yusuke1997/dblp-id-title huggingface dataset:
CoGAME: manipulation using a handheld projector
Markerless face capture and automatic model construction: part II: automatic model construction
SIGGRAPH '22: Special Interest Group on Computer Graphics and Interactive Techniques Conference, Vancouver, BC, Canada, August 7 - 11, 2022
Delaunay lofts: a new class of space-filling shapes
Combining optical holograms with interactive computer graphics
Suntory Boss Black: flying whales
Noman'sland
Flow 9, Flow 19
Estimating diffusion parameters from polarized spherical gradient illumination
3-D crystal with a curved surface projecting multiple 2-D images
Evolution of AR in Pokémon go
ZoeMatrope for realistic and augmented materials
Science in the city AR: using mobile augmented reality for science inquiry activities
Doing R&D for open worlds
Aquarium earth
Posing as a werewolf: the creature matchmove tool used for "Van Helsing"
CrAM: artist-friendly crowds on "Edge of Tomorrow"
Fast and resolution independent line integral convolution
Assassin's Creed - Jack the Ripper [mp4] (France)
Linear colour contouring for fine art printmaking
Advances in real-time rendering in 3D graphics and games II
Studio views of demo tapes
Shading Dory's new friends
Eric Heller
Balancing Fusion, Image Depth and Distortion in Stereoscopic Head-Tracked Displays
Computer graphics and economic transformations
Garden: a mixed reality experience
Audio2Rig: Artist-oriented deep learning tool for facial and lip sync animation
The amazing Spider-Man 2
Web Programming Using the WebGPU API
samplingplong
My digital face
Introduction to shape grammars
An interactive 360° light field display
Markerless human motion transfer
A photorealistic 3d virtual laboratory for undergraduate instruction in microcontroller technology
Producing a real-world student group project
TexPainter: Generative Mesh Texturing with Multi-view Consistency
Perspective-Correct VR Passthrough Without Reprojection
Jurassic world
Real-time performance prediction and tuning for interactive volume raycasting
Photo-Realistic Streamable Free-Viewpoint Video
Trois petits chats
High-quality, cost-effective facial motion capture pipeline with 3D regression
A scalable and reconfigurable shared-memory graphics architecture
There's more to menu systems than meets the screen
Principles of animation physics
Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH '14, Vancouver, Canada, August 10-14, 2014, Courses
Associative audio design
Motion capture and CG character animation (panel)
Interactive virtual reality orchestral music
Understanding GPUs through benchmarking
Chronomops
ColorSurge: Bringing Vibrancy and Efficiency to Automatic Video Colorization via Dual-Branch Fusion
Dusk of shattered icons
Deformation lamps: a projection technique to make a static picture dynamic
Point-based computer graphics
Dynamic meshes for deformable surfaces
Simulating woven fabrics with weave
Movies from music: Visualizing musical compositions
Tribu
Agritainment : 3D collaborative space for training agricultural experience with entertainment elements
Spectral Coarsening with Hodge Laplacians
Importance sampling of area lights in participating media
Expresii watercolor
QUADRIL: A computer language for the description of quadric-surface bodies
Water display
Color correction of high dynamic range images at HDR-level
Project: Alpha
Art-directable dynamic-hair shells in Madagascar: Escape 2 Africa
SIGGRAPH 2004 ILM research and development
Environment-adaptive contact poses for virtual characters
Radiometric compensation of global illumination effects with projector-camera systems
VW - The Beetle
Relighting human locomotion with flowed reflectance fields
Hiding seams in high dynamic range panoramas
Deus ex: mankind divided - dawn engine trailer
"The Polar Express": artists and technicians reveal how they transformed a 3D train ride into a 3D stereoscopic adventure
Procedural texturing in epic
Transforming the commonplace through machine perception: light field synthesis and audio feature extraction in the rover project
Motion signal processing
Waving tentacles 8×8: controlling a SMA actuator by optical flow
Tournis
Gaze-aware displays and interaction
A software for reconstructing 3D-terrains from scanned maps
Interpolating splines with local tension, continuity, and bias control
AI in feature film animation: how crowds artists use AI techniques at Pixar
Puppet show
Estimating fluid simulation parameters from videos
Location aware interactive applications
Impel
DARAM: Dynamic Avatar-Human Motion Remapping Technique for Realistic Virtual Stair Ascending Motions
From university lab to movie screen and back again: how does research change production tools, and how do production needs influence academic research?
Haptic collaboration with augmented reality
Emotional touch: a novel interface to display "emotional" tactile information to a palm
Sensational Technologies
Retargeting: algorithms for performance-driven animation
Seamless texture mapping of subdivision surfaces by model pelting and texture blending
Hypermedia, eternal life, and the impermanence agent
Radiance filtering for interactive path tracing
As-rigid-as-possible deformation transfer for facial animation
Modeling Hair Strands with Roving Capsules
Analytical methods for dynamic simulation of non-penetrating rigid bodies
Learning to Draw Is Learning to See: Analyzing Eye Tracking Patterns for Assisted Observational Drawing
Hybrid Prediction for Games' Rollback Netcode
Ray-tracing fur for Ice Age : the Melt Down
Computational lighting reproduction for facial live video with rigid facial motion
Physics-based modeling of ice with bubbles
Autarkeia Aggregatum: autonomous points, emergent textures
Azimuth-rotated vector quantization for BTF compression
Full circle - continuum series, 1998
Kreise_7.3sc
T4-logo
Knitwear Rendering
360 degrees-viewable display of 3D solid images
A physically based model of ice
Display of high contrast images using models of visual adaptation
On-set depth capturing for VFX productions using time of flight
Accurate image based re-lighting through optimization
Le flipper
AXAA: adaptive approximate anti-aliasing
Triple depth culling
What the RISpec never told you
Ray tracing with cones
Accurate contact resolution for interpolated hairs
Virtual art volant
The OceanMaker
House of numbers: animation of the replication of HIV
A monster's guide to cheating in GI class
Real-Time Particle-Based Liquid Simulation on the GPU
Anyone can make quality animated films!: the 8 basic steps to success Video files associated with this course are available from the citation page
Image-Guided Streamline Placement
Artist Controlled Fracture Design Using Impurity Maps
Slink
Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH '14, Vancouver, Canada, August 10-14, 2014, Talks Proceedings
Rapid surface and volume mesh generation from depth-augmented visual hulls
Destiny character-animation system and lessons learned
Haptic collaboration: biomedical engineering meets digital design
Super Haptoclone: Upper-Body Mutual Telexistence System with Haptic Feedback
Integrating FEA physics in a non-linear workflow for "Edge of Tomorrow"
Pontaic coyote
Development of ball-rotation system with visual and tactile feedback inducing illusion of motion
Wire modeling
Geometry sequence based progressive mesh compression
Measured BRDF in film production: realistic cloth appearance for "The Matrix Reloaded"
Fluid dynamics simulations reel
An augmented surface environment for storyboard presentations
A fast scan-line algorithm for rendering parametric surfaces
Is it really over?
Multifocal projection for dynamic multiple objects
Progressive volume rendering of unstructured grids on modern GPUs
Rule-based smoke- and explosion dynamics in a full CG environment
Banja: flash programming system & game design
Plane-shape perception using point-contact type force feedback device
A rapid hierarchical rendering technique for translucent materials
Feature-based texture stretch compensation for 3D meshes
Vibraudio pose: an investigation of non-visual feedback roles for body controlled video games
Kolam
960810_01 and 970717_30
Virtual spherical gaussian lights for real-time glossy indirect illumination
Integrated analytic spatial and temporal anti-aliasing for polyhedra in 4-space
Situational learning in real and virtual space: lessons learned and future directions
Tensor field design in volumes
The art and technology of hair simulation in Disney's Moana
Media technology (panel session)
Metro Re-illustrated: Incremental Generation of Stylized Paintings Using Neural Networks
Inside the mind: the making of Disney•Pixar's "inside out"
Balanced sampling and compression for remote visualization
Venomous cattle for Australia
Digitrama
Delta mush: smoothing deformations while preserving detail
Temperature design display device to use peltier elements and liquid crystal thermograph sheet: "Thermo-Pict neo"
A sketching interface for modeling the internal structures of 3D shapes
Fast polygonal simplification with vertex-cluster trees
Orifice
Noh mask-application of image-based rendering
Flattened anatomy for interactive segmentation & measurement
View-dependent textured splatting for rendering live scenes
The adventures of mighty guy
State of the art in photon density estimation
Level of detail continuum for huge geometric data
AmbiKraf: an embedded non-emissive and fast changing wearable display
Floating in my mind
Moving clocks and bending space: a learning/interactive museum environment (LIME)
Augmented coliseum: display-based computing for augmented reality inspiration computing robot
Performance-driven facial animation
Towards Unstructured Unlabeled Optical Mocap: A Video Helps!
Team Fortress 2: Mann vs. Machine
Digital decal
I was scared to death/I could have died of joy
Visions of America: Amériques
Guerrilla gallery
High-order wavelets for hierarchical refinement in inverse rendering
When cheesecake craving unplugs the pleasure button: understanding aesthetics and quality of experience in a computer generated graphics
Caminandes: llama drama
Shadows Optimizations in Cyberpunk 2077
Interactive Web-Based Programming through Game-Based Methodologies
Cangjie's poetry
Physics for animation artists
Modal analysis for real-time viscoelastic deformation
Taming Diffusion Probabilistic Models for Character Control
Growth by aggregation 2: the Utah variation
Image-based rendering from a sparse set of images
Subtle gaze direction
Preparing students for job hunting in the high-end CG industries
musicBottles
O [mp4] (USA)
Autarkeia Aggregatum
Neural network ambient occlusion
Geodesics and waves
The virtual harvester project
A split-marker tracking method based on topological region adjacency & geometrical information for interactive card games
Dynamic planar map lllustration
Camera-less Smart Laser Projector
Mixed Reality Racing: Combining Real and Virtual Motorsport Racing
Correspondence Neural Network for Line Art Colorization
Creating volume-based virtual anatomy for bioengineering analysis
Robin hood flour - giving
SIGGRAPH Asia 2015 Art Papers, Kobe, Japan, November 2-6, 2015
Narupa iMD: A VR-Enabled Multiplayer Framework for Streaming Interactive Molecular Simulations
Anansi's world of folklore
Fountaineers
Moongirl
Cross-being: dancer (the spinning screen)
Accessible animation and customizable graphics via simplicial configuration modeling
Remote instruction system using see-through augmented reality
Multivariate volume rendering using transfer function synthesizer implemented in remote visualization system PBVR
Computer applications of the visible human dataset
Heart of Glass - Skin Diary Cover
Viewpainting models for Star Wars: (Episode I "The Phantom Menace")
Haptic video
Newtoon: learning science socially through cell phone game creation
Turn: a virtual pottery by real spinning wheel
Towards Realistic Virtual Try-on for E-commerce by Sewing Pattern Estimation
Multi-layered cloth simulation
A GPU shader programming workshop
Visualizations of perceptually relevant light parameters
Direct feed
H2ope
Radially-symmetric reflection maps
Asymmetrical VR for Education
Play to Learn II: developing educational games for museums
2006.7 (elemental series)
Safety and efficacy of head-up display from a physiological optics standpoint
Introduction - the electric garden
Self-Supervised Video Defocus Deblurring with Atlas Learning
HangerON: a belt-type human walking controller using the hanger reflex haptic illusion
Folded: negotiating the space between real and virtual worlds
Biohazard game footage
Dragon's Path: Synthesizing User-Centered Flying Creature Animation Paths for Outdoor Augmented Reality Experiences
Simulating water dispersion in chinese absorbent paper with capillary tubes model
InspectAR: unmanned aerial vehicle (UAV) with augmented reality (AR) technology
Transcalibur: weight moving VR controller for dynamic rendering of 2D shape using haptic shape illusion
A Procedural Approach for Stylized Bark Shading
Variational surface modeling
OpenVDB
Large-Scale Multi-Character Interaction Synthesis
Character customization of Soulcalibur 5 in-depth
Asking the impossible on SSX: creating 300 tracks on a ten track budget
The Kitchen as a Graphical User Interface
Computing Exact Shadow Irradiance Using Splines
YS-3: multi-layered interactive animation device
The condiment league
Interactive rendering with arbitrary BRDFs using separable approximations
Girls in STEM: increasing the number of female students entering technical fields
Exploiting networks for visualization and collaboration: no network roadblocks?
Real-time rendering of dynamic clouds
Industrial Light & Magic 2007
moviemaps revisited
A planetary order (terrestrial cloud globe)
Gaussian quadrature for photon beams in Tangled
Exposition of Music: VR Exhibition
Adventures of Spiderman
Sketch-Guided Text-to-Image Diffusion Models
Sensor-actuator networks
Where no one has gone before
CAROL: (culture and arts of Rochester online)
Real toys from virtual models
Oru burus
Coarse irradiance estimation using curvilinear skeleton
Akkad
Efficient interactive visualization of crowd scenes on mobile devices
The academy's science and technology council presents hidden figures in collaboration with NASA
Interactive Multiresolution Surface Viewing
MR coral sea: mixed reality aquarium with physical MR displays
Kizamu: a system for sculpting digital characters
Visibility-guided rendering to accelerate 3D graphics hardware performance
Mining probabilistic color palettes for summarizing color use in artwork collections
Doll face
Rouen revisited
John Gerrard
Clamping: A method of antialiasing textured surfaces by bandwidth limiting in object space
Rolling Stones - like a rolling stone
Autonomous navigation for a virtual human - part I
Efficient 3D Reconstruction of NeRF using Camera Pose Interpolation and Photometric Bundle Adjustment
Perry Hoberman
Robot gaming and learning using augmented reality
Hopping-Pong: Computational Curveball in Table Tennis by Noncontact Ultrasound Force
The morphological cross-dissolve
International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2009, New Orleans, Louisiana, USA, August 3-7, 2009, Music & Audio Proceedings
ChemPad: generating 3D molecules from 2D sketches
Quick image-based lighting of hair
Urban diary
Gemdale Lake City-rain
Procedural modeling of cities
Billy Ray Shyster's house of discount special effects & animation emporium
Enhancing image search experience with similarity-based grouping
Enhancement of 3D character animations through the use of automatically generated guidelines inspired by traditional art concepts
A tree style visualization method for cell divisions of embryos
Las Meninas: the articulation of vision
StarCraft II: Heart of the Swarm cinematic intro
Interactive augmented modeling and rendering of complex typed multiple geo-features in mobile 3D environment
Echolocalizator
An inexpensive 3D camera
Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH '15, Los Angeles, CA, USA, August 9-13, 2015, Talks Proceedings
Pages from a diary: leaving
New Interactions: Communities and Information
Model-driven sketch reconstruction with structure-oriented retrieval
The contour spectrum
VW golf GTI: singing in the rain
Park 1903
Real-time 3D rendering using depth-based geometry reconstruction and view-dependent texture mapping
Gravity: simulation as a multi-stage production tool
VSARD: a low-cost augmented reality system for desktop applications
Traveling through space-time: an interactive photo browsing system
My gasket
Without a special object of worship
X'talVisor: full open type head-mounted projector
SGRT: a scalable mobile GPU architecture based on ray tracing
Progressive geometry compression
SplashDisplay: volumetric projection using projectile beads
Shading in valve's source engine
Exploring outdoor appearance changes with transient scene attributes
Drawing and animation using skeletal strokes
Performing arts for the future mobile generation
Solar superstorms: visualization excerpts
Teaching art and science of rendering and shading
Automatic 3D garment modeling by continuous style description
Tiled faces
Effects & techniques
DC-VSR: Spatially and Temporally Consistent Video Super-Resolution with Video Diffusion Prior
Unsupervised incremental learning for hand shape and pose estimation
El Arca/L'Arche
Sign language animation site "Hello! Astroboy"
Use of tangible learning in stem education
Vermillion: Oil Painting Simulation In Virtual Reality: A new tool for digital artists offering the analog control of traditional painting with the benefits of a virtual environment
Freqtric drums
Visually directing user's attention in interactive 3D environments
Televisors
Sticky projection mapping: 450-fps tracking projection onto a moving planar surface
Magic boards
Novel approaches for GPU performance analysis
Photometric camera calibration: precise, labless, and automated with AutoLum
Game jam based iterative curriculum for game production in Japan
Natural and efficient viewing parameters
Real time is now
A neurobehavioural framework for autonomous animation of virtual human faces
International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2004, Los Angeles, California, USA, August 8-12, 2004, Panels
Jonathan Wilkinson
Splash: real or virtual?
A framework for exertion interactions over a distance
The Recordatori series: prairie
Burning safari
Le son des flammes
WebGLot: high-performance visualization in the browser
CGEMS: Computer Graphics Educational Materials Server
Within an ocean of light: creating volumetric lightscapes
Annie & Boo
Interaction study of digital shadow play using the Kinect
Enjoy 360° vision with the FlyVIZ
Stoptrik international film festival
Notori: reviving a worn-out smartphone by combining traditional wooden toys with mobile apps
Effective toon ink rendering for episodic television
Virtual Head
Spontaneous Fantasia
A median cut algorithm for light probe sampling
Scalable Visual Simulation of Ductile and Brittle Fracture
Appearance capture and modeling
Hierarchical controls for art-directed hair at Disney
Do-it-yourself virtual reality experiences on networked mobile devices
Particle swarm density for transfer function design
SIGGRAPH Asia 2015 Head-Up Displays and their Applications, Kobe, Japan, November 2-6, 2015
Disney Parachutes
Herbie Hancock - dis is da drum
Lotus Spring
A digital window for watching snow scenes
Reimagined Volume I: Nyssa
The park is open: journey to "Jurassic world" with industrial light & magic
3D browser for interactive television
Abraham Lincoln: vampire hunter: train top battle
A colloidal display: membrane screen that combines transparency, BRDF and 3D volume
GPUs a closer look
A model for simulating the photographic development process on digital images
LipMouse: novel multimodal human-computer interaction interface
Game technology 2007: Gears of war#8482;
Realistic procedural plant modeling guided by 3D point cloud
M. C. Leon
Mobile audible AR experience for medical learning murmurs simulation
Multifrequency time of flight in the context of transient renderings
A chip for low-cost raster-scan graphic display
Dynamic Foveated Rendering for Redirected Walking in Virtual Reality
Improved Automatic Colorization by Optimal Pre-colorization
Projectors: advanced graphics and vision techniques
Time series matching for biometric visual passwords
DIYLILCNC
Leviopole: mid-air haptic interactions using multirotor
Perception-based high definition haptic rendering
International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2006, Boston, Massachusetts, USA, July 30 - August 3, 2006, Special Sessions
Fluid simulation as a tool for painterly rendering
Untethered force feedback interface that uses air jets
Directed volcano getting the most out of your simulations
Now and then, here and there: industrilandskapet
A completely procedural approach to materials
Glide: a language for design information systems
Wet waltz
A generalized graphic preprocessor for two-dimensional finite element analysis
Shape Targeting: A Versatile Active Elasticity Constitutive Model
Spatial storytelling in the Newsroom: Reconstructing news events in 3D
Spatial management of information
Layered manufacturing as a graphics display device
Depth-based Anisotropic Kuwahara Filtering
Art Simulates Life: 3D Visualization Takes Pediatric Hospitalist Simulations to the Next Level
Pepsiman introduction
Traditional cel animation look with 3D renderers
KAYAGOMORI: private space for withdrawing into one's shell and landscape diary to refresh oneself in mind
NIGAO: interactive facial caricature drawing system using genetic algorithm
Tree model simplification for fast interactive rendering
Cinema and the code
I am alive
Function over fame
fMRI visualization of multiple functional areas
Real-time Stage Modelling and Visual Effects for Live Performances
Nervous ether: soft aggregates, interactive skins
The seduction of realism
MSA's attractors: navigational aids for virtual environments
PhotoelasticTouch: transparent rubbery interface using a LCD and photoelasticity
Ruby: the doublecross
Re: collection
Guided path tracing using clustered virtual point lights
A system for interactive modeling of physical curved surface objects
Coffee love
Adaptive importance sampling for multi-ray gathering
Cino
Virtual voyage: interactive navigation in the human colon
Teaching and creating animatics
International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2008, Los Angeles, California, USA, August 11-15, 2008, Talks
Bowen virtual theater
Cross-Being: dancer (the spinning screen)
The flatland architecture, an open source visualization/virtual reality development environment
Development of cultural capital content using ultra-high resolution images
Refinery #53, Mesh #3 Iso
Human support robot (HSR)
Textile++: low cost textile interface using the principle of resistive touch sensing
What can we learn by benchmarking graphics systems? (panel session)
Learning from human-robot interactions in modeled scenes
A real-time sequential algorithm for human joint localization
Lost odyssey opening cinematics
Tour into the picture
Kate Chapman
Course notes rotational symmetries on surfaces: theory, algorithms, and applications
Dairy crest "cityside"
Rapid DCT-based LipSync generation algorithm for game making
The smell of horror
Fast fluid dynamics simulation on the GPU
Direct, spatial, and dexterous interaction with see-through 3D desktop
Artistic resizing: a technique for rich scale-sensitive vector graphics
Piccolo's Encore
Human-engine: viewing 4D mesh captures on mobile devices
A new contour method for highly detailed geometry
Rebecca Findlay's Pixel Pusher: poster abstract
Image metamorphosis using snakes and free-form deformations
Hold-and-modify
Computing and processing correspondences with functional maps
The tapir
Fitting virtual lights for non-diffuse walkthroughs
SpiderWeb
Robo recall
HeartPad: real-time visual guidance for cardiac ultrasound
Miroir/Mirror
Kungfu gecko
LayerFlow: A Unified Model for Layer-aware Video Generation
Singularity robust inverse kinematics for a humanoid robot with minimum energy configuration and self-collision avoidance