Self Shadow

Aug 15, 2025 - Conference

SIGGRAPH 2025 Links

Session Recordings

Real-Time Live!

Courses

A Whirlwind Introduction to Computer Graphics
An Introduction to Neural Shading
Advances in Real-Time Rendering in Games
GPU Work Graphs
Innovating With Generative AI: A Hands-On ComfyUI Workshop
Level-of-Detail for Geometry Processing and Simulation
Path Guiding in Production and Recent Advancements
    - Path Guiding Surfaces and Volumes in Disney’s Hyperion Renderer: A Case Study (blog post)
Physically Based Shading in Theory and Practice
Visualization Analysis and Design
VR That Doesn’t Make You Sick: Understanding & Mitigating Cybersickness

Emerging Technologies

A Platform for Interactive AI Character Experiences (paper)
Blooming Resonant Tea: A Multisensory Dining Experience with Dynamic Visuals and Music
CueTip: Interactive and Explainable Physics-Aware Pool Assistant (paper)
DreamPrinting: Volumetric Printing Primitives for High-Fidelity 3D Printing
Escher Tile Deformation via Closed-Form Solution (paper)
FluidicSwarm: Embodiment of Swarm Robots Using Fluid Behavior Imitation
ForceGrip: Reference-Free Curriculum Learning for Realistic Grip Force Control in VR… (paper)
Full-Color Natural Light Holographic Video Camera
GAIA: Generative Animatable Interactive Avatars with Expression-conditioned Gaussians (paper)
GSHeadRelight: Fast Relightability for 3D Gaussian Head Synthesis (paper)
Handoid: Inter-morphologic Robotic Hand Avatar for Multi Presence
LAM: Large Avatar Model for One-Shot Animatable Gaussian Head (paper)
LookingGlass: Generative Anamorphoses via Laplacian Pyramid Warping
Painting with 3D Gaussian Splat Brushes (paper)
Parasitic Finger: Coexistence with Artificial Organism
PhysicsFC: Learning User-Controlled Skills for a Physics-Based Football Player Controller (paper)
Spread Your Wings: Soft Floating Robotic Avatar with Flapping Wings for Physical Interactions
TeleTouch: Human-to-Human Teleoperation with Bare Finger Tactile Sensing…
UltraMe UltraMeshRenderer: … Real-Time Rendering of Gigantic 3D Meshes (paper)

Posters

Assessing Learned Models for Phase-only Hologram Compression
Capsule: Efficient Player Isolation for Datacenters
Co-Speech Gesture and Facial Expression Generation for Non-Photorealistic 3D Characters
Efficient Proxy Raytracer for Optical Systems Using Implicit Neural Representations
Gbake: Baking 3D Gaussian Splats into Reflection Probes
Interactive Camerawork Authoring System for Free-Viewpoint Dance Contents
PAAP: Performer-Aware Automatic Panning System
SEE-2-SOUND: Zero-Shot Spatial Environment-to-Spatial Sound
Spatial Adaptivity for Solving PDEs on Manifolds with the Closest Point Method
Stroke Imprint: Knitting Reassurance into Anxious Moments
StructInbet: Integrating Explicit Structural Guidance into Inbetween Frame Generation

Talks

A Texture Streaming Pipeline for Real-Time GPU Ray Tracing
Accelerating AEC Workflows with 3D Geospatial Context in Runtime Engines (recording)
Adaptive Tetrahedral Grids for Volumetric Path-Tracing
Bringing Life to the Communiverse: Procedural Look Development in Pixar’s Elio
Code To The Cosmos: Animation Outside the Box, in Pixar’s Elio
Crafting Expressive, Non-Humanoid Alien Characters
Directing Cloth Draping through Blended UVs
Fine Tuning Every Grain on the Beach
How to Break Crowd Simulation Algorithms
Making the Stream of Consciousness in Pixar’s Inside Out 2
Metaball Madness - The Rigging Of An Implicit Surface Character
Metaball Madness: Look Development For A Shapeshifting, Implicit Surface Character
OOOOO Energy: Adding Dynamic Shading and Lighting to Environments on Pixar’s Elio
Ooze Control: Procedural Shapeshifting FX in Pixar’s Elio
Out of This World Shading: Look Development for Aliens in Pixar’s Elio
Steerable Perlin Noise (code)
Synth2Track Editor for Efficient Match-Animation
Towards a sustainable use of GPUs in Graphics Research

Technical Papers

See Ke-Sen Huang’s comprehensive papers list.

SIGGRAPH 2024 Links

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