Session

Talk: Talks
Event TypeTalk
Interest Areas
Gaming & Interactive
Production & Animation
Research & Education
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Time
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Presentations
A Fast Sparse QR Factorization for Solving Linear Least Squares Problems in Graphics
A Pipeline Retrospective on USD and Conduit
Adding Style, Folds, and Energy to the Costumes of 'Soul'
Area Light Sources in 'Cyberpunk 2077'
Beeing — Nature Inspired VR Journey
Cartoons in the Cloud
Colour-managed LED Walls for Virtual Production
Cooking Southeast Asia-inspired Soup in Animated Film
Creating Diversity and Variety in the People of Kumandra for Disney's 'Raya and the Last Dragon'
DreamWorks Art-driven Shot Sculpting Toolset
Dynamic Diffuse Global Illumination Resampling
Fast Facial Animation From Video
FLIP Fluids as a Bi-directional Fuel Source in a Volumetric Fluid Simulation
Fluid Fabrics in 'Trolls World Tour'
Freezing Fire – Automated Light-passes for Stop-motion VFX
Contributor
Hair Grooming With Imageworks' Fyber
Imagining the Great Before
Interacting With Humanoid Robots: Affective Robot Motion Design With 3D Squash and Stretch Using Japanese Jo-ha-kyu Principles in Bunraku
Joji - 777: Animated Multi-Character Paintings with a Single Performer
Lessons Learned and Improvements When Building Screen-space Samplers With Blue-noise Error Distribution
Mathematical Tricks for Scalable and Appealing Crowds in Walt Disney Animation Studios' 'Raya and the Last Dragon'
Contributor
Modeling Asteroid (101955) Bennu as a Real-time Terrain
Contributor
Moving 'Cyberpunk 2077' to D3D12
Contributor
NanoVDB: A GPU-friendly and Portable VDB Data Structure for Real-time Rendering and Simulation
Contributor
NoR-VDPNet++: Efficient Training and Architecture for Deep No-reference Image Quality Metrics
Passing Multi-channel Material Textures to a 3-channel Loss
Persona: Real-time Neural 3D Face Reconstruction for Visual Effects on Mobile Devices
Photonic Rendering for Hair Cuticles Using High Accuracy NS-FDTD Method
Pixar's 'OUT': Experimental Look Development in the SparkShorts Program
Populating the World of Kumandra: Animation at Scale for Disney's 'Raya and the Last Dragon'
Pose-weight Interpolation: A Lateral Approach to Pose-based Deformations
Contributor
Procedural Block-based USD Workflows in Conduit
Real-time Interactive Deformer Rig Evaluations in Maya Using GPUs
Reinventing a Character Creation Pipeline Using Landmarking, Simulation, and Shared Character Data
Shadows Optimizations in 'Cyberpunk 2077'
Simplified Facial Capture With Head Mounted Cameras
Simulating Cloth Using Bilinear Elements
Simulation and Visualization of Virus Transmission for Architectural Design Analysis
Spatially Adaptive Volume Tools in Bifrost
Stylizing Metals and More With the Glint Filter
Stylizing Volumes With Neural Networks
Swish: Neural Network Cloth Simulation on Madden NFL 21
The Atmospherics of 'Raya and the Last Dragon'
The Right Foot in the Wrong Place - Character Locomotion in Half-Life:ALYX
The Tech and Art of Cyberspaces in 'Cyberpunk 2077'
Time and Memory Efficient Displacement Map Extraction
Towards Large-scale Super Resolution Datasets via Learned Downsampling of Ray-traced Renderings
Transparency Rendering in 'Cyberpunk 2077'
'Trolls World Tour': Desert Bling
Unbiased Emission and Scattering Importance Sampling For Heterogeneous Volumes
Unbiased VNDF Sampling for Backfacing Shading Normals
Contributor
Underwater Procedural Vegetation on Pixar’s 'Luca'
Unfinished Farewell
Using USD in Pixar's Digital Backlot
Contributor
UsdShade in the Pixar Pipeline
Weaving the Druun's Webbing
Wig: The Hair Story From 'Shrek 2' to 'The Croods: A New Age'
Wrapped Clothing on Disney's 'Raya and the Last Dragon'