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- research-articleJuly 2010
Art-directing Disney's Tangled procedural trees
SIGGRAPH '10: ACM SIGGRAPH 2010 TalksJuly 2010, Article No.: 53, Page 1https://doi.org/10.1145/1837026.1837095Creating stylized trees with hundreds of thousands of leaves is typically a painstaking task that requires hours of artist time. In Walt Disney's animated feature film Tangled, we faced the challenge of populating dense forests with animated trees on ...
- research-articleJuly 2010
Curvature-dependent reflectance function for rendering translucent materials
SIGGRAPH '10: ACM SIGGRAPH 2010 TalksJuly 2010, Article No.: 46, Page 1https://doi.org/10.1145/1837026.1837086Simulating sub-surface scattering is one of the most effective ways for realistically synthesizing translucent materials such as marble, milk and human skin. In previous work, the method developed by Jensen et al. [2002] significantly improved the speed ...
- research-articleJuly 2010
Irradiance rigs
SIGGRAPH '10: ACM SIGGRAPH 2010 TalksJuly 2010, Article No.: 44, Page 1https://doi.org/10.1145/1837026.1837084When precomputed lighting is generated for static scene elements, the incident illumination on dynamic objects must be computed in a manner that is efficient and that faithfully captures the near- and far-field variation of the environment's ...
- research-articleJuly 2010
User generated terrain in ModNation Racers
SIGGRAPH '10: ACM SIGGRAPH 2010 TalksJuly 2010, Article No.: 43, Page 1https://doi.org/10.1145/1837026.1837083ModNation Racers is an action packed kart racing game focused around user generated content, developed for the Sony PlayStation 3 console. As such we need a terrain system that is dynamically editable and also has a low storage foot print. In this talk ...
- research-articleJuly 2010
Reyes using DirectX 11
SIGGRAPH '10: ACM SIGGRAPH 2010 TalksJuly 2010, Article No.: 34, Page 1https://doi.org/10.1145/1837026.1837071REYES is a common approach to generating fine-quality pictures, which is widely used in movie industry for creating CG and cartoons. REYES pipeline is a micro-polygonal pipeline, which subdivides and dices any input primitive into sub-pixel primitives, ...
- research-articleJuly 2010
Open Shading Language
SIGGRAPH '10: ACM SIGGRAPH 2010 TalksJuly 2010, Article No.: 33, Page 1https://doi.org/10.1145/1837026.1837070Open Shading Language (OSL) was developed by Sony Pictures Imageworks for use in its in-house renderer used for feature film animation and visual effects. OSL's specification and full implementation have been released as open source software. [Sony ...
- research-articleJuly 2010
Prep and landing set'm and forget'm: a motion graphics pipeline for effects
SIGGRAPH '10: ACM SIGGRAPH 2010 TalksJuly 2010, Article No.: 31, Page 1https://doi.org/10.1145/1837026.1837067For the creation of brilliant light displays, flickering control tower buttons and vibrant computer monitors, the goal was to build a motion graphics pipeline capable of running nearly unattended. Effects work would have to feed into the production ...
- research-articleJuly 2010
A deferred shading pipeline for real-time indirect illumination
SIGGRAPH '10: ACM SIGGRAPH 2010 TalksJuly 2010, Article No.: 18, Page 1https://doi.org/10.1145/1837026.1837049Computing indirect lighting in video games simultaneously improves gameplay and scene realism. However, the context of 3D video games brings very restrictive constraints: (1) the computation should be very fast (less than 10 ms) and --most importantly-- ...
- research-articleJuly 2010
Split second motion blur
SIGGRAPH '10: ACM SIGGRAPH 2010 TalksJuly 2010, Article No.: 17, Page 1https://doi.org/10.1145/1837026.1837048Motion blur is key to delivering a sense of speed in interactive video game rendering. Further, simulating accurate camera optical exposure properties and reduction of temporal aliasing brings us closer to high quality real-time rendering productions. ...
- research-articleJuly 2010
Screen space classification for efficient deferred shading
SIGGRAPH '10: ACM SIGGRAPH 2010 TalksJuly 2010, Article No.: 15, Page 1https://doi.org/10.1145/1837026.1837046Deferred shading is an increasingly popular technique for video game rendering. In the standard implementation a geometry pass writes depths, normals and other properties to a geometry buffer (G-buffer) before a lighting pass is applied as a screen ...
- research-articleJuly 2010
Distance visualization of ultrascale data with explorable images
SIGGRAPH '10: ACM SIGGRAPH 2010 TalksJuly 2010, Article No.: 9, Page 1https://doi.org/10.1145/1837026.1837038This talk presents a new approach to distance visualization of very large data sets output from scientific supercomputing. The processing power of massively parallel supercomputers increases at a rather fast rate, about an order of magnitude faster ...