Self Shadow

Aug 11, 2012 - Conference

SIGGRAPH 2012 Links

As with last year, I’m gathering links to SIGGRAPH content, to complement Ke-Sen Huang’s invaluable Technical Papers list. Please let me know if you have anything to add to the list.

Birds of a Feather

COLLADA (video)
OpenCL (video)
OpenGL (video) (via @jbaert)
OpenGL ES (video)
OpenSceneGraph (starting to appear)
Teaching OpenGL in a Post-Deprecation World
WebGL (video)


Advanced (Quasi-) Monte Carlo Methods for Image Synthesis (via @sjb3d)
Advances in Real-Time Rendering in Games
Applying Color Theory to Digital Media and Visualization (video)
Beyond Programmable Shading
Cinematic Color: From Your Monitor to the Big Screen (draft notes)
Color Transfer
Computational Displays
Computational Plenoptic Imaging
Data-Driven Simulation Methods in Computer Graphics: Cloth, Tissue, and Faces
Efficient Real-Time Shadows
    - Shadows in Games: Practical Considerations (via @mickaelgilabert)
FEM Simulation of 3D Deformable Solids: A Practitioner’s Guide to Theory, Discretization, and Model Reduction
Fundamentals Seminar
GPU Shaders for OpenGL 4.x
Graphics Programming on the Web
Introduction to Modern OpenGL
Optimizing Realistic Rendering With Many-Light Methods
Practical Physically Based Shading in Film and Game Production
Principles of Animation Physics
State of the Art in Photon Density Estimation (via Jens Fursund)
The Hitchhiker’s Guide to the Galaxy of Mathematical Tools for Shape Analysis
Virtual Texuring in Software and Hardware

Emerging Technologies

Augmented Reflection of Reality
Botanicus Interacticus: Interactive Plants Technology
Chilly Chair: Facilitating an Emotional Feeling With Artificial Piloerection
ClaytricSurface: An Interactive Surface With Dynamic Softness Control Capability
Gosen: A Handwritten Notation Interface for Musical Performance and Learning Music
Interactive Light-Field Painting
JUKE Cylinder: A Device to Metamorphose Hands to a Musical Instrument
Mood Meter: Large-Scale and Long-Term Smile Monitoring System
REVEL: A Tactile Feedback Technology for Augmented Reality
SplashDisplay: Volumetric Projecting Using Projectile Beads
Stuffed Toys Alive! Cuddly Robots From a Fantasy World
TECHTILE Toolkit (video)
TELESAR V: TELExistence Surrogate Anthropomorphic Robot
Tensor Displays: Compressive Light-Field Synthesis Using Multilayer Displays With Directional Backlighting

Exhibitor Tech Talks

NVIDIA (streamable videos)

Mobile Talks

Advancing Dynamic Lighting on Mobile (via @palgorithm, Eric Haines)
Auto(mobile): Mobile Visual Interfaces for the Road
Mobile Augmented Reality in Advertising: the TineMelk AR App - A Case Study (slides, video) (via Kim Baumann Larsen)
Unity: iOS and Android - Cross-Platform Challenges and Solutions (via @__Rej__)

Open Source Releases

BRDF Explorer


8D Display
A Biologically Inspired Latent Space for Gait Parameterization
A Collision-Detection Method for High-Resolution Objects Using Tessellation Unit on GPU (video)
A Colloidal Display: Membrane Screen That Combines Transparency, BRDF, and 3D Volume (videos)
Base Mesh Construction Using Global Parametrization
CurveThis: A Tool to Create Controllable Massive Crawling (video)
Direct Spatial Interactions With See-Through 3D Desktop (project page, video)
Distance Aware Ray Tracing for Curves
Easy-To-Use Authoring System for Noh (Japanese Traditional) Dance Animation
Estimating Diffusion Parameters From Polarized Spherical Gradient Illumination (via Naty Hoffman)
Estimating Specular Normals From Spherical Stokes Reflectance Fields (via Naty Hoffman)
Fast Multi-Image-Based Photon Tracing With Grid-Based Gathering
Focus Tracking for Cinematography (video)
GaussSketch: Add-On Magnetic Sensing for Natural Sketching on Smartphones
GeigerCam: Measuring Radioactivity With Webcams
Graphic Narratives: Generative Book Covers (background)
High-Detail Marker-Based 3D Reconstruction by Enforcing Multiview Constraints
How to Draw Illustrative Figures?
Image-Based Smartphone Interaction With Large High Resolution Displays
Interactive Generation of (Paleontological) Scientific Illustrations From 3D Models (via @numb3r23)
Lifelike Interactive Characters With Behavior Trees for Social Territorial Intelligence
Light-Field Supported Fast Volume Rendering
Magic Pot: Interactive Metamorphosis of the Perceived Shape (video)
Mimicat: Face Input Interface Supporting Animatronics Costume Performer’s Facial Expression (video)
Non-Rigid Shape Correspondence and Description Using Geodesic Field Estimate Distribution (video)
Panorama Light-Field Imaging
Perceptually Optimized Content Remapping for Automultiscopic Displays
Pixelating Vector Line Art
Radiance Filtering for Interactive Path Tracing
Randomized Coherent Sampling for Reducing Perceptual Rendering Error
Real-Time HDR Video Reconstruction for Multi-Sensor Systems
Shadow++: A System for Generating Artificial Shadows Based on Object Movement
Technoculture of Handcraft: Fine Gesture Recognition for Haute Couture Skills Preservation and Transfer in Italy
Towards A Transparent, Flexible, Scalable, and Disposable Image Sensor
Typeface Styling with Ramp Responses
Video Retrieval Based on User-Specified Deformation

Real-Time Live!

Studio Talks

DIYLILCNC v2.0 (project page)
Interactive Modeling with Mesh Surfaces (via Ryan Schmidt)
Loosely Fitted Design Synthesizer [LFDS] (project page, media)
RhythmSynthesis (website, thesis)
SketchGraph: Gestural Data Input for Mobile Tablet Devices (video)
Vignette: A Style-Preserving Sketching Tool for Pen-and-Ink Illustration (project page, videos)

Studio Workshops

MAXScript for Artists
VFX for Games: Particle Effects
VFX for Games: Pre-Baked Destruction

Stupid RenderMan/RAT Tricks


3D Diff: An Interactive Approach to Mesh Differencing and Conflict Resolution
A Single-Shot Light Probe
A World of Voxels: The Volumetric Effects of “Ice Age: Continental Drift”
Amorphous: An OpenGL Sparse Volume Renderer
AudioCloning: Extracting Material Fingerprints from Example Audio Recording
Building Interior Multi-Panorama Experiences at Scale
CageR: From 3D Performance Capture to Cage-Based Representation
Cloud Modeling And Rendering for “Puss In Boots”
CoDAC: Compressive Depth Acquisition Using a Single Time-Resolved Sensor
Creating Vast Game Worlds - Experiences From Avalanche Studios (via @__Humus__)
dRig: An Artist-Friendly, Object-Oriented Approach to Rig Building (via Naty)
Efficient and Seamless Volumetric Fracturing
Estimating Diffusion Parameters From Polarized Spherical Gradient Illumination
Fast Generation of Directional Occlusion Volumes
Hero-Quality Crowds in “Madagascar 3: Europe’s Most Wanted”
Importance Sampling for Hair Scattering
Intelligent Brush Strokes
KinÊtre: Animating the World With the Human Body (project page, videos)
LibEE: A Multithreaded Dependency Graph for Character Animation
Local Image-Based Lighting With Parallax-Corrected Cubemaps (via @SebLagarde)
Measurement-Based Synthesis of Facial Microgeometry
Magic Beanstalk Ride in “Puss In Boots”
Multiresolution Radiosity Caching for Global Illumination in Movies
Panorama Light-Field Imaging
Point-Based Global Illumination Directional Importance Mapping
Progressive Lightcuts for GPU
Relativistic Ultrafast Rendering Using Time-Resolved Imaging
Rich Intrinsic Image Decomposition of Outdoor Scenes From Multiple Views (TVCG paper)
Screen Space Decals in Warhammer 40,000: Space Marine (via Tuan Kuranes, @BlindRenderer)
SGRT: A Scalable Mobile GPU Architecture Based on Ray Tracing
Tiled and Clustered Forward Shading
Volume-Aware Extinction Mapping (alternative link {% img /images/new.png %}, via Naty)
Vortex of Awesomeness