Technical Papers
Monday, 02 November
18:30 – 20:00

SessionPortopia Hotel, South Wing, Portopia Hall, Level 1
Technical Papers
Fast Forward
An entertaining, illuminating summary of SIGGRAPH Asia’s 2015
Technical Papers in an exciting two-hour session! The author(s) ofeach paper are allowed a little less than a minute to wow the crowd
with their results and entice attendees to hear their complete paper
presentation later in the week.

Technical Papers
Tuesday, 03 November
11:00 – 12:45

11:00 – 12:45

14:15 – 16:00

14:15 – 16:00

Session
Kobe Int’l Conference Center, International Conference Room, Room301, Level 3
Technical Papers
Color and Sketching- Adaptive Color Display via Perceptually-Driven Factored SpectralProjection- A Model of Local Adaptation- Color Changing Effects with Anisotropic Halftone Prints on Metal- Closure-Aware Sketch Simplification- Autocomplete Hand-Drawn Animations
Kobe Int’l Conference Center, Room 501, Level 5
Technical Papers
Geometry Processing- Nested Cages- Generalized Cylinder Decomposition- Polyhedral Patterns- Rolling Guidance Normal Filter for Geometric Processing- Efficient Construction and Simplification of Delaunay Meshes
Kobe Int’l Conference Center, International Conference Room, Room301, Level 3
Technical Papers
3D Scanning- Data-Driven Structural Priors for Shape Completion- Deep Points Consolidation- Autoscanning for Coupled Scene Reconstruction and Proactive
Object Analysis- Unsynchronized Structured Light- Activity-Centric Scene Synthesis for Functional 3D Scene Modeling
Kobe Int’l Conference Center, Room 501, Level 5
Technical Papers
Faces and Characters- Push-Recovery Stability of Biped Locomotion- Generalizing Wave Gestures from Sparse Examples for Real-Time
Character Control- Video-Audio Driven Real-Time Facial Animation- Real-time Expression Transfer for Facial Reenactment- To Stylize or not to Stylize? Effect of Shape and Material Stylizationon the Perception of Computer Generated Faces

Technical Papers
Tuesday, 03 November
16:15 – 18:00

16:15 – 18:00

Session
Kobe Int’l Conference Center, International Conference Room, Room301, Level 3
Technical Papers
Illumination and Real-time- Physically-Accurate Fur Reflectance: Modeling, Measurement andRendering- On Optimal, Minimal BRDF Sampling for Reflectance Acquisition- Efficient and Accurate Spherical Kernel Integrals using Isotropic
Decomposition- A System for Rapid, Automatic Shader Level-of-Detail- Masked Depth Culling for Graphics Hardware
Kobe Int’l Conference Center, Room 501, Level 5
Technical Papers
Mappings and Parameterizations- Instant Field-Aligned Meshes- Orbifold Tutte Embeddings- Large-Scale Bounded Distortion Mappings- Quantized Global Parametrization- Spherical Fibonacci MappingTechnical Papers
Wednesday, 04 November
09:00 – 10:45

09:00 – 10:45

11:00 – 12:45

11:00 – 12:45

Session
Kobe Int’l Conference Center, International Conference Room, Room301, Level 3
Technical Papers
Video Processing- Video Diff: Highlighting Differences Between Similar Actions in Videos- JumpCut: Non-Successive Mask Transfer and Interpolation for VideoCutout- Blind Video Temporal Consistency- Fast Computation of Seamless Video Loops- Real-Time Noise-Aware Tone Mapping
Kobe Int’l Conference Center, Room 501, Level 5
Technical Papers
Particle Fluids- Continuum Foam: A Material Point Method for Shear-Dependent
Flows- Data-Driven Fluid Simulations using Regression Forests- Wetbrush: GPU-based 3D Painting Simulation at the Bristle Level- Fast Multiple-Fluid Simulation Using Helmholtz Free Energy- Surface Turbulence for Particle-Based Liquid Simulations
Kobe Int’l Conference Center, International Conference Room, Room301, Level 3
Technical Papers
Modelling and More
- Garment Modeling with a Depth Camera- High-Quality Hair Modeling from a Single Portrait Photo- MeshHisto: Collaborative Modeling by Sharing and Retargeting Editing
Histories- Interactive Design of Probability Density Functions for Shape
Grammars- AniMesh: Interleaved Animation, Modeling, and Editing
Kobe Int’l Conference Center, Room 501, Level 5
Technical Papers
Sampling and Light Transport- Unbiased Photon Gathering for Light Transport Simulation- Anisotropic Gaussian Mutations for Metropolis Light Transport
through Hessian-Hamiltonian Dynamics- A Matrix Sampling-and-Recovery Approach for Many-Lights Rendering- Blue Noise Sampling using an SPH–based Method- AA Patterns for Point Sets with Controlled Spectral Properties

Technical Papers
Wednesday, 04 November Session
14:15 – 16:00
Kobe Int’l Conference Center, International Conference Room, Room301, Level 3
Technical Papers
Fabrication- Dapper: Decompose-and-Pack for 3D Printing- Level-Set-Based Partitioning and Packing Optimization of a Printable
Model- Perceptual Models of Preference in 3D Printing Direction- Interactive Design of 3D Printable Robotic Creatures
14:15 – 16:00
Kobe Int’l Conference Center, Room 501, Level 5
Technical Papers
Tracking and Transients- IM6D: Magnetic Tracking System with 6-DOF Passive Markers forDexterous 3D Interaction and Motion- 3D Motion Sensing of any Object without Prior Knowledge- Capturing the Human Figure Through a Wall
- Solving Trigonometric Moment Problems for Fast Transient Imaging- Online Structure Analysis for Real-time Indoor Scene Reconstruction
16:15 – 18:00
Kobe Int’l Conference Center, International Conference Room, Room
301, Level 3
Technical Papers
Specialized Design- WrapIt: Computer-Assisted Crafting of Wire Wrapped Jewelry- Legolization: Optimizing LEGO Designs- Computational Design of Metallophone Contact Sounds- Interactive Surface Design with Interlocking Elements
16:15 – 18:00
Kobe Int’l Conference Center, Room 501, Level 5
Technical Papers
Single Images- Break Ames Room Illusion: Depth from General Single Images- Deviation Magnification: Revealing Departures from IdealGeometries- Revealing and Modifying Non-Local Variations in a Single Image- Transform Recipes for Efficient Cloud Photo Enhancement

Technical Papers
Thursday, 05 November Session
09:00 – 10:45
Kobe Int’l Conference Center, International Conference Room, Room301, Level 3
Technical Papers
Assisted Design- Structure and Appearance Optimization for Controllable Shape Design- Topology-Based Catalogue Exploration Framework for Identifying
View-Enhanced Tower Designs- AutoConnect: Computational Design of 3D-Printable Connectors- Magic Decorator: Automatic Material Suggestion for Indoor DigitalScenes- Sketching Folds: Developable Surfaces from Non-Planar Silhouettes
09:00 – 10:45
Kobe Int’l Conference Center, Room 501, Level 5
Technical Papers
Shapes and Images- CrossLink: Joint Understanding of Image and 3D Model Collections
through Shape and Camera Pose Variations- Joint Embeddings of Shapes and Images via CNN Image Purification- SHED: Shape Edit Distance for Fine-Grained Shape Similarity- Deformation-Driven Topology-Varying 3D Shape Correspondence- Extraction of the Quad Layout of a Triangle Mesh Guided by its CurveSkeleton
11:00 – 12:45
Kobe Int’l Conference Center, Conference Room, Room 301, Level 3
Technical Papers
Cinematography and Video Processing International- Real-Time Pixel Luminance Optimization for Dynamic Multi-Projection
Mapping- An Interactive Tool for Designing Quadrotor Camera Shots- Image-Space Modal Bases for Plausible Manipulation of Objects inVideo- Visual Transcript: Readable, Skimmable Layout of Blackboard-Style
Lecture Videos

Technical Papers
Thursday, 05 November Session
11:00 – 12:45
Kobe Int’l Conference Center, Room 501, Level 5
Technical Papers
Simulation in Subspaces- A Unified Approach for Subspace Simulation of Deformable Bodies inMultiple Domains- Subspace Dynamic Simulation Using Rotation-Strain Coordinates- Expediting Precomputation for Reduced Deformable Simulation- Model-Reduced Variational Fluid Simulation
14:15 – 16:00
Kobe Int’l Conference Center, International Conference Room, Room301, Level 3
Technical Papers
Deformable Models (Closing Session)- Smoothed Aggregation Multigrid for Cloth Simulation- A Chebyshev Semi-Iterative Approach for Accelerating Projective andPosition-Based Dynamics- Non-Manifold Level Sets: A Multivalued Implicit Surface
Representation with Applications to Self-Collision Processing- SMPL: A Skinned Multi-Person Linear Model