{"title":"Making time for Emotional Intelligence in Production and Technology","authors":"C. E. Davis","doi":"10.1145/3388767.3407362","DOIUrl":"https://doi.org/10.1145/3388767.3407362","url":null,"abstract":"During the SIGGRAPH 2018 BOF ”Emphasizing Empathy in Pipeline Project Management,” group consensus stated that highly effective project management can only be achieved when emphasis is placed on demonstrated empathy for any and all project contributors at the project management level and when challenges are framed as opportunities to enhance both the team and the project manager’s own emotional intelligence. The reality faced in the industry, however, can present unique challenges, specifically relating to toxic cultural folkways, lack of leadership support, and lack of designated monetary resources. Based on subsequent discussions borne from the initial presentation with industry professionals and team leaders, it seems imperative to address not only the theories of Emotional Intelligence in greater depth, but also to acknowledge the potential obstacles in applying this basic theory in the real world specifically regarding the operational changes introduced to the working environment due to COVID-19 and current world events. A specific concern to address is that middle-tier management, for whom budget allocation is given and not guaranteed – want to improve their team environment, they are often not granted a financial allotment to do so most effectively for their specific teams. This talk aims to illuminate opportunities for individual production professionals to make effective changes pertaining to their management and communication styles to affect positive change in their work environment, increase employee morale, and build community, barring financial allotment, to the overall benefit of their team members and their project health.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127866607","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. B. Nielsen, Konstantinos Stamatelos, Morten Bojsen-Hansen, R. Bridson
{"title":"Auto-Adaptivity: An Optimization-Based Approach to Spatial Adaptivity for Smoke Simulations","authors":"M. B. Nielsen, Konstantinos Stamatelos, Morten Bojsen-Hansen, R. Bridson","doi":"10.1145/3388767.3407320","DOIUrl":"https://doi.org/10.1145/3388767.3407320","url":null,"abstract":"Figure 1: Our new approach to spatial adaptivity enables the user to run adaptive simulations of smoke that are visually close to identical to their sparse non-adaptive counterpart (a) with the benefit of a reduction in computation-time and memory. A few input parameters (b) are fed into our new auto-adaptivity algorithm that retains the voxels which — subject to the constraint of a user-specified computation-budget (fidelity) — globally maximizes the quality of the simulation according to criteria such as distortion-rate, detail and interpolation error. The auto-adaptivity algorithm frees the user from explicitly managing and combining adaptivity controls by automatically determining which voxels to coarsen and refine as shown in the dirt bike simulation which represents the dust at four different levels of resolution (c). Dirt bike courtesy of Kerosene VFX.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115855367","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Garment Refitting for Digital Characters","authors":"F. D. Goes, Donald Fong, Meredith O'Malley","doi":"10.1145/3388767.3407348","DOIUrl":"https://doi.org/10.1145/3388767.3407348","url":null,"abstract":"We present a new technique to refit garments between characters of different shapes. Our approach is based on a novel iterative scheme that alternates relaxation and rebinding optimizations. In the relaxation step, we use affine-invariant coordinates in order to adapt the input 3D garment to the shape of a target character while minimizing mesh distortion. In the rebinding step, we reset the spacing between the refitted garment and the character body controlled by user-prescribed tightness values. Our method also supports additional constraints that encode the spatial and structural arrangement of multi-layers, seams, and fold-overs. We employed this refit tool in Pixar’s feature film Soul to transfer garment pieces between various digital characters.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124173585","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
François Schneider, S. Brugnot, L. Wilkes, Antonio Patriarca, Adam Vanner, Dennis Petkov, Kristin Farrensteiner, M. Prazák
{"title":"Hair and Fur in an Evolving Pipeline","authors":"François Schneider, S. Brugnot, L. Wilkes, Antonio Patriarca, Adam Vanner, Dennis Petkov, Kristin Farrensteiner, M. Prazák","doi":"10.1145/3388767.3407351","DOIUrl":"https://doi.org/10.1145/3388767.3407351","url":null,"abstract":"DNEG’s in-house fur software, Furball, has been in continuous production use since 2012. During this time it has undergone significant evolution to adapt to the changing needs from production. We discuss how recent work on films such as Avengers: Endgame and Togo has led to a complete shift in the focus of our fur tools. This has helped us scale up to meet the requirements of ever more fur-intensive shows, while also opening up exciting opportunities for future development.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124577496","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Predictable and Targeted Softening of the Shadow Terminator","authors":"Priyamvad Deshmukh, Brian Green","doi":"10.1145/3388767.3407371","DOIUrl":"https://doi.org/10.1145/3388767.3407371","url":null,"abstract":"A well known artifact in production rendering from the use of shading normals is the shadow terminator problem: the abrupt interruption of the light’s smooth cosine falloff at geometric horizons. Recent publications introduced several ad-hoc techniques, based loosely on microfacet theory to deal with these issues. We show that these techniques can themselves introduce artifacts and suggest a new technique that is an improvement in many situations. More importantly we introduce a framework for analyzing these different techniques so artists and researchers can choose appropriate solutions and more reliably predict and understand expected results.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"120 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116439116","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jeff Gipson, J. L. G. Diaz, Michael Anderson, Edward Robbins, Brittney Lee, Nicholas Russell
{"title":"The Collaboration Between Art and Technology: Making Disney Animation’s ”Myth: A Frozen Tale”","authors":"Jeff Gipson, J. L. G. Diaz, Michael Anderson, Edward Robbins, Brittney Lee, Nicholas Russell","doi":"10.1145/3388767.3407386","DOIUrl":"https://doi.org/10.1145/3388767.3407386","url":null,"abstract":"”Myth: A Frozen Tale” is a VR short film created at Walt Disney Animation Studios. Inspired by the folklore of ”Frozen”, the film is a fairy tale within a fairy tale which explores the past, present, and future of the elemental spirits of ”Frozen 2”. The result is a visual poem which combines Disney Animation’s heritage of 2D animation, music, and real-time technology in novel ways. To create an engaging, emotional experience on par with the initial designs, our team was presented with a number of technical and procedural challenges. This is the studio’s first use of Unreal Engine, so a significant amount of experimentation was necessary to find the workflow and VR integration techniques needed to achieve the high level of production quality we strive for. In this talk, the team will explore many of these aspects of the production process. Using two case studies, we will discuss the design, challenges, collaborative workflows, and technological execution needed to bring ”Myth: A Frozen Tale” to life.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131029609","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Point Light Attenuation Without Singularity","authors":"Cem Yuksel","doi":"10.1145/3388767.3407364","DOIUrl":"https://doi.org/10.1145/3388767.3407364","url":null,"abstract":"Point lights with an inverse-square attenuation function are commonly used in computer graphics. We present an alternative formulation of point light attenuation that treats point lights as simplified forms of spherical lights. This eliminates the singularity of the inverse-square light attenuation function and makes it easier to work with point lights in practice. We also present how the typical ad hoc modifications of the inverse-square formula can be improved based on our formulation.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131089751","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Michał Nowakowski, Phil Peterson, Jeff Stringer, Tony Aiello
{"title":"Automated Resource Leveling and Scheduling at LAIKA","authors":"Michał Nowakowski, Phil Peterson, Jeff Stringer, Tony Aiello","doi":"10.1145/3388767.3407321","DOIUrl":"https://doi.org/10.1145/3388767.3407321","url":null,"abstract":"To manage the ever-increasing complexity and collaboration in the creation of physical assets for LAIKA’s hybrid stopmotion/CG features, we developed an integrated browser-based workflow that enables automated resource leveling and scheduling in a centralized system that is accessible to the entire studio.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130899042","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Daniel Cornel, Andreas Buttinger-Kreuzhuber, J. Waser
{"title":"Integrated Simulation and Visualization for Flood Management","authors":"Daniel Cornel, Andreas Buttinger-Kreuzhuber, J. Waser","doi":"10.1145/3388767.3408335","DOIUrl":"https://doi.org/10.1145/3388767.3408335","url":null,"abstract":"","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130479065","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Using Mesh Shaders for Continuous Level-of-Detail Terrain Rendering","authors":"Matthias Englert","doi":"10.1145/3388767.3407391","DOIUrl":"https://doi.org/10.1145/3388767.3407391","url":null,"abstract":"Using a commercial terrain engine [Englert 2012] as an example, we discuss both advantages and disadvantages of the continuous level-of-detail approach [Lindstrom and Pascucci 2001] to terrain-rendering while comparing our implementation with other hybrid [Dick et al. 2010] and implicit [Jad Khoury and Riccio 2018] approaches. We show how mesh shader and inline ray-tracing features of DirectX 12 Ultimate can be used to remedy those disadvantages.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127986136","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}