yusuke1997/dblp-id-title huggingface dataset:
UsdShade in the Pixar Pipeline
Accident animation: complexity of integrating accident scene data from multiple sources, and the value of these animations in promoting and improving transportation safety
Autonomous object manipulation for virtual humans
Skinning: real-time shape deformation
The virtual Lego village
Uber destruction in "The Time Machine"
Leo: a system for cost effective 3D shaded graphics
The hair motion compositor: compositing dynamic hair animations in a production environment
Models of light reflection for computer synthesized pictures
The cinematography of Wall·E
Virtual human interface: towards building an intelligent animated agent
Generating subdivision curves with L-systems on a GPU
Optimization-based animation
Multi-view facial capture using binary spherical gradient illumination
Data-driven visual computing
Pacific island
Courses on 3D image display for students who aim to become information media engineers and creators
A brief introduction to RenderMan
Fast shadows and lighting effects using texture mapping
High performance heterogeneous computing for collaborative visual analysis
Supporting wayfinding through patterns within procedurally generated virtual environments
Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH '14, Vancouver, Canada, August 10-14, 2014, Panels
Solid modeling(Panel Session)
Texture of reality no.7
Radiosity algorithms using higher order finite element methods
Sampling procedural shaders using affine arithmetic
Touchware
Tracking water droplets under descent and deformation
Tablet-based valuators that provide one, two, or three degrees of freedom
La Migration Bigoudenn
A hierarchical illumination algorithm for surfaces with glossy reflection
Stereoscopic architectural image inpainting
A tool for fitting surfaces to medical image data
Planar tracking using the GPU for augmented reality and games
Realistic 3D projection mapping using polynomial texture maps
Global Illumination-Aware Color Remapping with Fidelity for Texture Values
GPU-accelerated transparent point-based rendering
Real-time rendering of atmospheric glories
Deep Real-time Volumetric Rendering Using Multi-feature Fusion
Interpolation Subdivision for Meshes with Arbitrary Topology
HAPMAP: haptic walking navigation system with support by the sense of handrail
The virtual art gallery/streaming video on the Web
Modeling play: re-casting expertise in MMOGs
Dji. death fails
Ikea, "beds"
A natural smile synthesis from an artificial smile
Vilnius-guggenheim
Integrating solid image capability into a general purpose calligraphic graphics package
A Cellular Texture Basis Function
Growing documentary: creating a collaborative computer-supported story telling environment
Call of duty: black ops 3, seize glory
Future sky
Direct Illumination with Lazy Visibility Evaluation
Power-Linear Polar Directional Fields
Hierarchical Z-buffer visibility
Significant New Researcher Award
ArtDefo: Accurate Real Time Deformable Objects
Applications of computer graphics to the visualization of meteorological data
Thermo-messenger
LAIKA's digital big boards
The visual computing of projector-camera systems
Snow avalanche effects for Mummy 3
Large format displays
Real-time motion capture of the human tongue
Performance capture and character animation
AnnMarie LeBlanc
Constraint-based synthesis of visual speech
Polynomial texture maps
3D Origami teapot
Quest for Camelot
The telematic dinner party
Spatial input/display correspondence in a stereoscopic computer graphic work station
Uniform looking vector plot with streamline fragmentation
The state of aesthetic computing or info-aesthetics: curated panel discussion
Raytracers and workflow: a production perspective
Inside houdini's distributed solver system
Motion Inversion for Video Customization
Displacement mapping with ray-casting in hardware
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games, Sandbox '09, New Orleans, Louisiana, USA, August 4-6, 2009
A spatial awareness framework for enhancing game agent behaviour
GPGPU Accelerated Flow Diagrams
The cyclone display: rotation, reflection, flicker and recognition combined to the pixels
Bjork - joga
Using Pre-visualization to bring HBO's "The Last Of Us" To Life
Direct WYSIWYG painting and texturing on 3D shapes
Full-spectral image-based lighting with skylight
Luminance correction with raw digital images
The invisible train: a collaborative handheld augmented reality demonstrator
Exploring MIDI datasets
Alosis
Submerging technologies
Creating a real-world environment for WMD incident command training
Interactive functional anatomy
Pre-integrated deferred subsurface scattering
Pixel-based level of detail on hardware tessellated terrain rendering
Shin'm 2.0
The making of welcome to light fields VR
Heather D. Freeman
Optical tone: dynamic color composition
Hydrodynamics ocean
Le taxidermiste
Natural Plastic
Muscle-based facial animation considering fat layer structure captured by MRI
A procedural modeling of woven textiles with fuzz
Computer simulation technology and teaching and learning interior lighting design
The regular 4-dimensional 57-cell
Weta digital presents: over 20 years of creativity and innovation
Polar bear swim
Assembling an expressive facial animation system
Wave displacement effects for Surf's Up
Techniques for interactive audience participation
The making of the butterfly shot for "The Craft"
Real time video effects on a PlayStation2
Configurable applications for satellite graphics
Designing and implementing knowledge bases for narrative animations system
Mekarate
Fifty percent grey
Implementation of transform invoking elements
Grizzly Bear Two Weeks
The air-teapot
The monkey king
The blues machine
ziggi 1
The mischief of created things
Finding the Look of Souls
Multi-resolution sound rendering
A visit with an animation legend
Céline Guesdon
Pixel-planes 5: a heterogeneous multiprocessor graphics system using processor-enhanced memories
Le Processus
Algorithms for image/vector conversion
SinkInSync: A Brainwave Synchronization Experience in VR Towards Enhancing Social Connectedness: A Brainwave Synchronization Experience in VR Towards Enhancing Social Connectedness
L'incroyable marrec
Descent to the Underworld: a Game-Film® project
Evil Twin: ambient gaming
Image-based rendering: really new or déjà vu? (panel)
A six-flux transfer approach for efficient layered materials rendering
LightLab: Controlling Light Sources in Images with Diffusion Models
Parasite eve
The vortex
Down the Rabbit Hole: : Experiencing Alice in Wonderland Syndrome through Virtual Reality
From production artist to educator: preparing for the change
An application of color graphics to the display of surface curvature
Bringing an Accurate Fresnel to Real-Time Rendering: a Preintegrable Decomposition
Light Attack
SIGGRAPH Asia 2014 Technical Briefs, Shenzhen, China, December 3-6, 2014
UlteriorScape: optical superimposing on view-dependent tabletop display and its applications
Simulation of autumn leaves
Haptic challenge: an I-FORCE computer game
Digital face cloning
Dream board: a visualization system by handwriting recognition
conscious = camera
Cooking flower soup for Disney's "Tangled"
Decomposition of 32 bpp into 16 bpp textures with alpha
X Window System (panel session)
A development environment for designing interactive characters with sensorimotor models
Confocal non-line-of-sight imaging
Multi-scale feature matching between 2D image and 3D model
Interactive multiplayer HoverBall
The enlightened monk
Whadget: interactive animation using personification gesture expression of hand
Rule Based Dynamic Simulation for "Wave of Death"
MotionGraphix: a 2.5D stereoscopic animation system on your iPad
Gris de payne & ochre
Beyond "cosmos laundromat": blender's open source studio pipeline
Going farther in less time: responding to change in introductory graphics courses
View-dependent simplification of arbitrary polygonal environments
Touch Light Through the Leaves: a tactile display for light and shadow
Moving integral photography using a common digital photo frame and fly's eye lens
The LEGO movie: bricks, bricks and more bricks
Real time animation of dynamic processes
Wham!: building Deadpool 's freeway chase
Firefighter training virtual environment
Premier automne
Implementation of modeling hair from multiple views
Wearable scanning laser projector (WSLP) for augmenting shared space
Geometric modelling and display primitives towards specialised hardware
Efficient, fair interpolation using Catmull-Clark surfaces
Visual effects technology - do we have any? (panel session)
Utilizing handheld wind feedback to expand the perception of environmental wind from stationary device
3-D image synthesis adaptive for autostereoscopic display using scan-type ray acquisition system
Melody slot machine
Jobim botanic
A walking motion morphing method based on statistical data of the elderly
Visual media retargeting
Efficient alias-free rendering using bit-masks and look-up tables
Advanced illumination techniques for GPU-based volume raycasting
Teapot # 1
Interactive stories: real systems, three solutions
Evaluating enjoyment within alternate reality games
Visualizing and understanding players' behavior in video games: discovering patterns and supporting aggregation and comparison
Multi-layer dual-resolution screen-space ambient occlusion
Image moment-based stroke placement
An autostereoscopic optical see-through display for augmented reality
Grim Fandango - sneak peak
Patching Catmull-Clark meshes
Cloth capture
Gum-gum shooting: inducing a sense of arm elongation via forearm skin-stretch and the change in the center of gravity
Walter: an open source VFX framework for USD and alembic
Sharing bears
Correcting for short-range spatial non-linearities of CRT-based output devices
Izzy bombus and the story of flight
Modern video processor
GaussianPrediction: Dynamic 3D Gaussian Prediction for Motion Extrapolation and Free View Synthesis
Assignment: scene graphs in computer graphics courses
Aunt Luisa
Little red: storytelling in mixed reality
SemanticPaint: interactive segmentation and learning of 3D world
Scalable visualization of super high resolution 3D images for museum archiving
Fog (Niebla)
A real virtual pinhole
A man-machine vehicle routing and dispatching system using interactive computer graphics
RHapTor: Rendering Haptic Torques for Virtual Reality
Neural Holographic Near-eye Displays for Virtual Reality
Real-time model slicing in arbitrary direction using octree
Dewy: a condensation display
The Animation of Togo: Achieving hyper realism for 11 CG dogs
Real-time technologies of Final Fantasy XV battles
An integrated system for creating and presenting complex computer-based documents
Integrating Independent Contributions in a Game Programming Assignment
Sketch dance stage
Human potential (movement)
In search of the puppeteer
Thirteen sketches for an incompetent user interface
A deferred shading pipeline for real-time indirect illumination
Video textures using the auto-regressive process
Half pint heroes
Deep Learned Super Resolution for Feature Film Production
Face Extrusion Quad Meshes
inter-glow
Urban modeling in visual effects
OpenGL texture-mapping with very large datasets and multi-resolution tiles
Face texture synthesis from multiple images via sparse and dense correspondence
Dr. Strangeheight
Fast solutions to gas volumetrics in matrix revolutions
Membrane AR: varifocal, wide field of view augmented reality display from deformable membranes
Tangled choreographing destruction: art directing a dam break
Fast, accurate and sparse, automatic facade reconstruction from unstructured ground laser-scans
A wavelet-based multiresolution polyhedral object representation
Model and control of simulated respiration for animation
A conversational extensible system for the animation of shaded images
The material point method for simulating continuum materials
IRIDiuM+: deep media storytelling with non-linear light field video
Graphics in finance
G-Force Basketball
The Central City
Xelibri: "Beauty for Sale"
Drive-In house
Interactive card weaving design and construction
City generator: GIS driven genetic evolution in urban simulation
From "landscape in circle"
LIFLET: light field live with thousands of lenslets
Tactual displays for sensory substitution and wearable computers
CT (city tomography)
SwiftSketch: A Diffusion Model for Image-to-Vector Sketch Generation
Direct least-squares fitting of algebraic surfaces
GPU shading and rendering
Visual simulation of waterfalls and other water phenomena
Physical rendering with a digital airbrush
Window pains
Shadertoy Hackathon
A dirge for a digirati
"The blacksmith" real-time short film
Real-time view synthesis using commodity graphics hardware
Chroma chameleon
Can virtual reality simulations be used as a research tool to study empathy, problems solving and perspective taking of educators?: theory, method and application
Diffusion Image Analogies
Bear story
MicroDisplay Camera Phone
Deer Flower (South Korea)
Song of the sea
Untitled #11
IP-Prompter: Training-Free Theme-Specific Image Generation via Dynamic Visual Prompting
Free-form deformation of solid geometric models
Brain springs: fast physics for large crowds on WALL·E
Hole filling by relative background and propagation map
"Falling over you" interactive wall
Depth image based cloth deformation for virtual try-on
//makeMeaning: Designing Objects with a Data Materialization Workflow
Computational imaging in the sciences
OpenVG
ViewPaint (vol. 1 The Milkmaid by Johannes Vermeer)
Learning by example for parametric font design
Determining the Orientation of Low Resolution Images of a De-Bruijn Tracking Pattern with a CNN
Real time hair simulation and rendering on the GPU
An autonomous robot for searching and navigating shooting locations with subjective expression
An algorithm for the construction of intrinsic delaunay triangulations with applications to digital geometry processing
Feather: 3D sketchbook light as a feather
Genderbender, smartstall, the automatic confession machine
Data-driven background crowds in Exodus : gods and kings
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames, Sandbox '06, Boston, Massachusetts, USA, July 30-31, 2006
Making the mainstream accessible: redefining the game
Techniques for Handling Video in Virtual Environments
Ligorano/Reese
Managing parameter spaces for multimedia composition
What time is it?: efficient and robust FX retiming workflow for spies in disguise
Reyes using DirectX 11
head full of dreams
Loose and sketchy animation
Token city: subway wall
Submerged haptics: a 3-DOF fingertip haptic display using miniature 3D printed airbags
Cascaded displays: spatiotemporal superresolution using offset pixel layers
Above your hand: direct and natural interaction with aerial robot
Fast soft shadow by depth peeling
Aerial interaction with femtosecond laser induced plasma
View-dependent Geometry
Agree to disagree online
Bin Can Can
Museum security enhanced using genetic algorithms and virtual reality
OLE coordinate system
Davy Jones' beard: rigid tentacle simulation
KatanaForFX: intertwine FX and lighting
Effects 10
A novel dexterous instrument tracking system for augmented reality cataract surgery training system
3D face reconstruction from a single non-frontal face image
Integrating shape and pattern in mammalian models
Flow and changes in appearance
Rendering massive models
PMP: Learning to Physically Interact with Environments using Part-wise Motion Priors
Digiti sonus
Hanging by a thread, 1988
Volume modeling techniques in The Good Dinosaur
Tangible and modular input device for character articulation
Texture Mapping for Cell Animation
Proceedings of the 13th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1986, Dallas, Texas, USA, August 18-22, 1986
Generalized approach to rendering fabric
The flying : Kinect art using OpenNI and learning system
Haptic rendering of polygonal models using local minimum distances
Video embodiment - MovieSpiral: towards intuitive/comprehensive interfaces for digital video interaction
An introduction to laplacian spectral distances and kernels: theory, computation, and applications
HMS Royal Oak
VibroTracker: a vibrotactile sensor tracking objects
Simulation of cloud dynamics on graphics hardware
Cupidiculous
Shape-preserving gray-scale skeletonization on 3D density maps
Computer art for computer people - a syllabus
Apparent resolution enhancement for near-eye light field display
BreakBug
Production-grade scene translation pipelines
The making of the characters of Marvel's "avengers: age of ultron"
Crowdsourcing facial expressions using popular gameplay
Development of cultural capital content for regional promotion and local exhibitions
There and Back Again: Graphics Education with a View Towards the Future
The digital cinematography of the peanuts movie
A microcomputer based system for automated pattern digitization and editing
Napkinmatic
Open source toolchains
Quest for the mystic moogoo fruit!
Collaborative costume design and construction on Incredibles 2
Supersonic Sled
CLEV-R: a collaborative learning environment with virtual-reality
Ambient obscurance baking on the GPU
Isaacks: from life forms choreography to animation
Adidas - adistar
B-spline surfaces for ship hull design
An oriented point-cloud view for MR remote collaboration
Avengers: age of ultron
Visualizing the Midway Face of the Dixie National Forest
NONA-vision
Slow in and slow out cartoon animation filter
Iconica
Sunday morning at the City Hall Doors/Dimanche Matin aux Portes d'Hôtel de Ville
Building an empire: asset production in Ryse
Songhua
Region of interest (ROI) based 3D inpainting
AniFaceDrawing: Anime Portrait Exploration during Your Sketching
So real it'll make you wet
Volume: 3D reconstruction of history for immersive platforms
SigKIDS Art
Voice Puppetry
Palm+Act: operation by visually captured 3D force on palm
Operation rhinoctopus: a real-time interactive video manipulation device
Straightest geodesics on polyhedral surfaces
Space browsers: a tool for ubiquitous tele-embodiment
Creating vast game worlds: experiences from Avalanche Studios
Movement in capture
2D denoising factor for high dynamic range imaging
Special Interest Group on Computer Graphics and Interactive Techniques Conference Educator's Forum, SIGGRAPH Educators Forum 2024, Denver, CO, USA, 27 July 2024 - 1 August 2024
Beyond programmable shading: fundamentals
Simulating coordinated movement with tendons
Suprematist Composition V
Tracing Ray Differentials
Interval arithmetic recursive subdivision for implicit functions and constructive solid geometry
Hummingbird: dreamworks feather system
International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2006, Boston, Massachusetts, USA, July 30 - August 3, 2006, Research Posters
Optimizing rig manipulation with GPU and parallel evaluation
Is a career in computer graphics possible?: part 1: skills and training
Reality forge: interactive dynamic multi-projection mapping
Audio Ballerinas
Directable stadium crowds from image based modelling for "Bohemian Rhapsody"
Efficient sub-pixel based light field reconstruction on integral imaging display
fr-019: poem to a horse
Background motion silences awareness of foreground change
The shapemaker prelude
The dual skins of a media façade: explicit and implicit interactions
How to write a SIGGRAPH paper: a guide to choosing a good research topic, doing the research, and writing it up
Creating the Looking Glass Mask on HBO's Watchmen
Hand-drawn looking volumetric effects in the peanuts movie
Man of steel: procedural city building and destruction
Texturing and deforming models with casual images
LIDAR: reality capture
Advanced material appearance modeling
Seigow Matsuoka and Naoko Tosa
Blobtacular: surfacing particle system in "Pirates of the Caribbean 3"
Continuous reference images for FTIR touch sensing
Neither here nor there
Multi-domain sketch understanding
Media Mirror
DreamWorks fabric shading model: from artist friendly to physically plausible
Barbie as Rapunzel
Light storm PLUS
On-site real-time 3D match move for MR-based previsualization with relighting
High quality rendering using ray tracing and photon mapping
wango: IW (Immortal Wire)
SyncDon II: bio-synchronical communication
"Hercules": the 30-headed Hydra
Reconstructing motion using a human structure model
Bending burning matches and crumpling burning paper
Visual simulation of the interaction between market demand, planning rules and city form
Parrot away
Life forms: an application of computer graphics to support dance choreography
Après la pluie
Designing effective pictures: is photographic realism the only answer? (panel session)
A tool for adaptive lighting design
"Open season": separating the trees from the forest
An evaluation of animation in a pedagogical agent
Pens to lens
Deferred shading techniques using frostbite in "Battlefield 3" and "Need for Speed the Run"
Non-humanoid creature performance from human acting
A bar at the Folies Bergère
HyperMask: virtual reactive faces for storytelling
The development of a functional visualization system for the creation of digital human models
ACM SIGGRAPH 98 Electronic Art and Animation Catalog, Orlando, FL, USA, July 19-24, 1998
Designing a full-body customizable haptic interface using two-dimensional signal transmission
ClipFace: Text-guided Editing of Textured 3D Morphable Models
Implementing wave particles for real-time water waves with object interaction
Using Greenfoot and games to teach rising 9th and 10th grade novice programmers
A new camera calibration method taking blur effects into account
Compressing dynamically generated textures on the GPU
GROOVY ASSIGNMENT: Immersive Dome Projection Media
Boneheads
The hive: a human and robot collaborative building process
On designing migrating agents: from autonomous virtual agents to intelligent robotic systems
Love_Child
Light and materials in virtual cities
Computer cartography: some critical comments
The handiwork behind "Olaf's frozen adventure"
Cross-sectional structural analysis for 3D printing optimization
Friction and slant perception in real and virtual environments
3D illusion in motion
CASE STUDY 2442
Fast product importance sampling of environment maps
Computer-linked autofabricated 3D models for teaching structural biology
Cyclo: a personal bike coach through the glass
The art of proposal writing
Computer modelling of fallen snow
Toy Story 3: Bridge Explosion
Constant-time filtering with space-variant kernels
Mesh editing based on discrete Laplace and Poisson models
Moving still
I m possible
Hand-rewriting: automatic rewriting like natural handwriting
GameX: a platform for incremental instruction in computer graphics and game design
Bank of America 'gladly Tuesday'
An inquiry about hair
Walk a Robot Dog in VR!
Les pieds tanqués
Learning to Simulate Crowds with Crowds
Rexona "Redline"
Story engine for interactive characters
Ray tracing on programmable graphics hardware
Seeing the unseen: visualization in educationAuthor video presentations are available on the citation page
Stitch: an interactive design system for hand-sewn embroidery
ThinkQuest: students and teachers exploring a global Web-based education project
Color management with OpenColorIO V2
The 3D bovine and porcine myology system
Coke: "Spirit of the Euro"
Fluid dynamics and lighting implementation in PixelJunk Shooter 2
Implicit modeling with PDE-based techniques
Revving up a storm: a talk on creating Jackson storm
Thinking out of the screen
American dream
Sketching garments for virtual characters
Rendering techniques of final fantasy XV
Interactive art the qi of calligraphy: dance and imprint
Happiness is Around the Bend
Computational tools for 3D printing
City@Peace
Lit Tree
Holy Cow: the labyrinth, the woman & the goddess
Retrospectives II: the early years in computer graphics at MIT, Lincoln Lab, andd Harvard
Moon phase and libration from the other side
Therenow: what is happening over there, right now?
The technical art of sea of thieves
Marvel ultimate alliance: intro
Proceedings of the 14th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1987, Anaheim, California, USA, July 27-31, 1987
Wētā FX Presents The Batman
Pissenlit
SKETCH: An Interface for Sketching 3D Scenes