Self Shadow

Aug 14, 2014 - Conference

SIGGRAPH 2014 Links

As before, I’m collecting links to SIGGRAPH content: courses, talks, posters, etc. I’ll continue to update the post as new stuff appears; if you’ve seen anything that’s not here, please let me know in the comments.

Update: In a welcome change this year, conference content is freely available from the ACM Digital Library (albeit via Author-Izer, so there’s a tedious countdown timer for each link). Here are the most relevant pages:

Technical Papers
Emerging Technologies

The remaining links are to author-hosted presentations, project pages, videos and so on…


Advances in Real-Time Rendering
Attention-Aware Rendering, Mobile Graphics, and Games
Building an Empire: Asset Production in Ryse
Character Heads Creation Pipeline and Rendering in Destiny
Computational Cameras and Displays (via Naty Hoffman)
Destiny Character-Animation System and Lessons Learned (starting to appear)
Digital Ira and Beyond: Creating Photoreal Real-Time Digital Characters
Introduction to WebGL Programming
Mathematical Basics of Motion and Deformation in Computer Graphics (via Naty Hoffman)
Navigation Meshes and Real-Time Dynamic Planning for Interactive Virtual Worlds
Physically Based Shading in Theory and Practice (starting to appear)
Recent Advances in Light Transport Simulation: Some Theory and a Lot of Practice
Scattered Data Interpolation (direct link)
Skinning: Real-time Shape Deformation
Structure-Aware Shape Processing
The Glass Class: Designing Wearable Interfaces
Why Graphics Programmers Need to Know About DRAM

Production Sessions

Creating Content to Drive Destiny’s Investment Game: One Solution to Rule Them All

Technical Papers

See Ke-Sen Huang’s excellent papers list.


A Continuum Model for Simulating Crowd Turbulence
A Fiber Scattering Model With Non-Separable Lobes
A Zero-variance-based Sampling Scheme for Monte Carlo Subsurface Scattering
Adaptive Rendering based on Weighted Local Regression
ASTC: The Extra Dimension
Dark Matter: A Tale of Virtual Production
Dynamic On-Mesh Procedural Generation Control
Efficient Rendering With Tile Local Storage
Hierarchical Digital Differential Analyzer for Efficient Ray-Marching in OpenVDB
High Level Saliency Prediction for Smart Game Balancing
Implementing Efficient Virtual Shadow Maps for Many Lights
Large-Scale Simulation and Surfacing of Water and Ice Effects in “How to Train Your Dragon 2”
Measurement and Modeling of Microfacet Distributions under Deformation
OpenVL: A Developer-Level Abstraction of Computer Vision
Perceptually Based Parameter Adjustments for Video-Processing Operations
Position-Based Elastic Rods
Progressive Streaming of Compressed 3D Graphics in a Web Browser
Rapid Avatar Capture and Simulation Using Commodity Depth Sensors
Real-Time Geometry Caches
Silencing the Noise on Elysium (abstract, code)
Temporally Coherent Video De-Anaglyph
Tuning Facial Animation in a Mocap Pipeline


An Icicle-Generation Model Based on SPH Method
3D Dynamic Visualization of Swallowing From Multi-Slice Computed Tomography
A Virtual 3D Photocopy System
Augmented Reality Theater Experience
BelliesWave: Color and Shape Changing Pixels Using Bilayer Rubber Membranes
Cage-Based Deformation Transfer Using Mass Spring System
Coded Lens: Using a Coded Aperture for Low-Cost and Versatile Imaging
Context-Aware Material-Selective Rendering for Mobile Graphics
Detection of Stereo Window Violation in 3D movies
Directionality-Aware Rectilinear Texture-Warped Shadow Maps
How Personal Video Navigation History can be Visualized
Interactive Relighting of Arbitrary Rough Surfaces
Material Parameter Editing System for Volumetric Simulation Models
metamoCrochet: Augmenting Crocheting With Bi-Stable Color Changing Inks
Moss-xels: Slow Changing Pixels Using the Shape of Racomitrium Canescens
Music as an Interventional Design Tool for Urban Designers
Ocean Wave Animation Using Boundary Integral Equations and Explicit Mesh Tracking (related SCA paper)
Optimizing Infinite Homography for Bullet-Time Effect
Parametric Stylized Highlight for Character Animation Based on 3D Scene Data
Shading Approach for Artistic Stroke Thickness Using 2D Light Position
Screen Space Cone Tracing for Glossy Reflections
VisionGL: Towards an API for Integrating Vision and Graphics
Waving Tentacles: A System and Method for Controlling a SMA Actuator
Wearable Haptics and Hand Tracking via an RGB-D Camera for Immersive Tactile Experiences

Emerging Techologies

(In)visible Light Communication: Combining Illumination and Communication
A Collaborative See-through Display Supporting On-demand Privacy
A Compressive Light Field Projection System
Cyberith Virtualizer
Graffiti Fur: Turning Your Carpet Into a Computer Display
HORN: The Hapt-Optic Reconstruction
LumiConSense: A Transparent, Flexible, Scalable, and Disposable Image Sensor…
MaD: Mapping by Demonstration for Continuous Sonification
Physical Painting With a Digital Airbrush
Pinlight Displays: Wide Field of View Augmented Reality Eyeglasses
Pixie Dust: Graphical Levitation System
Spheree: A 3D Perspective-Corrected Interactive Spherical Scalable Display (project, abstract, video)
Tangible and Modular Input Device for Character Articulation
Traxion: A Tactile Interaction Device With Virtual Force Sensation

Birds of a Feather

    - 3D Geospatial Visualization on the Web with Cesium (via Patrick Cozzi)
OpenGL, OpenCL… (via Cyril Crassin)
Teaching Computer Graphics Online
    - Teaching Intro and Advanced Graphics with WebGL, Patrick Cozzi
    - Teaching Graphics Online, Andrew Glassner
Virtual Globes Using WebGL and Cesium (via Patrick Cozzi)

Exhibitor Tech Talks

Best of GTC, NVIDIA (via Christopher Sierigk)
Intel Exhibitor Sessions
The Foundry

Tags: siggraph