|  | 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 | | |
|  | 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' | | |
|  | Modeling Asteroid (101955) Bennu as a Real-time Terrain | | |
|  | Moving 'Cyberpunk 2077' to D3D12 | | |
|  | NanoVDB: A GPU-friendly and Portable VDB Data Structure for Real-time Rendering and Simulation | | |
|  | 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 | | |
|  | 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 | | |
|  | Underwater Procedural Vegetation on Pixar’s 'Luca' | | |
|  | Unfinished Farewell | | |
|  | Using USD in Pixar's Digital Backlot | | |
|  | 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' | | |