{"title":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","authors":"","doi":"10.1145/3388767","DOIUrl":"https://doi.org/10.1145/3388767","url":null,"abstract":"","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"104 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":"125977375","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}
Dave Dixon, Matt Johnson, Andy Whittock, Peter Roe, Jamie Hecker, Matt Kuruc
{"title":"Procedural Geometry with Open Shading Language on Pixar’s Onward and Soul","authors":"Dave Dixon, Matt Johnson, Andy Whittock, Peter Roe, Jamie Hecker, Matt Kuruc","doi":"10.1145/3388767.3407372","DOIUrl":"https://doi.org/10.1145/3388767.3407372","url":null,"abstract":"Since Brave, Pixar has used a system called Moss to manage procedural ground cover such as grass and dense debris. The Moss system made it easy for a show to develop a series of looks (or ”types”) implemented in C++ with APIs mimicking a standard shading language. For Onward and Soul, we wanted to make development of types simpler for shading artists less familiar with C++, while still preserving the workflows and performance crucial to our vegetation heavy shows. Inspired partially by the new shading interface in RenderMan’s RIS path tracer, we reimagined Moss as having a small number of core types defining both the structure (debris, particles, single-blade grass, feathered grass, etc.) and features (keep alive, simulation, etc.). Look development and customization of these types would now be handled by Open Shading Language.","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":"128824382","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}
A. Atanasov, Jaroslav Křivánek, V. Koylazov, A. Wilkie
{"title":"Efficient Multiscale Rendering of Specular Microstructure","authors":"A. Atanasov, Jaroslav Křivánek, V. Koylazov, A. Wilkie","doi":"10.1145/3388767.3407338","DOIUrl":"https://doi.org/10.1145/3388767.3407338","url":null,"abstract":"Texturing is a ubiquitous technique used to enrich surface appearance with fine detail. While standard filtering approaches, such as mipmapping or summed area tables, are available for rendering diffuse reflectance textures at different levels of detail, no widely accepted filtering solution exists for multiresolution rendering of surfaces with fine specular normal maps. The current state of the art offers accurate filtering solutions for specular reflection at the cost of very high memory requirements and expensive 4D queries. We propose a novel normal map filtering solution for specular surfaces which supports data pre-filtering, and with an evaluation speed that is roughly independent of the filtering footprint size. Its memory usage and evaluation speed are significantly more favorable than for existing methods. Our solution is based on high-resolution binning in the half-vector domain, which allows us to quickly build a very memory efficient data structure.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"8 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":"131302053","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":"Character Rendering for VR in ”Blood & Truth”","authors":"James Answer","doi":"10.1145/3388767.3407330","DOIUrl":"https://doi.org/10.1145/3388767.3407330","url":null,"abstract":"The performance challenges of real-time rendering for VR are well documented - this poses a particular challenge for rendering realistic human characters, with many of the usual techniques popularised in games not scaling well to high pixel counts and framerates. For Blood & Truth on PlayStation VR, we adapted existing techniques to fit our VR focused forward renderer, and invented novel replacements for expensive screen-space effects.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"104 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":"114537323","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":"Invite Only VR: A Vaping Prevention Game: An Evidence-Based VR Game for Health and Behavior Change","authors":"Veronica U. Weser, Kimberly D. Hieftje","doi":"10.1145/3388767.3407355","DOIUrl":"https://doi.org/10.1145/3388767.3407355","url":null,"abstract":"Invite Only VR: A Vaping Prevention Game is a virtual reality (VR) videogame intervention focused on e-cigarette prevention in teens. To our knowledge, Invite Only VR is the first theory-driven e-cigarette prevention game to be developed for a VR platform, making it unique among the limited pool of existing e-cigarette intervention programs for adolescents. Invite Only VR capitalizes on the use of VR by delivering an intervention that arms teens to deal with peer-pressure situations surrounding e-cigarettes. VR is especially well-suited to this type of intervention because VR facilitates greater social presence, the subjective experience of being present with a “real” person, than other forms of technology. Invite Only VR not only simulates the presence of plausible peers, but it also uses voice recognition software throughout the game to allow the player to practice refusing peers in real time using their own voice. The game was developed with input from 4 focus groups comprised of 5 adolescents each to create a game narrative and situations that would feel authentic to the target audience. This careful background research ensured that the virtual characters would behave in the manner expected by players and use the appropriate colloquialisms when speaking about e-cigarettes. The intervention is currently being evaluated in a non-randomized cluster trial with 285 middle school students. Preliminary feasibility testing conducted on a prototype of the game indicates that playing Invite Only VR increases player e-cigarette knowledge and perceptions of e-cigarette harm. Moreover, teens who played the game reported a lower likelihood of experimenting with e-cigarettes in the future. In this initial evaluation, 83% of players agreed that they enjoyed playing the game and 78% said they would tell their friends to play, suggesting that Invite Only VR is an engaging way to convey the dangers of e-cigarettes to youth.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"12 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":"114496486","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":"Blending In - The Crowds of Spies In Disguise","authors":"Mason Evans, Cole Clark, E. Elliott, Will Moten","doi":"10.1145/3388767.3407322","DOIUrl":"https://doi.org/10.1145/3388767.3407322","url":null,"abstract":"Spies in Disguise was the largest and most challenging show the Blue Sky Studios Crowds Team has delivered to date. Crowds were used in 449 of the film’s shots, necessitating a scalable pipeline that could handle a wide variety of crowd characters and performances. From supermassive pigeon flocks to drone swarms, tightly choreographed rings of henchmen to naturalistic groups of pedestrians across multiple cities around the globe, more crowd simulations had to be delivered with greater finesse and artistic fidelity than ever before.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"111 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":"131875130","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}
A. Sathe, Lance Summers, Matt Jen-Yuan Chiang, James Newland
{"title":"The Look and Lighting of “Show Yourself” in “Frozen 2”","authors":"A. Sathe, Lance Summers, Matt Jen-Yuan Chiang, James Newland","doi":"10.1145/3388767.3407388","DOIUrl":"https://doi.org/10.1145/3388767.3407388","url":null,"abstract":"During “Show Yourself“ in Walt Disney Animation Studios’ “Frozen 2,“ materials and lights are the main representation for three key story elements: glacial ice, the magic of the Spirits, and the concept of memory. This talk covers the creative approaches and collaborative workflows that brought these elements to the screen.","PeriodicalId":368810,"journal":{"name":"Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks","volume":"25 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":"126872760","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}