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1 Advance Program

N O L O G H Y C E T I N S P I R A T

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The 41st International Conference and Exhibition on Computer Graphics and Interactive Techniques

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3  Conference at a Glance 27  Real-Time Live!

4  Reasons to Attend 28  Studio

5  Conference Overview 32  Talks

7  Conference Schedule 37  Technical Papers

10  Art Gallery: Acting in Translation 50  Exhibitor Tech Talks

12  Art Papers 51  Exhibitor List (as of 6 June)

13  Festival 52  Job Fair Participants (as of 6 June)

14  Courses (See Studio for more Courses.) 53  General Information

18  Emerging Technologies 54  Registration Fee Information

20  Panels 55  Conference Committee

22  Production Sessions 56  Co-Located Events

Cover images left to right: 1. Mesh Denoising via L0 Minimization © 2013 Lei He & Scott Schaefer, Texas A&M University. 2. ORU BURUS © 2013 Supinfocom Valenciennes, Autour de Minuit. 3. Weighted Averages on Surfaces Using Phong Projection © 2013 Daniele Panozzo, ETH Zürich. 4. not over © 2013 Toru Hayai, Taiyo Kikaku co., ltd. 5. The Octopus and the Geisha © 2013 Edward Dawson-Taylor, EDJFX. 6. Realtime Facial Animation with On-the-fly Correctives © 2013 Hao Li, University of Southern California, Industrial Light & Magic.

 Table of Contents  s2014.siggraph.org Conference at a Glance 3

Conference Registration Categories  Schedule subject to change. F Full Conference Access S Select Conference Access E+ Exhibits Plus Ex Exhibitors

10 August 11 August 12 August 13 August 14 August Sunday Monday Tuesday Wednesday Thursday

Registration/Merchandise Pickup Center 8:30 am - 6 pm 8:30 am - 6 pm 8:30 am - 6 pm 8:30 am - 6 pm 8:30 am - 3:30 pm SIGGRAPH Boutique FS ACM SIGGRAPH Award Talks 2 - 3:30 pm FSE+Ex ACM Student Research Competition 2 - 3:30 pm Final Presentation FSE+Ex Appy Hour 5:30 - 7:30 pm FSE+Ex Art Gallery noon - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 1 pm FS Art Papers 9 am - 12:30 pm FSE+Ex Birds of a Feather All week FS Computer Animation Festival 6:30 - 8:45 pm 6:30 - 8:45 pm Electronic Theater FS Computer Animation Festival 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm Daytime Selects FS Computer Animation Festival 8 - 10 pm “ 2” Screening F Courses 9 am - 5:15 pm 9 am - 5:15 pm 9 am - 5:15 pm 9 am - 5:15 pm 9 am - 5:15 pm FS Dailies 6 - 8 pm FSE+Ex Emerging Technologies noon - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 1 pm FSE+Ex Exhibition 9:30 am - 6 pm 9:30 am - 6 pm 9:30 am - 3:30 pm FSE+Ex Exhibitor Tech Talks 9:30 am - 6 pm 9:30 am - 6 pm 9:30 am - 3:30 pm FSE+Ex Exhibits Fast Forward 3:45 - 5:15 pm FSE+Ex Film and Games Concept Art Lounge noon - 5:30 pm noon - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 1 pm FSE+Ex International Resources 9 am - 6 pm 9 am - 6 pm 9 am - 6 pm 9 am - 6 pm 9 am - 3:30 pm FSE+Ex Job Fair 9:30 am - 6 pm 9:30 am - 6 pm 9:30 am - 3:30 pm FSE+Ex Keynote Sessions 11 am - 12:45 pm* 11 am - 12:15 pm F Panels 9 - 10:30 am 9 - 10:30 am 9 - 10:30 am 10:45 am - 12:15 pm 3:45 - 5:15 pm 2 - 3:30 pm 2 - 3:30 pm 2 - 3:30 pm FSE+Ex Posters noon - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm FSE+Ex Poster Sessions 12:15 - 1:15 pm 12:15 - 1:15 pm FS Production Sessions 9 - 10:30 am 9 am - 5:15 pm 9 am - 5:15 pm 9 am - 12:15 pm 2 - 5:15 pm 3:45 - 5:15 pm FS Real-Time Live! 5:30 - 7:15 pm F Reception 8 - 10 pm FSE+Ex Studio noon - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 1 pm F Talks 10:45 am - 5:15 pm 9 - 10:30 am 9 am - 3:30 pm 9 am - 12:15 pm 9 am - 12:15 pm 2 - 5:15 pm 3:45 - 5:15 pm 3:45 - 5:15 pm F Technical Papers 9 - 10:30 am 9 am - 5:15 pm 9 am - 5:15 pm 9 am - 5:15 pm 3:45 - 5:15 pm FSE+ Technical Papers Fast Forward 6 - 8 pm

*Includes ACM SIGGRAPH Award Presentation

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Why SIGGRAPH?

Why spend five or six days away from the office, away from home, when you can improve your skills in your spare time on the web? If you’re hearing those questions from your employer, or from friends and family, here are a few answers, plus some real quotes from recent SIGGRAPH attendee surveys:

 Learning At SIGGRAPH 2014, you will learn more in five days than you could at any other conference, or any combination of conferences, anywhere in the world. “It’s the best way And you’ll learn from the world’s leading experts in computer graphics and interactive techniques. to learn things people never tell  Inspiration you at school.” With direct, real-time access to the latest theories, the coolest technologies, and the wisdom of thousands of colleagues and collaborators, you will return from SIGGRAPH 2014 creatively rejuvenated. This is your chance to get out of the office, away from your daily routine, and out from under your email and meet the best minds in the industry.

 Expertise From the Exhibition to the Production Sessions and from Technical Papers to Courses, when people are developing new ideas and emerging technologies, they present them at SIGGRAPH. “It’s invaluable – you will reference the talks you  Engagement see to your colleagues in Interactive is so important to us that it’s part of our name. At SIGGRAPH 2014, production scenarios for you’ll see, hear, and touch real-time demos by the most technically advanced the next few years.” minds in computer graphics and interactive techniques.

 Exclusive With its breadth of programs and events, only SIGGRAPH 2014 allows you to produce a conference experience that’s exclusively yours. The balance of “Its like being a fly technical presentations with artistic and creative demonstrations is what really on the wall at a makes SIGGRAPH stand out. major studio’s creative meeting.”  Community Connect with people from everywhere in the world who share your joy in the power of art and science. Interact with artists, researchers, educators, animators, new-comers, and pioneers in computer graphics and interactive techniques.

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SIGGRAPH 2014, the world’s premier conference and exhibition on computer graphics and interactive techniques. , one of the most beautiful and cosmopolitan cities in the world. And you, and your international colleagues, collaborators, and friends.

Make your plans now to join us in August.

Conference Registration Categories One-Day Registration F Full Conference Access One-Day registration includes one day admission to all conference programs and events and the S Select Conference Access Exhibition (Tuesday-Thursday). Does not include the SIGGRAPH 2014 Reception ticket. E+ Exhibits Plus Ex Exhibitors

Distinguished Artist Award for Lifetime FIRST-TIMER FS ACM SIGGRAPH Awards Achievement in Digital Art F Presentations Awarded annually to an artist who has created a substantial and important body of work that Reception (Immediately preceding the Keynote Session) significantly advances aesthetic content in the field Monday, 11 August, 8-10 pm of digital art. West Building, Exhibit Hall A ACM SIGGRAPH 2014 Award Recipients Outstanding Service Award Computer Graphics Achievement The international SIGGRAPH This award is given annually to recognize community’s highest-energy, best- Award outstanding service to ACM SIGGRAPH by a attended social event of the year. Thomas Funkhouser volunteer over a significant period of time. Drink a toast to your colleagues’ Princeton University achievements, and your own. Share FSE+Ex a convivial evening with people you Significant New Researcher Award ACM Student Research haven’t seen since SIGGRAPH 2013. Noah Snavely Competition And meet the people you need to Cornell University know for another year of professional Fifteen student posters are selected for judging success and adventure. Distinguished Artist Award for Lifetime at SIGGRAPH 2014. The panel of distinguished Achievement in Digital Art judges selects five semi-finalists, who present their work to the judges. Three winners present  Harold Cohen their posters to SIGGRAPH 2014 attendees. During the Monday-evening reception, University of California, San Diego attendees enjoy snacks, desserts, and refreshing beverages while exploring Outstanding Service Award FIRST-TIMER GAMES MOBILE the Art Gallery, Studio, and Emerging Scott Lang FSE+Ex Technologies exhibits. Bergen County Academies Appy Hour

FS Get acquainted with the next generation of ACM SIGGRAPH Award Talks mobile applications and their creators at Appy Hour: Light snacks, liquid refreshments, and demos by developers of interactive, animated, Computer Graphics Achievement Award location-based, visualization, and game apps. Awarded annually to recognize a major accom- plishment that: provided a significant advance in the state of the art of computer graphics and is still significant and apparent.

Significant New Researcher Award

Awarded annually to a researcher who has made a recent significant contribution to the field of computer graphics and is new to the field.

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FSE+Ex FSE+Ex F Art Gallery: Acting in Exhibitor Tech Talks Technical Papers Translation SIGGRAPH Technical Papers reveal new direc- SIGGRAPH 2014 exhibitors demonstrate soft- tions and define the future of computer graphics ware, hardware, and systems; answer questions; Translation, as a term and as a tool, generates and interactive techniques. Two emerging themes and host one-on-one conversations about how plenty of potential disconnected trajectories for art for 2014 are design/fabrication and learning. their applications improve professional and production. These fields have the ability to cover technical performance. and merge with other fields of knowledge, includ- FS ing global and local societal developments such Art Papers as resistance movements, alternative economies, FSE+Ex information leaks, migration flows, and mobility - Exhibits Fast Forward Scholars and artists explore the changing roles all processed by the works in the Art Gallery. of artists and the methods of art-making in our A preview of the products and announcements increasingly networked and computationally FSE+Ex that companies plan to make during the Exhibition mediated world. They inform artistic disciplines, Birds of a Feather in a fast-paced, entertaining session prior to the set standards, and stimulate future trends. Exhibition opening. Informal presentations, discussions, and FSE+Ex demonstrations, designed by and for people GAMES Posters who share interests, goals, technologies, environments, or backgrounds. FSE+Ex In-progress research, student projects, and Film and Games Concept late-breaking work ranging from applications FS of computer graphics to in-depth analysis of Art Lounge specific subjects. Posters are on display for Computer Animation Festival attendees to browse at their leisure. During Come experience the latest concept art from film Poster Presentations, authors discuss their and video games via an interactive media installa- The past year’s finest achievements in animation, work with attendees. , and visualization presented in the tion in the Film and Games Concept Art Lounge!. Electronic Theater and the Daytime Selects. Stay and relax and take in the sights. FS F FSE+Ex Production Sessions

Courses International Resources Learn how world-class creative and produc- tion talent created the computer animation and Learn how the industry is evolving worldwide Learn from the experts and gain inside knowledge visual effects in some of the Computer Animation and collaborate with attendees from five conti- that’s critical to career advancement. Courses Festival’s most provocative works. ranges from an introduction to the foundations of nents. The International Center offers informal computer graphics and interactive techniques for translation services and space for meetings, those new to the field to advanced instruction on talks and demonstrations. FS the most current techniques and topics Real-Time Live! FSE+Ex FS Job Fair The premier showcase for the latest trends Dailies and techniques that push the boundaries of Looking for opportunity? Interested in meeting interactive visuals. Celebrate excellence in computer graphics with with some inspiring companies? Discover your an evening of presentations showcasing images future at SIGGRAPH 2014. In the Job Fair, attend- FSE+Ex and short animations of extraordinary power and ees connect with employers before, during, and beauty. The diverse set of presenters includes after the conference via the CreativeHeads.net job Studio Texas A&M University, Clemson University, board and candidate profiling system. DreamWorks Animation, Naughty Dog, Inc., In this collaborative working environment, the Animation Studios, and many more. You FSEx latest technologies and brightest minds come will be astounded by sheer brilliance in modeling, together to learn, experiment, and create. shading, animation, lighting, effects, and more. Keynote Sessions Explore the Studio and try out a wide range of new techniques and media with help from Surprising insight and entertaining stories from experienced hands. Play with the latest in 3D FSE+Ex innovators in computer graphics, interactive printing, modeling, and animation software. Emerging Technologies techniques, and/or related fields. Attend Studio Courses and Talks

Play with the latest interactive and graphics F F technologies before they transform the way we live and work. Emerging Technologies presents Panels Talks demonstrations of research from several fields, including displays, input devices, collaborative Expert panelists share experiences, opinions, Discover recent achievements and work in environments, and robotics. insights, speculation, disagreement, and contro- progress in all areas of computer graphics and versy with each other and the audience. Panel interactive techniques: art, design, animation, topics range from motion-controlled gaming to FSE+Ex visual effects, interactivity, research, engineering, the growing use of virtual production in game and and games. Exhibition film creation.

The year’s largest, most comprehensive exhibition FSE+ of hardware systems, software tools, and creative Papers Technical Papers Fast-Forward services in the computer graphics and interactive techniques marketplace. Established indus- Explore the most advanced research results in The world’s leading experts in computer try leaders and emerging challengers display, computer graphics and interactive techniques. graphics and interactive techniques preview the discuss, and demonstrate the products, systems, These prestigious juried sessions are the Technical Papers in provocative, sometimes techniques, ideas, and inspiration that are creating most prestigious international forums in their hilarious summaries of the field’s evolution. the digital future. respective fields.

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Registration/Merchandise Pickup Center/SIGGRAPH Boutique Sunday, 10 August 8:30 am-6 pm Monday, 11 August 8:30 am-6 pm Tuesday, 12 August 8:30 am-6 pm Wednesday, 13 August 8:30 am-6 pm Thursday, 14 August 8:30 am-3:30 pm

 Schedule is subject to change.

3:45-5:15 pm 11 am-12:45 pm Sunday, 10 August Course: Computational Cameras Keynote Session (Includes ACM SIGGRAPH and Displays Award Presentation)

9 am-6 pm Panel: The Future is Here: Augmented and 2-3:30 pm International Center Virtual Reality ACM SIGGRAPH Award Talks Talks: Everything is Awesome 9-10:30 am Panel: From Production Artist to Educator: Panel: Ready, Steady ... SIGGRAPH Preparing for the Change 6-8 pm Technical Papers Fast Forward Production Session 9 am-12:15 pm Course: Digital Ira and Beyond: Creating Studio Course: Design Tips for Digital Photoreal Real-Time Digital Characters Monday, 11 August T-Shirt Printing 10:45 am-12:15 pm Studio Talks: Visualize.Collaborate.Install. Course: Fundamentals Seminar 8-9 am Talks: Show and Tell Course: Navigation Meshes and Educators Meet and Greet Real-Time Dynamic Planning for 2-5:15 pm Interactive Virtual Worlds 9-10:30 am Course: Advances in Real-Time Panel: Sights, Sounds, and Sensors: Rendering in Games, Part II Course: New Generation of Where Visualization, Sonification, MEMS, Microscopic Crowd-Simulation HMDs, and 3D Converge Course: Put on Your 3D Glasses Now: Algorithms The Past, Present, and Future of Virtual Production Session and Augmented Reality Talks: Capture and Display Studio Talks: Art.Form.Color. Course: Structure-Aware Shape Processing noon-5:30 pm Talks: Capture in Depth Art Gallery: Acting in Translation Talks: Simulation 3:45-5 pm Emerging Technologies Technical Papers: Faces Technical Papers: Shape Collection Film and Games Concept Art Lounge Technical Papers: Sound & Light 3:45-5:15 pm Posters Exhibits Fast Forward Studio 9 am-12:15 pm Dailies Preview and Real-Time Live! Course: Advances in Real-Time Preview 12:30-5:15 pm Rendering in Games, Part I Production Session Studio Course: Arduino Drawing Machines 9 am-5:30 pm Studio Course: Make Cross-Platform Art Gallery: Acting in Translation 2-3:30 pm Mobile Apps Quickly Course: Kinect Technology in Games Computer Animation Festival Talks: Rigging the Outcome Talks: On the Rocks Daytime Selects Technical Papers: Points & Emerging Technologies Talks: Got Crowds? Reconstruction Film and Games Concept Art Lounge 2-5:15 pm 6:30-8:45 pm Course: 3D Imaging With Time-of- Posters Computer Animation Festival Flight Cameras: Theory, Algorithms, Electronic Theater and Applications Studio 8-10 pm Course: Attention-Aware Rendering, 9 am-6 pm Reception Mobile Graphics, and Games International Center

Course: Introduction to WebGL 9:15-10:45 am Programming Studio Course: High Resolution 3D Printing: Design for Stereolithography

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10:45 am-12:15 pm 3:45-5:15 pm Tuesday, 12 August Course: Character Creation Pipeline Panel: Realizing the Compute Potential and Rendering in Destiny of the Mobile GPU

8-9 am Production Session Production Sessions Educators Meet and Greet Studio Talks: Model.Print.Fabricate. Technical Papers: Animating Characters 9-10 am Talks: Sampling Technical Papers: Computational Art Papers: Aesthetics of Liminality, Sensing & Display Biocybernetics, and Generative Art Talks: About Face Technical Papers: Typography & Technical Papers: Displays 9-10:30 am Illustration Course: Moving Pictures: Making the Technical Papers: Fabrication-Oriented Most of the Mobile Design 5:30-7:15 pm Real-Time Live! Production Session Technical Papers: Geometry Processing 6-8 pm Studio Talks: Think.Design.Do. 11 am-12:30 pm ACM SIGGRAPH Pioneer Reception Talks: Creature Feature Studio Course: Shadertoy Hackathon Open to Pioneer members only.

Technical Papers: Controlling Character 11:15 am-12:15 pm 6:30-8:45 pm Exhibitor Tech Talk: Unity Technology: Technical Papers: Non-Photorealistic Computer Animation Festival Making an Endless-Runner Game With Rendering Electronic Theater Unity Technical Papers: Sampling & Spectra 9-10:15 pm 11:30 am-12:30 pm Production Session 9 am-5:30 pm Art Papers: Embodiment, Affect, Art Gallery: Acting in Translation Translation Wednesday, 13 August Computer Animation Festival 12-5:30 pm Daytime Selects Intel Exhibitor Session 9-10:30 am Emerging Technologies Course: Building an Empire: Asset 12:15-1:15 pm Production in Ryse Film and Games Concept Art Lounge Poster Sessions Posters Panel: State of Animation Tools in 2-3:30 pm the Industry Studio Art Gallery Talk Session 1: Art Gallery Panel: On SIGGRAPH Art Production Session 9 am-6 pm Gallery: Basak Senova in Conversation With Studio Talks: Bing! Bang! Boom! International Center Sue Gollifer, Mona Kasra, and Burak Arikan Talks: Hair Today Reception: Leonardo, Art Papers, 9:15-10:45 am and Art Gallery Technical Papers: Fabrication Studio Course: Creating Next-Gen 3D Interactive Apps With Motion Control and Production Sessions Technical Papers: Layout Building Unity3D & Scenes Talks: Think Big 9:30 am-6 pm Technical Papers: Games & Design 9 am-12:15 pm Exhibition Course: Mathematical Basics of Motion Technical Papers: Surfaces, Deformation, and Deformation in Computer Graphics Exhibitor Tech Talks and Correspondence 9 am-5:30 pm Job Fair Technical Papers: Video Applications Art Gallery: Acting in Translation 10:15-11:15 am 2-5:15 pm Computer Animation Festival Art Papers: Spatial Politics/Spatial Course: Destiny Character-Animation Daytime Selects Ontologies System and Lessons Learned Emerging Technologies Course: Recent Advances in Light- Transport Simulation: Some Theory Film and Games Concept Art Lounge and a Lot of Practice Intel Exhibitor Session Studio Course: Developing a 3D Model Posters Viewer for iOS Using COLLADA and OpenGL ES Studio

9 am-6 pm International Center

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9:15 am-12:30 pm 6-8 pm 2-3:30 pm Studio Course: 3D Scanning for Dailies ACM Student Research Competition Personal 3D Printing Final Presentation 8-10 pm 9:30 am-6 pm Computer Animation Festival Course: Introduction to 3D Exhibition “How to Train Your Dragon 2” Gestural Interfaces Screening Exhibitor Tech Talks Technical Papers: Depth for All Occasions Job Fair Technical Papers: Surfaces, Shapes, Thursday, 14, August and Maps 10:45 am-12:15 pm Art Gallery Talk Session 2 2-5:15 pm 9-10:30 am Course: Raytracers and Workflow: Course: Machine Learning for Graphics Studio Talks: Disect.Visualize.Educate. A Production Perspective Course: Why Graphics Programmers Need Talks: Scattering Course: Scattered Data Interpolation to Know About DRAM for Computer Graphics Talks: Don’t Let Go (Gravity) Production Session Technical Papers: Fields on Surfaces 3:45-5:15 pm Talks: Let There Be Light Talks: Perception Technical Papers: Fluids Technical Papers: Light Transport Technical Papers: Shady Images Technical Papers: Hardware Systems Technical Papers: Subspace & Spacetime 9 am-12:15 pm 11 am-12:15 pm Course: Skinning: Real-Time Shape Keynote Session Deformation

12:15-1:15 pm 9 am-1 pm Poster Sessions Art Gallery: Acting in Translation

2-3:30 pm Emerging Technologies Art Gallery Talk Session 3 Film and Games Concept Art Lounge Course: Eulerian Solids for Soft Tissue Studio and More! Panel: Cultivating Creative Thinking: 9 am-3:30 pm Stories From the Field International Center

Production Sessions 9 am-4:15 pm Technical Papers: Mesh-Based Simulation Intel Exhibitor Session Technical Papers: Reflectance: Modeling, 9 am-5:30 pm Capturing, Renderings Posters

Technical Papers: Shape Analysis 9:15 am-12:30 pm Studio Course: Data Visualization: A 2-5:15 pm Starting Point Course: Physically Based Shading in Theory and Practice 9:30 am-3:30 pm Studio Course: alphaBot Workshop: Exhibition Constructing Robots, Translating Language Exhibitor Tech Talks 3:45-5:15 pm Job Fair Production Sessions 10:45 am-12:15 pm Talks: Dynamics Art Gallery Talk Session 4 Talks: Pipeline in Production Panel: An Evaluation of University Technical Papers: Hair & Collisions Education as it Relates to the VFX, Animation, and Game Industries Technical Papers: Image Tricks Talks: Crowded, Furry, and in a Hurry Technical Papers: Interactive Modeling Technical Papers: Changing 5:30-7:30 pm Your Perception Appy Hour Technical Papers: Stretching & Flowing Technical Papers: Fast Rendering

 Table of Contents  s2014.siggraph.org FIRST-TIMER Art Gallery: Acting in Translation 10

FSE+Ex  #SIGGRAPH2014

The theme of the SIGGRAPH 2014 Art Gallery is Acting in Translation.

Translation, as a term and as a tool, generates plenty of potential disconnected trajectories for art production. These fields have the ability to cover and merge with other fields of knowledge, including global and local societal developments such as resistance movements, alternative economies, information leaks, migration flows, and mobility - all processed by the works in the Art Gallery.

Image credit: Modern Video Processor © 2014 Yunsil Heo, Hyunwoo Bang, Everyware

Apparition SeeMore FIRST-TIMER Paul L. Stout Sam Blanchard Kirk Cameron FSE+Ex The Evolution of Silence Robert Redfern Sergio Bernales Reception: Leonardo, Art Rachele Riley Bo Li Papers, and Art Gallery Michelle Will Internet SteamGauge Hung-Ching Chang Tuesday, 12 August, 2-3:30 pm Ed Konowal Kelsey Farenholtz GraphicsNet Brandon Deaguero Mix and mingle with the Timmy Meyer artists, designers, and authors Levitate John Mooring Ali Butt whose work was selected for Yunsil Heo Tamar Petersen Hyunwoo Bang SIGGRAPH 2014. Your hosts: Virginia Polytechnic Institute and State University the SIGGRAPH 2014 Art Gallery Everyware and Art Papers committees. Lineographs SIGGRAPH Art Gallery Connection (1994-2004) Sponsored by Leonardo/ISAST and Joseph Farbrook Worcester Polytechnic Institute Burak Arikan The MIT Press SIGGRAPH Art Gallery Looking Glass Time Speculatorum Oculi Yoichi Ochiai The University of Tokyo Erik Brunvand University of Utah Modern Video Processor Subway Stories Yunsil Heo Hyunwoo Bang Alon Chitayat Everyware Animishmish Studio/ITP Jeff Ong Mother ITP, New York University Inmi Lee Kutztown University TRANSICONMORPHOSIS Kyle McDonald Emilio Vavarella ITP/New York University Fito Segrera Independent Artists Points of View Zohar Kfir Independent New Media Artist

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Art Gallery Talk Session 1 Art Gallery Talk Session 3

Tuesday, 12 August Wednesday. 13 August 2-3:30 pm 2-3:30 pm Moderator: Basak Senova, Koc University and Panel: On SIGGRAPH Art Gallery: SIGGRAPH 2014 Art Gallery Chair Basak Senova in Conversation With Sue Gollifer, Mona Kasra, Can Digital Art Have the Same and Burak Arikan Emotional Impact and Historical Significance as Masterworks in Sue Gollifer Painting, Drawing, and Sculpture? University of Brighton, Director ISEA International, SIGGRAPH 2004 Art Gallery Chair Joseph Farbrook Worcester Polytechnic Institute Basak Senova Koc University and SIGGRAPH 2014 Art Gallery Chair Mother Inmi Lee Mona Kasra Kutztown University SIGGRAPH 2016 Conference Chair, University of Texas - Dallas Art Gallery Talk Session 4 Burak Arikan Founder of Graph Commons Thursday. 14 August 10:45 am-12:15 pm Moderator: Basak Senova, Koc University and Art Gallery Talk Session 2 SIGGRAPH 2014 Art Gallery Chair Wednesday, 13 August On Everyware 10:45 am-12:15 pm Hyunwoo Bang Moderator: Basak Senova, Koc University and Yunsil Heo SIGGRAPH 2014 Art Gallery Chair Everyware

Points of View Technological Error, Power and Zohar Kfir Metamorphosis Independent New Media Artist Emilio Vavarella

Subway Stories From Virtual to Reality Alon Chitayat Ed Konowal Animishmish Studio/ITP GraphicsNet Jeff Ong ITP, New York University

The Evolution of Silence Rachele Riley

 Table of Contents  s2014.siggraph.org Art Papers 12

FS  #SIGGRAPH2014

Art Papers explore the changing roles of artists and the methods of art-making in an increasingly networked and computationally mediated world. They analyze the processes and theoretical frameworks for making art and contextualizing its place in society. And they illuminate future possibilities in the evolution of art.

In collaboration with Leonardo/ISAST, the papers are The issue also includes visual documentation of the works published in a special issue of Leonardo, The Journal of the exhibited in the Art Gallery. Publication of this special issue International Society of the Arts, Sciences and Technology. coincides with SIGGRAPH 2014.

Aesthetics of Liminality, Spatial Politics / Spatial Embodiment, Affect, Translation Biocybernetics, and Ontologies Tuesday, 12 August, 11:30 am-12:30 pm Generative Art Tuesday, 12 August, 10:15-11:15 am Moderator: Joanna Berzowska, Concordia University Tuesday, 12 August, 9-10 am Moderator: Teri Rueb, University at Buffalo/ Department of Media Study Moderator: Victoria Szabo, Duke University Posture Platform and The Drawing Malleable Environments and the Room: Virtual Teleportation in The Aesthetics of Liminality: Cyberspace Augmentation as Artform Pursuit of Spatial Justice in the Bronx Participatory performances and a mobile The Drawing Room is the most recent virtual This paper describes modes of interaction environment developed for the Posture in augmented reality art in an attempt to cinema application employing user-gener- ated content are used as a starting point Platform, an immersive telepresence constrict a critical vocabulary for this network. It invites participants to a blank emerging artform. for location-based cinema walks, facilitating conversation on the evolving nature of urban shared space where they draw their own Patrick Lichty spatial justice in New York City. environment collaboratively. University of Wisconsin-Milwaukee Melanie Crean Luc Courchesne Parsons the New School for Design Emmanuel Durand Aesthetics of Biocybernetic Designs: A Sébastien Roy Systems Approach to Biorobots and its Society for Arts and Technology Implications for the Environment A Piece of the Pie Chart: Feminist Robotics Transmission: A Telepresence Interface This paper demonstrates how systems the- for Neural and Kinetic Interaction ory emerges as a categorical foundation for This is a paper about A Piece of the Pie Chart, a robotic gallery installation that the aesthetics of biocybernetic art, as con- Transmission is a telepresence interface addresses gender inequity in the tech world. tra-distinguished from and even opposed to for neural and kinetic interaction, a live existing, teleological narratives of perfection Annina Rüst performance and audience participation or form. Syracuse University tool and both art project and telepresence Reynaldo Thompson research design. Nervous Ether: Soft Aggregates, Universidad de Guanajuato Interactive Skins Oliver Gingrich Alain Renaud Tirtha Prasad Mukhopadhyay Nervous Ether is a prototype installation of a spa- Bournemouth University University of Calcutta tial envelope, consisting of an aggregate cellular Eugenia Emets pneumatic weave that operates as an instrument XEPA - Autonomous Intelligent Light Artist at Analaema Group, London and Sound Sculptures That Improvise to register and communicate remote environmen- tal information, while also developing affective Group Performances Zhidong Xiao interaction with inhabitants. Bournemouth University

XEPA is a generative installation of intel- Kathy Velikov ligent sound and light sculptures that Geoffrey Thün Object Intermediaries: How New independently evaluate the aesthetics of University of Michigan, RVTR Media Artists Translate the Language the other sculptures, infer an attempted of Things Mary O’Malley theme or mood, and then modify their own RVTR This paper extends the current discussion aesthetics to better reinforce that theme, around intersections of new-media art and Wiltrud Simbuerger each time creating a performance that is object-oriented ontology, post humanism, emergent, unique, and widely varied. University College London and interspecies communication to the work Philip Galanter of Paula Gaetano Adi and Lindsey French, Texas A&M University two contemporary new-media artists whose work has not yet been examined in this context.

Kayla Anderson Artist and Writer

 Table of Contents  s2014.siggraph.org FIRST-TIMER Computer Animation Festival 13

FS  #SIGGRAPHcaf

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

The SIGGRAPH 2014 Computer Electronic Theater Production Sessions Animation Festival presents: Showing Monday and Tuesday, the Learn how world-class creative and produc- Electronic Theater showcases an eclectic tion talent created the computer animation mix of the finest work in computer graphics and visual effects in some of the Computer from the last 12 months. Animation Festival’s most provocative works.

Daytime Selects Real-Time Live! Showcasing curated work in experimental Live presentations reviewing the year’s most film and animation, live-action shorts, stop innovative real-time graphics, celebrating motion, traditional animation, children’s film interactive rendering techniques across all and animation, and time-based art, Daytime fields and hardware platforms. Selects presents the most provocative, compelling, and avant garde short films and animations, both CG and non-CG.

FIRST-TIMER

FS How to Train Your Dragon 2 – Production Session and Special Viewing

At SIGGRAPH 2014, DreamWorks Animation presents a behind-the-scenes discussion on the feature animated film, How To Train Your Dragon 2 (June 2014). Writer/Director Dean DeBlois charts the nuanced filmmaking necessary to fully realize this next adventure in the secret and emotional world of dragons. Featuring DeBlois, Gil Zimmerman (Head of Layout), Simon Otto (Head of Character Animation) and Dave Walvoord (VFX Supervisor), the panel will discuss the creative contributions that went into advancing the complexity and believability of the storytelling and the cinematography, as well as the leap forward the animators were able to make using Apollo, DreamWorks Animation’s ground-breaking next generation animation system.

Then, catch a special viewing of How to Train Your Dragon 2 at SIGGRAPH 2014, Wednesday night, 13 August, 8-10 pm.

 Table of Contents  s2014.siggraph.org Courses (See Studio for more Courses.) 14

F  #SIGGRAPH2014

Instruction, insight, and inspiration from academic and industry experts. SIGGRAPH 2014 Courses deliver invaluable learning opportunities in three levels of difficulty (introductory, intermediate, and advanced).

Full Conference registration allows attendees access to most SIGGRAPH 2014 Courses. Additional Courses are presented in the Studio, which is open to attendees in all registration categories.

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

Image credit: Skinning: Real-Time Shape Deformation (c) 2014 Alec Jacobson, ETH Zrüich; Zhigang Deng, University of Houston; Ladislav Kavan, University of Pennsylvania; J.P. Lewis, Victoria University of Wellington and

Sunday, 10 August GAMES  Navigation Meshes and Real-Time SIGGRAPH University Dynamic Planning for Interactive GAMES Virtual Worlds SIGGRAPH University is a year- Digital Ira and Beyond: Creating round resource for learning the Photoreal Real-Time Digital Characters Sunday, 10 August, 10:45 am-12:15 pm basic principles of computer INTERMEDIATE graphics and interactive Sunday, 10 August, 9 am-12:15 pm Building on classical techniques in compu- techniques. INTERMEDIATE tational geometry and discrete search, this This course explains a complete process course introduces recent developments in Two SIGGRAPH 2014 Courses, for creating next-generation real-time digital real-time planning and discrete-environment the Fundamentals Seminar human characters, using the Digital Ira representations that provide efficient and and Introduction to WebGL collaboration between the USC Institute for robust computation of paths with different Programming, will be added to the Creative Technologies and Activision as an types of constraints in large, complex, and online archive after the conference. example. Topics include: high-resolution dynamic environments. facial scanning, blendshape rigging, Marcelo Kallmann video-based performance capture, ani- View SIGGRAPH University University of California, Merced mation compression, real-time skin and Mubbasir Kapadia Courses on YouTube  eye shading, hair, latest results, and future Disney Research Zürich directions.

Javier von der Pahlen FIRST-TIMER Jorge Jimenez Etienne Danvoye Fundamentals Seminar Activision, Inc. Sunday, 10 August, 10:45 am-12:15 pm Paul Debevec Graham Fyffe INTRODUCTORY USC Institute for Creative Technologies The Fundamentals Seminar delivers a basic Hao Li background in the concepts and terminol- University of Southern California ogy that attendees need to get more from the various programs offered at the annual SIGGRAPH conference. It is like a “pre- course”, because it’s presented first and is more fundamental than anything else.

Mike Bailey Oregon State University

SIGGRAPH UNIVERSITY

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New Generation of Microscopic MOBILE Crowd-Simulation Algorithms Monday, 11 August Attention-Aware Rendering, Mobile Sunday, 10 August, 10:45 am-12:15 pm Graphics, and Games INTRODUCTORY GAMES Sunday, 10 August, 2-5:15 pm Advances in Real-Time Rendering in Crowd simulation recently received a lot INTRODUCTORY of attention as a new class of algorithms Games, Part I emerged to improve simulation quality Rendering and design efficiency become and realism, with no compromise in critical when deploying computer graphics Monday, 11 August, 9 am-12:15 pm performances. This course presents the to mobile devices and games. This course INTERMEDIATE theoretical foundations of these algorithms addresses novel approaches to leverage Modern video games employ a variety as well as technical aspects visual-attention models, based on low- of sophisticated algorithms to produce and applications. and high-level characteristics, to propel ground-breaking 3D rendering pushing the attention-aware rendering computation. visual boundaries and interactive experience Julien Pettre The result: perceptually optimized scalable INRIA of rich environments. This course brings algorithms for mobile platforms and game state-of-the-art and production-proven Ming Lin design. rendering techniques for fast, interactive University of North Carolina at Chapel Hill Ann McNamara rendering of complex and engaging virtual Stéphane Donikian Texas A&M University worlds from the folks from Bungie, Epic, Golaem SAS Crytek and Ubisoft. Katerina Mania Mikko Mononen Technical University of Crete Natalya Tatarchuk Unity Technologies Bungie, Inc. Laurent Itti University of Southern California Brian Karis GAMES Epic Games, Inc. George Koulieris Kinect Technology in Games Technical University of Crete Michal Drobot Ubisoft Montreal Sunday, 10 August, 2-3:30 pm 3D Imaging With Time-of-Flight Nicolas Schulz INTRODUCTORY Cameras: Theory, Algorithms, and Jerome Charles This course provides an overview of Applications Theodor Mader Microsoft’s Kinect sensor technology and Crytek GmbH the depth-sensing and imaging tools pro- Sunday, 10 August, 2-5:15 pm INTERMEDIATE vided to developers. It also examines two GAMES examples in-depth: the Champion scanning Time-of-flight cameras, which provide Advances in Real-Time Rendering in experience of Rare’s Kinect Sports Rivals, access to 3D information in a scene, are Games, Part II and the gameplay of Harmonix’s Disney applied in imaging, computer vision, and Fantasia: Music Evolved. computer graphics. This course introduces Monday, 11 August, 2-5:15 pm Seth Goldstein recent advances in this area, including 3D INTERMEDIATE Mike Fitzgerald imaging applications like gestural interac- Harmonix Music Systems, Inc tions, industrial vision, transient imaging, Modern video games employ a variety bio-imaging, and multiplexing. of sophisticated algorithms to produce Andy Bastable ground-breaking 3D rendering pushing the Microsoft Corporation Ayush Bhandari visual boundaries and interactive experience Achuta Kadambi of rich environments. This course brings Massachusetts Institute of Technology FIRST-TIMER state-of-the-art and production-proven Shahram Izadi rendering techniques for fast, interactive Introduction to WebGL Programming Microsoft Research rendering of complex and engaging virtual worlds from the folks from Bungie, Guerrila Sunday, 10 August, 2-5:15 pm Ramesh Raskar Games, Eidos Montreal, Ubisoft Montreal INTRODUCTORY Massachusetts Institute of Technology and Activision. Computational Cameras and Displays An introduction to graphics-application Natalya Tatarchuk programming with WebGL, the JavaScript Bungie, Inc. implementation of OpenGL ES 2.0 that is Sunday, 10 August, 3:45-5:15 pm supported by all recent web browsers. The INTERMEDIATE Michal Valient Guerilla Games course introduces the API, assuming no The next wave of camera and display tech- previous experience with graphics program- nology combines computational power and Wade Brainerd ming, and discusses integrating WebGL Activision Blizzard optics to extend the capabilities of traditional within the HTML5 framework. devices and enhance the visual experience. Bartlomiej Wronski This course provides an overview of the Ubisoft Montreal Edward Angel latest computational cameras and displays, University of New Mexico Peter Sikachev and their ability to analyze light-transport Jean-Normand Bucci Dave Shreiner phenomena in real-world scenes. Eidos Montreal ARM, Inc. Matthew O’Toole University of Toronto SIGGRAPH UNIVERSITY Gordon Wetzstein MIT Media Lab

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Put on Your 3D Glasses Now: The Past, Ondřej Karlík Present, and Future of Virtual and Tuesday, 12 August Charles University in Prague, Render Legion s.r.o. Augmented Reality Juan Cañada Next Limit Technologies Monday, 11 August, 2-5:15 pm GAMES MOBILE INTRODUCTORY Moving Pictures: Making the Most of With wearable displays on the cusp of the Mobile Wednesday, 13 August consumer adoption, this course reviews their history, applications in research and Tuesday, 12 August, 9-10:30 am development, the current consumer state INTERMEDIATE GAMES of the art, and future optical designs that Mobile systems are increasing in graph- Building an Empire: Asset Production will enable eyeglasses-like form factors. ical capability despite the constraints of in Ryse Presenters include VR/AR pioneers, leading embedded platforms. Making the most of entrepreneurs, and academic researchers. this performance requires careful consider- Wednesday, 13 August, 9-10:30 am ADVANCED Douglas Lanman ation and techniques that may be familiar to Research desktop developers. This course highlights On Ryse: Son of Rome, Crytek appropriated the various embedded graphics systems many techniques usually reserved for film Henry Fuchs and ways to leverage them. University of North Carolina at Chapel Hill production. They used the same assets to Andrew Garrard make a 90-minute movie and a 10-hour Mark Mine Samsung Research UK game. This course summarizes what Walt Disney Imagineering worked and what didn’t, ranging from refer- Ian McDowall ence acquisition to final in-game set pieces. GAMES Intuitive Surgical, Fakespace Labs Christopher Evans Destiny Character-Animation System Michael Abrash Sascha Herfort Oculus VR and Lessons Learned Crytek GmbH Tuesday, 12 August, 2-5:15 pm Structure-Aware Shape Processing INTERMEDIATE Mathematical Basics of Motion and Deformation in Computer Graphics Monday, 11 August, 2-5:15 pm This course discusses the practical chal- INTERMEDIATE lenges in creating the animation system for Wednesday, 13 August, 9 am-12:15 pm Destiny plus solutions, lessons learned, and INTERMEDIATE Shape structure is about the arrangement future development. and relations between shape parts, which An intuitive introduction to mathematics enables analysis and processing at a high Yongjoon Lee for describing motion and deformation in level. A whole new area of structure-aware Tam Armstrong computer graphics. Starting with familiar shape-processing algorithms has emerged Joe Spataro concepts in graphics, such as Euler angle, Bungie, Inc. to illuminate structure in shapes and poten- quaternion, and affine transformation, tially change how we capture, manipulate, the course delivers deeper mathematical and interact with shapes. Recent Advances in Light-Transport insights of these concepts to support more Simulation: Some Theory and a Lot of useful techniques for efficient, effective Niloy Mitra Practice creation of computer animation. University College London Ken Anjyo Michael Wand Tuesday, 12 August, 2-5:15 pm OLM Digital, Inc. Universiteit Utrecht INTERMEDIATE Hiroyuki Ochiai Hao Zhang This overview of recent advances in robust Kyushu University light-transport simulation methods expos- Daniel Cohen-Or es the path-integral formulation of light GAMES MOBILE Tel Aviv University transport as a unifying framework for many practical global illumination algorithms. Then Vadimir Kim Why Graphics Programmers Need to it focuses on the issues associated with Know About DRAM Qi-Xing Huang application of these methods in the industry. Stanford University Wednesday, 13 August, 10:45 am-12:15 pm Jaroslav Křivánek Charles University in Prague INTERMEDIATE

Alexander Keller This course describes the subtle and NVIDIA Research complex behavior of DRAM memory that graphics programmers need to understand Iliyan Georgiev Solid Angle SL when designing for good DRAM latency and power behavior. This is critical: even in Anton Kaplanyan systems with high cache hit rates, DRAM Karlsruher Institut für Technologie behavior has a huge impact on application Marcos Fajardo performance. Solid Angle SL Erik Brunvand Mark Meyer Daniel Kopta Jean-Daniel Nahmias University of Utah Pixar Animation Studios Niladrish Chatterjee NVIDIA Corporation

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Machine Learning for Graphics GAMES GAMES Wednesday, 13 August, 10:45 am-12:15 pm Physically Based Shading in Theory Introduction to 3D Gestural Interfaces INTRODUCTORY and Practice Thursday, 14 August, 2-3:30 pm Machine learning in increasingly important Wednesday, 13 August, 2-5:15 pm INTRODUCTORY in graphics. This course explores why INTERMEDIATE and how. It explains that a few simple With the proliferation of inexpensive motion ideas underpin some of the most imagina- Using examples from film and games, this sensing technology, 3D gestural interfaces tive research in contemporary graphics course presents advances in physically are becoming common in applications such and illustrates the concept by helping based shading in both theory and pro- as video games and mobile computing. This non-artists draw, animate traffic, and duction practices, demonstrating how it course provides an introduction to design model moving trees. enhances realism and leads to more intuitive and development of 3D gestural interfaces, and faster art creation. from user tracking to gesture recognition Peter Hall and evaluation. University of Bath Stephen McAuley Stephen Hill Joseph LaViola Ubisoft Entertainment S.A. University of Central Florida Eulerian Solids for Soft Tissue and More! Jonathan Dupuy LIGUM, Université de Montréal Scattered Data Interpolation for Wednesday, 13 August, 2-3:30 pm LIRIS, Université de Lyon, CNRS Computer Graphics INTERMEDIATE Yoshiharu Gotanda tri-Ace Thursday, 14 August, 2-5:15 pm An introduction to Eulerian solids methodol- INTERMEDIATE ogy for simulating 1-, 2-, and 3-dimensional Eric Heitz solids. Eulerian solids are powerful tools INRIA; CNRS; Univ. Grenoble Alpes Scattered data interpolation is useful in a for simulating highly constrained systems. surprising variety of applications, from char- Naty Hoffman acter animation and morphing to rendering The course details the formulation and 2K implementation of Eulerian solids simulators and fluid simulation. This course explains with a focus on mechanical and Sébastien Lagarde the various algorithms for scattered inter- biomechanical systems. EA polation and approximation, and illustrates them with examples from graphics research Anders Langlands David I.W. Levin Solid Angle and practice. MIT CSAIL Ian Megibben Ken Anjyo Dinesh Pai Farhez Rayani OLM Digital, Inc. Ye Fan Pixar Animation Studios The University of J. P. Lewis Charles de Rousiers Victoria University Wellington EA Frostbite Raytracers and Workflow: A Production Perspective

Thursday, 14 August Thursday, 14 August, 2-5:15 pm INTERMEDIATE Skinning: Real-Time Shape Raytracers occupy an ever-expanding role Deformation in production. With this shift, practices, Thursday, 14 August, 9 am-12:15 pm pipelines, and tools are changing Speakers INTERMEDIATE from major VFX companies discuss ray- tracing in production, from collaboration A variety of real-time deformations meth- on “Gravity” and optimizing “The Amazing ods bring 3D characters to life. This course Spider-Man 2” to implementation of a physi- examines new advances in direct geometric cally plausible pipeline at Double Negative. skinning methods, automatic energy-min- Jesse Andrewartha imization techniques, and example-based “pose-space” systems. It concludes with an introduction to mesh-animation Soren Ragsdale decomposition and compression using this Double Negative methodology as a backbone. Paul Beilby Alec Jacobson ETH Zrüich

Zhigang Deng University of Houston

Ladislav Kavan University of Pennsylvania

J.P. Lew is Victoria University of Wellington and Weta Digital

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FSE+Ex  #SIGGRAPH2014

Play with the latest interactive and graphics technologies before they transform the way we live and work. Emerging Technologies presents demonstrations of research from several fields, including displays, input devices, collaborative environments, drones, and simulations.

 Attend Emerging Technologies Sessions for discussions with the creators.

Tuesday, 12 August, 3:45-5:15 pm Emerging Technologies Session 1

Wednesday, 13 August, 3:45-5:15 pm Emerging Technologies, Session 2

Image credit: Physical Painting With a Digital Airbrush © 2014 Roy Shilkrot, Pattie Maes, Amit Zoran, MIT Media Lab

A Collaborative See-Through Display Buru-Navi3: Behavioral Navigations Direct and Natural Interaction With an Supporting On-Demand Privacy Using an Illusory Pulled Sensation Aerial Robot David Lindlbauer Created by a Thumb-Sized Vibrator Kensho Miyoshi Technischen Universität Berlin Tomohiro Amemiya Ryo Konomura Hiroaki Gomi Koichi Hori Toru Aoki NTT Communication Science Laboratories The University of Tokyo Keio University

Anita Höchtl Cascaded Displays: Spatio-Temporal Graffiti Fur: Turning Your Carpet Into a FH Oberösterreich in Hagenberg Super-Resolution Using Offset Pixel Computer Display Layers Yuta Sugiura Yuji Uema Douglas Lanman Koki Toda Keio University Felix Heide Keio University Michael Haller Dikpal Reddy Takayuki Hoshi FH Oberösterreich in Hagenberg Jan Kautz Nagoya Institute of Technology Kari Pulli Masahiko Inami David Luebke Masahiko Inami Keio University NVIDIA Research Keio University Jörg Müller Takeo Igarashi Technischen Universität Berlin Cyberith Virtualizer The University of Tokyo Holger Hager A Compressive Light-Field Tuncay Cakmak HaptoMIRAGE: Mid-Air Projection System Cyberith GmbH Autostereoscopic Display for Seamless Matthew Hirsch Interaction With a Mixed-Reality Gordon Wetzstein Dart-It: Interacting With a Remote Environment Ramesh Raskar Display by Throwing Your Finger Touch Yuta Ueda MIT Media Lab Chih-Chiang Huang Karin Iwazaki Rong-Hao Liang Mina Shibasaki Liwei Chan Birdly Yusuke Mizushina Bing-Yu Chen Max Rheiner Masahiro Furukawa National Taiwan University Fabian Troxler Keio University Thomas Tobler Thomas Erdin Hideaki Nii Zürcher Hochschule der Künste IIJ Innovation Institute Inc. Kouta Minamizawa Susumu Tachi Keio University

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HORN : The Hapt-Optic Reconstruction Monsters in the Orchestra: A Surround Spheree: A 3D Perspective-Corrected Seki Inoue Computing VR Experience Interactive Spherical Scalable Display Koseki Kobayashi Kirschvink Rémi Arnaud Fernando Teubl Ferreira Yasuaki Monnai Emanuel Marquez Marcio Cabral Keisuke Hasegawa Bill Herz Olavo da Rosa Belloc Yasutoshi Makino AMD, Inc. Universidade de São Paulo Hiroyuki Shinoda The University of Tokyo Gregor Miller No Photon Wasted: Efficient, High- The University of British Columbia Brightness, High-Dynamic-Range IM3D: Magnetic Motion Tracking Projection on Large Screens Celso Kurashima System for Dexterous 3D Interactions Gerwin Damberg Universidade Federal do ABC Jiawei Huang The University of British Columbia Roseli de Deus Lopes Kazuki Takashima Anders Ballestad Universidade de São Paulo Shuichiro Hashi Eric Kozak Yoshifumi Kitamura Marcelo Zuffo Raveen Kumaran Tohoku University Universidade de São Paulo Johannes Minor Ulrich Stange Sidney Fels (In)visible Light Communication: MTT Innovation Inc. The University of British Columbia Combining Illumination and Communication Wolfgang Heidrich Junia Anacleto Stefan Schmid The University of British Columbia Universidade Federal de São Carlos Disney Research Zürich, ETH Zürich Ian Stavness Physical Painting With a Digital University of Saskatchewan Josef Ziegler Airbrush Thomas R. Gross ETH Zürich Roy Shilkrot Tangible and Modular Input Device for Pattie Maes Character Articulation Manuela Hitz Amit Zoran Disney Research Zürich MIT Media Lab Alec Jacobson Daniele Panozzo Afroditi Psarra Oliver Glauser Pinlight Displays: Wide-Field-of-View Giorgio Corbellini ETH Zürich Stefan Mangold Augmented-Reality Eyeglasses Using Disney Research Zürich Defocused Point-Light Sources Cedric Pradalier Andrew Maimone GeorgiaTech Lorraine University of North Carolina at Chapel Hill Janus Otmar Hilliges Hyunjae Lee Douglas Lanman Olga Sorkine-Hornung Sangyoung Cho NVIDIA Research ETH Zürich Jiwoo Hong Geehyuk Lee Kishore Rathinavel Traxion: A Tactile Interaction Device Woohun Lee Kurtis Keller With Virtual Force Sensation Korea Advanced Institute of Science and University of North Carolina at Chapel Hill Jun Rekimoto Technology David Luebke The University of Tokyo NVIDIA Research LumiConSense: A Transparent, Visualizing Light Transport Phenomena Flexible, Scalable, and Disposable Henry Fuchs With a Primal-Dual Coding Video Image Sensor Using Thin-Film University of North Carolina at Chapel Hill Camera Luminescent Concentrators Matthew O’Toole Alexander Koppelhuber Pixie Dust: Graphics Generated by Kyros Kutulakos Philipp Wintersberger Levitated and Animated Objects in a University of Toronto Johannes Kepler Universität Linz Computational Acoustic-Potential Field Yoichi Ochiai Clemens Birklbauer The University of Tokyo Oliver Bimber Johannes Kepler Universität Linz Takayuki Hoshi Nagoya Institute of Technology MaD: Mapping by Demonstration for Jun Rekimoto Continuous Sonification University of Tokyo Jules Françoise Norbert Schnell Slit-Based Light-Field 3D Display Frédéric Bevilacqua Institut de Recherche et Coordination Acoustique/ Hideyuki Ando Musique Seichiro Hirabara Taro Maeda Osaka University

Junji Watanabe NTT Corporation

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Panels have long been an important part of the annual SIGGRAPH conference because they provide a forum for the community to share experiences, opinions, insights, speculation, disagreement, controversy, and audience interaction with the leading experts in computer graphics and interactive techniques

Full Conference Access registration allows attendees access to all SIGGRAPH 2014 Panels.

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

Richard Marks From Production Artist to Educator: Sunday, 10 August Sony Computer Entertainment America Preparing for the Change Palmer Luckey Monday, 11 August, 2-3:30 pm FIRST-TIMER Oculus VR For many reasons, the nature of doing high- Ready, Steady ... SIGGRAPH Steve Feiner Columbia University end VFX production work has significantly changed in the last decade, and some Sunday, 10 August, 9-10:30 am Jeri Ellsworth veteran production artists are considering a Technical Illusions Not sure how to plan your time at career shift into the scholarly realm of higher SIGGRAPH 2014? This panel of seasoned Jason Jerald (Moderator) education. This Panel examines many of the attendees and program chairs explains how NextGen Interactions professional and personal issues involved in to maximize your conference experience, making this transition. select the “don’t miss” sessions, and deci- Ed Kramer pher the convention center’s layout. Monday, 11 August The Art Institute of Colorado Ann McNamara John Andrew Berton, Jr. Texas A&M University Sights, Sounds, and Sensors: Where Drexel University Visualization, Sonification, MEMS, Angela Anderson Talley Management Group, Inc. HMDs, and 3D Converge Vince de Quattro Independent Instructional Designer Monday, 11 August, 9-10:30 am FIRST-TIMER Tad Leckman This panel explores the wide variety of busi- Academy of Art University, Blizzard Entertainment The Future is Here: Augmented and ness practices and issues surrounding the Virtual Reality current state and confluence of visualiza- Terrence Masson tion, collaboration, sonification, interactive, Northeastern University Sunday, 10 August, 3:45-5:15 pm and autostereo technologies (3D without Tim McLaughlin Although augmented and virtual reality glasses), and how sensors, MEMS, and Texas A&M University (AR/VR) has existed in research labs and wearables may play a role. some niche markets for decades, only Cynthia Traeger recently has it started to gain acceptance Pacific for consumers due to technical advances, low costs, easy-to-use software, and more Mark Mine Walt Disney Imagineering compelling experiences. This panel of AR/ VR pioneers will debate the trade-offs of Chris Mayhew different technologies, discuss import- Vision III Imaging, Inc. ant aspects of the end-user experience, Yuval Boger describe the challenges of bringing these Sensics, Inc. technologies to the consumer market, and predict the future of these new realities. Becky Oh PNI Sensor Corporation Henry Fuchs University of North Carolina at Chapel Hill

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Tuesday, 12 August Wednesday, 13 August Thursday, 14 August

MOBILE FIRST-TIMER GAMES Realizing the Compute Potential of the State of Animation Tools in the Industry An Evaluation of University Education Mobile GPU as it Relates to the VFX, Animation, and Wednesday, 13 August, 9-10:30 am Game Industries Tuesday, 12 August, 3:45-5:15 pm This panel brings together animators and Thursday, 14 August, 10:45 am-12:15 pm This panel is designed to benefit advanced engineers to present, discuss, and examine programmers and thought leaders who their views on animation tools used in the This ever-changing digital age requires want to learn about the latest advances and industry. Topics include: the driving forces individuals with different perspectives future directions of mobile GPU computing behind these tools, exploration of animator to coalesce around ideas to create new to deliver the most balanced, optimized, and workflows, technologies and techniques, techniques and paradigms that enable both efficient experiences using the full capabili- interaction between animators and engi- academia and industry to thrive. This intel- ties of today’s smartphones and tablets. neers, and future trends. ligent, spirited, creative, committed panel examines how education and industry can Laura O’Connor Paul DiLorenzo Qualcomm Incorporated Matthew Gong work together to unite their visions during Fredrik Nilsson this era of profound change. Kurt Akeley DreamWorks Animation Lytro, Inc. Margaret Lomas Carpenter Evan Goldberg Frederic Parke Patrick Moorhead Walt Disney Animation Studios Texas A&M University Moor Insights & Strategy Rob Jensen Donald House Eric Demers PIxar Animation Studios Jerry Tessendorf Qualcomm Incorporated Clemson University Martin de Lasa David Blythe Warren Trezevant Dave Walvoord Intel Corporation Autodesk Inc. DreamWorks Animation

Jason Sams Cyrus Wilson David Parrish Google, Inc. Rhythm & Hues Studios Reel FX, Inc. Dave Shreiner Jack Stenner ARM, Inc. Cultivating Creative Thinking: Stories University of Florida From the Field Kartic Venkataraman Gracie Arenas Strittmatter Pelican Imaging Corporation BioWare Wednesday, 13 August, 2-3:30 pm Michelle Robinson Creative thinking across disciplines is what Walt Disney Animation Studio distinguishes the perfunctory from the inspired. Hear reflections from renowned individuals whose work depends on successful integration of art and science in various ways. Inventors, artists, engineers, and leaders reflect on organizational and individual creativity, and the factors that nurture and inspire it.

Ginger Alford Trinity Valley School, Fort Worth Museum of Science and History

Paul Dietz Microsoft Research

Mk Haley Disney Research

Roger Malina University of Texas at Dallas

Ramesh Raskar MIT Media Lab

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Where the world’s most elite and talented computer graphic experts and creative geniuses explain their processes and techniques for creating compelling content. Following each presentation, attendees ask questions about the challenges and issues associated with complex productions.

A complete list of Production Sessions will be available by 1 July on the SIGGRAPH 2014 web site.

Building Blocks for Creating the Amazon in “Rio 2” GAMES “The LEGO Movie” Creating Content to Drive Building one tree in a CG environment can Destiny’s Investment Game: The LEGO Movie is a CG animated feature be an interesting story to tell but creating film set in a world made entirely of Lego the Amazon Jungle in Rio 2 is a much One Solution to Rule Them All bricks. It was Critical to the filmmakers larger tale! In order to bring this massive that this world maintain a highly realistic jungle to the screen, the Blue Sky team A core design pillar for Bungie’s upcoming connection to the look and feel of real Lego. had to consider the overall scale, diver- title “Destiny” is the player customization sity of plants and trees, density of assets and investment. Incorporating the deep cus- What resulted was a unique, photo-realistic, on the ground and in the treetops and tomization elements from action role-playing stop motion aesthetic and animation style, choreography of moving cameras in order games into the hard-core shooter dynamic with everything on screen including the to give the audience the feeling of birds in has a number of challenges. Come learn characters, sets, oceans and explosions flight with unparalleled views of the world’s the solution we have developed to enable being built and realized with accurate CG most unique ecosystem. Blue Sky Artists Bungie to bring this highly ambitious plan Lego bricks. and Technical Directors created an infinite to life. Learn about the tools, process- jungle out of a carefully designed collection es, design and engineering choices that Essential to the story was the dynamic of parts and assets, and brought it to life enabled us to create a large variety of construction (and destruction!) of any of by building rigs for secondary animation. high-quality investment content, such as these elements into component bricks. There was a constant need to find efficient player gear, weapons, ships, usable for And with a desire to echo the creative ways to work with complex heavy files, combat and social scenarios in game. Learn possibilities of Lego itself, Animal Logic’s create staging areas that stayed consistently about the system that makes the most of team of “masterbuilders” built a comprehen- overgrown all coupled with a stereoscopic the art created, supports heavy reuse and sive Lego toolset that ensured artists could version that felt as dense as it did in 2D. All continuous content growth and is built for access and manipulate individual bricks, or of the departments had to come together to the evolution of the Destiny franchise, yet the bricks within any asset, to create unique influence and support each other’s process- gives the artists ability to make strong visual and spontaneous additions to the content es to build this technically challenging yet impact in an easy and fast manner. of a shot. The results were often unscripted beautiful, lush environment that was used in and highly entertaining. multiple sequences throughout the film. Panelists

Shi Kai Wang, Senior 3d Art Lead Making a CG feature entirely from Panelists Natalya Tatarchuk, Graphics Engineering Architect bricks was a new and exciting challenge, Tom Humber, Lead Set Designer resulting in something quite different Karyn Monschein, Sr. Camera & Staging Artist from conventional animation processes. and Technical Lead John Kalaigian, Assembly Technical Director Panelists David Barksdale, Lead Fur Technical Director Alen Lai, Lead Effects Technical Director Grant Freckleton, Production Designer , Head of Animation TM and © 2014 Twentieth Century Fox Film Corporation. Aidan Sarsfield, CG Supervisor All rights reserved. Photo Credit: Blue Sky Studios Daniel Heckenberg, R&D Lead

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DreamWorks Animation Industrial Light & Magic Industrial Light & Magic Presents: The Growth of “How Presents: Deconstructing the Presents: Capturing the To Train Your Dragon 2” Visual Effects of “Transformers: “Teenage Mutant Ninja Turtles” Age of Extinction” In this behind-the-scenes panel on the Visual Effects Supervisor feature animated film, How To Train Your From the invading alien race that threat- and the team from ILM will discuss the art Dragon 2 (June 2014), Writer/Director Dean ens life as we know it to the Autobots that and science behind the heroic Ninja DeBlois charts the growth of the characters rise up to protect humanity, this panel will Turtles. The panelists will cover a range of and the nuanced filmmaking necessary to discuss the wide-ranging scope of the visual topics from the development of a state-of- fully realize this next adventure in the secret effects work on Michael Bay’s blockbuster the-art high-resolution facial performance and emotional world of dragons. Set five ‘Transformers: Age of Extinction.’ The team capture system deployed for the first time years later, Dragon 2 embraces the aging will cover creative and technical challenges on this film to animating the dynamic action up of the characters, the matured tone, the overcome in the areas of asset develop- sequences and generating completely heightened stakes, the more sophisticated ment, character animation, lighting, digital CG photorealistic environments. Along design of the world and the growth of the environments, advanced simulation work with advances in full body performance technology required to meet these chal- and crafting transformations unlike any ever capture utilizing ILM’s patented IMOCAP lenges. The artistic leadership of Dragon 2 seen before. system, this new technology represents will discuss the creative contributions that the highest fidelity, dynamically editable went into advancing the complexity and Panelists capture ever undertaken. believability of the storytelling and the cine- matography, as well as the leap forward the , ASC, Visual Effects Supervisor Panelists animators were able to make using Apollo, Pat Tubach, Associate Visual Effects Supervisor , Animation Supervisor Pablo Helman, Visual Effects Supervisor DreamWorks Animation’s ground-breaking Michael Balog, Lead FX Technical Director Robert Weaver, Associate VFX Supervisor next generation animation system. Tim Harrington, Animation Supervisor Michael Koperwas, Creature CG Supervisor Panelists Kiran Bhat, R&D Lead

Dean DeBlois, Writer/Director Gil Zimmerman, Head of Layout Simon Otto, Head of Character Animation Dave Walvoord, VFX Supervisor

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Inside the Magical World of The Making of “Captain Making “Gravity” at Framestore Disney’s “Maleficent” America: The Winter Soldier” This talk describes Framestore’s work on “Maleficent” explores the untold story of After the cataclysmic events in New York “Gravity”, including the involvement in the Disney’s most iconic villain from the classic with The Avengers, Marvel’s “Captain pre-production, filming and post production ‘Sleeping Beauty’ and the elements of America: The Winter Soldier” finds Steve of the movie. her betrayal that ultimately turn her pure Rogers, aka , living heart to stone. Set in a fantastical world of quietly in Washington, D.C. and trying to Panelists faeries, magical creatures, and otherworldly adjust to the modern world. But when a , Overall VFX Supervisor environments, the panelists will discuss S.H.I.E.L.D. colleague comes under attack, Chris Lawrence, Framestore CG Supervisor the large range of challenges they tackled Steve becomes embroiled in a web of Martin Preston, Framestore Head of R&D during the production. From facial motion intrigue that threatens to put the world at capture to virtual character and set design risk. Joining forces with the Black Widow, and everything in between. Captain America struggles to expose the ever-widening conspiracy while fighting off Panelists professional assassins sent to silence him at every turn. When the full scope of the Carey Villegas, Senior VFX Supervisor David Seager, MPC CG Supervisor villainous plot is revealed, Captain America Kelly Port, VFX Supervisor and the Black Widow enlist the help of a new ally, the Falcon. However, they soon find themselves up against an unexpected and formidable enemy—the Winter Soldier. Marvel Studios, ILM, Scanline VFX, and Lola take SIGGRAPH audiences through their VFX journey as they created some of the movie’s most heart-stopping moments.

Panelists

Dan DeLeeuw, VFX Supervisor , VFX Supervisor ILM Bryan Grill, VFX Supervisor Scanline VFX Edson Williams, VFX Supervisor Lola

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The Making of “Guardians of Making “The Dam Keeper”: The Production and the Galaxy” How Two First-Time Directors Visual Effects of “Killzone Brought Paint to Life in Their Shadow Fall” From Marvel, the studio that brought you the Animated Short Film global blockbuster franchises of Iron Man, With the arrival of next generation con- Thor, Captain America and The Avengers, “The Dam Keeper”, the directorial debut of soles comes more processing power and comes a new team–the Guardians of the feature-animation artists Robert Kondo and memory… and with that, a whole lot more Galaxy. An action-packed, epic space Dice Tsutsumi, blends traditional hand- possibilities. Take an exclusive look behind adventure, Marvel’s “Guardians of the drawn animation with digital paintings to the scenes of this Playstation 4 launch title Galaxy” expands the Marvel Cinematic bring Kondo and Tsutsumi’s celebrated and hear about the challenges the team was Universe into the cosmos, where brash painting style to life. The award-winning faced with during production. Learn more adventurer Peter Quill finds himself the short film tells the story of a young Pig with about the engine’s new lighting and shading object of an unrelenting bounty hunt after an important job, and a new classmate that tech and take a closer look at how some stealing a mysterious orb coveted by changes everything. of the effects like dynamic dust, rain and Ronan, a powerful villain with ambitions that various particle effects are achieved. threaten the entire universe. To evade the This presentation details not just how this ever-persistent Ronan, Quill is forced into unique film was made, but highlights the Panelists an uneasy truce with a quartet of dispa- risks, rewards, and lessons learned along rate misfits--Rocket, a gun-toting raccoon; Marijn Giesbertz, Lead Visual Effects the way. The session opens with a screen- Groot, a tree-like humanoid; the deadly and Michal Valient, Lead Tech ing of the 18 minute short. Afterwards, the enigmatic Gamora; and the revenge-driv- filmmakers will discuss how it was produced en Drax the Destroyer. But when Quill in an 9-month, after-hours schedule with discovers the true power of the orb and the 70+ filmmakers collaborating thanks to the menace it poses to the cosmos, he must help of cloud-based technology. Directors do his best to rally his ragtag rivals for a Kondo and Tsutsumi will also detail how last, desperate stand--with the galaxy’s fate the artistry of the film’s original style was in the balance. Marvel Studios, MPC and achieved using Autodesk Maya, TVPaint, Framestore take SIGGRAPH audiences Adobe Photoshop and Adobe After Effects. through their VFX journey as they created some of the movie’s most heart-stopping The film made its premiere at the 2014 moments. Berlin Film Festival and continues to screen

at festivals world-wide, and received awards Panelists at the New York Children’s International Stephane Ceretti, VFX Supervisor Film Festival, TIFF Kids, and the 2014 San Olivier Dumont, 2nd VFX Supervisor Francisco International Film Festival. Come Nicolas Aithadi, VFX Supervisor MPC step inside the world of “The Dam Keeper”. Jonathan Fawkner, VFX Supervisor Framestore www.TheDamKeeper.com

Panelists

Robert Kondo, Director Dice Tsutsumi, Director Megan Bartel, Producer Erick Oh, Supervising Animator

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Puppets, Printing And Twentieth Century Fox Presents Unmask the Secrets Behind Compositing: A Unique the Visual Effects of “X-Men: “The Amazing Spider-Man 2” Collaboration In LAIKA’s Days of Future Past” Animated Features Sony Pictures Imageworks created much of the visual effects for THE AMAZING This year, the ultimate X-Men ensemble SPIDER-MAN 2, the sequel to the 2012 From inspiration to Oscar noms, Oregon- was brought together to fight a war for the blockbuster directed by Marc Webb. based LAIKA has garnered global acclaim survival of the species across two time The VFX team was challenged with the for its unprecedented fusion of stop-motion periods. With the visual effects work led introduction of new villains, extensive digital and computer graphics within each feature by Production VFX Supervisor Richard environments and CG animation. Join Sony film. The studio’s environment embraces Stammers, “X-Men: Days of Future Past” Pictures Imageworks visual effects leads for the hybrid of artistic puppet performance showcased some of the most spectacular an inside look at this “amazing” film. and stunning visual effects enhancements. effects of the summer. Experts from MPC Georgina Hayns (Creative Supervisor, (), Digital Domain, Panelists Puppet Fabrication), Brian McLean (Director Rhythm & Hues and Rising Sun Pictures will of Rapid Prototype) and Steve Emerson illustrate the approaches used to create a Jerome Chen, VFX Supervisor (Co-VFX Supervisor) will discuss their wide range of VFX work, from the creation David Schaub, Animation Supervisor interdepartmental relationships on the of the past and future Sentinels, to the epic David Smith, DFX Supervisor upcoming feature The Boxtrolls (in theaters RFK stadium and White House destruction September 26). They will also address the and the complexities of creating mutant challenges, solutions–and learnings–that powers for Magneto, Colossus, Iceman, led to the success of LAIKA’s first two Quicksilver, Sunspot, Blink, Wolverine Oscar-nominated films: Coraline (2009) and Mystique. and ParaNorman (2012). Panelists

Panelists Benoit Dubuc, Animation Supervisor, MPC Lou Pecora, VFX Supervisor, Digital Domain Brian McLean, Director, Rapid Prototyping Derek Spears, VFX Supervisor, Rhythm & Hues Georgina Hayns, Creative Supervisor, Adam Paschke, DFX Supervisor, Puppet Fabrication Rising Sun Pictures Steve Emerson, Co-VFX Supervisor

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FS  #SIGGRAPH2014

Do not miss our line-up of evil geniuses, mad scientists, and creative computer gods as they overwhelm you with the latest and greatest techniques for pushing the boundaries of interactive innovations.

Image credit: FlameWorks - Real-Time Fire Simulation © 2014 Simon Green, Nuttapong Chentanez, Aron Zoellner, Johnny Costello, Kevin Newkirk, Dane Johnston, NVIDIA Corporation

Destruction Sequences in Call NVIDIA FlameWorks - Real Time Fire of Duty: Ghosts Simulation

David Johnson Simon Green Alessandro Nardini Nuttapong Chentanez Infinity Ward Aron Zoellner Johnny Costello Kevin Newkirk Fantasia: Music Evolved Dane Johnston NVIDIA Corporation Mike Fitzgerald David Battilana Harmonix Music Systems, Inc. Real Time is Now

Augmented/Virtual Reality Isaac Cohen Competition Freeform: Digital Sculpting With Cabbibo Adaptive Surface Topology and Developers are encouraged Seamless 3D Coordinate Systems to create and showcase the Real-Time Animation of Cartoon best augmented/virtual reality Raffi Bedikian Character Faces experiences possible using today’s Adrian Gasinki technologies. Up to three finalists David Holz Emiliano Gambaretto Leap Motion Charles Piña will be selected to preview their Mixamo, Inc. technology at SIGGRAPH 2014, during Real-Time Live! The winning Make Your Own Avatar team will then be announced from SIGGRAPH 2014 Augmented/Virtual Ari Shapiro the Real-Time Live stage. Reality Contest Winner Presentation Andrew Feng USC Institute for Creative Technologies All finalists will also have the opportunity to demonstrate Rhuizhe Wang Hao Li their system to attendees during Gerard Medioni SIGGRAPH 2014’s Appy Hour, University of Southern California Wednesday, 13 August, 5:30-7:30 pm. Mark Bolas Evan Suma USC Institute for Creative Technologies

 Table of Contents  s2014.siggraph.org FIRST-TIMER Studio 28

FSE+Ex  #SIGGRAPH2014 A preliminary list of Studio Courses, Talks, and Projects.

In this collaborative working environment, the latest technologies and brightest minds come together to learn, experiment, and create. Explore the Studio and try out a wide range of new techniques and media with help from experienced hands. Play with the latest in 3D printing, modeling, and animation software. Bring your ideas to life with tomorrow’s technologies in gigapixel imaging, motion capture, and more.

Computer Lab Open Monday, 11 August 11 am-1:45 pm Tuesday, 12 August 12:30-1:45 pm Wednesday, 13 August 12:30-1:45 pm

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

Image credit: Arduino Drawing Machines (c) 2014 Erik Brunvand, Paul Stout, University of Utah; Ginger Alford, Trinity Valley School and Fort Worth Museum of Science and History

Design Tips for Digital T-Shirt Printing FIRST-TIMER Studio Courses  Monday, 11 August, 2-3:30 pm For specific information regarding This course details the special design pre-conference course preparations Come Create a elements that need to be taken into account please check the website. Seating and Drawing Machine when working with direct-to-garment print- resources are limited for all courses. ers. Participants will bring prepared vector Links to software downloads and file All SIGGRAPH 2014 attendees artwork to create printable files for t-shirts. preparations are available for each T-shirts are provided free-of-charge. are invited to design drawing course requiring advanced preparations. machines and enter them in a Eddie Murphy new competition. Here’s how: Epson America, Inc.  Arduino Drawing Machines Sunday, 10 August, 12:30-5:15 pm Sunday, 10 August, 12:30-5:15 pm MOBILE Attend the Studio Course on using Make Cross-Platform Mobile Participants design, program, build, and Arduino software and hardware to Apps Quickly assemble kinetic sculptures that make demonstrate drawing machines. marks on paper. First come, first Erik Brunvand Monday, 11 August, 3:45 - 5:15 pm served. Arrive early for this course. Paul Stout Supplies are limited, and course University of Utah Learn how to build mobile apps quickly and attendees have priority access to easily using a variety of free open-source tools. Ginger Alford hardware components. Trinity Valley School and Fort Worth Museum of Gil Irizarry Science and History Conoa, Inc. Monday-Wednesday Create and test your drawing machine High Resolution 3D Printing: Design for in the project area. Stereolithography

Wednesday, 13 August, 4 pm Monday, 11 August, 9:15-10:45 am

Enter the Studio’s drawing-machine Personal 3D printing is rapidly becoming a competition. Entries are judged by the high impact tool for the artist. This short stu- crowd and a celebrity guest. Judging dio introduces design for 3D printing on the criteria: overall design, function, and Stereolithography-based Form 1 printer. The drawing quality. This event features a first 15 students will have continued access cash bar and prizes will be awarded. to printers during the conference exhibition to test several iterations of their designs.

Will Walker Formlabs, Inc.

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alphaBot Workshop: Constructing Data and Methods for Recreating MOBILE GAMES Robots, Translating Language Earthrise Creating Next-Gen 3D Interactive Apps With Motion Control and Unity3D Ernest Wright Wednesday, 13 August, 2-5:15 pm Universities Space Research Association Tuesday, 12 August, 9:15-10:45 am In this workshop on how to use open- HDR in the Living Room source robots as tools to affect the Through a series of live-coded examples, experience of language, attendees con- Tania Pouli this course introduces attendees to the struct simple robotic drawing machines Ronan Boitard fundamentals of using the Unity3D engine from a kit of parts and program them to Christel Chamaret for game and application development, inte- Mekides Assefa Abebe draw and write. Catherine Serre grating the Leap Motion Controller into an Édouard François application, and designing and developing Ashley Pigford University of Delaware Erik Reinhard a next-generation 3D interactive application David Touze with motion control. Technicolor Research & Innovation Data Visualization: A Starting Point David Holz Daniel Plemmons Thursday, 14 August, 9:15 am - 12:30 pm Studio: Think.Design.Do. Leap Motion, Inc. This course provides both a theoretical and Tuesday, 12 August, 9-10:30 am Shadertoy Hackathon practical introduction to data visualization. Due to the wide nature of data sources, The Role of Conversational Models in Tuesday, 12 August, 11 am-12:30 pm a two-fold approach introduces both Design Practice information visualization for abstract data Gerry Derksen Come and enjoy the Shadertoy Hackathon and scientific visualization for inherently Winthrop University organized in collaboration with SIGGRAPH. spatial data. Bring your laptop, your knowledge, and Out of the Screen: 3D Printing show the world what you can do with shad- Robert S. Laramee Swansea University and Design ers! Spectators are also welcome to watch an event full of technology and creativity. Will Walker Formlabs, Inc. Pol Jeremias Talk Sessions Inigo Quilez Virtual and Material – Applied Research Beautypi at Emily Carr University of Art + Design Studio: Art.Form.Color. Maria Lantin MOBILE Keith Doyle Monday, 11 August, 9-10:30 am Emily Carr University of Art + Design Developing a 3D Model Viewer for iOS Using COLLADA and OpenGL ES Cellular Forms: An Artistic Exploration of Morphogenesis Studio: Model.Print.Fabricate. Tuesday, 12 August, 2-5:15 pm Andy Lomas Tuesday, 12 August, 10:45 am-12:15 pm This hands-on, interactive Studio course The Foundry Visionmongers Ltd delivers a native iOS app built from scratch, Branching Support Structures for with powerful 3D graphics technologies Quantum Computing for Art 3D Printing from the Khronos Group. It explores the Exploration and Creation Ryan Schmidt latest Xcode IDE and SDK frameworks to Alain Lioret Nobuyuki Umetani develop the skills and learn the tools needed Université Paris VIII Autodesk Research to make an engaging, mobile, 3D model viewer. Emotion of Colors: Synesthetic Cross- Exploring Board Game Design Using Modal Key Modulation Ricardo Rendon Cepeda Digital Technologies Idean, RayWenderlich.com DongSheng Cai Taro Narahara University of Tsukuba New Jersey Institute of Technology 3D Scanning for Personal 3D Printing Nobuyoshi Asai University of Aizu Turning Free-Form Surfaces into Wednesday, 13 August, 9:15 am -12:30 pm Manufacturable Components Noriko Nagata Philipp Herholz 3D printing has entered the mainstream. Kwansei Gakuin University Marc Alexa Multiple low-cost desktop 3D printers are Technische Universität Berlin currently available from various vendors, Studio: and open-source projects let hobbyists Visualize.Collaborate.Install. Wojciech Matusik build their own. This course addresses the MIT CSAIL technical and practical problems associated Monday, 11 August, 2-3:30 pm with building a desktop 3D scanner for 3D printing. The Making of the Seattle Gabriel Taubin GigapixelArtZoom Daniel Moreno Michael Cohen Brown University Matt Uyttendaele Microsoft Research

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Studio: Bing! Bang! Boom! Mag-B: Tactile Sand Play Using an Studio Projects Interactive Magnetic Display Wednesday, 13 August, 9-10:30 am This project describes installation of an Draco: Sketching Animated Drawings interactive sand work, plus a workshop to Impact of Digital Media on Comics with Kinetic Textures create a device called Mag-B, which pres- Ozge Samanci ents a tactile experience using an interactive Northwestern University A sketch-based interface that allows artists magnetic display. The project uses tactile and casual users alike to add a rich set of and visual electromagnetic interaction as a Avant-Garde Videogames animation effects to their drawings. The tool power source for tactile presentation. is built on kinetic textures to provide contin- Brian Schrank uous animation effects while preserving the Kumiko Kushiyama DePaul University unique, timeless nature of still illustrations. Tokyo Metropolitan University

Rubaiat Habib Kazi Hyve-3D: A New Embodied Interface Studio: Autodesk Research Disect.Visualize.Educate. for Immersive Collaborative 3D Fanny Chevalier Sketching INRIA Thursday, 14 August, 9-10:30 am Hyve-3D is an interface for 3D content Tovi Grossman creation via collaborative 3D sketching. It Autodesk Research My Corporis Fabrica: Making introduces a semi-spherical, immersive 3D Anatomy Easy Shengdong Zhao sketching environment based on spherical National University of Singapore panoramas and uses 2D drawing planes Armelle Bauer that are intuitively manipulated in 3D space François Faure George Fitzmaurice INRIA Rhône-Alpes Autodesk Research with tracked handheld tablets. Tomás Dorta Virtual Dog Head: Using 3D Models to Bitcube: The New Kind of Physical Gokce Kinayoglu Teach Complex Veterinary Anatomy Programming Interface with Embodied Université de Montréal Programming Michael Hoffmann Matt Viehdorfer codemacher UG Sarah Nemanic Serena Mills BitCube is a new, simplified way of inter- Mike Bailey acting with art and technology. If you have Tangible and Modular Input Device for Oregon State University BitCube, you can also learn programming Character Articulation logic without the need for PC literacy and In this modular mechanical device for Charismatic and Eloquent Instructor easily create artistic works. animation authoring. the pose of the device Avatars with Scriptable Gesture Jaeyoung Kim is sensed at interactive rates, so the user Jian Cui Byongsue Kang can quickly pose characters rigged with a Nicoletta Adamo-Villani Shinyoung Rhee skeleton of arbitrary topology. The mapping Voicu Popescu Byeongwol Kim between the physical device and virtual Hyeonjin Yun Purdue University skeleton is semi-automatically computed HELLO!GEEKS Inc. starting from sparse-user correspondences. Development of Communication- Junghwan Sung Assistant Application With Blinking for Soongsil University Alec Jacobson Physically Handicapped Children and Daniele Panozzo Elderly People Oliver Glauser SprBlender : Creation Environment for ETH Zürich Ippei Torii Touchable Characters Cedric Pradalier Kaoruko Ohtani GeorgiaTech Lorraine Aichi Institute of Technology With SprBlender, you can model and enjoy direct touchable interaction with your char- Otmar Hilliges acters. Design your characters’ appearance, Olga Sorkine-Hornung physics, and behaviors in , then ETH Zürich use SprBlender to create touchable 3D characters. Physical Painting With a Digital Hironori Mitake Airbrush Takahiro Harano Shingo Fujinaga Airbrush painting artists utilize unrepeatable Shunsuke Matsuyama spray patterns and unique ink staining to Shinichi Shibata express their subjective style and artistic Shoichi Hasegawa intentions. This project demonstrates a Tokyo Institute of Technology custom augmented airbrush device that acts both as a physical spraying device and an intelligent digital guiding tool, which maintains both manual and computerized control.

Roy Shilkrot Pattie Maes Amit Zoran MIT Media Lab

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Graffiti Fur: Turning Your Carpet into a Creation Station Computational Bead Design Computer Display The Studio’s Creation Station provides a An interdisciplinary project designed to A display technology that utilizes the chang- space for direct hands-on projects that introduce students (K-16) to computing, ing shading properties of fur as the fibers combine digital technologies with traditional digital modeling, and additive manufacturing are raised or flattened. artist materials. techniques. Utilizing Python, Grasshopper and Rhino 3D, this project highlights the Yuta Sugiura Lyn Bishop Koki Toda Art Farm bead as a marker of our current technolog- Keio University ical advancements through computing and Nance Paternoster 3D printing. Takayuki Hoshi Digital Artist Nagoya Institute of Technology Marguerite Doman Courtney Starrett Masahiko Inami Arizona State University’s Zenith Christopher Smalls Keio University Object Detector (ZOD): A Multi- Lauren Copley Camera, Large-Scale, 3D Scanning Chelsea Arthur Takeo Igarashi Winthrop University The University of Tokyo Platform The Zenith Object Detector uses 16 digital Gigamacro GAMES cameras and an Asus Xtion mounted on a custom rig to provide full 3D body scanning. Generate 3D content and models using MaD: Mapping by Demonstration for Attendees can request scans, take their robotic camera systems. The systems Continuous Sonification data home, and make physical figures of capture detail at the microscopic level can MaD supports simple and intuitive design themselves using 3D printers. generate both 2.5D depthmaps for low of continuous sonic gestural interaction. It Aubrey Wigner relief objects and full 3D models of complex enables any user to create motion-sound Don Vance subjects. Export the results for 3D printing, relationships for applications in performing Josh Gigantino CNC milling or exploring and sharing online. Dan Collins arts, games, and rehabilitation. Gene Cooper Mike Bortfeld Graham Bird Jules Françoise Arizona State University Norbert Schnell GIGAmacro Frédéric Bevilacqua Institut de Recherche et Coordination Acoustique/Musique

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F  #SIGGRAPH2014

SIGGRAPH 2014 Talks highlight the latest developments before publication, present ideas that are still in progress, or showcase how computer graphics and interactive techniques are actually implemented and used, in graphics production or other fields.

Full Conference Access registration allows attendees access to all SIGGRAPH 2014 Talks.

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

Image credit: Developing Interactive Facial Rigs in Production Environment © 2014 Jaewoo Seo, Weta Digital; J.P. Lewis, Victoria University

Stuart Bryson GAMES Sunday, 10 August DreamWorks Animation Esteban Papp Got Crowds? Globant Capture and Display Sunday, 10 August, 2-3:30 pm Paul DiLorenzo Session Chair: Eleni Kostis, (NASA Goddard Sunday, 10 August, 10:45 am-12:15 pm DreamWorks Animation Space Flight Center, Scientific Visualization Studio) Session Chair: Evan Hirsch, Engine Company 4 On the Rocks The Tengu Monk Fight Sequence Capturing the Infinite Universe in “Lucy” - Fractal Rendering in Film Andrew Hayes Sunday, 10 August, 2-3:30 pm Framestore Production Session Chair: Rajesh Sharma, Walt Disney Animation Studios Alex Kim CrAM: Artist-Friendly Crowds on Edge Daniel Ferreira of Tomorrow Industrial Light & Magic Frozen on Ice: Rendering Frost and Ice on “Frozen” John Hood Sony Pictures Imageworks Creating a Life-Sized Automultiscopic Lewis Siegel Morgan Spurlock for CNN’s “Inside Walt Disney Animation Studios Man” Level of Detail in an Age of GI: Rethinking Crowd Rendering Andrew Jones Weathering The Black Hole for “Mr. USC Institute for Creative Technologies Peabody & Sherman” Paul Kanyuk Pixar Animation Studios Jonas Unger Jihyun Yoon Linköpings universitet Tyson Erze Creating the Flying Armadas in Krzysztof Rost “Guardians of the Galaxy” Koki Nagano Robert Chen Jay Busch DreamWorks Animation Rob Pieké Xueming Yu Lucy Bailey Hsuan-Yueh Peng Packing the Water Pipe Kai Wolter Oleg Alexander Alan Stanzione Paul Debevec Dan Bailey Jo Plaete USC Institute for Creative Technologies Harry Biddle MPC Matt Warner Premo: A Natural-Interaction Double Negative Visual Effects Animation Platform Large-Scale Simulation and Surfacing Matthew Gong of Water and Ice Effects in “How to Fredrik Nilsson Train Your Dragon 2” Alex Powell Jason Reisig Baptiste Van Opstal DreamWorks Animation Lucas Janin Ken Museth Alex Wells Mihai Alden Intel Corporation DreamWorks Animation

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Everything is Awesome Simulation Monday, 11 August Sunday, 10 August, 3:45-5:15 pm Monday 11 August, 9-10:30 am Session Chair: Doug Roble, Digital Domain Session Chair: Jesse Barker, ARM, Ltd. GAMES “The LEGO Movie”: Construction, A Continuum Model for Simulating Animation, and Demolition Capture in Depth Crowd Turbulence Bryan Smith Monday 11 August, 9-10:30 am Abhinav Golas Aloys Baillet Session Chair: Bill Polson, Pixar Animation University of North Carolina at Chapel Hill Eoin Murphy Studios Aidan Sarsfield Rahul Narain University of California, Berkeley Daniel Heckenberg Rapid Avatar Capture and Simulation Animal Logic Using Commodity Depth Sensors Ming C. Lin University of North Carolina at Chapel Hill Tuning Facial Animation in a Andrew Feng Mocap Pipeline Ari Shapiro Mobile GPU Compute: Exploring the USC Institute For Creative Technologies Yeongho Seol Mobile GPU Through OpenCL J.P. Lew is Wang Ruizhe Adrian Bucur Weta Digital Hao Li University of Southern California Samsung Advanced Institute of Technology Assembling Environments With Mark Bolas ASTC: The Extra Dimension LEGOscape USC Institute for Creative Technologies Daniele Di Donato Joseph Hegarty Gerard Medioni Sylwester Bala Bryan Smith University of Southern California Stacy Smith Jens Jebens Doug Day John Paul Molloy Evan Suma ARM Ltd. Animal Logic USC Institute for Creative Technologies Dynamic On-Mesh Procedural “The LEGO Movie”: Bricks, Bricks, and Live Real-Time Animated Content- Generation Control More Bricks Leveraging Machine Learning and Game-Engine Technology Cyprien Buron Bryan Smith Technicolor R&D France Daniel Heckenberg Stefano Corazza Jean-Pascal LeBlanc Charles Piña Animal Logic Emiliano Gambaretto Show and Tell Mixamo, Inc. Monday 11 August, 2-3:30 pm Session Chair: Ginger Alford, Trinity Valley School Alternative Strategies for Run-Time Facial Motion Capture Stina and the Wolf - Feature Film Izmeth Siddeek Production in Education Vancouver Institute of Media Arts Alexander Counsell Paul Charisse Real-Time Motion Capture of the University of Portsmouth Human Tongue

Eric Farrar Dark Matter - A Tale of Virtual Coleman Eubanks Production Arvind Balasubramanian, University of Texas at Dallas Yafes Sahin Simon Spielmann Martin Backhaus Filmakademie Baden-Württemberg

The Making of “Owned”: A Student- Built Iterative Pipeline

Seth Holladay Brent Adams Brian Kingery Daniel Clark Carson Crawford Kaleb Goulding Jeff Raines Evan Roberts Susan Hatton Andrew Rasmussen Brigham Young University

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Rigging the Outcome About Face Tuesday, 12 August Monday, 11 August, 3:45-5:15 pm Tuesday, 12 August, 10:45 am-12:15 pm Session Chair: Kristy Pron, National Defense Session Chair: Fred Parke, (Texas A&M University) University Creature Feature “Gravity”: Motion Control and Building Highly Parallel Character Rigs Tuesday, 12 August, 9-10:30 am Face Integration Session Chair: Nafees Bin Zafar, DreamWorks Robert Helms Animation Pierre-Loïc Hamon Guido Zimmermann Stuart Penn Kevin Ochs RepTile: How To Skin A Dinosaur James Harmer DreamWorks Animation Nicolas Scapel Daniel Heckenberg Framestore Delta Mush: Smoothing Deformations Joseph Hegarty While Preserving Detail Animal Logic Developing Interactive Facial Rigs in a Production Environment Joe Mancewicz Comanches vs. Cavalry: Artistically Matt Derksen Directable In-Crowd Ragdoll Jaewoo Seo Cyrus Wilson Weta Digital Rhythm & Hues Studios Simulation J.P. Lew is Jo Plaete Victoria University of Wellington Steroids: A Controllable Approach to Adam Davis Skin Simulation Alan Stanzione MPC DreamWorks Animation’s Face Aloys Baillet System, a Historical Perspective: Animal Logic Procedural Tentacle Bundles in From “” and “” to “Mr. “Edge of Tomorrow” Peabody & Sherman” Resculptors: Layered Curve-Based Deformers Daniel Sheerin Lucia Modesto Sony Pictures Imageworks DreamWorks Animation Michael Hutchinson Guido Zimmermann Grooming a Lion for “Hercules” Robert Helms Think Big DreamWorks Animation Francesco Giordana Tuesday, 12 August, 2-3:30 pm Sarah Macdonald Session Chair: Mashhuda Glencross, Gianluca Vatinno Loughborough University Double Negative Visual Effects Shaping Particle Simulations with Sampling Interaction Forces Tuesday, 12 August, 10:45 am-12:15 pm Can Yuksel Session Chair: Juan Miguel de Joya, University of Kyle Maxwell California, Berkeley Scott Peterson DreamWorks Animation Silencing the Noise on Elysium Progressive Streaming of Compressed Luke Goddard 3D Graphics in a Web Browser Andrew Kaufman Design, Inc. Guillaume Lavoué Université de Lyon, LIRIS CNRS Path Space Similarity Determined by Fourier Histogram Descriptors Laurent Chevalier VELVET Pascal Gautron Florent Dupont Marc Droske Université de Lyon, LIRIS CNRS Carsten Waechter Lutz Kettner Alexander Keller Earth in Google Maps: Rendering Nikolaus Binder Trillions of Triangles in JavaScript Ken Dahm Janne Kontkanen NVIDIA Corporation Evan Parker Google Inc. Hierarchical Digital-Differential Analyzer for Efficient Ray-Marching in OpenVDB

Ken Museth DreamWorks Animation

Importance Sampling for a Microcylinder-Based Cloth BSDF

Feng Xie DreamWorks Animation

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Wednesday, 13 August GAMES MOBILE GAMES Let There Be Light Pipeline in Production

Hair Today Wednesday, 13 August, 10:45 am-12:15 pm Wednesday, 13 August, 3:45-5:15 pm Session Chair: Chris Wyman, University of Iowa Session Chair: Marc Olano, University of Wednesday, 13 August, 9-10:30 am Maryland, Baltimore County Session Chair: Cem Yuksei, The University of Utah Real-Time Geometry Caches Tiber: Managing Shot Setup Data Measurement and Modeling of Axel Gneiting Complexity Microfacet Distribution Under Crytek GmbH Deformation Matthew Low Implementing Efficient Virtual Shadow Greg Heflin Koki Nagano Maps for Many Lights Matt Davies Oleg Alexander DreamWorks Animation USC Institute for Creative Technologies Ola Olsson Erik Sintorn A Framework for Global Visual Effects Hao Li Viktor Kämpe Production Pipelines Jernej Barbič Markus Billeter University of Southern California Ulf Assarsson Joshua Tomlinson Chalmers University of Technology Chris Johnson Paul Debevec Joey Tobiska USC Institute for Creative Technologies Efficient Rendering With Tile Local Wil Whaley Storage Nico Van den Bosch A Fiber Scattering Model With Non- Rhythm & Hues Studios Separable Lobes Marius Bjorge ARM Ltd. Eugene Deon Monitoring Data Access Patterns in Weta Digital Sam Martin Large-Scale Rendering Geomerics Ltd. Steve Marschner Mark Hills Cornell University Sandeep Kakarlapudi Jim Vanns Jan-Harald Fredriksen Framestore Johannes Hanika ARM Ltd. Karlsruher Institut für Technologie Robust Large-Scale Rendering: The FQ Renderfarm Engine Position-Based Elastic Rods GAMES Mark Hills Nobuyuki Umetani Dynamics Jim Vanns Ryan Schmidt Rob Dooley Jos Stam Wednesday, 13 August, 3:45-5:15 pm Framestore Autodesk Research Session Chair: Craig Barnes, Nokia Katana’s Geolib: Behind the Scenes Simulating Wind Effects on Cloth and Elastic and Plastic Deformations Hair in Disney’s “Frozen” Brian Hall With Rigid Body Dynamics Jeremy Selan Keith Wilson Jeffrey Budsberg Sony Pictures Imageworks Aleka McAdams Nafees Bin Zafar Hubert Leo Steve LaVietes Mihai Alden Maryann Simmons Pixar Animation Studios DreamWorks Animation Walt Disney Animation Studios Integrating FEA Physics in a Non- Linear Workflow for “Edge of Tomorrow”

Steve Avoujageli Atsushi Ikarashi Sony Pictures Imageworks

Art Directing Rigid-Body Dynamics as a Post Process

Fangwei Lee DreamWorks Animation

A Position-Based Dynamics System for Animated Character Effects

Tim Steele Nate Yellig DreamWorks Animation

J. C. Leprevost Kriss Gossart Numerion Software Ltd

Ron Henderson DreamWorks Animation

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Don’t Let Go (Gravity) Perception Thursday, 14 August Thursday, 14 August, 9-10:30 am Thursday, 14 August, 3:45-5:15 pm Session Chair: Tim McLaughlin, Texas A&M Session Chair: Jeremy Kenisky, Geomedia, Inc. Scattering University High-Level Saliency Prediction for Thursday, 14 August, 9-10:30 am “Gravity”: Volumetrics in Space Smart Game Balancing Session Chair: Mark Elendt, Side Effects Software Inc. Per Karefelt George Koulieris Matthias Baas Technical University of Crete Framestore A Dual-Beam 3D Searchlight BSSRDF George Drettakis Eugene d’Eon “Gravity”: Destruction of the ISS in a REVES/INRIA Sophia-Antipolis Weta Digital Single Shot Douglas Cunningham Brandenburgische Technische Universität A Zero-Variance-Based Sampling Vincent Bonnet Scheme for Monte Carlo Subsurface Alexis Wajsbrot Katerina Mania Framestore Scattering Technical University of Crete

Jaroslav Křivánek “Gravity”: Simulation as a Multi-Stage Perceptually Based Parameter Charles University in Prague Production Tool Adjustments for Video-Processing Eugene d’Eon Sylvain Degrotte Operations Christopher Lawrence Weta Digital Gabriel Eilertsen Juan-Luis Sanchez Jonas Unger Russell Lloyd Adaptive Rendering Based on Weighted Linköpings universitet Local Regression Framestore Temporally Coherent Video Bochang Moon Creating the Earth as a Backdrop in De-Anaglyph Korea Advanced Institute of Science and “Gravity” Technology Joan Sol Roo Michael Blain Christian Richardt Nathan Carr Nathan Walster INRIA Adobe Systems, Incorporated Framestore Sung-Eui Yoon OpenVL: A Developer-Level Abstraction Korea Advanced Institute of Science and GAMES of Computer Vision Technology Crowded, Furry, and in a Hurry Gregor Miller Path-Space Filtering Sidney Fels The University of British Columbia Alexander Keller Thursday, 14 August, 10:45 am-12:15 pm Ken Dahm Session Chair: Brett Miller, DreamWorks Nikolaus Binder Animation NVIDIA Corporation Art-Directable Canopies in Pixar’s Vegetation Pipeline

Matt Kuruc Nancy Tsang Tom Nettleship Pixar Animation Studios

Using Sparse Voxel Octrees in a Level- of-Detail Pipeline for “Rio 2”

Sean Palmer Eric Maurer Mark Adams Blue Sky Studios

Packet-Traced Disc Rendering for Baking and LoD

Harrison McKenzie Chapter DreamWorks Animation

Sending 300 Monsters to College

Byron Bashforth Shalin Shodhan Jonas Jarvers Pixar Animation Studios

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F  #SIGGRAPH2014

SIGGRAPH Technical Papers is the premier international forum for disseminating new scholarly work in computer graphics and interactive techniques. At the conference, paper authors provide very brief overviews of their work in the Technical Papers Fast Forward session, and expanded descriptions in the technical papers sessions throughout the conference.

Technical Papers are published as a special issue of ACM Transactions on Graphics. In addition to papers selected by the SIGGRAPH 2014 Technical Papers Jury, the conference presents papers that have been published in ACM Transactions on Graphics during the past year.

Full Conference Access registration allows attendees access to all SIGGRAPH 2014 Technical Papers.

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

Organizing Heterogenous Scene FIRST-TIMER Monday, 11 August Collection Through Contextural Focal Points FS Shape Collection Kai Xu Technical Papers Shenzhen Institutes of Advanced Technology, National University of Defense Technology Fast Forward Monday, 11 August, 9-10:30 am Sunday, 10 August, 6-8 pm Session Chair: Michael Wimmer, Rui Ma Technische Universität Wien Hao Zhang This high-energy two-hour Simon Fraser University Meta-Representation of Shape Families session is an entertaining, Chenyang Zhu illuminating summary of all the Noa Fish National University of Defense Technology Tel Aviv University Technical Papers presented at Ariel Shamir SIGGRAPH 2014. Melinos Averkiou The Interdisciplinary Center Herzliya University College London Daniel Cohen-Or Oliver van Kaick Tel-Aviv University Tel Aviv University Hui Huang Olga Sorkine-Hornung Shenzhen Institutes of Advanced Technology ETH Zürich Functional Map Networks for Analyzing Daniel Cohen-Or Tel Aviv University and Browsing Large Shape Collections

Niloy J. Mitra Qi-xing Huang University College London Fan Wang Guibas Leonidas Stanford University

Papers continue 

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Geometry and Context for Semantic Faces Points & Reconstruction Correspondences and Functionality Recognition in Man-Made 3D Shapes Monday, 11 August, 3:45-5 pm Monday, 11 August, 3:45-5:15 pm Session Chair: Mark Pauly, Session Chair: Michael Kazhdan, Hamid Laga École polytechnique fédérale de Lausanne Johns Hopkins University University of South Australia Michela Mortara Facial Performance Enhancement Point Morphology Michela Spagnuolo Using Dynamic Shape-Space Analysis Istituto di Matematica Applicata e Tecnologie Stéphane Calderon Informatiche Amit Bermano Tamy Boubekeur Disney research Zürich, ETH Zürich Télécom ParisTech Estimating Image Depth Using Derek Bradley Floating Scale Surface Shape Collections Thabo Beeler Disney Research Zürich Reconstruction Hao Su Simon Fuhrmann Qixing Huang Fabio Zund Michael Goesele Stanford University Disney Research Zürich, ETH Zürich Technische Universität Darmstadt Niloy J. Mitra Derek Nowrouzezahra University College London Université de Montréal Continuous Projection for Fast L1 Reconstruction Yangyan Li Ilya Baran Leonidas Guibas Disney Research Zürich Reinhold Preiner Stanford University Technische Universität Wien Olga Sorkine-Hornung ETH Zürich Oliver Mattausch Universität Zürich Sound & Light Hanspeter Pfister Harvard University Murat Arikan Monday, 11 August, 9-10:30 am Technische Universität Wien Session Chair: Christopher Batty, Robert W. Sumner University of Waterloo Bernd Bickel Renato Pajarola Disney Research Zürich Universität Zürich Parametric Wave Field Coding for Markus Gross Michael Wimmer Precomputed Sound Propagation Disney Research Zürich, ETH Zürich Technische Universität Wien Nikunj Raghuvanshi Controllable High-Fidelity Facial Microsoft Corporation Flower Modeling Via X-Ray Performance Transfer Computed Tomography John Snyder Microsoft Research Feng Xu Takashi Ijiri Microsoft Research Asia Shin Yoshizawa Hideo Yokota High-Order Diffraction and Diffuse Yilong Liu Riken Reflections For Interactive Sound Tsinghua University Takeo Igarashi Propagation in Large Environments Jinxiang Chai The University of Tokyo Dinesh Manocha Texas A&M University Carl Schissler Xin Tong k-d Darts: Sampling by Ravish Mehra Microsoft Research Asia k-Dimensional Flat Searches University of North Carolina at Chapel Hill Displaced Dynamic Expression Mohamed Ebeida Eigenmode Compression for Regression for Real-Time Facial Sandia National Laboratories Modal Sound Models Tracking and Animation Timothy Langlois Chen Cao Doug James Qiming Hou Steven An Kun Zhou Kelvin Jin Zhejiang University Cornell University

Inverse-Foley Animation: Rigid Stabilization of Facial Synchronizing Rigid-Body Expressions Motions to Sound Thabo Beeler Derek Bradley Timothy Langlois Disney Research Zürich Doug James Cornell University Refractive Radiative Transfer Equation

Marco Ament Universität Stuttgart, Karlsruhe Institute of Technology

Christoph Bergmann Daniel Weiskopf Universität Stuttgart

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Non-Photorealistic Rendering Sampling & Spectra Tuesday, 12 August Tuesday, 12 August, 9-10:30 am Tuesday, 12 August, 9-10:30 am Session Chair: Adrien Bousseau, Session Chair: Steve Marschner, Controlling Character INRIA Sophia-Antipolis Cornell University

Tuesday, 12 August, 9-10:30 am Authoring and Animating Painterly A Constructive Theory of Sampling for Session Chair: Jessica Hodgins, Characters Image Synthesis Using Reproducing Carnegie Mellon University Kernel Bases Katie Bassett Generalizing Locomotion Style to Disney Research Christian Lessig New Animals With Inverse Optimal University of Toronto Ink-and-Ray: Bas-Relief Meshes for Regression Adding Global Illumination Effects to Mathieu Desbrun California Institute of Technology Kevin Wampler Hand-Drawn Characters Adobe Systems Incorporated, University of Eugene Fiume Daniel Sýkora Washington University of Toronto Czech Technical University in Prague Zoran Popović Fast Tile-Based Adaptive Sampling University of Washington Ladislav Kavan University of Pennsylvania With User-Specified Fourier Spectra Jovan Popović Adobe Systems Incorporated Martin Čadík Florent Wachtel Brno University of Technology Adrien Pilleboue Université Claude Bernard Lyon 1 Learning Bicycle Stunts Ondřej Jamriška Czech Technical University in Prague David Coeurjolly Jie Tan CNRS/LIRIS Yuting Gu Alec Jacobson Karen Liu ETH Zürich Katherine Breeden Greg Turk Stanford University Georgia Institute of Technology Brian Whited Maryann Simmons Gurprit Singh Data-Driven Control of Flapping Flight Walt Disney Animation Studios Gael Cathelin Université Claude Bernard Lyon 1 Eunjung Ju Olga Sorkine-Hornung Sansung Electronics Co. Ltd. ETH Zürich Fernando de Goes Mathieu Desbrun Jungdam Won Computing Smooth Surface Contours California Institute of Technology Jehee Lee With Accurate Topology Seoul National University Victor Ostromoukhov Pierre Bénard Université Claude Bernard Lyon 1, CNRS/LIRIS Byungkuk Choi Université de Bordeaux, Laboratoire Bordelais de Junyong Noh Recherche en Informatique, Centre national de la A Local Frequency Analysis of Light Korea Advanced Institute of Science and recherche scientifique, INRIA Scattering and Absorption Technology Aaron Hertzmann Laurent Belcour Min Gyu Choi Adobe Systems Incorporated Université de Montréal Kwangwoon University Michael Kass Kavita Bala Online Motion Synthesis Using Pixar Animation Studios Cornell University Sequential Monte Carlo Fast Multipole Representation of Cyril Soler INRIA Rhône-Alpes Perttu Hämäläinen Diffusion Curves and Points Sebastian Eriksson Esa Tanskanen Changxi Zheng Boosting Monte-Carlo Rendering by Ville Kyrki Timothy Sun Ray Histogram Fusion Aalto University Papoj Thamjaroenporn Columbia University Mauricio Delbracio Jaakko Lehtinen École normale supérieure de Cachan, Aalto University, NVIDIA Research EZ-Sketching: Three-Level Duke University Optimization for Error-Tolerant Breathing Life Into Shape: Capturing, Pablo Musé Image Tracing Universidad de la República Modeling, and Animating 3D Human Breathing Qingkun Su Antoni Buades Hong Kong University of Science and Technology École normale supérieure de Cachan, Aggeliki Tsoli Universitat de les Illes Balears Naureen Mahmood Wing Ho Andy Li Michael Black City University of Hong Kong Julien Chauvier Max-Planck-Institut für Intelligente Systeme Nicholas Phelps Jue Wang e-on software, inc. Adobe Research Jean-Michel Morel Hongbo Fu École normale supérieure de Cachan City University Of Hong Kong Papers continue 

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Factored Axis-Aligned Filtering for Fabrication-Oriented Design Wire Mesh Design Rendering Multiple Distribution Effects Akash Garg Tuesday, 12 August, 10:45 am-12:15 pm Soham Uday Mehta Columbia University Session Chair: Wilmot Li, Adobe Research JiaXian Yao Andrew Sageman-Furnas Ravi Ramamoorthi Georg-August-Universität Göttingen University of California, Berkeley Design and Fabrication by Example Bailin Deng Frédo Durand Adriana Schulz École polytechnique fédérale de Lausanne MIT CSAIL MIT CSAIL Ariel Shamir Yonghao Yue Interdisciplinary Center Herzliya Eitan Grinspun Displays Columbia University David Levin Tuesday, 12 August, 10:45 am-12:15 pm Pitchaya Sitthi-Amorn Mark Pauly Session Chair: Hendrik Lensch, Eberhard Karls Wojceich Matusik École polytechnique fédérale de Lausanne Universität Tübingen MIT CSAIL Max Wardetzky A Compressive Light-Field Designing Inflatable Structures Georg-August-Universität Göttingen Projection System Melina Skouras Matthew Hirsch ETH Zürich Geometry Processing Gordon Wetzstein Ramesh Raskar Bernhard Thomaszewski Tuesday, 12 August, 10:45 am-12:15 pm MIT Media Lab Peter Kaufmann Session Chair: Mario Botsch, Universität Bielefeld Disney Research Zürich Earth Mover’s Distances on Correcting Visual Aberrations With Akash Garg Computational Light-Field Displays Columbia University Discrete Surfaces

Fu-Chung Huang Bernd Bickel Justin Solomon University of California, Berkeley Disney Research Zürich Raif Rustamov Leonidas Guibas Gordon Wetzstein Eitan Grinspun Stanford University MIT Media Lab Columbia University Adrian Butscher Brian Barsky Markus Gross Max Planck Center for Visual Computing and University of California, Berkeley ETH Zürich, Disney Research Zürich Communication

Ramesh Raskar Computational Design of Linkage- Controlling Singular Values With MIT Media Lab Based Characters Semidefinite Programming

Cascaded Displays: Spatiotemporal Bernhard Thomaszewski Shahar Kovalsky Super-Resolution Using Offset Pixel Stelian Coros Noam Aigerman Layers Disney Research Zürich Ronen Basri Yaron Lipman Felix Heide Damien Gauge Weizmann Institute of Science Douglas Lanman Vittorio Megaro Dikpal Reddy ETH Zürich Lifted Bijections for Low-Distortion Jan Kautz Surface Mappings Kari Pulli Eitan Grinspun Columbia University David Luebke Noam Aigerman NVIDIA Research Markus Gross Roi Poranne Disney Research Zürich, ETH Zürich Yaron Lipman A Reflectance Display The Weizmann Institute of Science Pteromys: Interactive Design and Daniel Glasner Parallel Chen-Han (PCH) Algorithm Todd Zickler Optimization of Free-Formed Free- Harvard School of Engineering and Flight Model Airplanes for Discrete Geodesics Applied Sciences Nobuyuki Umetani Xiang Ying Shi-Qing Xin Anat Levin The University of Tokyo, Autodesk Research Ying He The Weizmann Institute of Science Yuki Koyama Nanyang Technological University The University of Tokyo Focus 3D: Compressive Form-Finding with Polyhedral Accommodation Display Ryan Schmidt Meshes Made Simple Autodesk Research Andrew Maimone Chengcheng Tang University of North Carolina at Chapel Hill Takeo Igarashi Xiang Sun The University of Tokyo Gordon Wetzstein King Abdullah University of Science Matthew Hirsch and Technology MIT Media Lab Alexandra Gomes Douglas Lanman Instituto Superior Técnico NVIDIA Research Johannes Wallner Ramesh Raskar Technische Universität Graz MIT Media Lab Helmut Pottmann Henry Fuchs King Abdullah University of Science and University of North Carolina at Chapel Hill Technology, Technische Universität Wien

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GAMES Surfaces, Deformation, and Video Applications Correspondence Games & Design Tuesday, 12 August, 2-3:30 pm Tuesday, 12 August, 2-3:30 pm Session Chair: Floraine Berthouzoz, Adobe Systems, Inc. Tuesday, 12 August, 2-3:30 pm Session Chair: Olga Sorkine-Hornung, ETH Zürich Session Chair: Andy Nealen, New York University Locally Injective Parametrization VideoSnapping: Interactive Boxelization: Folding 3D Objects With Arbitrary Fixed Boundaries Synchronization of Multiple Videos Into Boxes Oliver Wang Ofir Weber Christopher Schroers Yahan Zhou Bar Ilan University University of Massachusetts Amherst Henning Zimmer Denis Zorin Disney Research Zürich Shinjiro Sueda New York University Disney Research Boston Markus Gross Disney Research Zürich, ETH Zürich Wojciech Matusik Provably Good Planar Mappings Alexander Sorkine-Hornung MIT CSAIL Roi Poranne Disney Research Zürich Yaron Lipman Ariel Shamir Weizmann Institute of Science Interdisciplinary Center Herzliya First-Person Hyper-Lapse Videos

The Connect-the-Dots Family of Context-Based Coherent Johannes Kopf Puzzles: Design and Automatic Surface Completion Michael Cohen Richard Szeliski Generation Gur Harary Microsoft Research Ayellet Tal Maarten Löffler Technion – Israel Institute of Technology Mira Kaiser The Visual Microphone: Passive Tim van Kapel Eitan Grinspun Recovery of Sound from Video Gerwin Klappe Columbia University Marc van Kreveld Myers Davis MIT CSAIL Universiteit Utrecht Diffusion Pruning for Rapidly Frank Staals and Robustly Selecting Global Michael Rubinstein Universiteit Utrecht Correspondences Using Local Microsoft Research, MIT CSAIL Isometry Neal Wadhwa Self-Refining Games Using Gary Kwok-Leung Tam MIT CSAIL Player Analytics Swansea University Gautham Mysore Matt Stanton Ralph R. Martin Adobe Research Ben Humberston Paul L. Rosin Brandon Kase Frédo Durand Yukun Lai Carnegie Mellon University William T. Freeman Cardiff University MIT CSAIL James O’Brien University of California, Berkeley Feature Matching With Intrinsic Video and Applications Bounded Distortion Kayvon Fatahalian Genzhi Ye Adrien Treuille Yaron Lipman Tsinghua University Carnegie Mellon University Stav Yagev Roi Poranne Elena Garces High-Contrast Computational Weizmann Institute of Science Universidad de Zaragoza Caustic Design David W. Jacobs Yebin Liu Yuliy Schwartzburg University of Maryland Qionghai Dai Romain Testuz Tsinghua University Ronen Basri Mark Pauly Weizmann Institute of Science Diego Gutierrez Andrea Tagliasacchi Universidad de Zaragoza École polytechnique fédérale de Lausanne Automatic Editing of Footage from Poisson-Based Continuous-Surface Multiple Social Cameras Generation for Goal-Based Caustics Ido Arev Yonghao Yue The Interdisciplinary Center Herzliya, Disney Columbia University, Japan Society for the Research Pittsburgh Promotion of Science Hyun Soo Park Kei Iwasaki Carnegie Mellon University Wakayama University, UEI Research Yaser Sheikh Bing-Yu Chen Jessica Hodgins National Taiwan University, UEI Research Carnegie Mellon University, Disney Research Yoshinori Dobashi Pittsburgh Hokkaido University, UEI Research Ariel Shamir Tomoyuki Nishita The Interdisciplinary Center Herzliya, Disney UEI Research, Hiroshima Shudo University Research Pittsburgh

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Jun Rekimoto GAMES Typography & Illustration The University of Tokyo Animating Characters Tuesday, 12 August, 3:45-5:15 pm Learning to Be a Depth Camera for Session Chair: Ariel Shamir, The Interdisciplinary Tuesday, 12 August, 3:45-5:15 pm Close-Range Human Capture and Center Session Chair: Ladislav Kavan, University of Interaction Pennsylvania DecoBrush: Drawing Structured Sean Ryan Fanello Decorative Patterns by Example Istituto Italiano di Tecnologia Tangible and Modular Input Device for Jingwan Lu Cem Keskin Character Articulation Princeton University Shahram Izadi Alec Jacobson Pushmeet Kohli Connelly Barnes Daniele Panozzo Jamie Shotton University of Virginia Oliver Glauser Antonio Criminisi ETH Zürich David Kim Connie Wan David Sweeney Princeton University Cedric Pradalier Microsoft Research Cambridge GeorgiaTech Lorraine Paul Asente Sing Bing Kang Radomír Mĕch Otmar Hilliges Microsoft Research Redmond Adobe Systems Incorporated ETH Zürich Adam Finkelstein Olga Sorkine-Hornung Temporal Frequency Probing for 5D Princeton University ETH Zürich Analysis of Global Light Transport Learning a Manifold of Fonts Real-Time Continuous Pose Recovery Matthew O’Toole University of Toronto of Human Hands Using Convolutional Neill Campbell Networks Felix Heide Jan Kautz Lei Xiao University College London Jonathan Tompson The University of British Columbia New York University Exploratory Font Selection Using Matthias B. Hullin Crowd-Sourced Attributes Interactive Manipulation of Large- Friedrich-Wilhelms-Universität Bonn Peter O’Donovan Scale Crowd Animation Wolfgang Heidrich The University of British Columbia Jānis Lībeks Jongmin Kim University of Toronto Seoul National University Kiriakos N. Kutulakos Aseem Agarwala University of Toronto Yeongho Seol Aaron Hertzmann Weta Digital Adobe Systems Incorporated Compressive Epsilon Photography for Taesoo Kwon Post-Capture Control in Digital Imaging Hanyang University A Similarity Measure for Atsushi Ito Illustration Style Jehee Lee Sony Corporation Seoul National University Elena Garces Salil Tambe Universidad de Zaragoza Robust and Accurate Skeletal Rigging Kaushik Mitra Rice University Aseem Agarwala From Mesh Sequences Adobe Systems Incorporated Binh Le Aswin Sankaranarayanan Carnegie Mellon University Diego Gutierrez Zhigang Deng Universidad de Zaragoza University of Houston Ashok Veeraraghavan Rice University Aaron Hertzmann Interactive Generalized Penetration Adobe Systems Incorporated Depth Computation for Rigid and Pinlight Displays: Wide Field of View Articulated Models Using Object Norm Augmented-Reality Eyeglasses Using Look Over Here: Attention-Directing Composition of Manga Elements Tang Min Defocused Point Light Sources Ying Cao Young Kim Andrew Maimone Rynson Lau Ewha Womans University University of North Carolina at Chapel Hill Antoni Chan Douglas Lanman City University Of Hong Kong Computational Sensing NVIDIA Research

& Display Kishore Rathinavel Kurtis Keller Tuesday, 12 August, 3:45-5:15 pm University of North Carolina at Chapel Hill Session Chair: Gordon Wetzstein, MIT Media Lab David Luebke Pixie Dust: Graphics Generated by NVIDIA Research Levitated and Animated Objects in a Henry Fuchs Computational Acoustic-Potential Field University of North Carolina at Chapel Hill Yoichi Ochiai The University of Tokyo

Takayuki Hoshi Nagoya Institute of Technology

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Computational Light Routing: 3D Light Transport Wednesday, 13 August Printed Optical Fibers for Sensing and Display Wednesday, 13 August 10:45 am-12:15 pm Thiago Pereira Fabrication Session Chair: Jaakko Lehtinen, Aalto University/ Princeton University NVIDIA Corporation Wednesday, 13 August, 9-10:30 am Wojciech Matusik Session Chair: Bernhard Thomaszewski, MIT CSAIL Multiplexed Metropolis Light Transport Disney Research Zürich Szymon Rusinkiewicz Toshiya Hachisuka An Asymptotic Numerical Method Princeton University Aarhus Universitet for Inverse Elastic Shape Design Anton Kaplanyan Carsten Dachsbacher Xiang Chen Layout Building & Scenes Karlsruhe Institute of Technology Zhejiang University Wednesday, 13 August, 9-10:30 am Changxi Zheng Session Chair: Maks Ovsjanikov, Online Learning of Parametric Mixture Columbia University Ecole Polytechnique Models for Light-Transport Simulation Weiwei Xu Computing Layouts With Jiří Vorba Hangzhou Normal University Ondřej Karlík Deformable Templates Martin Šik Kun Zhou Charles University In Prague Zhejiang University Chi-Han Peng Arizona State University Tobias Ritschel Spin-It: Optimizing Moment of Yong-Liang Yang Max-Planck-Institut für Informatik Inertia for Spinnable Objects King Abdullah University of Science Jaroslav Křivánek and Technology Moritz Bächer Charles University In Prague Disney Research Zürich Peter Wonka Arizona State University The Natural Constraint Representation Emily Whiting of the Path Space for Efficient Light- ETH Zürich Dynamic and Robust Local Transport Simulation Bernd Bickel Clearance Triangulations Anton Kaplanyan Disney Research Zürich Marcelo Kallmann Johannes Hanika Olga Sorkine-Hornung University of California, Merced Carsten Dachsbacher ETH Zürich Karlsruhe Institute of Technology Edit Propagation Using Geometric Build to Last: Strength-to-Weight Relationship Functions Unifying Points, Beams, and Paths in 3D Printed Objects Volumetric Light Transport Simulation Paul Guerrero Lin Lu Technische Universität Wien Jaroslav Krivanek Shandong University Charles University in Prague Stefan Jeschke Andrei Sharf Institute of Science and Technology Austria Iliyan Georgiev Ben-Gurion University Light Transportation Ltd. Michael Wimmer Haisen Zhao Technische Universität Wien Toshiya Hachisuka Yuan Wei Aarhus Universitet Qingnan Fan Peter Wonka Petr Vevoda Xuelin Chen King Abdullah University of Science and Martin Sik Shandong University Technology Charles University in Prague Yann Savoye Indexing 3D Scenes Using the Derek Nowrouzezahrai Ben-Gurion University Interaction Bisector Surface Université de Montréal Changhe Tu Xi Zhao Wojciech Jarosz Shandong University He Wang Disney Research Zürich Daniel Cohen-Or Taku Komura Tel Aviv University University of Edinburgh High-Order Similarity Relations in Radiative Transfer Baoquan Chen Procedural Design of Exterior Lighting Shandong University for Buildings With Complex Constraints Shuang Zhao Cornell University Bridging the Gap: Automated Steady Michael Schwarz Scaffoldings for 3D Printing Cornell University, Arizona State University Ravi Ramamoorthi University of California, Berkeley Jérémie Dumas Peter Wonka Kavita Bala Université de Lorraine, INRIA Arizona State University, King Abdullah University of Science and Technology Cornell University Jean Hergel Sylvain Lefebvre INRIA, Université de Lorraine

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Subspace & Spacetime Animating Deformable Objects Using Pieter Peers Sparse Space-Time Constraints College of William & Mary Wednesday, 13 August Christian Schulz Adam Brady 10:45 am-12:15 pm Max-Planck-Institut für Informatik Westley Weimer Session Chair: Jernej Barbič, University of University of Virginia Southern California Christoph von Tycowicz Freie Universität Berlin Discrete Stochastic Microfacet Models Subspace Clothing Simulation Using Adaptive Bases Hans-Peter Seidel Wenzel Jakob Klaus Hildebrandt ETH Zürich Fabian Hahn Max-Planck-Institut für Informatik ETH Zürich, Disney Research Zürich Steve Marschner Cornell University Bernhard Thomaszewski Mesh-Based Simulation Stelian Coros Ling-Qi Yan Robert W. Sumner Wednesday, 13 August, 2-3:30 pm Milos Hasan Disney Research Zürich Session Chair: Joseph Teran, University of Ravi Ramamoorthi California, Los Angeles University of California, Berkeley Forrester Cole Mark Meyer Jason Lawrence Animation of Deformable Bodies with Tony DeRose University of Virginia Pixar Animation Studios Quadratic Bézier Finite Elements Rendering Glints on High-Resolution Adam Bargteil Markus Gross Normal-Mapped Specular Surfaces ETH Zürich, Disney Research Zürich Elaine Cohen University of Utah Ling-Qi Yan Simulating Articulated Subspace University of California, Berkeley Self-Contact Adaptive Tearing and Cracking of Thin Sheets Milos Hasan Yun Teng Autodesk, Inc. Theodore Kim Tobias Pfaff Wenzel Jakob University of California, Santa Barbara Rahul Narain Juan Miguel de Joya ETH Zürich Miguel Otaduy James O’ Brien Jason Lawrence Universidad Rey Juan Carlos de Madrid University of California, Berkeley University of Virginia

Sensitivity-Optimized Rigging Codimensional Surface Tension Steve Marschner for Example-Based Real-Time Flow on Simplicial Complexes Cornell University Clothing Synthesis Bo Zhu Ravi Ramamoorthi Weiwei Xu Ed Quigley University of California, Berkeley Hangzhou Normal University Matthew Cong Justin Solomon Reflectance Scanning: Estimating Nobuyuki Umentani Ronald Fedkiw Shading Frame and BRDF with Autodesk Research, The University of Tokyo Stanford University Generalized Linear Light Sources Qianwen Chao Multimaterial Mesh-Based Zhejiang University Guojun Chen Surface Tracking Tianjin University Jie Mao Google, Inc. Fang Da Yue Dong Columbia University Microsoft Research Asia Xiaogang Jin Zhejiang University Christopher Batty Pieter Peers University of Waterloo College of William & Mary Xin Tong Microsoft Research Asia Eitan Grinspun Jiawan Zhang Columbia University Tianjin University Space-Time Editing of Elastic Xin Tong Physics-Inspired Adaptive Motion Through Material Microsoft Research Asia Optimization and Reduction Fracture Refinement Zhili Chen A Comprehensive Framework for Siwang Li Miaojun Yao Rendering Layered Materials Jin Huang Renguo Feng Zhejiang University Huamin Wang Wenzel Jakob ETH Zürich Fernando de Goes The Ohio State University California Institute of Technology Eugene D’Eon Weta Digital Xiaogang Jin Reflectance: Modeling, Hujun Bao Capturing, Renderings Otto Jakob Zhejiang University Atelier Otto Jakob

Mathieu Desbrun Wednesday, 13 August, 2-3:30 pm Steve Marschner California Institute of Technology Session Chair: Wojciech Matusik, MIT CSAIL Cornell University genBRDF: Discovering New Analytic BRDFs With Genetic Programming

Jason Lawrence University of Virginia

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Shape Analysis Hair & Collisions Image Tricks

Wednesday, 13 August, 2-3:30 pm Wednesday, 13 August, 3:45-5:15 pm Wednesday, 13 August, 3:45-5:15 pm Session Chair: Robert Sumner, Disney Research Session Chair: Florence Bertails-Descoubes, Session Chair: Aseem Agarwala, Adobe Zürich & ETH Zürich INRIA Rhône-Alpes Systems, Inc.

Near-Regular Structure Extraction Defending Continuous Collision Automating Image Morphing Using Using Linear Programming Detection Against Errors Structural Similarity on a Halfway Domain Qi-xing Huang Huamin Wang Guibas Leonidas The Ohio State University Jing Laio Stanford University Hong Kong University of Science and Technology Adaptive Nonlinearity for Collisions Niloy Mitra University College London in Complex Rod Assemblies 3D Object Manipulation in a Single Photograph Using Stock 3D Models Breannan Smith Relating Shapes Via Geometric Columbia University Natasha Kholgade Symmetries and Regularities Tomas Simon Danny Kaufman Carnegie Mellon University Art Tevs Adobe Systems Incorporated Max-Planck-Institut für Informatik Alexei Efros Rasmus Tamstorf University of California, Berkeley Qi-Xing Huang Walt Disney Animation Studios Stanford University Yaser Sheikh Eitan Grinspun Carnegie Mellon University Michael Wand Columbia University Universiteit Utrecht Jean-Marie Aubry Bilateral Texture Filtering Hans-Peter Seidel Weta Digital Hojin Cho Max-Planck-Institut für Informatik Hyunjoon Lee A Reduced Model for Interactive Hairs Leonidas Guibas Pohang University of Science and Technology Stanford University Menglei Chai Henry Kang Zhejiang University University of Missouri-St. Louis Shape2Pose: Human-Centric Changxi Zheng Shape Analysis Seungyong Lee Columbia University Pohang University of Science and Technology Vladimir Kim Kun Zhou Stanford University Zhejiang University Fast Local Laplacian Filters: Siddhartha Chaudhuri Theory and Applications Princeton University Capturing and Stylizing Hair for 3D Fabrication Mathieu Aubry Leonidas Guibas INRIA Stanford University Jose Ignacio Echevarria Universidad de Zaragoza Sylvain Paris Thomas Funkhouser Adobe Systems Incorporated Princeton University Derek Bradley Disney Research Zürich Sam Hasinoff Mesh Saliency Via Spectral Processing Google Inc. Diego Gutierrez Ran Song Universidad de Zaragoza Jan Kautz University of Lincoln University College London Thabo Beeler Yonghuai Liu Disney Research Zürich Frédo Durand Aberystwyth University MIT CSAIL Robust Hair Capture Using Ralph Martin Simulated Examples Image Completion Using Planar Paul Rosin Structure Guidance Cardiff University Liwen Hu Chongyang Ma Jia-Bin Huang Inverse Procedural Modeling University of Southern California University of Illinois at Urbana-Champaign of Façade Layouts Linjie Luo Sing Bing Kang Peter Wonka Adobe Research Microsoft Research Arizona State University Hao Li Narendra Ahuja Fuzhang Wu University of Southern California University Of Illinois, Urbana-Champaign Chinese Academy of Sciences Johannes Kopf Dongming Yan Microsoft Research King Abdullah University of Science and Technology

Weiming Dong Xiaopeng Zhang Chinese Academy of Sciences

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Interactive Modeling Fluids Thursday, 14 August Wednesday, 13 August, 3:45-5:15 pm Thursday, 14 August, 9-10:30 am Session Chair: Tamy Boubekeur, Session Chair: Barbara Solenthaler, ETH Zürich Télécom ParisTech Fields on Surfaces Detailed Water With Coarse Grids: PushPull++ Thursday, 14 August, 9-10:30 am Combining Surface Meshes and Markus Lipp Session Chair: Miri Ben-Chen, Technion - Israel Adaptive Discontinuous Galerkin Institute of Technology Esri Essex Edwards Robert Bridson Peter Wonka Robust Polylines Tracing for The University of British Columbia King Abdullah University of Science N-symmetry Direction Field on and Technology Triangulated Surfaces Blending Liquids Pascal Müller Nicolas Ray Esri Karthik Raveendran INRIA Georgia Institute of Technology

Flow-Complex-Based Shape Dmitry Sokolov Chris Wojtan Reconstruction From 3D Curve Université de Lorraine Institute of Science and Technology Austria Sketches Frame Fields: Anisotropic and Non- Nils Thuerey Bardia Sadri Orthogonal Cross Fields Technische Universität München Side Effects Software Daniele Panozzo Greg Turk Karan Singh ETH Zürich Georgia Institute of Technology University Of Toronto Enrico Puppo Augmented MPM for Phase-Change True2Form: 3D Curve Networks Università degli Studi di Genova and Varied Materials From 2D Sketches via Selective Marco Tarini Regularization Alexey Stomakhin Università degli Studi dell’Insubria, Varese; Istituto Walt Disney Animation Studios Baoxuan Xu di Scienza e Tecnologie dell’Informazione Craig Schroeder William Chang Olga Sorkine-Hornung Chenfanfu Jiang Alla Sheffer ETH Zürich University of California, Los Angeles The University of British Columbia Lawrence Chai Karan Singh Robust Field-Aligned Global Walt Disney Animation Studios University of Toronto Parametrization Joseph Teran Adrien Bousseau Ashish Myles University of California, Los Angeles INRIA Sophia Antipolis Google Inc. Andrew Selle James McCrae Nico Pietroni Walt Disney Animation Studios University of Toronto Istituto di Scienza e Tecnologie dell’Informazione Denis Zorin Interactive Shape Modeling Using a From Capture to Simulation - New York University Skeleton-Mesh Co-Representation Connecting Forward and Inverse Problems in Fluids Jakob Andreas Bærentzen Exploring Quadrangulations Danmarks Tekniske Universitet James Gregson Chi-Han Peng The University of British Columbia Rinat Abdrashitov Arizona State University Karan Singh Ivo Ihrke Michael Barton University of Toronto INRIA Bordeaux Caigui Jiang King Abdullah University of Science And Nils Thuerey Vector Graphics Complexes Technology Technische Universität München

Boris Dalstein Peter Wonka Wolfgang Heidrich The University of British Columbia Arizona State University The University of British Columbia Remi Ronfard INRIA Rhones-Alpes Weighted Triangulations for Smoke Rings From Smoke Geometry Processing Michiel van de Panne Steffen Weißmann The University of British Columbia Fernando de Goes Ulrich Pinkall California Institute of Technology Technische Universität Berlin

Pooran Memari Peter Schröder Laboratoire Traitement et Communication de California Institute of Technology l’Information

Patrick Mullen Mathieu Desbrun California Institute of Technology

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GAMES Changing Your Perception GAMES Hardware Systems Thursday, 14 August, 10:45 am-12:15 pm Fast Rendering Session Chair: Yaser Sheikh, Carnegie Mellon Thursday, 14 August, 9-10:30 am University Thursday, 14 August Session Chair: Diego Nehab, Instituto de 10:45 am-12:15 pm Matemática Pura e Aplicada Modeling and Optimizing Eye Vergence Session Chair: Elmar Eisemann, Technische Response to Stereoscopic Cuts Universiteit Delft AMFS: Adaptive Multi-Frequency Krzysztof Templin Shading for Future Graphics Processors MIT CSAIL, Max-Planck-Institut für Informatik Compact Precomputed Voxelized Shadows Petrik Clarberg Piotr Didyk Robert Toth MIT CSAIL Erik Sintorn Jon Hasselgren Viktor Kämpe Jim Nilsson Karol Myszkowski Ola Olsson Intel Corporation Max-Planck-Institut für Informatik Ulf Assarsson Chalmers University of Technology Tomas Akenine-Möller Mohamed M. Hefeeda Intel Corporation, Lunds universitet Qatar Computing Research Institute Instant Convolution Shadows for Extending the Graphics Pipeline with Hans-Peter Seidel Volumetric Detail Mapping Max-Planck-Institut für Informatik Adaptive, Multi-Rate Shading Daniel Patel Wojciech Matusik Veronika Solteszova Yong He MIT CSAIL Christian Michelsen Research Yan Gu Kayvon Fatahalian Jan Martin Nordbotten Carnegie Mellon University How Do People Edit Light Fields? Stefan Bruckner Adrian Jarabo Universitetet i Bergen RayCore: A Ray-Tracing Hardware Belen Masia Architecture for Mobile Devices Universidad de Zaragoza Dynamic Ray Stream Traversal

Jae-Ho Nah Adrien Bousseau Rasmus Barringer Hyuck-Joo Kwon REVES/INRIA Sophia-Antipolis Lunds universitet Dong-Seok Kim Sejong University Fabio Pellacini Tomas Akenine-Möller Sapienza - Università di Roma Lunds universitet, Intel Corporation Cheol-Ho Jeong Siliconarts, Inc. Diego Gutierrez Progressive Light Transport Simulation Universidad de Zaragoza Jinhong Park on the GPU: Survey and Improvements LG Electronics Simulating and Compensating Tomas Davidovic Tack-Don Han Changes in Appearance Between Universität des Saarlandes Yonsei University Day and Night Vision Jaroslav Krivanek Dinesh Manocha Robert Wanat Charles University in Prague University of North Carolina at Chapel Hill Rafal Mantiuk Milos Hasan Bangor University Woo-Chan Park Adobe Systems Incorporated Sejong University Style Transfer for Headshot Portraits Philipp Slusallek Universität des Saarlandes, Deutsches YiChang Shih Embree - A Ray Tracing Kernel Forschungszentrum für Künstliche Intelligenz Framework for Efficient CPU Ray Tracing MIT CSAIL

Ingo Wald Sylvain Paris A Practical Algorithm for Rendering Sven Woop Adobe Research Inter-Reflections With All-Frequency Carsten Benthin BRDFs Connelly Barnes Greg Johnson University of Virginia Kun Xu Intel Corporation Yan-Pei Cao William Freeman Manfred Ernst Li-Qian Ma Frédo Durand Intel Corporation (now Google, Inc.) Tsinghua University MIT CSAIL Zhao Dong V4: Compiling High-Level Image- Transient Attributes for High-Level Cornell University Processing Code into Hardware Pipelines Understanding and Editing of Rui Wang James Hegarty Outdoor Scenes University of Massachusetts Zachary DeVito Pierre-Yves Laffont John Brunhaver Shi-Min Hu Zhile Ren Stanford University Tsinghua University Xiaofeng Tao Jonathan Ragan-Kelley Chao Qian MIT CSAIL James Hays Brown University Steven Bell Artem Vasilyev Noy Cohen Mark Horowitz Pat Hanrahan Stanford University

 Table of Contents  s2014.siggraph.org Technical Papers 48

Stretching & Flowing Depth for All Occasions Coupled Structure-From-Motion and 3D Symmetry Detection for Urban Thursday, 14 August, 10:45 am-12:15 pm Thursday, 14 August, 2-3:30 pm Façades Session Chair: Huamin Wang, The Ohio State Session Chair: Johannes Kopf, Microsoft Research University Duygu Ceylan Color Map Optimization for 3D École polytechnique fédérale de Lausanne Active Volumetric Reconstruction With Consumer Niloy J. Mitra Musculoskeletal Systems Depth Cameras University College London

Ye Fan Qian-Yi Zhou Youyi Zheng Joshua Litven Stanford University Yale University Dinesh K. Pai The University of British Columbia Vladlen Koltun Mark Pauly Adobe Research École polytechnique fédérale de Lausanne Deformation Embedded for Point- Based Elastoplastic Simulation Real-Time Non-Rigid Reconstruction Painting-to-3D Model Alignment via Using an RGB-D Camera Discriminative Visual Elements Ben Jones University of Utah Michael Zollhöfer Mathieu Aubry Friedrich-Alexander-Universität INRIA, Technische Universität München Stephen Ward Erlangen-Nürnberg DreamWorks Animation Bryan Russell Matthias Nießner Intel Corporation Ashok Jallepalli Stanford University Microsoft Corporation Josef Sivic Shahram Izadi INRIA-ENS Joseph Perenia Christoph Rehmann Sony PlayStation Christopher Zach Microsoft Research Cambridge Adam Bargteil University of Utah Matthew Fisher Stanford University Exponential Integrators for Stiff Elastodynamic Problems Chenglei Wu Max-Planck-Institut für Informatik Dominik Michels Andrew Fitzgibbon California Institute of Technology Microsoft Research Cambridge Gerrit Sobottka Charles Loop Andreas Weber Microsoft Research Rheinische Friedrich-Wilhelms-Universität Bonn Christian Theobalt Unified Particle Physics for Max-Planck-Institut für Informatik Real-Time Applications Marc Stamminger Miles Macklin Friedrich-Alexander-Universität Matthias Müller Erlangen-Nürnberg Nuttapong Chentanez Tae-Yong Kim Proactive 3D Scanning of NVIDIA Corporation Inaccessible Parts Projective Dynamics: Fusing Constraint Feilong Yan Projections for Fast Simulation Shenzhen VisuCA Key Lab, Simon Fraser University Sofien Bouaziz École polytechnique fédérale de Lausanne Andrei Sharf Ben-Gurion University Sebastian Martin VM Research Wenzhen Lin Hui Huang Tiantian Liu Shenzhen VisuCA Key Lab, Simon Fraser Ladislav Kavan University University of Pennsylvania Baoquan Chen Mark Pauly Shandong University École polytechnique fédérale de Lausanne

 Table of Contents  s2014.siggraph.org Technical Papers 49

Surfaces, Shapes, and Maps Shady Images

Thursday, 14 August, 2-3:30 pm Thursday, 14 August, 3:45-5:15 pm Session Chair: Michael Wand, Universiteit Utrecht Session Chair: Ping Tan, National University of Singapore Decoupling Noise and Features via Weighted l_1-analysis Compressed Intrinsic Images in the Wild Sensing Sean Bell Ruimin Wang Kavita Bala Zhouwang Yang Noah Snavely Ligang Liu Cornell University Jiansong Deng Falai Chen Exposing Photo Manipulation From University of Science and Technology of China Shading and Shadows

Topology-Varying 3D Shape Creation Eric Kee Columbia University Via Structural Blending James F. O’Brien Ibraheem Alhashim University Of California, Berkeley Honghua Li Simon Fraser University Hany Farid Dartmouth College Kai Xu Shenzhen VisuCA Key Lab, Simon Fraser University Automatic Scene Inference for 3D Object Compositing Junjie Cao Dalian University of Technology Kevin Karsch University of Illinois at Urbana-Champaign Rui Ma Hao (Richard) Zhang Kalyan Sunkavalli Simon Fraser University Sunil Hadap Nathan Carr Continuity Transition With a Single Hailin Jin Adobe Research Regular Curved-Knot Spline Surface Rafael Fonte Kan-Le Shi Michael Sittig Jun-Hai Yong David Forsyth Jia-Guang Sun University of Illinois at Urbana-Champaign Jean-Claude Paul Tsinghua University AverageExplorer: Interactive L1-Based Construction of Polycube Exploration and Alignment of Maps From Complex Shapes Visual Data Collections Jun-Yan Zhu Jin Huang Yong Jae Lee Tengfei Jiang Alexei Efros Zeyun Shi University of California, Berkeley Zhejiang University

Yiying Tong Michigan State University

Hujun Bao Zhejiang University

Mathieu Desbrun California Institute of Technology

Harmonic Parameterization by Electrostatics

He Wang Edinburgh University

Kirill Sidorov Cardiff University

Peter Sandilands Taku Komura Edinburgh University

 Table of Contents  s2014.siggraph.org FIRST-TIMER Exhibitor Tech Talks 50

FSE+Ex  #SIGGRAPH2014

Comprehensive summaries of the latest technologies in computer graphics and interactive techniques. SIGGRAPH 2014 exhibitors demonstrate software, hardware, and systems; answer questions; and host one-on-one conversations about how their applications improve professional and technical performance.

FIRST-TIMER GAMES

FSE+Ex Unity Technology Exhibitor Sessions Tuesday 12 August, 11:15 am-12:15 pm Intel Exhibitor Sponsored Sessions Making an Endless-Runner Game Rooms 208 and 209 With Unity Tuesday, 12 August An in-depth hand’s-on presentation on 12-5:30 pm how to create an endless-runner game. The first step is writing a script to effectively Wednesday, 13 August create the endless level. The second step 9 am-5:30 pm is designing the running character, who can jump and dive with Mecanim. The last step Thursday, 14 August is creating the GUI with Unity’s new UGUI. 9 am-4:15 pm

 Table of Contents  s2014.siggraph.org Exhibitor List (as of 6 June) 51

FSE+Ex  #SIGGRAPH2014

FIRST-TIMER MOBILE GAMES Exhibition Hours Tuesday, 12 August 9:30 am-6 pm Wednesday, 13 August 9:30 am-6 pm Thursday, 14 August 9:30 am-3:30 pm

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

Dimensional Imaging Prometheus Kaleido Beijing FIRST-TIMER MOBILE GAMES Edddison Technology Limited Eizo Inc. ProMexico FSE+Ex EnvisionTEC Purdue University Exhibits Fast Forward Epson America QUALCOMM Technologies Inc. Esri Quebec Film and Television Council Monday, 11 August , 3:45-5:15 pm ETRI Reallusion Inc. Faceshift AG RebusFarm GmbH A sneak peak of the products and Facet School of Visual Effects Ringling College of Art and Design announcements that FARO Technologies Inc. Savannah College of Art and Design companies plan to make during ForgeFX Simulators Scanline VFX Formlabs, Inc. SensoMotoric Instruments, Inc. Shapeways the Exhibition in a fast paced, FORUM8 Co., Ltd. Sheridan College entertaining session prior to the The Foundry Visionmongers Shotgun Software, Inc. Exhibition opening. Fuel3D Inc. SIAT, Simon Fraser University, Full Sail University School of Interactive Arts FXGear, Inc. and Technology GI LLC Side Effects Software Gener8 Digital Media Siliconarts, Inc. Government of British Columbia Simply Computing 3D Consortium Ministry of International Trade Simplygon 3dMD IATSE Sketchfab Inc. 3DTotal.com IdN magazine Smith Micro Software Academy of Art University IEEE Computer Society SpeedTree ACUTE3D Imagination Technologies Spheron-VR AG Advanced Micro Devices (AMD) Imagineer Systems Ltd. Stereolabs American Express OPEN Imaging Media Research Center, Korea Institute Stichting Krita Foundation Animation Magazine of Science and Technology Stratasys 3D Printers & ARM Intel Corporation Production Systems ASC-American Cinematographer Isotropix Supermicro Aspera, an IBM Company JourneyEd Synertial MotionWerx Autodesk Canada Co. Korea Creative Content Agency Taylor Francis/CRC/ Focal Press Avere Systems (KOCCA) TechViz Axceleon Inc. Lightrig Think Tank Training Centre B&H Photo, Video & Pro Audio Lightwork Design Ltd. Thinkbox Software Inc. Beijing Noitom Technology Ltd. LMI Technologies Inc. Tinkerine Studios BenQ America Corp. Lost Boys Studios United Scenic Artists, Local USA Blender Foundation Luxion, Inc. 829 IATSE Canfield Scientific, Inc. MAXON Unity Technologies Cap Digital Motion Analysis Corporation The University of the Arts The Captury GmbH MSI Computer VanArts Carnegie Mellon Entertainment Next Limit Technologies Vancouver Animation School Technology Center NGRAIN cebas Visual Technology Inc. NVIDIA Corporation Vernon Technology Solutions Centre for Digital Media Oculus Vicon CG Masters, School of 3D Ontario Canada Delegation Virtual Motion Labs Animation and Visual Effects Open Exhibits Wacom Technology CGAL – The Computational OptiTrack Web3D Consortium Geometry Algorithms Library OTOY, Inc. Western Digital Chaos Group Panasas zSpace, Inc. Christie Digital Systems Peer 1 Hosting Clara.io PhaseSpace Inc Computer Graphics World PipelineFX, LLC CyberGlove Systems Pixar Animation Studios Digimania Ltd. PNY Technologies DigiPen Institute of Technology Point Grey Research, Inc.

 Table of Contents  s2014.siggraph.org FIRST-TIMER GAMES

Job Fair Participants (as of 6 June) 52

FSE+Ex  #SIGGRAPH2014

The Job Fair is absolutely the best place at SIGGRAPH 2014 for employers to meet with thousands of job seekers from around the globe!

Once again, Job Fair Exhibitors will be posting their jobs on the CreativeHeads.net and ACM SIGGRAPH job boards one month prior to the conference. This allows SIGGRAPH 2014 attendees to connect with employers before the conference, during the conference via the Job Fair, and after the conference via the CreativeHeads.net job board and candidate profiling system.

CreativeHeads.net provides the most comprehensive recruitment software solution for the VFX, animation, video game, TV, film, and 3D technology and software tools industries, for employers searching for talent or job seekers looking to secure the “right” job.

Animal Logic Double Negative Visual Effects Sydney, New South Wales Australia London, United Kingdom Vancouver, British Columbia Canada

Apple, Inc. Esri Piranha Games Cupertino, California USA Redlands, California USA and Zürich, Switzerland Vancouver, British Columbia Canada

Bardel Entertainment Inc. Framestore CFC Pixar Animation Studios Vancouver, Kelowna, British Columbia Canada & London, United Kingdom Emeryville, California USA Los Angeles, California USA

Image Engine Rainmaker Entertainment Blizzard Entertainment Vancouver, British Columbia Canada Vancouver, British Columbia Canada Irvine, California USA

Intel Corporation Relic Entertainment CG Spectrum - Online Film & Games Santa Clara, California USA Vancouver, British Columbia Canada School

Vancouver, British Columbia Canada Lucas Film/Industrial Light & Magic Sony Pictures Imageworks

San Francisco, California USA Culver City, California, USA CreativeHeads.net

Manhattan Beach, California USA Topalsson GmbH & Co. KG Munich, Germany Santa Monica, California USA

 Table of Contents  s2014.siggraph.org General Information 53

Age Requirement every seven minutes from Richmond and YVR. A one-way trip from YVR to downtown  Children under 16 are not permitted in the Vancouver takes only 25 minutes on a two- Exhibition. Age verification is required. zone fare of $3.75, plus the $5 Canada Line Why Stay in An Official YVR AddFare. SIGGRAPH 2014 Hotel? Bookstore BreakPoint Books offers the latest and The Skytrain Waterfront Station is conve- It’s an important decision: where greatest books, CDs, and DVDs on com- niently located steps away from the East to sleep during SIGGRAPH 2014. Building of the convention center and one puter animation, graphic design, gaming, Your best option is one of the block from the West Building. 3D graphics, modeling, and digital artistry. official SIGGRAPH 2014 hotels. The bookstore features recent books by Vancouver Convention Centre SIGGRAPH 2014 speakers and award win- Here’s why: ners. To suggest books, CDs, or DVDs that Accessibility should be available in the bookstore, contact: The convention center is handicap 1. Official hotels have been inspected Breakpoint Books accessible. If you have special needs or and carefully selected by [email protected] requirements, please call Conference SIGGRAPH. They’re SIGGRAPH- Management at: endorsed. They’re cool, comfortable, and convenient. Camera and Recording Policies +1.312.673.5868 No cameras or recording devices are per- 2. In the official hotels, you’re closer mitted at SIGGRAPH 2014. Abuse of this Food Services to SIGGRAPH friends and col- policy will result in the loss of the individual’s The Vancouver Convention Centre has a leagues. It’s much easier to connect registration credentials. SIGGRAPH 2014 variety of concessions and Café’s available in real life over breakfast, lunch, employs a professional photographer and throughout the convention center. There are coffee, drinks, or dinner. reserves the right to use all images this also a variety of food outlets located under- photographer takes during the conference ground at the Food Fair between the East 3. Most official hotels are within for publication and promotion of future ACM Building and the Waterfront Centre Hotel: walking distance of the Vancouver SIGGRAPH events. Convention Centre or near quick, Flying Wedge Starbucks easy transportation links. Hotel Reservations Hapa Izakaya Subway 4. You can discuss questions or SIGGRAPH 2014 has negotiated significant Jugo Juice Taco Time concerns directly with the helpful discounts at select hotels. The discounted McDonald’s Thai Express people at SIGGRAPH 2014’s official rates are available to conference attendees Nature’s Fair Tim Horton housing desk at the Vancouver only and guaranteed until 14 July. Pita Express Umi Sushi Convention Centre in the West Reservations made after 14 July are based Building, Hall B. Famous Wok Rogue Urban Tavern on availability only, and rates may increase. Visit the SIGGRAPH 2014 web site to access Fatburger 5. Booking terms are very reasonable the easy-to-use online hotel reservation sys- when you use the official online tem, which includes complete information on Internet Access reservation system: No change housing policies, procedures, and rates: fees. No full prepayment. Free wireless access is available in all s2014.siggraph.org conference locations within the Vancouver 6. The official discounted rates are Convention Centre (except in the Exhibit Hall). Or contact: guaranteed until 14 July 2014. Experient, Inc. Luggage and Coat Check SIGGRAPH 2014 Housing Provider 7. If you use other hotel-reservation +1.888.987.6545 (US and Canada) Luggage and coat-check services ($5 per systems, you have to live with their +1.847.996.5834 (International) item/per day) are available at the Vancouver way-too-complicated terms and [email protected] Convention Centre from Sunday, 10 August conditions. And if you have a through Thursday, 14 August. reservation or room problem, Hotel/Convention Center Shuttle SIGGRAPH 2014 can’t help you Bus Service Parking negotiate with the hotel. There is no shuttle service provided between SIGGRAPH 2014 attendees can park at the 8. Future hotel rates and registra- the SIGGRAPH 2014 hotels and the Vancouver Convention Centre parking lot: tion fees will remain reasonable, Vancouver Convention Centre. The transit because SIGGRAPH’s negotiating system in Vancouver provides excellent Vancouver Convention Centre East 999 position with host cities and hotel service, and many hotels are within easy Canada Place; +1.866.856.8080 companies will be stronger. walking distance. Vancouver Convention Centre West 1055 9. It’s the right thing to do, for yourself, Transportation From Vancouver Canada Place; +1.604.681.7311 the SIGGRAPH community, and International Airport your favorite conference. For additional parking information, visit: Canada Line provides rapid rail service between downtown and Vancouver www.vancouverconventioncentre.com/ International Airport (YVR). Trains leave thecity/getting-here/ every four minutes from Vancouver and

 Table of Contents  s2014.siggraph.org Registration Fee Information 54

Conference Registration Categories  F Full Conference Access Lost badges cannot be replaced. S Select Conference Access If you lose your badge, you must purchase a new registration. E+ Exhibits Plus

One-Day Registration *Reception Ticket Refund and Cancellation Deadlines One-Day registration includes one day admission To be admitted to the Reception, you must Cancellation requests for refunds must be made in to all conference programs and events and the have a ticket. Your registration badge does writing and received on or before Friday, 28 June. Exhibition (Tuesday-Thursday). Does not include the not provide access. No refunds will be issued after this date. There is a SIGGRAPH 2014 Reception ticket. refund processing fee of $US75.

X Included in registration F S E+ O Included if one day badge is Full Conference Full Conference Select Conference Select Conference Exhibits Plus purchased for that event day One-Day One-Day

Member On or before 20 June $945 $400 $325 $155 $50 On or before 18 July $1,120 $450 $325 $180 $50 At SIGGRAPH 2014 $1,220 $500 $380 $205 $75

Non Member On or before 20 June $1,145 $450 $380 $180 $50 On or before 18 July $1,320 $500 $405 $230 $75 At SIGGRAPH 2014 $1,445 $550 $430 $230 $75

Student On or before 20 June $395 $175 $250 $95 $50 On or before 18 July $445 $200 $275 $125 $50 At SIGGRAPH 2014 $495 $225 $300 $145 $75

Appy Hour (Wednesday) X O X O X Art Gallery X X X X X Awards Presentation (Monday) X O X O Birds of a Feather X X X X X Computer Animation Festival - Daytime Select X X X X Computer Animation Festival - Electronic Theater X O X O Courses X X Dailies (Wednesday) X O X O Emerging Technologies X X X X X Exhibition (Tuesday - Thursday) X X X X X Exhibitor Tech Talks X X X X X Fast Forward - Exhibits (Monday) X O X O X Fast Forward - Technical Papers (Sunday) X O X O X Film and Game Concept Art Lounge X X X X X International Center X X X X X Job Fair (Tuesday - Thursday) X X X X X Keynote Session (Monday & Wednesday) X O X O Panels X X Papers - Art (Tuesday) X O X O Papers - Technical X X Posters and Poster Sessions X X X X X Production Sessions X X X X Reception* X Real-Time Live! (Tuesday) X O X O Studio X X X X X Talks X X

 Table of Contents  s2014.siggraph.org Conference Committee 55

SIGGRAPH 2014 Conference Chair Education Liaison Organizational Development Dave Shreiner Ginger Alford Robert C. Berger ARM, Inc. Trinity Valley School Robert C. Berger Consulting

ACM SIGGRAPH Conference Emerging Technologies Chair Posters Coordinator Chief Staff Executive Thierry Frey Juan Miguel de Joya Angela Anderson D.S.T.M. University of California, Berkeley Talley Management Group, Inc. Exhibition Management Publications SIGGRAPH 2014 Conference Manager Hall-Erickson, Inc. Stephen N. Spencer, ACM SIGGRAPH Ashley Duffy Publications Committee Chair Talley Management Group, Inc. Games Chair University of Washington Natalya Tatarchuk Art Gallery Chair Bungie, Inc. Real-Time Live! Chair Başak Senova Nico Gonzalez Koç University General Services University Health Network Freeman Decorating Company Art Papers Chair Registration Teri Rueb General Submissions Chair Registration Control Systems University at Buffalo Ann McNamara Texas A&M University SIGGRAPH 2013 Conference Chair Audio/Visual Support Mk Haley Freeman Audio Visual Solutions Graphic Design/Editing/Web Site Disney Research Q LTD Computer Animation Festival Director SIGGRAPH 2015 Conference Chair Jerome Solomon GraphicsNet Chair Marc J. Barr Cogswell College David Spoelstra Middle Tennessee State University

Computer Animation Festival Production Housing Provider Student Volunteer Program Chair Sessions Chair Experient Inc. Jeremy Kenisky Roy Anthony Geomedia, Inc. Christie Digital Systems International Resources Co-Chairs Jacky Bibliowicz Studio Chair Conference Administration Autodesk Canada Courtney Starrett Talley Management Group, Inc. Winthrop University Mashhuda Glencross Conference Management/ Loughborough University Technical Papers Chair Marketing and Media Adam Finkelstein SmithBucklin Corporation Mobile Chair Princeton University Jesse Barker Courses Chair ARM, Inc. Web Programming Mashhuda Glencross The OPAL Group Loughborough University Operations Director Cabral Rock Dailies Chair Image Engine Design Inc. Mark Elendt Side Effects Software Inc.

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

For registration information: http://s2014.siggraph.org/attendees/co-located-events

ACM Symposium on Applied Perception

8-9 August

Simon Fraser University, Segal Building http://sap2014.cs.mtu.edu/

Expressive 2014 CAe+SBIM+NPAR

8-10 August Harbour Centre

Harbour Centre http://expressive2014.mpi-inf.mpg.de/

WEB3D 2014

9-10 August

Pan Pacific Hotel http://web3d2014.web3d.org/

 Table of Contents  s2014.siggraph.org