1 42nd International Conference and Exhibition Convention Center on and Interactive Techniques Los Angeles, USA Advance Program

Conference 9-13 August

Exhibition 11-13 August

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3  Conference at a Glance 28  Production Sessions

4  Reasons to Attend 33  Real-Time Live!

5  Conference Overview 34  Studio

8  Conference Schedule 37  Talks

12  Art Gallery: Hybrid Craft 42  Technical Papers

13  Art Papers 54  VR Village

14  Festival 55  Exhibitor List (as of 1 June)

17  Courses (See Studio for more Courses.) 56  Job Fair Participants (as of 29 May)

21  Dailies 57  General Information

22  Educator Symposium 59  Registration Fee Information

23  Emerging Technologies 60  Conference Committee

25  Making @ SIGGRAPH 2015 61  ACM SIGGRAPH Organization Events

26  Panels 63  Co-Located Events

 INVITED FIRST-TIMER MOBILE ANIMATION & VFX GAMES AR/VR ARTS Some SIGGRAPH 2015 events and sessions are invited by program chairs and EDUCATION PRODUCTION MODELING RESEARCH PHYSICAL 3D not selected through the normal channels of a comprehensive jury. This is to ensure the conference can address significant topics in computer graphics and Many SIGGRAPH 2015 programs and events are assigned to focused areas of interactive techniques. interest in computer graphics and interactive techniques, and some are especially appropriate for first-time attendees.

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

Saturday, 8 August 9 August 10 August 11 August 12 August 13 August registration hours: 4-6 pm. Sunday Monday Tuesday Wednesday Thursday

Registration/Merchandise Pickup Center 8:00 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 FP F S ACM SIGGRAPH Award Talks 2 - 3:30 pm FP F S E+ Ex ACM Student Research Competition 3:45 - 5:15 pm Final Presentation FP F S E+ Ex Appy Hour 5 - 7 pm FP F S E+ Ex Art Gallery noon - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 7 pm 9 am - 1 pm FP F S E+ Ex Art Gallery Talks 9 - 10:30 am 2 - 3:30 pm FP F S Art Papers 9 am - 12:15 pm FP F S Ex Birds of a Feather All week FP F S Computer Animation Festival 6 - 8 pm 8:30 - 10:30 pm Electronic Theater FP F S Computer Animation Festival 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm Daytime Selects FP 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 FP F S Dailies 3:45 - 5:15 pm FP F S E+ Ex Emerging Technologies noon - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 7 pm 9 am - 1 pm FP F S E+ Ex Exhibition 9:30 am - 6 pm 9:30 am - 6 pm 9:30 am - 3:30 pm FP F S E+ Ex Exhibitor Tech Talks 9:30 am - 6 pm 9:30 am - 6 pm 9:30 am - 3:30 pm FP F S Ex Exhibits Fast Forward 3:45 - 5:15 pm FP F S E+ Ex International Center 9 am - 6 pm 9 am - 6 pm 9 am - 6 pm 9 am - 6 pm 9 am - 3:30 pm FP F S E+ Ex Job Fair 9:30 am - 6 pm 9:30 am - 6 pm 9:30 am - 3:30 pm FP F S Ex Keynote Session *11 am - 12:45 pm FP F S E+ Ex Making @ SIGGRAPH 2015 noon - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 7 pm 9 am - 1 pm FP F S E+ Ex Making @ SIGGRAPH 2015 Course 12:15 - 1:45 pm FP F S E+ Ex The MIX noon - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 7 pm 9 am - 1 pm FP F Panels 9 - 10 am 9 - 10:30 am 2 - 3:30 pm 9 - 10:30 am 3:45 - 5:15 pm FP F S E+ 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 FP F S E+ Ex Poster Sessions All week FP F S Production Sessions 2 - 3:30 pm 10:45 am - 5:15 pm 10:45 am - 3:30 pm 10:45 am - 5:15 pm FP F S Real-Time Live! 5:30 - 7:15 pm FP F Reception 8 - 10 pm FP F S E+ Ex Studio & Studio Course and Talks noon - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 7 pm 9 am - 1 pm FP F Talks 10:45 am - 5:35 pm 9 - 10:30 am 9 am - 5:15 pm 9 am - 5:15 pm 9 am - 5:15 pm 3:45 - 5:35 pm FP F Technical Papers 9 - 10:30 am 9 am - 5:35 pm 9 am - 5:35 pm 9 am - 5:35 pm 3:45 - 5:35 pm FP F S Technical Papers Fast Forward 6 - 8 pm FP F S E+ Ex VR Village noon - 5:30 pm 9 am - 5:30 pm 9 am - 5:30 pm 9 am - 7 pm 9 am - 1 pm

*Includes ACM SIGGRAPH Award Presentation immediately precedes the Keynote Session

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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:

“It’s the most inspiring thing I Learning do every year— the latest At SIGGRAPH 2015, you will learn more in five days than you could at any other conference, or any combination of conferences, anywhere cutting-edge everything.” in the world. And you’ll learn from the world’s leading experts in computer graphics and interactive techniques.

Inspiration 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 2015 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.

Engagement Interactive is so important to us that it’s part of our name. At SIGGRAPH 2015, you’ll see, hear, and touch real-time demos by the most technically advanced minds in computer graphics and “There is a chance to interact interactive techniques. with the creators and the brains Exclusive behind most of the products With its breadth of programs and events, only SIGGRAPH 2015 we use on a daily basis.” allows you to produce a conference experience that’s exclusively yours. The balance of technical presentations with artistic and creative demonstrations is what really makes SIGGRAPH stand out.

Community Connect with people from everywhere in the world who share your “It is literally mind-blowing in joy in the power of art and science. Interact with artists, researchers, educators, animators, new-comers, and pioneers in computer what you will experience.” graphics and interactive techniques.

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SIGGRAPH 2015 Five amazing L.A. days of the latest and greatest advances in computer graphics and interactive techniques, including a three-day commercial exhibition of the industry’s essential products and services. At SIGGRAPH 2015, you’ll find all the data, techniques, people, and inspiration you need for another successful year of research, development, creativity, and production.

Conference Registration Categories One-Day Registration FP Full Conference Platinum One-Day registration includes one day admission to all conference programs and events and the F Full Conference Exhibition (Tuesday-Thursday). Does not include the SIGGRAPH 2015 Reception ticket. S Select Conference E+ Exhibits Plus Ex Exhibitors

Distinguished Artist Award for Lifetime FP F S FP F Achievement in Digital Art Lillian Schwartz Keynote Session Reception Independent Artist Monday, 10 August, 11 am-12:45 pm Monday, 10 August, 8-10 pm Joichi (Joi) Ito, MIT Media Lab Director Outstanding Service Award Mix and mingle at the international Mike Bailey SIGGRAPH community’s annual social Oregon State University and intellectual soirée. Drink a toast to your colleagues’ achievements, and FP F S your own. Share a convivial evening with people you haven’t seen since ACM SIGGRAPH Award Talks SIGGRAPH 2014. And meet the people you need to know for another year of The Steven Anson Coons Award for professional success and adventure. Outstanding Creative Contributions to Computer Graphics Presented during odd-numbered years, this award recognizes long-term creative impact on the field of computer graphics. As director of the MIT Media Lab, FP F S Joi Ito explores how radical new approaches to science and technology ACM SIGGRAPH Award Computer Graphics Achievement Award can transform society in substantial Presentations Awarded annually to recognize a major accom- and positive ways. Over the past 30 plishment that: provided a significant advance in years, he has been recognized around (Immediately preceding the Keynote Session) the state of the art of computer graphics and is still significant and apparent. the world for his work as an activist, ACM SIGGRAPH 2015 Award Recipients entrepreneur, and venture capitalist, Significant New Researcher Award and for his advocacy of emergent Steven Anson Coons Award for Awarded annually to a researcher who has made democracy, privacy, and internet Outstanding Creative Contributions to a recent significant contribution to the field of freedom. He has served as both board Computer Graphics computer graphics and is new to the field. chair and CEO of Creative Commons, Henry Fuchs and currently sits on the boards of University of North Carolina at Chapel Hill Distinguished Artist Award for Lifetime The New York Times Company, the Achievement in Digital Art Knight Foundation, The MacArthur Computer Graphics Achievement Award Awarded annually to an artist who has created Foundation, and Corporation. Steve Marschner a substantial and important body of work that Cornell University significantly advances aesthetic content in the field of digital art. Significant New Researcher Award Outstanding Service Award Johannes Kopf Microsoft Research This award is given annually to recognize outstanding service to ACM SIGGRAPH by a volunteer over a significant period of time.

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FP F S E+ Ex FP F S FP F S E+ Ex ACM Student Research Computer Animation Festival Exhibitor Tech Talks Competition High-tech projection of the finest achievements SIGGRAPH 2015 exhibitors demonstrate software, in animated feature and short films, games, hardware, and systems; answer questions; and Fifteen student posters are selected for judging at advertising, , real-time effects, real- host one-on-one conversations about how their SIGGRAPH 2015. A panel of distinguished judges applications improve professional and technical selects three semi-finalists in each category time graphics, and scientific visualization. performance. (undergraduate and graduate), who present their work to SIGGRAPH 2015 attendees. FP F Courses FP F S Ex FP F S E+ Ex Exhibits Fast Forward Appy Hour Essential skills and insider knowledge delivered by world-class experts. Courses ranges from A fast-paced, entertaining preview of the products an introduction to the foundations of computer and announcements that companies plan to make Meet the next generation of mobile applications graphics and interactive techniques for those new during the SIGGRAPH 2015 Exhibition. and their creators at Appy Hour. Enjoy a libation, to the field to advanced instruction on the most interact with the developers, and experience current techniques and topics. tomorrow’s mobile media. FP F S E+ Ex International Resources FP F S E+ Ex FP F S Dailies Learn how the industry is evolving worldwide Art Gallery: Hybrid Craft and collaborate with attendees from five Behind-the-scenes revelations of production continents. The International Center offers informal Explore the role of craft heritage in contemporary triumphs and setbacks at the world’s leading translation services and space for meetings, talks, digital design, where beautiful and meaningful studios and universities. and demonstrations. artifacts are produced by machine and craftsperson together, not by a machine or by a craftsperson alone. FP F S E+ Ex FP F S E+ Ex Emerging Technologies Job Fair FP F Test-drive the latest interactive and graphics tech- Looking for opportunity? Interested in meeting Art Papers nologies before they transform the way we live and with some inspiring companies? Discover your work. Emerging Technologies presents hands-on future at SIGGRAPH 2015. In the Job Fair, The processes and theoretical frameworks for demonstrations of research from a wide variety attendees connect with employers before, during, making art and contextualizing its place in society. of disciplines, including automotive systems, dis- and after the conference via the CreativeHeads. plays, input devices, and wearable technology. net job board and candidate profiling system. FP F S Ex Birds of a Feather (BOF) FP F S E+ Ex FP F S E+ Ex Exhibition Making @ SIGGRAPH 2015 Informal presentations, discussions, and demonstrations, designed by and for people The year’s largest, most comprehensive exhibition Learn how makers use their creativity, ingenuity, who share interests, goals, technologies, of hardware systems, software tools, and creative and critical thinking to inspire others. environments, or backgrounds. services in the computer graphics and interactive techniques marketplace. Established industry leaders and emerging challengers display, discuss, and demonstrate the products, systems, techniques, ideas, and inspiration that are creating the digital future.

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FP F S E+ Ex FP F S FP F The MIX Production Sessions Talks

Following its successful SIGGRAPH debut in Learn how world-class creative and production Explore the latest in-progress developments last year, the MIX Showcase returns talent created the computer animation and visual and how they will be implemented in graphics for SIGGRAPH 2015. The MIX team has been effects in some of the Computer Animation production or other fields. organizing showcases for independent game Festival’s most provocative works. developers to present their projects to media and industry leaders since 2012. At SIGGRAPH FP F 2015, game developers present indie projects FP F S Technical Papers featuring a wide variety of advanced graphics and Real-Time Live! gameplay, some still in the experimental stages. These prestigious juried presentations are the An interactive extravaganza that celebrates the most influential international scientific events in FP F real-time achievements of evil geniuses, mad computer graphics and interactive techniques. Panels scientists, and creative computer gods. FP F S Expert panelists share experiences, opinions, Technical Papers Fast Forward insights, speculation, disagreement, and FP F S E+ Ex controversy with each other and the audience. Studio The world’s leading experts in computer graphics Panel topics range from expanding the digital- and interactive techniques preview the Technical dome industry to the resurgence of . The playful and experimental nature of the Studio Papers in provocative, sometimes hilarious sum- provides a unique forum to engage with other maries of the field’s evolution. brilliant professionals and academics who focus FP F S E+ Ex on content-creation in digital, physical, and social Posters outlets while exploring new tools, applications, FP F S E+ Ex and methods to create, craft, build, and share. In-progress research, student projects, and Along with a renewed emphasis on technology, it VR Village late-breaking work ranging from applications of presents projects from alternative fields that utilize Explore real-time immersion in tomorrow’s virtual computer graphics to in-depth analysis of and build new foundations in computer graphics and augmented realities, including stand-up/sit- specific subjects. During Poster Presentations, – particularly those that extend beyond traditional down VR, tabletop AR, nomadic VR (untethered authors discuss their work with attendees. New screens and into the physical world. head-mounted displays or AR), full-dome this year: SIGGRAPH posters are presented in an cinema, and live performances and demos in a electronic format. 360-degree immersion dome.

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Registration/Merchandise Pickup Center/SIGGRAPH Boutique  Schedule is subject to change. Saturday, 8 August 4-6 pm Sunday, 9 August 8 am-6 pm Monday, 10 August 8:30 am-6 pm Tuesday, 11 August 8:30 am-6 pm Wednesday, 12 August 8:30 am-6 pm Thursday, 13 August 8:30 am-3:30 pm

2-3:30 pm 9-11 am Sunday, 9 August Studio Course: Digital T-Shirt Design ACM SIGGRAPH Theater Event: and Printing Immersive Visualization for Science and 9-10 am International Research Panel: Ready, Steady ... SIGGRAPH!!!! Talks: Inside Your Head and Out of This 9 am-12:15 pm 9-10:30 am Talks: Bringing Worlds to Life: Inside the Course: Advances in Real-Time ACM SIGGRAPH Organization Events: Minds of Avalanche Studios Rendering, Part I IEEE TVCG Special Session on Visualization Talks: On and Under the Surface 9 am-5:30 pm 9 am-6 pm (Geometry Rigging & Surfacing) Art Gallery International Center 2-5:15 pm Computer Animation Festival – 10:15 am-12:15 pm Course: Applying Color Theory to Digital Daytime Selects Course: Fundamentals Seminar Media and Visualization Emerging Technologies 10:30-11:30 am Course: Moving Mobile Graphics ACM SIGGRAPH Theater Event: Making @ SIGGRAPH 2015 CG in Australasia Course: Real-Time Rendering of Physically Based Optical Effects in Theory Posters 10:45 am-12:15 pm and Practice ACM SIGGRAPH Organization Events: Studio IEEE TVCG Special Session on Augmented Course: Computational 3D Imaging: and Virtual Reality Advances in Time-of-Flight Imaging The MIX

Talks: Killing Monsters: Behind the Scenes 3-5 pm VR Village of the Witcher 3 ACM SIGGRAPH Theater Event: ACM SIGGRAPH Digital Arts Community 9 am-6 pm Talks: Crowds and Complexity International Center 3:45-5:15 pm 11:30 am-12:30 pm Studio Talks: Machine Phenomena 11 am-12:45 pm ACM SIGGRAPH Theater Event: Keynote Session: Demoscene 2014/2015 Talks: Off the Beaten Path (Tracing) Joichi (Joi) Ito, Director, MIT Media Lab

Noon-5:30 pm Talks: An Animator’s (Day) Dream 1-2:30 pm Art Gallery ACM SIGGRAPH Theater Event: 6-8 pm ACM SIGGRAPH Cartographic BOF Educator Symposium Technical Papers Fast Forward 2-3:30 pm Emerging Technologies ACM SIGGRAPH Award Talks Monday, 10 August Making @ SIGGRAPH 2015 Art Gallery Talks 9-10:30 am Posters Art Gallery Talks SIGGRAPH Special Event: ILM 40th Anniversary Presentation Studio Panel: The Renaissance of VR: Are We Going to do it Right This Time? Production Session: Building San The MIX Fransokyo: Creating the World of Disney’s Talks: Capturing the World “Big Hero 6” VR Village Technical Papers: Computational 2-5:15 pm 1-2 pm Course: Advances in Real-Time ACM SIGGRAPH Theater Event: Rendering, Part II International collegiate Virtual Reality Technical Papers: Geometry Field Trip Contest (IVRC) 2:30-3:30 pm Technical Papers: Modeling, Controlling, ACM SIGGRAPH Theater Event: 2-3 pm and Suturing Humans Demoscene - Classics ACM SIGGRAPH Theater Event: Overview of SIGGRAPH (with Japanese interpreter)

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Monday, 10 August Continued 9 am-5:30 pm 2-3:30 pm Art Gallery Course: Denoising Your Monte Carlo 3:30-4:30 pm Renders: Recent Advances in Image-Space ACM SIGGRAPH Theater Event: Computer Animation Festival – Adaptive Sampling and Reconstruction CG in Asia Daytime Selects Production Session: Double Negative 3:45-5:15 pm Emerging Technologies Presents: The Visual Effects of “Interstellar” ACM SIGGRAPH Organization Events: UIST Reprise at SIGGRAPH 2015 Making @ SIGGRAPH 2015 Production Session: Inside the Mind: The Making of Disney•’s “Inside Out” Exhibits Fast Forward Posters Technical Papers: Video Processing Studio Course: Build Your Own Studio Game Controller Technical Papers: Parameterization The MIX & Mapping 3:45-5:35 pm Talks: Links and Locks VR Village Technical Papers: Deform me a Solid

Technical Papers: Face Reality 9 am-6 pm 2-5:15 pm International Center Course: Open Problems in Real-Time Technical Papers: Rendering Rendering Complex Appearance 9:30 am-6 pm Exhibition 2-5:15 pm Technical Papers: Wave-Particle Fluidity Course: Modeling and Toolpath Generation Exhibitor Tech Talks for Consumer-Level 3D Printing 6-8 pm Computer Animation Festival – Job Fair 3-4 pm Electronic Theater ACM SIGGRAPH Theater Event: CG in 10:30 am-12:30 pm Latin America: “Encontro dos brasileiros” — 8-10 pm ACM SIGGRAPH Theater Event: Brazilian Meeting Reception Enhanced Vision – Digital Video: Online Exhibition; Special Session of ACM 3:45-5:15 pm SIGGRAPH Digital Arts Community Course: Bullet Physics Simulation Tuesday, 11 August Emerging Technologies Talks 10:45 am-12:15 pm 9-10:30 am Course: Writing Fast Image Processing Panel: Convergence in Film and Studio Course: Compute for Mobile Code with Halide Games Technologies Devices: Performance-Focused Hands-On Production Session: Disney•Pixar’s Talks: Behind the Cinematic of Blizzard Studio Talks: Wondrous Wearables, “Lava”: Moving Mountains Entertainment’s Overwatch A Special Session with the Mi.Mu Gloves Project Production Session: Weta Digital 3:45-5:35 pm Presents: Over 20 Years of Creativity Technical Papers: Image Processing Talks: Got ‘Bots and Innovation Technical Papers: Taking Control Technical Papers: Simsquishal Geometry Studio Talks: Crafting Unexpected Rendering Techniques Technical Papers: Shape Analysis Technical Papers: VR, Display & Interaction Talks: Effects Omelette 4-5 pm ACM SIGGRAPH Theater Event: 9 am-12:15 pm Technical Papers: Let’s Do the Time Warp CG in Latin America Art Papers Technical Papers: Meshing Around 5-6 pm Course: The Path-Tracing Revolution in the ACM SIGGRAPH Theater Event: Movie Industry 1-2 pm CG in Latin America Reception ACM SIGGRAPH Theater Event: Course: An Overview of Next- Women in CG- Perspectives 5:30-7:15 pm Generation APIs Real-Time Live! 2-3 pm ACM SIGGRAPH Theater Event: Women in CG- Social Time

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10:45 am-12:15 pm 3-4 pm Wednesday, 12 August Production Session: From Post-it to Post ACM SIGGRAPH Theater Event: Production, The Uncompromising Journey CG in Europe & Russa 8:30-10:30 am of “The Book of Life” Talks: Dream Big (Peanuts) 3:45-5:15 pm Production Session: Image Engine ACM Student Research Competition 9-10:30 am Presents: Breathing Life Into CHAPPiE Final Presentation Panel: Digital Domes: Theaters Without Borders Studio Course: Shadertoy Workshop Panel: DWA TV: A Feature A Week (That’s All We Ask) Studio Course: Beginning Native Studio Talks: Building Fantastic Worlds, Android Apps Studio Games Talks 2 Production Session: Fix the Future: Industrial Light & Magic and Visual Effects Studio Talks: Building Fantastic Worlds, Talks: Supernatural for “Tomorrowland” Studio Games Talks 1 Technical Papers: Image Similarity Studio Course: Design Machines – Part II Technical Papers: Fabricating & Search Fabulous Forms Talks: Pipeline & Asset Management Technical Papers: Fabrication & Function Technical Papers: Transfer & Capture Talks: Leap of Faith: The World of Technical Papers: Reconstruction Mirror’s Edge Technical Papers: Geometry Zoo & Analysis 3:45-5:35 pm 9 am-12:15 pm 10:45 am-12:30 pm Technical Papers: Character Fashion Course: Physically Based Shading in Talks: On the Move & Style Theory and Practice 11 am-noon Technical Papers: Sampling & Filtering Course: Multi-Threading for Visual Effects ACM SIGGRAPH Theater Event: Digital Content Association of Japan Technical Papers: Sketching & Surfacing 9 am–5:30 pm Computer Animation Festival – noon-1:30 pm 4-5 pm Daytime Selects ACM SIGGRAPH Theater Event: ACM SIGGRAPH Theater Event: ISEA International Open Forum CG in Africa & Middle East Posters 1:30-2:30 pm 5-6 pm 9 am-6 pm ACM SIGGRAPH Theater Event: ACM SIGGRAPH Theater Event: Genetic International Center CG in USA and Canada Transfiguration Grand Prize Giveaway

9 am-7 pm 2-3:30 pm 5-7 pm Art Gallery Course: Building Blocks for Making Appy Hour 3D Pipeline Emerging Technologies 8:30-10:30 pm Course: Context-Aware 3D Gesture Computer Animation Festival – Making @ SIGGRAPH 2015 Recognition for Games and Virtual Reality Electronic Theater

Studio Production Session: DreamWorks Animation Presents “HOME”: Just Another Thursday, 13, August The MIX Post-Apocalyptic-Alien-Invasion-Buddy- Road Movie? 9-10:30 am VR Village Course: Bringing Stories to Life: for Production Session: The Park is Open: Programmers, Animators, Designers 9:30 am-6 pm Journey to “Jurassic World” with Industrial Exhibition Light & Magic Course: OpenVDB

Exhibitor Tech Talks Studio Course: Design Machines – Part I Studio Talks: New XRoads of Disruptive Tools Job Fair Talks: Werewolves in London: The Order - 1886 Production Talks Talks: Traveling Light 10-11 am ACM SIGGRAPH Theater Event: Technical Papers: Procedural Modeling Technical Papers: Computational Printing Professional and Student Chapters Startup Meeting Technical Papers: Appearance Capture Technical Papers: Constraints, Collisions & Clarinets Technical Papers: Fluids, From Air to Goo

2-5:15 pm Course: How to Design and Build New Musical Interfaces

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Thursday, 13 August Continued Technical Papers: Printing Elasties 3:45-5:15 pm Dailies Talks 9 am-12:15 pm Technical Papers: Perception & Color Course: Real-Time Many-Light Panel: SIGGRAPH: The Original Management and Shadows with Technical Papers: Meshful Thinking “VR MeetUp” Clustered Shading 10:45 am-12:30 pm Production Session: The Making of 9 am-1 pm Talks: I’ve Got You Covered the Characters of Marvel’s “Avengers: Art Gallery Age of Ultron” 1-2 pm Emerging Technologies ACM SIGGRAPH Theater Event: Join the Talks: Labs R&D: The Rendering IRC in 2016! Techniques of Deus EX: Mankind Divided Making @ SIGGRAPH 2015 and Rise of the Tomb Raider 2-3:30 pm Studio Production Session: The Making of 3:45-5:35 pm Marvel’s “Ant-Man” Technical Papers: Light Fields The MIX Talks: Follow the Crowd VR Village Technical Papers: Scalable Graphics 9 am-3:30 pm International Center Technical Papers: Simulating With Surfaces 9 am-5:30 pm Posters 2-5:15 pm Course: Modeling and Capturing the 9:30 am-3:30 pm Human Body: for Rendering, Health, Exhibition and Visualization

Exhibitor Tech Talks Course: Computational Tools for 3D Printing Job Fair Course: User-Centric Computational 10:45 am-12:15 pm Videography Production Session: “The Peanuts Movie”: From Comic Strip to

Studio Talks: Quilted Creations and Imaginative Imaging

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FP F S E+ Ex #SIGGRAPH2015

Hybrid Craft demonstrates a multi-directional exchange of knowledge between the new and the traditional, and visualizes techniques to protect and preserve traditional practices. The gallery emphasizes the importance of craft heritage in contemporary digital design, where beautiful and meaningful artifacts are produced by machine and craftsperson together, not by a machine or by a craftsperson alone.

A special issue of Leonardo, The Journal of the International Society of the Arts, Sciences and Technology includes visual documentation of the works exhibited in the Art Gallery. Publication of this seventh special issue coincides with SIGGRAPH 2015.

 Attend the Art Gallery sessions for discussion with the artists. Monday, 10 August, 9-10:30 am and 2-3:30 pm

Image Credit: Random Generatives Large Bowl © 2015 Justin Marshall, Autonomatic Research Group

FIRST-TIMER 3D Printing and Jewelry Making Minecrafting

Yael Friedman Katie Bunnell FP F S E+ Ex Independent Artist Autonomatic Research Group

Reception: Leonardo, Art Articulated 3D-Printed, Neo-Industrial Biography, Glass Papers, and Art Gallery Hand-Painted Sculptures Working and Re-Configurable Toolmaking Tuesday, 11 August, 2-3:30 pm Brian Chan Mix and mingle with the Independent Artist Tavs Jorgensen Autonomatic Research Group artists, designers, and authors The Celtic Knife Design Using whose work was selected for CNC Techniques The Other Way Around: From Virtual SIGGRAPH 2015. Your hosts: to Physical the SIGGRAPH 2015 Art Gallery Rab Gordon and Art Papers committees. Independent Artist Amit Zoran The Hebrew University of Jerusalem Sponsored by Leonardo/ISAST and Dandelion Diptych Seppo Valjakka The MIT Press Jie Qi Independent Artist Massachusetts Institute of Technology PIRANESI Folding Musical Instruments Factum Arte Brian Chan Independent Artist Random Generatives Large Bowl

The Hunt for Butterflies Justin Marshall Autonomatic Research Group Peter Schmitt Independent Artist Species-Tool-Being No. 1

JIGLESS: Bicycle Frame Shane Hope Domestic Fabrication Independent Artist

Atar Brosh Wallpapers IV Independent Artist Leah Buechley Line Number Independent Artist

Jennifer Jacobs Massachusetts Institute of Technology

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FP F S #SIGGRAPH2015

Art Papers illuminate the processes and theoretical frameworks for making art and contextualizing its place in our increasingly networked and computationally mediated world.

In collaboration with Leonardo/ISAST, the papers are published in a special issue of Leonardo, The Journal of the International Society of the Arts, Sciences and Technology.

The issue also includes visual documentation of the works exhibited in the Art Gallery. Publications of this special issue coincide with SIGGRAPH 2015.

Image Credit: Estructura Volante © 1978 José María Yturralde. Octahedron flying at the 1978 Venice Biennale with Palladio’s St. Giorgio Maggiore building in the background

Coding Form, Forming Code Light Pattern Articulating Media-Arts Activities in Art-Science Contexts Tuesday, 11 August, 9-10:30 am Light Pattern is a programming language in Moderator: Edward Shanken which one communicates with the machine This paper introduces a novel methodolog- through photographs, a process that ical framework for promoting media-arts The Bailey-Derek Grammar: Recording explores the nuance and affect inherent in activities in art-science contexts. It splits the Craft of Wire-Bending in the all code. media-arts activities into the overlapping Trinidad Carnival areas of generation, augmentation, provoca- Daniel Temkin tion, and mediation, providing a useful way This paper presents a visual description of Independent Artist to articulate the broader importance of the dying, non- craft of wire bending media arts in interdisciplinary collaboration. in the Trinidad Carnival. Developed from site visits, interviews, observations, and visual Media(ting) Art and Human Angus Forbes examination wire-bent artifacts in Trinidad, Experience University of Illinois at it records materials, steps, and rules in this craft practice for its preservation and Tuesday, 11 August, 10:45 am-12:15 pm The Dual Skins of a Media Façade: Moderator: Victoria Szabo, Duke University perpetuity. Explicit and Implicit Interactions

Vernelle Noel Ethics, Ecology, and the Future: Art and This paper considers how media archi- Pennsylvania State University Design Face the Anthropocene tecture can support new forms of public Yturralde: Impossible Figure Generator This paper provides a critique of how the interaction in urban environments by using Anthropocene is being addressed in art ethnographic research methods that seek An interview with José María Yturralde and design, focusing on works of critical, to bridge the gap between expert top-down about his arrival into the field of computer conceptual, and speculative design. Artists approaches to new-media technology art in 1968, as well as the process involved and designers discussed include: Marina design and bottom-up community digital in the creation of impossible figures. The Zurkow, Una Chaudhuri, Oliver Kellhammer, practices that shape in situ usages. paper analyzes Yturralde’s contribution Fritz Ertl, Sarah Rothberg, Dunne & Raby, through a modern software interpretation and Jae Rhim Lee. Claude Fortin while inspecting the historical aspects in Kate Hennessy which it developed. Kayla Anderson Simon Fraser University The School of The Art Institute of Chicago Esteban Garcia Bravo Jorge Garcia Purdue University

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FP F S #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 2015 Electronic Theater Production Sessions Computer Animation Festival presents: Showing Monday and Wednesday, Learn how world-class creative and the Electronic Theater showcases production talent created the computer an eclectic mix of the finest work in animation and visual effects in some of computer graphics from the last the Computer Animation Festival’s most 12 months. provocative works.

Daytime Selects Real-Time Live! Showcasing work in computer Live presentations reviewing the year’s animation shorts, games, animated most innovative real-time graphics, feature films, visual effects for live-action celebrating interactive rendering feature films, music videos, advertising techniques across all fields and and visualizations and simulations. hardware platforms. Daytime Selects presents the most provocative compelling and avant garde short films and animations, both CG and non-CG.

Divergent Electronic Theater USA

Frozen Fever A Tale of Momentum & Inertia  INVITED USA USA The Alchemist’s Letter USA Guardians of the Galaxy Amir & Amira FRANCE The Hobbit: The Battle of the Five Armies Assassin’s Creed Unity E3  INVITED Cinematic Trailer NEW ZEALAND HUNGARY HOME VFX Breakdown The Boxtrolls: Time Lapse USA  INVITED Ikea, T-shirts USA UNITED KINGDOM Call of Duty: Advanced Warfare, Interstellar Discover Your Power  INVITED USA USA Citius, Altius, Fortius Jinxy Jenkins and Lucky Lou Image Credit: Amir & Amira © 2015 Karim USA Khenissi, ESMA

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John Lewis, Monty’s Christmas Bear Story UNITED KINGDOM Daytime Selects CHILE

Jurassic World Between Times  INVITED Advertising NETHERLANDS USA Ambition Broken: Rock, Paper, Scissors Kite POLAND USA USA Dark Noir Chaud Lapin L3.0 UNITED KINGDOM FRANCE FRANCE Gaming and Deep Dance Lava Advertisement Reel GERMANY  INVITED  INVITED USA USA Dji. Death Sails MOLDOVA League of Legends Music: Curse of Dino Kid the Sad Mummy GERMANY Exode SOUTH AFRICA FRANCE Elevator MPC Godzilla VFX Breakdown GERMANY Fibers UNITED KINGDOM DENMARK First Direct, Little Frill MPC X-Men: Days of Future Past UNITED KINGDOM First Launch TAIWAN VFX Breakdown UNITED KINGDOM Greenpeace NewBees GERMANY Giant from Outer Space FRANCE Multi-scale Multi-physics Heart Simulator, UT-Heart Ikea, Beds UNITED KINGDOM Give Luci JAPAN USA Overwatch Cinematic Trailer Mercedes-Benz, Fable USA Green Light-Abandoned city USA SOUTH KOREA Paddington Nissan, Winter Allies USA I POSSIBLE UNITED KINGDOM USA Synthie Forest Phosphoros GERMANY Insomnia GERMANY GERMANY The Present Playstation 4, InFAMOUS: Second Son USA Kite GERMANY USA Tide: The Paradox Effect Qualcomm Snapdragon “Bullet Train” USA Le Son des Flammes CANADA FRANCE Tom Clancy’s The Division: Take SOMEONE SOUTH KOREA Monster Back New York USA USA T4-Logo Mortal Breakup Inferno Tomorrowland FRANCE  INVITED The Legend Returns – Peugeot 208 GTI USA FRANCE Murphy FRANCE World of WarCraft: Warlords of Xbox, Forza: Leave Your Limits Draenor Cinematic USA NEBULA USA FRANCE Computer Animated Shorts Parrot Away 8.9 DENMARK FRANCE Peanut Butter Jelly A New Hue USA UNITED KINGDOM Ram’s Horn Alosis USA GREECE Roommate Wanted – Dead or Alive Batz DENMARK FRANCE

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Roots The Witcher 3: The Trail Visual Effects for Live-Action FRANCE POLAND Feature Films Sahara SMITE: Battleground of the Gods FRANCE UNITED KINGDOM Avengers: Age of Ultron  INVITED Splash Kitchen Sink USA FRANCE Dracula Untold Architecture and the UNITED KINGDOM Sticky Unspeakable 3: USA USA Edge of Tomorrow UNITED KINGDOM Sumsing Atheum’s Way GERMANY NEW ZEALAND GEAR USA Sweet cocoon Big Black Delta - Huggin & Kissin FRANCE Official Video Guardians of the Galaxy USA The Kiss USA USA Chase Me Jupiter Ascending The Legend of the Flying Tomato FRANCE UNITED KINGDOM USA Fluid Dynamics Simulations Reel Jupiter Ascending The Mechanical Waltz USA USA FRANCE J’ai vu, une fois, Une Magnifique Image The Kung Fu The OceanMaker TAIWAN SOUTH KOREA USA Moon Phase and Libration from the Maggie TSUM TSUM “Frozen” Other Side USA JAPAN USA The Maze Runner Tsunami Nexus USA DENMARK USA MPC Maleficent VFX Breakdown VRP RAKUEN TSUIHO – Expelled  INVITED FRANCE from Paradise UNITED KINGDOM JAPAN Games Night at the Museum: Secret of Saint Seiya Legend of Sanctuary the Tomb JAPAN Alpine Vision Gran Turismo USA FRANCE Shirley Bassey “If You Go Away” FIRST-TIMER The Crew Launch Trailer Rebeat Remix IRAN FRANCE  Skin Stretch: Simulating Dynamic Game of War “Decisions” “The Story of Computer Graphics” USA Skin Microgeometry USA A comprehensive survey of the first 25 Grey Goo Cutscene Mission 05 Outro years of computer graphics, from its UNITED KINGDOM Song of the Sea origins as an obscure topic of research  INVITED to its worldwide application in high- Grey Goo Launch Trailer USA tech digital imagery. UNITED KINGDOM Space-Fluids inFAMOUS: First Light GERMANY USA SPARKED: A Live Interaction Between inFAMOUS: Second Son Humans and Quadcopters USA  INVITED CANADA Lords of War Part Three – Durotan USA Tide: The Paradox Effect CANADA Nitro Nation POLAND Visions of America: Amériques USA Warlords of Draenor – Talador Finale USA YouTube Music Awards 2015 USA War Thunder: Battle Is On POLAND

 Table of Contents  s2015.siggraph.org Courses (See Studio for more Courses.) 17

FP F #SIGGRAPH2015

Learn from the experts in the field and gain inside knowledge that is critical to career advancement. SIGGRAPH 2015 Courses deliver invaluable learning opportunities in three levels of difficulty (introductory, intermediate, and advanced).

Full Conference Platinum and Full Conference registrations allows attendees access to all SIGGRAPH 2015 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: Bullet Physics Simulation, © 2015 Erwin Coumans, Google, Bullet Physics Library

Sunday, 9 August GAMES MOBILE  Moving Mobile Graphics SIGGRAPH University FIRST-TIMER Sunday, 9 August, 2-5:15 pm Fundamentals Seminar INTERMEDIATE SIGGRAPH University is a year-round resource for Sunday, 9 August, 10:15 am-12:15 pm The state of the art in power-efficient mobile learning the basic principles INTRODUCTORY graphics technology, from hardware and of computer graphics and  INVITED software methodology to advanced game interactive techniques. development and graphics research. This “pre-course” provides basic background in the concepts and Sam Martin View SIGGRAPH University terminology used in the annual SIGGRAPH ARM Ltd. conference. It is presented before other Courses on YouTube  Andrew Garrard conference programs and events, and Sansung Electronics Co. Ltd. is more fundamental than any other introductory activities. Andrew Gruber Qualcomm Incorporated Mike Bailey Oregon State University Marius Bjørge ARM Ltd. FIRST-TIMER Renaldas Zioma Applying Color Theory to Digital Media Unity Technologies and Visualization Simon Benge Sunday, 9 August, 2-5:15 pm Exient Entertainment INTRODUCTORY Niklas Nummelin The foundations of color theory and how Electronic Arts, Inc. they apply to building effective digital media.

Theresa-Marie Rhyne Independent Consultant

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GAMES Monday, 10 August Tuesday, 11 August Real-Time Rendering of Physically Based Optical Effects in Theory and GAMES ANIMATION & VFX PRODUCTION Practice Advances in Real-Time The Path-Tracing Revolution in the Sunday, 9 August, 2-5:15 pm Rendering, Part I Movie Industry INTERMEDIATE Monday, 10 August, 9 am-12:15 pm Tuesday, 11 August, 9 am-12:15 pm Optical effects such as Bokeh, bloom, INTERMEDIATE ADVANCED glare, etc. are very important for cinematic  INVITED rendering. Recent powerful GPUs allow With examples from recent movies, the accurate simulation of optical effects in Modern video games employ a variety architectures and novel workflows of the real time. This course introduces optical of sophisticated algorithms to produce next generation of production renderers are theory and practical implementations for ground-breaking 3D rendering that pushes summarized for a wide audience, including real-time rendering to achieve photo-realistic the visual boundaries and interactive technical directors, artists, and researchers. optical effects. experience of rich environments. This course presents state-of-the-art and Alexander Keller Yoshiharu Gotanda production-proven rendering techniques for NVIDIA Corporation tri-Ace, Inc. fast, interactive rendering of complex and Luca Fascione engaging virtual worlds. Masaki Kawase Weta Digital Ltd. Silicon Studio Corp. Daniel Wright Marcos Fajardo Epic Games Masanori Kakimoto Iliyan Georgiev Tokyo University of Technology Solid Angle Sebastien Hillaire Tomasz Stachowiak Per Christensen Computational 3D Imaging: Advances Yasin Ulydag Pixar Animation Studios in Time-of-Flight Imaging DICE Johannes Hanika Sunday, 9 August, 2-5:15 pm Ari Silvennoinen Weta Digital Ltd. INTERMEDIATE Remedy Gregory Nichols An overview of capabilities, limitations, Andrew Schneider Christian Eisenacher and trends in 3D acquisition and imaging Guerilla Games systems. The emphasis is on time-of-flight cameras, which are rapidly increasing Huw Bowen GAMES MODELING in popularity. Ulrich Haar An Overview of Next-Generation APIs Sebastian Aaltonen Ayush Bhandari Ubisoft Tuesday, 11 August, 9 am-12:15 pm Achuta Kadambi INTRODUCTORY Ramesh Raskar Natalya Tatarchuk  INVITED MIT Media Lab Bungie, Inc. Shahram Izadi This introductory overview of next- Microsoft Research GAMES generation graphics APIs includes Advances in Real-Time discussion of API commonalities, basic Vage Taamazyan Rendering, Part II coverage of API details, and developer Skolkovo Institute of Science and Technology case studies. Monday, 10 August, 2-5:15 pm INTERMEDIATE Tim Foley  INVITED NVIDIA Corporation

Graham Sellers Phase two of a course on state-of-the- AMD art and production-proven rendering techniques for fast, interactive rendering of Max McMullen complex and engaging virtual worlds. Microsoft

Jesse Hall Google, Inc.

Dan Baker Oxide Games

Dan Ginsburg Valve

Aras Pranckevicius Unity Technologies

Chris Wyman NVIDIA Corporation

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Writing Fast Image Processing Code GAMES with Halide Wednesday, 12 August Open Problems in Real-Time Rendering

Tuesday, 11 August, 10:45 am-12:15 pm GAMES INTERMEDIATE Tuesday, 11 August, 2-5:15 pm INTERMEDIATE Physically Based Shading in Theory An introduction to the core concepts in  INVITED and Practice Halide and how to use it to productively write high-performance code for image Detailed discussion of problems and Wednesday, 12 August, 9 am-12:15 pm processing, computational photography, constraints game developers are facing INTERMEDIATE  and vision. (from the graphics algorithms perspective) INVITED that have not been solved by hardware or Jonathan Ragan-Kelley research efforts. Using examples from film and games, this Stanford University course presents advances in physically Aaron Lefohn based shading in both theory and Andrew Adams NVIDIA Corporation production practices, demonstrating how it Dillon Sharlet enhances realism and leads to more intuitive Google Inc. Natalya Tatarchuk Bungie, Inc. and faster art creation. Frédo Durand Stephen Hill Massachusetts Institute of Technology Johan Andersson Stephen McAuley DICE Ubisoft Montreal PRODUCTION PHYSICAL 3D Brent Burley Denoising Your Monte Carlo Renders: Walt Disney Animation Studios Recent Advances in Image-Space Modeling and Toolpath Generation for Adaptive Sampling and Reconstruction Consumer-Level 3D Printing Danny Chan Sledgehammer Games Tuesday, 11 August, 2-3:30 pm Tuesday, 11 August, 2-5:15 pm ADVANCED INTRODUCTORY Luca Fascione Weta Digital Monte Carlo rendering algorithms are This overview of the challenges in developing a toolpath generator (slicer) for among the most powerful algorithms for Michal Iwanicki high-end image synthesis, but they include 3D printing describes software solutions Activision noise artifacts at low sampling rates. This for mechanical problems, properties of course presents the rapidly growing area of molten plastic that work against us, and Naty Hoffman image-space algorithms that remove noise optimizations to improve print time and 2K reduce plastic usage. through novel adaptive sampling and Wenzel Jakob reconstruction (filtering) methods. H. Quynh Dinh ETH Zurich Stratasys Ltd. Pradeep Sen David Neubelt University of California, Santa Barbara Sylvain Lefebvre Ready at Dawn Studios INRIA Mathias Zwicker Angelo Pesce University of Bern Filipp Gelman Activision Stratasys Ltd. Fabrice Rousselle Matt Pettineo Disney Research Frédéric Claux Ready at Dawn Studios INRIA Sung-Eui Yoon ANIMATION & VFX PRODUCTION Korea Advanced Institute of Science GAMES and Technology Multi-Threading for Visual Effects Bullet Physics Simulation Nima Khademi Kalantari Wednesday, 12 August, 9 am-12:15 pm University of California, Santa Barbara Tuesday, 11 August, 3:45-5:15 pm INTERMEDIATE INTERMEDIATE This broad overview of the main approaches Massive parallel collision detection to multi-threading for visual effects includes and rigid body simulation using GPUs, practical approaches to specific problems plus high-quality constraint solvers and encountered in animation, simulation, and Featherstone articulated body algorithms large application development. with applications in games, visual effects, and robotics. Martin Watt DreamWorks Animation SKG, Inc. Erwin Coumans Google Inc. George ElKoura PIxar Animation Studios

Erwin Coumans Google, Inc.

James Reinders Intel Corporation

Jeff Lait Side Effects Software, Inc.

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FIRST-TIMER PRODUCTION Thursday, 13 August FIRST-TIMER GAMES Building Blocks for Making 3D Pipeline AR/VR PRODUCTION Modeling and Capturing the Human Wednesday, 12 August, 2-3:30 pm ANIMATION & VFX FIRST-TIMER INTERMEDIATE GAMES PRODUCTION Body: for Rendering, Health, and Visualization Each CG project has its own pipeline. Bringing Stories to Life: for But they share a small set of common Programmers, Animators, Designers Thursday, 13 August, 2-5:15 pm design patterns: assets, processes, INTRODUCTORY Thursday, 13 August, 9-10:30 am plugins, caches, etc. This course identifies INTRODUCTORY An overview of modeling and capturing and explains the key patterns and their methodologies that have applications in relationships, and proposes a standard This course visually presents the elements rendering pipelines and health. The course terminology and graphical vocabulary. of classic story structure and development, presents an overview of the bio-physics which are presented in screenwriting Bill Polson that create the variability of appearance Independent Consultant courses but condensed for programmers, among individuals in eyes, ears, skin, technical directors, designers, and mouths, and hair. AR/VR GAMES animators whose work makes movies, animation, visual effects, and games Hao Li Context-Aware 3D Gesture Recognition come to life. University of Southern California for Games and Virtual Reality Craig Caldwell Anshuman Das Wednesday, 12 August, 2-3:30 pm University of Utah Tristan Swedish INTERMEDIATE Hyunsung Park ANIMATION & VFX PRODUCTION Ramesh Raskar Accurate 3D gesture recognition is critical to Massachusetts Institute of Technology the user experience in applications such as OpenVDB video games and virtual reality. This course Thursday, 13 August, 9-10:30 am PHYSICAL 3D presents how contextual information can be INTERMEDIATE Computational Tools for 3D Printing used to improve the speed and accuracy of 3D gesture recognition. This course explains the compact volume- Thursday, 13 August, 2-5:15 pm data structure and various tools available INTERMEDIATE Joseph LaViola University of Central Florida in the open source library OpenVDB. Since its release in 2012, it has set an industry An introduction to 3D printing technology standard and has been used for visual and the theory of recent specifications FIRST-TIMER effects in over 70 feature movies. for fabrication methods, which allow How to Design and Build New designing and computing an object’s Musical Interfaces Ken Museth shape and material composition from Jeff Budsberg a functional description. Wednesday, 12 August, 2-5:15 pm DreamWorks Animation SKG, Inc. Nobuyuki Umetani INTRODUCTORY Dan Bailey Disney Research Zürich Introduction to musical interface design Double Negative and implementation. Attendees learn Bernd Bickel John Lynch Institute of Science and Technology Austria key aspects of the theory and practice Side Effects Software Inc. of designing original interactive music Wojciech Matusik technology with case studies including GAMES MOBILE Massachusetts Institute of Technology augmented and sensor based instruments, Real-Time Many-Light Management audio-visual instruments, mobile, and PRODUCTION and Shadows With Clustered Shading networked music making. User-Centric Computational

Thursday, 13 August, 9 am-12:15 pm Videography Sidney Fels The University of British Columbia INTERMEDIATE Thursday, 13 August, 2-5:15 pm Using many lights in real-time applications Michael Lyons INTERMEDIATE Ritsumeikan University has been an important goal for many years. This course presents an in-depth How to improve the quality and flexibility of and practical exposition that combines capturing, editing, and exploring consumer production experience from game videos. The course reviews recent developers with the latest research into techniques in computer vision and graphics, efficient many-light algorithms for both and analyzes how they have evolved. desktop and mobile hardware. Christian Richardt Ola Olsson Universität des Saarlandes, Max-Planck-Institut Chalmers University of Technology für Informatik

Emil Persson James Tompkin Avalanche Studios Harvard University

Markus Billeter Maneesh Agrawala Universität Zürich University of California, Berkeley Christian Theobalt Max-Planck-Institut für Informatik

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In brief presentations, artists tell stories about their achievements in modeling, shading, animation, lighting, effects, and more.

Image Credit: Creating Abstract Motion Sculptures Through Simulation © Jonathan Barry, Clemson University

A Novel Approach to Animated Render Dust Visualization Prototyping Realtime Passes in ZBrush Volumetric Clouds Eye Robot: A Collaborative Production Ambition Between A&M University and RenderMan Layer Ocean Shader DreamWorks Animation An Illusion: From a Sad Experience to Searching for the Garbage Patches Empathy-Oriented Storytelling Finding the “Right” Velocity Field to Shape a Smoky Leopard Snow in Dragon 2 Artistic 2D And Half For Crises Expression Generic Mutant Surreal Nightswimming in Home

Atheum’s Way H2OH NO! The Making of Fruit People

Body-Face Rig Integration on Dave the Home Brewed VR Bubble Gun The Old Axolotl Octopus in ‘Penguins of ’ How Did We Tile Greenland? To Rust We Shall Return VR Breaking Bubbles: From Art to Finish Huggin and Kissin Visualization of a Stratospheric Building The Brain-Computer Interface Ozone Intrusion of Mindscape VR Jewel of Denial White Crane Dance Chase Me The Tree Making Lefty & Boomer: How NOT to Make a Student Short Coloring and Texturing Volume Simulations from Texture Images Making a Big Splash in a Small Pond

Creating Abstract Motion Sculptures My Robot Guitar: Chimes Big Ben Through Simulation Notes Hourly, Plays Firewall Logs and More Creating the Real-Time Demo ‘Kite’ in Unreal Engine 4 One Track, Mind: Inside Out’s Train of Thought Creating Unbelievable Fluid Simulations Peanut Butter Jelly

Demon Train Procedural City for 3D Animated Production Dust in the Wind — A Data-Driven

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Education is primary and fundamental to a strong and growing community of computer graphics professionals. The Education Focus provides opportunities for educators at the K-12 level and secondary levels to share high-quality pedagogical content, critical thinking, and research that push boundaries and expand knowledge within the CG discipline.

New this year is the Educators Symposium which offers educators an opportunity to present rigorous and relevant research.

Image Credit: Hacking Diabetes © 2015 Chris Reilly, Eastern Michigan University

Opening Remarks Extending Fashion- The Pedagogical Implications Design Education Through of Distributed Authorship Sunday, 9 August, Noon Technology, Collaboration, and Sunday, 9 August, 3 pm Michael Gayk, Education Liaison Interdisciplinary Research State University of New York at New Paltz When Alison King proposed a shift in the Sunday, 9 August, 1 pm Stratasys, Ltd. role of the teacher from “sage on the stage to guide on the side”, the internet was still in Digital design and digital fabrication extend its infancy. In the 20-odd years since King’s traditional fashion-design education and paper, technology has completely changed Keynote Speaker allow interdisciplinary discourse and how we share information. Sunday, 9 August, 12:15 pm collaborative research to emerge. Taylor Hokanson Margarita Benitez Columbia College Post-Media Education: Criticality, Kent State University Making, and Openness Odd Fellows Union: Craft, As media theorists mark the arrival of Hacking Diabetes Technology, and Conceptualism a post-media era, educators need to Sunday, 9 August, 2 pm consider the opportunities presented Sunday, 9 August, 4 pm by antecedents in critical media Developing creative patient-driven education, maker movements, and In this presentation, Matthew Hebert approaches to Type 1 diabetes open-source culture. presents his interactive sculptural objects management using food, electronics, within the contexts of craft, technology, fashion, and information. Aaron D. Knochel and conceptualism. Pennsylvania State University Chris Reilly Matthew Hebert Eastern Michigan University State University

Stratasys Ltd. Presentation

Sunday, 9 August, 5 pm

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FP F S E+ Ex #SIGGRAPH2015

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, and robotics.

 Attend the Emerging Technologies session for discussion with the creators.

Tuesday, 11 August, 3:45-5:15 pm

Image Credit: An Auto-Multiscopic Projector Array for Interactive Digital Humans © 2015 Andrew Jones, University of Southern California; Jonas Unger, Linköpings universitet; Koki Nagano, Jay Busch, Xueming Yu, Hsuan-Yueh Peng, Oleg Alexander Paul Debevec, University of Southern California

A Multi-Projector Display System of An Auto-Multiscopic Projector Array Doppler Time-of-Flight Imaging Arbitrary Shape, Size, and Resolution for Interactive Digital Humans Felix Heide Duy-Quoc Lai Jonas Unger The University of British Columbia

Aditi Majumder Linköpings universitet Gordon Wetzstein Mahdi Tehrani Andrew Jones Stanford University University of California, Irvine Koki Nagano Jay Busch Matthias Hullin Acoustruments: Passive, Acoustically Rheinische Friedrich-Wilhelms-Universität Bonn Xueming Yu Driven, Interactive Controls for Hsuan-Yueh Peng Handheld Devices Wolfgang Heidrich Oleg Alexander King Abdullah University of Science Gierad Laput Paul Debevec and Technology Carnegie Mellon University, Disney University of Southern California Research Pittsburgh Fairy Lights in Femtoseconds: Aerial CHILDHOOD: Wearable Suit for and Volumetric Graphics Rendered Eric Brockmeyer Augmented Child Experience Moshe Mahler by a Focused Femtosecond Laser Jun Nishida Disney Research Pittsburgh Combined With Computational Hikaru Takatori Holographic Fields Kosuke Sato Scott Hudson Yoichi Ochiai Kenji Suzuki Chris Harrison The University of Tokyo Disney Research Pittsburgh, Carnegie University of Tsukuba Mellon University Kota Kumagai Christie Digital Sandbox Utsunomiya University

Air Haptics: Displaying Feeling of  INVITED Takayuki Hoshi Contact With AR Object Using Visuo- Kevin Wright Nagoya Institute of Technology

Haptic Interaction Roy Anthony Jun Rekimoto Yuki Ban Christie Digital Sony CSL, The University of Tokyo Takuji Narumi Tomohiro Tanikawa Deformation Lamps: A Projection Satoshi Hasegawa Michitaka Hirose Technique to Make a Static Yoshio Hayasaki The University of Tokyo Picture Dynamic Utsunomiya University Takahiro Kawabe Masataka Sawayama Shin’ya Nishida NTT Communication Science Laboratories

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FlashTouch: Touchscreen Making Small Spaces Feel Large: Po2: Augmented Haptics for Communication Combining Light and Infinite Walking in Virtual Reality Interactive Gameplay Touch Evan Suma Ali Israr Masa Ogata Mahdi Azmandian Siyan Zhao Michita Imai Timofey Grechkin Kyna McIntosh Keio University Thai Phan JaeKyun Kang Mark Bolas Moshe Mahler Yuta Sugiura USC Institute for Creative Technologies Eric Brockmeyer National Institute of Advanced Industrial Science Disney Research and Technology MEME – Smart Glasses to Promote Zachary Schwemler Healthy Habits for Knowledge Workers Ford Immersive Vehicle Environment Mark Baskinger  INVITED Kai Kunze Carnegie Mellon University Keio University Elizabeth Baron Ford Motor Company Kazutaka Inoue SemanticPaint: Interactive J!NS Segmentation and Learning of 3D High-Brightness HDR Projection Using Worlds Dynamic-Phase Modulation Yuji Umea Vibhav Vineet Gerwin Damberg Sean Shao-An Tsai Stanford Univeristy The University of British Columbia Masahiko Inami Keio University Ming-Ming Cheng James Gregson Nankai University Anders Ballestad Shoya Ishimaru Eric Kozak Katsuma Tanaka Victor Prisacariu Johannes Minor Koichi Kise Olaf Kahler Raveen Kumaran Osaka Prefecture University Carl Ren MTT Innovation Inc. Anurag Arnab

MidAir Touch Display Stephen Hicks Wolfgang Heidrich David Murray  INVITED The University Of British Columbia Philip Torr Yasuaki Monnai Stuart Golodetz Keio University HoloChat: 3D Avatars on Mobile Light- Michael Sapienza Field Displays Keisuke Hasegawa Julien Valentin Seki Inoue University of Oxford Jing Liu Yoshikazu Furuyama University of California, Santa Cruz Shahram Izadi Yasutoshi Makino Armand Niederberger Microsoft Research David Fattal Hiroyuki Shinoda LEIA Inc. The University of Tokyo Shogyo Mujo

Bart Kresa Jihun Yu Moving Around in Virtual Space With BARTKRESA design Industrial Light & Magic Spider Silk

Josh Harker Hao Li Ping-Hsuan Han University of Southern California Da-Yuan Huang Hsin-Ruey Tsai VibroSkate: A Locomotion Interface Po-Chang Chen With Exact Haptics and Kinesthesia LASTER Technologies Omnivisio Chen-Hsin Hsieh Project Daiki Sato Kuan-Ying Lu Masataka Ezoe  INVITED Yi-Ping Hung Arisa Shimizu Benoit Froissard National Taiwan University Ayaka Hino LASTER Technologies De-Nian Yang Midori Kawaguchi Academia Sinica Katsuya Kikuchi The Light-Field Stereoscope Hironori Mitake Shoichi Hasegawa Fu-Chung Huang Panoramical NVIDIA Research, Stanford University Yurio Hosaka  INVITED Tokyo Institute of Technology David Luebke Fernando Ramallo NVIDIA Research Brendan Byrne Wobble Strings: Spatially Divided

Gordon Wetzstein Kevin Watters Stroboscopic Effect for Augmenting Stanford University Wobbly Motion of Stringed Instruments Shogo Fukushima Takeshi Naemura Takefumi Hiraki Hiroki Yamamoto Hajime Kajita The University of Tokyo

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FP F S E+ Ex #SIGGRAPH2015

Experience what makers have learned and how they use their creativity, ingenuity, and critical thinking to inspire others.

A preliminary list of Making @ SIGGRAPH 2015 activities. Visit s2015.siggraph.org for an updated list.

Image Credit: Freezing Time: Making 3D Sculptures from 2D Animations © 2015 Andrew Glassner, Eric Haines

Making @ SIGGRAPH 2015 Making @ SIGGRAPH 2015 Making @ SIGGRAPH 2015 Birds of a Feather Course Projects

Troubleshooting 3D Modeling and Freezing Time: Making 3D Sculptures Cannybots - Smart Toys, Built by Kids Printing in the Classroom From 2D Animations Sunday, 9 August, 12:15-1:45 pm Cannybots introduce kids to technology in Learn how to identify, troubleshoot, and a fun, casual setting. They are toy robots prevent many of the most common Imagine creating a beautiful 2D animation that can be built and programmed by kids, pitfalls that designers, educators, and that you can post to social media and then 3D printed at home, and programmed using students encounter when preparing to print turning it into a gorgeous 3D model that Arduino, Blockly, Python, or Scratch. their 3D projects. you can print and hold in your hand. This Anish Mampetta course shows you how and gives you all the Lance Winkel Wayne Keenan University of Southern California software you need to make more animations Sayi Pavithrasagar and models. Cannybots Ltd. 3D Design and Prototyping: Bringing Andrew Glassner 3D Printing to the Classroom The Imaginary Institute Making With With Minecraft, attendees can develop 3D prototyping and printing technologies Eric Haines Autodesk, Inc. simple immersive environments and use 3D are evolving very rapidly. Keeping pace can printers to create prototypes from their be daunting. Keeping pace at the speed own designs. of academia can be overwhelming. This presentation summarizes the development Rosa Farre of USC’s unique 3D Design and Prototyping curriculum from early concept to successful Paper Electronics Sandbox implementation. Attendees use circuit stickers, conductive Lance Winkel inks, paints, and arts and craft supplies University of Southern California to create light-up cards and/or add to an interactive mural.

Jie Qi Massachusetts Institute of Technology

Semi-Automatic 3D Garment Converter for Physical Simulation This easy-to-use system for physics-based cloth simulation from 2D sewing patterns allows users to reduce conversion time and provides optimal 3D garment data for realistic garment simulation.

Eunjung Ju Youngmin Kwak Samsung

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FP F #SIGGRAPH2015

Invaluable opportunities for attendees to share opinions, insights, disagreement with the leading experts in computer graphics and interactive techniques.

Full Conference Platinum and Full Conference Access registration allows attendees access to all SIGGRAPH 2015 Panels.

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

Image Credit: The Renaissance of VR: Are we going to do it right this time? © 2015 Margaret Dolinsky, Indiana University; Jaron Lanier, Microsoft Research; Elizabeth Baron, Ford Motor Company; Ronald Azuma, Intel Labs; Carolina Cruz-Neira, University of Arkansas at Little Rock

Sunday, 9 August Monday, 10 August Tuesday, 11 August

FIRST-TIMER FIRST-TIMER AR/VR FIRST-TIMER ANIMATION & VFX Ready, Steady ... SIGGRAPH!!!! The Renaissance of VR: Are We Going ARTS GAMES PRODUCTION to do it Right This Time? Convergences in Film and Sunday, 9 August, 9-10 am Games Technologies  INVITED Monday, 10 August, 9-10:30 am Tuesday, 11 August, 3:45-5:15 pm Not sure how to plan your time at This panels examines the factors for today’s  INVITED SIGGRAPH 2015? This panel of seasoned renaissance of VR, the new perspectives on what it can enable, while it also takes a attendees and program chairs explains how This panel discusses the relevant to maximize your conference experience, look back to explore lessons learned, successes and failures, and why we lost the convergences in film and game production select the “don’t-miss” sessions, and processes and technologies. Leading decipher the convention center’s layout. excitement of the public after the first VR wave of the 90s. minds in our industries explore the current Ann McNamara state of artistically driven production Texas A&M University Moderator tools and resources, how film-production Margaret Dolinsky methodologies influence game production Indiana University and vice-versa, and emerging ideas in the field. Panelists Jaron Lanier Panelists Microsoft Research Bill Polson Pixar Animation Studios Elizabeth Baron Ford Motor Company Kim Libreri Epic Games Ronald Azuma Intel Labs Kim Davidson Side Efects Software Inc. Carolina Cruz-Neira University of Arkanasa at Little Rock Frank Vitz Crytek

Rick Stringfellow Electronic Arts

Colin Penty Black Tusk Studios

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Wednesday, 12 August FIRST-TIMER ANIMATION & VFX Thursday, 13 August DWA TV: A Feature A Week (That’s All We Ask) FIRST-TIMER AR/VR FIRST-TIMER AR/VR Digital Domes: Theaters Wednesday, 12 August, 3:45-5:15 pm SIGGRAPH: The Original VR MeetUp Without Borders  INVITED Thursday, 13 August, 3:45-5:15 pm Wednesday, 12 August, 9-10:30 am When the -DreamWorks Animation  INVITED In this panel, dome specialists present their deal required delivery of over 300 hours visions of the future of the digital-dome of original content, the newly formed This panel explores SIGGRAPH’s role industry. Topics include: dome shows DreamWorks TV division was tasked as an important catalyst for the original featuring big data science vs. live-action with figuring out how to deliver at an introduction of virtual reality technologies photography, scaling content across domes, unprecedented pace while maintaining a and experiences to the public. producing live interactive experiences vs. quality level that the beloved franchises digital playback, and global distribution required. In this panel, the DWA TV team At SIGGRAPH 91, Tomorrow’s Realities issues. The panelists demonstrate their own explains how they set up their pipeline, showcased early VR experiences in an unique productions, including the recent chose tools, vetted 3D animation vendors entire hall of demonstrations. In 1994, “Solar Superstorms” documentary, in the around the world, created a common The Edge and VROOM displayed new dome theater at the VR Village. production language, optimized the ideas potentials for a wide range of VR approval process, and are keeping up applications. SIGGRAPH continues to Moderator with a production schedule that knows no explore VR and its relationship to computer AJ Christensen flexibility. graphics, interactivity, and VR’s impact on National Center for Supercomputing Applications society, through Emerging Technologies, Panelists Courses, Technical Papers, Panels and Panelists Mark Taylor Donna Cox Randy Dormans many exhibitors large and small. This year’s National Center for Supercomputing Applications Chris Neuhahn VR Village continues this tradition. Mio Markovic Ed Lantz DreamWorks Animation SKG, Inc. The panel is composed of VR pioneers Vortex Immersion Media who have been active in SIGGRAPH’s VR activities over the years. They are all Ryan Wyatt re-engaged with today’s resurgence of Morrison Planetarium and Science Visualization VR. Their vibrant stories of VR through the Brad Thompson years will fascinate attendees and validate Spitz Creative Media the important role SIGGRAPH played in promoting VR.

Moderators Jacquelyn Ford Morie All These Worlds, LLC

Greg Panos VR Evangelist, Inventor, Mentor

Panelists Brett Leonard Rival Theory VR

Linda Jacobson East Bay Virtual Reality Alliance; Set It Spinning LLC

Vincent John Vincent GestureTek Inc.

Nonny de la Pena The Emblematic Group

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FP F S #SIGGRAPH2015

As part of the Computer Animation Festival, SIGGRAPH 2015 hosts Production Sessions, where the world’s most elite and talented computer graphic experts and creative geniuses explain their processes and techniques for creating compelling content. Following each presentation, attendees ask questions about the challenges and issues associated with complex productions.

SIGGRAPH Special Event

Building San Fransokyo: Disney•Pixar’s “Lava”: Creating the World of Disney’s Moving Mountains “Big Hero 6” ILM 40th Anniversary Tuesday, 11 August, 10:45 am-12:15 pm Presentation Monday, 10 August, 2-3:30 pm “Lava” is a love letter to volcanoes and the beauty of tropical islands. But even more, Monday, 10 August, 2-3:30 pm “Art challenges technology, technology inspires art.” (John Lasseter) it’s a musical work of art that required unique collaboration among Pixar’s artists. For 40 years, Industrial Light & This was especially true while making Walt From designing a main character that is also Magic has set the standard for visual the main set, to integrating a unique set of effects, creating some of the most Disney Animation’s 2014 film “Big Hero 6”. In this session, the filmmakers explain new lighting tools, to telling a story in song, memorable images in the history of the production required all teams to work modern cinema. From advances in the creation of the rich and vibrant metropolis of San Fransokyo. From art direction to final in a collaborative and improvisational way, photo-chemical process, optical com- which was both terrifying and exhilarating positing, motion control, and models frames, the talents of the whole team as well as new approaches to rendering were as all the components came together. This and miniatures, to the company’s pio- session explains how “Lava” came to life neering efforts in computer graphics, required to bring the dynamic and detailed world of “Big Hero 6” to life. as the teams were inspired by each other’s digital compositing, film scanning and artistic choices to create an explosive vision. recording, morphing, digital environ- Panelists ments, performance capture, character Panelists animation and modern digital pipelines, Hank Driskill, Technical Supervisor James Murphy, Director ILM consistently breaks new ground Walt Disney Animation Studios Pixar Animation Studios in visual effects for film, television, Larry Wu, Environment CG Supervisor themed attractions, and new forms of Walt Disney Animation Studios Colin Levy, Camera Supervisor entertainment. The presenters discuss Pixar Animation Studios the company’s work from its earliest Adolph Lusinsky, Director of days and breakthroughs along the way. Cinematography, Lighting Aaron Hartline, Supervising Animator Walt Disney Animation Studios Pixar Animation Studios Panelists Sean D. Jenkins, Technical Supervisor for Austin Lee, Modeling & Rigging Lead , Senior Creative Disney’s Hyperion Renderer Pixar Animation Studios Director & Visual Effects Supervisor & Walt Disney Animation Studios Special Guests Dirk Van Gelder, Real-Time Software Development Industrial Light & Magic Pixar Animation Studios

Byron Bashforth, Shading & Painting Lead Pixar Animation Studios

Bill Watral, Supervising Technical Director Pixar Animation Studios

Jesse Hollander, Lighting Supervisor Pixar Animation Studios

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Weta Digital Presents: Over 20 Years of Creativity Double Negative Presents: The Inside the Mind: The Making of Visual Effects of “Interstellar” Disney•Pixar’s “Inside Out” and Innovation Tuesday, 11 August, 10:45 am-12:15 pm Tuesday, 11 August, 2-3:30 pm Tuesday, 11 August, 2-3:30 pm

“The Hobbit: The Battle of the Five Armies” Christopher Nolan’s science-fiction epic From concept art to a bright and vibrant marks the end of an era for Weta Digital. “Interstellar” presented Double Negative animated world, in this session Pixar The visual effects for the Hobbit trilogy with a wide variety of computer graphics filmmakers describe the process of were an extraordinary undertaking, from challenges. This session discusses all designing, building, and bringing to life ground-breaking CG creature and character aspects of the visual effects work on the the world inside a young girl’s mind. They work (including Gollum, Smaug, and Azog) film, from the use of traditional, practical discuss the challenges that come with to giant battle sequences; complex fire, techniques such as miniatures to the role turning emotions into characters and destruction, and water effects; and vast that theoretical physics played in how translating the mind into an expansive set digital environments. Over the course of the the visual effects were designed. Topics where the adventure unfolds. include: how Double Negative collaborated three films Weta Digital challenged what was Panelists possible in visual effects, culminating in the with Kip Thorne to develop a new renderer creation of a proprietary renderer, Manuka, to ray-trace through gravitationally warped Amy Allen, Set Dressing Lead that was used to render the third film. space, creation of a 4000-foot wave, and Pixar Animation Studios These achievements offer a snapshot of the design of a virtual environment to represent higher spatial dimensions. This visual effects Gary Bruins, Effects Supervisor current state of visual effects and point the Pixar Animation Studios way to a new era of digital filmmaking. project in the region where art and science overlap resulted in two academic physics Michael Fong, Supervising Technical Director and members of Weta Digital’s papers, authored by the panelists. Pixar Animation Studios VFX team discuss how 20 years of creativ- ity and innovation came together in “The Panelists Albert Lozano, Character Art Director Hobbit: The Battle of the Five Armies” with Kip Thorne, Executive Producer and Science Pixar Animation Studios a particular focus on Peter Jackson’s exten- Advisor on “Interstellar”, and Feynman sive use of virtual-production techniques. Professor of Theoretical Physics, Emeritus Edward Luong, Software R&D Engineer California Institute of Technology Pixar Animation Studios Panelists Paul Franklin, VFX Supervisor Paul Mendoza, Second Unit and Crowds Joe Letteri, Senior VFX Supervisor Double Negative Animation Supervisor Weta Digital Pixar Animation Studios

Oliver James, Chief Scientist Matt Aitken, VFX Supervisor Double Negative Sudeep Rangaswamy, Lighting Technical Lead Weta Digital Pixar Animation Studios

Eugénie von Tunzelmann, CG Supervisor David Clayton, Animation Supervisor Double Negative Weta Digital

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From Post-it to Post Production, Image Engine Presents: DreamWorks Animation The Uncompromising Journey Breathing Life Into “CHAPPiE” Presents: “HOME”: Just of “The Book of Life” Another Post-Apocalyptic- Wednesday, 12 August, Wednesday, 12 August, 10:45 am-12:15 pm Alien-Invasion-Buddy-Road 10:45 am-12:15 pm Movie? In “CHAPPiE”, a unique action sci-fi comedy Key project supervisors present a unique by Director Neill Blomkamp, the lead actor Wednesday, 12 August, 2-3:30 pm behind-the-scenes exploration of the is a digitally created childlike robot who visually inspiring, Golden Globe-nominated conveys a rich array of emotions as he If you’ve seen one post-apocalyptic-alien- feature “The Book of Life”. Art, animation, interacts with the human characters around invasion-buddy-road-movie, you’ve seen CG, and VFX leads explain working with the him. In this session, supervisors from Image them all, right? Well, forget everything you director’s unique, stylized artistic vision and Engine reveal how a small production know about those movie archetypes. In translating it into 3D: highly stylized wooden team brought “CHAPPiE” to life, delivering this session, the creative leadership of characters rich in culture and symbolism; nearly 1000 shots and over 60 minutes “HOME” presents how they researched all mythological characters made of wax, tar, of screen time to the digital, believable those genres and then chose a different and sugar; and fantastical worlds with a hero. With a wide array of visuals covering path by asking: How do you make alien completely unique animated look. concept design to asset builds, on-set invaders cute and likeable? How can a post- capture to final performance, postvis to final apocalyptic world be fun and friendly? What The director guides attendees through an integration, the panel presents a behind-the- would make advanced alien technology in-depth look at the ideas behind the design scenes look at the challenges involved in devastating yet silly? of the film and the color-script development creating a character that audiences not only The creative team also explains the from art to lighting. The head of animation accept as real but connect to. summarizes breathing life into magical complexity behind “simple” alien characters wooden characters through innovative Panelists who have six legs and whose look and color rigging and animation techniques. The CG were controlled by animation and challenges Chris Harvey, Overall Visual Effects Supervisor with a young girl who uses her constantly supervisor reviews the procedural systems, Image Engine Design Inc. and the lighting and texture challenges changing hairstyles to express her character of bringing three fantastical, symbolically Mark Wendell, CG Supervisor arc. (Normally, we’d say NO to this, but rich worlds to life. And the VFX supervisor Image Engine Design Inc. thanks to new technology … well, OK.) discusses the complexity of maintaining the Panelists director’s unique vision from art to stereo. Mathias Lautour, Look Development Lead Image Engine Design Inc. Tim Johnson, Director Panelists DreamWorks Animation SKG, Inc. Earl Fast, Animation Lead Jorge Gutiérrez, Director Image Engine Design Inc. Mahesh Ramasubramanian, VFX Supervisor Reel FX Creative Studios DreamWorks Animation SKG, Inc. Augusto Schillaci, VFX Supervisor Jason Reisig, Head of Character Animation Reel FX Creative Studios DreamWorks Animation SKG, Inc. Glo Minaya, CG Supervisor Emil Mitev, Art Director Reel FX Creative Studios DreamWorks Animation SKG, Inc. Wes Mandell, Head of Animation Reel FX Creative Studios

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The Park is Open: Journey to Fix the Future: Industrial Light “The Peanuts Movie”: From “Jurassic World” with Industrial & Magic and Visual Effects of Comic Strip to Feature Film Light & Magic “Tomorrowland” Thursday, 13 August, Wednesday, 12 August, 2-3:30 pm Wednesday, 12 August, 3:45-5:15 pm 10:45 am-12:15 pm In 1993 ILM brought living, breathing ILM panelists discuss methodologies used Bringing the iconic characters of Charles dinosaurs back from extinction, a move that to capture the visual effects sequences Schulz’s beloved comic strip “Peanuts” to would help shape the future of cinema itself. during production, how the CG city was life in CG was an exciting and unprecedent- Steeped in the Jurassic franchise, the ILM architected from the ground up, and the ed opportunity for the creative and technical panelists share the advanced on-set visu- production challenges and workflow teams at . To begin the alization tools used during production and solutions that were developed to deliver this development process, a small group of art- the new visual effects techniques developed first-ever, 4K high-dynamic-range release. ists including art director Nash Dunningan, animation supervisors Nick Bruno and Scott for modeling and texturing, environment Panelists creation, and advanced motion capture Carrol, and CG supervisor Rob Cavaleri, retargeting technology that allowed ILM to Craig Hammack, VFX Supervisor along with director Steve Martino and a breathe life into “Jurassic World”, the latest Industrial Light & Magic few others decided on two key elements installment directed by Colin Trevorrow. that would affect the outcome of the film’s Eddie Pasquarello, VFX Supervisor aesthetic: the design and animation style. Panelists Industrial Light & Magic These style choices presented new artistic Tim Alexander, VFX Supervisor and technical challenges for the studio’s Maia Kayser, Animation Supervisor production pipeline. Industrial Light & Magic Industrial Light & Magic

Tony Plett, Associate VFX Supervisor This panel shares insights into those early Barry Williams, Environments Supervisor conversations, decisions, and solutions, and Industrial Light & Magic Industrial Light & Magic explains how the Blue Sky team brought the Glen McIntosh, Animation Supervisor classic pen lines of Charles Schulz to the Industrial Light & Magic big screen.

Kevin Wooley, Motion Capture Supervisor Panelists Industrial Light & Magic Nash Dunnigan, Art Director Blue Sky Studios

Nick Bruno, Animation Supervisor Blue Sky Studios

Scott Carroll, Animation Supervisor Blue Sky Studios

Rob Cavaleri, CG Supervisor Blue Sky Studios

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The Making of Marvel’s The Making of the Characters “Ant-Man” of Marvel’s “Avengers: Age of Ultron” Thursday, 13 August, 2-3:30 pm The next evolution of the Marvel cinematic Thursday, 13 August, 3:45-5:15 pm universe brings a founding member of The Marvel Studios presents “Avengers: Avengers to the big screen for the first time. Age of Ultron” the epic follow-up to the Armed with the astonishing ability to shrink biggest super-hero movie of all time. When in scale but increase in strength, master Tony Stark tries to jump start a dormant thief Scott Lang must embrace his inner peacekeeping program, things go awry, hero and help his mentor, Dr. Hank Pym, and Earth’s mightiest heroes, including Iron protect the secret behind his spectacular Man, Captain America, Thor, The Incredible Ant-Man suit from a new generation Hulk, Black Widow, and Hawkeye, are put of towering threats. Against seemingly to the ultimate test as the fate of the planet insurmountable obstacles, Pym and Lang hangs in the balance. As the villainous must plan and pull off a heist that will save Ultron emerges, it is up to The Avengers to the world. This behind-the-scenes session stop him from enacting his terrible plans, explores the making of the visual effects and soon uneasy alliances and unexpected for “Ant-Man”. action pave the way for an epic and unique

Panelists global adventure. This behind-the-scenes session explores the making of the “Age of , EVP of Visual Effects and Post Ultron” characters. Production, Marvel Studios & Executive Producer Marvel’s “Ant-Man” Panelists Marvel Entertainment Victoria Alonso, Executive Vice President of Visual Jake Morrison, Visual Effects Supervisor Effects and Post Production, Marvel Studios Marvel Entertainment & Executive Producer Marvel’s “Avengers: Age of Ultron” Diana Giorgiutti, Visual Effects Producer Marvel Entertainment Marvel Entertainment , Visual Effects Supervisor Alex Wuttke, VFX Supervisor Marvel Entertainment Double Negative Ben Snow, VFX Supervisor Vince Cirelli, VFX Supervisor Industrial Light & Magic Luma Pictures Marc Chu, Animation Director Greg Steele, VFX Supervisor Industrial Light & Magic Method Studios Trent Claus, VFX Supervisor Lola VFX

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An interactive extravaganza that celebrates the real-time achievements within the intersection of genius technical skills and creative beauty. Real-Time Live! shows off the latest trends and techniques for pushing the boundaries of interactive visuals.

A preliminary list of Real-Time Live! presentations. Visit s2015.siggraph.org for an updated list.

Image Credit (Right): Balloon Burst © 2015 Miles, Macklin, Nuttapong Chentanez, Matthias Mueller, Tae-Yong Kim, NVIDIA Corporation

Image Credit (Below): Birdly © 2014 Max Rheiner, Fabian Troxler, Thomas Tobler, Thomas Erdin, Zürcher Hochschule der Künste

Balloon Burst Kite This demo shows, for the first time, a large- “Kite” is an animated short film that Epic scale simulation of water interacting with a Games created to show off new features of thin elastic surface in real time. It simulates the Unreal Engine. It runs completely in real 250K particles representing the objects and time at 30fps. It is set in a realistic open- 512K spray particles with the NVIDIA unified world area measuring 100 square miles. solver Flex and uses ray-marching to render the water surface. Gavin Moran Kim Libreri Nuttapong Chentanez Epic Games, Inc. Miles Macklins Matthias Müller My Digital Face Tae-Yong Kim Immersive Realities NVIDIA Corporation Near-automatic creation of a controllable, (AR/VR) Contest photorealistic face from a $100 depth “The Blacksmith” Real-Time Short Film Developers create and showcase the sensor. A set of blendshapes is generated best immersive-reality applications from sensor scans and transformed with “The Blacksmith” is a real-time-rendered possible using today’s technologies. tracking software. The resulting face retains short film that pushes the limit on graphics The winning team is announced from a high-quality appearance and is suitable for quality achievable with a . the Real-Time Live! stage. many applications. It uses real-time and physically based shading, and runs at 30 Dan Casas All finalists also have the opportunity to fps on mid-range gaming hardware. The film Oleg Alexander demonstrate their systems to attendees was created by a very small team. Andrew Feng during SIGGRAPH 2015’s Appy Hour, Graham Fyffe Wednesday, 12 August, 5-7 pm. Veselin Efremov Ryosuke Ichikari Torbjorn Laedre Paul Debevec Unity Technologies Ruizhe Wang BabyX and the Auckland Evan Suma Ari Shapiro Face Simulator Fast Teeth Scanning for Advanced USC Institute for Creative Technologies Digital Dentistry The Auckland Face Simulator supports extremely realistic and precisely controllable Demonstration of a real-time interactive 3D Real-Time Cinematic Shot Lighting models of the human face and its expressive system for scanning teeth, which is capable in The Order: 1886 dynamics for psychology research. BabyX of scanning reflective and semi-translucent This demo shows an example of a real-time is an autonomously animated psycho- materials with micron-level resolution and cinematic sequence from The Order: 1886, biological simulation of an infant that reacts high accuracy. peeling back the curtain on the smoke and learns in real time. Peter Dahl Ejby Jensen and mirrors behind the shot-based lighting system that allowed the production to Mark Sagar Michael Bing David Bullivant Jens Christian Jørgensen deliver pre-rendered CG levels of fidelity to Paul Robertson Sverker Rasmuson real-time cutscenes. Oleg Efimov Lene Lillemark Khurram Jawed Morten Ryde Holm-Hansen Nathan Phail-Liff Ratheesh Kalarot Henrik Öjelund Ready at Dawn Studios Tim Wu 3Shape A/S Werner Ollewgen Laboratory for Animate Technologies

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FP F S E+ Ex #SIGGRAPH2015 A preliminary list of Studio Courses, Talks, and Projects. Visit S2015.SIGGRAPH.ORG for updates.

The world is becoming more malleable by the day, with new tools, applications, and methods to create, craft, build, and share. The Studio focuses on disruptive practices in the world of content creation. It presents projects from alternative fields that utilize and build new foundations in computer graphics – particularly those that extend beyond traditional screens and into the physical world through novel interactivity.

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

Image Credit: Keeping it Real – The Making of Lumino City © 2015 Daniel Fountain, Luke Whittaker, State of Play Games

Shadertoy Workshop Studio Courses MOBILE Compute for Mobile Devices: Wednesday, 12 August, Performance-Focused Hands-On Digital T-Shirt Design and Printing 10:45 am-12:15 pm  INVITED Tuesday, 11 August, 9-10:30 am Sunday, 9 August, 2-3:30 pm Hands-on experience with existing APIs for In the Shadertoy Workshop, intermediate- In this Studio Course, attendees learn best accelerating compute-intensive portions level shader creators master the most practices for designing graphics for digital of a mobile application. Topics include: important building blocks of procedural direct-to-garment printers. Attendees RenderScript, Metal, OpenCL, GLES pixel, content creation (raymarching, noise, can print their designs on a t-shirt printer and recent compute shaders, plus CUDA. lighting, etc.). During the workshop, and enter their shirts in the T-Shirt Design attendees create their very own Competition! Maxim Shevtsov procedural shaders. Eddie Murphy Intel Corporation EPSON Inigo Quilez MOBILE Pol Jeremias Beautypi GAMES Beginning Native Android Apps

Build Your Own Game Controller Wednesday, 12 August, 9-10:30 am EDUCATION Design Machines – Part I & II Monday, 10 August, 3:45-5:15 pm Learn the basics of the Android environment and how easy it is to develop Wednesday, 12 August, 2-3:30 pm In this course, attendees build game apps for Android. Wednesday, 12 August, 3:45-5:15 pm controllers from scratch to provide input for a variety of PC games. Topics include: Gil Irizarry This Studio Course features rapid-fire resistors, switches, and using Arduino to Conoa, Inc. prototyping of a CNC design tool. Using the behave as a USB keyboard and mouse. modular Machines that Make construction Josef Spjut kit, attendees design, program, and build NVIDIA Corporation machines and interfaces, including controls, user interfaces, and kinematics. Richard Piersall Kirklann Lau Nadya Peek Harvey Mudd College James Coleman Massachusetts Institute of Technology

If you are interested in this Course, you may want to attend the Studio Talk on Sunday, 9 August, 3:45-5:15 pm.

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Crafting Unexpected Building Fantastic Worlds, Studio Talk Sessions Rendering Techniques Studio Games Talks 2 Machine Phenomena Tuesday, 11 August, 10:45 am-12:15 pm Wednesday, 12 August, 10:45 am-12:15 pm Sunday, 9 August, 3:45-5:15 pm Stylized Trees and Landscapes Continued GAMES Interactive Robogami Authoring of Procedural Environments Laura Murphy Adriana Schulz Philip Galanter in “The Blacksmith” Real-Time Cynthia Sung Texas A&M University Short Film Andrew Spielberg Wei Zhao Chinese Ink-and-Brush Painting Veselin Efremov Robin Cheng With Reflection Unity Technologies Ankur Mehta Eitan Grinspun Siran Liu GAMES Daniela Rus Ergun Akleman The Talos Principle Photogrammetry Wojciech Matusik Texas A&M University Massachusetts Institute of Technology Workflow  INVITED FrameShift: Shift Your Attention, Shift Design Machines the Story Admir Elezovic Nadya Peek James Coleman Rukmini Goswami Massachusetts Institute of Technology Tim Tregubov Lorie Loeb New XRoads of Disruptive Tools Dartmouth College PaperPulse: An Integrated Thursday, 13 August, 9-10:30 am Approach for Embedding Electronics Art Directed Rendering and Shading in Paper Designs Scanning and Printing a 3D Presidential Ergun Akleman Portrait Raf Ramakers Texas A&M University Kashyap Todi Adam Metallo Kris Luyten Donald House Vincent Rossi Universiteit Hasselt, tUL – iMinds Clemson University Jonathan Blundell Günter Waibel MOR4R: Microwave Oven Recipes Siran Liu Smithsonian Institution for Resins Texas A&M University Paul Graham Kentaro Yasu Graham Fyffe Keio-NUS CUTE Center, National University Building Fantastic Worlds, Xueming Yu of Singapore Studio Games Talks 1 USC Institute for Creative Technologies Wednesday, 12 August, 9-10:30 am Paul Debevec Wondrous Wearables, A University of Southern California, USC Institute for Special Session with the Creative Technologies GAMES PRODUCTION Mi.Mu Gloves Project Keeping it Real — The Making of EDUCATION RESEARCH Tuesday, 11 August, 9-10:30 am Lumino City Haptic Collaboration: Biomedical  INVITED Daniel Fountain Engineering Meets Digital Design Luke Whittaker Mi.mu Gloves, A Gestural Interface State of Play Games Taro Narahara for the Creative Arts Kevin Abbruzzese Richard Foulds GAMES PRODUCTION Imogen Heap New Jersey Institute of Technology Rachel Freire The Art of The Witness Seb Madgwick PHYSICAL 3D Orsi Spanyol Thomas Mitchell Thekla, Inc. 3D-Printed Prosthetics for the Hannah Perner-Wilson Developing World Kelly Snook GAMES Adam Stark Ryan Schmidt Chagall van den Berg User-Centric Tools Programming Autodesk, Inc. Mi.Mu Gloves in Firewatch  INVITED Ginger Coons Mi.mu Gloves, A More Detailed Look Vincent Chen at the Technology Paolo Surricchio Timotheus Gmeiner Campo Santo Matt Ratto Imogen Heap University of Toronto Rachel Freire Seb Madgwick Thomas Mitchell Hannah Perner-Wilson Kelly Snook Adam Stark Chagall van den Berg Mi.Mu Gloves

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Quilted Creations and ARTS GAMES ARTS Imaginative Imaging eBee: An Electronics Quilting Bee Mirror Mirror: An On-Body Clothing- and Game Design System Thursday, 13 August 10:45 am-12:15 pm In the eBee, attendees create their own An interactive personal clothing-design  INVITED electronics-enabled quilting blocks, then system. Virtual designs are projected on work together with other attendees to the user’s body and observed in a mirror’s eBee: An Electronics Quilting Bee design a game that uses the currently reflection as if the clothes are really “worn.” and Game available quilt blocks. The result of the eBee Final designs are exported for fabrication of Gillian Smith is a unique, electronics-enabled, quilt- real garments. Northeastern University inspired art piece. If you are interested in this installation, you may Polarized 3D: Extreme-Quality Depth If you are interested in this installation, you may want to attend the Studio Talk on Thursday, Sensing via Polarization Cues want to attend the Studio Talk on Thursday, 13 August, 10:45 am-12:15 pm. 13 August, 10:45 am-12:15 pm. Achuta Kadambi ARTS Massachusetts Institute of Technology AR/VR ARTS PHYSICAL 3D MOR4R: Microwave Oven Recipes Hyve-3D and Rethinking the 3D Cursor: for Resins Mirror Mirror: An On-Body Clothing Unfolding a Natural Interaction Model Design System for Remote and Local Co-Design in VR This research presents a technique to make an acrylic (PMMA) 3D craft using Daniel Saakes Hui-Shyong Yeo This installation presents a new environment a microwave oven. By pasting a properly Gyeol Han to actively create 3D content inside virtual sized susceptor sheet to the PMMA and Woontack Woo worlds by collaborative (local and remote) microwaving it for about two, the creator Seung-Tak Noh 3D sketching. In a concave-spherical can bend and cut the PMMA sheet with Korea Advanced Institute of Science and immersive environment, attendees explore hands and scissors. Technology (KAIST) a novel natural interaction using planes that are intuitively manipulated in space by If you are interested in this installation, you may A Noise-Based Curriculum for handheld tablets tracked in six degrees want to attend the Studio Talk on Sunday, Technological Fluency of freedom. 9 August, 3:45-5:15 pm.

Erik Brunvand ARTS University of Utah Making it Real: Crafting a World With Lumino City PaperPulse: An Integrated Approach for Embedding Electronics in Paper RESEARCH  INVITED Designs State of Play Games, known for making

games by hand, presents a hands-on A design tool that enables designers without  project that teaches the process of crafting a technical background to produce interac- Studio Technical a physical set (like Lumino City) with a tive paper artifacts by augmenting them with variety of tools and techniques before electronics. Users overlay visual elements Papers Projects transforming it into a digital play experience. with interactive widgets and specify func- tional relations between them. Afterwards, The Studio is collaborating with the If you are interested in this installation, you may PaperPulse generates layered electronic SIGGRAPH 2015 Technical Papers want to attend the Studio Talk on Wednesday, circuit designs, code for the microcontroller, program to bring a small selection of 12 August, 9-10:30 am. and instructions for assembly. papers into Studio Projects. Mi.Mu Gloves Project, An Exploration If you are interested in this installation, you may Visit s2015.siggraph.org for updated of a Hackable Gestural Interface want to attend the Studio Talk on Sunday, information. 9 August, 3:45-5:15 pm and view the e-Poster.  INVITED

RESEARCH Attendees work with members of the Polarized 3D: Synthesis of Polarization Mi.Mu Gloves team to explore this uniquely Studio Projects and Depth Cues for Enhanced 3D powerful control system. The interface can Sensing be customized to support novel interactions The Build Shop Presents “Paper with music and visuals. An enhancement technique that can Portraits” If you are interested in this installation, you may be applied to a variety of depth maps. Incorporating polarization cues into the Learn about the Los Angeles maker want to attend the Studio Talk on Tuesday, depth-sensing pipeline demonstrates movement and slice, dice, and laser-cut a 11 August, 9-10:30 am. enhanced 3D scanning resolution digital self-portrait, in 3D! The Build Shop and accuracy. demonstrates technologies available in its downtown DIY shop. Attendees create 3D If you are interested in this installation, you may cardboard self-portraits to take home from want to attend the Studio Talk on Thursday, SIGGRAPH 2015. 13 August, 10:45 am-12:15 pm.

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

Full Conference Platinum and Full Conference registration allows attendees access to all SIGGRAPH 2015 Talks.

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

Image Credit: Labs R&D: Rendering Techniques in Rise of the Tomb Raider © 2015 Anton Michels, Peter Skachev, Eidos Montreal

Sunday, 9 August ANIMATION & VFX ANIMATION & VFX PRODUCTION Crowds and Complexity Inside Your Head and FIRST-TIMER Sunday, 9 August, Out of This World Visual Effects at : A Crossroads 10:45 am-12:15 pm Sunday, 9 August, 2-3:30 pm of Art and Technology Session Chair: Jerry Edsall, Session Chair: Rajesh Sharma, Sunday, 9 August, 10:45 am-12:15 pm Microsoft’s Black Tusk Studios Walt Disney Animation Studios  INVITED T1000: Effects-Driven Character An Abstract Journey Steve Emerson Performance in “Terminator Genisys” LAIKA Albert Lozano Jamie Haydock Ron Zorman Double Negative Visual Effects GAMES PRODUCTION Masha Ellsworth Bernhard Haux Killing Monsters: Behind the A Modular Crowd (n)Cloth System for Jonas Jarvers Scenes of the Witcher 3 Exodus: Gods and Kings Evan Bonifacio Sajan Skaria Sunday, 9 August, Clair Bellens Colin Levy 10:45 am-12:15 pm Marco D’Ambros Ken Lao Sarah Fowler  INVITED Moving Picture Company Pixar Animation Studios Building the World of The “Jupiter Ascending”: Constructing The Ins and Outs of Camera Structure Witcher 3: Wild Hunt Large-Scale Environments on “Inside Out” Balazs Torok James Bird Patrick Lin Krzysztof Krzyscin Maxim Fleury Pixar Animation Studios CD Projekt RED Double Negative Visual Effects

Rendering Features of The Real-Time Crowd Visualization in The Screens of “Inside Out” Point-Cached Pipelines Witcher 3: Wild Hunt Eric Andraos Jeremy Cowles Michael Sparber Balazs Torok Takahito Tejima Pixar Animation Studios Krzysztof Krzyscin David Yu CD Projekt RED Pixar Animation Studios Emoting Boov in “Home”

Amaury Aubel DreamWorks Animation SKG, Inc.

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Achieving Real-Time Playback With GAMES ANIMATION & VFX PRODUCTION Production Rigs Bringing Worlds to Life: An Animator’s (Day) Dream Inside the Minds of Andy Lin Gene Lee Sunday, 9 August, 3:45-5:15 pm Avalanche Studios Joe Longson Session Chair: Joe Spataro, Jay Steele Bungie, Inc. Sunday, 9 August, 2-3:30 pm Evan Goldberg Session Chair: Jan Schmid, Rastko Stefanovic Sketch to Pose in Pixar’s Presto DICE, Electronic Arts Walt Disney Animation Studios Animation System  INVITED PRODUCTION Ryan Stelzleni Doing R&D for Open Worlds Bret Parker Off the Beaten Path (Tracing) Tom Hahn Emil Persson Sarah Shen Avalanche Studios Sunday, 9 August, 3:45-5:35 pm Dan McGarry Session Chair: Chris Wyman, Chen Shen NVIDIA Corporation A Landscape Engine for A New Pixar Animation Studios Generation of Open-World Games Building the Black Hole in “Interstellar”: Silhouette Sketching on “Inside Out” Christian Nilsendahl The Gravitational Renderer Avalanche Studios Kurt Fleischer Oliver James Pixar Animation Studios Sylvan Dieckmann Using GPU Compute for Simon Pabst Paul Isaacs Productivity and Play Paul-George Roberts Google, Inc. Double Negative Visual Effects Engin Cilasun Bret Parker Avalanche Studios Kip Thorne Sarah Shen California Institute of Technology Bernhard Haux Efficient Production Techniques for Tom Hahn High-Quality Lighting in Vast Open- Stackless of Patches from Chen Shen World Games Feature-Adaptive Subdivision on GPUs Andrew Butts Jayson Price Carl Ross Nikolaus Binder Venkat Krishna Emil Persson Alexander Keller Heegun Lee Avalanche Studios NVIDIA Corporation Pixar Animation Studios

ANIMATION & VFX PRODUCTION GAMES A Practical and Controllable Hair and Developing Joy for “Inside Out” Fur Model for Production Path Tracing On and Under the Surface Jacob Merrell Bob Moyer Sunday, 9 August, 2-3:30 pm Matt Jen-Yuan Chiang Walt Disney Animation Studios Alexis Angelidis Session Chair: Tim McLaughlin, Angelique Reisch Texas A&M University Benedikt Bitterli Pixar Animation Studios Disney Research, Walt Disney Animation Studios Real-Time Transformations in Animation Recipes: Turning an The Order: 1886 Chuck Tappan Animator’s Trick Into an Automatic Brent Burley Animation System Sean Weronko Walt Disney Animation Studios Scot Andreason Chen Shen Ready at Dawn Studios Art-Directable Volumetric Multiple Tom Hahn Scattering Bret Parker Multi-Resolution Geometric Transfer Sarah Shen for “Jurassic World” Magnus Wrenninge Pixar Animation Studios Pixar Animation Studios Rachel Rose Yuting Ye An Approximate Reflectance Profile for Industrial Light & Magic Efficient Subsurface Scattering Under the Scalpel: ILM’s Digital Per Christensen Flesh Workflows Pixar Animation Studios Sean Comer Jacob Brice Criswell Industrial Light & Magic

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Hair Smash Raptor Wrangling: Real-Time Motion Monday, 10 August Capture for “Jurassic World” Colleen O’Hagan Arunachalam Somasundaram Kevin Wooley ANIMATION & VFX PRODUCTION Jason Weber Noah Lockwood Capturing the World DreamWorks Animation SKG, Inc. Yoojin Jang Industrial Light & Magic Monday, 10 August, 9-10:30 am Dynamically Controlling Session Chair: Kenny Mitchell, Hair Interpolation Real-Time 3D Character Integration Disney Research Into a Real-World Environment Using Arunachalam Somasundaram Reconstructed Z Depth Panocam & Postvis for the Chicago DreamWorks Animation SKG, Inc. Chase in “Jupiter Ascending” Tom Hart Interactive Script-Based Dynamics Minoru Nakai Tom Proctor in “Big Hero 6” Capcom Co, Ltd. Christopher Sweet Kyle Goodsell Dong Joo Byun Distributing Liquids Using OpenVDB Daniel Rauchwerger Zubin Wadia Double Negative Visual Effects Michael Kaschalk Dan Bailey Walt Disney Animation Studios Harry Biddle Roundshot Pipeline at MPC Matthew Warner for “Godzilla” Coloring and Texturing Volume Nick Avramoussis Simulations From Texture Images Double Negative Visual Effects Daniel Vasquez Kirk Chantraine Jihyun Yoon FIRST-TIMER ANIMATION & VFX Moving Picture Company DreamWorks Animation SKG, Inc. GAMES PRODUCTION FlashMob: Near-Instant Capture Behind the Cinematics of of High-Resolution Facial Tuesday, 11 August ’s Geometry and Reflectance Overwatch ANIMATION & VFX PRODUCTION Paul Graham Graham Fyffe Got ‘Bots Tuesday, 11 August, 3:45-5:15 pm Borom Tunwattanapong Session Chair: Micheal Hardison, USC Institute for Creative Technologies Tuesday, 11 August, 9-10:30 am Blizzard Entertainment, Inc. Session Chair: Ann McNamara,  INVITED Abhijeet Ghosh Texas A&M University Imperial College London Defining a New Look: The Art and Style “X-Men Days of Future Past”: of Blizzard’s Overwatch Cinematic Paul Debevec Directing a Highly Complex USC Institute for Creative Technologies Shape-Shifting Sentinel Jeff Chamberlain Jim Jiang Blendshapes From Commodity Tony Micilotta Xin Wang RGB-D Sensor The Moving Picture Company Blizzard Entertainment

Dan Casas Procedural Animation Technology Bringing Characters to Life: The Oleg Alexander Behind the Microbots in “Big Hero 6” Rigging and FX of Blizzard’s Andrew Feng Overwatch Cinematic Graham Fyffe Dong Joo Byun Ryosuke Ichikari Henrik Falt Michael Sandrik Paul Debevec Ben Frost Dave Stephens USC Institute for Creative Technologies Mir Ali Dan Cox Eric Daniels Blizzard Entertainment Ruizhe Wang Peter De Mund University of Southern California Michael Kaschalk Walt Disney Animation Studios Evan Suma Ari Shapiro ANIMATION & VFX PRODUCTION GAMES USC Institute for Creative Technologies Effects Omelette ANIMATION & VFX PRODUCTION Tuesday, 11 August, Links and Locks 10:45 am-12:15 pm Session Chair: Cindy Grimm, Monday, 10 August, 3:45-5:35 pm Oregon State University Session Chair: Doug Roble, Digital Domain “Ex Machina”: Rigging Beneath the Surface Rigid Link Chains in “ 3” Mark Ardington Jason Weber Double Negative Visual Effects DreamWorks Animation SKG, Inc.

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Performance and Precision: FIRST-TIMER GAMES PRODUCTION Wednesday, 12 August Mobile Solutions for High-Quality Engineering Drawings Werewolves in London: ANIMATION & VFX PRODUCTION The Order - 1886 Ravi Krishnaswamy Dream Big (Peanuts) Sean James Production Talks Autodesk Inc. Wednesday, 12 August, 8:30-10:30 am Wednesday, 12 August, 2-3:30 pm Session Chair: Micheal Hardison, Session Chair: Glo Minaya, Impact of CPU-GPU Data Transfers on Reel FX Blizzard Entertainment, Inc. Mobile Device GPGPU  INVITED You’ve Got a Lot of Friends, Charlie Tommaso Maestri Crafting Victorian London: The Brown: Creating Crowds in “Peanuts” Samsung R&D Institute UK Environment Art and Material Pipelines Mark Adams Challenges With Virtual Reality on of The Order: 1886 Greg Mourino Mason Evans Mobile Devices Nathan Phail-Liff Kevin Edzenga Scot Andreason Prashant Sharma Blue Sky Studios Anthony Vitale Samsung R&D Institute UK Ready at Dawn Studios The Digital Cinematography of The Many Faces Of Font Rendering “The Peanuts Movie” Melton and Moustaches: The Character Christopher Hebert Art and Shot Lighting Pipelines of The Karyn Monschein Samsung Electronics Co. Ltd. Order: 1886 Ken Lee Blue Sky Studios ANIMATION & VFX AR/VR PRODUCTION Nathan Phail-Liff Scot Andreason Hand-Drawn-Looking Volumetric Supernatural Ready at Dawn Studios Effects in “The Peanuts Movie” Wednesday, 12 August, PRODUCTION Ilan Gabai 10:45 am-12:15 pm Alen Lai Session Chair: Eleni Kostis, Pipeline & Asset Blue Sky Studios Goddard Space Flight Center/National Management Aeronautics and Space Administration It’s a UVN Face Rig, Charlie Brown: Wednesday, 12 August, 3:45-5:15 pm Facial Techniques for “Peanuts” Water Simulation in Session Chair: Bill Polson, “Jupiter Ascending” Pixar Animation Studios Adam Burr Stephen Gressak Fabio Cerrito Data Mining for Efficient Matthew Doble Double Negative Visual Effects Render-Farm Management Christian Haniszewski Ignacio Barrios Wrangling a Gas Giant for Adam Wood-Gaines Brian Anderson “Jupiter Ascending” Josh Grant Ferris Webby Pixar Animation Studios Sabine Heller Jordan Walsh Blue Sky Studios Tobias Keip Environment-Rendering Optimization Double Negative Visual Effects for Pixar’s “The Good Dinosaur” Head, Shoulders, Knees, and Toes: Interpreting Schulz in 3D “Big Hero 6”: Into the Portal Daniel Garcia Pixar Animation Studios Michael Reed David Hutchins Sabine Heller Olun Riley Inigo Quilez Nikki Tomaino Jesse Erickson Story Studio Marin Petrov Alexey Stomakhin Steven Song Ralf Habel Dave Dixon Steven Vanseth Michael Kaschalk Ariela Federov Blue Sky Studios The Walt Disney Company Matt Kuruc Susan Fong AR/VR GAMES MOBILE Visualizing the Cosmos: a Pixar Animation Studios Procedural Approach On the Move Progressive-Render Checkpoint Wednesday, 12 August, Dominique Vidal Workflows in Production 10:45 am-12:30 pm BUF Compagnie Session Chair: Jesse Barker, Alex Harvill ARM, Inc. Andrew Kensler David Laur Pixar Animation Studios Mobile Vision: How We Must Augment APIs to Enable a New Reality TaskProcessor: A Pipeline Execution Alon Or-bach Framework And IDE Samsung R&D Institute UK Mark McGuire Oliver Staeubli Blue Sky Studios

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FIRST-TIMER GAMES PRODUCTION ANIMATION & VFX PRODUCTION ANIMATION & VFX PRODUCTION Leap of Faith: The World of I’ve Got You Covered Follow the Crowd Mirror’s Edge Thursday, 13 August, Thursday, 13 August, 2-3:30 pm Wednesday, 12 August, 3:45-5:15 pm 10:45 am-12:30 pm Session Chair: Mark Elendt, Side Effects Software Inc. Session Chair: Juan Miguel de Joya, Session Chair: Natalya Tatarchuk, Walt Disney Animation Studios, University of Bungie, Inc. California, Berkeley The Artistry of TechAnim: New Cloth  INVITED Feature-Based Texture-Stretch Workflows on “Big Hero 6” Compensation for 3D Meshes Building the City of Glass in Aaron Adams Dmitriy Pinskiy Mirror’s Edge Stephane Grabli Kevin Sprout Jose Gomez Yuting Ye Edward Robbins Daniel Johansson Industrial Light & Magic Christopher Gallagher Jan Schmid Evan Goldberg DICE, Electronic Arts From 2D to 3D Painting with The Walt Disney Company Mesh Colors Rendering the World of Mirror’s Edge Crowd Character Complexity on Daniel Johansson Thibault Lambert “Big Hero 6” Arne Schodel Stephanie Goix Yasser Hamed Jan Schmid BUF Compagnie John Kahwaty DICE, Electronic Arts Façade: Image-Based Andy Lin Set Reconstruction Evan Goldberg Thursday, 13 August Lawrence Chai Walt Disney Animation Studios Kelsey Hurley Traveling Light Andrew Gartner Hank Driskill Destroying the Pharaoh’s Army - Thursday, 13 August, 9-10:30 am Chris Springfield Large-Scale Dynamics in “Exodus” Session Chair: Derrick Nau, Kyle Odermatt Kai Wolter TRG Reality Walt Disney Animation Studios Mariano Blanc Francisco Gochez GAMES Furtility: Robust Hair Styling Ruben Diaz Hernandez The Tomorrow Children: Lighting and Curtis Andrus Moving Picture Company Mining With Mark Manca Moving Picture Company Data-Driven Background Crowds in James McLaren “Exodus: Gods and Kings” Tao Yang SemanticPaint: Interactive Q-Games, Ltd. Segmentation and Learning Martin Prazak of 3D Worlds Mungo Pay Accurate Analytic Approximations for Damien Maupu Davide Vercelli Real-Time Specular Area Lighting Julien Valentin Ian Masters Oxford University Pascal Lecocq Double Negative Visual Effects Gaël Sourimant Vibhav Vineet Jean-Eudes Marvie Stanford University GAMES PRODUCTION Technicolor Ming-Ming Cheng Labs R&D: The Rendering Frustum-Traced Irregular Nankai University Techniques of Deus EX: Z-Buffers: Fast, Sub-Pixel- Mankind Divided and Rise of Accurate Hard Shadows David Kim Jamie Shotton the Tomb Raider Pushmeet Kohli Chris Wyman Thursday, 13 August, 3:45-5:15 pm Rama Hoetzlein Microsoft Research Aaron Lefohn NVIDIA Corporation Matthias Niessner Rendering Techniques of Deus EX: Stanford University Mankind Divided Accumulative Anti-Aliasing  INVITED Antonio Criminisi Anton Michels Eric Enderton Shahram Izadi Peter Sikachev Eric Lum Microsoft Research Eidos Montréal Christian Rouet Oleg Kuznetsov Philip Torr Labs R&D: Rendering Techniques in Oxford University NVIDIA Corporation Rise of the Tomb Raider

Anton Michels Peter Sikachev Eidos Montréal

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FP F #SIGGRAPH2015

SIGGRAPH Technical Papers is the premier international forum for disseminating new scholarly work in computer graphics and interactive techniques. At the con- ference, 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 Transaction on Graphics. In addition to papers selected by the SIGGRAPH 2015 Technical Papers Jury, the conference presents papers that have been published in ACM Transaction on Graphics during the past year.

Full Conference Platinum and Full Conference Access registration allows attendees access to all SIGGRAPH 2015 Technical Papers.

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

Image Credit: Animating Human Dressing © 2015 Alexander Clegg, Jie Tan, Greg Turk, Karen Liu, Georgia Institute of Technology

Doppler Time-of-Flight Imaging Micron-Scale Light Path Monday, 10 August Decomposition Using Interferometry Felix Heide The University of British Columbia, King Ioannis Gkioulekas FIRST-TIMER Abdullah University of Science and Harvard University Computational Illumination Technology, Stanford University Anat Levin Monday, 10 August, 9-10:30 am Wolfgang Heidrich The Weizmann Institute of Science Session Chair: Sing Bing Kang, King Abdullah University of Science and Microsoft Research Technology, The University of British Columbia Frédo Durand Massachusetts Institute of Technology Gordon Wetzstein Homogeneous Codes for Energy- Stanford University Todd Zickler Efficient Illumination and Imaging Harvard University Matthew O’Toole Matthias Hullin Rheinische Friedrich-Wilhelms-Universität Bonn University of Toronto Geometry Field Trip Supreeth Achar Phasor Imaging: A Generalization Monday, 10 August, 9-10:30 am Srinivasa G. Narasimhan of Correlation-Based Time-of-Flight Carnegie Mellon University Session Chair: Bruno Levy, Imaging INRIA-Nancy Grand-Est Kiriakos N. Kutulakos Mohit Gupta University of Toronto Shree K. Nayar Integrable PolyVector Fields Columbia University Olga Diamanti Matthias B. Hullin ETH Zürich Jaime Martin Rheinische Friedrich-Wilhelms-Universität Bonn Amir Vaxman Technische Universität Wien

Daniele Panozzo Olga Sorkine-Hornung ETH Zürich

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Stripe Patterns on Surfaces Realistic Biomechanical Simulation Driving High-Resolution Facial Scans and Control of Human Swimming With Video Performance Capture Felix Knöppel Technische Universität Berlin Weiguang Si Graham Fyffe Light Co Andrew Jones Keenan Crane Oleg Alexander Columbia University Sung-Hee Lee USC Institute for Creative Technologies Korea Advanced Institute of Science Ulrich Pinkall and Technology Ryosuke Ichikari Technische Universität Berlin National Institute of Advanced Industrial Science Eftychios Sifakis and Technology Peter Schröder University of Wisconsin-Madison California Institute of Technology Paul Debevec Demetri Terzopoulos USC Institute for Creative Technologies Frame-Field Generation Through University of California, Los Angeles Metric Customization Real-Time High-Fidelity Facial GRIDiron: An Interactive Authoring Performance Capture Tengfei Jiang and Cognitive Training Foundation Xianzhong Fang for Reconstructive Plastic Surgery Chen Cao Jin Huang Zhejiang University, Disney Research Zürich Hujun Bao Procedures Zhejiang University Nathan Mitchell Derek Bradley University of Wisconsin-Madison Disney Research Zürich Yiying Tong Michigan State University Court Cutting Kun Zhou New York University Zhejiang University Mathieu Desbrun California Institute of Technology Eftychios Sifakis Thabo Beeler University of Wisconsin-Madison Disney Research Zürich Discrete Derivatives of Vector Fields on Surfaces – An Operator Approach Facial-Performance-Sensing Face Reality Omri Azencot, Technion Head-Mounted Display Israel Institute of Technology Monday, 10 August, 3:45-5:35 pm Hao Li Maks Ovsjanikov Session Chair: Xin Tong, University of Southern California École Polytechnique Microsoft Research Asia Laura Trutoiu Frédéric Chazal Detailed Spatio-Temporal Oculus VR, LLC INRIA Reconstruction of Eyelids Kyle Olszewski Mirela Ben-Chen Amit Bermano Lingyu Wei Technion - Israel Institute of Technology Disney Research Zürich, ETH Zürich University of Southern California

Modeling, Controlling & Thabo Beeler Tristan Trutna Suturing Humans Disney Research Zürich Oculus VR, LLC Pei-Lun Hsieh Monday, 10 August, 9-10:30 am Yeara Kozlov Disney Research Zürich, ETH Zürich University of Southern California Session Chair: Theodore Kim, University of California, Santa Barbara Derek Bradely Aaron Nicholls Disney Research Zürich Oculus VR, LLC Computational Bodybuilding: Anatomically Based Modeling of Bernd Bickel Chongyang Ma Human Bodies Institute of Science and Technology Austria, University of Southern California Disney Research Zürich Shunsuke Saito Waseda University, University of Pennsylvania Rendering Complex Markus Gross Disney Research Zürich, ETH Zürich Appearance Zi-Ye Zhou Ladislav Kavan Dynamic 3D Avatar Creation From Monday, 10 August, 3:45-5:35 pm University of Pennsylvania Session Chair: Wenzel Jakob, Hand-Held Video Input ETH Zurich Biomechanical Simulation and Control Alexandru Ichim of Hands and Tendinous Systems Sofien Bouaziz Completed Luminaries: Illumination Mark Pauly Prashant Sachdeva and Appearance Rendering École Polytechnique Fédérale de Lausanne The University of British Columbia Edgar Velázquez-Armendáriz Zhao Dong Shinjiro Sueda Autodesk Inc. California Polytechnic State University Bruce Walter Susanne Bradley Donald P. Greenberg Mikhail Fain Cornell University Dinesh Pai The University of British Columbia

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Directional Dipole Model for Wave-Particle Fluidity Subsurface Scatting Tuesday, 11 August Monday, 10 August, 3:45-5:35 pm Jeppe Frisvad Session Chair: Changxi Zheng, Simsquishal Geometry Danmarks Tekniske Universitet Columbia University

Toshiya Hachisuka Tuesday, 11 August, 9-10:30 am Session Chair: Keenan Crane, The University of Tokyo Power Particles: An Incompressible Fluid Solver Based on Power Diagrams Columbia University Kim Kjeldsen Fernando de Goes Alexandra Instituttet Dihedral Angle-Based Maps of California Institute of Technology Tetrahedral Meshes

Hyperspectral Modeling of Skin Corentin Wallez Gilles-Philippe Paillé Appearance Ecole Polytechnique Université de Montréal T. Francis Chen Jin Huang Nicolas Ray Gladimir V. Guimaraes Baranoski Zhejiang University INRIA Bradley W. Kimmel Erik Miranda Dmitry Pavlov Pierre Poulin University of Waterloo Imperial College London Université de Montréal

The SGGX Microflake Distribution Mathieu Desbrun Alla Sheffer California Institute of Technology The University of British Columbia Eric Heitz Karlsruhe Institute of Technology, Bruno Lévy NVIDIA Research The Affine Particle-In-Cell Method INRIA Chenfanfu Jiang Jonathan Dupuy Craig Schroeder Université de Montréal, Université de Lyon 1 University of California, Los Angeles Conformal Mesh Deformations With Möbius Transformations Cyril Crassin Andrew Selle Amir Vaxman NVIDIA Research Walt Disney Animation Studios Christian Müller Technische Universität Wien Carsten Dachsbacher Joseph Teran Karlsruhe Institute of Technology Walt Disney Animation Studios, University of Ofir Weber California, Los Angeles Multi-Scale Modeling and Rendering of Bar Ilan University Granular Materials Alexey Stomakhin Walt Disney Animation Studios Close-to-Conformal Deformation of Johannes Meng Volumes Karlsruher Institut für Technologie, Disney Restoring the Missing Vorticity in Research Zürich Albert Chern Advection-Projection Fluid Solvers California Institute of Technology Marios Papas Xinxin Zhang Ulrich Pinkall Disney Research Zürich, ETH Zürich The University of British Columbia Technische Universität Berlin Ralf Habel Robert Bridson Peter Schröder Disney Research Zürich Autodesk, Inc. California Institute of Technology Carsten Dachsbacher Chen Greif Karlsruher Institut für Technologie The University of British Columbia Linear Subspace Design for Real-Time Shape Deformation Steve Marschner A Stream Function Solver for Liquid Cornell University Yu Wang Simulations University of Pennsylvania Markus Gross Ryoichi Ando Alec Jacobson Disney Research Zürich, ETH Zürich Institute of Science and Technology Austria Columbia University, ETH Zürich Wojciech Jarosz Nils Thürey Jernej Barbič Disney Research Zürich, Dartmouth College Technische Universität München University of Southern California Chris Wojtan Ladislav Kavan Institute of Science and Technology Austria University of Pennsylvania Water-Wave Animation via Wavefront Parameter Interpolation

Chris Wojtan Stefan Jeschke Institute of Science and Technology Austria

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VR, Display & Interaction Let’s do the Time Warp Data-Driven Interactive Quadrangulation Tuesday, 11 August, 9-10:30 am Tuesday, 11 August, 10:45 am-12:15 pm Session Chair: Wolfgang Heidrich, Session Chair: Oliver Wang, Giorgio Marcias King Abdullah University of Science Disney Research Zürich Istituto di Scienza e Tecnologie dell’Informazione and Technology Decomposing Time-Lapse Paintings Kenshi Takayama National Institute of Informatics Augmented Airbrush for Computer- Into Layers Aided Painting Jianchao Tan Nico Pietroni Amit Zoran George Mason University Istituto di Scienza e Tecnologie dell’Informazione Independent Artist, Hebrew University of Jerusalem Marek Dvoroznak Daniele Panozzo Daniel Sykora Olga Sorkine-Hornung Roy Shilkrot Czech Technical University in Prague ETH Zürich Pattie Maes Joseph Paradiso Yotam Gingold Enrico Puppo MIT Media Lab George Mason University Università degli Studi di Genova eyeSelfie: Self-Directed Eye Alignment Paolo Cignoni RingIT: Ring-Ordering Casual Photos Istituto di Scienza e Tecnologie dell’Informazione Using Reciprocal Eye-Box Imaging of Temporal Events

Tristan Swedish Hadar Averbuch-Elor Spectral Quadrangulation With Karin Roesch Daniel Cohen-Or Feature-Curve Alignment and Ik Hyun Lee Tel Aviv University Element-Size Control Krishna Rastogi Shoshana Bernstein Time-Lapse Mining From Internet Jin Huang Zhejiang University Ramesh Raskar Photos Massachusetts Institute of Technology Ricardo Martin Brualla Ruotian Ling Optimal Presentation of Imagery With University of Washington The University of Hong Kong Focus Cues on Multi-Plane Displays David Gallup Bert Juttler Rahul Narain Google Inc. Johannes Kepler Universität Linz University of Minnesota Steve Seitz Feng Sun Rachel A. Albert Google Inc., University of Washington The University of Hong Kong M. Abdullah Bulbul University of California, Berkeley Real-Time Creation via Hujun Bao Zhejiang University Optimal Frame Selection Gregory J. Ward Dolby Laboratories, Inc. Neel Joshi Wenping Wang Wolf Kienzle The University of Hong Kong Martin S. Banks Mike Toelle University of California, Berkeley Matt Uyttendaele Convolutional Wasserstein Distances: Michael Cohen Efficient Optimal Transportation on James F. O’Brien Microsoft Research Geometric Domains University of California, Berkeley Justin Solomon The Light-Field Stereoscope: Meshing Around Stanford University Immersive Computer Graphics via Factored Near-Eye Light-Field Displays Tuesday, 11 August, 10:45 am – 12:15 pm Fernando de Goes Session Chair: Leif Kobbett, Pixar Animation Studios With Focus Cues RWTH Aachen University Gabriel Peyré Fu-Chung Huang Isotopic Approximation Within a Université Paris-Dauphine Kevin Chen Gordon Wetzstein Tolerance Volume Marco Cuturi Stanford University Manish Mandad Kyoto University David Cohen-Steiner Pierre Alliez Adrian Butscher INRIA Sophia Antipolis Autodesk, Inc.

Andy Nguyen Tao Du Leonidas Guibas Stanford University

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Video Processing Parameterization & Mapping Nonlinear Material Design Using Principal Stretches Tuesday, 11 August, 2-3:30 pm Tuesday, 11 August, 2-3:30 pm Session Chair: Floraine Berthouzoz, Session Chair: Mirela Ben Chen, Hongyi Xu Adobe Systems, Inc. Technion – Israel Institute of Technology University of Southern California

Sampling Based Scene-Space Bijective Parameterization With Fun Shing Sin University of Southern California, Activision Video Processing Free Boundaries Blizzard, Inc. Felix Klose Jason Smith Disney Research Zürich, TU Braunschweig Scott Schaefer Yufeng Zhu Texas A&M University The University of British Columbia, University of Oliver Wang Southern California Jean-Charles Bazin Computing Locally Injective Mappings Disney Research Zürich Jernej Barbič by Advanced MIPS University of Southern California Marcus Magnor Xiao-ming Fu Technische Universität Braunschweig University of Science and Technology of China Subspace Condensation: Full Space Adaptivity for Subspace Deformations Alexander Sorkine-Hornung Yang Liu Disney Research Zürich Baining Guo Yun Teng Microsoft Research Asia University of California, Santa Barbara, Pixar Gaze-Driven Video Re-Editing Animation Studios Seamless Surface Mappings Eakta Jain Mark Meyer University of Florida Noam Aigerman Tony DeRose Roi Poranne Pixar Animation Studios Yaser Sheikh Yaron Lipman Carnegie Mellon University The Weizmann Institute of Science Theodore Kim University of California, Santa Barbara Ariel Shamir Bounded-Distortion Harmonic Interdisciplinary Center Herzliya Mappings in the Plane Image Processing Jessica Hodgins Renjie Chen Tuesday, 11 August, 3:45-5:35 pm Carnegie Mellon University, Disney Research University of North Carolina at Chapel Hill Session Chair: Steve Lin, Microsoft Research Asia AudeoSynth: Music-Driven Ofir Weber Video Montage Bar Ilan University Perceptually Based Downscaling of Images Zicheng Liao Zhejiang University Deform Me a Solid Cengiz Oztireli Markus Gross Yizhou Yu Tuesday, 11 August, 2-3:30 pm ETH Zürich The University of Hong Kong Session Chair: Ladislav Kavan, University of Pennsylvania Dehazing Using Color Lines Bingchen Gong Lechao Cheng Interactive Material Design Using Raanan Fattal Zhejiang University Model Reduction Hebrew University of Jerusalem

High-Quality Streamable Free- Hongyi Xu An L1 Image Transform for Edge- Yijing Li Preserving Smoothing and Scene-Level Viewpoint Video Yong Chen Intrinsic Decomposition Alvaro Collet Jernej Barbič Ming Chuang University of Southern California Sai Bi Pat Sweeney Xiaoguang Han Don Gillett Data-Driven Finite Elements for Yizhou Yu Dennis Evseev Geometry and Material Design The University of Hong Kong David Calabrese Hugues Hoppe Desai Chen Learning to Remove Soft Shadows Steve Sullivan Massachusetts Institute of Technology Microsoft Corporation Maciej Gryka David Levin University College London Massachusetts Institute of Technology, Disney Research Michael Terry University of Waterloo Shinjiro Sueda California Polytechnic State University, Disney Gabriel J. Brostow Research, Massachusetts Institute University College London of Technology

Wojciech Matusik Massachusetts Institute of Technology

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A Computational Approach for Shape Analysis Obstruction-Free Photography Wednesday, 12 August Tuesday, 11 August, 3:45-5:35 pm Tianfan Xue Session Chair: Vladimir Kim, Fabricating Fabulous Forms Microsoft Corporation, Massachusetts Institute Stanford University of Technology Wednesday, 12 August, 9-10:30 am Interaction Context (ICON): Towards a Session Chair: Bernhard Thomaszewski, Michael Rubinstein Geometric Functionality Descriptor Disney Research Zürich Liu Ce Google Inc. Ruizhen Hu Architecture-Scale Human-Assisted Shenzhen Institute of Advanced Technology,

William Freeman Zhejiang University, Simon Fraser University Additive Manufacturing Massachusetts Institute of Technology Hironori Yoshida Chenyang Zhu Yosuke Takami Simon Fraser University Taking Control Takeo Igarashi Yusuke Obit Tuesday, 11 August, 3:45-5:35 pm Oliver van Kaick Jun Sato Session Chair: Jehee Lee, Carleton University Mika Araki Seoul National University Masaaki Miki Ligang Liu Kosuke Nagata University of Science and Technology of China Hybrid Skeletal-Surface Motion Graphs The University of Tokyo for Character Animation From 4D Ariel Shamir Performance Capture Kazuhide Sakai Interdisciplinary Center Herzliya Syunsuke Igarashi Peng Huang Shimizu Corporation Margara Tejera Hao (Richard) Zhang Simon Fraser University John Collomosse Parametric Self-Supporting Adrian Hilton University of Surrey Elements of Style: Learning Perceptual Surfaces via Direct Computation Shape Style Similarity of Airy Stress Functions Iterative Training of Dynamic Skills Zhaoliang Lun Masaaki Miki Inspired by Human Coaching Evangelos Kalogerakis Takeo Igarashi Techniques University of Massachusetts Amherst The University of Tokyo Sehoon Ha C. Karen Liu Alla Sheffer Philippe Block Georgia Institute of Technology The University of British Columbia ETH Zürich

Dynamic Terrain Traversal Skills Using Style Compatibility For 3D Foldabilizing Furniture Reinforcement Learning Furniture Models Honghua Li Xue Bin Peng Tianqiang Liu Simon Fraser University, National University of Glen Berseth Princeton University Defense Technology Michiel van de Panne The University of British Columbia Aaron Hertzmann Ruizhen Hu Wilmot Li Zhejiang University, Shenzhen Institute of Adobe Systems Incorporated Advanced Technology, Simon Fraser University Online Control of Simulated Humanoids Using Particle Belief Propagation Thomas Funkhouser Ibraheem Alhashim Perttu Hämäläinen Princeton University Hao Zhang Joose Rajamäki Simon Fraser University Aalto University Semantic Shape Editing Using Deformation Handles Computational Interlocking C. Karen Liu Furniture Assembly Georgia Institute of Technology Mehmet Ersin Yumer Carnegie Mellon University Chi-Wing Fu Intuitive and Efficient Camera Control Nanyang Technological University Siddhartha Chaudhuri With the Toric Space Cornell University Peng Song Christophe Lino University of Science and Technology of China IRISA/INRIA Rennes Bretagne Atlantique Jessica Hodgins Levent Burak Kara Xiaoqi Yan Carnegie Mellon University Marc Christie Lee Wei Yang University of Rennes1/IRISA Pradeep Kumar Jayaraman Single-View Reconstruction via Nanyang Technological University Joint Analysis of Image and Shape Collections Daniel Cohen-Or Tel Aviv University Qi-xing Huang Hai Wang Toyota Technological Institute at Chicago

Vladlen Koltun Intel Labs

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Transfer & Capture Geometry Zoo Image Similarity & Search Wednesday, 12 August, 9-10:30 am Wednesday, 12 August, 9-10:30 am Wednesday, 12 August, Session Chair: Aseem Agarwala, Session Chair: Marc Alexa, 10:45 am-12:15 pm Adobe Systems, Inc. TU Berlin Session Chair: Kayvon Fatahalian, Carnegie Mellon University LazyFluids: Appearance Transfer for Zoomorphic Design Fluid Animations PatchTable: Efficient Patch Queries for Noah Duncan Large Datasets and Applications Ondřej Jamriška University of California, Los Angeles Jakub Fišer Connelly Barnes Czech Technical University in Prague Lap-Fai (Craig) Yu University of Virginia University of Massachusetts Paul Asente Fang-Lue Zhang Jingwan Lu Sai-Kit Yeung Tsinghua University Eli Shechtman Singapore University of Technology and Design Adobe Research Liming Lou Demetri Terzopoulos University of Virginia, Shandong University Daniel Sýkora University of California, Los Angeles Czech Technical University in Prague Xian Wu Shading-Based Refinement on Shi-Min Hu Fluid-Volume Modeling From Sparse Volumetric Signed-Distance Functions Tsinghua University Multi-View Images by Appearance Transfer Michael Zollhöfer Synthesis of Complex Image Friedrich-Alexander-Universität Makoto Okabe Erlangen-Nürnberg Appearance From Limited Exemplars The University of Electro-Communications, Olga Diamanti JST CREST Angela Dai ETH Zürich Stanford University Yoshinori Dobashi Connelly Barnes Hokkaido University, JST CREST Matthias Innmann University of Virginia Friedrich-Alexander-Universität Ken Anjyo Erlangen-Nürnberg Eli Shechtman OLM Digital, Inc., JST CREST Silvain Paris Chenglei Wu Adobe Research Rikio Onai ETH Zürich The University of Electro-Communications Olga Sorkine-Hornung Marc Stamminger ETH Zürich Garment Replacement in Monocular Friedrich-Alexander-Universität Video Sequences Erlangen-Nürnberg Learning Visual Similarity for Product Lorenz Rogge Christian Theobalt Design With Convolutional Neural Gesellschaft für Optische Messtechnik Max-Planck-Institut für Informatik Networks Sean Bell Felix Klose Matthias Nießner Kavita Bala Technische Universitat Braunschweig Stanford University Cornell University Martin Eisemann Smoothed Quadratic Energies Fachhochschule Köln ImageSpirit: Verbal Guided Image on Meshes Parsing Marcus A. Magnor Janick Martinez Esturo Ming-Ming Cheng Technische Universitat Braunschweig Microsoft Corporation Nankai University Christian Rossi Deformation Capture and Modeling Shuai Zheng Holger Theisel of Soft Objects University of Oxford Otto-von-Guericke-Universität Magdeburg Bin Wang Wen-Yan Lin Shenzhen Institute of Advanced Technology, Real-Time Nonlinear Shape Advanced Digital Sciences Center, Singapore National University of Singapore Interpolation Vibhav Vineet Christoph von Tycowicz Longhua Wu University of Oxford Shenzhen Institute of Advanced Technology Konrad-Zuse-Zentrum für Informationstechnik Berlin Paul Sturgess Kangkang Yin Nigel Crook Klaus Hildebrandt National University of Singapore Oxford Brookes University Max-Planck-Institut für Informatik Uri Ascher Philip Torr Libin Liu University of Oxford The University of British Columbia Niloy Mitra Hui Huang University College London Shenzhen Institute of Advanced Technology

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Fabrication & Function LOD Generation for Urban Scenes Learning Shape Placements by Example Wednesday, 12 August, Florent Lafarge 10:45 am-12:15 pm INRIA Paul Guerrero Session Chair: Bernd Bickel, Technische Universität Wien, King Abdullah Yannick Verdie IST Austria University of Science and Technology EPFL LinkEdit: Interactive Linkage Editing Stefan Jeschke Pierre Alliez Institute of Science and Technology Austria Using Symbolic Kinematics INRIA Moritz Bächer Michael Wimmer Disney Research Zürich Coupled Segmentation and Similarity Technische Universität Wien Detection for Architectural Models Stelian Coros Peter Wonka Ilke Demir Disney Research Zürich, Carnegie King Abdullah University of Science Daniel Aliaga Mellon University and Technology Bedrich Benes Purdue University Bernhard Thomaszewski Appearance Capture Disney Research Zürich Shape Segmentation of Wednesday, 12 August, 2-3:30 pm Fab Forms: Customizable Objects for Incomplete Shapes Session Chair: Wojciech Jarosz, Disney Research, Zurich Fabrication With Validity and Oliver van Kaick Geometry Caching Carleton University Skin Microstructure Deformation With Maria Shugrina Noa Fish Displacement Map Convolution Massachusetts Institute of Technology Yanir Kleiman Koki Nagano Shmuel Asafi Ariel Shamir Graham Fyffe Daniel Cohen-Or Interdisciplinary Center Herzliya Oleg Alexander Tel Aviv University USC Institute for Creative Technologies Wojciech Matusik Massachusetts Institute of Technology Procedural Modeling Jernej Barbič Hao Li Computational Design of Twisty Wednesday, 12 August, 2-3:30 pm University of Southern California Joints and Puzzles Session Chair: Daniel Aliaga, Purdue University Abhijeet Ghosh Timothy Sun Imperial College London Changxi Zheng Controlling Procedural Modeling Columbia University Paul Debevec Programs With Stochastically-Ordered USC Institute for Creative Technologies Sequential Monte Carlo Reduced-Order Shape Optimization Using Offset Surfaces Daniel Ritchie Two-Shot SVBRDF Capture for Ben Mildenhall Stationary Materials Przemyslaw Musialski Noah Goodman Miika Aittala Thomas Auzinger Pat Hanrahan Aalto University Michael Birsak Stanford University Michael Wimmer Technische Universität Wien Tim Weyrich WorldBrush: Interactive Example- University College London Based Synthesis of Procedural Leif Kobbelt Rheinisch-Westfälische Technische Virtual Worlds Jaakko Lehtinen Aalto University, NVIDIA Corporation Hochschule Aachen Arnaud Emilien University Grenoble-Alpes, CNRS (LJK), INRIA, Image-Based Relighting Using Reconstruction & Analysis Université de Montréal Neural Networks Ulysse Vimont Wednesday, 12 August, Peiran Ren Marie-Paule Cani 10:45 am-12:15 pm Yue Dong University Grenoble-Alpes, CNRS (LJK), INRIA Session Chair: Hao Li, Stephen Lin University of Southern California Xin Tong Pierre Poulin Baining Guo Université de Montréal Microsoft Research Asia RAPter: Rebuilding Man-Made Scenes With Regular Arrangements of Planes Bedrich Benes Purdue University Measurement-Based Editing of Diffuse Aron Monszpart Albedo With Consistent Interreflections University College London Advanced Procedural Modeling Bo Dong Nicolas Mellado of Architecture College of William & Mary Centre national de la recherche scientifique, Michael Schwarz University College London, Université Yue Dong Pascal Müller Paul Sabatier Xin Tong Environmental Systems Research Institute Microsoft Research Asia Gabriel Brostow Niloy J. Mitra Pieter Peers University College London College of William & Mary

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Fluids, From Air to Goo A Perceptual Control Space for Adaptive Rendering With Garment Simulation Linear Predictions Wednesday, 12 August, 2-3:30 pm Session Chair: Chris Wojtan, Leonid Sigal Bochang Moon Institute of Science and Technology Austria Moshe Mahler José A. Iglesias-Guitián (IST Austria) Spencer Diaz Disney Research Zürich Kyna McIntosh Elizabeth Carter Sung-Eui Yoon OmniAD: Data-Driven Omni-Directional Disney Research Korea Advanced Institute of Science Aerodynamics and Technology Timothy Richards Tobias Martin The Walt Disney Company Kenny Mitchell ETH Zürich Disney Research Zürich Jessica Hodgins Nobuyuki Umetani Disney Research A Machine-Learning Approach for Disney Research Zürich Filtering Monte Carlo Noise Space-Time Sketching of Bernd Bickel Nima Khademi Kalantari Institute of Science and Technology Austria Character Animation Steve Bako Martin Guay Pradeep Sen Robust Simulation of Sparse-Sampling Rémi Ronfard University of California, Santa Barbara Thin Features in SPH-Based Free INRIA, Université de Grenoble Surface Flows Gradient-Domain Path Tracing Michael Gleicher Xiaowei He University of Wisconsin Markus Kettunen Institute of Software, Chinese Academy Aalto University of Sciences Marie-Paule Cani Université de Grenoble, INRIA Marco Manzi Huamin Wang University of Bern The Ohio State University Real-Time Style Transfer for Unlabeled Heterogeneous Human Motion Miika Aittala Fengjun Zhang Aalto University Houngan Wang Shihong Xia Institute of Software, Chinese Academy Congyi Wang Jaakko Lehtinen of Sciences Institute of Computing Technology, Chinese Aalto University, Massachusetts Institute Academy of Sciences of Technology Guoping Wang Peking University Jinxiang Chai Frédo Durand Texas A&M University Massachusetts Institute of Technology Kun Zhou Zhejiang University Jessica Hodgins Matthias Zwicker Carnegie Mellon University University of Bern An Implicit Viscosity Formulation Dyna: A Model of Dynamic Human Variance Analysis for Monte for SPH Fluids Shape in Motion Carlo Integration Andreas Peer Gerard Pons-Moll Adrien Pilleboue Markus Ihmsen Javier Romero Gurprit Singh Jens Cornelis Naureen Mahmood David Coeurjolly Matthias Teschner Michael Black Université de Lyon 1 Universität Freiburg Max-Planck-Institut für Intelligente Systeme Image Tricks Michael Kazhdan Codimensional Non-Newtonian Fluids Johns Hopkins University

Bo Zhu Sampling & Filtering Victor Ostromoukhov Minjae Lee Wednesday, 12 August, 3:45-5:35 pm Université de Lyon 1 Ed Quigley Session Chair: Jaroslav K vánek, Stanford University ři Charles University, Prague Sketching & Surfacing Ronald Fedkiw Stanford University, Industrial Light & Magic Adaptive Rendering Based on Weighted Wednesday, 12 August, 3:45-5:35 pm Local Regression Session Chair: Etienne Vouga, University of Texas at Austin Character Fashion & Style Bochang Moon Korea Advanced Institute of Science Single-View Hair Modeling Using A Wednesday, 12 August, 3:45-5:35 pm and Technology Session Chair: Aaron Hertzmann, Hairstyle Database Adobe Research Nathan Carr Liwen Hu Adobe Systems Incorporated Animating Human Dressing Chongyang Ma University of Southern California Sung-Eui Yoon Alexander Clegg Korea Advanced Institute of Science Linjie Luo Jie Tan and Technology Adobe Research Greg Turk Karen Liu Hao Li Georgia Institute of Technology University of Southern California

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SecondSkin: Sketch-Based MultiFab: A Machine-Vision-Assisted Using Nesterov’s Method to Construction of Layered 3D Models Platform for Multi-Material 3D Printing Accelerate Multibody Dynamics With Friction and Contact Chris De Paoli Pitchaya Sitthi-amorn Karan Singh Massachusetts Institute of Technology, Hammad Mazhar University of Toronto Chulalongkorn University University of Wisconsin-Madison

BendFields: Regularized Curvature Javier Ramos Toby Heyn Fields From Rough Concept Sketches Massachusetts Institute of Technology Epic Systems Corporation

Emmanuel Iarussi Yuwang Wang Alessandro Tasora INRIA Tsinghua University Università degli Studi di Parma

David Bommes Justin Lan Dan Negrut Rheinisch-Westfälische Technische Joyce Kwan University of Wisconsin-Madison Hochschule Aachen Wenshou Wang Wojciech Matusik Aerophones in Flatland: Interactive Adrien Bousseau Massachusetts Institute of Technology Wave Simulation of Wind Instruments INRIA Color Imaging and Pattern Hiding on Andrew Allen Flow-Aligned Surfacing of Curve a Metallic Substrate Nikunj Raghuvanshi Networks Microsoft Research Petar Pjanic Hao Pan Roger Hersch Printing Elasties The University of Hong Kong École Polytechnique Fédérale de Lausanne Thursday, 13 August, Yang Liu Computational Hydrographic Printing 10:45 am-12:15 pm Microsoft Research Asia Session Chair: Nobuyuki Umetani, Yizhong Zhang Autodesk Research Alla Sheffer Chunji Yin Zhejiang University Nicholas Vining Elastic Textures for Additive The University of British Columbia Changxi Zheng Fabrication Changjian Li Columbia University Julian Panetta Wenping Wang Qingnan Zhou The University of Hong Kong Kun Zhou Zhejiang University New York University

Topology-Constrained Surface Luigi Malomo Reconstruction From Cross-Sections Constraints, Collisions Nico Pietroni & Clarinets Paolo Cignoni Ming Zou Istituto di Scienza e Tecnologie dell’Informazione Michelle Holloway Thursday, 13 August, 9-10:30 am Washington University in St. Louis Session Chair: Robert Bridson, Denis Zorin University of British Columbia New York University Nathan Carr Adobe Systems Incorporated Stable Constrained Dynamics Microstructures to Control Elasticity in 3D Printing Tao Ju Maxime Tournier Washington University in St. Louis RIKEN Brain Science Institute, INRIA, Christian Schumacher Laboratoire d’Informatique, de Robotique et de ETH Zürich, Disney Research Zürich Microélectronique de Montpellier Thursday, 13 August Bernd Bickel Matthieu Nesme Disney Research Zürich, Institute of Science and Computational Printing Laboratoire Jean Kuntzmann, INRIA Technology Austria Thursday, 13 August, 9-10:30 am Benjamin Gilles Jan Rys Session Chair: Tim Weyrich, INRIA, Laboratoire d’Informatique, de Robotique ETH Zürich University College London et de Microélectronique de Montpellier Steve Marschner Beating Shapes Relying on Moiré François Faure Cornell University Level Lines INRIA, Laboratoire Jean Kuntzmann, Université de Grenoble Markus Gross Disney Research Zürich, ETH Zürich Roger Hersch École Polytechnique Fédérale de Lausanne Air Meshes for Robust Collision Handling Chiara Daraio ETH Zürich Sylvain Chosson Orell Füssli Security Printing Ltd Matthias Mueller-Fischer Nuttapong Chentanez Tae-Yong Kim Miles Macklin NVIDIA Corporation

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By-Example Synthesis of Structurally A Total Variation Approach for Hexahedral Mesh Reparameterization Sound Patterns Customizing Imagery to Improve From Aligned Base-Complex Visual Acuity Jérémie Dumas Xifeng Gao INRIA Daniel Aliaga Zhigang Deng Ignacio Garcia-Dorado Guoning Chen An Lu Purdue University University of Houston INRIA, Technische Universität München Carlos Montalto Dyadic T-Mesh Subdivision Sylvain Lefebvre University of Washington INRIA Denis Kovacs Manuel M. Oliveira New York University Jun Wu Universidade Federal do Rio Grande do Sul Christian Dick Justin Bisceglio Technische Universität München Feng Meng Blue Sky Studios, New York University Purdue University Design and Fabrication of Flexible Denis Zorin Rod Meshes Palette-Based Photo Recoloring New York University Jesús Pérez Huiwen Chang Scalable Graphics Universidad Rey Juan Carlos Ohad Fried Yiming Liu Thursday, 13 August, 2-3:30 pm Bernhard Thomaszewski Princeton University Session Chair: Elmar Eisemann, Disney Research Zürich TU Delft Stephen DiVerdi Stelian Coros Google Inc. Lillicon: Using Transient Widgets to Carnegie Mellon University, Disney Create Scale Variations of Icons Research Zürich Adam Finkelstein Princeton University Gilbert Bernstein Bernd Bickel Stanford University Institute of Science and Technology Austria, Data-Driven Color Manifold Disney Research Zürich Wilmot Li Chuong Nguyen Adobe Systems Incorporated José A. Canabal Max-Planck-Institut für Informatik Universidad Rey Juan Carlos Vector Graphics Animation With Time- Tobias Ritschel Varying Topology Robert Sumner Max-Planck-Institut für Informatik, Universität Disney Research Zürich des Saarlandes Boris Dalstein The University of British Columbia Miguel Otaduy Hans-Peter Seidel Universidad Rey Juan Carlos Max-Planck-Institut für Informatik Remi Ronfard INRIA Perception & Color Meshful Thinking Michiel van de Panne Thursday, 13 August, Thursday, 13 August, The University of British Columbia 10:45 am-12:15 pm Session Chair: Piotr Didyk, 10:45 am-12:15 pm Session Chair: Daniele Panozzo, Accelerating Vector Graphics /Max Planck Institute for ETH Zürich Computer Science Rendering Using the Graphics Hardware Pipeline Simulating the Visual Experience of 3DFlow: Continuous Summarization of Mesh-Editing Workflows Vineet Batra Very Bright and Very Dark Scenes Adobe Systems Inc. Jonathan Denning David Jacobs Taylor University Mark Kilgard Google, Inc., NVIDIA Research, NVIDIA Corporation Stanford University Valentina Tibaldo Fabio Pellacini Harish Kumar Orazio Gallo Sapienza – Università di Roma Adobe Systems Inc. NVIDIA Research Tristan Lorach Emily Cooper Practical Hex-Mesh Optimization via NVIDIA Corporation Stanford University Edge-Cone Rectification

Kari Pulli Marco Livesu Piko: A Framework for Authoring NVIDIA Research Alla Sheffer Programmable Graphics Pipelines Nicholas Vining Marc Levoy The University of British Columbia Anjul Patney Google, Inc., Stanford University NVIDIA Corporation, University of California, Davis Marco Tarini Istituto di Scienza e Tecnologie dell’Informazione Stanley Tzeng NVIDIA Corporation

Kerry A. Seitz, Jr. John D. Owens University of California, Davis

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Simulating With Surfaces Light Fields Thursday, 13 August, 2-3:30 pm Thursday, 13 August, 3:45-5:35 pm Session Chair: Andrew Selle, Session Chair: Gordon Wetzstein, Walt Disney Animation Studios Stanford University

Fast Grid-Free Surface Tracking Linear Volumetric Focus for Light-Field Cameras Nuttapong Chentanez NVIDIA Corporation, Chulalongkorn University Donald Dansereau Queensland University of Technology Matthias Müller Miles Macklins Oscar Pizarro Tae-Yong Kim Stefan B. Williams NVIDIA Corporation University of Sydney

Double Bubbles Sans Toil and Trouble: A Light Transport Framework for Discrete Circulation-Preserving Vortex Lenslet Light-Field Cameras Sheets for Soap Films and Foams Chia-Kai Liang Fang Da Lytro, Inc. Columbia University Ravi Ramamoorthi Christopher Batty University of California, San Diego University of Waterloo Improving Light Field Camera Sample Chris Wojtan Design With Irregularity and Aberration Institute of Science and Technology Austria Li-Yi Wei Eitan Grinspun Dragoniac, The University of Hong Kong, Columbia University Lytro, Inc.

Simulating Rigid Body Fracture with Chia-Kai Liang Surface Meshes Graham Myhre Colvin Pitts Yufeng Zhu Kurt Akeley The University of British Columbia Lytro, Inc.

Robert Bridson Light-Field Reconstruction Using The University of British Columbia, Autodesk, Inc. Sparsity in the Continuous Fourier Chen Greif Domain The University of British Columbia Lixin Sh High-Resolution Brittle Fracture Haitham Hassanieh Abe Davis Simulation With Boundary Elements Dina Katabi Frédo Durand David Hahn Massachusetts Institute of Technology Chris Wojtan Institute of Science and Technology Austria Layered Light-Field Reconstruction for Defocus Blur

Karthik Vaidyanathan Jacob Munkberg Petrik Clarberg Marco Salvi Intel Corporation

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FP F S E+ Ex #SIGGRAPH2015

Real-time immersion in tomorrow’s virtual and augmented realities:

• Full-dome cinema • Stand-up/sit-down VR and tabletop AR • Nomadic VR (untethered head-mounted displays or AR) • Live performances and demos in a 360-degree immersion dome

Throughout the week at SIGGRAPH 2015, attendees can explore the fascinating potential of these new formats for telling stories, engaging audiences, and powering real-world applications in health, education, design, and gaming.

A preliminary list of VR Village demonstrations. Visit s2015.siggraph.org for an updated list.

Image Credit: VR Crash Test © 2015 Ben Tan, Digital Arts Network; Stuart White, Fin Design + Effects

Full-Dome Cinema – Scientific Sit-Down Head-Mounted VR Crash Test

Visualization Displays The difference in cars built 30 years apart is quite dramatic. It’s not just how the cars look that’s Neurodome The Grand Canyon: VR Experience different, but there’s a whole world of new tech- nology inside today’s cars to keep you safe. This Jonathan Fisher The Grand Canyon: VR Experience is a virtual experience highlights the differences by putting New York Medical College reality experience that transports you to a dynam- you in the driver’s seat. ic, fully immersive, computer-generated replica of the Grand Canyon so you can experience the Ben Tan Full-Dome Demo — Interactive beauty of the Grand Canyon anytime, anywhere. Digital Arts Network VR (VR Demonstration, Sit- Down VR Station) FEATURES Stuart White Dynamic Fully Interactive Rendering, Realistic Fin Design + Effects Natural Environment, AI Animal Behavior “refrARction” - Educational Mobile Stand-Up Head-Mounted AR Game Renee Van den Bosch Immersive Entertainment, Inc. Displays This is an educational mobile (Android) AR game for elementary-school kids. Empowered by the Lamper VR 2 Sisters Vuforia AR plugin for Unity, the puzzle game is an immersive experience with board cards and Robyn Gummer Sisters is an interactive haunted-house experience mobile devices for learning fraction calculation Derek Chen for virtual reality that is compatable with both IOS (mathematics) and light-reflection laws (physics). Archiact Interactive Ltd. and Android. Users experience a creepy horror story using a Google Cardboard. Lei Yang Shape Space VR University of Pennsylvania Andrew Goldstein Shape Space presents abstract virtual reality art Robyn Gray Nomadic (Wireless Untethered) experiences inspired by nature, technology, and Michael Murdock Otherworld Interactive Head-Mounted Display transcendent visions. Kevin Mack Vrideo Prototyping the Future Mack Art Productions Vrideo, one of the leading immersive video Participants enter a series of alternate worlds, TIME-Pull of the Moon distribution platforms for virtual reality, built a where they can walk around and see each other centralized, streaming, hardware-agnostic, and as avatars, and interact with real physical objects, An experimental VR and full-dome immersive film independent platform for immersive video. The which appear to have magical powers. Sometimes based on the 2014 collaboration of renowned system includes a suite of products that allow they encounter creatures that are very curious Chinese artist Ai Weiwei and Navajo artist Bert immersive video publishers to distribute their about visitors from our world. The creatures are Benally, who created an ephemeral land-art per- content across the web, mobile, and VR. mostly friendly. formance in New Mexico in June 2014. Alex Rosenfeld Ken Perlin Eric Hanson Kuangwei Hwang New York University xRez Studio Chadwick Turner Vrideo

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FP F S E+ Ex #SIGGRAPH2015

FIRST-TIMER Exhibition Hours Tuesday, 11 August 9:30 am-6 pm Wednesday, 12 August 9:30 am-6 pm Thursday, 13 August 9:30 am-3:30 pm

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

FIRST-TIMER MOBILE GAMES 3D Consortium NGRAIN 3dMD NIM Labs Academy of Art University Nod Labs FP F S E+ Ex Addison-Wesley Noitom Ltd. Exhibits Fast Forward Advanced Micro Devices, Inc. Nolabel Monday, 10 August, 3:45-5:15 pm American Cinematographer NorPix Inc. American Express OPEN NVIDIA Corporation A sneak peek of the products and Animation Magazine Inc. OptiTrack Anoto Creative Otto Trading, Inc. announcements that companies Avere Systems Panasas plan to make during the exhibition B&H Photo, Video & Pro Audio PipelineFX, LLC in a fast paced, entertaining session Blackmagic Design Pixar Animation Studios prior to the Exhibition opening. BenQ America Corp. Pluralsight BOXX Technologies, Inc. PNY Technologies Cap Digital — France Point Grey Research, Inc. Capital One Spark Card Purple Platypus FIRST-TIMER Carnegie Mellon Entertainment Qualcomm Incorporated Technology Center Qumulo FP F S E+ Ex CGAL – The Computational Reallusion Inc. Exhibitor Tech Talks Geometry Algorithms Library RebusFarm GmbH Chaos Group Redshift Rendering Technologies Comprehensive summaries Colorfront Renderosity Computer Graphics World Ringling College of Art and Design of the latest technologies in CyberGlove Systems SCAD computer graphics and interactive DigiPen Institute of Technology SensoMotoric Instruments, Inc. techniques. SIGGRAPH 2015 Dimensional Imaging Shapeways exhibitors demonstrate software, Disruptive Interactive Sharecg.com EarthOnDrive Shotgun Software, Inc. hardware, and systems; answer Eizo Inc. Side Effects Software questions; and host one-on-one EnvisionTEC SimLab Soft conversations about how their Epson America Inc. Sketchfab Inc. applications improve professional Esri Smith Micro Software Fabric Software Sohonet Limited and technical performance. Faceshift AG SpeedTree Faceware Technologies Stereolabs Formlabs Inc. Stratasys 3D Printers & The Foundry Visionmongers Production Systems Fuel3D Inc. Supermicro FP F S E+ Ex GPL Technologies Synertial MotionWerx Graphine Taylor Francis/CRC/Focal Press Exhibitor Tech Talk GreenScreen Animals TechViz Tuesday, 11 August, 10:30 am Hyve Solutions Thinkbox Software Inc. IATSE Unigine High Pressure Systems: 5 Ways IdN magazine United Scenic Artists, Local USA Cloud Rendering Will Change the IEEE Computer Society 829 IATSE VFX Industry Imagineer Systems Ltd. Unity Technologies Infinite Trading Inc. The University of the Arts Intel Corporation uSens Inc. Presented by Isotropix VanArts Matt Provost Avere Systems JourneyEd Vancouver Film School khurshid tv Vicon Lightwork Design Ltd. Visual Computing Center at KAUST Luxion, Inc. Wacom Technology Massive Software Web3D Consortium MAXON Wolfram Research, Inc. Motion Analysis Corporation XIM Industry Inc. (USA) MSI Computer Corp. Xsens Technologies B.V.

 Table of Contents  s2015.siggraph.org FIRST-TIMER GAMES

Job Fair Participants (as of 29 May) 56

FP F S E+ Ex #SIGGRAPH2015

The Job Fair is absolutely the best place at SIGGRAPH 2015 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 2015 attendees to connect with employers before the conference, during the conference via the Job Fair, and after the conference via the CreativeHeads.net job board and candidate profiling system.

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

Animal Logic CreativeHeads.net Imageworks Sydney, New South Wales Australia Manhattan Beach, California USA Culver City, California, USA

Apple, Inc. Double Negative Visual Effects Starfish Creative Cupertino, California USA London, United Kingdom Los Angeles, California USA

Blizzard Entertainment Esri ToonBox Entertainment Irvine, California USA Redlands, California USA Toronto, Ontario Canada

Topalsson GmbH & Co. KG CG Spectrum - Online Film & Framestore CFC Munich, Germany Games School London, United Kingdom Vancouver, British Columbia Canada Method Studios Santa Monica, California USA

 Table of Contents  s2015.siggraph.org General Information 57

Bookstore SIGGRAPH 2015 has negotiated discount New for SIGGRAPH 2015: rates for hotels in Los Angeles. These FULL CONFERENCE PLATINUM BreakPoint Books offers the latest and discounts are available to SIGGRAPH 2015 greatest books on computer animation, attendees only. Please make your hotel SIGGRAPH 2015 offers a graphic design, gaming, 3D graphics, reservation by 13 July 2015. Reservations comprehensive registration package to modeling, and digital artistry. The bookstore made after 13 July are based on availability enhance your conference experience features recent books by SIGGRAPH 2015 only and rates may increase. and maximize your investment. Limited speakers and award winners. To suggest Full Conference Platinum registrations books that should be available in the book- SIGGRAPH 2015 hotel rates can only be include: store, contact: booked through onPeak, SIGGRAPH 2015’s Housing Partner. If you are contacted by any • Early access to popular sessions Breakpoint Books other companies to make hotel reservations including Technical Papers [email protected] for SIGGRAPH 2015, be aware they may Fast Forward, Keynote Session, not be reputable companies or endorsed by and Computer Animation Festival SIGGRAPH 2015. Camera and Recording Policies Electronic Theater. • Early entrance to the Reception. No cameras or recording devices are Los Angeles Convention Center • One extra drink ticket for permitted at SIGGRAPH 2015. Abuse of this 1201 South Figueroa Street Reception. policy will result in the loss of the individual’s Los Angeles, CA 90015 • Full Conference USB. (Included registration credentials. SIGGRAPH 2015 in the welcome packages for Full employs a professional photographer and Accessibility Conference Platinum registrations reserves the right to use all images that this completed by 10 July.) photographer takes during the conference The convention center is handicap • Raffle for a complimentary Full for publication and promotion of future ACM accessible. If you have special needs or Conference registration to SIGGRAPH events. requirements, please call Conference SIGGRAPH 2016. Registration is Management at: nontransferable. • One free drink ticket for Appy Hour. Children at the Conference +1.312.673.5868 • Private registration counter and

concierge line. Please be aware that parts of the Business Center • Private viewing of the Exhibition. Conference may contain adult content, • SIGGRAPH 2015 welcome packet. graphic images, or violence. A full-service business center is locat- ed in the Concourse Hallway area of the There are no age-based restrictions at convention center. Attendees can make the Conference with the exception of Airport Shuttle Bus Discounts black-and-white copies and use the center’s the SIGGRAPH Exhibition. Registered computers to check email and print docu- attendees under 16 years of age may enter SIGGRAPH 2015 has partnered with Super ments along with a variety of other services. the SIGGRAPH Exhibition Halls only under Shuttle to offer transportation to and from one of the following circumstances: as Los Angeles International Airport (LAX). Charging Stations “wearable” infants/toddlers (those being

carried in a sling or backpack carrier) Shared Ride Van: Charging stations will be available at the Los or as children that are part of an official $14 per passenger (up to 9 passengers) Angeles Convention Center. SIGGRAPH guided tour event. Town Car Service: $63 per sedan (up to 4 passengers) Food Services Registered attendees that appear younger

than 16 years of age will be asked to These discounted rates are valid from five Restaurants and food-service concessions provide proof of age at admittance into the days before the conference to five days after are available throughout the convention Exhibition Halls. it closes. center. In addition, several food trucks serve a variety of food and beverage on the If you book your shuttle reservation through Hotel Reservations concourse plaza. the SIGGRAPH 2015 web site, you earn miles on American Airlines, United Airlines, Visit the SIGGRAPH 2015 website to access Internet Access and Delta. the easy-to-use online hotel reservation system, which includes complete Free wireless access will be available in all Book by phone at information on housing policies, procedures, conference locations within the Los 800.258.3826 (toll free) and rates: Angeles Convention Center [except in the or +1.310.222.5500, extension 4. Exhibit Halls]. s2015.siggraph.org To receive the discount, you must men- tion the SIGGRAPH 2015 discount code: Or contact: PK7AU. Or you can book directly on the onPeak Super Shuttle website. SIGGRAPH 2015 Housing Provider +1.855.416.6073 (US and Canada) +1.312.527.7300 (International)

 Table of Contents  s2015.siggraph.org General Information 58

Parking Luggage and Coat Check

SIGGRAPH 2015 attendees can park at the Luggage and coat-check services ($5 per following locations: piece) are available in the Business Center of the Los Angeles Convention Center Los Angeles Convention Center Parking from Sunday, 9 August through Thursday, 1201 S. Figueroa Street 13 August. +1.213.741.1151, ext 5850 Special Policies L.A. Live Parking Lots +1.213.763.5483 Lost badges cannot be replaced. If you lose your badge, you must purchase a new Staples Center Parking Lots registration. Technical materials included +1.213.742.7100 with your registration must be picked up at the SIGGRAPH 2015 Merchandise Pickup Additional parking information: Center. Lost merchandise vouchers will not District Parking Office be replaced. +1.213.742.PARK (7275) Reception Access

To be admitted to the Reception, you must have a ticket. Your badge does not provide access.

 Table of Contents  s2015.siggraph.org Registration Fee Information 59 Conference Registration Categories  FP Full Conference Platinum See page 57 for Full Conference Lost badges cannot be replaced. F Full Conference Platinum Benefits. If you lose your badge, you must purchase a new registration. S Select Conference 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, 17 July. Exhibition (Tuesday-Thursday). Does not include the not provide access. No refunds will be issued after this date. There is a SIGGRAPH 2015 Reception ticket. refund processing fee of $US75.

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

Member On or before 19 June $1,095 $945 $400 $325 $155 $50 On or before 17 July $1,270 $1,120 $450 $355 $180 $50 After 17 July and at SIGGRAPH 2015 $1,370 $1,220 $500 $380 $205 $75

Non Member On or before 19 June $1,295 $1,145 $450 $380 $180 $50 On or before 17 July $1,470 $1,320 $500 $405 $205 $50 After 17 July and at SIGGRAPH 2015 $1,595 $1,445 $550 $430 $230 $75

Student On or before 19 June $545 $395 $175 $250 $95 $50 On or before 17 July $595 $445 $200 $275 $125 $50 After 17 July and at SIGGRAPH 2015 $645 $495 $225 $300 $145 $75

Appy Hour (Wednesday) X X O X O X Art Gallery & Art Gallery Talks X X X X X X Awards Presentation (Monday) X X O X O Birds of a Feather X X X X X Computer Animation Festival - Daytime Select X X X O X Computer Animation Festival - Electronic Theater X X O X O (Monday and Wednesday) Courses X X X Dailies (Tuesday) X X O X O Emerging Technologies & Emerging X X X X X X Technologies Talks Exhibition (Tuesday - Thursday) X X X X X X Exhibitor Tech Talks X X X X X X Fast Forward - Exhibits (Monday) X X O X O Fast Forward - Technical Papers (Sunday) X X O X O International Resources X X X X X X Job Fair (Tuesday - Thursday) X X X X X X Keynote Session (Monday) X X O X O Making @ SIGGRAPH 2015 X X X X X X Panels X X X Papers - Art (Tuesday) X X O X O Papers - Technical X X X Posters and Poster Sessions X X X X X X Production Sessions X X X X X Reception* X X Real-Time Live! (Tuesday) X X O X O Studio & Studio Course and Talks X X X X X X Talks X X X VR Village X X X X X X

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SIGGRAPH 2015 Conference Chair Exhibits Liaison Publications Marc J. Barr Judith Crow Stephen N. Spencer, ACM SIGGRAPH Middle Tennessee State University Side Effects Software, Inc. Publications Committee Chair University of Washington Art Gallery Chair Games Chair Amit Zoran Micheal Hardison Real-Time Live! Chair Hebrew University of Jerusalem Blizzard Entertainment, Inc. Nico Gonzalez University Health Network Art Papers Chair General Services Victoria Szabo Freeman Decorating Company Registration Duke University RCS General Submissions Chair

Audio/Visual Support Ann McNamara SIGGRAPH 2014 Conference Chair Freeman Audio Visual Solutions Texas A&M University Dave Shreiner ARM, Inc. Computer Animation Festival Co-Chairs Graphic Design/Editing/Web Site SIGGRAPH 2016 Conference Chair Mikki Rose Q LTD Mona Kasra Blue Sky Studios GraphicsNet Chair University of Texas at Joe Takai Jeremy Pollard Box SIGGRAPH Mobile Chair Computer Animation Festival Production Jesse Barker Sessions Chair Housing Provider ARM, Inc. Roy Anthony onPeak Student Volunteer Program Chair Christie Digital Systems Christine Holmes International Resources Co-Chairs DreamWorks Animation Conference Administration, Conference Jacky Bibliowicz Management, Marketing, and Media Autodesk Canada Studio Chair SmithBucklin Corporation Reid Baker Sandro Alberti STUDIO Red & Black Courses Chair GB HealthWatch Glenn Goldman Technical Papers Chair New Jersey Institute of Technology Making @ SIGGRAPH 2015 Chair Doug L. James Jean Kaneko Cornell University Dailies Chair The Exploratory Juan Buhler VR Village Co-Chairs Zorra Operations Director Ed Lantz Benny Garcia Vortex Immersion Media Education Liaison Benstudios Michael Gayk Denise Quesnel State University of New York at New Paltz Organizational Development S3D Centre at Emily Carr University Robert C. Berger Emerging Technologies Chair Web Programming Robert C. Berger Consulting Kristy Pron The OPAL Group National Defense University Posters Coordinator Derrick Nau Exhibition Management TRG Reality Hall-Erickson, Inc.

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During the conference, ACM SIGGRAPH presents additional events of interest to SIGGRAPH 2015 attendees:

ACM SIGGRAPH Digital Arts Learning Perceptual Kernels for Augmented Reality Binoculars Visualization Design Community Taragay Oskiper Mikhail Sizintse Throughout the Conference Cagatay Demiralp Michael S. Bernstein Vlad Branzoi Stanford University Supun Samarasekera Video Screens With Online Exhibitions of the Rakesh Kumar ACM SIGGRAPH Digital Arts Community Jeffrey Heer Center for Vision Technologies, SRI International Enhanced Vision - Digital Video: The first University of Washington online video exhibition presented by the Extended Depth-of-Field Projector by ACM SIGGRAPH Digital Arts Community, Trajectory-Based Flow Feature Fast Focal-Sweep Projection this exhibition surveys a wide variety of Tracking in Joint ways video artists currently explore socially Particle/Volume Datasets Daisuke Iwai Shoichiro Mihara important issues using digital methods to Kosuke Sato enhance their practice. Franz Sauer University of California, Davis Osaka University

Altered Books: Digital Interventions cel- Hongfeng Yu WAVE: Interactive Wave-Based Sound ebrates the book as an object that can University of Nebraska Propagation for Virtual Environments carry experience, represent language, tell a narrative, convey culture, or archive memory Kwan-Liu Ma Ravish Mehra in the context of contemporary arts. It’s a University of California, Davis Atul Rungta showcase of inventive digital interventions Abhinav Golas Ming Lin that yield screen-based still imagery using Visualization of Brain Microstructure Through Spherical-Harmonics Dinesh Manocha the legacy and symbolism of books, scrolls, University of North Carolina, Chapel Hill manuscripts, and/or clay tablets as a point Illumination of Spatio-Angular Fields of departure. Sujal Bista ACM SIGGRAPH Digital University of Maryland, College Park Arts Community IEEE TVCG Special Session Jiachen Zhuo on Visualization Rao P. Gullapalli Sunday, 9 August, 3-5 pm University of Maryland School of Medicine Sunday, 9 August, 9-10:30 am A discussion of the year-round activities of Session Chair: Charles Hansen, Amitabh Varshney the ACM SIGGRAPH Digital Arts Commu- University of Utah University of Maryland, College Park nity, including exhibitions and the online art community. Find out how you can be part ConTour: Data-Driven Exploration IEEE TVCG Special Session on of future exhibitions and learn about current of Multi-Relational Datasets for Augmented and Virtual Reality and past exhibitions. Bring announcements Drug Discovery and ideas. Information on how you can Christian Partl Sunday, 9 August, 10:45 am-12:15 pm volunteer and contribute to the evolution of Technische Universität Graz Session Chair: Dieter Schmalstieg, a strong year-round Digital Arts Community Technische Universität Graz within the international organization and pro- Alexander Le mote a dialogue between visual artists and Harvard University Elastic Augmented Reality from the larger ACM SIGGRAPH community. a Single View Marc Streit Johannes Kepler Universität Linz Nazim Hauchen INRIA - Lille Hendrik Strobelt Harvard University Jeremie Dequidt Université de Lille 1 Anne-Mai Wassermann Novartis Institutes for BioMedical Research Alexander Bilger INRIA - Lille Hanspeter Pfister Harvard University Marie-Odile Berger INRIA - Magrit Dieter Schmalstieg Technische Universität Graz Stephane Cotin INRIA - Shacra

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UIST Reprise at Enhanced Vision - Digital Video: SIGGRAPH 2015 Online Exhibition Special Monday, 10 August, 3:45-5:15 pm Session of ACM SIGGRAPH Digital Arts Community Sensing Techniques for Tuesday, 11 August, 10:30 am-12:30 pm Tablet+Stylus Interaction

Ken Hinckley How are videographers utilizing digital Michel Pahud techniques in conjunction with live footage Hrvoje Benko in short documentaries, narratives, and Microsoft Research social commentaries?

Pourang Irani Enhanced Vision – Digital Video is a special University of Manitoba presentation of the online video exhibition François Guimbretière sponsored by the ACM SIGGRAPH Digital Cornell University Arts Community. Guest curator Kathy Rae Huffman and several artists and exhibition Marcel Gavriliu committee members discuss the works Microsoft Research and the categories that emerged from the open call, including issues surrounding Xiang Anthony Chen environmental concerns, urban spaces, Microsoft Research, Carnegie Mellon University personal and public communication Fabrice Matulic practices, and ironic and/or direct scrutiny ETH Zürich of political events. Their main focus is: How can digital techniques successfully William Buxton be employed to visually and metaphorically Andrew Wilson interpret and enhance socially engaged Microsoft Research topics. Attendees are encouraged to join the discussion. Expert Crowdsourcing With Flash Teams Computer Science for Daniela Retelny Sébastien Robaszkiewicz Elementary Schools Alexandra To Walter S. Lasecki Jay Patel A no-cost, one-day workshop on how Negar Rahmati to introduce computer science at the Tulsee Doshi elementary school level in a format that’s fun Melissa Valentine and accessible. The workshop covers Code. Michael S. Bernstein org’s elementary school curriculum and Stanford University provides the supplies needed to teach the courses. Courses blend online, self-guided, PrintScreen: Fabricating Highly and self-paced tutorials with “unplugged” Customizable Thin-Film Touch Displays classroom activities that require no Simon Olberging computer. Attendees must provide their Michael Wessely own laptops. Each attendee receives Jürgen Steimle complimentary Exhibits Plus registration to Max-Planck-Institut für Informatik SIGGRAPH 2015.

Kitty: Sketching Dynamic and Select a date below to sign up for Interactive Illustrations the workshop that’s best for your Rubaiat Habib Kazi SIGGRAPH 2015 schedule: Autodesk Research Tuesday, 11 August, 9 am-3 pm Fanny Chevalier INRIA Wednesday, 12 August, 9 am-3 pm

Tovi Grossman Thursday, 13 August, 10 am-4 pm George Fitzmaurice Autodesk Research

PortraitSketch: Face-Sketching Assistance for Novices

Jun Xie Aaron Hertzmann Wilmot Li Holger Winnemöller Adobe Systems Incorporated

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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://s2015.siggraph.org/attendees/co-located-events

HPG 2015: High-Performance Graphics

7-9 August 2015

Bunkerhill/Museum, Omni Los Angeles Hotel at California Plaza http://www.highperformancegraphics.org/2015/

SCA 2015: ACM/Eurographics Symposium on Computer Animation

7-9 August 2015

University of Southern California Campus, Room SAL 101 http://sca2015.usc.edu

DigiPro 2015: Digital Production Symposium

8 August 2015

Los Angeles, California http://dp2015.digiproconf.org

SUI 2015: 3rd Annual ACM Symposium on Spatial User Interaction

8-9 August 2015

Los Angeles, California http://sui-symposium.org

 Table of Contents  s2015.siggraph.org