series of thought-provoking *breakfast, lunch and reception included panels, roundtables, keynotes, and an interactive survey **breakfast and lunch included chatbot from Rival.

CONVERSATIONAL CHATBOTS — Capture your ideas and sentiments via the Business Symposium chatbots! Insights are published post-conference.

The New UI/UX SATURDAY, 11 AUGUST SUNDAY, 12 AUGUST 3-3:45 PM — — This panel explores interfaces of the future The Hidden Costs of AI with experts in chatbot, holographic, The Role of Design 9:20-10:15 AM machine learning, and AR technology. 9-9:45 AM

Andrew Glassner shares AI’s social and Eugen Winshel Learn how design research (on objects, business implications. SAP, Global VP of Product Management interactions, and systems) dictate different future outcomes. Andrew Glassner Jon Karafin Imaginary Institute Lightfield Labs Stan Ruecker University of Illinois SIGGRAPH Generations Panel Armando Kirwin Artie 10:45-11:30 AM Women Disrupting Tech Sonu Durgia 10:30-11:15 AM Pioneers and thought leaders from the Walmart Labs 1970s to present day come together to Get to know three female startup leaders discuss key moments in the history of Keynote: VR and the Next Generation who are revolutionizing the education, computer graphics. of Immersive Experiences health, and AR spaces. Jim Foley 3:45-4:30 PM Spandana Govindgari GeorgiaTech College of Hype AR Inc. | Ex Snapchat and Apple Explore what’s next in AR/VR. Carolina Cruz Neira Lee Brighton Clive Downie University of Arkansas Little Rock Argotian Ethan Miller Angela Robert Conquer Mobile

Sara Bly Technology That Is Changing Sara Bly Consulting Business Models Leading at the Intersection of 11:15 AM-12 PM Technology and Creativity This panel brings together industry leaders 2-2:45 PM in animation, VFX, gaming, and hardware to explore what’s changing and up next for Cheryl Bayer shares how she has continued business models and production. to stay creative, innovative, and adaptable throughout her career. Ben Havey Head of Disney Technology Innovation Group Cheryl Bayer Living Pops, former SVP of Fox Comedy Stephen Garrad Method

Rajiv Chilaka Green Gold Animation

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 25 COMPUTER ANIMATION FESTIVAL: FP F B ELECTRONIC THEATER

High-tech projection of the finest achievements in animated feature and short , games, advertising, visual effects, real- time effects, real-time graphics, and .

ADAM: Episode 2 Hybrids SCREENINGS — Afterwork Miazmat Monday, 13 August 6-8 PM

Tuesday, 14 August 9-11 PM Animation General A New Multi-Dimensional View of a Hurricane Wednesday, 15 August 8-10 PM Avengers: Infinity War Ticket required for entrance. One Small Step Bao Overrun Beyond Good and Evil 2 Cinematic Trailer Paddington 2

Bilby Space Between Stars

Book of the Dead Solo: A Story

Death Van Twin Islands

Far Cry 5: Pastor Jerome Voyagers

Geometry of Artificial Intelligence Weeds

Ghost in the Shell 1 Metre/heure

Hearth and Home

Registration Level: l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium Interest Areas: C Production & Animation 5 Research & Education D Arts & Design h Gaming & Interactive 6 New Technologies

S2018.SIGGRAPH.ORG #SIGGRAPH2018 26 COMPUTER ANIMATION FESTIVAL: VR THEATER

In its second year, the VR Theater will present next-level, interactive stories in virtual reality from innovative creators and offer on-demand content at individual kiosks.

SCREENINGS The Legend of Hanuman KIOSKS Ch Charuvi Agrawal, Sharad Devarajan Ch Graphic India — — (India) Sunday, 12 August, 2-5 PM (l only) Sunday, 12 August, 1:30-5:30 PM Trans-Dimensional Designer Monday, 13 August, 10 AM-5:30 PM Monday, 13 August, 10 AM-5:30 PM Erdong Gao, Siyi Zhao Tuesday, 14 August, 10 AM-5:30 PM Film Academy Tuesday, 14 August, 10 AM-5:30 PM Wednesday, 15 August, 10 AM-5:30 PM () Wednesday, 15 August, 10 AM-5:30 PM

Thursday, 16 August, 10 AM-3:30 PM Trinity Thursday, 16 August, 10 AM-3:30 PM

l l Patrick Boivin Kiosks are located on the floor of the UNLTD-INC Immersive Pavilion and are open to the Arden’s Wake: Expanded (Canada) following badge levels:

Eugene YK Chung l l l l l l Penrose Studios Under Neon Lights (United States) Across Dark: Beyond 4th Dimension Jono Brandel, Zach Richter WITHIN Park Dong-ki, Lee Jeon-Hyoung Ashes to Ashes (United States) Hotel Lotte Co., Ltd. Lotte World, Steye Hallema, Jamille van Wijngaarden, Ingejan 4th Creative Party Co., Ltd. Ligthart Schenk (South Korea) Submarine Channel (Netherlands) Back to the Moon

Fx Goby, Hélène Leroux Blue Bird Google Spotlight Stories Parnaz Rad, Seth Greenwood, Nicole Tylor, Vinod (United States) Krishnan, Armando Brown, Belen Saenz de Viteri, Chuzhong Xie, Miranda Conway, Allie Perdomo Beyond the Fence Savannah College of Art and Design Goro Fujita (United States) Facebook (United States) Kinch & The Double World Colin , Steve Cholerton Flying Over Figment Productions Yu Jin (United Kingdom) Nanjing Naked Light Digital Technology Co., Ltd. (China) Space Explorers: A New Dawn Félix Lajeunesse, Paul Raphaël ‘Isle of Dogs’ Behind the Scenes (In Felix & Paul Studios, Oculus Virtual Reality) (Canada) Félix Lajeunesse, Paul Raphaël Felix & Paul Studios, Fox , FoxNext VR Studio (United States) Registration Level: l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium Interest Areas: C Production & Animation 5 Research & Education D Arts & Design h Gaming & Interactive 6 New Technologies

S2018.SIGGRAPH.ORG #SIGGRAPH2018 27 COURSES FP F

Whether it’s foundational material for researchers and practitioners, or a review of the state-of-the-art in a specific area, SIGGRAPH 2018 Courses offer learning opportunities for everyone. Full Conference Platinum and Full Conference registration allows attendees access to all SIGGRAPH 2018 Courses. Seating is on a first-come, first-served basis. Please arrive early for the course you wish to attend.

Introduction to the Vulkan SUNDAY, 12 AUGUST Graphics API MONDAY, 13 AUGUST — — 5h6 A Conceptual Framework for An Introduction to Physics- Procedural Animation 9 AM-12:15 PM Based Animation Level: Intermediate C C5 Vulkan is a new generation graphics and 9-10:30 AM compute API that provides high-efficiency, 9 AM-12:15 PM Level: Beginner cross-platform access to modern GPUs Level: Beginner used in a wide variety of devices from PCs Conceptual Framework for Procedural Physics-based animation has emerged as to mobile phones and embedded platforms. Animation (CFPA) provides guidelines for This course will be of interest to anyone a core area of computer graphics finding designing procedural animation timings. It who writes high-performance interactive widespread application in films, video games, allows users to set up procedural animation graphics programs. and virtual reality. This course introduces rigs and tools in a highly organized manner students and practitioners to fundamental by reducing complexity. It also helps Mike Bailey concepts in physics-based animation, placing users make their procedural animation Oregon State University an emphasis on breadth of coverage and developments more modularized, shareable, seeking to impart practical knowledge and and compatible. Story: It’s Not Just for Writers... intuitive understanding. Anymore! Dong Joo Byun Adam Bargteil 5D Walt Disney Animation Studios University Of Maryland, Baltimore County 2-3:30 PM Tamar Shinar Getting Started with WebGL and Level: Beginner Three.js University of California, Riverside We present an introductory course on the 5 elements of classic story structure and Fundamentals of Color Science 9 AM-12:15 PM development, which is found in the top 5D animations and VR today. This course is Level: Beginner visually designed specifically for technical 9 AM-12:15 PM This course is an introduction to WebGL and directors, , and VR creators whose Level: Intermediate three.js, the two most widely used for work makes “the story” come to life. Color is a fundamental aspect of our visual creating interactive 3D graphics applications Craig Caldwell experience. Color science is the discipline that run through a web browser. Participants that studies the relationships between will be able to run and modify examples the physical and perceptual aspects of during the presentation. : A Crash Course color. This course introduces students to Edward Angel 5 the fundamentals of color science and its University of New Mexico applications in graphics and . 2-5:15 PM Eric Haines Level: Beginner James Ferwerda NVIDIA, Inc. Chester F Carlson Center for Imaging Science Deep learning is a revolutionary technique Dave Shreiner for discovering patterns from data. See how Dave Long Unity Technologies, Inc. this technology works and what it offers us Rochester Institute of Technology for computer graphics. There won’t be any math. Attendees learn how to use these tools to power their own creative and practical investigations and applications.

Andrew Glassner The Imaginary Institute Registration Level: l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium Interest Areas: C Production & Animation 5 Research & Education D Arts & Design h Gaming & Interactive 6 New Technologies

S2018.SIGGRAPH.ORG #SIGGRAPH2018 28 COURSES FP F

Advances in Real-Time Rendering in Color in Advanced Displays: HDR, OLED, Games Part 1 TUESDAY, 14 AUGUST AR & VR — 9 AM-12:15 PM 56 Level: Intermediate Introduction to DirectX Raytracing 10:45 AM-12:15 PM This course brings state-of-the-art and 6 Level: Beginner production-proven rendering techniques 9 AM-12:15 PM for fast, interactive rendering of complex This course addresses color and tone and engaging virtual worlds of video games. Level: Beginner reproduction in advanced displays, including Includes speakers from the makers of several This course is an introduction to Microsoft’s HDR, OLED, and HMDs. Display types, innovative game companies, such as , DirectX Raytracing API suitable for students, including emissive, light-filtering, and , Activision, , faculty, rendering engineers, and industry projection displays; characteristics such as NVIDIA, Unity Technologies, and . researchers. The first half focuses on ray color gamut, dynamic range, and EOTF; Natalya Tatarchuk tracing basics and incremental, open-source and viewing environment will be discussed. Unity Technologies tutorials accessible for novices. Attendees should have a basic understanding The second half covers API specifics for of color perception. Advances in Real-Time Rendering in developers integrating into existing Michael Murdoch Games Part 2 raster-based applications. Munsell Color Science Laboratory 2 PM-5:15 PM Chris Wyman Digital Typography Rendering Level: Intermediate NVIDIA 5D This course brings state-of-the-art and Shawn Hargreaves production-proven rendering techniques Microsoft 3:45-5:15 PM for fast, interactive rendering of complex Level: Intermediate and engaging virtual worlds of video games. Peter Shirley Includes speakers from the makers of several NVIDIA This course is an introduction to digital innovative game companies, such as Ubisoft, Colin Barré-Brisebois typography rendering, providing key concepts Sledgehammer Games, Activision, Lucasfilm, SEED of typography as well as introducing several NVIDIA, Unity Technologies, and Epic Games. computer graphics techniques to render Natalya Tatarchuk Realistic Rendering in Architecture and text, from the oldest and most common Unity Technologies Product Visualization techniques (texture based) to the latest methods taking full advantage of with CD Applications of Vision Science to quasi flawless rendering. 9 AM-12:15 PM Virtual and Augmented Reality Nicolas Rougier D6 Level: Beginner Inria

2 PM-5:15 PM The course focuses on physically- Behdad Esfahbod based, realistic rendering in architectural Level: Intermediate Google and product visualization. The goal is to An understanding of vision science is vital acquaint the SIGGRAPH audience with the in designing technology and applications specific technical needs in this segment and for future mixed-reality HMDs. Our course their impact on the employed rendering provides an overview of the impact of technology. We also highlight the human perception to MR applications, an differences from the technology used in introduction to human visual perception, the movie industry. and several case studies of using perceptual insights in improving MR experiences. Jaroslav Křivánek Charles University, Prague, Render Legion Anjul Patney NVIDIA Ondřej Karlík Render Legion Marina Zannoli Facebook Reality Labs Vladimir Koylazov Joohwan Kim Chaos Group NVIDIA Henrik W. Jensen Robert Konrad Luxion Stanford University Thomas Ludwig Frank Steinicks Glare Technologies Universitat Hamburg Christophe Chevallier Martin S. Bands Norm Li University of California, Berkeley

Registration Level: l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium Interest Areas: C Production & Animation 5 Research & Education D Arts & Design h Gaming & Interactive 6 New Technologies

S2018.SIGGRAPH.ORG #SIGGRAPH2018 29 COURSES FP F

WEDNESDAY, 15 AUGUST Pathtracing in Production THURSDAY, 16 AUGUST C — —

3D User Interfaces for Virtual 2-5:15 PM Moving Mobile Graphics Level: Advanced Reality and Games: 3D Selection, h6 Manipulation, and Spatial Navigation This course offers a brief introduction to 9 AM-12:15 PM 5h6 Monte Carlo for photo-realistic image synthesis followed by a practical Level: Intermediate 9 AM-12:15 PM perspective on existing algorithms and their A half-day course providing a technical Level: Intermediate performance as well as essential tricks used introduction to mobile graphics and mobile By participating in two consecutive and in the challenging daily work of rendering XR, spanning the hardware-software spectrum logically interlinked sessions covering professionals. The speakers cover diverse and exploring the state of the art with diverse 3D selection/manipulation and spatial backgrounds such as animation and VFX. leading practitioners. We look at the impact navigation topics, participants will acquire Johannes Hanika of XR, quantified best practices in real-time necessary knowledge and skills to design, , KIT rendering and research on develop, and validate 3D interfaces and mobile devices. techniques for virtual reality and Luca Fascione Sam Martin gaming systems. Weta Digital Arm Rob Pieke Bernhard E. Riecke MPC Andrew Garrard Simon Fraser University Samsung SRUK Manuel Gamito Joseph LaViola Jr. Framestore Rob VanReenen University of Central Florida, Brown University Christophe Hery Ernst Kruijff Ryusuke Villemin Hans-Kristian Arntzen Bonn-Rhein-Sieg University, Simon Fraser University Pixar Animation Studios Arm

Monte Carlo Methods for Physically Luke Emrose Victor Prisacariu Based Volume Rendering Oxford University

C5 André Mazzone Felipe Lira Unity 9 AM-12:15 PM Industrial Light & Magic Level: Advanced Jiwen Cai Google This course surveys methods that utilize Monte Carlo integration to simulate light Topics in Real-time Animation transport in scenes with participating media. The course is an extension of a Eurographics Ch 2018 state-of-the-art report and expands 9 AM-12:15 PM on the details of individual techniques, Level: Intermediate acceleration data structures, and other insights relevant to CG practitioners. Animation in games and real-time applications presents a frontier of technical challenges as Jan Novák we advance toward higher fidelity and more believable performances and interactivity. In Iliyan Georgiev this area we continue to see new advances Solid Angle and discover best practices to empower artists to efficiently craft the highest quality Johannes Hanika animation content. Karlsruhe Institute of Technology David Hunt Jaroslav Křivánek Unity Charles University Richard Lico Wojciech Jarosz Polyarc Dartmouth College Michael Buttner Unity

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 30 COURSES FP F

Cage-Based Performance Capture

C5

2-3:30 PM Level: Intermediate This course addresses techniques to achieve performance capture using cage-based shapes in motion. We define cage-based performance capture as the non-invasive process of capturing non-rigid surface of actors from multi-view in the form of sparse control deformation handles trajectories and a laser-scanned template shape.

Yann Savoye Robert Gordon University

Machine Learning and Rendering

C5

2-5:15 PM Level: Advanced Machine learning recently enabled dramatic improvements in both real-time and offline rendering. We review the principles and their relations to rendering. Besides fundamentals like the identity of and the rendering equation, we cover efficient solutions to light transport simulation, participating media, noise removal, and future directions of research.

Alexander Keller NVIDIA

Jaroslav Křivánek Charles University

Jan Novák Disney Research

Anton Kaplanyan Oculus Research

Marco Salvi NVIDIA

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 31 EDUCATOR’S FORUM FP F S

The Educator’s Forum includes curated and juried content specifically targeted to educators from K-12, undergraduate, and graduate programs. The forum is devoted entirely to content for educators because education is a tremendously important part of the total SIGGRAPH experience.

Educator’s Forum Groovy Graphic Miscellany Drawer MONDAY, 13 AUGUST Assignments I — The Miscellany Drawer is an introductory 10:45 AM-12:15 PM project for learning modeling in 3D software Educator’s Forum Education 5 for CGI animation that incorporates Committee Welcome collaboration and 3D printing. 5 Boids: Learning Vector Arithmetic Through Animation Richard Lewis 8:30-9 AM Middle Tennessee State University Boids is an excellent example of emergent Educator’s Forum Panel: FuturePrep – behavior. Coding some simple rules creates Educator’s Forum Groovy Graphic Industry Views on Education complex behavior. The groovy graphics Assignments II assignment consolidates students’ learning of 3:45 PM-5:15 PM 5 C++, OpenGL, GLM, and vector arithmetic. 5 9-10:30 AM Students also learn about the careful balances that must be made to ensure a Walking Through a Maze A cross-section of industry representatives simulation behaves in a realistic way. from diverse sub-disciplines in computer The core of the assignment is to create a graphics and interactive techniques discuss Neil A. Dodgson maze that can be walked through via the preparation, training, and attributes students Victoria University of Wellington mouse or other interactive tools. The maze need to enter the workforce. Examining both Real-Time Rocks: Shader-Based starts with a 2D maze in which the walls short- and long-term needs, the panelists Labradorite are then extruded. The project combines will step back and look at trends and changes modeling, geometry, transformations, and that have taken place and may take place. Great assignments in computer graphics interaction. It also allows for a multitude of rock! Mining ideas for learning graphics, Glenn Goldman extensions. representing something as visually complex Institute of Technology as labradorite in GLSL can be unearthed as Edward Angel Nathan Carr a gem of an assignment, and one can learn University of New Mexico Adobe Research a fragment of shading while procedurally Hybrid Creature Project chipping away at the assignment. Roula Lainas This groovy assignment is actually a multi- Zoic Studios Eric Patterson staged assignment going from concept Jessica Baron Brenna MacLean through creation to animated presentation of Clemson University EA Vancouver a hybrid creature that could plausibly exist on Earth. Each stage has its own challenges and Derek Ng-Cummings A Bouncing Ball Game for First-Year learning goals and, as such, could be broken Kabam Computer Graphics out to be standalone assignments in their Javier Romero A bouncing ball game is a great way to own rights. Ilion Animation Studios grab students’ attention early in a computer graphics course. This Groovy Graphics Dave Mauriello assignment is accessible to any student with Drexel University basic programming and high school algebra, while teaching some basics of animation, simulation, and data management.

Neil A. Dodgson Victoria University of Wellington

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 32 EDUCATOR’S FORUM FP F S

Teapot Rendering Competition Real-Time for TUESDAY, 14 AUGUST Performing Arts and Stage Teapot Rendering Competition is the final — assignment of the “Ray Tracing for Graphics” How effectively can software engineers and course at the University of Utah. In this Educator’s Forum Education artists work together to create a real-time CG course, students develop their own renderers Committee Welcome for performing arts on stage? We answer that using ray tracing. This final assignment gives 5 with ISSv2/OpenISS and a possible live demo. students a chance to explore the kind of Serguei Mokhov visually appealing images they can produce 8:30 AM-9 AM Amandeep Kaur with their renderers. Educator’s Forum Talks: VR/AR Mehak Talwar Cem Yuksel in Education Keerthana Gudavalli University of Utah 9 AM-10:30 AM Miao Song Sudhir Mudur Ray-Traced Transmission 5 Concordia University This Groovy Graphics assignment introduces transmissive rays to a basic Creating Compelling Virtual Reality Educator’s Forum Talks: reflective ray tracer. and Interactive Content for Higher SIGCSE Reprise Education 10:45 AM-12:15 PM Andrew Duchowski How does Carnegie Mellon University Clemson University integrate immersive technologies for the 5 humanities, including the process for building Thinking Seriously About Game Design up a of unique content? Professor Vituccio and team will discuss challenges We report on our experiences teaching they faced during this process, what worked game development at two colleges at a in production, and the future of immersive public university. We discuss the merits of technology in higher education. using serious games as a focus in game programming, including the benefits for Jaehee Cho students without a strong background in Stitchbridge, Carnegie Mellon University gaming. We also showcase some of our Ralph Vituccio student serious games projects. Carnegie Mellon University Devorah Kletenik Storytelling for Volumetric VR Brooklyn College, City University of New York Deborah Sturm The next upcoming thing in the world College of Staten Island, City University of New York of virtual reality is Volumetric VR. Sönke Kirchhof, CEO and founder of reallifefilm Brain-Computer Interface for All international, examines the aspects of storytelling for Volumetric VR with its This talk highlights our recent experiences opportunities and limitations. He uses introducing students to basic brain-computer examples from the last productions, an interface (BCI) application development adaptation of Goethe’s sorcerer’s apprentice. using NeuroBlock. Neuroblock is a visual programming environment that allows Sönke Kirchhof users to BCI applications driven by Reallifefilm International GmbH electroencephalography (EEG) data. VFX to Teach Religion? Learning from Chris Crawford Immersive Media University of Alabama As Generation X shifts to millennials, there is Christina Gardner-McCune a growing need to adjust the way we teach. Juan E. Gilbert Utilizing modern technology, we continue University of Florida to explore various types of immersive media to teach religion. Our in-house VFX Team is the perfect puzzle piece that pushes our new teaching methods.

Tucker Dansie Doug Stewart LDS Motion Picture Studio

Registration Level: l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium Interest Areas: C Production & Animation 5 Research & Education D Arts & Design h Gaming & Interactive 6 New Technologies

S2018.SIGGRAPH.ORG #SIGGRAPH2018 33 EDUCATOR’S FORUM FP F S

Sound Design for Video Games: An Educator’s Forum Talks: Animation in Interdisciplinary Course for Computer Education Science and Art Students 3:45 PM-5:15 PM The Sound Design for Video Games course was an effort to bridge the gap between 5 and art students. Overall, Science Cartooning: The Ideal Couple the goals of the course were met based on student surveys and observations. Hired by the University of British Columbia Suggestions on improvements to the course (UBC) Digital Emergency Medicine team, are discussed. I helped create an awesome interactive graphic novel for the BC curriculum called Richert Wang “The Adventures of Patoo,” which covers University of California, Santa Barbara topics in physical and mental health for Vincent Olivieri students in grades 4-7. University of California, Irvine Armin Mortazavi Updating Introductory Computer The University of British Columbia Science with Creative Computation El Oro: Animating Humanities Research A multi-year project identified pedagogy Animating El Oro explores animation as a and curriculum for computing foundations means of communicating historical research through Creative Computation with arguments without prose while broadening Processing. The curriculum aligns with audience potential. standards at the bridge between American high school and college, supports Todd Fechter pedagogies from lecture to inquiry-based Sean McComber projects, attracts diverse student populations, University of Texas at and suggests sustained communication between teachers and mentors is essential. Massive Collaborative Animation Projects – Changing Paradigms in Dianna Xu Animation Education Bryn Mawr College MCAP (The Massive Collaborative Animation Ursula Wolz Projects) is a unique intercollegiate, multi- Bennington College, RiverSound Solutions, LLC year, global animation production currently Deepak Kumar entering its third year of production. MCAP’s Bryn Mawr College purpose is to allow students and faculty from institutions around the world to join together Ira Greenberg in the creation of an original computer Southern Methodist University animation.

Educator’s Forum Course: Bringing 3D William Joel Printing to the Classroom Connecticut State University 2 PM-3:30 PM Miho Aoki University of Alaska Fairbanks 5 Johannes DeYoung Learn to identify, troubleshoot, and prevent Yale University common pitfalls that programs encounter when incorporating additive manufacturing Anna Ursyn into their curriculum. Explore curriculum- University of Northern Colorado building strategies for all academic levels as Wei-Chung Chang well as scheduling hurdles for collaborative National Taiwan University of Arts productions. Jacob Pollak Lance Winkel Ferris State University University of Southern California

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 34 EMERGING TECHNOLOGIES FP F S EP E B

See, learn, touch, and try the state of the art in human- Emerging Technologies Hours: computer interaction and robotics. Emerging Technologies Sunday, 12 August, 1:30-5:30 PM presents work from many sub-disciplines of interactive Monday, 13 August, 10 AM-5:30 PM techniques, with a special emphasis on projects Tuesday, 14 August, 10 AM-5:30 PM that explore science, high-resolution digital-cinema Wednesday, 15 August, 10 AM-5:30 PM technologies, and interactive art-science narratives. Thursday, 16 August, 10 AM-3:30 PM

A Full-Color Single-Chip-DLP tunable lenses, users can refocus by simply FairLift: Interaction with Mid-air Projector with an Embedded 2400-fps looking around. Images on Water Surface Homography Warping Engine Nitish Padmanaban D 6 D 6 Robert Konrad FairLift is an interaction system involving mid- This installation presents a 24-bit full- Gordon Wetzstein air images, which are visible to the naked eye color projector that achieves over 2400- Stanford University under and on a water surface. The system fps motion adaptability using single-chip provides an experience for users to scoop up DLP technology, which will be useful for CHICAP: Low-Cost Hand a mid-air image with their palms. projection mapping applications in highly Motion Capture Device Using 3D Yu Matsuura dynamic scenes. The projector can be Magnetic Sensors for Manipulation of The University of Electro-Communications interfaced with a host PC via standard Virtual Objects HDMI and USB without need of high h6 Naoya Koizumi computational burden. This exoskeleton motion capturing device The University of Electro-Communications JST PRESTO Shingo Kagami leads you to a special interaction experience in the virtual world. Koichi Hashimoto Fusion: Full Body Surrogacy for Tohoku University Yong-Ho Lee Collaborative Communication Mincheol Kim 56 Aerial-Biped: A New Physical Hwang-Youn Kim Expression by the Biped Robot Using Dongmyoung Lee Fusion, a novel telecollaboration system that a Quadrotor Bum-Jae You allows two participants to share the same D 6 Center of Human-centered Interaction point of view and physical space for remote operation and collaboration. The system is This project aims to augment the physical for Coexistence designed as a backpack, and is operated in expression of the robot. Aerial-Biped three different modes: direct collaboration, can generate bipedal walking motions CoGlobe - a Co-Located Multi Person enforced body guidance, and induced body interactively according to the motion of the FTVR Experience motion, enabling effective communication. quadrotor by using the novel foot trajectory h generation method. CoGlobe uses an advanced spherical, fish- MHD Yamen Saraiji Keio University Graduate School of Media Azumi Maekawa tank virtual reality multi-projector display and Design Ryuma Niiyama additional mobile displays to provide users a Shunji Yamanaka highly interactive, collaborative, co-located Tomoya Sasaki The University of Tokyo 3D mixed reality experience. Reo Matsumura The University of Tokyo Sidney Fels AutoFocals: Gaze-contingent University of British Columbia Kouta Minamizawa Eyeglasses for Presbyopes Keio University Graduate School of Media Design Ian Stavness 6 University of Saskatchewan Masahiko Inami Autofocals is a hardware and software The University of Tokyo solution for presbyopes (those with an Qian Zhou age-related loss of accommodation) University of British Columbia that externally mimics the natural Dylan Fafard accommodation response. By combining University of Saskatchewan data from eye trackers and a depth sensor and then automatically driving focus-

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 35 EMERGING TECHNOLOGIES FP F S EP E B

Gum-Gum Shooting HeadLight: Egocentric Visual Make Your Own Retinal Projector: h6 Augmentation by Wearable Retinal Near-Eye Displays via Wide Projector Metamaterials This work is to unleash the physics limitation of a human body and inducing a sense 6 6 of arm elongation in virtual reality. We HeadLight is a wearable projector system that We propose a novel design method for retinal mainly utilize the stimuli of touch, vision to provides wide egocentric visual augmentation. image projection by using the metamaterial reproduce this sensation. In addition, we This provides projection angle with approx. mirror (plane symmetric transfer optical designed a VR shooting game for users to 105 deg. horizontal and 55 deg. vertical from system). Using this projection method, the enjoy the superhuman combat experience. the point of view. With HeadLight, the three- designing of retinal projection becomes easy. dimensional virtual space that is consistent It would be possible to an optical Hsueh-Han Wu with the physical environment is rendered in system that allows quick follow-up of retinal Tokyo Institute of Technology, Hasegawa Shoichi the real world. projection hardware. Laboratory Shunichi Kasahara Yoichi Ochiai Hands-Free Augmented Reality for SonyCSL Kazuki Otao Vascular Interventions Yuta Itoh 6 Human Support Robot (HSR) Shouki Imai Curated Content Kazuki Takazawa We demonstrate how a virtual 3D anatomical Hiroyuki Osone model can be rotated, scaled, and translated 6 Atsushi Mori using small head movements and voice HSR is a compact mobile manipulator for Ippei Suzuki commands. This enables easy hands-free family members in the home, providing University of Tsukuba, Pixie Dust Technologies, Inc. manipulation by a physician during a vascular support to improve the overall quality of life. intervention—a type of minimally invasive HSR can move around the house, keep watch Real-Time Non-Line-of-Sight Imaging surgical procedure in which catheters and over family members, and fetch objects. Goal wires are guided through a patient’s body. 56 is to make HSR beneficial to all people in the A confocal scanning technique solves the Alon Grinshpoon near future. reconstruction problem of non-line-of- Shirin Sadri Takashi Yamamoto sight imaging to give fast and high-quality Gabrielle Loeb Hideki Kajima reconstructions of hidden objects. Carmine Elvezio Mitsunori Ohta Samantha Siu Matthew O’Toole Koichi Ikeda Steven Feiner David B. Lindell Tamaki Nishino Gordon Wetzstein Toyota Motor Corporation Stanford University HapCube: A Tactile Actuator Providing Andrew Custer Tangential and Normal Pseudo-Force Yutaka Takaoka Feedback on a Fingertip Toyota Research Institute 6 LevioPole: Mid-Air Haptic Interactions HapCube is a small-size tactile actuator Using Multirotor which provides tangential and normal h pseudo-force feedback on user’s fingertip. The tangential feedback simulates frictional LevioPole, a rod-like device that provides mid- force in any tangential directions, and the air haptic feedback for full-body interaction normal feedback simulates tactile sensations in virtual reality and augmented reality. The when pressing various types of button. device is constructed from two rotor units HapCube supports user’s clicking and allowing portability and ease of use. These dragging behaviors on GUIs of VR/AR. rotors generate both rotational and linear forces that can be driven according to the Hwan Kim target application. HyeonBeom Yi Richard Chulwoo Park Tomoya Sasaki Woohun Lee Richard Sahala Hartanto KAIST The University of Tokyo Kao-Hua Liu National Cheng Kung University

Keitarou Tsuchiya Atsushi Hiyama Masahiko Inami The University of Tokyo

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 36 EMERGING TECHNOLOGIES FP F S EP E B

SEER: Simulative Emotional Steerable Application-Adaptive Transcalibur: Weight Moving VR Expression Robot Near-Eye Displays Controller for Dynamic Rendering of 2D D 6 Shape using Haptic Shape Illusion SEER (Simulative Emotional Expression This augmented reality display uses h6 Robot) is an animatronic humanoid interchangeable 3D printed optical Transcalibur is a dynamic weight moving VR robot that generates gaze and emotional components to provide content-specific controller for 2d haptic shape rendering using facial expressions to improve animativity, accommodation support and presents high- haptic shape illusion. This allows users to lifelikeness, and impressiveness by the resolution imagery in a gaze-contingent perceive the feeling of various shape in virtual integrated design of modeling, mechanism, manner by implementing a lens actuation space with a single controller. materials, and computing. The robot can based foveation mechanism. Our user study showed that the system simulate a user’s movement, gaze, and facial succeeded in providing shape perception over Kishore Rathinavel expressions detected by a camera sensor. a wide range. Praneeth Chakravarthula Takayuki Todo University of North Carolina - Chapel Hill, Jotaro Shigeyama Independent NVIDIA Corporation Takeru Hashimoto Shigeo Yoshida Kaan Aksit Spherical Full-Parallax Light-Field Taiju Aoki Josef Spjut Display Using Ball of Fly-eye Mirror Takuji Narumi Ben Boudaoud D6 Tomohiro Tanikawa NVIDIA Corporation We proposed an optical system design for a Michitaka Hirose full-parallax spherical light-field display based Turner Whitted The University of Tokyo on the time-division multiplexing method. University of North Carolina - Chapel Hill, The proposed system offers features that NVIDIA Corporation Transmissive Mirror Device based Near- Eye Displays with Wide Field of View are distinct from existing systems that make David Luebke it suitable for specific uses, such as a digital NVIDIA Corporation 6 signage and art exhibitions. Henry Fuchs We present a transmissive mirror device (TMD) Hiroaki Yano University of North Carolina - Chapel Hill based near-eye see-through displays with a Tomohiro Yendo wide viewing angle for augmented reality. We Kohei Matsumura Taste Controller: Galvanic Chin develop a simple see-through display that Akane Temochi Stimulation Enhances, Inhibits, and easily setup from a combination of off-the- Masaki Yamauchi Creates Tastes shelf HMD and TMD. We demonstrate a prototype with a Hiroaki Matsunaga 56 Nagaoka University of Technology diagonal viewing angle of 100 degrees. The purpose of our demonstration is to introduce the galvanic jaw stimulation (GJS) Kazuki Otao which is a technology used to induce, inhibit, Yuta Itoh and enhance taste sensation with electrical Kazuki Takazawa stimulation. In our demonstration, users Yoichi Ochiai will experience the taste changing without University of Tsukuba, Pixie Dust additional chemical materials. Technologies, Inc.

Kazuma Aoyama The University of Tokyo

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 37 EMERGING TECHNOLOGIES FP F S EP E B

Verifocal: A Platform for Vision Wind-Blaster: A Wearable Propeller- Correction and Accommodation in based Prototype that Provides Head-Mounted Displays Ungrounded Force-Feedback h6 h We present a varifocal platform for head- Using wearable propellers, Wind-Blaster mounted displays. This platform eliminates allows the wearer to experience ungrounded the vergence-accommodation conflict and haptic force feedback, increasing immersion corrects the user’s vision by dynamically in virtual environments without restricting adjusting the focus inside a head-mounted movement. display. We introduce a varifocal rendering Seungwoo Je pipeline and compare multiple varifocal Hyelip Lee optical systems for adjusting focus. Myung Jin Kim Pierre-Yves Laffont Andrea Bianchi Ali Hasnain KAIST Pierre-Yves Guillemet Samuel Wirajaya Liqiang Khoo Teng Deng Jean-Charles Bazin Lemnis Technologies

VPET - Virtual Production Editing Tools Curated Content

6 The work on intuitive virtual production technology at Filmakademie led to an open platform tied to existing film pipelines. The Virtual Production Editing Tools (VPET) are open-source and constantly updated on Github. We introduce an intuitive environment where augmented reality extends real sets with modifiable virtual scenes.

Simon Spielmann Volker Helzle Andreas Schuster Jonas Trottnow Kai Goetz Filmakademie Baden-Württemberg GmbH Animationsinstitut

Patricia Rohr Filmakademie Baden-Württemberg GmbH Animationsinstitut, FMX

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 38 EXPERIENCE PRESENTATIONS FP F S EP E B

Informal presentations on new ideas that are applicable to techniques, concepts, and strategies related to the Experience Hall and Immersive Pavilion programs: Art Gallery, Emerging Technologies, Studio, Vrcade, Village and VR Theater.

SUNDAY, 12 AUGUST MONDAY, 13 AUGUST Creating Virtual Realities Monday, 13 August, 3:45 PM-5:15 PM — —

Augmented Reality is Here Alternative Multiviewer Visual Displays 6 Sunday, 12 August, 3:45 PM-5:15 PM Monday, 13 August, 3:45 PM-5:15 PM AnimVR: Animation Unleashed

6 56 Dario Seyb Milan Grajetzki BroadcastAR: A Cinematic Augmented CoGlobe: A Co-Located Multi-Person NVRMIND IVS Reality Experience FTVR Experience Joe Daniels Ferenc Czuczor Sidney Fels TinyCo Games Norbert Kovacs University of British Columbia Tamas Matuszka Creating Lifelike Reactive Characters Ian Stavness Alexandra Pittiglio for VR University of Saskatchewan INDE R&D Joaquin Ruiperez Qian Zhou Gonzalo Ruipérez We AR Sight: An Open Source University of British Columbia Augmented Reality Wearable Device to ESTUDIOFUTURE Dylan Fafard Assist Visually Impaired Individuals Elastic Time: Voxel-Based Mixed Reality University of Saskatchewan Sarang Nerkar Documentary, Real-Time Volumetric Ambarish Gurjar Georg Hagemann Capture, and VFX Andrew Wagemakers Innosapien Technologies Pvt. Ltd., Nerkar Education Javier Bello Ruiz University of British Columbia and Research Trust Robin Mange Chris Chamberlain The AI-Powered Magic Mirror: Building IMVERSE University of Saskatchewan Immersive AR/VR Experiences with Demonstration of Gaze-Aware Video Only Webcams and Deep Learning A Full-Color Single-Chip-DLP Streaming Solutions for Mobile VR Paul A. Kruszewski Projector with an Embedded 2400-fps Homography Warping Engine Pietro Lungaro Thomas Jan Mahamad Firdose Saeik wrnch Shingo Kagami Konrad Tollmar Koichi Hashimoto Collaborative Exploration of Urban Royal Institute of Technology - KTH Tohoku University Data in Virtual and Augmented Reality

Carmine Elvezio FairLift: Interaction with Mid-air Frank Ling Images on Water Surface Jen-Shuo Liu Yu Matsuura Columbia University The University of Electro-Communications

Barbara Tversky Naoya Koizumi Teachers College The University of Electro-Communications, JST Steven Feiner PREST Columbia University

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 39 EXPERIENCE PRESENTATIONS FP F S EP E B

Manufacturing Application-Driven TUESDAY, 14 AUGUST Near-Eye Displays WEDNESDAY, 15 AUGUST — — Kaan Akşit Stories in Virtual Reality - Part 1 NVIDIA Designing for a Digital World Tuesday, 14 August, 2 PM-3:30 PM Wednesday, 15 August, 9 AM-10:30 AM Praneeth Chakravarthula NVIDIA, UNC 6 56 Wolves in the Walls: Chapter 1 Verifocal: A Platform for Vision Immersive Previz: VR Authoring for Correction and Accommodation in Film Previsualisation Peter Billington Head-Mounted Displays Fable Studio Quentin Galvane Pierre-Yves Laffont INRIA Becoming Homeless: A Human Ali Hasnain Experience Pierre-Yves Guillemet I-Sheng Lin Samuel Wirajaya NCCU Fernanda Herrera Liqiang Khoo Elise Ogle Marc Christie Teng Deng Tobin Asher University of Rennes Jean-Charles Bazin Jeremy Bailenson Tsai-Yen Li Lemnis Technologies Stanford University NCCU Scrappy VR: Creating “A Show of Lightform: Procedural Effects for Kindness” in eight weeks using Tilt Projected AR Brush Brittany Factura Jeremy Cowles Laura LaPerche Peter Chan Phil Reyneri by Google Brett Jones Space Explorers: A New Dawn Kevin Karsch Lightform, Inc. Sebastian Sylwan Felix & Paul Studios Raymarching Toolkit for Unity Kevin Watters Technologies in Near Eye Displays Independent Tuesday, 14 August, 2 PM-3:30 PM Real-Time Motion Generation for 6 Imaginary Creatures Using Hierarchical Reinforcement Learning Transmissive Mirror Device Based Near-Eye Displays with Wide Field of Keisuke Ogaki View Masayoshi Nakamura DWANGO Co.,Ltd. Kazuki Otao Yuta Itoh Experiencing Realities - Part 1 Kazuki Takazawa Wednesday, August 15th , 2 PM-3:30 PM Hiroyuki Osone

Yoichi Ochiai 6 University of Tsukuba; Pixie Dust Technologies, Inc. IKEA Immerse Interior Designer Make Your Own Retinal Projector: Retinal Near-Eye Displays via Christopher Baumbach Metamaterials Gion Tummers Demodern GmbH Yoichi Ochiai Kazuki Otao Aeronaut VR Yuta Itoh Ken Waagner Shouki Imai Isobar Kazuki Takazawa Hiroyuki Osone ELI in VR: Embodied Limbic Interaction Atsushi Mori for Piloting a Virtual Hang Glider Ippei Suzuki Kenan Bektaş University of Tsukuba; Pixie Dust Technologies, Inc. University of Zurich and ETH Zurich, ZHAW, Zurich

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 40 EXPERIENCE PRESENTATIONS FP F S EP E B

Augmented Reality Task Guidance for Multiplayer Augmented Reality: the International Space Station Stowage Future is Social, presented by Niantic THURSDAY, 16 AUGUST Operations — Diana Hu Hiroshi Furuya Niniane Wang Paddles, Swords, Rubber Arms, and Columbia University Niantic Other Haptic Tools Thursday, 16 August, 9 AM-10:30 AM Lui Wang Museum of Symmetry NASA Paloma Dawkins 56 Carmine Elvezio Augmented Reality Game with Unique LevioPole: Mid-Air Haptic Interactions Steven Feiner Using Multirotor Columbia University Semi-Transmissive Rendering Method Tomoya Sasaki Daiki Taniguchi Let’s Get Physical The University of Tokyo Akatsuki Inc. Wednesday, 15 August, 2 PM-3:30 PM Wind-Blaster: A Wearable Propeller- 5 Based Prototype That Provides Ungrounded Force-Feedback Metamaterial Devices Seungwoo Je Alexandra Ion Hyelip Lee Patrick Baudisch Myung Jin Kim Hasso Plattner Institute, University of Potsdam Andrea Bianchi Design Engine Community Project - KAIST Generate Quick Adhoc Inventions to Transcalibur : Weight Moving VR Explore at SIGGRAPH and in the Studio Controller for Dynamic Rendering of Matthew Griffin 2D Shape Using Haptic Shape Illusion Lizabeth Arum Jotaro Shigeyama Ultimaker Takeru Hashimoto PaperPrinting: A Machine for Shigeo Yoshida Prototyping Paper and Its Applications Taiju Aoki for Takuji Narumi Tomohiro Tanikawa Wataru Date Michitaka Hirose Keio University The University of Tokyo Yasuaki Kakehi The University of Tokyo, Keio University Stories in Virtual Reality - Part 2 Thursday, 16 August, 9 AM-10:30 AM Design Method of Digitally Fabricated Spring Glass Pen 6 Kengo Tanaka Arden’s Wake: Expanded - VR Technical Kohei Ogawa and Artistic Challenges Tatsuya Minagawa Kevin Yong Qu Yoichi Ochiai Penrose Studios University of Tsukuba Experiencing Racism in VR: A 1000 Cut Games in Multiple Realities Journey Wednesday, 15 August, 3:45 PM-5:15 PM Courtney D. Cogburn 6 Dominic Cathey Columbia University Making a Splash In VR: How We Created an Interactive Ocean for I Am a Man: Communicating the Civil Vacation Simulator Rights Struggle Through VR

Devin Reimer Derek Ham Ben Hopkins NC State College of Design Graeme Borland Owlchemy Labs

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 41 EXPERIENCE PRESENTATIONS FP F S EP E B

Queerskins: A Love Story

Illya Szilak Fancy Rainbow

Cyril Tsiboulski Cloudred Studio

Experiencing Realities - Part 2 Thursday, 16 August, 3:45 PM-5:15 PM

C56 Chorus

Adam Rogers Tyler Hurd Gentle Manhands Voyage

Sharan Shodhan Julian Korzeniowsky Sijia He Na-yeon Kim Rajeev Mukundan Carnegie Mellon University Sherpa: The Helping Hands of the Himalaya

Dimosthenis Gkantzos Christian Greitmann Martin Koegel Filmakdemie Baden-Wuerttemberg GmbH

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 42 PANELS FP F

SIGGRAPH 2018 Panels offer a space where discussion and debate on important topics in computer graphics and interactive techniques can freely flow. Full Conference Platinum and Full Conference Access registration allows attendees access to all SIGGRAPH 2018 Panels. Seating is on a first-come, first-served basis. Please arrive early for the panel you wish to attend.

Interactive Dance Club ‘98 - a Legend Design and Implementation of Modern SUNDAY, 12 AUGUST in the Making! Production Renderers — C5Dh C Color Mavens Advise on Digital Media Creation and Tools Sunday, 12 August, 3:45-5:15 PM Sunday, 12 August, 3:45-5:15 PM

C5 IDC ‘98 brought together the SIGGRAPH A discussion among developers of five of community in a grand social experiment. the most significant production renderers for Sunday, 12 August, 10:45 AM-12:15 PM Attendees gathered to participate in film, going into technical detail about Designing and capturing color schemes for creating a dynamic confluence of music, the design goals and implementations digital media composition are important computer graphics and lighting. This panel of their renderers and comparing their steps in the creation pipeline. A group of discusses IDC’s conceptualization, visual and respective designs. technology development and ground rules color experts, “Color Mavens”, from X-Rite/ Moderator for multi-participatory experiences - all while Pantone, Adobe Systems, Rochester Matt Pharr examining current day applications. Institute of Technology, and Pixar Animation Google Studios to highlight their methods with Moderator Panelists discussion about optimal colorization Judith Crow Per Christensen approaches to follow. SideFX Pixar Moderator Panelists Brent Burley Theresa-Marie Rhyne David Bianciardi Walt Disney Animation Studios Consultant AV&C Luca Fascione Panelists Greg Hermanovic Weta Digital Nicholas Bazarian Derivative, Inc. X-Rite/Pantone Christopher Kulla Ryan Ulyate Imageworks Jose Echevarria Adobe Systems Marcos Fajardo Solid Angle Michael Murdoch Rochester Institute of Technology

Danielle Feinberg Pixar Animation Studios

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 43 PANELS FP F

MONDAY, 13 AUGUST TUESDAY, 14 AUGUST WEDNESDAY, 15 AUGUST — — —

VR@50: Celebrating Ivan Sutherland’s Future Artificial Intelligence and Deep The Present and Future of Real-Time 1968 Head-Mounted 3D Display Learning Tools for VFX Graphics for Film

System Ch Ch 6 Tuesday, 14 August, 2-3:30 PM Wednesday, 15 August, 2-3:30 PM Monday, 13 August, 10:45 AM-12:15 PM This panel discusses trends and prospects How are real-time graphics used in the movie This panel celebrates the first fully for using AI tools in the VFX pipeline. Panel industry today? How can they be used in the functioning 3D AR/VR system: real-time, experts talk about the current AI tools that coming years? This panel brings together see-through, stereo, perspective display; and work in the industry, give answers to questions voices representing various areas of expertise two different head trackers: ultrasonic and and their vision of their to provide information about how real-time mechanical (the “Sword of Damocles”). Ivan technology development. graphics are being used and how they foresee Sutherland (“father of Computer Graphics”), the future of real-time graphics in film. Moderator and team members Charles Seitz, Robert Dmytro Korolov Moderator Sproull, Quintin Foster present. Graphics MPC Pol Jeremias-Vila pioneer Fred Brooks reviews the system’s Pixar Animation Studios impact and legacy. Panelists Jean-Charles Bazin Kim Libreri Moderator Korea Advanced Institute of Science and Technology Epic Games Henry Fuchs University of North Carolina, Chapel Hill Doug Roble Guido Quaroni Pixar Animation Studios Panelists Ivan E. Sutherland Rob Pieke Natalya Tatarchuk Portland State University MPC Unity Technologies

Robert F. Sproull Renaldas Zioma Damien Fagnou University of Massachusetts Amherst Unity Technologies Technicolor Production Services

Charles L. Seitz Jeff Kember Visual Effects in the Age of the Cloud Consultant Google Ch Frederick P. Brooks David Luebke University of North Carolina, Chapel Hill NVIDIA Corporation Wednesday, 15 August, 3:45-5:15 PM

H. Quintin Foster Jr. The Visual Effects industry is presently Retired Engineering Manager grappling with how to best take advantage of , a technology which has transformed the practice of software in many industries. This panel discusses cloud computing in Visual Effects, how it is trending, and how it changes production.

Moderator Mark Wiebe Amazon

Panelists Jason Fotter FuseFX

Dan Wexler Zorroa

Panos Zompolas Redshift

Phil Peterson Techniqueology

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 44 PANELS FP F

THURSDAY, 16 AUGUST —

The Past, Present and Future of the Video Game Cinematic

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Thursday, 16 August, 2-3:30 PM Top creatives in video game cinematics will discuss the processes and technology that makes their work possible, along with the creative and economic context that underpins this work. They will reveal the “who”, “what”, and “why” of cinematics, shedding light on a genre that is often applauded but rarely analyzed.

Moderator Stuart Aitken Axis Studios

Panelists Franck Balson Blur Studio

Phillip Hillenbrand Blizzard Entertainment

Thomas Vu Riot Games

Matthew Ward BUNGIE

Jakub Jablonski Platige Image

Alex S. Rabb Digic Pictures

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 45 PRODUCTION SESSIONS FP F S Curated Content

SIGGRAPH 2018 hosts Production Sessions, where the world’s most talented production teams share their processes and techniques from some of the most exciting content in computer animation, VFX, games and VR. Following each presentation, attendees ask questions about the challenges and issues associated with complex productions.

DNEG, Framestore, and MPC “Wreck-It Ralph 2”: Visualizing PRODUCTION GALLERY Present: The Visual Effects of “Blade the Internet l l l l l l Runner 2049” Ch — C Sunday, 12 August, 1:30-5:30 PM Tuesday, 14 August, 10:45 AM-12:15 PM Monday, 13 August, 10:45 AM-12:15 PM In “Ralph Breaks the Internet: Wreck-It Ralph Monday, 13 August, 10 AM-5:30 PM 35 years after the release of the original 2,” Vanellope von Shweetz and Wreck-It Tuesday, 14 August, 10 AM-5:30 PM “Blade Runner” film, the visual effects teams Ralph leave Litwak’s video arcade behind, behind “Blade Runner 2049” were tasked with venturing into the uncharted, expansive and Wednesday, 15 August, 10 AM-5:30 PM the challenge of crafting a dystopian world thrilling world of the internet on a quest in the next phase of one of the most- to save Vanellope’s video game. Building Thursday, 16 August, 10 AM-3:30 PM beloved sci-fi films of all time. Set 30 years the metropolis of the internet was no small This one-of-a-kind exhibit recognizes the art, after the first film, the sequel follows a new feat: its smallest buildings are the size of the processes, and physical materials involved in blade runner as he unearths a long-buried Empire State Building, and tens of thousands the creation of major studio projects — not secret that has the potential to plunge of dynamic, digital signs can be seen in just the final piece on screen. The gallery what’s left of society into chaos. From the one city shot. The world then needed to be features artwork, props, and more from creation of the LA cityscapes, Las Vegas, populated with characters, ranging from the recent film, VR, or game productions for an and Trash Mesa environments to the everyday citizens of the internet - netizens exclusive behind-the-scenes look at some of development of a holographic Joi and the - to service workers and algorithms who Hollywood’s biggest blockbusters. return of Rachael, join the filmmakers from run the . Throughout the DNEG, Framestore, and MPC as they discuss making of the film, the production team was their Academy-Award winning work that paid challenged to push the boundaries both “JURASSIC PARK” 25TH ANNIVERSARY tribute to the original picture while creating a artistically and technically in visualizing a SCREENING (WITH STEVE “SPAZ” film of the future. world that is ever-changing and seemingly endless - a concept as familiar as the internet Axel Akesson WILLIAMS INTRODUCTION) executed in a way that has never been seen MPC l l l l l l before. — Richard Hoover Ernest Petti Framestore Sunday, 12 August, 8:30-11:15 PM Larry Wu We’re celebrating 25 years of one of a Chris McLaughlin David Komorowski handful of films that can say it changed DNEG Walt Disney Animation Studios movies forever: “Jurassic Park” (1993). Join us for this special screening with an introduction from Steve “Spaz” Williams, a legendary pioneer in computer graphics who helped develop Jurassic’s infamous dinosaurs — the first-ever digital animals! Williams’ impressive career spans several other landmark movie moments, including the Oscar-nominated face contortion in “The Mask” and Oscar- winning “ 2” (first CG main character) and “The Abyss” (first “soft surface” CG character).

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 46 PRODUCTION SESSIONS FP F S Curated Content

“Game of Thrones” Season 7: LAIKA’s “Missing Link”: Raising the Three Keys to Creating the World of Orchestrating Sea Battles and Blowing VFX Bar “Ready Player One” - Visual Effects &

Up a Big Wall C Virtual Production C C Tuesday, 14 August, 3:45-5:15 PM Tuesday, 14 August, 2-3:30 PM Wednesday, 15 August, 10:45 AM-12:15 PM LAIKA is a studio whose mission is to realize In this production session, we will share the potential of stop-motion animation by In this deep dive into Steven Spielberg’s our story of working on the legendary fusing old-school artisan-ship with cutting- “Ready Player One,” teams from Industrial show, “Game of Thrones”, since the series’ edge technology. This production session will Light & Magic and Digital Domain will fourth season, detailing the learnings and highlight the work done by LAIKA’s in-house showcase the breakthrough virtual production knowledge we have gained from our multi- visual effects team on the studio’s fifth film, techniques and technology deployed for the season experience on the groundbreaking “Missing Link” (in theaters spring 2019). film and the visual effects involved in bringing show. We will go in depth on two of season the film’s dystopian vision of life in 2045 to the During this session, the LAIKA team will 7’s most intense sequences, starting from screen. In addition, the teams will delve into highlight its unique production pipeline the concept art and working through the the immense artistic and technical challenges and how its digital efforts were created in processes that got us to the final shots. of designing, building, and animating every concert with the -makers and set aspect of the expansive virtual universe known Our long-term relationship with the builders at the studio. The team will discuss as the OASIS. filmmakers helped us anticipate their hands- their adoption of RenderMan’s RIS and how on approach for art directing, which we took LAIKA was able to leverage new workflows to Grady Cofer into consideration when planning for the Sea quadruple their output of photo-real, design- David Shirk Battle scene in episode two and the dramatic intensive background , props and David Dally fall of The Wall in the season finale. environments for the film. Industrial Light & Magic

At the session, we will share how we “Missing Link” required a great deal of Jose Astacio prepared to give the filmmakers freedom to collaboration between the studio’s on-set Digital Domain play with the art direction, including how camera team and visual effects. This session we set up a master scene file for the Sea will also underscore the challenges faced Battle for this purpose. This nighttime battle when fusing boundless digital scenes with contained a plethora of challenges, from camera setups dictated by an ’s , to CG environments, the CG ability to reach a puppet. The team will ocean, and CG background ships mixed with show examples of how camera data was compositing fire elements, which we will shared, scaled and augmented during the look at in the session. film’s production.

For the season’s climatic finale, we created Eric Wachtman the first full view of The Wall at Eastwatch- Rick Sevy by-the-Sea and then blew it to pieces, Michael Cordova earning the 2018 VES Award for Outstanding LAIKA Effects Simulations in an Episode. At the session, we will discuss the process of creating a flexible asset -- The Wall -- allowing for various possibilities for the art direction and simulation. We will also present the techniques we used to score the wall up to its dramatic collapse.

Thomas Hullin Isabelle Langlois Rodeo FX Inc.

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 47 PRODUCTION SESSIONS FP F S Curated Content

“The Incredibles 2”: Suit Up, It Might Generations of Houdini in Film “Crow: The Legend” - Bringing a Native

Get Weird! C American Legend into VR C C6 Wednesday, 15 August, 3:45-5:15 PM Wednesday, 15 August, 2-3:30 PM Thursday, 16 August, 10:45 AM-12:15 PM For more than 20 years, Houdini artists have In a conversation that will not only span been pushing boundaries in films, TV and Inspired by a Native American , Baobab multiple disciplines, but also multiple years games. This session features some of the best Studio’s “Crow: The Legend” tells a story of technological advancement at Pixar, the film professionals whose careers span from with themes of diversity, inclusion, sacrifice team behind “Incredibles 2” - many of whom the early days to more recent projects. and self-acceptance. Director Eric Darnell also worked on the first film - will compare and the team behind the Emmy-winning VR Ian Failes and contrast the filmmaking process then animations “Invasion!” and “Asteroids!,” share VFX Blog and now. With a sequel, there’s always insights from their most ambitious VR project the challenge of making a film true to the Rob Bredow to date. original, yet different in every detail. In Industrial Light & Magic In this production session, we will answer building the world of “Incredibles 2,” the team Matt Estela the following questions and more as well as tackled one of the most technically daunting UTS Animal Logic Academy showcase our work: What are the differences films in Pixar’s canon, all while needing it to between creating a VR animated experience hue to the familiar tone established by the Mark Hodgkins versus a 2D animated film? How do we first film. Hear from this supergroup as they DNEG blend original music, interactivity with a VR examine how they used the past to inform Michael Kaschalk storybook visual style to capture the mythical the present and, incredibly, achieved the Walt Disney Animation Studios quality from the Native American folktale? near-impossible. Andy Hayes How do we balance audience participation Mahyar Abousaeedi Framestore against focused narrative? As the audience Beth Albright plays the role of the “ of the Seasons”, Evan Bonifacio how does the viewer interact with and affect Chris Burrows change on the characters and their world? Gordon Cameron What creative and technical challenges arise Ralph Eggleston by integrating user agency and interactivity Nathan Fariss into the narrative? How do we direct the Fran Kalal viewer’s eyes when we no longer have a Paul Kanyuk frame? How do storyboarding, staging, and Ted Mathot animation change when the viewer can look Philip Metschan anywhere and be part of the story? Tom Nettleship Larry Cutler Bret Parker Kane Lee Darwyn Peachey Scott Peterson Reid Sandros Baobab Studios Rick Sayre Stephen Schaffer Sarah Eagle Heart Erik Smitt Native Americans in Philanthropy Esdras Varagnolo Bill Watral Bill Wise Pixar

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 48 PRODUCTION SESSIONS FP F S Curated Content

Making the Kessel Run in Less Than 12 Parsecs - The VFX of “Solo: A Star Wars Story”

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Thursday, 16 August, 2-3:30 PM Join the visual effects team as they take you behind the scenes on one of 2018’s biggest films. The team will showcase the innovative shooting techniques developed for the film and the unique collaboration with Director Ron Howard that allowed this chapter in the Star Wars universe to be brought to the screen. The team will also pull back the curtain on how they took old school methodologies and combined them with cutting edge technologies to create the film’s groundbreaking visual effects work.

Rob Bredow Patrick Tubach Greg Kegel Industrial Light & Magic

Joseph Kasparian Hybride

The Making of Marvel Studios’ “Avengers: Infinity War”

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Thursday, 16 August, 3:45-5:15 pm Four years after the events of “Guardians of the Galaxy Vol. 2,” the Avengers have been torn apart following the events of “: Civil War”. When Thanos arrives on Earth to collect the Infinity Stones for a gauntlet that will allow him to bend reality to his will, the Avengers must join forces with the Guardians of the Galaxy to stop him. Marvel Studios, ILM, Weta Digital, and Digital Domain take SIGGRAPH audiences through their VFX journey as they created some of the movie’s most heart-stopping moments.

Victoria Alonso Dan DeLeeuw Jen Underdahl Swen Gillberg Marvel Studios

Kelly Port Digital Domain

Russell Earl Industrial Light & Magic

Matt Aitken Weta Digital

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 49 REAL-TIME LIVE! FP F S

Best Real-Time Graphics and Interactivity Award Tuesday, 14 August 6-7:45 PM Developers create and showcase the best real-time Real-Time Live! showcases the latest trends and most graphics and interactivity applications possible using innovative interactive techniques, presented and today’s technologies. The winning team is announced deconstructed live by their creators. from the Real-Time Live! stage.

Deep Learning-Based Photoreal Democratising Mocap: Real-Time Full- IKEA Immerse Interior Designer

Avatars for Online Virtual Worlds in iOS Performance Motion Capture with an Ch Ch iPhone X, Xsens, and Maya IKEA Immerse is available in select IKEA A deep learning-based technology for Ch6 stores in . This application enables generating photo-realistic 3D avatars with Kite & Lighting reveals how Xsens inertial consumers to create, experience, and share dynamic facial textures from a single mocap technology, used in tandem with their own configurations in a virtual living and input image is presented. Real-time an iPhone X, can be used for full body and kitchen room set. With seamless e-commerce performance-driven animations and facial performance capture – wirelessly and integration, a high level of detail, and real-time renderings are demonstrated on an iPhone without the need for a mocap volume – with interaction, the VR experience represents an X and we show how these avatars can be the results live-streamed to engaging, valuable touch-point. integrated into compelling virtual worlds in real time. Tobias Soffner and used for 3D chats. Cory Strassberger Christopher Baumbach Koki Nagano Kite & Lighting Demodern GmbH Pinscreen, USC Institute for Creative Technologies Remco Sikkema Mixed Reality 360 Live: Live Blending Jaewoo Seo Xsens of Virtual Objects into 360° Streamed Kyle San Video Aaron Hong Gastro Ex: Real-Time Interactive Fluids Mclean Goldwhite and Soft Tissues on Mobile and VR Ch Pinscreen Ch6 An interactive mixed reality system using live streamed 360° panoramic videos Jun Xing Enter Gastro Ex for on and is presented. A live demo for real-time USC/ICT VR. The entire environment surrounding image-based lighting, light detection, mixed you is interactable and “squishy,” featuring Stuti Rastogi reality rendering, and composition of 3D advanced soft-body physics and 3D Pinscreen, USC objects into a live-streamed 360° video of interactive fluid dynamics. Grab anything. Cut a real-world environment with dynamically Jiale Kuang anything. Inject anywhere. Unleash argon changing real-world lights is shown. Aviral Agarwal . Enjoy emergent surgical gameplay, Hanwei Kung rendered with breathtaking real-time GI and Taehyun Rhee Caleb Arthur subsurface scattering. Andrew Chalmers Carrie Sun Ian Loh Sam Glassenberg Stephen Chen Ben Allen Matthew Yaeger Jens Fursund Lohit Petikam Andy Saia Pinscreen CMIC, Victoria University of Wellington, DreamFlux Steve Kane Hao Li Level Ex Stephen Thompson Pinscreen, USC Tom Revill CMIC, Victoria University of Wellington

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 50 REAL-TIME LIVE! FP F S

Oats Studios VFX Workflow Virtual Production in ‘Book of the for Real-Time Production with Dead’: Technicolor’s Genesis Platform, Photogrammetry, Alembic, and Unity Powered by Unity

Ch Ch Come see how Oats Studios modified We demonstrate a Unity-powered virtual their traditional VFX pipeline to create the production platform that pushes the breakthrough real-time shorts ADAM Chapter boundaries of real-time technologies to 2 & 3 using Photogrammetry, Alembic, and empower filmmakers with full multi-user the Unity real-time engine. collaboration and live manipulation of whole environments and characters. Special Chris Harvey attention is dedicated to high-quality real- Mike Blomkamp time graphics, as evidenced by Unity’s “Book Oats Studios of the Dead.” Isabelle Riva Francesco Giordana Unity Technologies Neill Blomkamp Veselin Efremov Oats Studios Unity Technologies

The Power of Real-Time Collaborative Gael Sourimant Filmmaking Technicolor R&I

Ch Silvia Rasheva PocketStudio is designed to allow filmmakers Unity Technologies to easily create, play, and stream 3D Callum James animation sequences in real time using real- Moving Picture Company time collaborative editing, a unified workflow, and other real-time technologies, such as Wonder Painter: Turn Anything into augmented reality. AnimatioI Jean-Colas Prunier Ch Armelle Bauer Xiaoxiaoniu’s unique patented Wonder Yvain Raeymaekers Painter™ technology turns anything into Stephane Tayeb a vivid cartoon animation at a click of PocketStudio your camera. First, draw something, make something (clay, origami, building blocks, etc.), or find something (toy, picture book, etc.). Then take a photo of it and see it come alive!

Xiang Cao Xiaoxiaoniu Creative Technologies

The ‘Reflections’ Ray-Tracing Demo Presented in Real Time and Captured Live Using Virtual Production Techniques

Ch Epic Games, Nvidia, and ILMxLAB would like to present 2018’s GDC demo, “Reflections,” set in the “Star Wars” universe. In addition, we will record a character performance live using virtual production/virtual reality directly into Sequencer, and then play the demo with real-time ray tracing live at 24fps.

Gavin Moran Epic Games

Mohen Leo ILMxLAB

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 51 SIGGRAPH NEXT FP F S EP EO E B

SIGGRAPH has long been a pioneer in computer graphics research and emerging technologies. SIGGRAPH Next continues that tradition by offering a series of plenary speakers on topics that speak to “What’s Next” for the industry.

The Future’s Waiting Connections: The Intersection of NextGen Education Models 5 Graphics and Medicine 5

Monday, 13 August, 8 AM-8:45 AM 5 Wednesday, 15 August, 8-8:45 AM We know that change generally takes five to Tuesday, 14 August, 8 AM-8:45 AM With decades of experience in developing 10 years at best to become realized within programs to help make math, science and As CG reaches a cusp where we can mimic society. With that being true, predictors were engineering education more inspiring and visual reality, we are challenged to use it in place five years ago that could have given relevant for middle and high school students, for solving complex analytical problems us insight into what our world might look like Tony is at the forefront of inventing new in the world around us. Intersecting deep today. This talk discusses current trends in educational models. From the Young Makers learning and artificial intelligence with place today that might tell us what the future Program to Pixar in a Box, in partnership with advanced graphics provides groundbreaking could look like in five to 10 years. The future Khan Academy, creating hands on problem new approaches. Specifically in the field of is waiting. solvers and original thinkers is key to the Biomed, this session discusses examples foundation of his initiatives, as well as the Bob Nicoll ranging from computer vision in microscopy future of all educational models. Blizzard Entertainment to computer learning to recognize cancer cell anomalies in a pathology dashboard of Tony DeRose Dylan Hendricks the future. Pixar Research Group Emeritus IFTF (Institute for the Future) Daniel Szecket Michel Nederlof Quantitative Imaging Systems (Qi)

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 52 STUDIO FP F S EP E B

Studio Hours: Create works of art, items of functionality, or objects of novelty. If you can imagine it, the SIGGRAPH Studio has Sunday, 12 August, 1:30-5:30 PM the resources to help you make it a reality. Attend Studio Monday, 13 August, 10 AM-5:30 PM Workshops that educate attendees on state-of-the-art Tuesday, 14 August, 10 AM-5:30 PM processes and workflow pipelines. Wednesday, 15 August, 10 AM-5:30 PM Thursday, 16 August, 10 AM-3:30 PM

Building a Feedback Loop Design Method of Digitally Fabricated Lightform: Procedural Effects for Between Electrical Stimulation and Spring Glass Pen Projected AR

Percussion Learning D6 D6 D6 We present a method to create a pen that Lightform LF1 is a hardware device that We apply electrical muscle stimulation (EMS) suits people’s preferences easily by using a enables fast and convenient projected to the learning of rhythm. By the movement 3D printer. Elasticity can be reproduced by AR for any projector. Through a novel of muscles stimulated using EMS, users are giving the spring structure, and a capillary visible structured light technique, the LF1 able to acquire what kind of arms and legs phenomenon occurs by applying a fine gap allows users to apply procedural effects to move at what timing and play the rhythm to the pen tip. automatically and quickly create projected of drums that require the simultaneous AR content. Kengo Tanaka movement of the limbs. Kohei Ogawa Kevin Karsch Ayaka Ebisu Tatsuya Minagawa Lightform, Inc. Satoshi Hashizume Yoichi Ochiai Digital Nature Group, University of Tsukuba University of Tsukuba Digital Nature Group Lightwork: Infinity Alley

D6 Yoichi Ochiai Immersive Previz: VR Authoring for Digital Nature Group, University of Tsukuba Pixie Film Previsualisation Lightwork is an open source application Dust Technologies, Inc. that simplifies the mapping of addressable D6 LEDs in 2D and 3D spaces. Infinity Alley is an Design Engine Community Project: One Man Movie is a VR authoring system interactive and volumetric LED environment Generate Quick Adhoc Inventions to that enables the crafting of filmic sequences where participants can learn how to use Explore at SIGGRAPH and in the Studio with no prior knowledge in 3D animation. Lightwork to map LEDs to create custom D6 The system is designed to reflect the visualizations. traditional creative process in film pre- We’re hosting a brand new SIGGRAPH Derek Gaw production through stages like scene layout, edition of “The Design Engine” card game, Tim Rolls animation of characters, placement of a constantly revolving series of design Edward Budiman cameras, and editing. challenges hosted within the Studio. Paul Reimer Participants can join for a short startup Quentin Galvane MakerLabs round, or stick around to design and develop INRIA Rennes their projects using the tools available in the Metamaterial Devices I-Sheng Lin SIGGRAPH Studio Workshop. NCCU D6 Matthew Griffin Marc Christie Traditionally, metamaterials were understood Lizabeth Arum IRISA/INRIA Rennes Bretagne as materials with deformation properties Ultimaker that are defined by their inner structure. We, Tsai-Yen Li however, don’t think of them as materials, but NCCU rather as devices. We present metamaterial devices, such as analog or digital machines, and software tools that assist novice users in designing and fabricating them.

Alexandra Ion Patrick Baudisch Hasso Plattner Institute University of Potsdam

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 53 STUDIO FP F S EP E B

PaperPrinting: A Machine for Real-Time Motion Generation for

Prototyping Paper and Its Applications Imaginary Creatures Using Hierarchical STUDIO WORKSHOPS for Graphic Design Reinforcement Learning —

D6 D6 Monday 13, August We present a system that makes paper Describing the motions of imaginary Troubleshooting and Cleanup through additive manufacturing process original creatures is an essential part of Techniques for 3D Printing by using a dispenser mounted on XY animations and computer games. In this Monday, 13 August, 10:15 AM-11:45 AM plotter. By using this system, graphic system, virtual creatures learn to move using designers can design and output paper hierarchical reinforcement learning. By Learn hands-on techniques for identifying itself, which is difficult in an existing paper combining reinforcement learning and simple and cleaning up geometry for 3D printing. production process. exploration, we can achieve a light learning Explore the most commonly encountered system capable of being operated on mobile problems, discover how they are created Wataru Date devices. and how they can be fixed, and develop a Keio University fluent understanding of the best practices Keisuke Ogaki Yasuaki Kakehi to avoid them. Masayoshi Nakamura The University of Tokyo DWANGO Co., Ltd. Lance Winkle Raymarching Toolkit for Unity University of Southern California D6 IMVERSE LiveMaker - Create a 3D Model Raymarching Toolkit for Unity is a Unity 3D From a Single 2D Photo Inside VR plugin enabling artists and non- Monday, 13 August, 3:45-5:15 PM to create scenes using raymarching, a Easy and fast process to transform a single graphics technique previously limited to 360-degree 2D picture, from any commercial experts and hackers in the demoscene. camera, into a 3D room-scale experience with Unusual effects like blending shapes, live hologram actors and real-time VFX. reflecting geometry into kaleidoscopic patterns, and applying magical distortions all Robin Mange become within reach. Kepa Iturrioz Zabala Imverse SA Kevin Watters Fernando Ramallo Independent

SIGGRAPH 2018 MOBILE APP

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 54 STUDIO FP F S EP E B

Tuesday 14, August IMVERSE LiveMaker - Create a 3D Model IMVERSE LiveMaker - Create a 3D Model From a Single 2D Photo Inside VR From a Single 2D Photo Inside VR LEDs as Sensors Tuesday, 14 August, 3:45 PM-5:15 PM Wednesday, 15 August, 3:45 PM-5:15 PM Curated Content Robin Mange Robin Mange Tuesday, 14 August, 10:15 AM-11:45 AM Imverse Imverse Imagine an LED that turns itself on and off Wednesday 15, August Thursday 16, August in response to light levels, or one that you can blow out like a candle. These are circuits Designing Mini-Skateboard Designs for Create Physically Accurate 3D you can build with just an Arduino, a resistor, Laser Etching Visualization of Complex Materials an LED and a little code. In this workshop, Curated Content Using Total Appearance Capture we examine some surprising properties of Curated Content LEDs to create systems that sense light, Wednesday, 15 August, 10:15 AM-11:45 AM Monday, 13 August, 10:15 AM-11:45 AM temperature and even wind speed. Through this workshop attendees learn how Paul H. Dietz to design illustrations with the final outcome In this course, participants will learn how Misapplied Sciences, Inc. of a laser etched skateboard. Design principles to utilize the innovative technology of like line quality, composition, and balance TAC, including creating physically accurate Jennifer Ginger Alford are discussed with laser etching in mind. All 3D visualization of different and complex Trinity Valley School attendees of this workshop receive a mini- materials, capturing all appearance A Processing Primer for Artists skateboard with their design on it the day characteristics through the use of AxF following the workshop. (Appearance eXchange Format) . Curated Content Chris Williams Marc Ellens Tuesday, 14 August, 12 PM-1:30 PM X-Rite Pantone Processing is an open source programming Creating a Virtual Host Experience language and Integrated Development Using Sumerian Hosts Creating an Immersive Scene Using Environment (IDE) developed by Casey Reas Curated Content Amazon Sumerian and Ben Fry. This is the second offering of Curated Content Wednesday, 15 August, 12 PM-1:30 PM this workshop – a hands-on programming Thursday, 16 August, 12 PM-1:30 PM primer for artists and designers who are In this hands-on workshop, participants interested in using programming and create an interactive, immersive application Amazon Sumerian is a web-based interactive computational thinking as creative tools. incorporating Sumerian Hosts, the virtual developer environment, editor, and asset character service developed by AWS. You will repository that can be used to easily and Elgin-Skye McLaren learn what are Sumerian Hosts, be taught quickly create AR, VR and 3D applications. In Simon Fraser University how Hosts can integrate with a variety of this workshop, participants are introduced Susan Reiser AWS speech and translate services to create to the Sumerian console, learn to navigate UNC Asheville dynamic, interactive avatars. Each participant the dashboard, and get hands-on experience learns how to work with Cristine, Preston and creating their own immersive experience. Ginger Alford Luke – the three Sumerian Hosts. They will Each participant has an opportunity to design, Trinity Valley School, Fort Worth Museum of design, build and publish their own scene develop and publish their own creation. Science and History which includes a virtual host. Leo Chan Unity Games 1: Scriptable Render Leo Chan Amazon Pipeline From Scratch Amazon Curated Content Unity Games 3: Creating a Custom Unity Games 2: Customizing a Production Ready Render Pipeline Tuesday, 14 August, 2 PM-3:30 PM Production Render Pipeline Curated Content Rendering allows you to control many Curated Content Thursday, 16 August, 2 PM-3:30 PM aspects of a scene, how it looks, what tone Wednesday, 15 August, 2 PM-3:30 PM is conveyed, and how it is stylized. In this A render pipeline is only as good as the workshop attendees learn the basics of the Now that you know how to write a Scriptable tools that accompany it. In this workshop Unity Scriptable Render Pipeline by creating a Render Pipeline we will delve deeper into a you will add a number of enhancements to renderer from scratch. This renderer includes more advanced pipeline. This workshop is a the pipelines you have been working with. opaque and transparent rendering as well as case study of a fully featured project ready This will include features like Shader Graph simple lighting. pipeline. After learning about targeting specific integration, editor UI enhancements and hardware levels and the tradeoffs that you custom pipeline workflows. These features Peter Bay have to make when writing a pipeline you will really round out the SRP experience and allow Unity3d get the opportunity to extend this pipeline and artists and technical artists to get the most out add a number of custom effects. of a custom pipeline.

Felipe Lira Matt Dean Unity3d Unity3d

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 55 TALKS FP F

Go behind the scenes and into the minds of the conference creators in all areas of computer graphics technology and interactive techniques. Full Conference Platinum and Full Conference registration allows attendees access to all SIGGRAPH 2018 Talks. Seating is on a first-come, first-served basis. Please arrive early for the talk you wish to attend.

SUNDAY, 12 AUGUST Pinpointing: Precise Head- and Well Worn Eye-Based Target Selection for Sunday, 12 August, 10:45 AM-12:15 PM — Augmented Reality C I Can See Clearly Now Mikko Tuomo Kytö Sunday, 12 August, 9-10:30 AM Aalto University, University of South Collaborative Costume Design and

C5h6 Barrett Ens Construction on ‘Incredibles 2’ Monash University, University of South Australia Aimei Kutt Confocal Non-Line-of-Sight Imaging Thammathip Piumsomboon Fran Kalal Matthew O’Toole Gun A. Lee Trent Crow David B. Lindell University of South Australia Beth Albright Gordon Wetzstein Pixar Animation Studios Mark Billinghurst Stanford University University of South Australia, University of Auckland Dressed for Saving the Day: Finer Real-Time Muography Simulator for Details for Garment Shading on ChromaGlasses: Computational ScanPyramids Mission ‘Incredibles 2’ Glasses for Compensating Colour Benoit MARINI Blindness Trent Crow Whatever The Reality, HIP Institute Junyi Ling Tobias Langlotz Michael Kilgore Divergence Projection with Jonathan Sutton Pixar Animation Studios Electrostatics Stefanie Zollmann University of Otago Coco AnimSim: Increasing Quality Jeff Lait and Efficiency Side Effects Software Inc Yuta Itoh Emron Grover DeepFocus: Learned Image Synthesis Tokyo Institute of Technology, RIKEN Jacob Brooks for Computational Displays Holger Regenbrecht Kristopher Campbell University of Otago Lei Xiao Bret Parker Anton Kaplanyan DataInk: Direct and Creative Data- Pixar Animation Studios Alexander Fix Oriented Drawing Better Collisions and Faster Cloth for Douglas Lanman Haijun Xia Pixar’s ‘Coco’ Facebook Reality Labs University of Toronto David Eberle Best of SIGCHI Nathalie Riche Pixar Sunday, 12 August, 10:45 AM-12:15 PM Microsoft Augmenting Your Reality 5 Fanny Chevalier Sunday, 12 August, 2-3:30 PM Bruno Araujo Extending Manual Drawing Practices Daniel Wigdor CDh with Artist-Centric Programming Tools University of Toronto Augmented Reality, Art, and Jennifer Jacobs Public Space Stanford University BC Biermann Joel Brandt Heavy Projects, CAVAD Snap, Inc.

Radomir Mech Adobe Research

Mitchel Resnick MIT Media Lab

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 56 TALKS FP F

Augmented Reality for Virtual IEEE TVCG Session on Virtual and MRTouch: Adding Touch Input to Head- Set Extension Augmented Reality Mounted Mixed Reality

Simon Spielmann Sunday, 12 August, 2-3:30 PM Robert Xiao Volker Helzle Carnegie Mellon University, Microsoft Research 6 Filmakademie Baden-Württemberg GmbH, Julia Schwarz Animationsinstitut Gaze-Aware Streaming Solutions Nick Throm Creating Great Augmented Reality for the Next Generation of Mobile Microsoft Experiences Using ARKit 2 VR Experiences Andrew D. Wilson Christopher Figueroa Pietro Lungaro Hrvoje Benko Apple, ARKit Engineering Royal Institute of Technology - KTH Microsoft Research Hares & Hairs Rickard Sjöberg It’s a Material World Sunday, 12 August, 2-3:30 PM Ericsson Sunday, 12 August, 2-3:30 PM Alfredo José Fanghella Valero C5D Ashutosh Mittal C5 Hair Today, Cloth Tomorrow: Konrad Tollmar Plausible Iris Caustics and Limbal Automating Character FX on Royal Institute of Technology - KTH Arc Rendering Peter Rabbit Parallax360: Stereoscopic 360° Matt Jen-Yuan Chiang Scene Representation for Head- Miles Green Brent Burley Motion Parallax Animal Logic Walt Disney Animation Studios Bicheng Luo Rogier Fransen A Compact Representation for Multiple School of Software, Tsinghua University Weta Digital Scattering in Participating Media Using Feng Xu Neural Networks Brian Kranz School of Software, Tsinghua University FlyBoyz Liangsheng Ge Christian Richardt Shandong University Damien Gray University of Bath Animal Logic Beibei Wang Simulating Woven Fabrics with Jun-Hai Yong Nanjing University of Science and Technology School of Software, Tsinghua University Lu Wang Bryan Smith Saliency in VR: How Do People Explore Shandong University Roman Fedotov Virtual Environments? Sang N. Le Nicolas Holzschuch Matthias Frei Vincent Sitzmann University of Grenoble Alpes, Inria, CNRS, Alex Latyshev Stanford University Grenoble INP, LJK Luke Emrose Ana Serrano Perceptually Validated Analytical BRDFs Jean Pascal leBlanc Universidad de Zaragoza Parameters Remapping Animal Logic Amy Pavel Dar’ya Guarnera Hierarchical Controls for Art-Directed University of California, Berkeley Giuseppe Claudio Guarnera Hair at Disney NTNU Maneesh Agrawala Avneet Kaur Stanford University Matteo Toscani Maryann Simmons Justus-Liebig-Universität Gießen Walt Disney Animation Studios Diego Gutierrez Belen Masia Mashhuda Glencross Brian Whited Universidad de Zaragoza SwitchThat Technologies Ltd. Riot Games Gordon Wetzstein Baihua Li Engineering Full-Fidelity Hair for Stanford University Loughborough University ‘Incredibles 2’ Jon Yngve Hardeberg Andrew Butts NTNU Mark Hessler Ben Porter Karl R. Gegenfurtner Dirk Van Gelder Justus-Liebig-Universität Gießen Venkateswaran Krishna Gary Monheit Pixar

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 57 TALKS FP F

Prelit Materials: Light Transport Interactive Dynamic Volume for Live-Action Elements in Illumination with Refraction MONDAY, 13 AUGUST Production Rendering and Caustics —

Steve Agland Jens G. Magnus Be There or Be Square Daniel Heckenberg Stefan Bruckner Monday, 13 August, 9-10:30 AM Animal Logic Pty Ltd University of Bergen C En Masse The Topology ToolKit Sunday, 12 August, 3:45-5:15 PM Julien Tierny Animation to Games, Virtual CNRS, Sorbonne Universite Department of Games in Tokyo C Guillaume Favelier University of the Arts Sorbonne Universite Other-Worldly Crowds in ‘Coco’ Norihito Ueno Joshua Levine Tomohiro Hasegawa Stephen Gustafson University of Arizona Co., Ltd. Aaron Lo Charles Gueunet Lana Sun Takashi Kiriyama Kitware, Sorbonne Universite Jane Yen Tokyo University of the Arts Michael Michaux J.D. Northrup Prasert Prasertvithyakarn Sorbonne Universite Pixar Animation Studios Isamu Hasegawa Up Close with Simulated Crowds ActiVis: Visual Exploration of Industry- Luminous Productions Co., Ltd. Scale Deep Neural Network Models Justin Bisceglio Mitsuko Okamoto Minsuk Kahng Mark Adams Tokyo University of the Arts Georgia Institute of Technology Blue Sky Studios Making of “Out of the Cradle” Pierre Andrews Automating the Handmade: Shading Aditya Kalro Isamu Watamori Thousands of Garments for ‘Coco’ Facebook Ryuhei Ozai Byron Bashforth Polo Chau Tomohiro Hasegawa Fernando de Goes Georgia Institute of Technology Isamu Hasegawa Athena Xenakis Luminous Productions Co., Ltd. Olaf’s Image Capture Adventure! Jacob Kuenzel Clean Up Your Room! Pixar Animation Studios Sunday, 12 August, 3:45-5:15 PM Monday, 13 August, 9-10:30 AM Taming the Swarm: Rippers on ‘Pacific C 5D6 Rim Uprising’ C56 DIY Absolute Tele-Colorimeter Using a Martin Prazak Camera-Projector System Denoising at Scale for Massive Double Negative Giuseppe Claudio Guarnera IEEE TVCG Session on Advances in NTNU- Norwegian University of Science and Tamy Boubekeur Data Visualization Technology Malik Boughida Sunday, 12 August, 3:45-5:15 PM Telecom ParisTech Simone Bianco 5 Raimondo Schettini Laurent Noël University of Milan-Bicocca Jérémie Defaye Farchad Bidgolirad Globe Browsing: Contextualized Adidas TAPE: 3D Footwear Concept Ubisoft Motion Pictures Spatio-Temporal Planetary Design Surface Visualization Practical Denoising for VFX Production Mario Pörner Alexander J. Bock Using Temporal Blur adidas AG New York University, Center for Data Science Daniel Dresser Sword Tracer: Visualization of Sword Design Inc Karl Bladin Trajectories in Fencing Erik Broberg Achieving and Maintaining Masaki Takahashi Linköping University Real-Time Rigs Japan Broadcasting Corporation (NHK), Science and Carter Emmart Technology Research Laboratories Rebecca Hallac American Museum of Natural History The Handiwork Behind ‘Olaf’s Christopher Moore Patric Ljung Adventure’ Blue Sky Studios Emil Axelsson Anders Ynnerman Josh Staub Linköping University Alessandro Jacomini Walt Disney Animation Studios

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 58 TALKS FP F

Page Array Data Structures for Production Junction TUESDAY, 14 AUGUST Flexibility and Performance Monday, 13 August, 3:45-5:15 PM — Neil G. Dickson C Side Effects Software, Inc. For the Love of Tech Art Effects Blender Unraveling ‘Purl’: Continuing Pixar’s Tuesday, 14 August, 9-10:30 AM Experimental Story Initiative Monday, 13 August, 9-10:30 AM CDh David Lally CD David Munier Technical Art of Sea of Thieves The Robots of LAIKA Kristen Lester Valentine Kozin Farhez Rayani Rare Ltd, Microsoft Steve Switaj Pixar Animation Studios LAIKA Reinterpreting Memorable Characters DNEG at 20 - Creative Milestones in ‘Incredibles 2’ : Crafting a Period New York City With Scaled Peter Chiang Nancy Tsang Miniatures and Painterly Backgrounds DNEG Jacob Speirs Gouging the Surface Rich Hurrey Luc Comtois Salvatore Melluso Alexandre Ménard Monday, 13 August, 3:45-5:35 PM Mark Piretti Martin Lipmann C5D Lou Hamou-Lhadj Rodeo FX Inc. Kevin Singleton Pacific Rim: Uprising - Developing the Making Space for Cloth Simulations Pixar Animation Studios Using Energy Minimization Mega Transformation Making ‘Coco’’s Pepita Aaron Gilman David Minor Alonso Martinez DNEG Digital Domain 3.0 KC Roeyer Potpourri Clean Cloth Inputs: Removing Athena Xenakis Monday, 13 August, 2-3:30 PM Character Self-Intersections with Laura Hainke Volume Simulation Pixar Animation Studios C5 Audrey Wong Skinny & Flexible A Holistic Approach to Asset Quality Pixar Animation Studios Tuesday, 14 August, 10:45 AM-12:15 PM and Efficiency David Eberle C Adobe Systems Julien Fabrice Cohen Bengio Kaori Ogino Theodore Kim Making Mrs. Incredible More Flexible Barnaby Thomas Orlando Robson Pixar Animation Studios Kevin Singleton Industrial Light & Magic Patch-Based Surface Relaxation Trent Crow Lighting Pipeline for One − Or How to Edgar Rodriguez Fernando de Goes Keep Sane in a Discworld Pixar Animation Studios Michael Comet Bjoern Siegert Alonso Martinez Robust Skin Simulation in ‘Incredibles 2’ Troll Bridge Aimei Kutt Ryan Kautzman Pixar Animation Studios Fast, High-Precision Ray/Fiber Gordon Cameron Intersection Using Tight, Disjoint Regularization of Voxel Art Theodore Kim Bounding Volumes Pixar Animation Studios David Coeurjolly Nikolaus Binder CNRS, LIRIS Mobilizing Mocap, Motion Blending, NVIDIA and Mayhem: Rig Interoperability for Jacques-Olivier Lachaud on ‘Incredibles 2’ Efficient Hybrid Volume and Texture- Université de Savoie Mont Blanc Based Clouds Paul Kanyuk Procedural Fluid Textures Patrick Coleman Laura Murphy Sean C. McDuffee Jonah B. Laird Martin Sebastian Senn Blue Sky Studios Pixar Animation Studios Matthew Webb Pixar Animation Studios Bringing Skeletons To Life for Coco

Christian Hoffman Jonathan Hoffman Pixar Animation Studios

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 59 TALKS FP F

USD Certified Lean, Eh? It: How to Build a Terrifying Clown WEDNESDAY, 15 AUGUST Tuesday, 14 August, 10:45 AM-12:15 PM Luc Comtois — Mikael Damant-Sirois C56 Dominic Piche Light it Up Zero to USD in 80 Days: Transitioning Rodeo FX Inc. Wednesday, 15 August, 9-10:30 AM Feature Production to Universal Scene Creating the Unreal CD Description at DreamWorks Tuesday, 14 August, 3:45-5:15 PM Alan Blevins GafFour and Sequence-Based Lighting Ch Mike Murray Xinling Chen DreamWorks Rampage: A Product of Evolution Lucas Miller Forging a New Animation Pipeline Erik Winquist with USD Weta Digital KatanaForFX: Intertwine FX and Lighting Aloys Baillet Accelerating Film Leila Schemali Eoin Murphy Environment Creation Using Game Bernie Wong Miguel Gao Development Tools Nigel Ankers Oliver Dunn MPC Animal Logic John Vanderbeck Alex Jenyon The ‘Extra’ Touch on ‘Incredibles 2’ MPC Kiki Mei Kee Poh Creating the Unreal: Speculative Visions Michael Kilgore for Future Living Structures Tom Wichitsripornkul Gary Monheit Taro Narahara Pixar Animation Studios New Jersey Institute of Technology Walter: An Open Source VFX Tripping the Light VR Framework for USD and Alembic Tuesday, 14 August, 3:45-5:15 PM Guillaume Laforge Ch6 Rodeo FX Visual Visage The Making of Welcome to Light Fields VR Tuesday, 14 August, 2-3:30 PM Ryan S. Overbeck CD Google Inc. Digital Albert Einstein, a Case Study Google Inc., USC Institute for Creative Technologies Volker Helzle Kai Goetz Daniel Erickson Filmakademie Baden-Württemberg, Daniel Evangelakos Animationsinstitut Google Inc. Avengers: Capturing Thanos’s Fractal Multiverses in VR Complex Face Johannes Saam Darren Hendler Mariano Merchante Digital Domain Framestore High-Quality, Cost-Effective VR Story Production on Disney Pipeline Animation’s ‘Cycles’ with 3D Regression Jeff Gipson Lucio Moser Jose Gomez Mark Williams Walt Disney Animation Studios Darren Hendler Doug Roble Digital Domain

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 60 TALKS FP F

Synthesising Panoramas for Non-Planar THURSDAY, 16 AUGUST Displays: A Camera Array Workflo — Esan Mandal Sampling the Product Amy Kwa Thursday, 16 August, 10:45 AM-12:15 PM DreamWorks Animation

C5 Blow it Up Real Good Thursday, 16 August, 3:45-5:15 PM Adaptive Environment Sampling on CPU and GPU C5 Asen Atanasov ‘Star Wars: The Last ’ − Chaos Group, Charles University Effects Simulation

Jaroslav Krivanek Miguel Perez Senent Render Legion, Charles University Mihai Cioroba Fast Product Importance Sampling of Rick Hankins Environment Maps Huai Yuan Teh Industrial Light & Magic Alejandro Conty Estevez Pascal Lecocq A Collocated Spatially Adaptive Sony Pictures Imageworks Approach to Smoke Simulation in Bifrost Bidirectional Path Tracing Using Backward Stochastic Light Culling Michael B. Nielsen Konstantinos Stamatelos Yusuke Tokuyoshi Morten Bojsen-Hansen SQUARE CO., LTD. Duncan Brinsmead Takahiro Harada Yannick Pomerleau , Inc. Marcus Nordenstam Robert Bridson Fast Path Space Filtering by Jittered Autodesk Spatial Hashing ‘Rampage’: A Pipelined Approach Nikolaus Binder to Managing Large-Scale Alexander Keller Character-Driven Effects NVIDIA Johnathan M. Nixon Ohooo Shiny! Sebastian H. Schmidt Thursday, 16 August, 2-3:30 PM Weta Digital

5Dh6 SimpleBullet: Collaborating on a Modular Destruction Toolkit Automatic Photo-from-Panorama for Ferdi Scheepers Pixar Jared Johnson Marie Tollec Sema Berkiten Walt Disney Animation Studios Google Inc. Will Harrower Classified Texture Resizing for Industrial Light and Magic Mobile Devices

Jae-Ho Nah Byeongjun Choi Yeongkyu Lim LG Electronics Deep Thoughts on Deep

Rob Pieké Yanli Zhao Fabià Serra Arrizabalaga MPC Shadow Lab

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 61 TECHNICAL PAPERS FP F

The Technical Papers program is the premier international forum for disseminating and discussing new scholarly work in Full Conference Platinum and Full Conference Access computer graphics technology and interactive techniques. registration allows attendees access to all SIGGRAPH 2018 Technical Papers are published as a special issue of ACM Technical Papers. Transaction on Graphics. In addition to papers selected by the Seating is on a first-come, first-served basis. Please arrive early SIGGRAPH 2018 Technical Papers Jury, the conference presents for the Technical Papers you wish to attend. papers that have been published in ACM Transactions on Graphics during the past year.

TECHNICAL PAPERS FAST FORWARD l l — Sunday, 12 August, 6-8 PM An entertaining, illuminating summary of SIGGRAPH 2018 Technical Papers. Sponsored by Adobe Systems, Inc.

Opt: A Domain-Specific Language for (02) An Immersion in MONDAY, 13 AUGUST Non-linear Least Squares Optimization Computational Geometry — in Graphics and Imaging Monday, 13 August, 10:45 AM-12:35 PM (01) A Race to the Bottom (of the Zachary DeVito Geometric Energy Plot) Facebook Research Fast Winding Numbers for Soups and Clouds Monday, 13 August, 10:45 AM-12:35 PM Michael Mara Gavin Barill Stanford University Blended Cured Quasi-Newton for University of Toronto Distortion Optimization Michael Zollhoefer Neil G. Dickson Max-Planck-Institute for Informatics Yufeng Zhu Side Effects Software Inc. University of British Columbia Gilbert Bernstein Ryan Schmidt Stanford University Robert Bridson Gradientspace Autodesk Jonathan Ragan-Kelley David I. W. Levin University of California, Berkeley Danny Kaufman Alec Jacobson Adobe Christian Theobalt University of Toronto Max-Planck-Institute for Informatics Progressive Parameterizations Voxel Cores: Efficient, Robust, and Ligang Liu Provably Good Approximation of 3D Stanford University Chunyang Ye Medial Axes Ruiqi Ni Matthew Fisher Yajie Yan Xiao-Ming Fu Adobe Research Washington University in St. Louis University of Science and Technology of China Matthias Niessner David Letscher Anderson Acceleration for Geometry Technical University of Munich St. Louis University Optimization and Physics Simulation Active Animations of Reduced Tao Ju Yue Peng Deformable Models with Environment Washington University in St. Louis University of Science and Technology of China Interactions Immersion of Self-Intersecting Solids Bailin Deng Zherong Pan and Surfaces Cardiff University Dinesh Manocha Yijing Li University of North Carolina at Chapel Hill Juyong Zhang Jernej Barbic Fanyu Geng University of Southern California Wenjie Qin Ligang Liu University of Science and Technology of China

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 62 TECHNICAL PAPERS FP F

Robust Optimization for Topological Deep Context-Aware Descreening and An Implicit Frictional Contact Solver for Surface Reconstruction Rescreening of Halftone Images Adaptive Cloth Simulation

Roee Lazar Tae-hoon Kim Jie Li Nadav Dym Corporation University of Minnesota Yam Kushinsky Sang Il Park Gilles Daviet Weizmann Institute of Science Sejong University Inria, Weta Digital Zhiyang Huang Non-Stationary Texture Synthesis by Rahul Narain Tao Ju Adversarial Expansion University of Minnesota, Indian Institute of Washington University in St. Louis Technology Delhi Yang Zhou Yaron Lipman Shenzhen University, Huazhong University of Science Florence Bertails-Descoubes Weizmann Institute of Science and Technology Inria Implicitizing Rational Tensor Product Zhen Zhu Matthew Overby Surfaces Using the Resultant of Three Xiang Bai University of Minnesota Moving Planes Huazhong University of Science and Technology George E. Brown Li-Yong Shen Dani Lischinski University of Minnesota University of Chinese Academy of Sciences The Hebrew University of Jerusalem Laurence Boissieux Ron Goldman Daniel Cohen-Or Inria Rice University Shenzhen University, Tel Aviv University Rule-Free Sewing Pattern Adjustment (03) Computational Photography Hui Huang with Precision and Efficiency Monday, 13 August, 10:45 AM-12:35 PM Shenzhen University Huamin Wang Exposure: A White-Box Photo Post- (04) Cloth Encounters of the Shirt Kind The Ohio State University, Frilly Inc. Processing Framework Monday, 13 August, 2-3:30 PM (05) Smart Integration for Real-Time Rendering Yuanming Hu Eulerian-on-Lagrangian Cloth Hao He Monday, 13 August, 2-3:30 PM Simulation MIT CSAIL Nicholas J. Weidner Integrating Clipped Spherical Chenxi Xu Texas A&M University Harmonics Expansions Peking University Kyle Piddington Laurent Belcour Baoyuan Wang California Polytechnic State University Unity Technologies Stephen Lin Microsoft Research David I.W. Levin Guofu Xie The University of Toronto Momenta.ai Deep Exemplar-Based Colorization Shinjiro Sueda Christophe Hery Mingming He Texas A&M University Mark Meyer Hong Kong UST A Multi-Scale Model for Simulating Pixar Animation Studios Dongdong Chen Liquid-Fabric Interactions Wojciech Jarosz University of Science and Technology of China Dartmouth College Yun (Raymond) Fei Jing Liao Columbia University Derek Nowrouzezahrai Microsoft Research McGill University Christopher Batty Pedro V. Sander University of Waterloo Analytic Spherical Harmonic Hong Kong UST Coefficients for Polygonal Area Lights Eitan Grinspun Lu Yuan Changxi Zheng Jingwen Wang Microsoft Research Columbia University Ravi Ramamoorthi Locally Adaptive Rank-Constrained University of California, Optimal Tone Mapping Laplacian Kernel Splatting for Efficient Xiao Shu Depth-of-Field and Motion Blur Xiaolin Wu Synthesis or Reconstruction McMaster University, Jiao Tong University Thomas Leimküehler Hans-Peter Seidel MPI Informatik

Tobias Ritschel University College London

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 63 TECHNICAL PAPERS FP F

MergeTree: A Fast Hardware HLBVH An Empirical Rig for Jaw Animation TUESDAY, 14 AUGUST Constructor for Animated Ray Tracing Gaspard Zoss — Timo Viitanen Derek Bradley Matias Koskela Disney Research (07) Cleaning Up the Mesh We Made Pekka Jääskeläinen Pascal Bérard Tuesday, 14 August, 9-10:30 AM Heikki Kultala Disney Research, ETH Zurich Jarmo Takala Tetrahedral Meshing in Tampere University of Technology Thabo Beeler Yixin Hu Disney Research (06) Virtually Human New York University Monday, 13 August, 2-3:30 PM Qingnan Zhou Adobe Research Deep Learning of Biomimetic Sensorimotor Control for Xifeng Gao Biomechanical Human Animation New York University

Masaki Nakada Alec Jacobson Tao Zhou University of Toronto Honglin Chen Denis Zorin Tomer Weiss Daniele Panozzo Demetri Terzopoulos New York University University of California, Curved Optimal Delaunay Triangulation Dexterous Manipulation and Control with Volumetric Muscles Leman Feng Caltech; INRIA, Université Côte d’Azur Seunghwan Lee Ri Yu Pierre Alliez Jungnam Park Laurent Busé Seoul National University Hervé Delingette INRIA, Université Côte d’Azur Mridul Aanjaneya Rutgers University Mathieu Desbrun California Institute of Technology Eftychios Sifakis University of Wisconsin-Madison Computing a High-Dimensional Euclidean Embedding from an Arbitrary Jehee Lee Smooth Riemannian Metric Seoul National University Zichun Zhong The Human Touch: Measuring Contact Wayne State University with Real Human Soft Tissues Wenping Wang Dinesh K. Pai The University of Hong Kong University of British Columbia, Vital Mechanics Research Bruno Lévy INRIA Nancy - Grand Est Austin Rothwell Pearson Wyder-Hodge Jing Hua Alistair Wick Wayne State University University of British Columbia Xiaohu Guo Ye Fan University of Texas at Dallas Egor Larionov Shape from Metric University of British Columbia, Vital Albert Chern Mechanics Research Felix Knöppel Darcy Harrison Ulrich Pinkall Vital Mechanics Research Technical University of Berlin

Debanga Raj Neog Peter Schröder Cole Shing California Institute of Technology University of British Columbia

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 64 TECHNICAL PAPERS FP F

(08) Computational Photos and Videos (09) Interaction/VR Deep Appearance Models for Face Rendering Tuesday, 14 August , 9-10:30 AM Tuesday, 14 August, 9-10:30 AM Stephen Lombardi Synthetic Depth-of-Field with a Single- In the Blink of an Eye: Leveraging Blink- Jason Saragih Camera Induced Suppression for Imperceptible Tomas Simon Position and Orientation Redirection in Yaser Sheikh Neal Wadhwa Virtual Reality Rahul Garg Facebook Reality Labs David E. Jacobs Eike Langbehn (10) Image & Shape Analysis With CNNs Frank Steinicke Bryan E. Feldman Tuesday, 14 August, 10:45 AM-12:35 PM Nori Kanazawa Universität Hamburg Robert Carroll Markus Lappe Neural Best-Buddies: Sparse Cross- Yair Movshovitz-Attias Universität Münster Domain Correspondence Jonathan T. Barron Yael Pritch Gregory F. Welch Kfir Aberman Gerd Bruder Advanced Innovation Center for Future Visual Google Inc. University of Central Florida Entertainment, Beijing Film Academy; Tel-Aviv University Stereo Magnification: Learning View Towards Virtual Reality Infinite Walking: Synthesis Using Multiplane Images Dynamic Saccadic Redirection Jing Liao Microsoft Research Asia Tinghui Zhou Qi Sun University of California, Berkeley Stony Brook University, NVIDIA and Adobe Research Mingyi Shi Shandong University Richard Tucker Anjul Patney John Flynn NVIDIA Dani Lischinski The Hebrew University of Jerusalem Graham Fyffe Li-Yi Wei Noah Snavely Adobe Research Baoquan Chen Google, Inc. Shandong University, Advanced Innovation Center Omer Shapira for Future Visual Entertainment Gigapixel Panorama Video Loops NVIDIA Daniel Cohen-Or Mingming He Jingwan Lu Tel-Aviv University Hong Kong UST Paul Asente Jing Liao Adobe Research Deep Convolutional Priors for Indoor Scene Synthesis Microsoft Research Suwen Zhu Pedro V. Sander Stony Brook University Kai Wang Brown University Hong Kong UST Morgan McGuire Hugues Hoppe David Luebke Manolis Savva Google Inc. NVIDIA Angel X. Chang An Omnistereoscopic Video Pipeline Arie Kaufman for Capture and Display of Real- Stony Brook University Daniel Ritchie World VR FaceVR: Real-Time Gaze-Aware Facial Brown University Christopher Schroers Reenactment in Virtual Reality Point Convolutional Neural Networks by Extension Operators Disney Research Justus Thies Jean-Charles Bazin Technical University of Munich Matan Atzmon Haggai Maron KAIST Michael Zollhöfer Yaron Lipman Stanford University Alexander Sorkine-Hornung Weizmann Institute of Science Disney Research Marc Stamminger University of

Christian Theobalt Max-Planck-Institute for Informatics

Matthias Nießner Technical University of Munich

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 65 TECHNICAL PAPERS FP F

Learning Local Shape Descriptors from Gaussian Material Synthesis Shape Representation by Zippables Part Correspondences with Multi-View Károly Zsolnai-Fehér Christian Schüller Convolutional Networks TU Wien Roi Poranne Olga Sorkine-Hornung Haibin Huang Peter Wonka ETH Zurich Evangelos Kalogerakis KAUST University of Massachusetts Amherst (13) That’s Elastic Michael Wimmer Siddhartha Chaudhuri TU Wien Tuesday, 14 August, 2-3:30 PM IIT Bombay Appearance Modeling Via Proxy-to- Stabilizing Integrators for Real-Time Duygu Ceylan Image Alignment Physics Vladimir G. Kim Ersin Yumer Hui Huang Dimitar Dinev Adobe Research Ke Xie University of Utah Lin Ma Tiantian Liu Semantic Soft Segmentation Shenzhen University University of Pennsylvania Yagiz Aksoy Dani Lischinski Ladislav Kavan Massachusetts Institute of Technology, ETH Zurich The Hebrew University of Jerusalem University of Utah Tae-Hyun Oh Minglun Gong Massachusetts Institute of Technology Memorial University of Newfoundland FEPR: Fast Energy Projection for Real- Time Simulation of Deformable Objects Sylvain Paris Xin Tong Tiantian Liu Adobe Research Microsoft Research Asia University of Pennsylvania Marc Pollefeys Daniel Cohen-Or Dimitar Dinev ETH Zurich, Microsoft Shenzhen University, Tel Aviv University Jing Li Wojciech Matusik (12) Cutting, Zipping and University of Utah Massachusetts Institute of Technology Folding Surfaces Bernhard Thomaszewski (11) Layers, Glints and Surface Tuesday, 14 August, 2-3:30 PM Université de Montréal Microstructure Tuesday, 14 August, 10:45 AM-12:35 PM Discrete Geodesic Nets for Modeling Ladislav Kavan Developable Surfaces University of Utah Efficient Rendering of Layered Michael Rabinovich Hyper-Reduced Projective Dynamics Materials Using an Atomic ETH Zurich Decomposition with Statistical Christopher Brandt Operators Tim Hoffmann Elmar Eisemann TU Munich Klaus Hildebrandt Laurent Belcour Delft University of Technology Unity Technologies Olga Sorkine-Hornung ETH Zurich Dynamic Kelvinlets: Secondary Motions The Layer Laboratory: A Calculus for Based on Fundamental Solutions of Developability of Triangle Meshes Additive and Subtractive Composition Elastodynamics of Anisotropic Surface Reflectance Oded Stein Fernando de Goes Eitan Grinspun Tizian Zeltner Pixar Animation Studios Wenzel Jakob Columbia University Doug L. James EPFL Keenan Crane Stanford University Carnegie Mellon University Rendering Specular Microgeometry Pixar Animation Studios with Wave Optics Natural Boundary Conditions for Ling-Qi Yan Smoothing in Geometry Processing University of California, Berkeley Oded Stein Milos Hasan Eitan Grinspun Autodesk Columbia University

Bruce Walter Max Wardetzky Steve Marschner Universität Göttingen Cornell University Alec Jacobson Ravi Ramamoorthi University of Toronto University of California, San Diego

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 66 TECHNICAL PAPERS FP F

(14) Volume Rendering and Global (15) Fluids 1: Raiders of the Lost Volume (16) Taking Flight Illumination Tuesday, 14 August, 3:45- 5:35 PM Tuesday, 14 August, 3:45-5:35 pm Tuesday, 14 August, 2-3:30 PM Example-Based Turbulence Style Directing Cinematographic Drones Transfer Reversible Jump Metropolis Light Quentin Galvane Transport Using Inverse Mappings Syuhei Sato INRIA Rennes,; Mimetic Team DWANGO Co., Ltd., Dwango CG Research Benedikt Bitterli Christophe Lino Dartmouth College, ETH Zurich and Disney Yoshinori Dobashi LTCI, Telecom ParisTech; Paris Saclay University Research Hokkaido University, Dwango CG Research Marc Christie Wenzel Jakob Theodore Kim University of Rennes; INRIA, CNRS, IRISA École Polytechnique Fédérale de Lausanne (EPFL) Pixar Animation Studios Julien Fleureau Jan Novák Tomoyuki Nishita Fabien Servant Disney Research Dwango CG Research, Hiroshima Shudo University Francois-Louis Tariolle Wojciech Jarosz Pressure Boundaries for Implicit Philippe Guillotel Technicolor, Rennes Dartmouth College, Disney Research Incompressible SPH Precomputed Panel Solver for Second-Order Occlusion-Aware Stefan Band Aerodynamics Simulation Volumetric Radiance Caching Christoph Gissler Julio Marco University of Freiburg Haoran Xie The University of Tokyo, Japan Advanced Institute of Adrian Jarabo Markus Ihmsen Science and Technology Universidad de Zaragoza, I3A Jens Cornelis Wojciech Jarosz FIFTY2 Technology GmbH Takeo Igarashi The University of Tokyo Dartmouth College Andreas Peer Diego Gutierrez Matthias Teschner Kazunori Miyata Universidad de Zaragoza, I3A University of Freiburg Japan Advanced Institute of Science and Technology Gradient-domain Volumetric Photon An Advection-Reflection Solver for Creating and Chaining Camera Moves Density Estimation Detail-Preserving Fluid Simulation for Quadrotor Videography

Adrien Gruson Jonas Zehnder Ke Xie The University of Tokyo, JFLI CNRS UMI 3527 Université de Montréal Hao Yang Shengqiu Huang Rahul Narain Binh-Son Hua Shenzhen University The University of Tokyo, Singapore University of University of Minnesota, Indian Institute of Technology and Design Technology Delhi Dani Lischinski The Hebrew University of Jerusalem Nicolas Vibert Bernhard Thomaszewski Derek Nowrouzezahrai Université de Montréal Marc Christie McGill University An Extended Partitioned Method for IRISA/INRIA Rennes Bretagne Toshiya Hachisuka Conservative Solid-Fluid Coupling Kai Xu Shenzhen University The University of Tokyo Muzaffer Akbay A Radiative Transfer Framework for Nicholas Nobles Minglun Gong Spatially Correlated Materials University of California, Riverside Memorial University of Newfoundland

Adrian Jarabo Victor Zordan Daniel Cohen-Or Universidad de Zaragoza Clemson University Shenzhen University, Tel Aviv University

Carlos Aliaga Tamar Shinar Hui Huang Universidad de Zaragoza, Desilico Labs University of California, Riverside Shenzhen University

Diego Gutierrez Scalable Laplacian Eigenfluids Learning Three-dimensional Flow for Interactive Aerodynamic Design Universidad de Zaragoza Qiaodong Cui Pradeep Sen Nobuyuki Umetani University of California, Santa Barbara Autodesk Research

Theodore Kim Bernd Bickel Pixar Animation Studios IST Austria

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 67 TECHNICAL PAPERS FP F

Optimizing for Aesthetically Pleasing WEDNESDAY, 15 AUGUST tempoGAN: A Temporally Coherent, Quadrotor Camera Motion Volumetric GAN for Super-Resolution — Fluid Flow Christoph Gebhardt Stefan Stevsic (17) Fields and Remeshing You Xie Otmar Hilliges Wednesday, 15 August, 9-10:30 AM Erik Franz ETH Zurich Mengyu Chu Integer-Only Cross Field Computation Nils Thuerey Technical University of Munich Nahum Farchi Mirela Ben-Chen Fluid Directed Rigid Body Control Using Technion - Israel Institute of Technology Deep Reinforcement Learning Quadrangulation Through Morse- Pingchuan Ma Parameterization Hybridization Yunsheng Tian Nankai University Xianzhong Fang Hujun Bao Zherong Pan Zhejiang University University of North Carolina at Chapel Hill

Yiying Tong Bo Ren Michigan State University Nankai University

Mathieu Desbrun Dinesh Manocha California Institute of Technology University of Maryland at College Park Jin Huang Automatically Distributing Eulerian and Zhejiang University Hybrid Fluid Simulations in the Cloud Modeling n-Symmetry Vector Fields Omid Mashayekhi Using Higher-Order Energies Chinmayee Shah Hang Qu Christopher Brandt Andrew Lim Leonardo Scandolo Philip Levis Elmar Eisemann Stanford University Klaus Hildebrandt Delft University of Technology (19) Sketching Singularity Constrained Octahedral Wednesday, 15 August, 9-10:30 AM Fields for Hexahedral Meshing StrokeAggregator: Consolidating Raw Heng Liu Sketches into Artist-Intended Curve RWTH Aachen University Drawings

Paul Zhang Chenxi Liu Edward Chien University of British Columbia Justin Solomon Massachusetts Institute of Technology Enrique Rosales University of British Columbia, Universidad David Bommes Panamericana RWTH Aachen University Alla Sheffer (18) Fluids 2: Vortex Boogaloo University of British Columbia Wednesday, 15 August, 9-10:30 AM Mastering Sketching: Adversarial Augmentation for Structured Prediction Water Surface Wavelets Edgar Simo-Serra Stefan Jeschke Satoshi Iizuka NVIDIA Hiroshi Ishikawa Tomas Skrivan Waseda University IST Austria Real-Time Data-Driven Interactive Nuttapong Chentanez Rough Sketch Inking Matthias Mueller-Fischer Edgar Simo-Serra Miles Macklin Satoshi Iizuka NVIDIA Hiroshi Ishikawa Chris Wojtan Waseda University IST Austria

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 68 TECHNICAL PAPERS FP F

FaceShop: Deep Sketch-Based Face Full of Transparent Spoke-Darts for High-Dimensional Blue Image Editing Objects Noise Sampling

Tiziano Portenier Bojian Wu Scott A. Mitchell Qiyang Hu SIAT, Shenzhen; Shenzhen University Mohamed S. Ebeida Sandia National Laboratories Attila Szabo Yang Zhou Siavash Bigdeli Shenzhen University, Huazhong University of Science Muhammad A. Awad Paolo Favaro and Technology University of California at Davis University of Bern Yiming Qian Chonhyon Park Matthias Zwicker University of Alberta University of North Carolina, Chapel Hill University of Maryland, College Park Minglun Gong Anjul Patney (20) 3D Capture Memorial University of Newfoundland NVIDIA Wednesday, 15 August, 10:45 AM-12:35 PM Hui Huang Ahmad A. Rushdi Space-Time Tomography for Shenzhen University University of California at Davis, Sandia National Continuously Deforming Objects Object-Aware Guidance for Laboratories Autonomous Scene Reconstruction Laura P. Swiler Guangming Zang Sandia National Laboratories Ramzi Idoughi Ligang Liu Ran Tao Xi Xia Dinesh Manocha Peter Wonka Han Sun University of North Carolina, Chapel Hill Gilles Lubineau Qi Shen Li-Yi Wei Wolfgang Heidrich University of Science and Technology of China University of Hong Kong, Adobe Research KAUST Juzhan Xu Designing Patterns Using Triangle-Quad Instant 3D Photography Bin Chen Hybrid Meshes Hui Huang Peter Hedman Shenzhen University Chi-Han Peng University College London King Abdullah University of Science and Technology Kai Xu Johannes Kopf National University of Defense Technology, Helmut Pottmann Facebook Shenzhen University TU Wien Reconstructing Scenes with Mirror and Peter Wonka Glass Surfaces (21) Flattening, Unflattening and Sampling King Abdullah University of Science and Technology Thomas Whelan Wednesday, 15 August, 10:45 AM-12:35 PM Facebook Reality Labs (22) Sounds Good! Boundary First Flattening Michael Goesele Wednesday, 15 August, 10:45 AM-12:35 PM Facebook Reality Labs, TU Darmstadt Rohan Sawhney Parametric Directional Coding for Keenan Crane Precomputed Sound Propagation Steven J. Lovegrove Carnegie Mellon University Julian Straub Nikunj Raghuvanshi Simon Green Optimal Cone Singularities for John Snyder Facebook Reality Labs Conformal Flattening Microsoft Research Richard Szeliski Yousuf Soliman Toward Wave-Based Sound Synthesis Facebook Dejan Slepčev for Computer Animation Keenan Crane Steven Butterfield Carnegie Mellon University Jui-Hsien Wang Shobhit Verma Ante Qu Richard Newcombe Rapid Deployment of Curved Surfaces Stanford University Facebook Reality Labs via Programmable Auxetics Timothy Langlois Mina Konakovic-Lukovic Adobe Research Julian Panetta EPFL Doug James Stanford University Keenan Crane Carnegie Mellon University

Mark Pauly EPFL

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 69 TECHNICAL PAPERS FP F

Multi-Scale Simulation of Nonlinear End-to-end Optimization of Optics Perception-Driven Semi-Structured Thin-Shell Sound with Wave and Image Processing for Achromatic Boundary Vectorization Extended and Super- Turbulence Shayan Hoshyari Resolution Imaging Gabriel Cirio Edoardo Alberto Dominici Inria, Université Côte d’Azur; Columbia University Vincent Sitzmann Alla Sheffer Steven Diamond University of British Columbia Ante Qu Stanford University Stanford University Nathan Carr Yifan Peng Zhaowen Wang George Drettakis The University of British Columbia, Stanford Duygu Ceylan Inria, Université Côte d’Azur University Adobe

Eitan Grinspun Xiong Dun I-Chao Shen Changxi Zheng KAUST National Taiwan University Columbia University Stephen Boyd Scene-Aware Audio for 360° Videos (25) Deep Thoughts on How Stanford University Things Move Dingzeyu Li Wolfgang Heidrich Wednesday, 15 August, 2-3:30 PM Columbia University KAUST Fast and Deep Rig Deformation Timothy Langlois Felix Heide Approximations Adobe Research Gordon Wetzstein Stephen W. Bailey Changxi Zheng Stanford University University of California, Berkeley Columbia University Megapixel Adaptive Optics: Towards Looking to Listen at the Cocktail Party: Correcting Large-Scale Distortions in Dave Otte A Speaker-Independent Audio-Visual Computational Cameras Paul DiLorenzo DreamWorks Animation Model for Speech Separation Congli Wang James F. O’Brien Ariel Ephrat Qiang Fu University of California, Berkeley Google Research, Hebrew University of Jerusalem Xiong Dun Wolfgang Heidrich Numerical Coarsening Using Inbar Mosseri KAUST Discontinuous Shape Functions Oran Lang Tali Dekel (24) Decision & Style Jiong Chen Kevin Wilson Hujun Bao Wednesday, 15 August, 2-3:30 PM Avinatan Hassidim Tianyu Wang William Freeman FontCode: Embedding Information Zhejiang University Michael Rubinstein in Text Documents Using Glyph Mathieu Desbrun Google Research Perturbation California Institute of Technology Chang Xiao (23) Computational Cameras Jin Huang Columbia University Wednesday, 15 August, 2-3:30 PM Zhejiang University Cheng Zhang Magnetization Dynamics for Magnetic What Are Optimal Coding Functions University of California, Irvine for Time-of-Flight Imaging? Object Interactions Changxi Zheng Seung-Wook Kim Mohit Gupta Columbia University Andreas Velten Sun Young Park University of Wisconsin-Madison What Characterizes Personalities of JungHyun Han Graphic Designs? Korea University Shree Nayar Columbia University Nanxuan Zhao Stable -Hookean Flesh Simulation Ying Cao Breannan Smith Eric Breitbach Rynson Lau Fernando de Goes University of Wisconsin-Madison City University of Hong Kong Theodore Kim Single-Photon 3D Imaging with Deep Scale-Aware Black-and-White Pixar Sensor Fusion Abstraction of 3D Shapes

David B. Lindell You-En Lin Matthew O’Toole National Tsing Hua University Gordon Wetzstein Stanford University Yong-Liang Yang University of Bath

Hung-Kuo Chu National Tsing Hua University Registration Level: l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium Interest Areas: C Production & Animation 5 Research & Education D Arts & Design h Gaming & Interactive 6 New Technologies

S2018.SIGGRAPH.ORG #SIGGRAPH2018 70 TECHNICAL PAPERS FP F

(26) Perception & Haptics (27) Learning for Rendering and Efficient Reflectance Capture Using an Material Acquisition Autoencoder Wednesday, 15 August, 3:45-5:15 PM Wednesday, 15 August, 3:45-5:35 PM Visual Rhythm and Beat Kaizhang Kang Denoising with Kernel Prediction and Zimin Chen Abe Davis Asymmetric Loss Functions State Key Lab of CAD&CG, Zhejiang University Maneesh Agrawala Jiaping Wang Stanford University Thijs Vogels Fabrice Rousselle Sinovation Ventures Perception-Aware Modeling and Brian McWilliams Fabrication of Digital Drawing Tools Kun Zhou Gerhard Röthlin Hongzhi Wu Michal Piovarci Disney Research State Key Lab of CAD&CG, Zhejiang University Universita della Svizzera italiana; Saarland University, Alex Harvill Single-Image SVBRDF Capture with a MMCI / MPI Informatik Pixar Animation Studios Rendering-Aware Deep Network David I.W. Levin David Adler Valentin Deschaintre University of Toronto Walt Disney Animation Studios Optis; Inria, Université Nice Cote d’Azur Danny M. Kaufman Mark Meyer Miika Aittala Adobe Research Pixar Animation Studios Frédo Durand Piotr Didyk Jan Novák Massachusetts Institute of Technology Universita della Svizzera italiana; Saarland University, Disney Research George Drettakis MMCI / MPI Informatik Bayesian Online Regression for Adaptive Adrien Bousseau A Quantitative Perceptual Model for Direct Illumination Sampling Inria, Université Nice Cote d’Azur Tactile Roughness Petr Vevoda (28) Textiles & Microstructures Chelsea Tymms Charles University, Prague / Render Legion, a.s. New York University Wednesday, 15 August, 3:45-5:35 PM Ivo Kondapaneni Polyhedral Voronoi Diagrams for Esther P. Gardner Charles University, Prague New York University School of Medicine Additive Manufacturing Jaroslav Krivanek Jonàs Martínez Denis Zorin Charles University, Prague / Render Legion, a.s. New York University Samuel Hornus Deep Image-Based Relighting from Haichuan Song Dataset and Metrics for Predicting Optimal Sparse Samples Sylvain Lefebvre Visible Differences Inria Zexiang Xu Krzysztof Wolski University of California, San Diego Automatic Machine Knitting of MPI Informatik 3D Meshes Kalyan Sunkavalli Daniele Giunchi Sunil Hadap Vidya Narayanan University College London Adobe Research Lea Albaugh Jessica Hodgins Nanyang Ye Ravi Ramamoorthi Carnegie Mellon University University of Cambridge University of California, San Diego Piotr Didyk Stelian Coros Saarland University, MMCI; Università della ETH Zurich, Carnegie Mellon University Svizzera italiana James McCann Karol Myszkowski Carnegie Mellon University MPI Informatik Stitch Meshing

Radoslaw Mantiuk Kui Wu West Pomeranian University of Technology University of Utah

Hans-Peter Seidel Xifeng Gao MPI Informatik Zachary Ferguson Anthony Steed Daniele Panozzo University College London New York University

Rafal Mantiuk Cem Yuksel University of Cambridge University of Utah

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 71 TECHNICAL PAPERS FP F

Physics-Inspired Garment Recovery THURSDAY, 16 AUGUST (30) New Additions (and Subtractions) from a Single-View Image to Fabrication — Thursday, 16 August, 9-10:30 AM Shan Yang University of North Carolina at Chapel Hill, Google (29) Design Support-Free Volume Printing by Multi- Research Thursday, 16 August, 9-10:30 AM Axis Motion

Zherong Pan Computational Design of Transforming Chengkai Dai Tanya Amert Pop-Up Books Charlie C. L. Wang Ke Wang Nan Xiao TU Delft Licheng Yu Department of Computer Science and Technology, Chenming Wu Tamara Berg Tsinghua University Tsinghua University University of North Carolina, Chapel Hill Zhe Zhu Sylvain Lefebvre Ming C. Ling Department of Computer Science and Technology, INRIA University of Maryland - College Park, University of Tsinghua University & Duke University North Carolina, Chapel Hill Guoxin Fang Ralph R. Martin TU Delft Woven Fabric Model Creation from a School of Computer Science and Informatics, Cardiff Yong-Jin Liu Single Image University Tsinghua University Giuseppe Claudio Guarnera Kun Xu CoreCavity: Interactive Shell Norwegian University of Science and Technology Jia-Ming Lu Decomposition for Fabrication with (NTNU) Shi-Min Hu Two-Piece Rigid Molds Peter Hall Department of Computer Science and Technology, University of Bath Tsinghua University Kazutaka Nakashima The University of Tokyo Alain Chesnais Interactive Exploration of Design KiSP Inc. Trade-Offs Thomas Auzinger IST Austria Mashhuda Glencross Adriana Schulz SwitchThat Technologies Ltd Harrison Wang Emmanuel Iarussi Massachusetts Institute of Technology CONICET, IST Austria

Eitan Grinspun Ran Zhang Columbia University IST Austria

Justin Solomon Takeo Igarashi Wojciech Matusik The University of Tokyo Massachusetts Institute of Technology Bernd Bickel Autocomplete 3D Sculpting IST Austria Mengqi Peng Metamolds: Computational Design of The University of Hong Kong Silicone Molds

Jun Xing Thomas Alderighi USC Institute for Creative Technologies ISTI - CNR, University of Pisa

Li-Yi Wei Luigi Malomo Adobe Research, The University of Hong Kong Daniela Giorgi FoldSketch: Enriching Garments with ISTI - CNR Physically Reproducible Folds Nico Pietroni University of Technology Sydney, ISTI - CNR Minchen Li Alla Sheffer Bernd Bickel The University of British Columbia IST Austria

Eitan Grinspun Paolo Cignoni Columbia University ISTI - CNR

Nicholas Vining The University of British Columbia

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 72 TECHNICAL PAPERS FP F

DSCarver: Decompose-and-Spiral- Slang: Language Mechanisms for (33) Disorder Matter: From Shells to Carve for Subtractive Manufacturing Extensible Real-Time Shading Systems Rods and Grains Thursday, 16 August, 10:45 AM-12:35 PM Haisen Zhao Yong He Shandong University Carnegie Mellon University Physical Simulation of Environmentally Induced Thin Shell Deformation Hao (Richard) Zhang Kayvon Fatahalian Simon Fraser University Stanford University Hsiao-yu Chen Arnav Sastry Shiqing Xin Tim Foley University of Texas at Austin Yuanmin Deng NVIDIA Changhe Tu Wim M. van Rees Shandong University (32) Animation Control Massachusetts Institute of Technology Thursday, 16 August, 10:45 AM-12:15 PM Wenping Wang Etienne Vouga University of Hong Kong Learning Basketball Dribbling Skills University of Texas at Austin Using Trajectory Optimization and Deep Daniel Cohen-Or Reinforcement Learning A Material Point Method for Thin Shells Tel Aviv University with Frictional Contact Libin Liu Baoquan Chen Qi Guo DeepMotion Inc. Shandong University Xuchen Han Jessica Hodgins Chuyuan Fu (31) Pipelines and Languages for Carnegie Mellon University Theodore Gast the GPU DeepMimic: Example-Guided Deep University of California, Los Angeles Thursday, 16 August, 9-10:30 AM Reinforcement Learning of Physics- Rasmus Tamstorf Scanner: Efficient Video Analysis Based Character Skills Walt Disney Animation Studios at Scale Xue Bin Peng Joseph Teran Alex Poms Pieter Abbeel University of California, Los Angeles Sergey Levine Carnegie Mellon University Mechanical Characterization of University of California, Berkeley Will Crichton Structured Sheet Materials Michiel van de Panne Pat Hanrahan Christian Schumacher University of British Columbia Kayvon Fatahalian Disney Research, ETH Zurich Stanford University Learning Symmetric and Low-Energy Locomotion Steve Marschner Differentiable Programming for Image Cornell University Processing and Deep Learning in Wenhao Yu Halide Greg Turk Disney Research, ETH Zurich Tzu-Mao Li Cheng-Yun Karen Liu Michael Gharbi Georgia Institute of Technology Bernhard Thomaszewski MIT CSAIL Mode-Adaptive Neural Networks for Université de Montréal Andrew Adams Quadruped Motion Control Animating Fluid Sediment Mixture in Particle-Laden Flows Facebook He Zhang Fredo Durand Sebastian Starke Ming Gao MIT CSAIL Taku Komura University of Wisconsin, Madison University of Edinburgh Jonathan Ragan-Kelley Andre Pradhana University of California, Berkeley, Google Jun Saito University of Pennsylvania Adobe Research A High-Performance Software Xuchen Han Graphics Pipeline Architecture for the T-Junctions in Spline Surfaces Qi Guo University of California, Los Angeles GPU Kestutis Karr Michael Kenzel Vilnius University Grant Kot Phosphorus Bernhard Kerbl Daniele Panozzo Dieter Schmalstieg New York University Eftychios Sifakis Markus Steinberger University of Wisconsin, Madison Graz University of Technology, Institute of Jorg Peters Computer Graphics and Vision University of Florida Chenfanfu Jiang University of Pennsylvania

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 73 TECHNICAL PAPERS FP F

A Moving Least Squares Material Predictive and Generative Neural P2P-NET: Bidirectional Point Point Method with Displacement Networks for Object Functionality Displacement Net for Shape Transform Discontinuity and Two-Way Rigid Ruizhen Hu Kangxue Yin Body Coupling Zihao Yan Simon Fraser University Jingwen Zhang Yuanming Hu Hui Huang Shenzhen University Massachusetts Institute of Technology Shenzhen University Oliver van Kaick Yu Fang Daniel Cohen-Or Carleton University Tsinghua University Tel Aviv University Ariel Shamir Ziheng Ge Hao (Richard) Zhang The Interdisciplinary Center University of Science and Technology of China Simon Fraser University Ziyin Qu Hao (Richard) Zhang Methodology for Assessing Mesh-Based University of Pennsylvania Simon Fraser University Contact Point Methods Hui Huang Yixin Zhu Kenny Erleben Shenzhen University University of California, Los Angeles University of Copenhagen Andre Pradhana Discrete Time Evolution Process Chenfanfu Jiang Descriptor for Shape Analysis and (35) An Atlas for the World and University of Pennsylvania Matching Other Surfaces Simone Melzi Thursday, 16 August, 2-3:30 PM (34) Shape Analysis University of Verona Box Cutter: Atlas Refinement for Thursday, 16 August, 10:45 AM-12:35 PM Maks Ovsjanikov Efficient Packing via Void Elimination Semi-Supervised Co-Analysis of 3D École Polytechnique Max Limper Shape Styles from Projected Lines Giorgio Roffo Fraunhofer IGD, TU Darmstadt Fenggen Yu University of Glasgow Nicholas Vining Yan Zhang Marco Cristani Alla Sheffer Nanjing University Umberto Castellani University of British Columbia Kai Xu University of Verona National University of Defense Technology

Ali Mahdavi Amiri Hao Zhang Simon Fraser University

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 74 TECHNICAL PAPERS FP F

Gradient-Domain Processing Within a Computational Design of High-Fidelity Facial Reflectance Texture Atlas Nanostructural Color for Additive and Geometry Inference from an Manufacturing Unconstrained Image Fabian Prada Misha Kazhdan Thomas Auzinger Shugo Yamaguchi Johns Hopkins University Institute of Science and Technology Austria Waseda University, USC Institute for Creative Technologies Ming Chuang Wolfgang Heidrich PerceptIn Inc. King Abdullah University of Science and Technology Shunsuke Saito University of Southern California, Pinscreen Hugues Hoppe Bernd Bickel Google Inc. Institute of Science and Technology Austria Koki Nagano Pinscreen, USC Institute for Creative Technologies Generalized Motorcycle Graphs for Skaterbots: Optimization-Based Design Imperfect Quad-Dominant Meshes and Motion Synthesis for Robotic Yajie Zhao Creatures with Legs and Wheels Weikai Chen Nico Schertler USC Institute for Creative Technologies TU Dresden Moritz Geilinger Roi Poranne Kyle Olszewski Daniele Panozzo ETH Zurich University of Southern California, Pinscreen New York University USC Institute for Creative Technologies Ruta Desai Stefan Gumhold Carnegie Mellon University Shigeo Morishima TU Dresden Waseda University Bernhard Thomaszewski Marco Tarini Université de Montréal Hao Li ISTI, CNR University of Southern California, Pinscreen, Stelian Coros USC Institute for Creative Technologies Variational Surface Cutting ETH Zurich Nicholas MW Sharp Deep Video Portraits (37) Portraits & Speech Carnegie Mellon University Hyeongwoo Kim Thursday, 16 August, 2-3:30 PM Keenan M. Crane Max Planck Institute for Informatics Carnegie Mellon University VisemeNet: Audio-Driven Animator- Pablo Garrido Centric Speech Animation Technicolor (36) Fabrication for Color and Motion Yang Zhou Ayush Tewari Thursday, 16 August, 2-3:30 PM Zhan Xu Weipeng Xu University of Massachusetts Amherst 3D Printing Spatially Varying Color and Max Planck Institute for Informatics Translucency Chris Landreth Justus Thies University of Toronto Alan Brunton Matthias Niessner Can Ates Arikan Evangelos Kalogerakis Technical University of Munich Tejas Madan Tanksale Subhransu Maji Patrick Perez Fraunhofer IGD University of Massachusetts Amherst Technicolor Philipp Urban Karan Singh Christian Richardt Fraunhofer IGD, Norwegian University of Science University of Toronto and Technology University of Bath Fabricating Reflectors for Displaying Michael Zollhöfer Multiple Images Stanford University

Kaisei Sakurai Christian Theobalt DWANGO Co., Ltd., Dwango CG Research Max Planck Institute for Informatics

Yoshinori Dobashi Hokkaido University, Dwango CG Research

Kei Iwasaki Wakayama University, Dwango CG Research

Tomoyuki Nishita Hiroshima Shudo University, Dwango CG Research

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 75 TECHNICAL PAPERS FP F

HeadOn: Real-Time Reenactment of Online Optical Marker-Based Hand Human Portrait Videos Tracking with Deep Labels

Justus Thies Shangchen Han Technical University of Munich Beibei Liu Robert Wang Michael Zollhöfer Yuting Ye Stanford University Christopher D. Twigg Christian Theobalt Kenrick Kin MPI Informatics Facebook Reality Labs

Marc Stamminger ToonSynth: Example-Based Synthesis of University of Erlangen-Nuremberg Hand-Colored Cartoon Animations

Matthias Niessner Marek Dvorožňák Technical University of Munich Czech Technical University in Prague Wilmot Li (38) Bodies in Motion Human Vladimir G. Kim Performance Capture Adobe Research Thursday, 16 August, 3:45-5:15 PM Daniel Sýkora Robust Solving of Optical Motion Czech Technical University in Prague Capture Data by Denoising

Daniel Holden Ubisoft Divertissements MonoPerfCap: Human Performance Capture from Monocular Video

Weipeng Xu Avishek Chatterjee Michael Zollhoefer Max Planck Institude for Informatics

Helge Jochen Rhodin EPFL

Dushyant Mehta Hans-Peter Seidel Christian Theobalt Max Planck Institude for Informatics

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 76 VIRTUAL, AUGMENTED AND MIXED REALITY FP F S EP E B

The Vrcade is a new space that is a part of the Immersive Pavilion and the Virtual, Augmented and Mixed Reality program. The Vrcade Immersive Pavilion: showcases 10 experiences or games that push the boundaries of Sunday, 12 August 1:30-5:30 PM virtual reality. Monday, 13 August 10 AM-5:30 PM The Village is a part of the Immersive Pavilion and the Virtual, Tuesday, 14 August 10 AM-5:30 PM Augmented and Mixed Reality program. It is a space where Wednesday, 15 August 10 AM-5:30 PM attendees will find the installations that explore the new uses of Thursday, 16 August 10 AM-3:30 PM virtual, augmented and mixed reality.

VRCADE Crow: The Legend Moss 6 6 — Crow: The Legend is a re-telling of a Native In Moss, the young mouse Quill must embark A Show of Kindness American folk tale about a bird with the most on an epic journey to save her uncle—and 6 dazzling plumage and mellifluous voice, who, she needs you by her side. Together, you’ll A Show of Kindness is a previously after the planet turns dark and cold, must travel to forgotten realms, solve challenging unreleased three-act VR experience through journey far from home to bring light and puzzles, and battle menacing enemies. Alone, which the user navigates an unfolding story warmth back to the world. no one can conquer what you’re up against. But united, you just may defeat even the frozen in time, crafted with meticulous detail Larry Cutler darkest of villains. by concept artist Peter Chan using a custom Eric Darnell build of Tilt Brush. Nathaniel Dirksen Lincoln Davis Jeremy Cowles Michael Hutchinson Corinne Scrivens Tilt Brush by Google Scott Peterson Rusty Scrivens Baobab Studios Brendan Walker Peter Chan Polyarc Tilt Brush Artist in Residence Home: A VR Spacewalk Tory Voight 6 Museum of Symmetry Isabel Parkinson REWIND collaborated with BBC Studios 6 Tilt Brush by Google Digital, BBC Studios Science and BBC A refreshing and uplifting burst of Learning to create an epic 15-minute artistic expression that takes the player Becoming Homeless: A Human immersive virtual reality experience. through earth, fire, wind and water, Museum Experience Home’s ambition as a piece of VR is to of Symmetry disrupts conventional game 6 combine a strong narrative and sense of storytelling to create a unique experience In this immersive virtual reality experience, drama with the incredible impact possible in about our relationship to nature and spend days in the life of someone who an immersive experience. to ourselves. can no longer afford a home. Attempt to Ben Maltz-Jones Paloma Dawkins save your home and to protect yourself and REWIND Maral Mohammadian your belongings as you walk in another’s National Film Board of Canada shoes, facing the adversity of living with I Am A Man Virtual Experience diminishing resources. Tali Goldstein 6 CASA RARA STUDIO Tobin Asher “I Am A Man” VR Experience is an interactive Elise Ogle virtual reality experience set to the historic The Gallery - Episode 2: Heart of the Jeremy Bailenson events of the African- American Civil Rights Emberstone Stanford University, Virtual Human Interaction Lab Movement. Users will witness the 1968 6 Memphis Sanitation Worker’s Strike and the Fernanda Herrera After receiving your Gauntlet, a mysterious events leading to the assassination of Dr. Stanford University new power in the palm of your hand, you Martin Luther King, Jr. must travel to Ember, a long-forgotten world Derek Ham whose past holds many secrets. Enter the NC State College of Design groundbreaking puzzle-exploration game inspired by the mystery of dark 80’s fantasy adventure films.

Denny Unger Cloudhead Games

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 77 VIRTUAL, AUGMENTED AND MIXED REALITY FP F S EP E B

Vacation Simulator VILLAGE AnimVR 6 C6 — Vacation Simulator is the new original virtual AnimVR allows users to animate, integrate reality game from Owlchemy Labs! First you 1000 Cut Journey and share animated assets in Virtual Reality, JOBBED, now you VACATION. Visit Vacation 6 revolutionizing traditional 3D content Island and experience RECREATION, optimal Achieving racial justice requires that we production. In AnimVR we leverage the RELAXATION, and classic human pastimes understand racism. One may espouse beliefs possibilities of VR to enhance the CG like SUNBURN. Vacation Island offers all this of racial justice and equality, but fail to truly Animation pipeline both by translating and more so that you can discover the lost understand the nature of racial inequality. workflows to VR as well art of TIME OFF. In this immersive virtual reality experience, as by exploring new ways to tell stories. Owlchemy Labs the viewer becomes Michael, a black man, Dario Seyb encountering racism as a young child, Milan Grajetzki Wolves in the Walls: Chapter 1 adolescent, and young adult. NVRMIND IVS

6 Courtney D. Cogburn Grace Chin Not everything is at it seems when 8-year Columbia University Sasha Wilkinson old Lucy’s imagination proves to be a reality. Jeremy Bailenson University of Massachusetts Lowell Wolves in the Walls is an immersive-fable Elise Ogle Augmented Reality Game with Unique that asks; what would it be like to interact, Tobin Asher Semi-Transmissive Rendering Method have a relationship, and go on a quest with a Stanford University character inside a virtual reality movie? h 6 Teff Nichols Pete Billington The Jewish Board Child Development Center This AR game project introduces unique Jessica Shamash non-photorealistic & real-time rendering Fable Studio Aeronaut methods developed to enhance optical consistency. Through this, seamless 6 blending of virtual and physical content on “Aeronaut” is one of the first music mobile devices is achieved. Using wireless experiences to feature a hologram created controllers with muscle displacement sensor, with Microsoft Mixed Reality Capture. players can move about freely and perform This technology was used to capture Billy various actions. Multiplayer compatible (WIP). Corgan’s performance in volumetric video. In this experience users are able to connect Daiki Taniguchi with the artist and interact with the world Akatsuki Inc. around them. Augmented Reality Task Guidance for Bryan Collinsworth International Space Station Stowage Karen Singer Operations Yan Xuan Justin Ou Yang 5 6 Tomonari Michigami David Shiyang Liu Built at NASA Johnson Space Center (JSC) Rob Ruffler and Columbia University and tested in JSC’s Viacom full-scale mockup of the International Space Station (ISS), StowageApp is a prototype for Julie Huynh the future of conducting cargo operations Ken Waagner in space. StowageApp dynamically guides Dave Meeker astronauts as they complete stowage tasks, Geoff Cubitt packing and unpacking cargo. Isobar Hiroshi Furuya Danny Bittman Columbia University Viacom Lui Wang NASA

Carmine Elvezio Steven Feiner Columbia University

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 78 VIRTUAL, AUGMENTED AND MIXED REALITY FP F S EP E B

BroadcastAR Cycles Elastic Time 6 6 6 BroadcastAR is our large scale, interactive Cycles is a VR centered around the Mixed reality documentary about space-time cinematic augmented reality experience. true meaning of creating a home and the life narrated by astronomer Tony Stark. Your Viewers have the power to gesture control it holds inside it’s walls. own holographic body is captured and the movement of characters within integrated in real time into a telescope Jeff Gipson their experience, creating vibrant crowd room. You bend space and time to your Disney Animation Studios engagement. Our BroadcastAR platform has will, creating black-holes, worm-holes and been installed on both indoor and outdoor Demonstration of Gaze-Aware Video time portals. This volumetric documentary LED/ projected systems, ranging from retail Streaming Solutions for Mobile VR is powered by IMVERSE proprietary voxel- to museums. based graphics engine. 6 Xava Fragoso Javier Bello Ruiz This demo features Smart Eye-tracking INDE R&D Robin Mange Enabled Networking (SEEN), a novel content Imverse SA Chorus delivery method for optimizing 360-video streaming. SEEN relies on eye-gaze Mark Boulos 6 information from novel 5G-networked eye- VCUarts Transform into fantastical female warriors trackers to stream high-quality, in real-time, in this social virtual reality experience; six only in proximity of fixations points. SEEN Fire Escape: An Interactive Series people can band together to battle evil technology is developed in a joint project 6 in this epic journey of empowerment, all between KTH, Tobii and Ericsson. When the clock strikes eight in Brooklyn, orchestrated to the song “Chorus” by Justice. Pietro Lungaro a suspenseful drama begins to unfold in Adam Rogers Firdose Saeik real time. Audiences can interact and peer Gentle Manhands Konrad Tollmar into the of eight disenfranchised Royal Institute of Technology - KTH tenants entangled in a murder, and must Collaborative Exploration of Urban embrace their voyeuristic tendencies in this Data in Virtual and Augmented Reality ELI in VR: Embodied Limbic Interaction rich and unique interactive series to reveal a 6 for Piloting a Virtual Hang-Glider gripping truth. From emergency planning to real estate, 6 Vassiliki Khonsari many domains can benefit from collaborative A head-mounted display, a stationary control Navid Khonsari exploration of urban environments in VR bar, and a limbic chair allow for a user to Andres Perez-Duarte and AR. We have created an interactive pilot a hang-glider in VR. Sam Butin experience that allows multiple users iNK Stories Kenan Bektaş to explore live datasets in context of University of Zurich and ETH Zurich; ZHAW, Zurich an immersive scale model of the urban IKEA Immerse Interior Designer environment with which they are related. Mark Adriaan van Raai 6 Limbic Life AG Carmine Elvezio IKEA Immerse is available in selected IKEA Frank Ling Tyler Thrash stores in Germany. This application enables Jen-Shuo Liu University of Zurich and ETH Zurich consumers to create, experience and Columbia University Patrik Künzler share their own configurations in a virtual living and kitchen room set. With seamless Barbara Tversky Limbic Life AG ecommerce integration, a high level of detail Teachers College Richard Hahnloser and real-time interaction, the VR experience Steven Feiner University of Zurich and ETH Zurich represents an engaging, valuable touchpoint. Columbia University Tobias Soffner Coral Vr Florian Gläser Demodern GmbH 6 Coral is an interactive Fractal explorer. Dive into the procedural art piece to enjoy the power and beauty of visualized in virtual reality. It was initially a passion project at framestore that is now in public beta.

Johannes Saam Framestore

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 79 VIRTUAL, AUGMENTED AND MIXED REALITY FP F S EP E B

Multiplayer Augmented Reality: The Tales of the Wedding Ring Voyage Future is Social, Presented by Niantic 6 6 6 is creating a VR specific format Voyage is a multiuser mobile virtual We take AR to the next level by enabling for Japanese manga storytelling. Their reality (VR) experience for multiple mobile devices to experience the first title, “Tales of Wedding Rings” utilizes that allows students to go on virtual field same AR objects in real-time! Watch people “LiveWindow” technology to replicate trips in which they immersively explore a play pong against each other, where the ball the look and feel of manga frame based deciduous forest biome. The experience and paddles exist in AR for all users. Shared storytelling, and allows the user to literally is designed to be undertaken in a middle- AR experiences is essential for keeping AR “step inside the story.” school classroom and facilitated by a teacher mainstream in the future. using a tablet computer. Kaei Sou Si ying Diana Hu Remi Driancourt Sharan Shodhan Niniane Wang Team Hikari Julian Korzeniowsky Niantic, Inc. Square Enix Co., Ltd. Rajeev Mukundan Na-yeon Kim Queerskins: A Love Story The AI Powered Magic Mirror: Building Sijia He 6 Immersive AR/VR Experiences with Carnegie Mellon University Only Webcams and Deep Learning In this haptic cinematic VR experience, a Mark J.W. Lee diary and a box of belongings offers you 6 Charles Sturt University and a devoutly Catholic mother living in wrnch uses AI to teach webcams to read rural Missouri in 1990 a chance to know human body language. The wrnch Magic We AR Sight: An Open Source Sebastian, the estranged son she has lost to Mirror enables people to walk up to Augmented Reality Wearable Device to AIDS. How will you choose to reconstruct ordinary TV monitors and beamed into Assist Visually Impaired Individuals him and his life? cyberspace. From this digitization, users 6 can see themselves as a variety of avatars Illya Szilak As the field of Wearable Computing and including a virtual motion capture artist Fancy Rainbow Augmented Reality progressed, very few and digital chicken. inexpensive solutions to augment the reality Cyril Tsiboulski Paul Kruszewski of the visually impaired have been witnessed. Cloudred Thomas Jan Mahamad We present an interactive demonstration of Sherpa - The Helping Hands of the wrnch open-source augmented reality wearable Himalaya device that assists visually impaired VIVO Lifelike Reactive Characters for individuals by providing them with smart 6 VR vision via auditory feedback. Four players start a journey helping their 6 Sarang Nerkar tourists climb a mountain. During the game, Characters are the true soul of any story. Ambarish Gurjar they receive support from real Sherpas, who Using our proprietary tech VIVO we create Innosapien Technologies Pvt. Ltd., Nerkar Education also tell stories about their daily life. VR characters who are not only believable and Research Trust A journey about exploring and getting to but amazingly responsive and real. VIVO know the local culture, on a plexiglass turns character interactions into powerfully Welcome to Light Fields installation combining VR technology and immersive, natural experiences. Designed projection mapping. 6 from the ground up to build the next-gen VR Light Fields let us experience freedom Dimosthenis Gkantzos movies and games. of motion and realistic reflections and Christian Greitmann Joaquin Ruiperez translucence like never before in VR. Explore Martin Koegel Gonzalo Ruiperez the Gamble House, Mosaic Tile House, and Filmakademie Baden-Wuerttemberg GmbH ESTUDIOFUTURE Space Shuttle Discovery. These navigable light field stills showcase the emerging technology Google is using to power its next generation of VR content.

Ryan S. Overbeck Daniel Erickson Daniel Evangelakos Paul Debevec Google Inc.

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 80 ACM SIGGRAPH SUNDAY WORKSHOPS

New this year, ACM SIGGRAPH presents full day Sunday workshops on topics related to future applications of computer graphics and interactive techniques. Pre- registration is required.

Computer Graphics for Autonomous Truth in Images, Videos, and Graphics SUNDAY, 12 AUGUST Driving Applications — The goal of this inaugural workshop is to The goal of this workshop is to bring together bring together researchers and practitioners 12 August, 9 AM-5 PM researchers and practitioners of both in all aspects of media creation to understand Grand Challenges in Chronic autonomous driving and computer graphics the challenges as tools for manipulation Healthcare fields to discuss the open challenges that are made available widely. We will discuss must be addressed in order to accelerate the the tools and the issues around how these The purpose of this workshop is to deployment of safe and reliable autonomous technologies impact society, and reflect on raise awareness, highlight challenges, vehicles. Speakers with experience on the the responsibilities of both the technology and focus on research and partnership use of simulation and computer graphics for creators and users of these technologies. opportunities in the area of healthcare for autonomous driving will be invited to share The format of this workshop will include chronic conditions. We will bring together their work and insights regarding upcoming invited speakers to set the stage for this researchers and practitioners in a variety research challenges. conversation. of areas in healthcare to understand and discuss the research challenges relevant to Jose M Alvarez Alyosha Efros the SIGGRAPH community, as well as the NVIDIA University of California, Berkeley advanced development issues in healthcare. Jose De Oliveira Irfan Essa Dr. Jose Barral Unity Georgia Institute of Technology University of Texas Medical Branch Miguel Ferreira Chris Khoury CVEDIA Dartmouth College American Medical Association Ming C. Lin Ira Kemelmacher-Shlizerman Abner Mason University of Maryland, College Park University of Washington ConsejoSano Dinesh Manocha Hao Li Patrick Wayte University of Maryland, College Park Pinscreen, Inc. Center for Health Technology & Innovation German Ros Intelligent Systems Lab, Intel

Philipp Slusallek Saarland University

12 August, 9 AM-4:30 PM Diversity and Inclusion: The Key to a Successful Future, or the Next Step Toward Imminent Failure Diversity and inclusion have become buzzwords, not only in but around the world. But what do they actually mean? Why does diversity and inclusion matter when it comes to the world of computer graphics and interactive techniques? This session examines the concepts of diversity and inclusion to include interactive presentations and panels. We will examine what D&I really means and the concept of unconscious bias and how our brains work. We will help attendees understand how a focus on diversity and inclusion in their workplaces can lead to more productive and engaged employees.

S2018.SIGGRAPH.ORG #SIGGRAPH2018 81 BIRDS OF A FEATHER FP F S EP E B

Informal presentations, discussions, and demonstrations, designed by and for people who share interests, goals, technologies, environments, or backgrounds. For an updated list of the Birds of a Feather sessions, visit: https://s2018.siggraph.org/conference/conference-overview/ birds-of-a-feather/

SUNDAY, 12 AUGUST MONDAY, 13 AUGUST 3:30-4:30 PM — — AliceVision: an Open Source Photogrammetry Pipeline in Visual 9-11 AM 9-11 AM Effects Production Virtual Reality in Education Immersive Visualisation for Research, 3:30-4:30 PM Science and Art 5 The Massive Collaborative Animation 5 10-11 AM Projects & the Student Experience 10:30 AM-12 PM International collegiate Virtual Reality 3:30-5 PM Contest (IVRC) Massive Collaborative Animation Projects Cryptomatte - Present and Future Uses 5 h 6 3:30-5:30 PM 5 12:30-2 PM OpenVDB Demoscene Underground Real-Time 10:30 AM-12 PM 5:30-8:30 PM Art Worldwide MaterialX: An Open Standard for Network-Based CG Object Looks C D

2-3:30 PM C UW CSE Reunion Gathering Blender Foundation 12-1:30 PM 6-8 PM The 31st Anniversary, Kawaguchi's Sake C ACM SIGGRAPH Cartographic Visualization (Carto) (BOF) Party at SIGGRAPH 2-3:30 PM 12:30-1:30 PM Educator’s Reception Meet the Candidates for the ACM 5 SIGGRAPH Executive Committee

3:30-4:30 PM 1-2 PM Blender Spotlight Open Shading Language

C C

4-4:30 PM 3-5 PM Spanish Speakers in Animation and Web3D Korea Chapter Standardization VFX Meetup Meeting

9-11 PM 3:30-4:30 PM Taipei ACM SIGGRAPH Chapter ACM SIGGRAPH Discussion of New Reunion (a.k.a. Taiwan Night) Communities and New Frontiers

5

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 82 BIRDS OF A FEATHER FP F S EP E B

TUESDAY, 14 AUGUST 2-3 PM WEDNESDAY, 15 AUGUST — Going Cloud Native —

10-11:30 AM C 9-10 AM

Emphasizing Empathy in the Pipeline 2-4 PM Paving the Way: Digital Art at SIGGRAPH Process 1980 - 1999 State of Animation Tools in the Industry 5 D 3-4 PM 10-11:30 AM 9-10 AM Cloud Rendering Leonardo: Where Ideas Don’t Khronos Fast Forward Take Sides C 6 5 3-4 PM 10-11 AM 10:30-11:30 AM OpenTimelineIO: Official Open-source Meet Up Openscenegraph BOF OpenEXR 6 5 10:30 AM-12 PM 3-4:30 PM 10-11 AM CesiumJS: 3D Globes on the Web Autonomous Driving Simulation glTF: Efficient 3D Models h and Visualization h

10:30 AM-12:30 PM h 10 AM-12 PM VR/MR/AR 4 Good: Creating with a 3:30-4:30 PM Creating Compelling CG Worlds at the Purpose Online Collaboration with Virtual Jet Propulsion Laboratory 6 Studio Production 6 C 11 AM-12 PM 10:30 AM-12 PM Internships and Related 4-6 PM Motion Capture Society Curriculum USD and OpenSubdiv: Official Open- C 12-1:30 PM source Meet Up 10:30-12:30 AM Bridging the Gap: VFX/Anim 6 SIGGRAPH50 2023 - Start Planning for Production Scheduling & Software 4:30-5:30 PM Dev/Rollout - Open Discussion the 50th Conference Renderfarming D 11 AM-12 PM 5 1-2 PM Gaffer : Open Source Lookdev, Lighting, 5:30-7 PM and Automation Maps, Urban Data, and Geocoding in Graphics Dynamic Simulation in Production 11 AM-12 PM

5 C 5 Immersive Media (BOF)

1-2 PM 6-11 PM 11 AM-12 PM OpenColorIO Meetup StudioSysAdmins 10 Year Anniversary WebGL: Latest Techniques Studio Mingle C h

1-2 PM 11 AM-12:30 PM Teaching Virtual Reality Design Printing and Scanning: Web3D Makers Making More! 6 5 1:30-2:30 PM Sharing Ideas in Teaching 3D Animation

5

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 83 BIRDS OF A FEATHER FP F S EP E B

12-1 PM 2-3:30 PM THURSDAY, 16 AUGUST Mobile VR/AR Meetup Scaling Up 3D Medical Applications for — People Everywhere h 12:30-2 PM 5 12:30-1:30 PM French Schools Screening 2-5:30 PM VFX Reference Platform - A Common C Target for Building VFX Software 3D Graphics with Vulkan and OpenGL

12:30-2 PM D Berthouzoz Women in Research Lunch 4-4:30 PM

5 Florida Animation, Games, & Computer Graphics Community 12:30-2 PM ISEA International - Open Forum 4-5 PM Undergraduate Research Alliance D

12:30-2 PM 5 Material Definition Language (MDL): 4-5 PM Application Independent PBR Materials HLSL Realtime Shading Language

C 4-6 PM 12:30-2 PM ACCAD / Ohio State University WebVR Evolution for a Larger Web Gathering

6 5

1-1:30 PM 5:30-8:30 PM Make a Difference - Get Involved with Khronos Networking Reception the SIGGRAPH Education Committee

1-2 PM Standardizing All the Realities: A Look at OpenXR h

2-3 PM DCAJ Presentation “Advanced Content Technology in Japan”

2-3 PM It’s Time to Kill the Demo Reel

2-3:30 PM British Columbia Virtual and Augmented Reality BOF Gathering

6

2-3:30 PM Computer Graphics for Simulation (BOF) h

Registration Level: l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium Interest Areas: C Production & Animation 5 Research & Education D Arts & Design h Gaming & Interactive 6 New Technologies

S2018.SIGGRAPH.ORG #SIGGRAPH2018 84 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.

SUNDAY, 12 AUGUST TUESDAY, 14 AUGUST — — 11:30 AM-12:30 PM 9-10:30 AM CG in Australasia - Developing Introduction to the Digital Arts Links Between Industry and Higher Community Online Exhibitions Education in CG 12-1 PM 2-3 PM CG in Canada: Education to Industry SIGGRAPH in Japanese + Japan CG Showcase 1-2 PM Women in CG 3-4:30 PM Open Forum of the ACM SIGGRAPH 2-3:30 PM Digital Arts Community Thesis Fast Forward

4:30-5:30 PM 3:30-4:30 PM SIGGRAPH for Beginners - Creative BC - Levering Incentives in General View Animation, VFX & Film

4:30-5:30 PM MONDAY, 13 AUGUST CG in Latin America — 11 AM-12 PM WEDNESDAY, 15 AUGUST CG in Asia: Inside the Asian CG Industry — 4-5 PM 9-11 AM Origins of SIGGRAPH: The History ACM SIGGRAPH Chapters Fast Forward of Innovation, Community, and and Startup Meeting Creative Expression

S2018.SIGGRAPH.ORG #SIGGRAPH2018 85 EXHIBITION FP F S EP EO E B

Exhibition Hours: Tuesday,Exhibition 14 Hours: August, 9:30 AM-6 PM Wednesday,Tuesday, 14 August,9:30 AM-6 9:30 PM AM-6 PM Thursday,Wednesday, 16 15August, August 9:30 9:30 AM-3:30 AM-6 PM PM Thursday, 16 August, 9:30 AM-3:30 PM

EXHIBITOR LIST (AS OF 16 MAY)

3DLOOK Chengdu Association of Google OptiTrack 3dMD trade in services Guangdong Virtual Reality OTOY, Inc. SideFX Software Academy of Art University Chetu Inc. Technology Co., Ltd. Panasas Simple Animation ACM Publications Christie Digital Systems High Fidelity Light Effects Sketchfab Inc. Advanced Micro Devices CIARA Technologies HoloDigilog Human Media Pixel Plow SkyScale Research Center (AMD) Cogswell College Pixomondo LLC SpeedTree HotCube Co Aleph Objects, Inc. Computer Graphics World PNY Technologies StarVR Corporation IATSE Allegorithmic Constructive Labs Inc PolarScreens Inc. The Studio - B&H IncrediBuild Software Ltd. Amazon Web Services/ Curó/UST Global Politeknik Negeri Media TechViz Thinkbox Inc. InstaLOD Deep Vision Data Kreatif think tank training centre American DigiPen Institute of Intel Corporation PolyPort Inc. Cinematographer Tobii Pro Technology International Computer PostPerspective AMMANSYSTEMS Concepts (ICC) Toolchefs Ltd. Dimensional Imaging QNAP, Inc. Animation Magazine (DI4D) Intraware Austraila Unity Technologies The Qt Company The Animation Workshop Doublx VR Isotropix The University of the Arts Qualcomm Incorporated TAW, Via University Doxel Javelin Technologies Vancouver Animation College Qualisys North America School Drexel University KeenTools Ant Studio Inc. Quantum Cloud Future Vancouver Film School Eizo Inc. LAMPIX APY Quantum Corporation Vancouver Institute of Environmental Systems LaSalle College Vancouver Media Arts (VanArts) Autodesk Research Institute Qumulo Looking Glass VectorZero, Inc. Blackmagic Design Epic Games RAVE Computer Luxion, Inc. Vicon Boris FX Facebook Realis Multimedia Massless Technology Co., Ltd. Visual College of Art and Campbell River Creative FARO Technologies Inc. Industries Council MattePaint Pty Ltd. (ShenZhen) Design FLIR Systems, Inc. Cap Digital - France MAXON Reallusion Inc. Visual Computing Center (formerly Point Grey) at KAUST Capilano University Microsoft Corporation Redshift Rendering Flux Planet Technologies, Inc. vr-on GmbH Carbon, Inc. Moolean Inc Formlabs Inc. Ringling College of Art and VRSQUARE Carnegie Mellon ETC Motion Analysis Foundry Corporation Design Wacom Technology CGAL - The FoVI3D Rotomaker Computational Geometry Mura Vision Wonder Painter Algorithms Library ftrack Nippon Carbide Industries SCAD Wysilab CG Masters, School GAFX Media Private Co., Inc. Sharecg.com X-Rite Pantone of 3D Animation and Limited NVIDIA Corporation Shenzhen Rayvision Xsens Technologies B.V. Visual Effects Gold Array Technology Optis Technology Co., Ltd. CGTrader Beijing LLC

Registration Level: l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium

S2018.SIGGRAPH.ORG #SIGGRAPH2018 86 EXHIBITOR MEETING ROOM AND SESSIONS FP F S EP EO E B (AS OF 19 JULY)

Comprehensive summaries of the latest technologies in computer graphics and interactive techniques. SIGGRAPH 2018 exhibitors demonstrate software, hardware, and systems: answer questions; and host one-on-one conversations about how their applications improve professional and technical performance. Use the SIGGRAPH 2018 Conference Locator to locate the meeting rooms of the sessions you plan to attend.

V-Ray Days: Blockbuster Showcase - ALLEGORITHMIC CHAOS GROUP Method Studios — — Substance Day Chaos Group, a worldwide leader in 1:15-3 PM rendering technology, returns to SIGGRAPH Chris will begin this trio of presentations Monday, 13 August, 9 AM-5 PM with it’s ever-popular V-Ray Days on 14- with a look at the digi-doubles, crowds, Join us to learn and share with both the 15 August in Meeting Room 8 in the East vehicles and architectural models in Black community and world-famous artists, meet Building. The schedule will be filled with Panther’s climax. Next, Jim will show how the Allegorithmic team, and be the first to exclusive behind the scenes insight into this V-Ray’s VRScenes made it possible to build know about what is coming up next in the year’s biggest CGI projects from some of a spaceship the size of a solar system for Substance World. Registration and schedule the world’s best VFX and design studios, plus Avengers: Infinity War. Finally, Christian will will be available by the end of June on there’ll be a special update from our CTO share his experience lighting and rendering Allegorithmic.com. Vlado on all things V-Ray. Each hour-long Deadpool, Colossus and Cable for presentation will be unique to V-Ray Days Deadpool 2. and cannot be filmed. Be sure to check out AWS/THINKBOX V-Ray Days: Lost in Space: Flying chaosgroup.com/siggraph2018 Jellyfish & Landscapes - FuseFX — for an up-to-date list of speakers and topics. Cloud Tech Talks 3-4 PM Tuesday, 14 August Join the FuseFX team as they delve into Tuesday, 14 August, 9 AM-5 PM V-Ray Days: V-Ray Educators’ Breakfast the creative and technical challenges - Chaos Group faced in the production of VFX for ’s BINARY ALCHEMY acclaimed series, Lost in Space. Jon, 10-11 AM Richard and Mariusz will demonstrate the — evolution of shots through concept to final Join our Education team for a fun and Cloud Rendering with Royal Render for the intriguing Robot face, alien digital informative breakfast presentation. You’ll environments, and the spectacular jellyfish Wednesday, 5 August, 3:30-4:30 PM find out how Chaos Group’s education migration scene. resources support the entire community from students and freelancers to teachers V-Ray Days: Character Design & VFX BLUE SKY STUDIOS and business owners. It’s also a chance to for Film & VR - ASC — meet fellow V-Ray users, and to help Chaos Group’s experts continue to shape their 4-5 PM Open House/Resume Drop off educational offerings. The ASC team have brought to life some Wednesday, 15 August, 10 AM-5 PM V-Ray Days: The New Portrait - fantastic character concept designs over Blue Sky Studios is on the hunt for a few Ian Spriggs the past year and in this presentation will good nuts! We will be hosting an open showcase their ‘sketch-2-screen’ process house and resume drop off, on Wednesday, 11 AM-12 PM behind work on Spielberg’s Ready Player One and the action-packed Rampage. They will 15 August. Stop by to say hello and hear Thanks to advances in rendering technology, also reveal an exclusive peek into a brand about our job opportunities and the exciting skilled artists can now create photorealistic new immersive VR experience involving projects in the works. The room will be open digital humans. But how do we build a real V-Ray for Unreal that you won’t want to miss! from 10 am-5 pm, come by at any time to emotional connection with virtual subjects? meet us. With a little help from the old masters, Ian will discuss how we need to understand who we are, and what makes us human. He’ll also explore the challenges and ideas behind his images, and what it means to create a new genre of portraiture.

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 87 EXHIBITOR MEETING ROOM AND SESSIONS FP F S EP EO E B (AS OF 19 JULY)

Wednesday, 15 August V-Ray Days: VFX Powering Wakanda’s Warrior Falls - Scanline VFX DISNEY SUITE V-Ray Days: Cinematic Worlds: — Overview of Creating Game Trailers - 4-5 PM Representatives from Walt Disney Animation RealtimeUK For Black Panther’s most climactic Studios will be available to share studio news, answer questions, and talk shop. Come by 10-11 AM moments, Scanline VFX turned to Flowline and V-Ray to simulate and render the and say hello! Stu will look across multiple projects to get perilous backdrop of Wakanda’s Warrior Falls. Walt Disney Company an overview of the design process involved in In this presentation, Ioan will reveal some creating cinematic environments for games exclusive breakdowns from these epic scenes Tuesday, 14 August, 10 AM-12 PM trailers. From concept art to the final product, involving complex water simulations and Tuesday, 14 August, 1-5 PM you’ll understand the balance between panoramic environments. creativity and practicality, alongside potential Wednesday, 15 August, 1-5 PM time and budget restrictions. V-Ray Days: Corona Renderer: Past, Present & Future - Render Legion V-Ray Days: How V-Ray Conquered FOUNDRY Avengers: Infinity War - Digital Domain 5-6 PM — 11 AM-12 PM Corona Renderer was commercially Education Summit released little more than three years ago, Monday, 13 August, 12-2 PM(lunch included) In this exclusive talk, Fernando will and has already influenced some big changes Lookdev & Lighting Meet-up demonstrate a detailed breakdown of in the architecture visualization industry. In Monday, 13 August, 4-6 PM how V-Ray was used to create the complex this talk, Corona’s main developer Ondra, CG characters of Avengers: Infinity War - reviews the original vision of the renderer, Breaking Into the VFX industry (Student the cameo appearance of Red Skull, our where it succeeded, and the challenges he Panel) green hero the Hulk and the the starring aims to conquer. Tuesday, 14 August, 10 AM-12 PM villain, Thanos. Innovation in Modeling with V-Ray Days: Vlado in Renderland - Tuesday, 14 August 1-3 PM Chaos Group DEEP VISION DATA — Making the Cloud Work for You: Athera Freelancer Forum 2-3 PM Synthetic Training Data for Machine The landscape of CG is ever-evolving. Recent Learning Systems Tuesday, 14 August, 4-6 PM developments in real-time, cloud and GPUs are shaping the future of rendering. In this Wednesday, 15 August, 10:30-11:30 AM presentation, Vlado will reveal some of the Experts say deep learning systems have the ISOTROPIX latest features of Chaos Group’s V-Ray, potential to be as impactful on our lives as — and give an exclusive behind-the-scenes mobile devices, or the internet. Clarisse BUiLDER: The Next Revolution preview of some of the epic attractions under It recognizes the people you know in your in High-End Lighting and Rendering construction for future releases. photos, enables your digital assistant to understand what you say, filters spam from Tuesday, 14 August, 3:30-4:30 PM V-Ray Days: Large Natural your email and will soon drive your car. The Environments Using V-Ray - ILM Located at the backend of the VFX and potential applications are limitless, but deep Animation pipeline funnel, lighting artists 3-4 PM learning has a deep secret – it needs training working in top tier studios have to deal with data, and lots of it. And often that data isn’t an increasingly enormous amount of data Creating realistic large-scale natural available or is too costly to obtain. This generated by other departments. To alleviate landscapes like forests, jungles, and presentation focuses on a novel solution to this problem, we spent 4 years of R&D, in rocky terrains is always a challenge for this “data deficiency” problem: artificial or close collaboration with industry experts, to the environment team at ILM. In this “synthetic” training data. The author presents design Clarisse BUiLDER, an all-new solution presentation, Daniel will show how V-Ray several examples where synthetic training that empowers lighting artists with the ability has helped ILM push rendering boundaries data was successfully used to train deep to non-destructively perform arbitrary edits to achieve incredibly complex environments learning systems, and highlights potential at sequence, shot or layer level while working for movies such as A Wrinkle in Time and future applications. interactively on comped images from a single : Fallen Kingdom. integrated application.

JELLYFISH PICTURES — Searching Your Image Store Without Needing a PHD: PixStor and Microsoft Cognitive Services

Tuesday, 14 August, 9-10 AM

Registration Level: l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium

S2018.SIGGRAPH.ORG #SIGGRAPH2018 88 EXHIBITOR MEETING ROOM AND SESSIONS FP F S EP EO E B (AS OF 19 JULY)

New Technology Advancements, and MICROSOFT MR. X Best of GTC and GDC — — Sunday, 12 August, 9:30 AM-5:30 PM Searching Your Image Store Without Tuesday, 14 August, 10:30-11:30 AM Needing a PHD: PixStor and Microsoft NVIDIA will spotlight cutting-edge Cognitive Services Mr. X, Microsoft Exhibitor Session: Mr. developments in GPU rendering and AI, along Tuesday, 14 August, 9-10 AM X Production: Workflow Architecture with encore presentations of talks from GTC and Operational Elements Mr. X, Microsoft Exhibitor Session: Mr. X 2018 and GDC 2018. Join our technical deep Production: Workflow Architecture and dives into groundbreaking advancements Operational Elements NIMBLE COLLECTIVE that will change the way you work. Tuesday, 14 August, 10:30-11:30 AM — NVIDIA Holodeck Tutorial Human Holograms for Mixed Reality Wednesday, 15 August, 12:30-1:30 PM and Beyond Monday, 13 August, 9:30 AM-12:30 PM Tuesday, 14 August, 12:30-1:30 PM What’s it Mean to be a Fully Cloud- Holodeck is NVIDIA’s advanced technology What’s it Mean to be a Fully Cloud-Based Based Studio? VR platform. In this tutorial, we will cover Studio? all of its major features, including the latest Wednesday, 15 August, 12:30-1:30 PM navigation and file import capabilities, and NVIDIA how to build custom Holodeck experiences. — We will also include demonstrations from partners using Holodeck to accelerate and MPC FILM Saturday, 11 August, 9:30 AM-5:30 PM — enhance their workflows. DLI Hands-On Workshops in AI MPC Film: Research & Development for GPU Ray Tracing for Film and Design the future of film. Join the NVIDIA Deep Learning Institute (DLI) for full-day hands-on workshops in Tuesday, 14 August, 2-5:30 PM Monday, 13 August, 9 AM-5 PM AI for Digital Content Creation and Game We will explore recent developments in MPC Film R&D is hosting sessions covering Development on Saturday, 11 August. Led GPU-accelerated, high-quality, interactive tools, techniques and tactics for handling by DLI-certified instructors, you’ll learn how ray tracing to support the visual quality and large-scale VFX. We’ll also be hosting to design, train, and deploy neural networks scene complexity required for visual effects, studios to talk about areas like USD, virtual to create digital assets and games. The animation, and design. Presentations will be production, simulation and more. Go to workshops are designed for developers, data by NVIDIA and by film rendering leaders scientists, and researchers with experience mpc-rnd.com/siggraph2018 from Autodesk, Isotropix, Chaos, Pixar, and with CNNs. SIGGRAPH pass is not required to learn more and sign up! Weta Digital. to attend.

Registration Level: l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium

S2018.SIGGRAPH.ORG #SIGGRAPH2018 89 EXHIBITOR MEETING ROOM AND SESSIONS FP F S EP EO E B (AS OF 19 JULY)

Real-Time Ray Tracing • What APIs and integrations are available on PIXAR ANIMATION STUDIOS the Shotgun Platform Wednesday, 15 August, 9:30 AM-12:30 PM — • Which technology is right for a given Women of Pixar Panel: Technology Researchers and engineers from NVIDIA and production scenario leading game studios, including Epic Games, Tuesday, 14 August, 11 AM-12 PM • How to query/find data using Shotgun’s EA/SEED, and others, will present state-of- RenderMan 22: Incredible Artist Workflows filter syntax the-art techniques for ray tracing, sampling, Tuesday, 14 August, 1-2 PM and reconstruction in real time. This includes • How to use the Shotgun Python, OpenTimelineIO: Official Open-Source Meet recent advances that promise to dramatically REST APIs, Action Menu Items, and Up advance the state of ray tracing in games, Event Daemon simulation, and VR applications. Tuesday, 14 August, 3-4 PM USD and OpenSubdiv: Official Open-source Toolkit Administration Deep Learning for Real-Time Meet Up Rendering Monday, 13 August, 10:30 AM-12 PM Tuesday, 14 August, 4-6 PM Wednesday, 15 August, 2-5 PM Learn how to take over our integrations A Collaboration Between Art & Tech: Layout and make them do what you want. Out of NVIDIA and partners will delve into the latest Wednesday, 15 August, 11 AM-12 PM the box our integrations with products like research for real-time inference, including RenderMan 22: Working With Next Maya, , Houdini, and Photoshop allow the use of cuDNN, TensorRT, and Windows Generation VFX Pipelines for basic software launching and file sharing, ML; enhancing rasterized and ray-traced Wednesday, 15 August, 1-2 PM but their true power is unleashed once you scenes with deep learning networks; take control of the configuration and provide From Pixar Intern to Technical Director with and tightly integrating deep learning into a custom directory structure and hooks Christina Faraj rendering engines. to automate more of the data flow in your Wednesday, 15 August, 3-4 PM studio. What will attendees know after this Deep Learning for Content Creation session? Thursday, 16 August, 9:30 AM-12:30 PM PIXIT MEDIA • How Shotgun Desktop works and what is Join NVIDIA’s top researchers, including Vice — available via the basic pipeline integrations President of Applied Deep Learning Research Searching Your Image Store Without • How to take over a configuration and Bryan Catanzaro, for an examination of Needing a PHD: PixStor and Microsoft customize app UIs and configuration settings the novel ways deep learning and machine Cognitive Services learning can supercharge content creation. • How to take over and customize hooks Speakers will cover pipelines and aspects Tuesday, 14 August, 9-10 AM and actions of content creation for films, games, and Advance Shotgun Development advertisements. QUMULO Monday, 13 August, 1:30-3 PM — PANASAS, INC Learn how to control how our integrations Making Informed and Proactive behave and harness the power of our Toolkit — Decisions About Storage Utilization platform to make building a pipeline easier. Immersive, AR/VR Workflows: Mastery What will attendees know after this session? and Optimization Wednesday, 15 August, 2-3 PM • How to develop, package up, and Tuesday, 14 August, 2-3 PM distribute toolkit configurations to a SHOTGUN SOFTWARE (AUTODESK) remote user base Presenter: RW Hawkins, Storage Systems Engineer - Panasas, Inc. — • How to develop and distribute custom toolkit apps Co-Presenter: Michael Garza, Senior Autodesk Vision Series Planetarium & Production Engineering Join us for the 5th annual Autodesk Vision • How to leverage the standard toolkit Manager - California Academy of Sciences Series! Two full days of studio-driven frameworks for UI and data management presentation and deep dives will explore the • What the Autodesk Forge ecosystem is and workflows and mastery behind the year’s how it can be used with Shotgun biggest blockbusters, the latest industry trends, and vision for the future. Shotgun Ecosystem User Group Introduction to Shotgun Development Monday, 13 August, 3:30-4:30 PM Join us to hear about our recent Monday, 13 August 9-10 AM developments and our upcoming plans. We An introduction to Shotgun development also want to hear what your top priorities are, and the various APIs and integrations that what we should fix, and what features you’d are available. What will attendees know after like to see to make Shotgun a more useful this session? platform to build on.

Registration Level: l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium

S2018.SIGGRAPH.ORG #SIGGRAPH2018 90 EXHIBITOR MEETING ROOM AND SESSIONS FP F S EP EO E B (AS OF 19 JULY)

UNITY TECHNOLOGY — Tuesday, 14 August, 9 AM-5 PM Wednesday, 15 August, 9 AM-5 PM Thursday, 16 August, 9 AM-5 PM

ZOOX — Advanced 3D Simulation for Autonomous Vehicles

Tuesday, 14 August, 5-6 PM Wednesday, 15 August, 9-10 AM

Registration Level: l Full Conference l Full Conference l Select Conference l Exhibits Plus l Exhibits Only l Exhibitors l Business Platinum Symposium

S2018.SIGGRAPH.ORG #SIGGRAPH2018 91 JOB FAIR FP F S EP EO E B

Exhibition Hours: Tuesday, 14 August, 9:30 AM-6 PM The Job Fair is the best place at SIGGRAPH 2018 for Wednesday, 9:30 AM-6 PM employers to meet with thousands of job seekers from aroundThursday, the 16 globe! August, 9:30 AM-3:30 PM

Once again, Job Fair Exhibitors post their Employers ERP1 InstaLOD jobs on the CreativeHeads.net and ACM The Job Fair IS THE BEST PLACE to be if you ERP5 Intel Corporation SIGGRAPH job boards one month prior to want to: the conference. This allows SIGGRAPH 2018 JF3 Kabam Games attendees to connect with employers before • Meet with seasoned professionals. ERP3 King Abdullah University of Science the conference, during the conference via • Hire “right-brain” talent. and Technology the Job Fair, and after the conference via the CreativeHeads.net job board and candidate • Promote your company, job openings, JF24 profiling system. projects, and participation. JF8-9 MPC Film CreativeHeads.net provides the most • Reach an extremely diverse and JF16 Mr. X comprehensive recruitment software experienced group of creative ERP6 NVIDIA solution for the VFX, animation, video game, professionals working across multiple TV, film, and 3D technology and software creative industries. JF32 Pipeline Studios Inc. tools industries, for employers searching for JF25 Reel FX talent or job seekers looking to secure the Job Fair Participants (as of 13 July) “right” job. JF4 Rodeo FX Inc. Booth JF17, IR5 Savannah College of Art and Job Fair Hours JF6-7 Activision Publishing Design Tuesday, 14 August, 9:30 AM-6 PM JF12 Adobe Research JF29 Scanline VFX Wednesday, 15 August, 9:30 AM-6 PM JF15 Align Technology JF23 Seneca College JF19 Animal Logic JF30 SkyBox Labs Job Seekers IR1-4 Apple RP1, IR6 Sony Interactive Entertainment - The Job Fair IS THE BEST PLACE to be if you RP2 Atomic Fiction PlayStation are: JF31 Avametric JF27 Weta Digital • Actively looking for a new job. JF22 BANDAI NAMCO Studios JF2 Zoic Studios • Passively networking to see what Vancouver Inc. opportunities are available. JF18 Inc. • Interested in getting acquainted with some JF26 Interactive great companies. ERP2 Carbon • Hoping to broaden your horizons and possibly switch industries. JF14 /Image Engine • Looking for career development tips. JF13 DHX Media Ltd. • Wanting to learn about the latest CG and JF5 Double Negative Visual Effects interactive techniques. ERP4 Drexel University Westphal College of Media Arts & Design JF10-11 JF1 Framestore JF 33 JF21 FuseFX JF28 Technologies Co. Ltd. JF20 Ilion Animation Studios

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S2018.SIGGRAPH.ORG #SIGGRAPH2018 92 GENERAL INFORMATION

Bookstore attendees only. Reservations made after 16 Public Transportation (Transportation July 2018 are based on availability only, and From Vancouver International Airport) BreakPoint Books offers books, CDs, and rates may increase. DVDs on computer animation, graphic The SkyTrain’s Canada Line provides rapid design, gaming, 3D graphics, modeling, and SIGGRAPH 2018 hotel rates can only be rail service. Trains leave the airport station digital artistry. The bookstore features recent booked through onPeak, SIGGRAPH 2018’s approximately every seven minutes during books by SIGGRAPH 2018 speakers and Housing Partner. If you are contacted by any most times of the day. There are 16 stops award winners. other companies to make hotel reservations, along the line, with downtown Vancouver be aware they may not be reputable stops including Yaletown, Vancouver City Child Policy companies or endorsed by SIGGRAPH 2018. Centre and Waterfront. Registration Requirements The trip from YVR airport to downtown Hotel/Convention Center Shuttle Vancouver takes approximately 26 minutes All children must register for the conference, Bus Service on a two zone fare of $3.75, plus the $5.00 regardless of age. Each paid adult may There is no shuttle service provided Canada Line YVR AddFare. register up to three children, 12 and under between the SIGGRAPH 2018 hotels and the at no charge. Children 13 and over will be Vancouver Convention Centre. The transit Reception Access required to purchase their registration. system in Vancouver provides excellent To be admitted into the Reception, you Attendance Restrictions service, and many hotels are within easy must have a ticket. Your badge does not walking distance. There are no age-based restrictions to attend provide access. at Conference. However, children 17 and Photography and Recording Policies under must be accompanied by a registered Registration Fees and Categories adult at all times. All registered media and attendees are For detailed information on the registration Lost Children encouraged to take photos and record fees and registration categories that best fits video in approved areas at SIGGRAPH 2018. Unattended and lost children are to be taken your schedule and budget visit: However, it is important to recognize that to the Conference Management Office many of the words, images, sounds, objects, s2018.siggraph.org/register (Room 202) until parents/guardians can and technologies presented at SIGGRAPH are be located. Conference Management staff protected by copyrights or patents. Please Special Policies will notify SIGGRAPH security and instruct respect their intellectual-property rights them to advise their staff with respect to the Lost badges cannot be replaced. If you lose and do not or shoot video in discovered child, as parents will probably your badge, you must purchase a designated “No Photography” areas. approach Security personnel with inquiries. new registration. Photography and recording is prohibited in Disclaimer Technical materials included with your the Electronic Theater, Production Sessions registration must be picked up at the Please be aware that parts of the Conference and the VR Theater, and is at the discretion of SIGGRAPH 2018 Merchandise Pickup Center. may contain adult content, graphic images, presenters for the following programs: ACM Lost merchandise will not be replaced. or violence. SIGGRAPH Award Talks, Art Papers, Courses, Exhibition, Exhibitor Sessions, Panels, Talks Vancouver Convention Centre Hotel Reservations and Technical Papers. 1055 Canada Place Visit the SIGGRAPH 2018 to access Cameras and Recording Devices Vancouver, BC V6C 0C3 the easy-to-use online hotel reservation All attendee cameras and recording system, which includes complete information equipment must be hand-held. Members Accessibility on housing policies, procedures, and rates: of the media are allowed to use tripods and The Vancouver Convention Centre is larger equipment, but they must register s2018.siggraph.org handicap accessible. If you have special their devices with the SIGGRAPH 2018 Media needs or requirements, please call Office in advance of use. Conference Management at: Or contact: Conference Photographers & Videographers +1.312.673.4818 OnPeak SIGGRAPH 2018 employs professional Food Services +1.855.416.6073 (Toll Free and Domestic) photographers and videographers and The Vancouver Convention Centre has a +1.312.527.7300 (International) reserves the right to use all images and videos that these content creators document variety of bistros and food portables available [email protected] during the conference for publication and throughout the convention center. There is promotion of ACM SIGGRAPH events. also a food court located underground at the Food Fair between the East Building and the SIGGRAPH 2018 has negotiated discount Waterfront Centre Hotel. rates for hotels in Vancouver. These discounts are available to SIGGRAPH 2018

S2018.SIGGRAPH.ORG #SIGGRAPH2018 93 GENERAL INFORMATION

Internet Access WestPark at Canada Place Free wireless access is available in all 999 Canada Place conference locations within the Parking Level 1 Vancouver Convention Centre (except in the Exhibit Hall). +1.604.684.2251 Luggage and Coat Check +1.866.856.8080 (Toll Free) Luggage and Coat check services are [email protected] available in the foyer space Outside West Exhibit Hall A/B Lobby (under the escalators) Located at the North end of Howe Street at the Vancouver Convention Centre at Canada Place Way, in the P-1 level throughout the conference week. There is a beside the exit lanes. $5 fee for each item checked in. Parking Power Stations SIGGRAPH 2018 attendees can park at the There will be multiple charging stations set following locations: up throughout the Vancouver Convention Centre to be used by attendees throughout Imperial Parking the SIGGRAPH 2018 conference week. Vancouver Convention Centre 1055 Canada Place +1.877.909.6199 Located at the Vancouver Convention Centre West on the northside of Canada Place between Burrard Street and Thurlow Street.

S2018.SIGGRAPH.ORG #SIGGRAPH2018 94 SIGGRAPH 2018 CONFERENCE COMMITTEE

SIGGRAPH 2018 Conference Chair General Submissions Chair Roy C. Anthony Kristy Pron Ventuz Technology

Art Gallery Chair GraphicsNet Chair Andres Burbano Justin Stimatze Universidad de Los Andes Here Technologies

Art Papers Chair International Resources Chair Angus Forbes Diana Arellano University of California, Santa Cruz Filmakademie Baden-Wurttemberg

Attendee Experience Chair Posters Coordinator Joshua Grow Fahad Haddad Zorroa Waterproof Studios

Birds of a Feather Chair Production Sessions Chair Mark Elendt Emily Hsu Side Effects Software Inc. Blizzard Entertainment

Business Development & Industry Relations Chair Publications Chair Paul Salvini Stephen N. Spencer Accelerator Centre University of Washington

Computer Animation Festival Producer and Real-Time Live! Chair VR Theater Chair Jesse Barker Larry Bafia Unity Technologies Centre for Digital Media SIGGRAPH Next Chair Courses Chair Mk Haley Craig Kaplan Walt Disney Imagineering University of Waterloo SIGGRAPH 2019 Conference Chair Creative Development Chair Mikki Rose Munkhtsetseg Nandigjav Blue Sky Studios NamuKreativ Student Volunteers Chair Education Focus Area Chair Emma Gauthier Erik Brunvand University of Utah Studio Chair Emerging Technologies Chair Nik Aberle Gerry Derksen Independent University of Illinois Urbana Champaign Technical Papers Chair Experience Hall Manager Mathieu Desbrun Christine Holmes California Institute of Technology Blue Sky Studios Virtual, Augmented and Mixed Reality Chair Games Focus Area Chair Pol Jeremias-Vila Natalya Tatarchuk Pixar Animation Studios Unity Technologies

S2018.SIGGRAPH.ORG #SIGGRAPH2018 95 CO-LOCATED EVENTS

Exhibition Hours: Tuesday, 14 August, 9:30 AM-6 PM Presented in cooperation with ACM SIGGRAPH, these small Wednesday, 9:30 AM-6 PM symposia are related to important aspects of computer graphicsThursday, and 16 August,interactive 9:30 techniques. AM-3:30 PM

ACM Symposium on Applied Perception Expressive 2018 10-11 August 2018 17-19 August 2018 Century Plaza University of Victoria Vancouver, Canada Victoria, Canada

DigiPro 2018 High-Performance Graphics 2018 11 August 2018 10-12 August 2018 Four Seasons Hotel Vancouver Simon Fraser University Vancouver, Canada Vancouver, Canada

THE VOICE OF GENERATIONS

I fell in love with the people that make up SIGGRAPH; a group of people that enthusiastically support and cheer each other on in the development of even greater graphics and interactive techniques year after year.

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