Updated 28 June - Siggraph 2016

Transcription

Updated 28 June - Siggraph 2016
Updated 28 June
TABLE OF CONTENTS
2
3  CONFERENCE AT A GLANCE
32  STUDIO
4  REASONS TO ATTEND
34  TALKS
5  CONFERENCE OVERVIEW
40  TECHNICAL PAPERS
7  CONFERENCE SCHEDULE
53  VR VILLAGE
11  APPY HOUR
56  EXPERIENCE PRESENTATIONS
12  ART GALLERY: DATA MATERIALITIES
58  BIRDS OF A FEATHER
14  ART PAPERS
59  ACM SIGGRAPH THEATER EVENTS
15  COMPUTER ANIMATION FESTIVAL
60  EXHIBITION
17  COURSES
61  EXHIBITOR SESSIONS
22  EDUCATORS PROGRAM
62  JOB FAIR
23  EMERGING TECHNOLOGIES
63  GENERAL INFORMATION
26  PANELS
64  REGISTRATION FEE INFORMATION
27  PRODUCTION SESSIONS
65  CONFERENCE COMMITTEE
30  REAL-TIME LIVE!
66  CO-LOCATED EVENTS
 INVITED CONTENT
Focus Areas
SIGGRAPH 2016 offers several events and sessions that are individually
chosen by program chairs to address specific topics in computer graphics
and interactive techniques. Invited Content is not selected through the
regular channels of a comprehensive jury.
Many SIGGRAPH 2016 programs and events are assigned to focused
areas of interest in computer graphics and interactive techniques, and
some are especially appropriate for first-time attendees.
ART
FOR EDUCATORS
RESEARCH
 Table of Contents
MOBILE
ANIMATION & VFX

PRODUCTION
GAMES
AR/VR
S2016.SIGGRAPH.ORG
CONFERENCE AT A GLANCE
CONFERENCE
REGISTRATION CATEGORIES
ONE-DAY REGISTRATION
F Full Conference
S Select Conference
EP Exhibits Plus
EExhibitors
Registration/Merchandise Pickup
Center/SIGGRAPH Store
Schedule subject to change.
Visit s2016.siggraph.org.
It does NOT include Computer
Animation Festival – Electronic Theater
or Reception.
EO Exhibits Only

Full Conference One Day registration
is available. Includes admission to
conference programs and events for
the day purchased and the Exhibition
(Tuesday-Thursday).
FP Full Conference Platinum
Saturday, 23 July
registration hours: 4-6 pm.
3
24 July
25 July
26 July
27 July
Sunday
Monday
Tuesday
WednesdayThursday
8 am - 6 pm
8:30 am - 6 pm
8:30 am - 6 pm
8:30 am - 6 pm
ACM SIGGRAPH Award Talks
FP F S EP ACM Student Research Competition Final Presentation
3:45 - 5:15 pm
FP F S EP E
Appy Hour
5 - 7 pm
FP F S EP E
Art Gallery
FP F S
Art Papers
FP F S EP E
Birds of a Feather
All week
FP F S
Computer Animation Festival
Daytime Selects
10:45 am - 5:15 pm
FP F
Computer Animation Festival
Electronic Theater
FP F
Courses
10:45 am - 5:15 pm
FP F S
Educators Forum
11 am - 5:15 pm
noon - 5:30 pm
8:30 am - 3:30 pm
2 - 3:30 pm
FP F S
noon - 5:30 pm
28 July
10 am - 5:30 pm
10 am - 5:30 pm
10 am - 5:30 pm
10 am - 1 pm
3:45 - 5:35 pm
10:45 am - 5:15 pm
10:45 am - 5:15 pm
6 - 8 pm
8 - 10 pm
9 am - 5:15 pm 9 am - 5:15 pm
9 am - 5:15 pm
9 am - 5:15 pm
10 am - 5:30 pm
FP F S EP E
Emerging Technologies
10 am - 5:30 pm
10 am - 5:30 pm
10 am - 1 pm
FP F S EP EO E
Exhibition
9:30 am - 6 pm
9:30 am - 6 pm
9:30 am - 3:30 pm
FP F S EP EO E
Exhibitor Sessions
9:30 am - 6 pm
9:30 am - 6 pm
9:30 am - 3:30 pm
FP F S EP EO E Exhibits Fast Forward
3:45 - 5:15 pm
Experience Presentations
2 - 3:30 pm
(Art Gallery, Emerging
Technologies, Studio, VR Village)
9 - 10:30 am
2 - 3:30 pm
10:45 am - 5:15 pm
9 am - 12:15 pm
9 am - 6 pm
9 am - 6 pm
9 am - 6 pm
9 am - 3:30 pm
9:30 am - 6 pm
9:30 am - 6 pm
9:30 am - 3:30 pm
FP F S EP E
9 am - 6 pm
FP F S EP E
International Center
FP F S EP EO E
Job Fair
FP F S
Keynote Session
FP F
Panels
9:30 - 10:30 am
2 - 3:30 pm
9 - 10:30 am
FP F S EP E
Posters
noon - 5:30 pm
9 am - 5:30 pm
9 am - 5:30 pm
9 am - 5:30 pm
FP F S EP E
Poster Sessions
1 - 2 pm
12:15 - 1:15 pm
*11 am - 12:45 pm
FP F S
Production Sessions
10:45 am - 12:15 pm 2 - 3:30 pm
10:45 am - 12:15 pm 10:45 am - 5:15 pm
3:45 - 5:15 pm
9 am - 5:30 pm
10:45 am - 5:15 pm
5:30 - 7:15 pm
FP F S
Real-Time Live!
FP F
Reception
8 - 10 pm
FP F S EP E
Studio noon - 5:30 pm
10 am - 5:30 pm
10 am - 5:30 pm
10 am - 5:30 pm
FP F S EP E
Studio Workshops 2 - 5:15 pm
2 - 3:30 pm
10:45 am - 3:30 pm
10:45 am - 5:15 pm
10 am - 1 pm
FP F
Talks
10:45 am - 5:35 pm
9 - 10:30 am
9 am - 5:15 pm
2 - 5:15 pm
2 - 5:35 pm
9 - 10:30 am
2 - 5:15 pm
FP F
Technical Papers
9 - 10:30 am
3:45 - 5:35 pm
9 am - 5:35 pm
9 am - 5:35 pm
9 am - 5:35 pm
10 am - 5:30 pm
10 am - 5:30 pm
10 am - 5:30 pm
10 am - 1 pm
FP F Technical Papers Fast Forward
6 - 8 pm
FP F S EP E
VR Village
noon - 5:30 pm
*The ACM SIGGRAPH Award Presentation immediately precedes the Keynote Session
 Table of Contents
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S2016.SIGGRAPH.ORG
REASONS TO ATTEND
4
Why SIGGRAPH?
While you could add to your skill set in your spare time — studying and navigating industry
trends from your home or office computer — there is nothing quite like immersing yourself
in a world of cutting-edge computer graphics and interactive techniques. Whether you’re
in animation, research, product development, or fine arts and design, SIGGRAPH has you
covered. See below to find out how you, and your employer, can benefit from attending this
year’s conference.
LEARNING
A relaxed yet effective educational atmosphere, SIGGRAPH 2016 is jam-packed
with informative courses, talks, sessions, panels, etc.
“An opportunity to meet and explore the possibilities of technological advancements in
the industry from around the world.”
INSPIRATION
SIGGRAPH 2016 is where creative blocks vanish. Be inspired!
“Besides the fact that you get to learn, test, and discover the newest technologies and
software, SIGGRAPH gives you a huge inspiration boost. It makes you want to go and
do something amazing.”
EXPERTISE
Major companies and studios. Genius academics and engineers. Researchers
and innovators.
“It helped me define a direction in my career. The opportunity to meet creators and
professionals and see how they work was the most effective way to learn.”
ENGAGEMENT
At SIGGRAPH 2016, you won’t be just a casual observer.
“Think of everything that has ever made you geek out and feel so passionate about
something in your whole life and put it into one feeling...That, my friend, is the feeling
you get when being at SIGGRAPH.”
EXCLUSIVE
Not only will you discover amazing content at SIGGRAPH 2016 that you won’t find
anywhere else, but you can also make this conference uniquely your own by simply
following your interests.
“It’s like stepping into the future. Nothing is impossible.”
COMMUNITY
Thousands of international researchers, educators, animators, students, and pioneers
in computer graphics and interactive techniques congregate at this exciting event.
“Immersing yourself among such diversity, united by common ideals, is an experience
that cannot be replicated or accurately quantified. Its key benefit is leaving thinking if
they can, I can!”
 Table of Contents
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S2016.SIGGRAPH.ORG
CONFERENCE OVERVIEW
5
SIGGRAPH 2016 is a five-day interdisciplinary educational experience, featuring the
world’s most prestigious forum for computer graphics research, creative adventures
in digital media, immersive realities, emerging interactive technologies, advanced
mobile systems, and hands-on opportunities for creative collaboration.
CONFERENCE
REGISTRATION CATEGORIES
FP Full Conference Platinum
F Full Conference
S
Select Conference
EP Exhibits Plus
EO Exhibits Only
EExhibitors
ONE-DAY REGISTRATION
Full Conference One Day registration
is available. Includes admission to
conference programs and events for
the day purchased and the Exhibition
(Tuesday-Thursday).
It does NOT include Computer
Animation Festival – Electronic Theater
or Reception.
FP F S
FP F S
KEYNOTE SESSION
The Keynote Session presents a
prestigious, sometimes provocative,
speaker who surveys the technology
landscape and offers guidance
to the future of human-machine
collaboration.
The Significant New Researcher Award
ACM SIGGRAPH AWARDS
PRESENTATIONS
Awarded annually to a researcher who has made
a recent significant contribution to the field of
computer graphics and is new to the field.
(Immediately preceding the Keynote Session)
ACM SIGGRAPH 2016 Award Recipients
ACM SIGGRAPH Outstanding
Service Award
The Computer Graphics
Achievement Award
This award is given annually to recognize
outstanding service to ACM SIGGRAPH by a
volunteer over a significant period of time.
Frédo Durand
Massachusetts Institute of Technology
The Significant New Researcher Award
Outstanding Doctoral Dissertation
Award (New)
FP F
Chris Wojtan
IST Austria
Awarded annually to recognize young researchers
who have already made a notable contribution
very early during their doctoral study.
Monday, 25 July, 8-10 pm
ACM SIGGRAPH Outstanding
Service Award
The Distinguished Artist Award for
Lifetime Achievement in Digital Art
Mix and mingle at the international
SIGGRAPH community’s annual social
and intellectual soirée. Drink a toast to
your colleagues’ achievements, and
your own. Share a convivial evening
with people you haven’t seen since
SIGGRAPH 2015. And meet the people
you need to know for another year of
professional success and adventure.
Alain Chesnais
JanusVR
Awarded annually to an artist who has created
a substantial and important body of work that
significantly advances aesthetic content in the field
of digital art.
RECEPTION
Grand Plaza, Anaheim Convention Center
Outstanding Doctoral
Dissertation Award
FP F S EP
Eduardo Simões Lopes Gastal
Universidade Federal do Rio Grande do Sul
ACM STUDENT RESEARCH
COMPETITION FINAL
PRESENTATION
The Distinguished Artist Award for
Lifetime Achievement in Digital Art
Steina Vasulka
Fifteen student posters are selected for judging at
SIGGRAPH 2016. A panel of distinguished judges
selects three semi-finalists in each category
(undergraduate and graduate), who present their
work to SIGGRAPH 2016 attendees.
FP F S
ACM SIGGRAPH AWARD TALKS
The Computer Graphics
Achievement Award
Awarded annually to recognize a major
accomplishment that: provided a significant
advance in the state of the art of computer
graphics and is still significant and apparent.
 Table of Contents
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S2016.SIGGRAPH.ORG
CONFERENCE OVERVIEW
6
(continued)
FP F S EP E
FP F S EP EO E
FP F S EP E
Meet the next generation of mobile applications
and their creators at Appy Hour. Interact with
the developers, and experience tomorrow’s
mobile media.
This year’s largest, most comprehensive exhibition
of hardware systems, software tools, and creative
services in the computer graphics and interactive
techniques marketplace. Established industry
leaders and emerging challengers display,
discuss, and demonstrate the products, systems,
techniques, ideas, and inspiration that are creating
the digital future.
In-progress research, student projects, and
late-breaking work ranging from applications
of computer graphics to in-depth analysis of a
specific subject. During Poster Presentations,
authors discuss their work with attendees.
APPY HOUR
FP F S EP E
ART GALLERY:
DATA MATERIALITIES
The SIGGRAPH 2016 Art Gallery exposes a
plethora of data and transforms it to incarnations
of tangibility that not only showcase their
complexity, but also allow us to relate to them on
a human scale.
FP F S
ART PAPERS
The processes and theoretical frameworks for
making art and contextualizing its place in society.
FP F S EP E
BIRDS OF A FEATHER (BOF)
Informal presentations, discussions, and
demonstrations, designed by and for people
who share interests, goals, technologies,
environments, or backgrounds.
COMPUTER ANIMATION FESTIVAL
FP F S – Daytime Selects
FP F – Electronic Theater
High-tech projection of the finest achievements
in animated feature and short films, games,
advertising, visual effects, real-time effects, realtime graphics, and scientific visualization.
FP F
COURSES
Essential skills and insider knowledge delivered
by world-class experts. Courses range from
an introduction to the foundations of computer
graphics and interactive techniques for those new
to the field to advanced instruction on the most
current techniques and topics.
FP F S EP E
EMERGING TECHNOLOGIES
Test-drive the latest interactive and graphic
technologies before they transform the way we live
and work. Emerging Technologies presents handson demonstrations of research from a wide variety
of disciplines, including automotive systems,
displays, input devices, and wearable technology.
EXHIBITION
POSTERS
FP F S EP EO E
EXHIBITOR SESSIONS
SIGGRAPH 2016 exhibitors demonstrate
software, hardware, and systems; answer
questions; and host one-on-one conversations
about how their applications improve professional
and technical performance.
FP F S EP EO E
EXHIBITS FAST FORWARD
A preview of the products and announcements
that companies plan to make during the Exhibition
in a fast-paced, entertaining session before the
Exhibition opens.
FP F S EP E
FP F S
PRODUCTION SESSIONS
Hear how the most elite and talented computer
graphic experts and creative geniuses explain
their processes and techniques for creating
compelling content.
FP F S
REAL-TIME LIVE!
An interactive extravaganza that celebrates realtime achievements at the intersection of ingenious
technical skills and creative beauty, Real-Time
Live! showcases the latest trends and techniques
for pushing the boundaries of interactive visuals.
FP F S EP E
STUDIO
Informal presentations on new ideas that
are applicable to techniques, concepts, and
strategies related to the Experience Hall
programs: Art Gallery, Emerging Technologies,
Studio, and VR Village.
Explore new tools, applications, and methods
to create, craft, build, and share. New this year:
“Feuding Cities”, a physical and virtual game that
plays out in both worlds and allows attendees
the chance to work (and play) together to create
something special. Attend Studio Workshops that
educate attendees on state-of-the-art processes
and workflow pipelines.
FP F S EP E
FP F
Learn how the industry is evolving worldwide
and collaborative with attendees from five
continents. The International Center offers informal
translation services and space for meetings, talks,
and demonstrations.
Explore the latest in-progress developments
and how they will be implemented in graphics
production or other fields.
EXPERIENCE PRESENTATIONS
INTERNATIONAL RESOURCES
TALKS
FP F
TECHNICAL PAPERS
FP F S EP EO E
JOB FAIR
Looking for opportunity? Interested in meeting
with some inspiring companies? Discover your
future at SIGGRAPH 2016. In the Job Fair,
attendees connect with employers before, during,
and after the conference via the CreativeHeads.
net job board and candidate profiling system.
These prestigious juried presentations are the
most influential international scientific events in
computer graphics and interactive techniques.
FP F
TECHNICAL PAPERS FAST FORWARD
FP F
The world’s leading experts in computer graphics
and interactive techniques preview the Technical
Papers in provocative, sometimes hilarious
summaries of the field’s evolution.
Expert panelists share experiences, opinions,
insights, speculation, disagreement, and
controversy with each other and the audience.
FP F S EP E
PANELS
VR VILLAGE
Explore real-time immersion in tomorrow’s virtual
and augmented realities for telling stories, engaging
audiences, and powering real–world applications in
health, education, design, and gaming.
 Table of Contents

S2016.SIGGRAPH.ORG
CONFERENCE SCHEDULE
7
REGISTRATION/MERCHANDISE PICKUP CENTER/SIGGRAPH STORE
Saturday, 23 July
Sunday, 24 July
Monday, 25 July
Tuesday, 26 July
Wednesday, 27 July
Thursday, 28 July
SUNDAY, 24 JULY
9:30-10:30 am
Panel: Ready, Steady ... SIGGRAPH!!!!
9 am-6 pm
International Center
10-11:30 am
ACM SIGGRAPH Theater Event:
BOF: International Collegiate Virtual Reality
Contest (IVRC)
10:45 am-12:15 pm
Course: Fundamentals Seminar
Course: Haptic Technologies for Direct
Touch in Virtual Reality
Production Sessions: The Making of
Pearl, a Google Spotlight Story
Talks: Too Hot to Handle
Talks: Van Gogh Would be Proud
Talks: Get in Shape
10:45 am-5:15 pm
Computer Animation Festival –
Daytime Selects
11:30 am-12:30 pm
ACM SIGGRAPH Theater Event:
CG in Australasia
Noon-5:30 pm
Art Gallery
Emerging Technologies

Schedule is subject to change.
4-6 pm
8 am-6 pm
8:30 am-6 pm
8:30 am-6 pm
8:30 am-6 pm
8:30 am-3:30 pm
2-3:30 pm
Course: An Elementary Introduction to
Matrix Exponential for CG
MONDAY, 25 JULY
Course: Story: It’s Not Just for Writers
Anymore
Experience Presentations: Artistic VR
Techniques
Studio Workshop: E-Cannons and Other
Weapons
9-10:30 am
Course: Human-Centered Design for
VR Interactions
Experience Presentations: Creature
Creation
Talks: Dancing Trees
Talks: Life is Shorts
Technical Papers: Computational
Cameras
2-5:15 pm
Course: Augmented Reality – Principles
and Practice
Technical Papers: Rigging & Skinning
Course: Moving Mobile Graphics
9-11 am
ACM SIGGRAPH Theater Event: BOF:
Immersive Visualization for Science,
Research and Art – International
Course: Physically Based Shading in
Theory and Practice
3-4:30 pm
ACM SIGGRAPH Theater Event:
ACM SIGGRAPH Digital Arts Community
3:45-5:15 pm
Course: Troubleshooting and Cleanup
Techniques for 3D Printing
Technical Papers: Geometry
9 am-12:15 pm
Special Session: Advances in Real-Time
Rendering, Part I
9 am-5:30 pm
Posters
Course: Capturing the Human Body: From
VR, Consumer, to Health Applications
Studio Workshop: Digital T-Shirt Design
and Printing
3:45-5:35 pm
Talks: Dark Hides the Light
9 am-6 pm
International Center
10 am-5:30 pm
Art Gallery
Emerging Technologies
Studio
6-8 pm
Technical Papers Fast Forward
VR Village
Posters
11 am-12:45 pm
Keynote Session
Studio
VR Village
1-2 pm
Poster Sessions
2-3 pm
ACM SIGGRAPH Theater Event:
Overview of SIGGRAPH (with
Japanese Interpreter)
 Table of Contents
1:30-3 pm
ACM SIGGRAPH Theater Event: BOF:
ACM SIGGRAPH Cartographic Visualization

S2016.SIGGRAPH.ORG
CONFERENCE SCHEDULE
Monday, 25 July Continued
2-3:30 pm
ACM SIGGRAPH Award Talks
Course: HDR Content Creation: Creative
and Technical Challenges
Experience Presentations: The Art &
Science of Immersion
8
(continued)
9 am-12:15 pm
Course: Inverse Procedural Modeling of 3D
Models for Virtual Worlds
Course: The Quest for the Ray Tracing API
2-3:30 pm
ACM SIGGRAPH Theater Event:
BOF: CCIFF, Art and Entertainment
Technoogy Film Festival
Panel: A Vision for Computer Vision:
Emerging Technologies
9 am-5:30 pm
Posters
Reception: Leonardo, Art Papers, and
Art Gallery
Experience Presentations: Art Gallery
Session 1: Simulation
9 am-6 pm
International Center
Studio Workshop: Making VR With Unreal
Engine
Production Session: “Kubo and the
Two Strings”: One Giant Skeleton, One
Colossal Undertaking
StudioXperience
Talks: Building Character
Studio Workshop: E-Cannons and Other
Weapons (Repeated)
Talks: Angry Effects Salad
Talks: IEEE TVCG Session on Virtual and
Augmented Reality
9:30 am-6 pm
Exhibition
Technical Papers: Materials
Exhibitor Sessions
Technical Papers: Display Software
Job Fair
2-5:15 pm
Course: Vector-Field Processing on
Triangle Meshes
10 am-5:30 pm
Art Gallery
Special Session: Advances in Real-Time
Rendering, Part II
Studio
2-5:15 pm
Special Session: Open Problems in
Real-Time Rendering
Emerging Technologies
VR Village
3:30-4:30 pm
ACM SIGGRAPH Theater Event:
CG in Asia
3:45-5:15 pm
Exhibits Fast Forward
Studio Workshop
3:45-5:35 pm
Talks: Face Off
Technical Papers: Efficient Sampling
& Rendering
Technical Papers: Fabricating Structure
& Appearance
Technical Papers: Shape Analysis
6-8 pm
Computer Animation Festival –
Electronic Theater
8-10 pm
Reception
TUESDAY, 26 JULY
9-10 am
ACM SIGGRAPH Theater Event: BOF:
International Khronos Chapters Program
9-10:30 am
Course: Computational Geometry
Algorithms Library
Talks: Icing on the Cake
Talks: Roll the Dice
10:30-11:30 am
Exhibitor Session: Nokia – Nokia OZO
Ecosystem: The State of Art in VR
3:30-4:30 pm
ACM SIGGRAPH Theater Event: CG in
Latin America: “Encontro dos brasileiros” –
Brazillian Meeting
3:45-5:15 pm
Art Papers Session
Production Sessions: The VFX of Disney’s
“The Jungle Book”
10:45 am-12:15 pm
ACM SIGGRAPH Theater Event:
ACM SIGGRAPH Digital Arts
Community – Science of the Unseen:
Digital Art Perspecives
Talks: IEEE TVCG Session on Advances in
Data Visualization
Talks: Brain & Brawn
Production Session: The Making of
Marvel’s “Captain America: Civil War”
Studio Workshop: Android VR
Development Primer
3:45-5:35 pm
Technical Papers: Correspondence
& Mapping
Talks: A Tall Drink of Water
Technical Papers: Fluids Simulation
Talks: UIST Reprise at SIGGRAPH 2016
Technical Papers: Motion Control
Technical Papers: Rendering of
Complex Microstructure
Technical Papers: Computational Display
Technical Papers: Camera Control & VR
4:30-5:30 pm
ACM SIGGRAPH Theater Event: CG in
Latin America
5:30-7:15 pm
Real-Time Live!
10:45 am-5:15 pm
Computer Animation Festival –
Daytime Selects
6-8 pm
Pioneer Reception
(For Pioneer members only)
12:15-1:15 pm
Poster Sessions
1-2 pm
ACM SIGGRAPH Theater Event:
50-50: Women in CG
2-3 pm
Exhibitor Session: Microsoft – Why You
Should be Rendering on the Cloud
Technical Papers: Cloth
Technical Papers: Perception of Shapes
and People
 Table of Contents

S2016.SIGGRAPH.ORG
CONFERENCE SCHEDULE
WEDNESDAY, 27 JULY
9-10 am
ACM SIGGRAPH Theater Event: ACM
SIGGRAPH Chapters Business Meeting
Exhibitor Session: Avere Systems –
Compute Cloud for Rendering – Big Studio
Results on a Small Studio Budget
9-10:30 am
Course: Geometric and Discrete-Path
Planning for Interactive Virtual Worlds
Course: A Practical Introduction to
Frequency Analysis of Light Transport
Panel: What Makes a Production
Renderer in 2016
Technical Papers: Optimizing
Image Processing
Technical Papers: Computational Design
of Structures, Shapes and Sound
Technical Papers: Deformable
Surface Design
9 am-12:15 pm
Course: An Introduction to Graphics
Programming Using WebGL
9 am-5:30 pm
Posters
9 am-6 pm
International Center
StudioXperience
9:30 am-6 pm
Exhibition
Exhibitor Sessions
Job Fair
10-11 am
ACM SIGGRAPH Theater Event:
Professional and Student Chapters
Startup Meeting
10 am-5:30 pm
Art Gallery
Emerging Technologies
Studio
VR Village
10:30-11:30 am
Exhibitor Session: Bournemouth
University – Dr. Inventor Your Personal,
Creative Research Assistant
10:45 am-Noon
Experience Presentations: Art Gallery
Session 2: Social and Connected Media
9
(continued)
10:45 am-12:15 pm
Course: Fourier Analysis of Numerical
Integration in Monte Carlo Rendering:
Theory and Practice
3-4 pm
ACM SIGGRAPH Theater Event: CG in
Europe + Russia
Experience Presentations: Make it So
3:30-4:30 pm
Exhibitor Session: Binary Alchemy – 15
Years Render Farm Manager Royal Render
Production Sessions: Under the Sea –
The Making of “Finding Dory”
Studio Workshop: UE4 Virtual Movie
Production With Sequencer
3:45-5:15 pm
ACM Student Research Competition
Final Presentation
Technical Papers: Image &
Shape Manipulation
Experience Presentations: Smart Cities
Technical Papers: Sound, Fluids,
and Boundaries
Production Session: Deadpool +
Colossus Our Favorite (Anti) Superheroes
Technical Papers: Curve & Strut
Networks for Fabrication
Talks: Playing God
3:45-5:35 pm
Technical Papers: Sketching & Writing
10:45 am-12:35 pm
Technical Papers: Image & Shape
Manipulation
11 am-Noon
ACM SIGGRAPH Theater Event: BOF:
DCAJ Presentation “Industrial Application of
Content Technology in Japan”
12:30-1:30 pm
Exhibitor Session: Google – 3D
Reconstruction With Google’s Project Tango
12:30-2 pm
ACM SIGGRAPH Theater Event: BOF:
ISEA International – Open Forum
2-3 pm
ACM SIGGRAPH Theater Event: CG in
USA and Canada
3:45-5:55 pm
Technical Papers: Rendering & Simulation
With GPUs
Technical Papers: Capturing Humans
4-5 pm
ACM SIGGRAPH Theater Event: CG in
Africa + Middle East
5-7 pm
Appy Hour
8-10 pm
Computer Animation Festival –
Electronic Theater
Exhibitor Session: Qumulo – How DataAware Scale-Out NAS Can Streamline Your
VFX and Animation Workflow
2-3:30 pm
Experience Presentations: Art Gallery
Session 3: Dynamic Data
Experience Presentations: Production
for VR
Production Session: “Star Wars
Battlefront” – Game Development in the
Star Wars Universe!
Talks: Bouncing
Technical Papers: Physical Phenomena
Technical Papers: Mappings
Technical Papers: Intrinsic Images
2-5:15 pm
Course: Physically Based Sound
for Computer Animation and Virtual
Environments
Studio Workshop: Stereo Haptics:
A Haptic interaction Toolkit for Tangible
Virtual Experiences
 Table of Contents

S2016.SIGGRAPH.ORG
CONFERENCE SCHEDULE
THURSDAY, 28 JULY
9-10:30 am
Experience Presentations: Emerging
Technologies
Talks: It’s Crowded in Here!
Talks: The Technical Art of “Uncharted 4”
Technical Papers: Meshes
10
(continued)
2-3:30 pm
Production Session: Developing
“Mass Effect: New Earth” A 4D
Holographic Adventure
10 am-1 pm
Art Gallery
Emerging Technologies
Studio
Talks: The 7 Deadly Sims
VR Village
Technical Papers: Texture
Technical Papers: User Interfaces
10 am-5:30 pm
Computer Animation Festival –
Daytime Selects
Technical Papers: Expressive Animation
Technical Papers: Faces & Portraits
Technical Papers: Procedural Modeling
9 am-12:15 pm
Course: Computational Tools for
3D Printing
2-5:15 pm
Course: Learning Human Body Shapes
in Motion
10:45 am-12:15 pm
Course: The Material-Point Method for
Simulating Continuum Materials
Experience Presentations: Agents of
Change: Creation of VR for Health and
Social Gain
3:45-5:15 pm
Course: Modeling Plant Life in
Computer Graphics
9 am-3 pm
StudioXperience
Production Session: From Armadillo to
Zebra: Creating the Diverse Characters and
World of “Zootopia”
Production Session: Industrial Light &
Magic Presents the Visual Effects of “Star
Wars: The Force Awakens”
9 am-3:30 pm
International Center
Technical Papers: Meshes & Fields
Talks: Scratching the Surface
Technical Papers: Shape Signature
Talks: Organic Farming
Technical Papers: Plants & Humans
Talks: The Making of “The Little Prince”
9 am-5:30 pm
Posters
9:30 am-3:30 pm
Exhibition
11 am-Noon
ACM SIGGRAPH Theater Event: Join the
IRC in 2016!
Technical Papers: Photo Organization
& Manipulation
Exhibitor Tech Talks
Job Fair
 Table of Contents

S2016.SIGGRAPH.ORG
APPY HOUR
11
FP F S EP E  #SIGGRAPH2016
Wednesday, 27 July, 5-7 pm
Appy Hour is a techno-social soirée that celebrates innovation, creativity, and
know-how, where attendees interact with the developers and experience the next
generation of mobile media.
A preliminary list of Appy Hour. Visit s2016.siggraph.org for updates.
Image Credit: Virtual Interior Stylization © 2016 Tony Tung, Tomoyuki Mukasa, Rakuten, Inc.;
Shintaro Murakami, The University of Tokyo.
GAMES
AR/VR
MOBILE
Battle Z
The first multiplayer and customizable VR
experience for smartphones. Players enter
medieval time with their friends to defeat
zombies rising from their graves. The
game includes a level editor so players can
customize their own defense fortresses.
Fangwei Lee
Realiteer Corp.
ART
MOBILE
MOBILE
KineMaster - Pro Video Editing
on Android
Pearl
The video-editor market has been
traditionally dominated by software giants
such as Adobe, but the market is changing
because mobile apps and services are
replacing PC-based software and services.
Matthew Aaron Feinberg
Kye-Beom Song
Il-Taek Lim
NexStreaming Corp.
This mobile app combines state-of-the-art
nonlinear image-filtering techniques with
a novel brush-based painting interface to
interactively transform photos into an oil-paint
look in real time and with creative control.
Amir Semmo
Hasso-Plattner-Institut
Jürgen Zöllner
Hasso-Plattner-Institut, Universität Potsdam
Frank Schlegel
Digital Masterpieces GmbH
Motion Graphix
Motion Graphix is an intuitive but powerful
multi-layer 2.5D animation creator. Using
keyframe and path animation, elements
are animated over stills or video. With 2.5D
animation and stereoscopic output, Motion
Graphix is the first iPad app that can add
titles and effects to stereo and VR images
and videos.
Frances Dose
Arnie Cachelin
Pixel Splincher
ART
MOBILE
Rebelle – Real Watercolor and Acrylic
Painting Software
MOBILE
AR/VR
James Ritts
Google ATAP
ART
MOBILE
BeCasso: Image Stylization by
Interactive Oil-Paint Filtering on
Mobile Devices
“Pearl” is a short VR film directed by Patrick
Osborne, winner of the 2015 Academy
Award for his animated short film “Feast”.
Rebelle is a one-of-a-kind real watercolor
and acrylic painting program created by
Escape Motions. Its watercolor simulation is
based on real-world color mixing, blending,
wet-diffusion, and drying.
Peter Blaškovič
Michal Fapšo
Escape Motions
AR/VR
MOBILE
Virtual Interior Stylization
Dive into an augmented/virtual reality world
and enrich your daily life with virtual interior
stylization using only your mobile phone.
Tony Tung
Tomoyuki Mukasa
Rakuten, Inc.
MOBILE
Olhar 3D
Olhar 3D is the app for the exhibit Um Olhar
nos Espaços de Dimensão 3 at MAST Museu de Astronomia e Ciências Afins, Rio
de Janeiro.
Shintaro Murakami
The University of Tokyo
Luiz Velho
IMPA
Mariana Duprat
Stanford University
 Table of Contents

S2016.SIGGRAPH.ORG
ART
 INVITED CONTENT
ART GALLERY: DATA MATERIALITIES
12
FP F S EP E  #SIGGRAPH2016
The SIGGRAPH 2016 Art Gallery exposes a plethora of data and transforms it to
incarnations of tangibility that not only showcase their complexity, but also allow us
to relate to them on a human scale. By injecting humor and kinetic energy to their
exposition, the gallery makes light of these data platforms and presents them on a
grand scale to reveal their ubiquity.
A special issue of Leonardo, The Journal of the International Society of the Arts, Sciences and Technology includes visual
documentation of the works exhibited in the Art Gallery. Publication of this eighth special issue coincides with SIGGRAPH 2016.
ART GALLERY HOURS
Sunday, 24 July
Monday, 25 July
Tuesday, 26 July
Wednesday, 27 July
Thursday, 28 July
noon-5:30 pm
10 am-5:30 pm
10 am-5:30 pm
10 am-5:30 pm
10 am-1 pm
Image Credit: Metaphase Sound Machine © 2016 Dmitry Morozov.
ART
FP F S EP E
Crime Scene
EXPERIENCE PRESENTATIONS:
ART GALLERY
This installation portrays illegal Internet
activity in physical space and examines the
legal restrictions of file sharing.
RECEPTION: LEONARDO, ART
PAPERS, AND ART GALLERY
Session 1: Simulations
Monday, 25 July, 2-3:30 am
Tuesday, 26 July, 2-3:30 pm
Moderator
Victoria Vesna
Design / Media Arts University of California, Los
Angeles
Mix and mingle with the artists,
designers, and authors whose works
were selected for SIGGRAPH 2016.
Meet the Leonardo team and the
SIGGRAPH 2016 committee member
who organized this year’s Art Gallery.
Sponsored by Leonardo/ISAST and
The MIT Press
Mogens Jacobsen
David Chanel, Doors
Anthony Rowe, Submergence
Niklas Roy, Grafikdemo
Session 2: Social and Connected Media
Wednesday, 27 July, 10:45 am-Noon
Doors
Doors is a portal that takes on the middle
ground between virtual and physical space.
Sensors surrounding the structure of an
actual door track visitors’ movements
and change the portal on the screen’s
perspective in an anamorphic system that
adjusts to their visual angle in real time.
Moderator
Katherine Moriwaki
MFA Design and Technology, Parsons School of
Design
David-Alexandre Chanel
Romain Constant
THÉORIZ Studio
Tine Bech, The Kinetic Story Teller
Mogens Jacobsen, Crime Scene
Facebook Demetricator
Session 3: Dynamic Data
Wednesday, 27 July, 2-3:30 pm
Moderator
Elise Co
Principal at Aeolab
Dmitry Morozov, Metaphase Sound Machine
Deqing Sun and Peiqi Su, Plinko Poetry
Tejaswi Digumati and Paul Beardsly, Pixelbots
 Table of Contents

The Facebook interface is filled with
numbers. Facebook Demetricator is a web
browser add-on that hides these metrics
and invites Facebook users to try the
system without the numbers, to see how
their experience is changed by the absence
of metrics.
Benjamin Grosser
University of Illinois at Urbana-Champaign
S2016.SIGGRAPH.ORG
ART GALLERY: DATA MATERIALITIES
(continued)
Flower
Metaphase Sound Machine
Plinko Poetry
Flower reacts to the idea of the “gaze” in
digital space, where people online are always
vying for more views, likes, and mentions.
Metaphase Sound Machine, inspired by
physicist Nick Herbert’s work, exploits our
increasing dependency on the information
and electronic noise that permeates our
everyday lives.
Plinko Poetry is a networked installation
that uses the Plinko Game of the American
game show “The Price is Right” to create
real-time poetry from constantly updated
Twitter feeds.
Grafikdemo
Dmitry Morozov
Grafikdemo is a physical wireframe of the
quintessential 3D model, the standard
“teapot”, built inside the frame of a classic
Commodore CBM. Viewers use only the
analog keys of the antiquated keyboard to
manipulate the object inside, thus exposing
the mechanical aspects of the project.
Pixelbots
Deqing Sun
Peiqi Su
New York University
Viktor Jan
Niklas Roy
The Kinetic Story Teller
In this playful environment for social
interaction, a pair of illuminated swing sets
face each other. As participants swing on
the structure, they are connected to a data
stream of the networked landscape around
them, specifically the social media banter
of Twitter.
Pixelbots represent a new form of
empathetic display that explores the
evolution of how information will manifest
itself in the near future. The screen
itself becomes a fluid entity that can be
harnessed and remixed into any shape,
color, or manifestation one desires.
Submergence
Tejaswi Digumarti
Disney Research and ETH
Anthony Rowe
Gaz Bushell
Liam Birtles
Chris Bennewith
Oliver Bown
Squidsoup
Javier Alonso Mora
(Formerly) Disney Research and ETH
Roland Siegwart
ETH Zürich
Submergence is a walkthrough environment
consisting of 8,064 individually addressable
LEDs suspended from a ceiling to create
feelings of presence, movement, and
envelopment when one is interacting with it.
Paul Beardsley
Disney Research
Tine Bech
 Table of Contents

S2016.SIGGRAPH.ORG
13
ART
RESEARCH
ART PAPERS
14
FP F S  #SIGGRAPH2016
Art Papers illuminate the processes and theoretical frameworks for making art and
contextualizing its place in our increasingly global, networked and technologically
mediated world.
In collaboration with Leonardo/ISAST, the papers are published in a special
issue of Leonardo, The Journal of the International Society of the Arts,
Sciences and Technology.
The issue also includes visual documentation of the works exhibited in the
Art Gallery. Publications of this special issue coincide with SIGGRAPH 2016.
Image Credit: Raised on YouTube: Cultural Data Materialization Using Plants © 2016 Misha Rabinovich,
University of Massachusetts Lowell
ART
FP F S EP E
RECEPTION: LEONARDO, ART
PAPERS, AND ART GALLERY
Tuesday, 26 July, 2-3:30 pm
Mix and mingle with the artists,
designers, and authors whose works
were selected for SIGGRAPH 2016.
Meet the Leonardo team and the
SIGGRAPH 2016 committee member
who organized this year's Art Gallery.
Sponsored by Leonardo/ISAST and
The MIT Press
ART PAPERS SESSION
Tuesday, 26 July, 3:45-5:15 pm
Session Chairs: Edward A. Shanken, Rhode
Island School of Design and Ruth West, University
of North Texas
Perceptual Cells: James Turrell’s Vision
Machines Between Two Paracinemas
This historical and phenomenological
analysis of James Turrell's perceptual
cells focuses on their combination of
stroboscopic effects and edgeless
projection to generate virtual animated
sequences rendered by the viewer's own
neurophysiological apparatus.
Alla Gadassik
Emily Carr University of Art + Design
Pulse Shape 22: Audio/Visual
Performance and Data Transmutation
Pulse Shape 22 is an improvisational audio/
visual performance featuring shortwave
radio transmissions as the sole source
material for real-time audio processing
alongside video of the sun captured
and projected through cast glass lenses
designed specifically for the piece.
Mark Cetilia
Brown University
Deletion Process_Only You Can See
My History: Investigating Digital
Privacy, Digital Oblivion, and Control of
Personal Data Through an Interactive
Art Installation
This paper describes the author's artwork,
Deletion Process_Only you can see my
history, an interactive art installation based
on her eight-year-long personal search
history in the Google search engine.
Kyriaki Goni
Visual History With Choson
Dynasty Annals
Data visualization artworks of three historical
events taken from the Annals of the Choson
Dynasty that represent dramatic and tragic
stories about parents and their sons.
Jin Wan Park
Seongkuk Park
Eunju Lee
Chung-Ang University
Raised on YouTube: Cultural Data
Materialization Using Plants
Raised on YouTube is a game that grows
plants with only the light of projected video,
crowdsources video analysis, and makes
ecology legible by inviting players to reflect
on the effects of long-term exposure to
contemporary media data flows.
Misha Rabinovich
University of Massachusetts Lowell
 Table of Contents

S2016.SIGGRAPH.ORG
ANIMATION & VFX
COMPUTER ANIMATION FESTIVAL
15
 #SIGGRAPHcaf
The leading annual festival for the world’s most innovative, accomplished,
and amazing digital film and video creators. The Computer Animation Festival is
recognized by the Academy of Motion Picture Arts and Sciences as a qualifying
festival. Since 1999, several works originally presented in the Computer Animation
Festival have been nominated for or have received a “Best Animated Short”
Academy Award.
A preliminary Electronic Theater listing. Visit s2016.siggraph.org for updates.
Image Credit: Escargore © 2016 Oliver Hilbert, Media Design School.
Sponsored by
ELECTRONIC THEATER FP F
Monday, 25 July, 6-8 pm
Wednesday, 27 July, 8-10 pm
Accidents, Blunders and Calamities
New Zealand
Lichtspiel
Germany
DAYTIME SELECTS FP F S
Mafia III
USA
Sunday, 24 July, 10:45 am-5:15 pm
Tuesday, 26 July, 10:45 am-5:15 pm
Wednesday, 27 July, 10:45 am-5:15 pm
Moana
USA
BREAK IT DOWN
Alike
Spain
Natural Attraction
Germany
Borrowed Time
USA
None of That
USA
Citipati
United Kingdom
Piper
USA
Cosmos Laundromat
Netherlands
Shell V-Power “Shapeshifter”
United Kingdom
Crabe-Phare
France
Solar Superstorms – Visualization Excerpts
USA
Escargore
New Zealand
Taking Flight
USA
Ghost Recon Wildlands
France
TEA TIME
France
Glass Half
Netherlands
Terminator Genisys
United Kingdom
Inner Workings
USA
The Universe of Final Fantasy XV
Japan
Behind The Magic: Teenage Mutant Ninja
Turtles: Out of the Shadows
Industrial Light & Magic
League of Legends: Project Overdrive
United Kingdom
TOKYO COSMO
Japan
Black Sails Season 3
Digital Domain + Starz
Behind The Magic – Marvel’s Captain
America: Civil War
Behind The Magic – Star Wars: The
Force Awakens
Behind The Magic – Warcraft
Behind The Magic: Teenage Mutant Ninja
Turtles: Out of the Shadows
Les marmottes – Mariachi
France
 Table of Contents
A behind-the-scenes look at the techniques
and technology used to make today’s most
stunning visual effects. Break It Down
shows in-depth, technical shot breakdowns
from some of this year’s greatest
commercial work, games, and feature
films. It not only highlights groundbreaking
new techniques, but also shows a glimpse
of how some standard techniques can be
used in new and interesting ways to create
innovative visual effects.
Call of Duty: Black Ops 3, Seize Glory
MPC LA

S2016.SIGGRAPH.ORG
COMPUTER ANIMATION FESTIVAL
16
(continued)
LAIKA: Kubo and the Two Strings
LAIKA
Naughty Dog: 30 Years in Video Games
Naughty Dog
Through the Cracks
Still
Making of “The Good Dinosaur”
Paragon Reveal Trailer
Epic Games
“We, Robots”
Andromeda Software Development
Ratchet and Clank
Insomniac Games
WINNER'S CIRCLE
Making of Joy from “Inside Out”
Pixar Animation Studios
Monster Hunt
Base FX
The Expanse
Spin VFX
The Making of Penny Dreadful Season 3
Mr.X Inc.
Tom Clancy’s The Division Yesterday –
Making of
UNIT IMAGE
Vikings Episode 410; “The Last Ship”
Mr.X Inc.
THE ARCADE
A new bespoke audience experience
focusing on games from concept art
through technology and implementation
in cinematic and real time. A preliminary list.
Visit s2016.siggraph.org for updates.
Assassins Creed Syndicate Trailer
Digic Pictures
Deus Ex: Mankind Divided CGI Reveal
Eidos-Montreal/Goldtooth
Deus Ex: Mankind Divided Dawn
Engine Trailer
Eidos-Montreal
Deus Ex: Mankind Divided In-Game Trailer
Deus Ex: Mankind Divided Live Action Trailer
Eidos-Montreal/Goldtooth
EA DICE Highlights Reel DICE Media Team
Evolution of Uncharted
Naughty Dog
Ghost Recon Wildlands
Unit Image
Hellblade: Senua’s Sacrifice Trailer
Epic Games
League of Legends: Project Overdrive
Axis Animation
Mafia III
Blur
The Universe of Final Fantasy XV
SQUARE ENIX CO., LTD.
The Witcher 3: Wild Hunt Cinematic Trailer
Digic Pictures
Tom Clancy’s The Division Yesterday
Unit Image
Winners Circle celebrates the most
impressive, original, and amusing award
winners from the SIGGRAPH Computer
Animation Festival over the last seven
years. Compiled as a compact and highly
entertaining show, student and commercial
projects sit side-by-side in this incredible
recap of festival highlights.
A la Francaise
DE MINUIT
UBISOFT – Farcry
Mikros Image
Estefan
Brigham Young University
Unreal Engine Retrospective Highlights
Epic Games
Flamingo Pride
Talking Animals
>DEMOSCENE_
The demoscene is an international computer
art subculture that specializes in creating
self-contained programs that produce
audio-visual presentations. The main goal of
a demo is to exhibit programming, artistic,
and musical skills within highly constrained
limitations (for example, restricting the
executable file to just 64k in size). Yes, you
read that correctly: 64k. Quite honestly, you
won’t believe what you’re seeing.
Coronoid
Still
French Roast
Pumpkin Factory/Bibo Films
Home Sweet Home AUTOUR DE MINUIT
How to Eat Your Apple
University of California, Los Angeles
L3.0 ISART Digital
Loom
AUTOUR DE MINUIT
Darkness Lay Your Eyes Upon Me
Conspiracy
Lost Senses
Grupa Smacznego
Dio Espresso
Fairlight and Carillion & Cyberiad
Reflexion
PlanKtoon
Emix
Epoch
Rollin Safari 1
Rollin Safari 2
Fermi Paradox
Mercury
Rollin Safari 3
Institute of Animation
Function Over Fame
Excess
The Fantastic Flying Books
of Mr. Morris Lessmore
Moonbot Studios
Hold-and-Modify
Carillion & Cyberiad and Fairlight
Wrapped Institute of Animation
Monolith
Andromeda Software Development
Shapeshift
Cocoon
 Table of Contents

S2016.SIGGRAPH.ORG
COURSES
17
FP F  #SIGGRAPH2016
Instruction, insight, and inspiration from academic and industry experts. SIGGRAPH
2016 Courses deliver invaluable learning opportunities in three levels of difficulty
(introductory, intermediate, and advanced).
Full Conference Platinum and Full Conference registration allows attendees
access to all SIGGRAPH 2016 Courses. Also visit the Studio Workshops
(formerly Studio Courses), which are open to: FP F S EP E.
Seating is on a first-come, first-served basis.
Please arrive early for the Courses you wish to attend.
Image Credit: Physically Based Shading in Theory and Practice © 2016
Stephen McAuley, Stephen Hill, Ubisoft Entertainment S.A.
GAMES
GAMES
SPECIAL SESSIONS
SPECIAL SESSIONS CONTINUED
 INVITED CONTENT
 INVITED CONTENT
Advances in Real-Time
Rendering, Part I
Monday, 25 July, 9 am-12:15 pm
Advances in Real-Time
Rendering, Part II
Monday, 25 July, 2-5:15 pm
INTERMEDIATE
INTERMEDIATE
Modern video games employ a variety of
sophisticated algorithms to produce groundbreaking 3D rendering that pushes the visual
boundaries and interactive experience of rich
environments. This course presents stateof-the-art and production-proven rendering
techniques for fast, interactive rendering of
complex an engaging virtual worlds.
Phase Two of a course on state-of-theart and production-proven rendering
techniques for fast, interactive rendering of
complex and engaging virtual worlds.
Natalya Tatarchuk
Bungie, Inc.
SUNDAY, 24 JULY
FOR EDUCATORS
FUNDAMENTALS SEMINAR
Sunday, 24 July, 10:45 am-12:15 pm
INTRODUCTORY
The Fundamentals Seminar provides a
basic background in the concepts and
terminology of computer graphics and
interactive techniques.
Mike Bailey
Oregon State University
Open Problems in Real-Time
Rendering
Tuesday, 26 July, 2-5:15 pm
AR/VR
INTERMEDIATE
FOR EDUCATORS
Leading industry experts and researchers
discuss the top unsolved problems in realtime rendering, why current solutions don’t
work in-practice, the desired ideal solution,
and the problems that need to be solved to
work toward that ideal.
HAPTIC TECHNOLOGIES FOR DIRECT
TOUCH IN VIRTUAL REALITY
Natalya Tatarchuk
Bungie, Inc.
Tiago Sousa
id Software
This course reviews recent advances
in haptic technologies in the computer
graphics community. It provides initial
training on these technologies to
prepare computer graphics researchers
and developers for development of
computational methods and immersive
VR/AR applications with direct touch.
Loius Bavoil
Cyril Crassin
NVIDIA Corporation
Miguel A. Otaduy
Universidad Rey Juan Carlos
Jorge Jimenez
Activision Blizzard, Inc.
Yibing Jiang
Carlos Gonzalez-Ochoa
Ke Xu
Ramy El-Garawany
Naughty Dog, Inc.
JT Hooker
Treyarch
Stephen Hill
Ubisoft
Aaron Lefohn
NVIDIA Corporation
Sunday, 24 July, 10:45 am-12:15 pm
INTRODUCTORY
Allison Okamura
Stanford University
Sriram Subramanian
University of Sussex
 Table of Contents

S2016.SIGGRAPH.ORG
COURSES
18
(continued)
FOR EDUCATORS
GAMES
MOBILE
GAMES
PRODUCTION
PRODUCTION
RESEARCH
AN ELEMENTARY INTRODUCTION
TO MATRIX EXPONENTIAL FOR CG
MOVING MOBILE GRAPHICS
Sunday, 24 July, 2-3:30 pm
INTERMEDIATE
Sunday, 24 July, 2-5:15 pm
INTRODUCTORY
Leading practitioners present a half-day
technical introduction to the state of the
art in mobile graphics: best practices in
real-time rendering, GPU compute for
image processing, and recent advances in
graphics APIs and rendering techniques.
INTERMEDIATE
This intuitive and visual introduction to
mathematical concepts in computer
graphics basics begins with 2D translation
and rotation, then describes 3D affine
transformation, quaternions, dual
quaternions, and more. These concepts are
explained via the mathematical concept of
matrix exponential and illustrated with a few
simple animation examples.
Hiroyuki Ochiai
IMI Kyushu University
FOR EDUCATORS
Sam Martin
Marius Bjørge
ARM Ltd.
Niklas Smedberg
Epic Games, Inc.
Roger Cordes
Lucasfilm
Christophe Hery
Pixar
GAMES
Sébastien Hillaire
EA Frostbite
Cass Everitt
Oculus VR, LLC
AR/VR
PRODUCTION
Sunday, 24 July, 2-3:30 pm
INTRODUCTORY
An introduction to classic story structure
with numerous visual examples. These
elements, normally found in many
screenwriting courses, are organized
specifically for computer scientists, technical
artists, and game and VR designers who
make animation, VFX, VR, and interactive
games come to life.
Naty Hoffman
Lucasfilm
Jay Yun
Qualcomm Inc.
AR/VR
FOR EDUCATORS
Using examples from film and games, this
course presents advances in physically
based shading in both theory and
production practices, demonstrating how it
enhances realism and leads to more intuitive
and faster art creation.
Stephen McAuley
Stephen Hill
Ubisoft Entertainment S.A.
Ray Tran
CCP hf
STORY: IT'S NOT JUST FOR
WRITERS ANYMORE
Craig Caldwell
University of Utah
Sunday, 24 July, 2-5:15 pm
Andrew Garrard
Samsung R&D Institute UK
Ken Anjyo
Ayumi Kimura
OLM Digital, Inc.
ANIMATION & VFX
PHYSICALLY BASED SHADING IN
THEORY AND PRACTICE
Jorge Jiménez
Activision
Brian Karis
Epic Games
RESEARCH
AUGMENTED REALITY –
PRINCIPLES AND PRACTICE
Sébastien Lagarde
Unity Technologies
Dan Lobl
Industrial Light & Magic
Sunday, 24 July, 2-5:15 pm
INTERMEDIATE
Augmented reality is finally shifting from pure
research to real applications. New products
such as Hololens make AR accessible for
everyone. This course enables attendees to
understand the technology behind AR; how
it is different from games, virtual reality, and
mobile computing; and how they can start
developing AR systems.
Dieter Schmalstieg
Technische Universität Graz
Ryusuke Villemin
Pixar
Cyril Jover
Sébastien Lachambre
Unity Technologies
Angelo Pesce
Xian-Chun Wu
Activision
FOR EDUCATORS
TROUBLESHOOTING AND CLEANUP
TECHNIQUES FOR 3D PRINTING
Tobias Höllerer
University of California, Santa Barbara
Sunday, 24 July, 3:45-5:15 pm
INTRODUCTORY
Learn hands-on techniques for identifying
and cleaning up geometry in 3D printing.
Explore the most commonly encountered
problems that creators and print vendors
face. Discover how these problems arise
and develop a fluent understanding of how
to solve and avoid them.
Lance Winkel
University of Southern California
 Table of Contents

S2016.SIGGRAPH.ORG
COURSES
19
(continued)
FOR EDUCATORS
RESEARCH
RESEARCH
PRODUCTION
CAPTURING THE HUMAN BODY:
FROM VR, CONSUMER, TO
HEALTH APPLICATIONS
HDR CONTENT CREATION:
CREATIVE AND TECHNICAL
CHALLENGES
INVERSE PROCEDURAL MODELING
OF 3D MODELS FOR VIRTUAL
WORLDS
Sunday, 24 July, 3:45-5:15 pm
Monday, 25 July, 2-3:30 pm
Tuesday, 26 July, 9 am-12:15 pm
INTRODUCTORY
INTRODUCTORY
INTERMEDIATE
In computer graphics, modeling the human
body is of special interest for creating
“virtual humans”, but material and optical
properties of biological tissues are complex
and not easily captured. This course covers
the major topics and challenges in using
image acquisition to model the human body.
This course explores the challenges
faced by creative professionals in
creating and preparing content for
high-dynamic-range displays.
A summary of recent state-of-the-art
approaches for inverse procedural
modeling of 3D models and their use in
various domains.
Tania Pouli
Joshua Pines
Technicolor S.A.
Daniel Aliaga
Ilke Demir
Bedrich Benes
Purdue University
Hao Li
Lingyu Wei
University of Southern California
Michael Wand
Johannes Gutenberg-Universität Mainz
RESEARCH
Anshuman Das
Tristan Swedish
Pratik Shah
Ramesh Raskar
Massachusetts Institute of Technology
VECTOR-FIELD PROCESSING ON
TRIANGLE MESHES
AR/VR
FOR EDUCATORS
RESEARCH
HUMAN-CENTERED DESIGN FOR VR
INTERACTIONS
Monday, 25 July, 9-10:30 am
INTERMEDIATE
When VR is done well, the experience can
be brilliant and pleasurable, but when it
is done badly, it can generate frustration,
fatigue, and sickness. This course
discusses the most essential concepts of
perception, action, comfort, input device
classes, design tradeoffs, hand interaction,
and patterns that influence successful VR
interaction design.
Jason Jerald
Digital ArtForms
Sixense Entertainment
NextGen Interactions
Waterford Institute of Technology
Burnout Game Ventures
CI Dynamics
Richard Marks
Sony Computer Entertainment, Inc.
MOBILE
PRODUCTION
THE QUEST FOR THE RAY
TRACING API
Monday, 25 July, 2-5:15 pm
INTERMEDIATE
MONDAY, 25 JULY
GAMES
This course reviews the various representations of tangent-vector fields on triangulated
surfaces and their associated discrete
differential operators (curl, divergence,
covariant derivative, etc). It emphasizes the
tradeoffs among simplicity, efficiency, and
accuracy of these geometry-processing
tools for applications ranging from texture
synthesis to meshing.
Tuesday, 26 July, 9 am-12:15 pm
INTERMEDIATE
Fernando de Goes
Pixar Animation Studios
Ray tracing has become a commodity in
rendering as the first ray tracing hardware
emerges. This course reviews current efforts
and abstractions in the quest for a ray tracing
API, especially the interaction of rasterization
and ray tracing, cross-platform challenges,
real-time constraints, and enabling
applications that go beyond image synthesis.
Mathieu Desbrun
California Institute of Technology
Alexander Keller
NVIDIA Corporation
Yiying Tong
Michigan State University
Ingo Wald
Intel Corporation
Takahiro Harada
Dmitry Kozlov
Advanced Micro Devices, Inc.
TUESDAY, 26 JULY
Ralf Karrenberg
NVIDIA Corporation
RESEARCH
Luke Peterson
Tobias Hector
Imagination Technologies Limited
COMPUTATIONAL GEOMETRY
ALGORITHMS LIBRARY
Tuesday, 26 July, 9-10:30 am
INTERMEDIATE
Discover the geometric algorithms and
data structures that the CGAL C++ library
offers to application developers in the
fields of point-set processing, polygonmesh processing, and mesh generation.
Understand the techniques that make CGAL
reliable, efficient, and easy to integrate in
existing software.
Pierre Alliez
Inria
Andreas Fabri
Laurent Rineau
GeometryFactory
 Table of Contents

S2016.SIGGRAPH.ORG
COURSES
WEDNESDAY, 27 JULY
AR/VR
GAMES
GEOMETRIC AND DISCRETE-PATH
PLANNING FOR INTERACTIVE
VIRTUAL WORLDS
Wednesday, 27 July, 9-10:30 am
INTERMEDIATE
An overview of algorithms and
representations for achieving real-time
dynamic navigation for the next generation
of multi-agent simulations and computer
games. Topics range from classical
techniques in computational geometry and
discrete search to recent methods in
real-time planning and navigation meshes.
Marcelo Kallmann
University of California, Merced
Mubbasir Kapadia
Rutgers University
FOR EDUCATORS
20
(continued)
RESEARCH
A PRACTICAL INTRODUCTION
TO FREQUENCY ANALYSIS OF
LIGHT TRANSPORT
Wednesday, 27 July, 9-10:30 am
INTERMEDIATE
This course presents frequency analysis
of light transport, a generic framework
for analyzing and building more efficient
rendering algorithms. It applies a practical,
implementation-driven method to
introduce the theoretical aspect of
frequency analysis and reviews various
applications of the framework.
Laurent Belcour
Unity Technologies SF
FOR EDUCATORS
AN INTRODUCTION TO GRAPHICS
PROGRAMMING USING WebGL
Wednesday, 27 July, 9 am-12:15 pm
INTRODUCTORY
An introduction to graphics-application
programming using WebGL, the JavaScript
implementation of OpenGL ES 2.0 that is
supported by all recent desktop and mobile
web browsers, and how to integrate it with
the HTML5 framework.
THURSDAY, 28 JULY
RESEARCH
FOURIER ANALYSIS OF
NUMERICAL INTEGRATION IN
MONTE CARLO RENDERING:
THEORY AND PRACTICE
COMPUTATIONAL TOOLS FOR
3D PRINTING
Wednesday, 27 July, 10:45 am-12:15 pm
Thursday, 28 July, 9 am-12:15 pm
INTERMEDIATE
INTERMEDIATE
This is a survey of recent developments
in Fourier analyses of Monte Carlo (MC)
integration to study errors in MC rendering.
It also provides a historical perspective
of Fourier analysis in graphics, reviews
necessary mathematical background,
discusses practical implications of MC
rendering algorithms, and identifies
research problems.
This course reviews current 3D printing
hardware and software pipelines, and then
focuses on computational specifications
for shape and material fabrication. Two
approaches are presented: automatic
methods (inverse modeling) and interactive
methods that keep the designer in the loop.
FOR EDUCATORS
Karmic Subr
Heriot Watt University
Bernd Bickel
Institute of Science and Technology Austria
Gurprit Singh
Dartmouth College
Wojciech Matusik
MIT CSAIL
Wojciech Jarosz
Dartmouth College
Disney Research Zürich
University of California, San Diego
AR/VR
GAMES
Ariel Shamir
Disney Research, Interdisciplinary Center Herzliya
PRODUCTION
RESEARCH
PHYSICALLY BASED SOUND FOR
COMPUTER ANIMATION AND
VIRTUAL ENVIRONMENTS
Wednesday, 27 July, 2-5:15 pm
ADVANCED
Physically based sound is an important
emerging approach for computer synthesis
of realistic synchronized sounds for
physically based animation and real-time
virtual environments. This course covers
sound models for various animated
phenomena and applies a hands-on
approach to implementing practical systems.
RESEARCH
THE MATERIAL-POINT
METHOD FOR SIMULATING
CONTINUUM MATERIALS
Thursday, 28 July, 10:45 am-12:15 pm
INTRODUCTORY
The material-point method has been used
in a number of recent papers for simulating
various materials including elastic objects,
snow, lava, sand, and viscoelastic fluids. It
is also highly integrated into the production
framework of Walt Disney Animation
Studios. This course is an introduction to
MPM for simulating continuum materials.
Chenfanfu Jiang
Craig Schroeder
University of California, Los Angeles
Alexey Stomaching
Andrew Selle
Walt Disney Animation Studios
Doug James
Stanford University
Cornell University
PIxar Animation Studios
Joseph Teran
University of California, Los Angeles
Changxi Zheng
Columbia University
Timothy Langlois
Cornell University
Ravish Mehra
Oculus Research
Edward Angel
University of New Mexico
 Table of Contents

S2016.SIGGRAPH.ORG
COURSES
GAMES
PRODUCTION
21
(continued)
RESEARCH
PRODUCTION
RESEARCH
LEARNING HUMAN BODY SHAPES
IN MOTION
MODELING PLANT LIFE IN
COMPUTER GRAPHICS
Thursday, 28 July, 2-5:15 pm
Thursday, 28 July, 3:45-5:15 pm
INTERMEDIATE
INTRODUCTORY
Accurately representing and animating the
human body in 3D is critical for games, VFX,
and virtual reality. Previously, this required
extensive hand animation. Today realistic
3D avatars can be learned from thousands
of 3D scans. This course teaches the
process of learning and using high-quality
3D models.
An introduction to modeling trees and
plants with a focus on recent advances
and applications in computer graphics.
The course focuses on procedural and
inverse-procedural modeling, biologically
based approaches, data-driven modeling,
and user-assisted methods.
Michael Black
Javier Romero
Gerard Pons-Moll
Naureen Mahmood
Federica Bogo
Max-Planck-Institut für Intelligente Systeme
Soren Pirk
Stanford University
Bedrich Benes
Purdue University
Oliver Deussen
Universität Konstanz
Radomir Mech
Adobe Systems, Inc.
Baoquan Chen
Shandong University
Takashi Ijiri
Ritsumeikan University
 Table of Contents

S2016.SIGGRAPH.ORG
EDUCATORS PROGRAM
22
 #SIGGRAPH2016
Educators from computer science, art, design, and more discuss graphics curricula,
academic-industrial partnerships, evolving pedagogical models, and strategies for
successful collaborations across disciplines.
FP F S
EDUCATORS FORUM
Educators Morning Meet and Greet
Sunday, 24 July, 10-11 am
Education Committee Open Forum
Sunday, 24 July, 11 am-Noon
The Education Committee hosts a
presentation and informal discussion about
its activities and mission, and how to become
involved. Sessions from the Education Focus
at the conference are highlighted.
Session Lead
Ginger Alford
ACM SIGGRAPH Education Committee Chair
Maker Movement Meets Formal
Education
Sunday, 24 July, Noon-1:45 pm
Students must contend with rapidly evolving
knowledge and skills as interactive makers
in both virtual and real worlds. Educators
hold a forum on pedagogy, trends, and
best practices as "making" becomes part of
curriculum.
Speakers
John Cay (moderator)
New Jersey Institute of Technology
Dori Littell-Herrick
Woodbury University
Aaron Knochel
Pennsylvania State University
Susan Reiser
University of North Carolina Asheville
Kurt Walker
Pluralsight LLC
CS + X: Cross-Campus Collaborations
Sunday, 24 July, 2-3:45 pm
A forum to discuss obstacles and best
practices for establishing interdisciplinary
programs. Topics include logistics of
conducting interdisciplinary classes,
promotion and tenure issues, advocacy
strategies, content, and trends related to
introducing CS material in the context of
other disciplines.
Glenn Goldman
New Jersey Institute of Technology
ASIFA-Hollywood Animation Educators
Forum discuss issues facing graphics
educators in the VR era
Monday, 25 July, 1-2 pm
Morgan McGuire
Williams College & NVIDIA
Educators discuss issues facing graphics
educators in the VR era.
Peter Weishar
Florida State University
Session Lead
Dori Littell-Herrick
Woodbury University
Jonah Brucker-Cohen
Lehman College / CUNY
Teaching Computer Graphics Inside a
Browser: WebGL and Three.js
Sunday, 24 July, 4-5:15 pm
Leading graphics educators share
examples, experiences, and perspectives
on teaching graphics programming and
concepts using WebGL and three.js
Speakers
Ed Angel (moderator)
University of New Mexico
Undergraduate Research Alliance
Monday, 25 July, 3-4 pm
Educators discuss best practices in
undergraduate research and explore
collaborations.
Session Lead
William Joel
Western Connecticut State University
Patrick Cozzi
University of Pennsylvania
Teaching Lighting Theory Using Unity
Monday, 25 July, 4-5 pm
Eric Haines
Autodesk
Overview of how Unity can be used as a
tool for teaching lighting theory.
Dave Shreiner
Unity
Session Lead
Stephan Keith
FP F S EP E
Education Committee Town Hall
Thursday, 28 July, 1-2 pm
EDUCATORS’ BIRDS OF A
FEATHER SESSIONS
Production Pipeline Fundamentals for
Film, Games, and TV
Monday, 25 July, 9-10:30 am
The Education Committee holds an open
meeting to reflect on the conference week
and plan for the future.
Session Lead
Education Committee
Educators learn about production
pipelines and discuss how to prepare
students for industry.
Speakers
Kathleen Milnes (moderator)
Otis College of Art and Design
Jason Doss
Dreamworks Animation Studio
Maxx Kaufmann
inXile Entertainment
Bob Nicoll
Blizzard Entertainment
Fran Zondella
The Mill
Speakers
Erik Brunvand (moderator)
University of Utah
 Table of Contents

S2016.SIGGRAPH.ORG
AR/VR
RESEARCH
EMERGING TECHNOLOGIES
23
FP F S EP E  #SIGGRAPH2016
See, learn, touch, and try the state of the art in human-computer interaction and
robotics. Emerging Technologies presents work from many sub-disciplines of
interactive techniques, with a special emphasis on projects that explore science,
high-resolution digital-cinema technologies, and interactive art-science narratives.
EMERGING TECHNOLOGIES HOURS
Sunday, 24 July
Monday, 25 July
Tuesday, 26 July
Wednesday, 27 July
Thursday, 28 July
noon-5:30 pm
10 am-5:30 pm
10 am-5:30 pm
10 am-5:30 pm
10 am-1 pm
A preliminary list of Emerging Technologies installations.
Visit s2016.siggraph.org for updates.
Image Credit: HapticWave: Directional Surface Vibrations Using Wave-Field Synthesis © 2016 Ravish Mehra,
Oculus VR; Sean Keller, David Perek, Christoph Hohnerlein, Elia Gatti, Riccardo DeSalvo, Oculus Research.
AnyLight: An Integral Illumination Device
A novel programmable lighting device that
can mimic the illumination effects of a wide
range of lighting sources (spotlight, candle,
natural light, etc.) using the principle of
integral imaging.
Yuichiro Takeuchi
Shunichi Suwa
Kunihiko Nagamine
Sony Computer Science Laboratories, Inc.
Big Robot Mk.1A
This tall robot with two wheeled legs
positions a human pilot five meters above
the ground. The pilot controls the robot’s
movement with foot motions as it follows the
path of a five-meter-tall tall humanoid.
Hiroo Iwata
Yu-ta Kimura
Hikaru Takatori
Yu-uki Enzaki
University of Tsukuba
Computational Focus-Tunable
Near-Eye Display
Enjoy 360° Vision With FlyVIZ
This focus-tunable near-eye display is
capable of reproducing multiple
emerging display modes for augmented
and virtual reality.
Robert Konrad
Nitish Padmanaban
Stanford University
New for 2016: Emerging Technologies
celebrates the project that best
exemplifies the future of art, science,
and human-computer interaction, and
the role of emerging technologies as a
force for positive advancement.
Guillermo Andrade-Barroso
Irisa/Inria Rennes Bretagne Atlantique
Jerome Ardouin
Gordon Wetzstein
Stanford University
Florian Nouviale
Anatole Lecuyer
Maud Marchal
Eric Marchand
Irisa/Inria Rennes Bretagne Atlantique
Demo of Face2Face: Real-Time
Face Capture and Reenactment
of RGB Videos
FinGAR: Combination of Electrical
and Mechanical Stimulation for
High-Fidelity Tactile Presentation
A novel approach for real-time facial
reenactment of a monocular target-video
sequence, where the goal is to animate the
facial expressions of the target video with a
source actor and re-render the manipulated
output video in a photo-realistic fashion.
FinGAR is a finger-glove tactile display
that combines electrical and mechanical
stimulation to reproduce high-fidelity tactile
sensation on a finger-pad. Combining virtual
scenes and a hand motion capture system,
users experience various textures in the
virtual world.
Emily Cooper
Dartmouth College
Justus Thies
Friedrich-Alexander University Erlangen-Nürnberg
Best of Show Award
FlyVIZ is a novel, compact, lightweight
display device that enables artificial
omnidirectional vision, so users can see
“with eyes behind the back”.
Michael Zollhöfer
Max-Planck-Institut für Informatik
Marc Stamminger
Friedrich-Alexander University Erlangen-Nürnberg
Vibol Yem
Ryuta Okazaki
Hiroyuki Kajimoto
Erika Oishi
Junko Ikuta
The University of Electro-Communications
Christian Theobalt
Max-Planck-Institut für Informatik
Matthias Nießner
Stanford University
 Table of Contents

S2016.SIGGRAPH.ORG
EMERGING TECHNOLOGIES
FOVE
FOVE is a virtual reality head-mounted
display that integrates eye-tracking
technology with virtual reality. Two small
infrared cameras achieve stereo eyetracking with less than one-degree accuracy
and 120 frames per second per eye.
Lochlainn Wilson
Jim Preston
Fove, Inc.
Graphical Manipulation of Human
Walking Direction With Visual Illusion
This installation presents a novel method
that uses a visual illusion to enable
pedestrian guidance without referring to
information provided by a navigation system.
Akira Ishii
Ippei Suzuki
Shinji Sakamoto
Keita Kanai
Kazuki Takazawa
Hiraku Doi
Yoichi Ochiai
University of Tsukuba
Guidance Field: Vector Field for Implicit
Guidance in Virtual Environments
This new guidance method implicitly
leads users to pre-defined points in virtual
environments while allowing free exploration
by altering users’ inputs according to a kind
of vector field (guidance field).
Ryohei Tanaka
Takuji Narumi
Tomohiro Tanikawa
Michitaka Hirose
The University of Tokyo
HALUX: Projection-Based Interactive
Skin for Digital Sports
HALUX places phototransistors and
vibrators on the body, and drives them with
projector light to eliminate latency derived
from communication.
Haruya Uematsu
Daichi Ogawa
Ryuta Okazaki
Taku Hachisu
Hiroyuki Kajimoto
Takahiro Shitara
Keisuke Hoshino
Khurelbaatar Sugarragchaa
The University of Electro-Communications
24
(continued)
HapticWave: Directional Surface
Vibrations Using Wave-Field Synthesis
HapticWave is a novel haptic technology
that delivers directional haptic sensations
generated on a flat surface, without
requiring users to wear a physical device.
Ravish Mehra
Oculus VR
Sean Keller
David Perek
Christoph Hohnerlein
Elia Gatti
Riccardo DeSalvo
Oculus Research
Layered Telepresence: Simultaneous
Multi-Presence Experience Using
Eye-Gaze-Based Perceptual
Awareness Blending
Layered Telepresence allows a viewer
to experience simultaneous multipresence by blending eye gaze and
perceptual awareness of real-time audio/
visual information received from multiple
telepresence robots.
MHD Yamen Saraiji
Shota Sugimoto
Charith Fernando
Kouta Minamizawa
Keio University
Susumu Tachi
The University of Tokyo
HapTONE: Haptic Instrument for
Enriched Musical Play
HapTONE delivers high-fidelity vibrotactile
sensations, not only at the moment of
key input, but also as keys are pressed.
The instrument can reproduce the touch
sensations of a keyboard, stringed,
percussion, or non-musical instrument.
Daichi Ogawa
Kenta Tanabe
Vibol Yem
The University of Electro-Communications
LiDARMAN: Reprogramming Reality
With Egocentric Laser Depth Scanning
LiDARMAN reprograms reality by substituting
visual perception. Using a Light Detection
And Ranging (LiDAR) sensor to provide
altered vision, the system can provide a novel
3D reconstructed view from outside the body
and enables novel applications.
Takashi Miyaki
The University of Tokyo
Taku Hachisu
University of Tsukuba
Jun Rekimoto
The University of Tokyo, Sony Computer Science
Laboratories, Inc.
Hiroyuki Kajimoto
Akifumi Takahashi
Ayaka Nishi
The University of Electro-Communications
Laplacian Vision: Augmenting Motion
Prediction via Optical See-Through
Head-Mounted Displays and Projectors
This vision-augmentation system aims
to assist the human ability to predict the
short-term future by visualizing trajectory
information of real-world objects via an
optical see-through head-mounted display
and a projector.
Yuta Itoh
Yuichi Hiroi
Jiu Otsuka
Maki Sugimoto
Keio University
LightAir: a Novel System for
Tangible Communication With
Quadcopters Using Foot Gestures
and Projected Images
This new paradigm of human-drone
interaction combines foot gestures with
images projected on the road. The
system allows creation of a new type
of tangible interaction with drones for
augmented sports.
Dzmitry Tsetserukou
Mikhail Matrosov
Olga Volkova
Skolkovo Institute of Science and Technology
Perceptually Based Foveated
Virtual Reality
Jason Orlosky
Kiyoshi Kiyokawa
Osaka University
This installation allows attendees to
compare several perceptually based
foveated rendering techniques running
live inside a virtual reality headset with
integrated eye-tracking.
Gudrun Klinker
Technische Universität München
Anjul Patney
Joohwan Kim
Marco Salvi
Anton Kaplanyan
Chris Wyman
Nir Benty
Aaron Lefohn
David Luebke
NVIDIA Corporation
 Table of Contents

S2016.SIGGRAPH.ORG
EMERGING TECHNOLOGIES
25
(continued)
Phyxel: Realistic Display Using Physical
Objects With High-speed Spatially
Pixelated Lighting
Unlimited Corridor: Redirected
Walking Techniques Using
Visuo-Haptic Interaction
This project explores computational
display of shape and appearance. Based
on persistence of vision, the system
coordinates high-speed adaptive lighting
and periodic motion of physical materials.
Unlimited Corridor enables users to
walk freely around virtual environments
by touching walls, although in current
reality they are walking around circular
walls within a limited space. Attendees
experience a VR search for confidential
information in a skyscraper.
Takatoshi Yoshida
Yoshihiro Watanabe
Masatoshi Ishikawa
The University of Tokyo
Ratchair: Furniture That Learns to
Move Itself With Vibration
This project presents a strategy for displacing
big objects by attaching relatively small
vibration sources. After learning how several
random bursts of vibration affect its pose, an
optimization algorithm discovers the optimal
sequence of vibration patterns required to
move the object to a specified position.
Tetiana Pershakova
Minjoo Cho Korea
Alvaro Casinelli
Daniel Saakes
Korea Advanced Institute of Science
and Technology
X-SectionScope: Cross-Section
Projection in Light-Field Clone Image
Keigo Matsumoto
The University of Tokyo
A novel interactive 3D informationvisualization display that superimposes
a cross-sectional image on an aerial
volumetric image of a real object.
Yoshikazu Furuyama
Atsushi Matsubayashi
Yasutoshi Makino
Hiroyuki Shinoda
The University of Tokyo
Yadori: Mask-Type User Interface for
Manipulation of Puppets
Yuki Ban
Takuji Narumi
The University of Tokyo
This system for animatronics storytelling
enables performers to manipulate
puppets by wearing a mask-type device
that allows easier and more intuitive
manipulation of puppets.
Yohei Yanase
Unity Technologies SF
Tomohiro Tanikawa
Michitaka Hirose
The University of Tokyo
VR Technologies for Rich
Sports Experiences
NTT is developing progressive VR
technologies to provide sports experiences
that enhance spectator enjoyment and
player performance.
Daisuke Ochi
Akio Kameda
Kosuke Takahashi
Motohiro Makiguchi
Kouta Takeuchi
Nippon Telegraph and Telephone Corporation
Mose Sakashita
Keisuke Kawahara
Amy Koike
Kenta Suzuki
Ippei Suzuki
Yoichi Ochiai
University of Tsukuba
ZoeMatrope: A System for Physical
Material Design
This project introduces ZoeMatrope: a
material display that can present and
animate realistic material by compositing
real objects.
Leo Miyashita
The University of Tokyo
Kota Ishihara
PKSHA Technology Inc.
Yoshihiro Watanabe
Masatoshi Ishikawa
The University of Tokyo
 Table of Contents

S2016.SIGGRAPH.ORG
PANELS
26
FP F  #SIGGRAPH2016
Invaluable opportunities for attendees to share opinions, insights, disagreement
with the leading experts in computer graphics and interactive techniques.
Full Conference Platinum and Full Conference Access registration allows attendees access to all SIGGRAPH 2016 Panels.
Seating is on a first-come, first-served basis. Please arrive early for the Panel you wish to attend.
SUNDAY, 24 JULY
FOR EDUCATORS
READY, STEADY ... SIGGRAPH!!!!
Sunday, 24 July, 9:30-10:30 am
 INVITED CONTENT
Not sure how to plan your time at
SIGGRAPH 2016? This panel of seasoned
attendees and program chairs explains how
to maximize your conference experience,
select the “don’t-miss” sessions, and
decipher the convention center’s layout.
Moderator
Mashhuda Glencross
Loughborough University
TUESDAY, 26 JULY
MOBILE
WEDNESDAY, 27 JULY
PRODUCTION
PRODUCTION
A VISION FOR COMPUTER VISION:
EMERGING TECHNOLOGIES
WHAT MAKES A PRODUCTION
RENDERER IN 2016
Tuesday, 26 July, 2-3:30 pm
 INVITED CONTENT
Wednesday, 27 July, 9-10:30 am
Computer vision is a rapidly evolving
discipline. It includes methods for acquiring,
processing, and understanding still
images and video to model, replicate, and
sometimes, exceed human vision and
perform useful tasks.
As the technology develops, computer
vision will be commonly used for a broad
range of services in upcoming devices and
implemented in movies, smart phones,
cameras, drones, and more. Demand for
the technology is driving the evolution
of image sensors, mobile processors,
operating systems, application software,
and device form factors in order to meet the
needs of applications and services that will
benefit from computer vision.
Panelists
Jon Peddie
Jon Peddie Research
Many systems call themselves “production
renderers”. Some are relatively unknown.
Others are well known, high-quality
renderers. And many large studios have
invested significant time and money to
develop their own proprietary renderers.
This panel explores the technical and
non-technical issues involved in introducing
a renderer into the contemporary production
environment, and maintaining it as the
technology evolves. Topics include: the
capabilities that are absolutely necessary
(and those that are not), the importance of
technological and creative control, team
size and composition, how utilization of
open-source components has affected
development, and the potential disruption
of new research results on the development
process. The session includes panelists
who are creating the state of the art in
advanced renderer development.
Panelists
Kurt Akeley
Lytro, Inc.
Michael Reed
Big Sky Studios
Paul Debevec
USC Institute for Creative Technologies
Brent Burley
Walt Disney Animation Studios
Martin Zahnert
Dacuda Inc.
Marcos Fajardo
Solid Angle S.L.
Michael Mangan
Qualcomm Technologies, Inc.
Alexander Keller
NVIDIA Research
Michael Raphael
Direct Dimensions, Inc.
Philippe Leprince
Pixar Animation Studios
Maurice van Swaaij
Blue Sky Studios
Eric Tabellion
DreamWorks Animation
 Table of Contents

S2016.SIGGRAPH.ORG
ANIMATION & VFX
PRODUCTION
 INVITED
 INVITED CONTENT
PRODUCTION SESSIONS
27
FP F S  #SIGGRAPH2016
SIGGRAPH 2016 hosts Production Sessions, where the world's most elite and
talented computer graphic experts and creative geniuses explain their processes and
techniques for creating compelling content. Following each presentation, attendees
ask questions about the challenges and issues associated with complex productions.
SUNDAY, 24 JULY
THE MAKING OF “PEARL”, A GOOGLE
SPOTLIGHT STORY
Sunday, 24 July, 10:45 am-12:15 pm
“Pearl” is a Spotlight Story directed by
Oscar-winning animator Patrick Osborne.
Conceived from the beginning as a 360º
experience, “Pearl” takes place entirely in
a car and explores the gifts we inherit from
our parents, both tangible and intangible.
The challenge: create a 360º interactive
animated film with a strongly art-directed,
highly stylized non-photorealistic look,
with naturalistic character animation tightly
synchronized with an original song, and a
story that collapses decades into minutes
through montage, and make it run on a wide
range of devices, from mobile phones to VR
headgear, in real time.
Panelists
Patrick Osborne, Director
Rachid El Guerrab, Spotlight Stories Project Lead
MONDAY, 25 JULY
TUESDAY, 26 JULY
“KUBO AND THE TWO STRINGS”:
ONE GIANT SKELETON, ONE
COLOSSAL UNDERTAKING
THE MAKING OF MARVEL’S
“CAPTAIN AMERICA: CIVIL WAR”
Monday, 25 July, 2-3:30 pm
In “Captain America: Civil War”, Steve
Rogers leads the newly formed team of
Avengers in their continued efforts to
safeguard humanity. But after another
incident involving the Avengers results in
collateral damage, political pressure mounts
to install a system of accountability, headed
by a governing body to oversee and direct
the team. The new status quo fractures
the Avengers, resulting in two camps, one
led by Steve Rogers and his desire for the
Avengers to remain free to defend humanity
without government interference, and the
other following Tony Stark’s surprising
decision to support government oversight
and accountability. Marvel Studios, ILM,
Rise FX, and Method Studios show
attendees how they created some of the
movie’s most heart-stopping moments.
For “Kubo and the Two Strings”, (in theaters
19 August), LAIKA launched an immensely
powerful puppet – to scale. The result:
a giant (18-foot) skeleton with a 24-foot
wingspan from finger to finger. With realworld materials including dense CNC foam,
paper, paint, and a steel armature, the
Giant Skeleton was a massive undertaking,
involving LAIKA's notoriously interdependent
and collaborative crew. And when the
puppet was finished, the challenges began.
Panelists
Steve Emerson, VFX Supervisor
Steve Switaj, Engineer, Camera and
Motion Control
Mitch Prater, Principal Software Engineer
Eric Wachtman, CG Look Development Lead
LAIKA
Tuesday, 26 July, 10:45 am-12:15 pm
David Eisenmann, Producer
Panelists
Cassidy Curtis, Tech Art Lead
Google
Victoria Alonso, Executive Vice President,
Physical Production
Dan Deleeuw, VFX Supervisor
Jen Underdahl, VFX Producer
Marvel Studios
Russell Earl, VFX Supervisor
Industrial Light & Magic
Greg Steele, VFX Supervisor
Method Studios
 Table of Contents
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S2016.SIGGRAPH.ORG
PRODUCTION SESSIONS
THE VFX OF DISNEY’S “THE
JUNGLE BOOK”
Tuesday, 26 July, 3:45-5:15 pm
The visual effects team behind Jon
Favreau’s live-action adaptation of “The
Jungle Book” discusses the creative and
technical challenges behind bringing the
story's characters and stunning full CG
environments to life. A team of over 800 CG
artists led by Production VFX Supervisor
Rob Legato, MPC VFX Supervisor Adam
Valdez, Animation Supervisor Andy Jones,
and Weta Digital VFX Supervisor Keith
Miller, worked for two years to animate over
60 species of animal; craft the mountain
temple, trees, rocks, and vines; and simulate
earth, fire, and water.
Panelists
Andy Jones, Animation Supervisor
Walt Disney Animation
Adam Valdez, VFX Supervisor
Moving Picture Company
Keith Miller, Digital VFX Supervisor
Weta Digital
28
(continued)
“DEADPOOL” + COLOSSUS OUR
FAVORITE (ANTI) SUPERHEROES
WEDNESDAY, 27 JULY
UNDER THE SEA – THE MAKING OF
“FINDING DORY”
Wednesday, 27 July, 10:45 am-12:15 pm
Find the answers to how Pixar artists
created the studio’s latest feature film,
“Finding Dory”. Top animators and technical
artists deliver a deep dive into the process
of creating the summer hit, which required
adoption of an entirely new back-end
pipeline and cutting-edge technology. From
character design and animation to lighting,
CG water like you’ve never seen before and,
perhaps most crucially, RenderMan REYES,
and RIS, come find out how “Finding Dory”
revolutionized Pixar Animation Studios from
sea-level up.
Panelists
Steve Pilcher
Jeremie Talbot
Jim Brown
Masha Ellsworth
Chris Burrows
Chris Chapman
Ian Megibben
John Halstead
Pixar Animation Studios
“STAR WARS: BATTLEFRONT” –
GAME DEVELOPMENT IN THE STAR
WARS UNIVERSE!
Wednesday, 27 July, 2-3:30 pm
The DICE team reveals some of the work
that went into “Star Wars: Battlefront,” their
award-winning, visually stunning game. They
share challenges they faced, discuss their
approach to overcoming those challenges,
and offer a candid, open conversation about
their process. Specific topics include PBR,
photogrammetry, vertex shading, fragment
shading, Enlighten, tessellation, and
optimizations. Attendees learn how DICE
works; explore the challenges developers
face when dealing with high-profile assets
such as iconic characters, planets and
weapons; understand the solutions to those
challenges, and engage the creators in a
panel discussion.
Wednesday, 27 July, 3:45-5:15 pm
Digital Domain worked on the three
main aspects of “Deadpool”: Colossus,
Deadpool interacting with Colossus, and the
Helicarrier. Creation of Colossus required
five different actors: a motion-capture
actor, a taller actor on the principle shoot, a
voice-over actor, face model, and a Mova/
facial-capture actor. The team used a
proprietary real-time system to capture the
facial movement of one actor and redirect
to the Colossus character with perfect 1:1
geometry of usable data. They created the
digi-double of Deadpool that was usable
by all vendors on the project. And they
created the Helicarrier; which is similar to
Marvel’s X-Men carrier, but a bit more rustic
looking in this anti-hero film. Blur Studio
created the film’s opening title sequence,
provided previsualization for several action
sequences, delivered an additional 37 VFX
shots for two key scenes, and made the
low-fi animated end titles. Blur also provided
previsualization for the main car chase, the
subsequent bullet-counting sequence, and
the final fight scene. Previsualization was
critical for staging the flow of each scene
and determining which shots would work
best in advance. One of the main tasks
in Blur’s 37 VFX shots was integrating a
fully CG version of a damaged Colossus,
building on Digital Domain’s “clean”
Colossus model. Blur developed an identical
clean Colossus, which required extensive
full-body and facial motion capture, and
incorporated heat damage, scrapes, and
other flaws.
Panelists
Jan Philip Cramer, Animation Director
Scott Edelstein, CG Supervisor
Digital Domain 30, Inc.
Franck Balson, Previsualization Supervisor
Sebastien “Zeb” Chort, CG Supervisor
Blur Studio
Panelists
Kenneth Brown, Technical Art Director
Jonas Andersson, Visual Effects Artist
Pontus Ryman, Senior Environment Artist
Anders Egleus, Senior Visual Effects Artist
Oscar Carlén, Senior Lighting Artist
Electronic Arts Digital Illusions Creative
Entertainment AB
 Table of Contents

S2016.SIGGRAPH.ORG
PRODUCTION SESSIONS
THURSDAY, 28 JULY
FROM ARMADILLO TO ZEBRA:
CREATING THE DIVERSE
CHARACTERS AND WORLD
OF “ZOOTOPIA”
Thursday, 28 July, 10:45 am-12:15 pm
The world of “Zootopia” is a vast, multiscale, multi-climate city that represents the
biomes of the tundra, desert, rainforest,
and grasslands. It is also a place where
humans never existed and animals have
evolved to be anthropomorphic, clothed,
city-dwellers. Walt Disney Animation Studios
pushed the artistic boundaries of all aspects
of the production process to create vastly
different environments filled with hundreds
of unique and detailed characters. The scale
difference of the animals, from a mouse to
giraffe (95:1), required creation of a world
that could be inhabited by characters of all
shapes and sizes while depicting thousands
of furred and clothed animals.
Panelists
Nicholas Burkard, Technical Animation Supervisor
Hans-Joerg Keim, Head of Environments
Brian Leach, Director of Cinematography, Lighting
Sean Palmer, Technical Lead for Disney’s XGen
Ernest Petti, Technical Supervisor
Michelle Robinson, Character Look Supervisor
Walt Disney Animation Studios
29
(continued)
DEVELOPING “MASS EFFECT:
NEW EARTH” – A 4D
HOLOGRAPHIC ADVENTURE
INDUSTRIAL LIGHT & MAGIC
PRESENTS THE VISUAL EFFECTS OF
“STAR WARS: THE FORCE AWAKENS”
Thursday, 28 July, 2-3:30 pm
Thursday, 28 July, 3:45-5:15 pm
This session focuses on development of
“Mass Effect: New Earth,” a first-of-its kind
theme-park attraction at California’s Great
America in Santa Clara. The experience
features “holographic 3D”, using the world’s
largest and highest-resolution 3D LED
screens combined with cutting-edge mixedfield sound technology, motion seats, and
4D effects such as leg ticklers, air blasts,
transducers, and CO2. The panel discusses
the technology used in the attraction
and how multiple partners including
BioWare, Cedar Fair, 3D Live, and Halon
Entertainment collaborated to build it.
The ILM team discusses the range of
challenges presented by bringing the latest
installment in the storied “Star Wars” series
to life. Utilizing a seamless blend of practical
effects, sets, locations, and cutting-edge
digital animation and visual effects, the team
summarizes how they created an array of
the film’s 2100 visual-effects shots.
Panelists
Daniel Pearson, CG Supervisor
Patrick Tubach, VFX Supervisor
Paul Kavanagh, Animation Supervisor
Polly Ing, CG Supervisor
Industrial Light & Magic
Panelists
Robert deMontarnal, Business Development
BioWare
Christian Dieckmann, VP Strategic Growth
Cedar Fair Entertainment Company
Howard Newstate, Executive Producer
Media Networks Cedar Fair
Entertainment Company
Clint Reagan, Previs Supervisor
Halon Entertainment LLC
Nathan Huber, Co-Founder and CEO
3D Live
 Table of Contents

S2016.SIGGRAPH.ORG
AR/VR
GAMES
REAL-TIME LIVE!
30
FP F S  #SIGGRAPH2016
Tuesday, 26 July, 5:30-7:15 pm
An interactive extravaganza that celebrates the real-time achievements within the
intersection of genius technical skills and creative beauty. Real-Time Live! shows off
the latest trends and techniques for pushing the boundaries of interactive visuals.
Image Credit: Quill, VR Drawing in the Production of Oculus Story Studio’s New Movie © 2016
Inigo Quilez, Wesley Allsbrook, Oculus Story Studio.
BEST REAL-TIME GRAPHICS
AND INTERACTIVITY AWARD
Developers create and showcase the
best real-time graphics and interactivity
applications possible using today’s
technologies.
The winning team is announced from
the Real-Time Live! stage.
Last year’s award winner was:
Pushing Photorealism in “A Boy
and His Kite,” Epic Games
Adam
“Adam” is a real-time rendered short film
created with the Unity game engine.
Veselin Efremov
Zdravko Pavlov
Unity Technologies SF
Bound
Bound is an innovative 3D platformer game
with dynamic procedural environments
inspired by the works of the demoscene.
Procedural aspects of the game
environment enabled solutions to some of
the hardest problems of VR gaming.
Character Shading of Uncharted 4
Gary the Gull
The challenges of character shading in
Uncharted 4: volumetric feeling of the
hair, using shader packages for different
surfaces, performance for main characters
and crowds, dynamic wear and tear.
Gary the Gull is an interactive VR character
that responds to voice, gestures, and
distance in a short interactive VR film. It
was built by an ex-Pixar, ex-Bungie team to
demonstrate a new form of storytelling in VR
that bridges games and film.
Yibing Jiang
Naughty Dog, Inc.
Tom Sanocki
Limitless Ltd
From Previs to Final in Five
Minutes: a Breakthrough in Live
Performance Capture
Mark Walsh
Motional LLC
Epic Games teamed up with Ninja Theory,
Cubic Motion, and 3Lateral to create the
world's first believable human driven live by
an actress within an Unreal Engine game
world. In this demonstration, body, face, and
voice are all captured live in real time and
recorded to create a real-time scene.
Tameem Antoniades
Ninja Theory Ltd.
ILMxLAB Augmented Reality Experience
Using an iPad, Vive motion tracking system,
ILM's Zeno application framework, and
hardware-accelerated video encoding,
Industrial Light & Magic has created an
augmented reality experience that allows
users to interact with a digital character,
which allows easy prototyping of augmented
reality experiences.
Nick Rasmussen
Kevin Wooley
Sheila Santos
Rachel Rose
Industrial Light & Magic
Kim Libreri
Epic Games, Inc.
Steve Caulkin
Cubic Motion Ltd
Vladmir Mastilovic
3Lateral Studio
Michal Staniszewski
Plastic
 Table of Contents

S2016.SIGGRAPH.ORG
REAL-TIME LIVE!
31
(continued)
Immersive Augmented Reality in
Minutes with Meta 2
Real-Time Graphics in Pixar
Film Production
Real-Time Technologies of FINAL
FANTASY XV Battles
This presentation builds an interactive
augmented reality application with Meta 2
live, on stage in minutes. It demonstrates
a content-creation workflow that no longer
only exists in a panel, but live within our
world, where we can directly engage it with
our hands.
This live demo of Pixar’s Presto
animation software shows how real-time
graphics techniques are used to create
performances with characters like Woody,
Buzz, Dory, and Butch from “The Good
Dinosaur”. Techniques demonstrated
include displacement, shadows, ambient
occlusion, depth of field, and physically
based GLSL shading.
This presentation showcases several realtime technologies implemented for FINAL
FANTASY XV’s epic battle between heroes
and monsters:
Raymond Lo
Duncan McRoberts
Meta Company
Dirk Van Gelder
Pixar Animation Studios
Project Tango
Project Tango technology gives a mobile
device the ability to navigate the physical
world similar to how we do as humans. It
brings a new kind of spatial perception to
the Android platform by adding advanced
computer vision, image processing, and
special vision sensors.
Eitan Marder-Eppstein
Google Inc.
Quill: VR Drawing in the Production of
Oculus Story Studio’s New Movie
The Oculus Story Studio, the team behind
the pioneering VR short films “Lost” and
“Henry”, demonstrates the art of their
newest film, “Dear Angelica”, which has a
unique illustrative look created with a tool
that allows artists to paint scenes in VR
using Oculus Touch.
Real-Time Simulation of Solids with
Large Viscoplastic Deformation
The first demonstration of real-time
solid simulation that can handle large
plastic deformation. The new algorithm is
implemented in NVIDIA Gameworks. This
demo includes cutting, manipulating, and
even blowing up dough of various shapes
with several virtual tools controlled with a
hand-tracking device.
Nuttapong Chentanez
Matthias Müller
Miles Macklin
NVIDIA Corporation
• AI systems that control companions
and monsters
• Dynamic weather systems and lighting
• Visual effects for magic that affects
the environment
Isamu Hasegawa
Remi Driancourt
Hiromitsu Sasaki
Wan Hazmer
SQUARE ENIX CO., LTD.
The Afterpulse: State-of-the-Art
Rendering on Mobile GPUs
Afterpulse is a game for mobile devices
that uses the latest version of the Karisma
engine, which implements state-of-the-art
graphics algorithms typically used in
console and desktop games. The engine
and tools were developed in-house with
almost no external dependencies.
Unai Landa
Sergi Royo
Digital Legends Entertainment
Inigo Quilez
Wesley Allsbrook
Oculus Story Studio
 Table of Contents

S2016.SIGGRAPH.ORG
AR/VR
GAMES
MOBILE
STUDIO
32
FP F S EP E  #SIGGRAPH2016
The Studio explores altered reality, the virtual made physical, and creations that
cross these spaces.
STUDIO HOURS
Sunday, 24 July
Monday, 25 July
Tuesday, 26 July
Wednesday, 27 July
Thursday, 28 July
noon-5:30 pm
10 am-5:30 pm
10 am-5:30 pm
10 am-5:30 pm
10 am-1 pm
Visit s2016.siggraph.org for updates.
Seating is on a first-come, first-served basis.
Please arrive early for the Studio Workshops you wish to attend.
Image Credit: Do-it-Yourself Virtual Reality Experiences on Networked
Mobile Devices © 2016 Fangwei Lee, Realiteer.
FEUDING CITIES:
WHO WANTS TO PLAY?
The Studio presents Feuding Cities, a
physical and virtual game that is played
out in both worlds. The game allows
attendees to work (and play!) together
to create something special.
For more information.
ANDROID VR DEVELOPMENT PRIMER
STUDIO WORKSHOPS
E-CANNONS AND OTHER WEAPONS
Tuesday, 26 July, 10:45 am-12:15 pm
 INVITED CONTENT
Sunday, 24 July, 2-3:30 pm
Monday, 25 July, 2-3:30 pm (Repeated)
 INVITED CONTENT
This hands-on workshop explores building a
complete VR game for Android using Unity
and the Cardboard SDK.
In this workshop, attendees learn how
to build a cannon that shoots 3/4-inch
nylon balls, like a tennis-ball machine.
After attendees assemble the cannon’s
microcontrollers, sensors, and servomotors,
they program it for accurate operation and
design a ball hopper to feed the cannon
more ammunition. The cannons will be used
in the the Feuding Cities game.
Andrew Besmer
Winthrop University
Daniel Galpin
Google Inc.
AR/VR
MAKING VR WITH UNREAL ENGINE
Tuesday, 26 July, 2-3:30 pm
 INVITED CONTENT
This Studio Workshop focuses on the
freely available online learning resources,
understood best practices, and the core
process of building locomotion and
interaction mechanics for locomotion and
interaction in a virtual reality environment
with Unreal Engine 4.
DIGITAL T-SHIRT DESIGN
AND PRINTING
Sunday, 24 July, 3:45-5:15 pm
 INVITED CONTENT
This Studio Workshop reviews design
considerations for creating artwork for
digital direct-to-garment printers. Attendees
design and print their own t-shirts.
Luis Cataldi
Epic Games, Inc.
Eddie Murphy
Epson
 Table of Contents

S2016.SIGGRAPH.ORG
STUDIO
AR/VR
UE4 VIRTUAL MOVIE PRODUCTION
WITH SEQUENCER
Wednesday, 27 July, 10:45 am-12:15 pm
 INVITED CONTENT
Unreal Engine 4 has an amazing new
virtual movie production tool suite built right
into its amazing real-time engine. During
this Studio Workshop, the new cinematic
cameras, cranes, and rail rigs to build a
short cinematic experience with content that
is free to download from the Unreal Engine
Launcher is utilized.
Luis Cataldi
Epic Games, Inc.
AR/VR
33
(continued)
FOR EDUCATORS
Lumio3D: Rapid 3D Geometry
and Reflectance Acquisition from
Continuous Spherical Illumination
STUDIO PROJECTS
Do-it-Yourself Virtual Reality
Experiences on Networked
Mobile Devices
Realiteer Corp. is creating an authoring
platform that enables everyone to create
and share unique VR experiences, from
building customizable VR equipment
to generating unique VR content on
smartphones and sharing with friends in
real time.
Fangwei Lee
Realiteer Corp.
STEREO HAPTICS: A HAPTIC
INTERACTION TOOLKIT FOR
TANGIBLE VIRTUAL EXPERIENCES
Wednesday, 27 July, 2-5:15 pm
The purpose of this Studio Workshop is
to introduce Stereo Haptics, a toolkit that
uses existing audio-based tools (hardware
and software) to generate, modify and
playback dynamic haptic media, and to
guide attendees to generate haptic content
to enrich multisensory experience in virtual
reality settings.
Ali Israr
Disney Research
Siyan Zhao
Carnegie Mellon University
Borom Tunwattanapong
Ratchathani University
Pitchaya Sitthi-Amorn
Wichayut Eaksarayut
Chulalongkorn University
MakeVR: An Immersive ContentCreation Experience
E-Cannons and Other Weapons
PRODUCTION
Lumio3D captures both high-fidelity 3D
geometry and reflectance from 48
viewpoints around the object with
continuous spherical illumination created
by 15,000 programmable LEDs in less than
one minute.
In this project, attendees learn how to build
a cannon that shoots 3/4-inch nylon balls,
like a tennis-ball machine. After attendees
assemble the cannon’s microcontrollers,
sensors, and servomotors, they program
it for accurate operation and design a
ball hopper to feed the cannon more
ammunition. The cannons will be used in the
the Feuding Cities game.
MakeVR is a professional-grade CAD
modeling system with a natural
two-handed interface.
Lumii: DIY Light-Field Prints
MiragePrinter is a fabrication device that
combines a 3D printer and a mid-air floating
image display to seamlessly connect users’
digital works and physical works. With this
system, users can design, modify, and print
object models on the 3D printer’s stage
while viewing floating images overlapped
with it.
Create a hologram-like 3D image of your
own face on a thin printed surface using a
standard inkjet printer coupled to Lumii’s
light-field engine.
Matthew Hirsch
Daniel Leithinger
Thomas Baran
Lumii Inc.
Tom Farinella
MiragePrinter: Interactive Fabrication
on a 3D Printer With a Mid-Air Display
Junichi Yamaoka
Yasuaki Kakehi
Keio University
Kyna McIntosh
Zachary Schwemler
Adam Fritz
John Mars
Disney Research
Zushiki Light Art: Form Finding and
Making Through Paper Folding
This project demonstrates a practical
application of paper folding (the art of
origami) to seek innovative ways of form
finding and making in product design.
Christian Frisson
University of Mons, numediart Institute
Ivan Huerta
Maggie Kosek
Charalampos Koniaris
Kenny Mitchell
Disney Research
 Table of Contents
Paul Mlyniec
Digital ArtForms, Inc.
Jiangmei Wu
Indiana University

S2016.SIGGRAPH.ORG
TALKS
34
FP F  #SIGGRAPH2016
Talks highlight the latest developments before publication, present ideas that are
still in progress, or showcase how computer graphics and interactive techniques are
actually implemented and used, in graphics production or other fields.
Full Conference Platinum and Full Conference registration
allows attendees access to all SIGGRAPH 2016 Talks.
ACM SIGGRAPH Organization Talks:
* UIST Reprise at SIGGRAPH 2016
* IEEE TVCG Session on Virtual and Augmented Reality
* IEEE TVCG Session on Advances in Data Visualization
Seating is on a first-come, first-served basis.
Please arrive early for the Talk session you wish to attend.
Image Credit: Bringing Google Earth to Virtual Reality © 2016 Dominik Kaeser, Google.
SUNDAY, 24 JULY
PRODUCTION
TOO HOT TO HANDLE
ART
MOBILE
ART
PRODUCTION
RESEARCH
VAN GOGH WOULD BE PROUD
GET IN SHAPE
Sunday, 24 July, 10:45 am-12:15 pm
Sunday, 24 July, 10:45 am-12:15 pm
Session Chair: Brittany Ransom, California State
University, Long Beach
Session Chair: Mashhuda Glencross,
Loughborough University
Digital Painting Classroom: Learning
Oil Painting Using a Tablet
AutoSpline: Animation Controls Only
When and Where You Need Them
Tuur Stuyck
Philip Dutré
Katholieke Universiteit Leuven
Mark Hessler
Jeremie Talbot
Pixar Animation Studios
Sunil Hadap
Adobe Research
SuperD: SubD Without Subdivision
Painting With Turbulence
Alyn Rockwood
Kun Gao
Boulder Graphics LLC
Sunday, 24 July, 10:45 am-12:15 pm
Session Chair: Ali Israr, Disney Research
Wham! Building the Freeway Chase
in “Deadpool”
William Muto
Nico Sanghrajka
Marc-Antoine Paquin
Stuart Gordon
Atomic Fiction
Monique Bradshaw
ConductorIO
Rudy Grossman
Laurent Taillefer
Atomic Fiction
Delivering Doomsday: The Meteor FX
of “Ice Age: Collision Course”
David Quirus
Matthew Roach
Blue Sky Studios
Chuqiao Wang
Sam Wang
Robert Geist
Clemson University
Michael Farrell
Verto Studio
Physical Mesh Data Structures
Loving Vincent: Guiding Painters
Through 64,000 Frames
Ergun Akleman
Shenyao Ke
You Wu
Texas A&M University
Francho Meléndez
Uniwersytet Wrocławski
Łukasz Mackiewicz
Audiovisual Technology Center
Mesh Colors With Hardware
Texture Filtering
Directed Volcano: Getting the Most Out
of Your Simulations
Cem Yuksel
University of Utah
Gregory Ecker
Ravindra Dwivedi
Ilan Gabai
Blue Sky Studios
 Table of Contents

S2016.SIGGRAPH.ORG
TALKS
35
(continued)
LIFE IS SHORTS
DANCING TREES
The Making of “Inner Workings”
Monday, 25 July, 9-10:30 am
Sean Lurie
Leo Matsuda
Josh Staub
Walt Disney Animation Studios
Creating Piper – Pixar’s Latest
Short Film
Brett Levin
Alan Barillaro
Jason Beamer
Ferdi Schemers
Erik Smitt
Pixar Animation Studios
PRODUCTION
RESEARCH
Sunday, 24 July, 3:45-5:35 pm
Session Chair: Makai Smith, Bentley Systems
HFTS: Hybrid Frustum-Traced Shadows
in The Division
Jon Story
Chris Wyman
NVIDIA Corporation
Sparse Shadow Tree
Kevin Myers
Activision Blizzard, Inc.
LightCraft – Extract Light Position and
Information From On-Set Photography
Alex Suter
Victor Schutz
Dan Lobl
Brian Gee
Lucasfilm Ltd.
Rendering Fast & Furious: Supercharged
in Stereo for a 400-Foot Curved Screen
Rob Pieké
Technicolor, Moving Picture Company
Luma HDRv: An Open-Source
High-Dynamic-RangeVvideo Codec
Optimized by Large-Scale Testing
Rafał‚ K. Mantiuk
University of Cambridge
Jonas Unger
Linköpings universitet
Session Chair: Maryann Simmons, Walt Disney
Animation Studios
Art-Directable Procedural Vegetation in
Disney's “Zootopia”
Sara Drakeley
Maryann Simmons
Hans Keim
Jared Reisweber
Daniel Teece
Walt Disney Animation Studios
PRODUCTION
FACE OFF
Monday, 25 July, 3:45-5:35 pm
Session Chair: Kenny Mitchell, Disney Research
Brian Cantwell
Paige Warner
Michael Koperwas
Industrial Light & Magic
Kiran Bhat
LoomAi
Olivier Soares
Magic Leap, Inc.
“Kung Fu Panda 3”: Mandarin Lip-Sync
Reanimation Process and Pipeline
Thomas Moser
Frank Aalbers
Gordon Cameron
Pixar Animation Studios
Mark Edwards
DreamWorks Animation
Robert Armstrong
mattermark
Can't See the Jungle for the Trees
Alvin Ho Tsun Chuen
Oriental DreamWorks
Tom Melson
Moving Picture Company
Shape-Analysis-Driven
Surface Correction
The Trees of “The Jungle Book”
Alexander Schwank
Callum James
Tony Micilotta
Moving Picture Company
GAMES
ANIMATION & VFX
ILM Facial Performance Capture
Vegetation Choreography in
“The Good Dinosaur”
DARK HIDES THE LIGHT
Gabriel Eilertsen
Linköpings universitet
Dong Joo Byun
James Mansfield
Cesar Velazquez
Walt Disney Animation Studios
PRODUCTION
Sunday, 24 July, 2-3:30 pm
 INVITED CONTENT
GAMES
Delicious Looking Ice Cream Effects
With Non-Simulation Approaches
MONDAY, 25 JULY
PRODUCTION
Claude Levastre
ON Animation Studio
As-Rigid-As-Possible Deformation
Transfer for Facial Animation
PRODUCTION
David Corral
Doug Roble
Lucio Moser
Digital Domain 3.0, Inc.
ANGRY EFFECTS SALAD
Monday, 25 July, 2-3:30 pm
Session Chair: Peter Hall, University of Bath
Warping With Accumulated
Motion Vectors
Sea Surface Visualization in World
of Warships
Stephen Willey
Gregory Keech
Double Negative
Yury Kryachko
Wargaming Public Co Ltd
Visual Effects of Final Fantasy XV:
Concept, Environment,
and Implementation
Isamu Hasegawa
Ryota Nozoe
Teppei Ono
Masahiko Koyama
Taku Ishida
SQUARE ENIX CO., LTD.
The Effects of “The Jungle Book”
Oliver Winwood
Rob Hopper
Kai Wolter
Moving Picture Company
 Table of Contents

S2016.SIGGRAPH.ORG
TALKS
36
(continued)
TUESDAY, 26 JULY
ANIMATION & VFX
Stochastic Layered Alpha Blending
Chris Wyman
NVIDIA Corporation
Tuesday, 26 July, 10:45 am-12:15 pm
 INVITED CONTENT
PRODUCTION
ICING ON THE CAKE
Tuesday, 26 July, 9-10:30 am
Quantum Supersampling
Webstrates: Shareable Dynamic Media
Eric Johnston
University of Bristol, Solid Angle
Clemens N. Klokmose
Aarhus Universitet
Session Chair: Gavin Miller, Adobe Systems
HairCraft: Spells and Incantations for
Digital Hair
Stephen Bowline
Andrew Johnson
Ryan Gillis
Industrial Light & Magic
Artist-Friendly Level-of-Detail in a
Fur-Filled World
Kendall Litaker
Sean Palmer
Walt Disney Animation Studios
Pyramid Coordinates for Deformation
With Collision Handling
Gene Lin
Oriental DreamWorks
Nafees Bin Zafar
Oriental DreamWorks
DreamWorks Animation
Flesh, Flab, and Fascia Simulation
on “Zootopia”
Andy Milne
Mark McLaughlin
Rasmus Tamstorf
Alexey Stomakhin
Nicholas Burkard
Mitch Counsell
Jesus Canal
David Komorowski
Evan Goldberg
Walt Disney Animation Studios
PRODUCTION
RESEARCH
ROLL THE DICE
Tuesday, 26 July, 9-10:30 am
ANIMATION & VFX
UIST REPRISE AT SIGGRAPH 2016
James R. Eagan
Télécom ParisTech, CNRS LTCI UMR 5141
PRODUCTION
A TALL DRINK OF WATER
Tuesday, 26 July, 10:45 am-12:15 pm
Siemen Baader
Aarhus Universitet
Session Chair: Mark Elendt, Side Effects
Software Inc.
Wendy Mackay
Inria, Université Paris-Sud
Lapping Water Effects in “Piper”
Michel Beaudouin-Lafon
Université Paris-Sud, CNRS
Vincent Serritella
Hosuk Chang
Leon Park
Ferdi Scheepers
Brett Levin
PIxar Animation Studios
GelTouch: Localized Tactile Feedback
Through Thin, Programmable Gel
Viktor Miruchna
Robert Walter
David Lindlbauer
Maren Lehmann
Regine von Klitzing
Technische Universität Berlin
Simulating Rivers in
“The Good Dinosaur”
Jörg Müller
Aarhus Universitet
Jon Reisch
Stephen Marshall
Magnus Wrenninge
Tolga Göktekin
Michael Hall
Michael O'Brien
Jason Johnston
Jordan Rempel
Andy Lin
Jon Reisch
Pixar Animation Studios
Orbits: Gaze Interaction for Smart
Watches Using Smooth-Pursuit
Eye Movements
Augusto Esteves
Eduardo Velloso
Lancaster University
Andreas Bulling
Max-Planck-Institut für Informatik
Spatially Adaptive FLIP Fluid
Simulations in Bifrost
Hans Gellersen
Lancaster University
Michael Nielsen
Robert Bridson
Autodesk Inc.
Foldio: Digital Fabrication of Interactive
and Shape-Changing Objects With
Foldable Printed Electronics
Inside Houdini’s Distributed
Solver System
Simon Olberding
Sergio Soto Ortega
Klaus Hildebrandt
Jürgen Steimle
Max-Planck-Institut für Informatik
Jeff Lait
Side Effects Software, Inc.
Session Chair: Ginger Alford, Trinity Valley School/
Fort Worth Museum of Science and History
Gaze Shifting: Direct-Indirect Input With
Pen and Touch Modulated by Gaze
Blue-Noise Dithered Sampling
Ken Pfeuffer
Jason Alexander
Ming Ki Chong
Yanxia Zhang
Hans Gellersen
Lancaster University
Iliyan Georgiev
Marcos Fajardo
Solid Angle S.L.
Cache-Friendly Micro-Jittered Sampling
Arthur Dufay
Technicolor, LP2N (CNRS)
Pascal Lecocq
Jean-Eudes Marvie
Technicolor
Romain Pacanowski
Xavier Granier
LP2N (CNRS)
 Table of Contents

S2016.SIGGRAPH.ORG
TALKS
ANIMATION & VFX
PRODUCTION
BUILDING CHARACTER
Tuesday, 26 July, 2-3:30 pm
Session Chair: Akshay Agarwal, Google Inc.
Designing an Interaction With
an Octopus
Jeremie Talbot
Mark Piretti
Kevin Singleton
Mark Hessler
Pixar Animation Studios
“Warcraft’s Durotan: Hero, Complex”
Victor Schutz
Paul Giacoppo
Chase Cooper
Industrial Light & Magic
Character Workflow of Final Fantasy XV
Kazutaka Kurosaka
Eitaro Iwabuchi
SQUARE ENIX CO., LTD.
A Flexible Rigging Framework for VFX
and Feature Animation
Jesus Nieto
Theodore Facey
Sylvain Brugnot
Double Negative
37
(continued)
IEEE TVCG SESSION ON VIRTUAL
AND AUGMENTED REALITY
IEEE TVCG SESSION ON ADVANCES
IN DATA VISUALIZATION
Tuesday, 26 July, 2-3:30 pm
 INVITED CONTENT
Tuesday, 26 July, 3:45-5:15 pm
 INVITED CONTENT
Lift-Off: Using Reference Imagery
and Freehand Sketching to Create 3D
Models in VR
HOLA: Human-Like Orthogonal
Network Layout
Bret Jackson
Macalester College
Daniel Keefe
University of Minnesota
SoftAR: Visually Manipulating Haptic
Softness Perception in Spatial
Augmented Reality
Parinya Punpongsanon
Daisuke Iwai
Kosuke Sato
University of Osaka
Steve Kieffer
Tim Dwyer
Kim Marriott
Michael Wybrow
Monash University
Visualization-by-Sketching: An Artist’s
Interface for Creating Multivariate
Time-Varying Data
David Schroeder
Gonzaga University
Daniel Keefe
University of Minnesota
Latency in Distributed Acquisition and
Rendering for Telepresence Systems
Stephan Ohl
Malte Willert
Oliver Staadt
Universität Rostock
Voyager: Exploratory Analysis via
Faceted Browsing of Visualization
Recommendations
Kanit Wongsuphasawat
Dominik Moritz
University of Washington
Anushka Anand
Jock Mackinlay
Tableau Software
From Motion to Photons in 80
Microseconds: Towards Minimal
Latency for Virtual and
Augmented Reality
Bill Howe
Jeffrey Heer
University of Washington
Peter Lincoln
Alex Blate
Montek Singh
Turner Whitted
Andrei State
Anselmo Lastra
Henry Fuchs
University of North Carolina at Chapel Hill
Time Curves: Folding Time to Visualize
Patterns of Temporal Evolution in Data
Benjamin Bach
Microsoft Research
Conglei Shi
IBM T.J. Watson Research Center
Nicolas Heulot
IRT SystemX
Tara Madhyastha
Tom Grabowski
University of Washington
Pierre Dragicevic
INRIA
 Table of Contents

S2016.SIGGRAPH.ORG
TALKS
GAMES
38
(continued)
PRODUCTION
BRAIN & BRAWN
Tuesday, 26 July, 3:45-5:15 pm
WEDNESDAY, 27 JULY
PRODUCTION
THURSDAY, 28 JULY
RESEARCH
ANIMATION & VFX
PRODUCTION
BOUNCING AROUND
IT'S CROWDED IN HERE!
Final Fantasy XV: Pulse and Traction
of Characters
Wednesday, 27 July, 2-3:30 pm
Thursday, 28 July, 9-10:30 am
Noriyuki Imamura
Youji Shirakami
Kousuke Namiki
Prasert Prasertvithyakarn
Takanori Yokoyama
Youichiro Miyake
SQUARE ENIX CO., LTD.
Practical and Controllable Subsurface
Scattering for Production-Path Tracing
MURE: Fast Agent-Based Crowd
Simulation for VFX and Animation
Matt Jen-Yuan Chiang
Walt Disney Animation Studios
Rendering Techniques of Final Fantasy XV
Benjamin Legros
Mercenaries Engineering SARL
Stephen Gustafson
Paul Kanyuk
Hemagiri Arumugam
Michael Lorenzen
Pixar Animation Studios
Session Chair: Chris Wyman, NVIDIA Corporation
Jean-Normand Bucci
SQUARE ENIX CO., LTD., IO-Interactive,
Eidos Montréal
Sharif Elcott
Metaaphanon Napaporn
Miyamoto Masayoshi
Kay Chang
SQUARE ENIX CO., LTD.
Session Chair: Turner Whitted, NVIDIA Corporation
Circle Tracing for Subsurface Scattering
Session Chair: Mark Elendt, Side Effects Software
“Warcraft”: Raising a Horde
Chase Cooper
Eileen Bai
Brian Paik
Vick Schutz
Industrial Light & Magic
Differential Appearance Editing for
Measured BRDFs
Apostolia Tsirikoglou
Joel Kronander
Per Larsson
Tanaboon Tongbuasirilai
Jonas Unger
Andrew Gardner
Linköpings universitet
“The Jungle Book”: Management,
Caching, and Preview of Many Animals
Embree Ray Tracing Kernels: Overview
and New Features
Attila Áfra
Ingo Wald
Carsten Benthin
Sven Woop
Intel Corporation
Marco Romeo
Ryan Chan
Jeren Chen
Greg Fisher
Moving Picture Company
“Zootopia” Crowd Pipeline
Moe El-Ali
Le Tong Walt
Josh Richards
Tuan Nguyen
Alberto Luceno Ros
Norman Moses Joseph
Walt Disney Animation Studios
PRODUCTION
PLAYING GOD
Wednesday, 27 July, 3:45-5:15 pm
Session Chair: Kristy Pron,
Walt Disney Imagineering
PRODUCTION
Constructing the Underwater World of
“Finding Dory”
Nathan Fariss
Antony Carysforth
Pixar Animation Studios
THE TECHNICAL ART OF
“UNCHARTED” 4
Thursday, 28 July, 9-10:30 pm
 INVITED CONTENT
Waylon Brinck
Andrew Maximum
Yibing Jiang
Naughty Dog, Inc.
Procedural Terrains on Pixar’s
“The Good Dinosaur”
Lane Pertusi
Pixar Animation Studios
Íñigo Quilez
Oculus Story Studio
Noah Klocek
Pixar Animation Studios
Environment Workflow of Final
Fantasy XV
Hiromitsu Sasaki
Norihito Ueno
Junichi Miyajima
Eitaro Iwabuchi
SQUARE ENIX CO., LTD.
 Table of Contents

S2016.SIGGRAPH.ORG
TALKS
39
(continued)
PRODUCTION
PRODUCTION
PRODUCTION
RESEARCH
THE 7 DEADLY SIMS
SCRATCHING THE SURFACE
ORGANIC FARMING
Thursday, 28 July, 2-3:30 pm
Thursday, 28 July, 3:45-5:15 pm
Thursday, 28 July, 3:45-5:15 pm
Session Chair: Glo Minaya, ReelFX Creative Studio
Session Chair: Chris Wyman, NVIDIA Corporation
Session Chair: Mashhuda Glencross,
Loughborough University
Finding Hank: Or How To Sim
An Octopus
Estimating Local Beckmann
Roughness for Complex BSDFs
William Wise
Audrey Wong
Pixar Animation Studios
Nicolas Holzschuch
INRIA Grenoble, LJK-CNRS, Grenoble University
Finding Particulate in “Finding Dory”
Stephen Gustafson
Daniel Chang
Aaron Conover
Pixar Animation Studios
Volume-Modeling Techniques in
“The Good Dinosaur”
Magnus Wrenninge
Michael Rice
Pixar Animation Studios
Making a Dinosaur Seem Small:
Cloudscapes in “The Good Dinosaur”
Matthew Webb
Magnus Wrenninge
Jordan Rempel
Cody Harrington
Pixar Animation Studios
PRODUCTION
THE MAKING OF “THE
LITTLE PRINCE”
Anton Kaplanyan
NVIDIA Research
Johannes Hannika
Carsten Dachsbacher
Karlsruher Institut für Technologie
A Practical Stochastic Algorithm for
Rendering Mirror-Like Flakes
Asen Atanasov
Vladimir Koylazov
Chaos Group
Practical Analytic 2D Signed-Distance
Field Generation
Wasim Abbas
Chris Doran
ARM Ltd.
Rapid, High-Quality Dailies With
RenderFlow for “The Jungle Book”
Jared Auty
Marlene Chazot
Ruben Diaz Hernandez
Marco Romeo
Moving Picture Company
Coda: The Cultural Effects of Queueing
at Disney Animation
Marc Jordan
Kevin Constantine
Walt Disney Animation Studios
A Fully Cloud-Based Global Visual
Effects Studio
James Vanns
Aaron Carey
Industrial Light & Magic
MapD: A GPU-Powered Big-Data
Analytics and Visualization Platform
GI Next: Global Illumination for
Production Rendering on GPUs
Christopher Root
Todd Mostak
MapD Technologies, Inc.
Enzo Catalano
Rajko Yasui-Schöffel
Ken Dahm
Nikolaus Binder
Alexander Keller
NVIDIA Corporation
Thursday, 28 July, 3:45-5:15 pm
 INVITED CONTENT
Mark Osborne
Happy Product, Inc.
Jamie Caliri
Dragonframe
 Table of Contents

S2016.SIGGRAPH.ORG
RESEARCH
TECHNICAL PAPERS
40
FP F  #SIGGRAPH2016
The SIGGRAPH Technical Papers program is the premier international forum for
disseminating new scholarly work in computer graphics and interactive techniques.
At the conference, paper authors provide brief overviews of their work in Technical
Papers Fast Forward session, and expanded descriptions in the Technical Papers
sessions throughout the conference.
Technical Papers are published as a special issue of ACM Transactions on Graphics. In addition to
papers selected by the SIGGRAPH 2016 Technical Papers Jury, the conference presents papers
that have been published in ACM Transactions on Graphics during the past year.
Full Conference Platinum and Full Conference Access registration allows
attendees access to all SIGGRAPH 2016 Technical Papers.
Seating is on a first-come, first-served basis.
Please arrive early for the Technical Papers you wish to attend.
Image Credit: Schrödinger’s Smoke © 2016 Albert Chern, California Institute of Technology;
Felix Knöppel, Ulrich Winkall, Technischen Universität Berlin, Peter Schröder, California
Institute of Technology, Steffen Weißmann, Google.
MONDAY, 25 JULY
COMPUTATIONAL CAMERAS
Monday, 25 July, 9-10:30 am
Session Chair: Jiaya Jia, The Chinese University
of Hong Kong
The Diffractive Achromat:
Full-Spectrum Computational
Imaging With Diffractive Optics
Yifan Peng
The University of British Columbia
Qiang Fu
King Abdullah University of Science and
Technology
Felix Heide
The University of British Columbia
Wolfgang Heidrich
King Abdullah University of Science And
Technology
Practical Multispectral
Lighting Reproduction
Occluded Imaging With
Time-of-Flight Sensors
Chloe LeGendre
Xueming Yu
Dai Liu
Jay Busch
Andrew Jones
USC Institute for Creative Technologies
Achuta Kadambi
Massachusetts Institute of Technology
Hang Zhao
MIT Media Lab
Boxin Shi
Nanyang Technological University
Sumanta Pattanaik
University of Central Florida
Ramesh Raskar
MIT Media Lab
Paul Debevec
USC Institute for Creative Technologies
Computational Imaging With
Multi-Camera Time-of-Flight Systems
RIGGING & SKINNING
Monday, 25 July, 9-10:30 am
Session Chair: Paul Kry, McGill University
Shikhar Shrestha
Felix Heide
Stanford University
Example-Based Plastic Deformation
of Rigid Bodies
Wolfgang Heidrich
King Abdullah University of Science and
Technology
Nils Thuerey
Technische Universität München
Gordon Wetzstein
Stanford University
Ben Jones
University of Denver
Adam Bargteil
University of Maryland, Baltimore County
Tamar Shinar
University of California, Riverside
 Table of Contents

S2016.SIGGRAPH.ORG
TECHNICAL PAPERS
Pose-Space Subspace Dynamics
Hongyi Xu
University of Southern California
Jernej Barbič
University of Southern California
41
(continued)
Animated Mesh Approximation With
Sphere-Meshes
Jean-Marc Thiery
Technische Universiteit Delft
FABRICATING STRUCTURE
& APPEARANCE
Monday, 25 July, 3:45-5:35 pm
Session Chair: Wojciech Matusik, Massachusetts
Institute of Technology
Efficient Dynamic Skinning with
Low-Rank Helper Bone Controllers
Emilie Guy
Tamy Boubekeur
Télécom ParisTech, Centre national de la
recherche scientifique, Université Paris-Saclay
Tomohiko Mukai
Tokai University
Elmar Eisemann
Technische Universiteit Delft
Christian Schüller
Daniele Panozzo
ETH Zürich
EFFICIENT SAMPLING
& RENDERING
Anselm Grundhöfer
Henning Zimmer
The Walt Disney Company
Monday, 25 July, 3:45-5:35 pm
Evgeni Sorkine
Olga Sorkine-Hornung
ETH Zürich
Shigeru Kuriyama
Toyohashi University of Technology
Real-Time Skeletal Skinning With
Optimized Centers of Rotation
Binh Le
Disney Research Pittsburgh
Jessica Hodgins
Disney Research Los Angeles, Disney
Research Pittsburgh
GEOMETRY
Monday, 25 July, 9-10:30 am
Session Chair: Pierre Alliez, Inria
Erosion Thickness on Medial Axes
of 3D Shapes
Yajie Yan
Washington University in St. Louis
Kyle Sykes
Erin Chambers
David Letscher
St. Louis University
Tao Ju
Washington University in St. Louis
Q-MAT: Computing Medial
Axis Transform By Quadratic
Error Minimization
Session Chair: Peter-Pike Sloan, Activision, Inc.
Integration With Stochastic
Point Processes
Computational Thermoforming
Procedural Voronoi Foams for
Additive Manufacturing
Cengiz Oztireli
ETHZ, ETH
Fast 4D Sheared Filtering for Interactive
Rendering of Distribution Effects
Ling-Qi Yan
Soham Uday Mehta
Ravi Ramamoorthi
University of California, Berkeley
Jonàs Martínez
Jérémie Dumas
Sylvain Lefebvre
Inria
Printed Perforated Lampshades for
Continuous Projective Images
Haisen Zhao
Lin Lu
Yuan Wei
Shandong University
Frédo Durand
Massachusetts Institute of Technology
Dani Lischinski
The Hebrew University of Jerusalem
Adaptive Polynomial Rendering
Bochang Moon
Steven McDonagh
Kenny Mitchell
Markus Gross
The Walt Disney Company
Andrei Sharf
Ben-Gurion University
Daniel Cohen-Or
Tel Aviv University
Real-Time Polygonal-Light Shading
With Linearly Transformed Cosines
Baoquan Chen
Shandong University
Eric Heitz
Jonathan Dupuy
Unity Technologies
Pushing the Limits of 3D Color
Printing: Error Diffusion With
Translucent Materials
Stephen Hill
Ubisoft Entertainment S.A
David Neubelt
Ready at Dawn Studios
Alan Brunton
Can Ates Arikan
Philipp Urban
Fraunhofer IGD
Caiming Zhang
Shangdong University
Adjoint-Driven Russian Roulette and
Splitting in Light-Transport Simulation
CofiFab: Coarse-to-Fine Fabrication
of Large 3D Objects
Wenping Wang
University of Hong Kong
Jiri Vorba
Weta Digital Ltd, Charles University in Prague
Peng Song
University of Science and Technology of China
Mesh Arrangements for Solid Geometry
Jaroslav Křivánek
Charles University in Prague
Bailin Deng
University of Hull
Pan Li
Bin Wang
Tsinghua University
Feng Sun
Pennsylvania State University
Xiaohu Guo
University of Texas at Dallas
Ziqi Wang
Zhichao Dong
Wei Li
University of Science and Technology of China
Qingnan Zhou
New York University
Eitan Grinspun
Columbia University
Chi-wing Fu
The Chinese University of Hong Kong
Denis Zorin
New York University
Ligang Liu
University of Science and Technology of China
Alec Jacobson
Columbia University
 Table of Contents

S2016.SIGGRAPH.ORG
TECHNICAL PAPERS
SHAPE ANALYSIS
Monday, 25 July, 3:45-5:35 pm
Session Chair: Misha Kazhdan, The Johns
Hopkins University
42
(continued)
PERCEPTION OF SHAPES
AND PEOPLE
TUESDAY, 26 JULY
CLOTH
Tuesday, 26 July, 9-10:30 am
Tuesday, 26 July, 9-10:30 am
RAID: A Relation-Augmented
Image Descriptor
Session Chair: Derek Nowrouzezahrai, Université
of Montréal
Paul Guerrero
University College London, King Abdullah
University of Science and Technology
A Compiler for 3D Machine Knitting
Niloy Mitra
University College London
Peter Wonka
King Abdullah University of Science
and Technology
Learning How Objects Function via
Co-Analysis of Interactions
Ruizhen Hu
Shenzhen University
Oliver van Kaick
Carleton University
Bojian Wu
Shenzhen Institute of Advanced Technology
Hui Huang
Shenzhen University, Shenzhen Institute of
Advanced Technology
Ariel Shamir
Interdisciplinary Center Herzliya
Hao Zhang
Simon Fraser University
April Grow
University of California, Santa Cruz, The Walt
Disney Company, Disney Research
Perceptual Effect of Shoulder Motions
on Crowd Animations
Ludovic Hoyet
Inria
Wojciech Matusik
Massachusetts Institute of Technology
Anne-Hélène Olivier
Richard Kulpa
Université Rennes 2
Jennifer Mankoff
Disney Research Pittsburgh, Carnegie
Mellon University
Julien Pettré
Inria
Jessica Hodgins
Carnegie Mellon University, The Walt Disney
Company, Disney Research
Physics-Driven Pattern Adjustment for
Direct 3D Garment Editing
Aric Bartle
Stanford University
Paul Guerrero
University College London
Alla Sheffer
The University of British Columbia
Gilbert Bernstein
Stanford University
Floraine Berthouzoz
Adobe Research
Wilmot Li
Adobe Research
Nicholas Vining
The University of British Columbia
Niloy Mitra
University College London
Weiqi Shi
Julie Dorsey
Holly Rushmeier
Yale University
Lea Albaugh
Vidya Narayanan
The Walt Disney Company, Disney Research
PATEX : Exploring Pattern Variations
Pramook Khungurn
Cornell University
Kan Guo
Beihang University
Daniel Schroeder
Google
Dongqing Zou
Beijing Samsung R&D Center
Shuang Zhao
University of California, Irvine
Xiaowu Chen
BeiHang University
Kavita Bala
Steve Marshier
Cornell University
Body Talk: Crowd Shaping Realistic
3D Avatars With Words
Stephan Streuber
Max-Planck-Institut für Intelligente Systeme
M. Alejandra Quiros-Ramirez
Max-Planck-Institut für Intelligente Systeme
Matthew Q. Hill
Carina A. Hahn
University of Texas at Dallas
Silvia Zuffi
Istituto per le tecnologie della costruzione
Alice O’Toole
University of Texas at Dallas
Michael Black
Max-Planck-Institut für Intelligente Systeme
Matching Real Fabrics With
Micro-Appearance Models
3D Mesh Labeling via Deep
Convolutional Neural Networks
Tactile Mesh Saliency
Manfred Lau
Kapil Dev
Lancaster University
James McCann
Carnegie Mellon University, The Walt
Disney Company
Vladimir Kim
Danny Kaufman
Adobe Research
Session Chair: Michiel van de Panne,
The University of British Columbia
An Interaction-Aware Perceptual Model
for Non-Linear Elastic Objects
Michal Piovarči
Univerzita Komenského, Universität
des Saarlandes
David Levin
Disney Research
Jason Rebello
Harvard University
Desai Chen
Massachusetts Institute of Technology
Efficient 3D Object Segmentation From
Densely Sampled Light Fields With
Applications to 3D Reconstruction
Fitting Procedural Yarn Models for
Realistic Cloth Rendering
Roman Ďurikovič
Univerzita Komenského
Kaan Yücer
The Walt Disney Company, ETH Zürich
Shuang Zhao
University of California, Irvine
Hanspeter Pfister
Harvard University
Alexander Sorkine-Hornung
Disney Research
Fujun Luan
Kavita Bala
Cornell University
Wojciech Matusik
Massachusetts Institute of Technology
Oliver Wang
Adobe Research
Piotr Didyk
Max-Planck-Institut für Informatik and Universität
des Saarlandes, MMCI
Olga Sorkine-Hornung
ETH Zürich
 Table of Contents

S2016.SIGGRAPH.ORG
TECHNICAL PAPERS
43
(continued)
RENDERING OF COMPLEX
MICROSTRUCTURE
COMPUTATIONAL DISPLAY
CAMERA CONTROL & VR
Tuesday, 26 July, 10:45 am-12:15 pm
Tuesday, 26 July, 10:45 am-12:15 pm
Tuesday, 26 July, 10:45 am-12:15 pm
Session Chair: Shahram Izadi, Microsoft
Corporation, Microsoft Research
Session Chair: Hao Li, University of
Southern California
Cinema 3D: Large-Scale
Automultiscopic Display
Generating Dynamically Feasible
Trajectories for Quad-Rotor Cameras
Netalee Efrat
Weizmann Institute of Science
Mike Roberts
Pat Hanrahan
Stanford University
Session Chair: Wenzel Jakob, École
Polytechnique Fédérale de Lausanne
Position-Normal Distributions for
Efficient Rendering of Specular
Microstructure
Ling-Qi Yan
University of California, Berkeley
Milos Hasan
Autodesk, Inc.
Steve Marschner
Cornell University
Ravi Ramamoorthi
University of California, San Diego
Multi-Scale Rendering of Scratched
Materials Using a Structured
SV-BRDF Model
Boris Raymond
Université de Bordeaux
Gael Guennebaud
Pascal Barla
INRIA
Multiple-Scattering Microfacet BSDFs
With the Smith Model
Eric Heitz
Unity Technologies
Johannes Hanika
Karlsruher Institut für Technologie
Eugene d’Eon
8i
Carsten Dachsbacher
Karlsruher Institut für Technologie
Piotr Didyk
Max-Planck-Institut für Informatik and Universität
des Saarlandes, MMCI
Mike Foshey
Wojciech Matusik
MIT CSAIL
Roto++: Accelerating Professional
Rotoscoping Using Shape Manifolds
Wenbin Li
University College London
Fabio Viola
Google
Anat Levin
Weizmann Institute of Science
High Brightness HDR Projection Using
Dynamic Freeform Lensing
Gerwin Damberg
James Gregson
The University of British Columbia
Jonathan Starck
The Foundry
Gabriel Brostow
University College London
Neill Campbell
University of Bath, University College London
Wolfgang Heidrich
King Abdullah University of Science and
Technology
Additive Light-Field Displays:
Realization of Augmented Reality With
Holographic Optical Elements
Seungjae Lee
Changwon Jang
Seokil Moon
Jaebum Cho
Byoungho Lee
Seoul National University
Rich360: Optimized Spherical
Representation From Structured
Panoramic Camera Arrays
Jungjin Lee
Bumki Kim
Kyehyun Kim
Korea Advanced Institute of Science
and Technology
Younghui Kim
KAI Co., Ltd.
Junyong Noh
Korea Advanced Institute of Science
and Technology
Predicting Appearance From Measured
Microgeometry of Metal Surfaces
Fairy Lights in Femtoseconds: Aerial
and Volumetric Graphics Rendered
by a Focused Femtosecond Laser
Combined With Computational
Holographic Fields
Zhao Dong
Autodesk, Inc.
Yoichi Ochiai
University of Tsukuba
Li-Yi Wei
University of Hong Kong
Bruce Walter
Steve Marschner
Donald Greenberg
Cornell University
Kota Kumagai
Utsunomiya University
Arie Kaufman
Stony Brook University
Mapping Virtual and Physical Reality
Qi Sun
Stony Brook University
Takayuki Hoshi
Nagoya Institute of Technology
Jun Rekimoto
University of Tokyo, Sony CSL
Satoshi Hasegawa
Yoshio Hayasaki
Utsunomiya University
 Table of Contents

S2016.SIGGRAPH.ORG
TECHNICAL PAPERS
MATERIALS
GazeStereo3D: Seamless
Disparity Manipulations
Tuesday, 26 July, 2-3:30 pm
Petr Kellnhofer
MIT CSAIL, Max-Planck-Institut für Informatik
Session Chair: Szymon Rusinkiewicz,
Princeton University
A Non-Parametric-Factor Microfacet
Model for Isotropic BRDFs
Derek Nowrouzezahrai
Université de Montréal
Mohammed Bagher
Mahdi Microsoft Research
John Snyder
Microsoft Research
Reflectance Modeling by Neural
Texture Synthesis
Miika Aittala
Aalto University
Timo Aila
NVIDIA Corporation
Jaakko Lehtinen
NVIDIA Corporation, Aalto University
ZoeMatrope: A System for Physical
Material Design
Leo Miyashita
University of Tokyo
Kota Ishihara
PKSHA Technology Inc.
Yoshihiro Watanabe
Masatoshi Ishikawa
University of Tokyo
DISPLAY SOFTWARE
Tuesday, 26 July, 2-3:30 pm
Session Chair: Wolfgang Heidrich, King Abdullah
University of Science and Technology, University
of British Columbia
44
(continued)
Bijective Maps From Simplicial Foliations
Piotr Didyk
Max-Planck-Institut für Informatik and Universität
des Saarlandes, MMCI
Marcel Campen
Claudio T. Silva
Denis Zorin
New York University
Globally Optimal Toon Tracking
Haichao Zhu
Xueting Liu
Tien-Tsin Wong
Pheng-Ann Heng
The Chinese University of Hong Kong
Karol Myszkowski
Max-Planck-Institut für Informatik
Mohamed M. Hefeeda
QCRI
Hans-Peter Seidel
Max-Planck-Institut für Informatik
FLUIDS SIMULATION
Wojciech Matusik
MIT CSAIL
Tuesday, 26 July, 3:45-5:35 pm
Binary-Continuous Image
Decomposition for Multi-View Display
Session Chair: Craig Schroeder, University of
California, Los Angeles
Gou Koutaki
Kumamoto University
Resolving Fluid Boundary Layers
With Particle-Strength Exchange and
Weak Adaptivity
Seamless Visual Sharing With
Color-Vision Deficiencies
Xinxin Zhang
Minchen Li
The University of British Columbia
Wuyao Shen
Xiangyu Mao
Xinghong Hu
Tien-Tsin Wong
The Chinese University of Hong Kong
Robert Bridson
Autodesk, Inc., The University of British Columbia
Schrödinger’s Smoke
Albert Chern
California Institute of Technology
CORRESPONDENCE & MAPPING
Felix Knöppel
Ulrich Pinkall
Technischen Universität Berlin
Tuesday, 26 July, 3:45-5:35 pm
Session Chair: Mark Meyer,
Pixar Animation Studios
Wasserstein Barycentric
Coordinates: Histogram Regression
Using Optimal Transport
Peter Schröder
California Institute of Technology
Steffen Weißmann
Google
Surface-Only Liquids
Nicolas Bonneel
Laboratoire d’InfoRmatique en Image et
Systèmes d’information
Fang Da
Columbia University
Emulating Displays With Continuously
Varying Frame Rates
Gabriel Peyré
Centre national de la recherche scientifique
Krzysztof Templin
Max-Planck-Institut für Informatik
Marco Cuturi
Kyoto University
Piotr Didyk
Max-Planck-Institut für Informatik and Universität
des Saarlandes, MMCI
Entropic Metric Alignment for
Correspondence Problems
Chris Wojtan
IST Austria
Karol Myszkowski
Hans-Peter Seidel
Max-Planck-Institut für Informatik
Justin Solomon
Massachusetts Institute of Technology
Eitan Grinspun
Columbia University
Gabriel Peyre
Université Paris-Dauphine
Efficient Fluid Simulation on the
Surface of a Sphere
David Hahn
Institute of Science and Technology Austria
Christopher Batty
University of Waterloo
Vladimir Kim
Adobe Research
David Hill
Epic Games, Inc.
Suvrit Sra
Massachusetts Institute of Technology
Ronald D. Henderson
Google
Point Registration via Efficient
Convex Relaxation
Haggai Maron
Nadav Dym
Itay Kezurer
Shahar Kovalsky
Yaron Lipman
Weizmann Institute of Science
 Table of Contents

S2016.SIGGRAPH.ORG
TECHNICAL PAPERS
(continued)
Multiphase SPH Simulation for
Interactive Fluids and Solids
WEDNESDAY, 27 JULY
45
Xiao Yan
Yun-Tao Jiang
Tsinghua University
OPTIMIZING IMAGE PROCESSING
Chen-Feng Li
Swansea University
Session Chair: James Hays, Georgia Institute of
Technology, Brown University
Ralph R. Martin
Cardiff University
Shi-Min Hu
Tsinghua University
MOTION CONTROL
Wednesday, 27 July, 9-10:30 am
Image Perforation: Automatically
Accelerating Image Pipelines by
Intelligently Skipping Samples
COMPUTATIONAL DESIGN OF
STRUCTURES, SHAPES, AND SOUND
Wednesday, 27 July, 9-10:30 am
Session Chair: David Levin, Walt Disney,
Disney Research
Reconciling Elastic and Equilibrium
Methods for Static Analysis
Hijung Shin
Christopher F. Porst
Massachusetts Institute of Technology
Liming Lou
University of Virginia, Shandong University
Etienne Vouga
University of Texas at Austin
Session Chair: Jernej Barbić, University of
Southern California
Paul Nguyen
Jason Lawrence
Connelly Barnes
University of Virginia
Unified Motion Planner for Fishes With
Various Swimming Styles
Automatically Scheduling Halide
Image-Processing Pipelines
Computational Design of Stable
Planar-Rod Structures
Daiki Satoi
Mikihiro Hagiwara
Akira Uemoto
Hisanao Nakadai
Junichi Hoshino
University of Tsukuba
Ravi Mullapudi
Carnegie Mellon University
Eder Miguel Villalba
Mathias Lepoutre
Bernd Bickel
Institute of Science and Technology Austria
Tuesday, 26 July, 3:45-5:35 pm
Guided Learning of Control Graphs for
Physics-Based Characters
Libin Liu
Disney Research Pittsburgh
Michiel van de Panne
The University of British Columbia
KangKang Yin
National University of Singapore
Terrain-Adaptive Locomotion Skills
Using Deep Reinforcement Learning
Xue Bin Peng
Glen Berseth
Michiel van de Panne
The University of British Columbia
John Ochsendorf
Frédo Durand
Massachusetts Institute of Technology
Andrew Adams
Dillon Sharlet
Google
Non-Linear Shape Optimization Using
Local Subspace Projections
Jonathan Ragan-Kelley
Stanford University
Kayvon Fatahalian
Carnegie Mellon University
ProxImaL: Efficient Image Optimization
Using Proximal Algorithms
Leif Kobbelt
Rheinisch-Westfälische Technische
Hochschule Aachen
Felix Heide
Steven Diamond
Matthias Nießner
Stanford University
Acoustic Voxels: Computational
Optimization of Modular
Acoustic Filters
Jonathan Ragan-Kelley
Stanford University
Wolfgang Heidrich
King Abdullah University of Science and
Technology
Task-Based Locomotion
Gordon Wetzstein
Stanford University
Shailen Agrawal
Michiel van de Panne
The University of British Columbia
Rigel: Flexible Multi-Rate Image
Processing Hardware
Przemyslaw Musialski
Christian Hafner
Florian Rist
Michael Birsak
Michael Wimmer
Technische Universität Wien
Dingzeyu Li
Changxi Zheng
Columbia University
David Levin
Disney Research
Wojciech Matusik
Massachusetts Institute of Technology
James Hegarty
Zachary DeVito
Jonathan Ragan-Kelley
Pat Hanrahan
Ross Daly
Mark Horowitz
Stanford University
 Table of Contents

S2016.SIGGRAPH.ORG
TECHNICAL PAPERS
46
(continued)
DEFORMABLE SURFACE DESIGN
SOUND, FLUIDS, AND BOUNDARIES
Wednesday, 27 July, 9-10:30 pm
Wednesday, 27 July, 10:45 am-12:15 pm
Session Chair: Yaron Lipman, Weizmann Institute
of Science
Session Chair: Nikunj Raghuvanshi,
Microsoft Corporation
Beyond Developable:
Computational Design and
Fabrication With Auxetic Materials
Interactive Acoustic Transfer
Approximation for Modal Sound
Mark Pauly
Mina Konakovic
École polytechnique fédérale de Lausanne
Wednesday, 27 July, 10:45 am-12:15 pm
Session Chair: Niloy Mitra, University
College London
Synthesis of Filigrees for Digital
Fabrication
Dingzeyu Li
Yun Fei
Changxi Zheng Columbia University
Keenan Crane
Carnegie Mellon University
Toward Animating Water With Complex
Acoustic Bubbles
Sofien Bouaziz
Timothy Langlois
Cornell University
Bailin Deng
University of Hull
Daniel Piker
Interactive Design of
Developable Surfaces
Chengcheng Tang
King Abdullah University of Science and
Technology
Pengbo Bo Harbin
Institute of Technology at Weihai
Johannes Wallner
Technische Universität Graz
Helmut Pottmann
Technische Universität Wien
Computational Design
of Reconfigurables
Akash Garg
Alec Jacobson
Eitan Grinspun
Columbia University
CURVE & STRUT NETWORKS
FOR FABRICATION
Weikai Chen
Xiaolong Zhang
University of Hong Kong
Shiqing Xin
Ningbo University
Yang Xia
Dalian University of Technology
Changxi Zheng
Columbia University
Sylvain Lefebvre
Inria
Doug James
Stanford University
Wenping Wang
University of Hong Kong
Generalized Non-Reflecting
Boundaries for Fluid Re-Simulation
Morten Bojsen-Hansen
Chris Wojtan
Institute of Science and Technology Austria
Designing Structurally Sound
Ornamental Curve Networks
Jonas Zehnder
The Walt Disney Company
Preserving Geometry and Topology for
Fluid Flows With Thin Obstacles and
Narrow Gaps
Vinicius Azevedo
Universidade Federal do Rio Grande do Sul
Stelian Coros
Carnegie Mellon University
Bernhard Thomaszewski
The Walt Disney Company
Connected Fermat Spirals for
Layered Fabrication
Christopher Batty
University of Waterloo
Haisen Zhao
Fanglin Gu
Shandong University
Manuel Oliveira
Universidade Federal do Rio Grande do Sul
Qi-xing Huang
Toyota Technological Institute at Chicago
Jorge Garcia
Purdue University
Efficient and Flexible Deformation
Representation for Data-Driven
Surface Modeling
Yong Chen
University of Southern California
Lin Gao
Chinese Academy of Sciences
Changhe Tu
Shandong University
Yu-Kun Lai
Cardiff University
Bedrich Benes
Purdue University
Dun Liang
Tsinghua University
Hao Zhang
Simon Fraser University
Shu-Yu Chen
Shihong Xia
Chinese Academy of Sciences
Daniel Cohen-Or
Tel Aviv University
Baoquan Chen
Shandong University
Printing Arbitrary Meshes With a 5DOF
Wireframe Printer
Rundong Wu
Huaishu Peng
François Guimbretière
Steve Marschner
Cornell University
 Table of Contents

S2016.SIGGRAPH.ORG
TECHNICAL PAPERS
47
(continued)
IMAGE & SHAPE MANIPULATION
PHYSICAL PHENOMENA
MAPPINGS
Wednesday, 27 July, 10:45 am-12:35 pm
Wednesday, 27 July, 2-3:30 pm
Wednesday, 27 July, 2-3:30 pm
Session Chair: Connelly Barnes, University
of Virginia
Session Chair: Adam Bargteil, University of
Maryland Baltimore County
Session Chair: Justin Solomon, Massachusetts
Institute of Technology
cSculpt: A System for
Collaborative Sculpting
A Semi-Implicit Material-Point
Method for Continuum Simulation
of Granular Materials
Bounded Distortion Harmonic
Shape Interpolation
Claudio Calabrese
Gabriele Salvati
Sapienza – Università di Roma
Marco Tarini
Università degli Studi dell’Insubria
Fabio Pellacini
Sapienza – Università di Roma
StyLit: Illumination-Guided
Example-Based Stylization of
3D Renderings
Jakub Fišer
Ondřej Jamriška
Michal Lukáč
Czech Technical University in Prague
Eli Shechtman
Paul Asente
Jingwan Lu
Adobe Research
Daniel Sykora
Czech Technical University in Prague
Flow-Guided Warping for Image-Based
Shape Manipulation
Romain Vergne
Université Grenoble Alpes, Centre national de la
recherche scientifique, INRIA
Pascal Barla
INRIA
Georges-Pierre Bonneau
Université Grenoble Alpes, Centre national de la
recherche scientifique, INRIA
Roland W. Fleming
Justus-Liebig-Universität Gießen
Transfiguring Portraits
Ira Kemelmacher-Shlizerman
University of Washington
Band-Sifting Decomposition for
Image-Based Material Editing
Ivaylo Boyadzhiev
Kavita Bala
Cornell University
Sylvain Paris
Adobe Research
Edward Adelson
Massachusetts Institute of Technology
Edward Chien
Bar-Ilan University
Gilles Daviet
INRIA
Renjie Chen
Max-Planck-Institut für Informatik
Florence Bertails-Descoubes
INRIA Grenoble
Ofir Weber
Bar-Ilan University
Drucker-Prager Elastoplasticity for
Sand Animation
On the Convexity and Feasibility of
the Bounded Distortion Harmonic
Mapping Problem
Gergely Klar
Theodore Gast
Andre Pradhana
Chuyuan Fu
Craig Schroeder
Chenfanfu Jiang
University of California, Los Angeles
Zohar Levi
Victoria University of Wellington
Ofir Weber
Bar-Ilan University
Joseph Teran
University of California, Los Angeles, Walt Disney
Animation Studios, The Walt Disney Company,
Disney Research
Non-Smooth Developable
Geometry for Interactively
Animating Paper Crumpling
Volume-Encoded UV Maps
Marco Tarini
Université degli Studi dell’Insubria
Motion Graphs for Unstructured
Textured Meshes
Camille Schreck
Centre national de la recherche scientifique
Fabian Prada
Michael Kazhdan
The Johns Hopkins University
Damien Rohmer
CPE Lyon, Centre national de la recherche
scientifique, INRIA, Université Grenoble-Alpes
& Lyon
Ming Chuang
Alvaro Collet
Hugues Hoppe
Microsoft Corporation
Stefanie Hahmann
Université Grenoble-Alpes & Lyon, Centre national
de la recherche scientifique, INRIA
INTRINSIC IMAGES
Marie-Paule Cani
Centre national de la recherche scientifique,
INRIA, Université Grenoble-Alpes
Wednesday, 27 July, 2-3:30 pm
Session Chair: Piotr Didyk, Saarland University,
Max Planck Institute for Computer Science
Shuo Jin
Charlie C.L. Wang
The Chinese University of Hong Kong
Live Intrinsic Video
Jean-Francis Bloch
Centre national de la recherche scientifique,
Université Grenoble-Alpes
Abhimitra Meka
Michael Zollhoefer
Christian Richardt
Christian Theobalt
Max-Planck-Institut für Informatik
Fast Approximations for
Boundary-Element-Based Brittle
Fracture Simulation
Multi-View Intrinsic Images of Outdoors
Scenes With an Application to Relighting
Sylvain Duchêne
Clement Riant
Gaurav Chaurasia
Jorge Lopez-Moreno
INRIA
David Hahn
Chris Wojtan
IST Austria
Pierre-Yves Laffont
ETH Zürich
Stefan Popov
Adrien Bousseau
George Drettakis
INRIA
 Table of Contents

S2016.SIGGRAPH.ORG
TECHNICAL PAPERS
Let There Be Color!: Joint End-to-End
Learning of Global and Local Image
Priors for Automatic Image Colorization
With Simultaneous Classification
Satoshi Iizuka
Edgar Simo-Serra
Hiroshi Ishikawa
Waseda University
Approximate Translational Building
Blocks for Image Decomposition
and Synthesis
Chuan Li Johannes
Michael Wand
Johannes Gutenberg-Universität Mainz
48
(continued)
My Text in Your Handwriting
Simit: A Language for
Physical Simulation
Tom Haines
Oisin Mac Aodha
Gabriel Brostow
University College London
Fredrik Kjolstad
Massachusetts Institute of Technology
Shoaib Kamil
Adobe Systems Incorporated
RENDERING & SIMULATION
WITH GPUs
Jonathan Ragan-Kelley
Stanford University
Wednesday, 27 July, 3:45-5:55 pm
Session Chair: Oliver Wang, Adobe Systems Inc.
Rendering on A Power Budget: A
Power-Optimal Rendering Framework
David I.W. Levin
Disney Research
Shinjiro Sueda
California Polytechnic State University
Desai Chen
Massachusetts Institute of Technology
SKETCHING & WRITING
Rui Wang
Bowen Yu
Zhejiang University
Wednesday, 27 July, 3:45-5:35 pm
Julio Marco
Universidad de Zaragoza
Danny M. Kaufman
Adobe Systems Incorporated
Tianlei Hu
Zhejiang University
Gurtej Kanwar
Wojciech Matusik
Saman Amarasinghe
Massachusetts Institute of Technology
Session Chair: Karan Singh, University of Toronto
The Sketchy Database: Learning to
Retrieve Badly Drawn Bunnies
Patsorn Sangkloy
Georgia Institute of Technology
Nate Burnell
Brown University
Cusuh Ham
James Hays
Georgia Institute of Technology
Diego Gutierrez
Universidad de Zaragoza
Hujun Bao
Zhejiang University
Parallel Inverse Kinematics for
Multithreaded Architectures
A System for Rapid Exploration of
Shader Optimization Choices
Pawan Harish
Mentar Mahmudi
École polytechnique fédérale de Lausanne
Yong He
Carnegie Mellon University
Fidelity vs. Simplicity: a Global
Approach to Line-Drawing Vectorization
Tim Foley
NVIDIA Corporation
Jean-Dominique Favreau
Florent Lafarge
Adrien Bousseau
INRIA Sophia Antipolis
Kayvon Fatahalian
Carnegie Mellon University
Learning to Simplify: Fully
Convolutional Networks for Rough
Sketch Cleanup
Edgar Simo-Serra
Satoshi Iizuka
Kazuma Sasaki
Hiroshi Ishikawa
Waseda University
Legible Compact Calligrams
Changqing Zou
Hengyang Normal University, Simon
Fraser University
Junjie Cao
Dalian University of Technology, Simon
Fraser University
Warunika Ranaweera
Ibraheem Alhashim
Simon Fraser University
Etienne Vouga
University of Texas at Austin
Benoît Le Callennec
Moka Studio
Ronan Boulic
École polytechnique fédérale de Lausanne
CAPTURING HUMANS
Efficient GPU Rendering of Subdivision
Surfaces Using Adaptive Quadtrees
Wade Brainerd
Activision Blizzard, Inc.
Wednesday, 27 July, 3:45-5:55 pm
Session Chair: Richard Szeliski, Facebook,
University of Washington
Fusion4D: Real-Time Performance
Capture of Challenging Scenes
Tim Foley
Manuel Kraemer
Henry Moreton
NVIDIA Corporation
Matthias Nießner
Stanford University
Ebb: A DSL for Physical Simulation on
CPUs and GPUs
Gilbert Bernstein
Chinmayee Shah
Crystal Lemire
Zachery DeVito
Matthew Fisher
Philip Levis
Pat Hanrahan
Stanford University
Mingsong Dou
Sameh Khamis
Yury Degtyarev
Philip Davidson
Sean Ryan Fanello
Adarsh Kowdle
Sergio Orts Escolano
Christoph Rhemann
David Kim
Jonathan Taylor
Pushmeet Kohli
Vladimir Tankovich
Microsoft Research
Shahram Izadi
Microsoft Research, Microsoft Corporation
Ping Tan
Simon Fraser University
Alla Sheffer
The University of British Columbia
Hao Zhang
Simon Fraser University
 Table of Contents

S2016.SIGGRAPH.ORG
TECHNICAL PAPERS
An Anatomically Constrained Local
Deformation Model for Monocular
Face Capture
Chenglei Wu
ETH Zürich
Derek Bradley
Disney Resarch
Markus Gross
Disney Resarch, ETH Zürich
Thabo Beeler
The Walt Disney Company, Disney Research
AutoHair: Fully Automatic Hair
Modeling From A Single Image
Menglei Chai
Tianjia Shao
Hongzhi Wu
Yanlin Weng
Kun Zhou
Zhejiang University
Lightweight Eye Capture Using a
Parametric Model
Pascal Berard
ETH Zürich, Disney Research
Session Chair: Sylvain Paris, Adobe Systems, Inc;
Massachusetts Institute of Technology
Thursday, 28 July, 9-10:30 am
Session Chair: Daniele Panozzo, ETH Zurich,
ETHZ, ETH, Courant Institute of Mathematical
Sciences, New York University
Max Lyon
David Bommes
Leif Kobbelt
Rheinisch-Westfälische Technische
Hochschule Aachen
JALI: An Animator-Centric Viseme Model
for Expressive Lip Synchronization
Pif Edwards
Chris Landreth
University of Toronto
All-Hex Meshing Using Closed
Form-Induced Polycubes
Xianzhong Fang
Weiwei Xu
Hujun Bao
Jin Huang
Zhejiang University
Yipeng Qin
Bournemouth University
Thabo Beeler
Disney Research
Xiaoguang Han
The University of Hong Kong
Reconstruction of Personalized 3D
Face Rigs From Monocular Video
Hongchuan Yu
Bournemouth University
Eugene Fiume
University of Toronto
Karan Singh University of Toronto
Perspective-Aware Manipulation of
Portrait Photos
Ohad Fried
Princeton University
Eli Shechtman
Dan Goldman
Adobe Research
Adam Finkelstein
Princeton University
Painting Style Transfer for Head
Portraits Using Convolutional
Neural Networks
Yizhou Yu
The University of Hong Kong
Jian Jun Zhang
Bournemouth University
Kiran Varanasi
Patrick Perez
Technicolor SA
Interactively Cutting and
Constraining Vertices in Meshes
Using Augmented Matrices
Christian Theobalt
Max-Planck-Institut für Informatik
Yu Hong Yeung
Purdue University
Real-Time Facial Animation With
Image-Based Dynamic Avatars
Chen Cao
Hongzhi Wu
Yanlin Weng
Tianjia Shao
Kun Zhou
Zhejiang University
HexEx: Robust Hexahedral
Mesh Extraction
Markus Gross
ETH Zürich Disney Research
Congyi Wang
Chinese Academy of Sciences
Thursday, 28 July, 9-10:30 am
MESHES
Derek Bradley
Disney Research
Real-Time 3D Eye Gaze Animation
Using a Single RGB Camera
FACES & PORTRAITS
THURSDAY, 28 JULY
Fast and Exact Discrete Geodesic
Computation Based on TriangleOriented Wavefront Propagation
Pablo Garrido
Michael Zollhöfer
Dan Casas
Levi Valgaerts
Max-Planck-Institut für Informatik
49
(continued)
Ahmed Selim
Trinity College Dublin
Mohamed Elgharib Qatar
Computing Research Institute
Linda Doyle
Trinity College Dublin
Jessica Crouch
Old Dominion University
Alex Pothen
Purdue University
Fuhao Shi
Texas A&M University
Shihong Xia
Chinese Academy of Sciences
Jinxiang Chai
Texas A&M University
 Table of Contents

S2016.SIGGRAPH.ORG
TECHNICAL PAPERS
50
(continued)
PROCEDURAL MODELING
MESHES & FIELDS
SHAPE SIGNATURE
Thursday, 28 July, 9-10:30 pm
Thursday, 28 July, 10:45 am-12:15 pm
Thursday, 28 July, 10:45 am-12:15 pm
Session Chair: Wenping Wang, University of
Hong Kong
Session Chair: Etienne Vouga, University of Texas
Session Chair: Scott Schaefer,
Texas A&M University
Interactive Sketching of Urban
Procedural Models
Discrete Connection and Covariant
Derivative for Vector-Field Analysis
and Design
Gen Nishida
Ignacio Garcia-Dorado
Daniel Aliaga
Bedrich Benes
Purdue University
Beibei Liu
California Institute of Technology
Adrien Bousseau
INRIA
Yiying Tong
Michigan State University
Computational Network Design From
Functional Specifications
Mathieu Desbrun
California Institute of Technology
Chi-han Peng
Arizona State University
Niloy Mitra
University College London
Fernando de Goes
Pixar Animation Studios
Yongliang Yang
University of Bath
Mathieu Desbrun
California Institute of Technology
Fan Bao
Arizona State University
Mark Meyer
Tony DeRose
Pixar Animation Studios
Dongming Yan
King Abdullah University of Science and
Technology
Peter Wonka
Arizona State University, King Abdullah University
of Science and Technology
Crowd-Driven Mid-Scale Layout Design
Tian Feng
Singapore University of Technology and Design
Lap-Fai Yu
University of Massachusetts Boston
Sai-Kit Yeung
Singapore University of Technology and Design
Ruimin Wang
Ligang Liu
Zhouwang Yang
Kang Wang
Wen Shan
Jiansong Deng
Falai Chen
University of Science and Technology of China
Fernando de Goes
Pixar Animation Studios
Subdivision Exterior Calculus for
Geometry Processing
Daniel Fink
Urban Agency
Construction of Manifolds via
Compatible Sparse Representations
Intrinsic Girth Function for Shape
Processing
Shi-Qing Xin
Ningbo University
Wenping Wang
University of Hong Kong
Shuangmin Chen
Jieyu Zhao
Ningbo University
Zhenyu Shu
Zhejiang University, Ningbo Institute of Technology
Accelerated Quadratic Proxy for
Geometric Optimization
SemanticPaint: Interactive Segmentation
and Learning of 3D Worlds
Shahar Kovalsky
Meirav Galun
Yaron Lipman
Weizmann Institute of Science
Julien Valentin
Oxford University
G1 Non-Uniform Catmull-Clark Surfaces
Xin Li
University of Science and Technology of China
G. Thomas Finnigan
Autodesk, Inc.
Thomas Sederberg
Brigham Young University
Ming-Ming Cheng
Nankai University
David Kim
Jamie Shotton
Pushmeet Kohli
Microsoft Research
Matthias Nießner
Stanford University
KangKang Yin
National University of Singapore
Antonio Criminisi
Shahram Izadi
Microsoft Research
Kun Zhou
Zhejiang University
Philip Torr
Oxford University
A Probabilistic Model for Exteriors of
Residential Buildings
Detail-Preserving Mesh Unfolding for
Non-Rigid Shape Retrieval
Lubin Fan
King Abdullah University of Science and
Technology
Yusuf Sahillioglu
Middle East Technical University
Peter Wonka
Arizona State University
 Table of Contents
Vibhav Vineet
Intel Labs
Ladislav Kavan
University of Utah

S2016.SIGGRAPH.ORG
TECHNICAL PAPERS
51
(continued)
PLANTS & HUMANS
TEXTURE
USER INTERFACES
Thursday, 28 July, 10:45 am-12:15 pm
Thursday, 28 July, 2-3:30 pm
Thursday, 28 July, 2-3:30 pm
Session Chair: Richard (Hao) Zhang, Simon
Fraser University
Session Chair: Sylvain Lefebvre, Inria
Session Chair: Maneesh Agrawala,
Stanford University
Modeling Dense Inflorescences
Andrew Owens
Mikolaj Cieslak
Jeremy Hart
University of Calgary
Regine Classen-Bockhoff
Johannes Gutenberg-Universität Mainz
Przemyslaw Prusinkiewicz
University of Calgary
Spectral Style Transfer for Human
Motion Between Independent Actions
Mehmet Ersin Yumer
Adobe Research
Niloy Mitra
University College London
A Deep Learning Framework for
Character Motion Synthesis and Editing
Daniel Holden
University of Edinburgh
Jun Saito
Marza Animation Planet Inc.
Taku Komura
University of Edinburgh
Multi-Scale Label-Map Extraction for
Texture Synthesis
Yitzchak Lockerman
Yale University
Kensei Jo
Sony Corporation
Basile Sauvage
Remi Allegre
Jean-Michel Dischler
Université De Strasbourg
Mohit Gupta
University of Wisconsin – Madison
Shree K. Nayar
Columbia University
Julie Dorsey
Holly Rushmeier
Yale University
Soli: Ubiquitous Gesture Sensing With
Millimeter Wave Radar
Time-Varying Weathering in
Texture Space
Mustafa Karagozler
Ivan Poupyrev
Jaime Lien
Carsten Schwesig
Nick Gillian
Patrick Amihood
Hakim Raja
Erik Olson
Google
Rachele Bellini
Yanir Kleiman
Daniel Cohen-Or
Tel Aviv University
Vector-Regression Functions for
Texture Compression
Jiaping Wang
Aiur
Efficient and Precise Interactive
Hand Tracking Through Joint,
Continuous Optimization of Pose
and Correspondences
Ying Song
Zhejiang Sci-Tech University
Liyi Wei
Dragoniac
PiGraphs: Learning Interaction
Snapshots From Observations
Wencheng Wang
State Key Laboratory of Computer Science
Manolis Savva
Angel Chang
Pat Hanrahan
Matthew Fisher
Matthias Nießner
Stanford University
Multiway K-Clustered Tensor
Approximation: Toward HighPerformance Photorealistic
Data-Driven Rendering
DisCo: Display-Camera Communication
Using Rolling Shutter Sensors
Jonathan Taylor
Lucas Bordeaux
Tom Cashman
Bob Corish
Cem Keskin
Toby Sharp
Microsoft Research
Eduardo Soto
Microsoft Research, McMaster University
David Sweeney
Microsoft Research
Yu-Ting Tsai
Yuan Ze University
Julien Valentin
Oxford University, Microsoft Research
Benjamin Luff
Aaron Topalian
Microsoft Research, Abertay University
Erroll Wood
University of Cambridge, Microsoft Research
Sameh Khamis
Pushmeet Kohli
Shahram Izadi
Richard Banks
Andrew Fitzgibbon
Jamie Shotton
Microsoft Research
 Table of Contents

S2016.SIGGRAPH.ORG
TECHNICAL PAPERS
Rig Animation With a Tangible and
Modular Input Device
Oliver Glauser
Wan-Chun Ma
ETH Zürich
Daniele Panozzo
ETH Zürich and New York University
Alec Jacobson
Columbia University
Otmar Hilliges
Olga Sorkine-Hornung
ETH Zürich
EXPRESSIVE ANIMATION
Thursday, 28 July, 2-3:30 pm
Session Chair: Marie-Paule Cani, Inria,
Grenoble Universities
Artist-Directed Dynamics for
2D Animation
Yunfei Bai
Georgia Institute of Technology
Danny Kaufman
Adobe Research
C. Karen Liu
Georgia Institute of Technology
52
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PHOTO ORGANIZATION &
MANIPULATION
Thursday, 28 July, 3:45-5:15 pm
Session Chair: Ping Tan, Simon Fraser University
Automatic Triage for a Photo Series
Huiwen Chang
Fisher Yu
Princeton University
Jue Wang
Adobe Research
Douglas Ashley
Adam Finkelstein
Princeton University
Automatic Photo Adjustment Using
Deep Neural Networks
Zhicheng Yan
University of Illinois at Urbana-Champaign
Hao Zhang
Carnegie Mellon University
Baoyuan Wang
Microsoft Research
Sylvain Paris
Adobe Systems Incorporated
Jovan Popović
Adobe Research
Yizhou Yu
University of Hong Kong, University of Illinois
at Urbana-Champaign
Modeling Character Canvases From
Cartoon Drawings
EyeOpener: Editing Eyes in the Wild
Mikhail Bessmeltsev
Will Chang
Nicholas Vining
Alla Sheffer
The University of British Columbia
Eli Shechtman
Adobe Research
Karan Singh
University of Toronto
SketchiMo: Sketch-Based Motion
Editing for Articulated Characters
Byungkuk Choi
Roger Blanco i Ribera
Korea Advanced Institute of Science
and Technology
J.P. Lewis
Yeongho Seol
Weta Digital Ltd
Seokpyo Hong
Haegwang Eom
Sunjin Jung
Junyong Noh
Korea Advanced Institute of Science
and Technology
Zhixin Shu
Stony Brook University
Dimitris Samaras
Stony Brook University
Sunil Hadap
Adobe Research
Sky is Not the Limit: Semantic-Aware
Sky Replacement
Yi-Hsuan Tsai
University of California, Merced
Xiaohui Shen
Zhe Lin
Kalyan Sunkavalli
Adobe Research
Ming-Hsuan Yang
University of California, Merced
Shadow Theatre: Discovering Human
Motion From a Sequence of Silhouettes
Jungdam Won
Jehee Lee
Seoul National University
 Table of Contents
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S2016.SIGGRAPH.ORG
AR/VR
VR VILLAGE
53
FP F S EP E  #SIGGRAPH2016
VR VILLAGE HOURS
Sunday, 24 July
Monday, 25 July
Tuesday, 26 July
Wednesday, 27 July
Thursday, 28 July
Noon-5:30 pm
10 am-5:30 pm
10 am-5:30 pm
10 am-5:30 pm
10 am-1 pm
Throughout the week at SIGGRAPH 2016, attendees can explore the fascinating potential of
real-time immersion in tomorrow’s virtual and augmented realities for telling stories, engaging
audiences, and powering real–world applications in health, education, design, and gaming.
Image credit: “Parallel Eyes”: Exploring Human Capability and Behaviors With Paralleled First-Person View
Sharing © 2016 Shunichi Kasahara, Sony Computer Science Laboratories, Inc.; Mitsuhito Ando, Kiyoshi
Suganuma; Yamaguchi Center for Arts and Media; Jun Rekimoto; Sony Computer Science Laboratories,
Inc., The University of Tokyo.
Sponsored by
VR STORYLAB (NEW FOR 2016!)
VR Storylab blends narrative-driven,
360-degree, VR content in a physical
lab environment, a diverse assortment
of art, entertainment, academic,
scientific, and experiential VR where
attendees explore the future of
immersive adventures.
MechVR
DEMO
Create, Experience, and Share Your
Virtual Reality and Augmented
Reality Content
Experience an airplane engine, the solar
system, the human body, dolphins, a roller
coaster, and more in a multi-sided immersive
virtual reality environment, EON Icube
Mobile, in which participants are completely
surrounded by virtual imagery and sound
as they watch and manipulate 3D objects
floating in space.
Brita Kjallstrom
EON Reality Inc.
IRIDiuM: Immersive Rendered
Interactive Deep Media
Attendees are invited to enter the first
movie-quality graphics environment with the
ability to move and interact with characters,
leading to increased immersive presence.
This “deep media” solution allows motion
parallax within pre-rendered graphics,
while sparse-sensor motion capture solving
allows unobtrusive embodiment within
animated virtual worlds.
MechVR is an experimental, entertainmentbased immersive VR application that invites
its rider to experience a virtual adventure
upon a giant biped robot under the rider’s
own control.
Saurabh Hindlekar
Victor Zordan
Emerson Smith
John Welter
William Mckay
Clemson University
OoEs: Playing in the Immersive Game
With Augmented Haptics
Orb of Elements, a new haptic technology
that augments multiple tactile sensations in
an immersive game, enhances the player
experience by combining motors, thermal
actuators, and an electric fan to simulate the
natural elements: water, fire, earth, and air.
Ping-Hsuan Han
Yang-Sheng Chen
National Taiwan University
Chiao-En Hsieh
National Taipei University of Education
Yu-Jie Huang
National Taiwan University
Hung-Chih Lin
Peng-Wen Tong
National Taipei University of Education
Babis Koniaris
Maggie Kosek
Ivan Huerta
Karen Darragh
Charles Malleson
Joanna Jamrozy
Nick Swafford
Jose Guitian
Bochang Moon
Ali Israr
The Walt Disney Company
Kuan-Yin Lu
Yi-Ping Hung
National Taiwan University
Kenny Mitchell
Disney Research, The Walt Disney Company,
Edinburgh Napier University
 Table of Contents
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S2016.SIGGRAPH.ORG
VR VILLAGE
Synesthesia Suit: The Full-Body
Immersive Experience
The Synesthesia Suit provides and
immersive embodied experience in a
virtual reality environment with vibro-tactile
sensations on the entire body. Each vibrotactile actuator provides more than a simple
vibration. It delivers haptic sensations based
on TECHTILE technology.
Yukari Konishi
Nobuhisa Hanamistu
Kouta Minamizawa
Keio University
Ayahiko Sato
Rhizomatiks Research
Tetsuya Mizuguchi
Keio University
VR Model to Explore Archaeological
Sites in a Non-Destructive Way
This work presents a fully immersive virtual
environment that simulates the Brazilian
archaeological site at Itapeva, São Paulo.
Eduardo Zilles Borba
Marcio Cabral
Roseli Lopes
Marcelo Zuffo
Universidade de São Paulo
Regis Kopper
Duke University
54
(continued)
Inner Activity
INSTALLATION
Aquarium Earth
Aquarium Earth demonstrates the
educational potential of virtual reality.
Attendees observe and interact with a virtual
representation of a coral reef undergoing
the destructive effects of climate change,
pollution, and overfishing. Throughout the
experience, a narrator delivers the story
of the reef, explaining the causes of the
changes taking place.
Ketrina Yim
Tracy McSheery
PhaseSpace, Inc.
Inner Activity is a multi-sensory virtual reality
art installation that explores the potential
therapeutic applications of immersive virtual
reality entertainment. It is a combination
of interactive game technologies, vibroacoustic therapy practices, physical set
design, and concepts from meditation and
spirituality.
Anshul Pendse
Natalie Gravier
USC School of Cinematic Arts
David Deedwania
USC Thornton School of Music
Marientina Gotsis
Mike Patterson
Chanel Summers
USC School of Cinematic Arts
Mitchel Thompson
TriHelix
Brent Young
Super78 Studios
Parallel Eyes: Exploring Human
Capability and Behaviors With
Paralleled First-Person View Sharing
Garden – Mixed Reality
Garden uses Google Project Tango’s
depth-sensing capability to transform the
real world into an identical voxel world. By
putting the Tango on a VR headset, players
can walk around and interact with objects
in a completely untethered experience,
unlocking new possibilities in long-range VR.
Chuck, Tsung-Han Lee
Wei Xie
Vivek Vidyasagaran
Keng Hua Sing
Nigel Randall
Carnegie Mellon University
This system explores how humans
understand and develop viewing behaviors
with mutual paralleled first-person view
sharing, in which the user can see others’
first-person video perspectives as well as
their own perspectives in real time.
Shunichi Kasahara
Sony Computer Science Laboratories, Inc.
Mitsuhito Ando
Kiyoshi Suganuma
Yamaguchi Center for Arts and Media
Jun Rekimoto
Sony Computer Science Laboratories, Inc.,
The University of Tokyo
Immersive and Interactive ProcedureTraining Simulator for High-Risk
Power-Line Maintenance
This procedure-training simulator, targeted
at the operation and maintenance of
overland power lines, implemented
using VR goggles (Oculus Rift) and a real
scenario matched perfectly with its virtual
reality counterpart.
Eduardo Zilles Borba
Marcio Cabral
Andre Montes
Olavo Belloc
Marcelo Zuffo
Universidade de São Paulo
 Table of Contents
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S2016.SIGGRAPH.ORG
VR VILLAGE
VR STORYLAB
GHOST IN THE SHELL: THE MOVIE
Virtual Reality Diver
Next generation technology brings
cyberspace to life. Cybernetically hack into
the universe of “Ghost in the Shell”, and
experience new sensations. Ghost in the
Shell, a parallel world where cybernetic
humans and androids carrying their own
ghost coexist. This world is getting closer
and closer to becoming reality.
Hiroyuki Ogino
Production I.G, Inc.
Miho Aoki
University of Alaska Fairbanks
Google Spotlight Stories Presents “Pearl”
This story directed by Oscar-winning
filmmaker Patrick Osborne (Disney’s “Feast”)
breaks new ground for Spotlight Stories in
both storytelling and technology, with the
most shots, sets, and characters to date,
along with custom lighting, effects, and
interactive surround sound in every shot.
Google ATAP
Imago: Presence and Narrative in
Virtual Reality
Imago, a live-action virtual reality film
narrative told through drama, dance, and
abstract CG, is designed to explore the
presence of a viewer in the virtual space and
the impact this has on emotional immersion.
Chuck, Tsung-Han Lee
Carnegie Mellon University/Project Hypnos
Amy Stewart
Jaehee Cho
Joel Ogden
Tsung-Yu Tsai
Junwen Chen
Carnegie Mellon University
55
(continued)
Injustice
Quillistrations
In this interactive VR experience about
racially motivated police brutality, users
witness an act of racial discrimination
and are forced to make moral and ethical
decisions on the spot.
Quill allows artists to paint volumetrically
with professional-looking brush strokes.
Attendees can step inside and walk around
an artist's imagination and experience the
drawing process from a new perspective.
Jaehee Cho
Zixu Ding
Yeongmin Won
Atit Kothari
Tiffa Cheng
Stephanie Fawaz
Carnegie Mellon University
Yelena Rachitsky
Oculus Story Studio
Scenario
Invasion!
This narrative-driven interactive VR
animation, in real time, directed by Eric
Darnell, director and writer of all four
“Madagascar” films, represents a unique
combination of artistry and technology.
Eric Darnell
Maureen Fan
Maciej Gilwa
Michael Hutchinson
Baobab Studios Inc.
This prototype game-engine-based
application facilitates visualization and
analysis of 3D terrain generated from several
cameras, including MSL and MRO HiRISE. It
is capable of displaying multiple 3D datasets
comprised of billions of polygons.
Oleg Pariser
NASA Jet Propulsion Laboratory
Fred Calef
National Aeronautics and Space Administration
Sent: A Virtual Reality Short Film
Kanju: Integrating HCI to Tell Better
Stories in Immersive Environments
To advance the language of storytelling in
immersive environments, content creators
must look beyond traditional theater and
film techniques. Incorporating humancomputer interaction techniques and basic
design principles will be key to the future of
narrative experiences.
Stephanie Riggs
Sunchaser Entertainment
This five-minute, 40-second VR short from
Light Chaser Animation tells the story of an
emoji “Goodbye” who embarks on a magical
journey that turns things in surprising ways
for all.
Gary Wang
Li Mi
Lei Han
Di Cui
Light Chaser Animation Studios
U2 Song for Someone
Chris Milk and U2 come together once
again to create a revolutionary new visual
interpretation of U2’s “Song for Someone”.
Longing for Wilderness
This virtual ride from a noisy city through
a slowly transforming forest toward a calm
and airy landscape seeks to express our
innate longing to experience nature in its
rawest forms.
Annie Parker
Carolyn Reynolds
Vrse Inc.
Marc Zimmermann
Epicscapes
Volker Helzle
Diana Arellano
Filmakademie Baden-Wuerttemberg
 Table of Contents
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S2016.SIGGRAPH.ORG
EXPERIENCE PRESENTATIONS
56
FP F S EP E  #SIGGRAPH2016
Informal presentations on new ideas that are applicable to techniques, concepts,
and strategies related to the Experience Hall programs: Art Gallery, Emerging
Technologies, Studio, and VR Village.
AR/VR
GAMES
ARTISTIC VR TECHNIQUES
Sunday, 24 July, 2-3:30 pm
Illustrating in VR With Quill: How to
Approach Volumetric Painting
Thanks to Quill, Wesley began turning her
illustrations into imaginative spatial worlds
to help create the beautiful scenes of the
project “Dear Angelica”.
Yelena Rachitsky
Oculus Story Studio
Bound – Modern Art Gaming in VR
Bound is a 3D platformer game with
a serious narrative side that presents
a ballerina in an abstract modern-art
environment. This presentation summarizes
the artistic and technical aspects of the
game, where most elements had to be
redesigned for VR.
Michal Staniszewski
Plastic
OZO 3D 360 Footage Combines With
Masterful Visual Effects to Forge a
Futuristic VR Mystery
The Argos File is an interactive live action
Virtual Reality series, integrating visual
effects and game engine mechanics with
360º stereoscopic footage captured with the
Nokia OZO system. Join Nokia and Academy
Award winning team Magnopus for a look at
the production workflow created to realize
this futuristic murder mystery.
Jill Smolin
ANIMATION & VFX
A Versatile Skin Material for
“The Good Dinosaur”
MiragePrinter: Interactive Fabrication
on a 3D Printer With a Mid-Air Display
Designing a highly art-directable, flexible,
efficient global material for all the dinosaur
skins with a mix-and-match approach.
MiragePrinter combines a 3D printer and a
mid-air floating-image display to seamlessly
connect users’ digital works and physical
works. With this machine, users can
design, modify, and print object models
on a 3D printer’s stage with overlapping
floating images.
Ana Lacaze
Maria Lee
Pixar Animation Studios
ANIMATION & VFX
RESEARCH
THE ART & SCIENCE OF IMMERSION
Monday, 25 July, 2-3:30 pm
Bringing Google Earth to Virtual Reality
This talk presents solutions to rendering
planet-sized worlds at a steady high frame
rate (60-120fps) in VR and helping users
navigate those worlds without losing context
or becoming nauseous.
Dominik Kaeser
Google, Inc.
Qt 3D is a soft real-time simulation
framework that provides visualization via a
data-driven renderer. It is easy to integrate
into your own code base to make adding
3D content to your content creation,
engineering, simulation, or business
applications as simple as possible.
Sean Harmer
Klarälvdalens Datakonsult AB
RESEARCH
CREATURE CREATION
MAKE IT SO
Monday, 25 July, 9-10:30 am
Wednesday, 27 July, 10:45 am-12:15 pm
Shading Dory’s New Friends
Making: An Interdisciplinary AssistiveTechnology Project
Shading new characters for “Finding
Dory” required solutions to artistic and
technical challenges related to animating
shading effects for an octopus and a
squid, grooming feathers on a loon, and
digitally painting close-ups of a whale shark
using techniques inspired by traditional
Impressionistic painters.
Trent Crow, Jonathan Hoffman, Maria Lee, Kiki Poh
Pixar Animation Studios
The Hive: A Human and Robot
Collaborative Building Process
The Hive Pavilion exhibited at Autodesk
University (2015) investigated whether
untrained workers and industrial robots
could work collaboratively toward the
common goal of fabricating and assembling
an architectural-scale structure through
computational design, wearables, and
interconnected devices.
Lauren Vasey
Universität Stuttgart
Qt 3D – A Data-Driven Renderer
for Mortals
ANIMATION & VFX
Junichi Yamaoka
Yasuaki Kakehi
Keio University
Engineering and art students collaborate
to design, model, cast, and fabricate an
assistive-technology project in sculpture
and computer science classes.
Tovi Grossman
Autodesk Research
Heather Kerrick
Autodesk, Inc.
Danil Nagy
Autodesk Research
Skuid: Sketching Dynamic Drawings
Using the Principles of 2D Animation
Skuid is a sketching tool for crafting
(looping) animated illustrations that contain
the exaggerated dynamics of stylized 2D
animations. Its user interface exposes
the principles of animation as a set of
motion amplifiers, which is easy to use
and understand, and it facilitates rapid
exploration, even for amateurs.
Rubaiat Kazi
Tovi Grossman
Nobuyuki Umetani
George Fitzmaurice
Autodesk, Inc.
Susan Reiser
Rebecca Bruce
Jackson Martin
Brent Skidmore
University of North Carolina at Asheville
 Table of Contents

S2016.SIGGRAPH.ORG
EXPERIENCE PRESENTATIONS
ANIMATION & VFX
AR/VR
PRODUCTION FOR VR
Wednesday, 27 July, 2-3:30 pm
Invasion!
“Invasion!” is a real-time narrative-driven
interactive VR animation, directed by
Eric Darnell, director and writer of all four
“Madagascar” films. It represents a unique
combination of artistry and technology.
Eric Darnell
Maureen Fan
Maciej Gilwa
Michael Hutchinson
Baobab Studios
Kanju: Integrating HCI to Tell Better
Stories in Immersive Environments
“Kanju” is an immersive live action
experience with a storyline that spans
three separate African countries and
included four distinct plots. To create a
clear and compelling narrative experience
for audiences, human-computer interaction
(HCI) principles were combined with
traditional storytelling techniques to create
human-centered storytelling.
Stephanie Riggs
Sunchaser Entertainment
Jungle Book: Through Mowgli's Eyes –
Kaa Virtual Reality Experience
Through Mowgli's Eyes Part 1 – Kaa is
a real-time game-engine virtual reality
experience created for marketing Disney's
“The Jungle Book” feature film.
Joe Farrell
Tangerine Apps LLC
RESEARCH
SMART CITIES
Wednesday, 27 July, 3:45-5:15 pm
Hyperlocal Information Landscapes:
How Materialism of Information Can
Shift Physical Urban Experiences
57
(continued)
Have We Found the Key to the
Smart City?
The Smart Community concept began
in 1999, when the Intelligent Community
Forum chose Singapore as its first Intelligent
Community of the Year. This talk reviews
cities around the world that have found
innovative ways to involve their citizens
in decisions that affect their lives. It also
considers some “platform technologies”,
such as non-financial applications of the
blockchain, that can be used to build trust
and confidence in civic applications. And
it shows how things can go horribly wrong
when citizen-engagement projects are
poorly designed and implemented.
Thomas Keenan
University of Calgary
Laplacian Vision: Augmenting Motion
Prediction via Optical See-Through
Head-Mounted Displays and Projectors
This vision-augmentation system aims
to assist the human ability to predict the
short-term future by visualizing trajectory
information of real-world objects via an
optical see-through head-mounted display
and a projector.
Yuta Itoh
Yuichi Hiroi
Jiu Otsuka
Maki Sugimoto
Keio University
Jason Orlosky
Kiyoshi Kiyokawa
Osaka University
Gudrun Klinker
Technische Universität München
AR/VR
AR/VR
EMERGING TECHNOLOGIES
EXPERIENCE PRESENTATIONS
AGENTS OF CHANGE: CREATION OF
VR FOR HEALTH AND SOCIAL GAIN
Thursday, 28 July, 9-10:30 am
Thursday, 28 July, 10:45 am-12:15 pm
BigRobot Mk.1A
This tall robot with two wheeled legs
positions a human pilot five meters above
the ground. The pilot controls the robot’s
movement with foot motions as it follows the
path of a five-meter-tall tall humanoid.
Hiroo Iwata
Yu-ta Kimura
Hikaru Takatori
Yu-uki Enzaki
University of Tsukuba
VR Technologies for Rich Sports
Experience
NTT is developing progressive VR
technologies to provide sports experiences
that enhance spectator enjoyment and
player performance.
Daisuke Ochi
Akio Kameda
Kosuke Takahashi
Motohiro Makiguchi
Kouta Takeuchi
Nippon Telegraph and Telephone Corporation
Urban spaces are changing. New media
convergences are colliding with the built
environment. This talk describes how
the rules of the game are changing, how
information landscapes fundamentally shift
the scale and operation of urbanism, and
how hyperlocal information is redefining
what it means to be an urban citizen in a
connected world.
Voxel Bay: Virtual Reality for Pediatric
Pain Management
Voxel Bay is a hands-free clinical VR game
that can be used as a distraction technique
for pediatric pain management. It provides
clinicians the ability to control in-game
events to customize gameplay experience
to the patient’s needs and encourages even
breathing.
Alice Grishchenko
John Luna
Jeremy Patterson
The Ohio State University, Nationwide
Children’s Hospital
How VR Technology Will Transform
Healthcare
The deepest and most significant impact of
VR technology will be in the area of clinical
medicine and healthcare. VR technology will
dramatically influence medical assessments,
clinical care, preventive care, and wellness,
and will help shift the locus of medical care
from the clinic to the home.
Walter Greenleaf
Stanford University
Anijo Mathew
Illinois Institute of Technology
 Table of Contents
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S2016.SIGGRAPH.ORG
ANIMATION & VFX
ART
FOR EDUCATORS
PRODUCTION
RESEARCH
BIRDS OF A FEATHER
58
FP F S EP E  #SIGGRAPH2016
Informal presentations, discussions, and demonstrations for people who share
interests, goals, technologies, environments, or backgrounds.
For additional information, days, and times for these
presentations, visit s2016.siggraph.org/birds-feather.
A PRELIMINARY LIST OF
BIRDS OF A FEATHER SESSIONS:
3D Graphics With Khronos Vulkan, OpenGL, and
OpenGL ES
Educators BOF: Education Committee
Town Hall
MaterialX: An Open Standard for Network-Based
CG Object Looks
Educators BOF: Production Pipeline
Fundamentals for Film, Games, and TV: Where Do
Your Course Fit?
Meet the Candidates for the ACM SIGGRAPH
Executive Committee
Ohio State University/ACCAD Alumni Gathering
3D Technology in Fine Art
Educators BOF: Teaching Lighting Theory
Using Unity
3D Web Graphics With Khronos WebGL & glTF
Educators BOF: Undergraduate Research Alliance
OpenSceneGraph
Accelerating Vision Processing With Khronos
OpenVX and OpenCL
Explore the Vulkan API Loader and
Validation Layers
Program in Empowerment Informatics at the
University of Tsukuba
ACM SIGGRAPH Cartographic Visualization
(Carto) Birds of a Feather
Gaffer: An Open-Source Application
Framework for VFX
Qt and graphics BOF
Art of Character Rigging
Geospatial Data
Render Farming
Berthouzoz Lunch
Getting Your Project Done IV
Big Data in Media and Entertainment
Global VFX PIpelines
Rendering in 2016 and Beyond – the tools
changing the trade
Blender Foundation – Community Meeting
Going Cloud-Native
RIT Alumni Meet & Greet (Alumni & Faculty)
Blender Spotlight
Harvest4D – Harvesting Dynamic 3D Worlds From
Commodity Sensor Clouds
Shader Languages, Compilers, and Effects
Browser-Based Mobile 3D VR
CAD, 3D Printing, and 3D Scanning
Heterogeneous Computing With Khronos
OpenCL, SYCL, and SPIR-V
Can Fabrication Build Bridges?
Humanoid Animation (H-Anim)
*CCIFF, Art and Entertainment Technology
Film Festival
Christians in CG
Common Graphics Challenges in the DoD
Computer Graphics for Simulation
CTO/CIO/IT Management
Data Processing in the Cloud
Open Shading Language
Remote Studio Productions – Online Collaboration
Small Studio, Big Ideas
State of Animation Tools in the Industry
Taipei ACM SIGGRAPH Chapter Reunion
*Immersive Visualization for Science, Research
The Computer and Conceptual Art Practices in
the 1960s and 70s
*International Collegiate Virtual Reality
The Future of Web3D Graphics Standards
and Art – International
Contest (IVRC)
University and Industry Partnerships: Bringing
Educators, Industry Talent, and Students Together
*International Khronos Chapters Program
*ISEA International – Open Forum
VES All-Sections SIGGRAPH Party
Keeping Filmmaking Collaborative
VFX Reference Platform – A Common Target for
Building VFX Software
Khronos After-Party
VFX Union – Crafting Your VFX Workplace
Content Technology in Japan
Korea Chapter Meeting
Digital Thought Within the Division of Experimental
and Foundation Studies at RISD
LA SIGGRAPH Chapter Reception
Virginia Commonwealth University Students,
Alumni and Friends Reunion
*DCAJ Presentation: Industrial Application of
LASig Activities
Virtual Globes Using WebGL and Cesium
Documenting Cultural and Natural Heritage With
Mixed Augmented Reality
Let’s Talk VR
Volume Rendering and Medical Visualization
Dynamic Simulation in Production
Managing Changes to Technology in Production
Web3D Consortium Strategies and Activities
Educators BOF: ASIFA-Hollywood Animation
Educators Forum Asks: How is Virtual Reality
Changing the Way we Teach?
Managing Time Zones: Ensuring Consistency in
Global VFX
*presented in the ACM SIGGRAPH Theater
 Table of Contents

S2016.SIGGRAPH.ORG
AR/VR
FOR EDUCATORS
ACM SIGGRAPH THEATER EVENTS
59
FP F S EP E  #SIGGRAPH2016
Informative international sessions on the current state of computer graphics around
the world, organized by representatives of ACM SIGGRAPH and affiliated societies.
For additional information, days, and times for these
international sessions visit s2016.siggraph.org.
A PRELIMINARY LIST OF ACM
SIGGRAPH THEATER EVENTS:
50-50: Women in CG
ACM SIGGRAPH Chapters Business Meeting
ACM SIGGRAPH Digital Arts Community
ACM SIGGRAPH Digital Arts Community –
Science of the Unseen: Digital Art Perspectives
Capturing the Past: ACM SIGGRAPH History
& Art Shows
CG in Africa + Middle East
CG in Asia
CG in Australasia
CG in Europe + Russia
CG in Latin America
CG in Latin America: “Encontro dos brasileiros” –
Brazilian Meeting
CG in USA and Canada
Join the IRC in 2016!
Overview of SIGGRAPH (with Japanese interpreter)
Professional and Student Chapters Startup Meeting
 Table of Contents

S2016.SIGGRAPH.ORG
ANIMATION & VFX
FOR EDUCATORS
GAMES
MOBILE
PRODUCTION
RESEARCH
EXHIBITION (as of 21 June)
60
FP F S EP EO E  #SIGGRAPH2016
EXHIBITION HOURS
Tuesday, 26 July
Wednesday, 27 July
Thursday, 28 July

9:30 am-6 pm
9:30 am-6 pm
9:30 am-3:30 pm
Children under 16 are not permitted in the Exhibition. Age verification is required.
ANIMATION & VFX
GAMES
MOBILE
FP F S EP EO E
EXHIBITS FAST FORWARD
Monday, 25 July, 3:45-5:15 pm
A sneak peek of the products and
announcements that companies plan
to make during the exhibition in a fast
paced, entertaining session.
3D Systems
3dMD
Aberdeen LLC
Academy of Art University
Advanced Micro Devices (AMD)
Ahead.IO
Amazon Lumberyard
American Cinematographer
American Express OPEN
Animation Magazine
Association for Computing Machinery
Autodesk
Avere Systems
B&H Photo, Video & Pro Audio
Binary Alchemy
Blackmagic Design
BOXX Technologies, Inc.
Browzwear
C2Monster
Cap Digital – France
Carnegie Mellon Entertainment Technology Center
CGAL – The Computational Geometry
Algorithms Library
CGTrader
Cogswell College
Computer Graphics World
CyberGlove Systems
DigiPen Institute of Technology
Dimensional Imaging
Drexel University
Eizo Inc.
Esri
Fabric Software
Faceware Technologies
FacioMetrics LLC
ForgeFX Training Simulations
Formlabs Inc.
The Foundry Visionmongers
ftrack
Goggle Tech
Google
HGST
HoloDigilog Human Media Research Center
IATSE
IDEALENS
Imagineer Systems/Boris FX
Infinite Trading Inc
Innobright Technologies Inc.
InstaVR
Intel Corporation
Intervoke Technologies
Isotropix
KAI
Lightspace Technologies
Lightworks
Live2D Inc.
Luxion, Inc.
Mantis Vision
MAXON
Meta
Microsoft Corp.
Motion Analysis Corporation
MSI Computer Corp.
Mura
NCCA, Bournemouth University, Uk
Newsight Japan, Ltd.
NIM-Labs
Nokia
NorPix Inc.
NVIDIA Corporation
OptiTrack
Original Force Animation
OTOY Inc.
PhaseSpace Inc.
Pixel Plow
Pluralsight
PNY Technologies
PostPerspective
Presence Pictures
 Table of Contents
Puget Systems
Purdue University
Purple Platypus
The Qt Company
Qualcomm Incorporated
Quantum Corporation
Qumulo
RebusFarm GmbH
Redshift
Renderstorm Inc.
Ricoh Imaging Americas Corporation
Ringling College of Art and Design
River Studios
Rokoko
SCAD
Sensel
SensoMotoric Instruments, Inc.
Sharecg.com
Shotgun
Side Effects Software
Simplygon
Sketchfab Inc.
Skolkovo Foundation
Smith Micro Software
SpeedTree
Stratasys 3D Printers & Production Systems
Synertial
Tardis 3D Technologies
Taylor Francis/CRC/Focal Press
TechViz
Thinkbox Software Inc.
Umbra
United Scenic Artists, Local USA 829 IATSE
Unity Technologies
The University of the Arts
uSens Inc.
VanArts
Vancouver Film School
Velocity Micro
Vicon
Visual Computing Center at KAUST
Wacom Technology
Web3D Consortium
Wolfram Research, Inc.
WorldViz
XIMMERSE
X-Rite Pantone
Xsens
Yost Labs, Inc.

S2016.SIGGRAPH.ORG
EXHIBITOR SESSIONS (as of 5 May)
FP F S EP EO E
61
 #SIGGRAPH2016
Comprehensive summaries of the latest technologies in computer graphics and
interactive techniques. SIGGRAPH 2016 exhibitors demonstrate software, hardware,
and systems; answer questions; and host one-on-one conversations about how
their applications improve professional and technical performance.
EXHIBITOR MEETING ROOMS
Autodesk Room 207D
Tuesday, 26 July, 10 am-4 pm
Wednesday, 27 July, 10 am-4 pm
Autodesk Vision Series
Chaos Group Room 205A
Tuesday, 26 July and
Wednesday, 27 July
10 am, 11 am, 2 pm, 3 pm, 4 pm
V-Ray Days
Focusing on artists, V-Ray Days returns with
exclusive tech breakdowns of indie passion
projects and this year’s blockbusters.
Advancing VR and breakthroughs in cloud
rendering are also discussed.
Disney Room 201A
Monday, 25 July, 10 am-6 pm
Tuesday, 26 July, 10 am-6 pm
Wednesday, 27 July, 10 am-6 pm
Fabric Software Room 201B
Tuesday, 26 July, 10 am-6 pm
Fabric Engine User Group
WEDNESDAY, 27 JULY
EXHIBITOR MEETING ROOMS
CONTINUED
AVERE SYSTEMS
Pixar Room 212B
Tuesday, 26 July, 10 am-5:30 pm
Wednesday, 27 July, 10 am-5:30 pm
Join the Pixar recruiting team for interviews
and presentations on technical direction.
Learn what it's like to be a technical director
at Pixar and how to produce a compelling
technical demo reel.
Presented by Google, Moonbot Studios,
and Avere Systems.
Wednesday, 27 July, 10:30-11:30 am
Hourly Houdini Training with Pluralsite
and SideFX.
Dr. Inventor Your Personal, Creative
Research Assistant
How to create novel and useful research
ideas by uncovering latent analogies
between publications in computer graphics
using the Dr. Inventor creativity support tool.
TUESDAY, 26 JULY
NOKIA
GOOGLE
Tuesday, 26 July, 10:30-11:30 am
Nokia OZO Ecosystem: The State of
Art in VR
MICROSOFT
Wednesday, 27 July, 12:30-1:30 pm
3D Reconstruction with Google’s
Project Tango
QUMULO, INC.
Tuesday, 26 July, 2-3 pm
Intel Exhibitor Sessions
Learn how you can run large-scale
rendering workloads in the public cloud with
Teradici’s PColP technologies, NVIDA’s
GPU virtual machines in Microsoft’s Azure,
and more.
Why You Should be Rendering on
the Cloud
Wednesday, 27 July, 2-3 pm
NVIDIA Room 210D
Sunday, 24 July, 9 am-6:45 pm
Monday, 25 July, 9 am-6:45 pm
How Data-Aware Scale-Out NAS Can
Streamline Your VFX and Animation
Workflow
Several thousand data-storage
professionals shared their current datastorage challenges, priorities, and
requirements. Now hear their answers
and discuss.
BINARY ALCHEMY
NVIDIA Best of GTC Talks
Wednesday, 27 July, 3:30-4:30 pm
Join us for two days of deep-dive, technical
sessions from NVIDIA engineers and other
GPU experts.
 Table of Contents
Compute Cloud for Rendering –
Big-Studio Results on a SmallStudio Budget
BOURNEMOUTH UNIVERSITY
SideFX Room 208B
Tuesday, 26 July, 9 am-6 pm
Intel Room 213A
Tuesday, 26 July, 9 am-5:30 pm
Wednesday, 27 July, 9 am-4:15 pm
Thursday, 28 July, 9 am-3 pm
Smart people giving insightful and
entertaining presentations. Join us for
technical topics from graphics to gaming
and beyond.
Wednesday, 27 July, 9-10 am
Royal Render
Over the last 15 years, Royal Render has
become a useful tool in solving production
challenges and keeping projects on
schedule. Royal Render: helping to keep
designers and animators on task, on time,
and within budget.

S2016.SIGGRAPH.ORG
ANIMATION & VFX
GAMES
JOB FAIR
62
FP F S EP EO E  #SIGGRAPH2016
JOB FAIR HOURS
Tuesday, 26 July
Wednesday, 27 July
Thursday, 28 July
9:30 am-6 pm
9:30 am-6 pm
9:30 am-3:30 pm
The Job Fair is absolutely the best place at SIGGRAPH 2016 for employers to meet
with thousands of job seekers from around the globe!
Job Fair Exhibitors post their jobs on the CreativeHeads.net and ACM SIGGRAPH job
boards one month prior to the conference. This allows SIGGRAPH 2016 attendees to
connect with employers before the conference, during the conference via the Job
Fair, and after the conference via the CreativeHeads.net job board and candidate
profiling system.
CreativeHeads.net provides the most comprehensive recruitment software
solution for the VFX, animation, video game, TV, film, and 3D technology and
software tools industries, for employers searching for talent or job seekers
looking to secure the “right” job.
JOB SEEKERS
JOB FAIR PARTICIPANTS (as of 24 June)
The Job Fair IS THE BEST PLACE
to be if you are:
2K
Recruitment Package
• Actively looking for a job
Animal Logic
Booth 17
• Passively networking to see what
opportunities are available
• Interested in getting acquainted with
some great companies
• Hoping to broaden your horizons and
possibly switch industries
• Looking for career development tips
• Wanting to learn about the latest CG
and interactive techniques
EMPLOYERS
The Job Fair IS THE BEST PLACE
to be if you want to:
• Meet with seasoned professionals
• Hire “right-brain” talent
• Reach an extremely diverse and
experienced group of creative
professionals working across multiple
creative industries
Method Studios
Booth 8
NHTV Breda University of
Applied Sciences
Booth 13
Axis Animation
Recruitment Package
Nordeus
Recruitment Package
Blizzard Entertainment
Booth 3
Original Force Animation
Recruitment Package
Brown Bag Films
Booth 14
Picture Shop
Booth 1
Cat Daddy Games
Recruitment Package
Pixar Animation Studios
Recruitment Package
Digital Domain
Booth 7
Rodeo FX
Booth 18
Double Negative Visual Effects
Recruitment Package
Snapchat
Booth 19
Esri
Booth 12
Sony Pictures Imageworks
Booth 15
Firaxis Games
Recruitment Package
SpaceX
Recruitment Package
Hangar 13 Games
Recruitment Package
The Third Floor
Booth 5
IGT
Booth 10
Visual Concepts
Recruitment Package
Ilion Animation Studios
Booth 11
 Table of Contents
Legend3D
Booth 4
Weta Digital
Booth 16

S2016.SIGGRAPH.ORG
GENERAL INFORMATION
Airport Shuttle Bus Discounts
Parking
SIGGRAPH 2016 has partnered with Super
Shuttle to offer transportation to and from
John Wayne Airport (SNA) and Los Angeles
International Airport (LAX).
+1.714.765.8950
To/From John Wayne Airport (SNA):
Shared Ride Van: $8 per passenger
(up to 9 passengers)
Town Car Service: $65 per sedan
(up to 4 passengers)
To/From Los Angeles International
Airport (LAX):
Shared Ride Van: $14 per passenger
(up to 9 passengers)
Town Car Service: $102 per sedan
(up to 4 passengers)
These discounted rates are valid from five
days before the conference to five days after
it closes.
If you book your shuttle reservation through
the SIGGRAPH 2016 web site, you can earn
miles on American Airlines, United Airlines
and Delta.
Book by phone at:
800.258.3826
To receive the discount, you must mention the SIGGRAPH 2016 discount code:
PK7AU. Or you can book directly on the
Super Shuttle website.
Anaheim Convention Center
800 West Katella Avenue
Anaheim, CA 92802
Accessibility
The convention center is handicap
accessible. If you have special needs or
requirements, please call Conference
Management at:
63
SIGGRAPH 2016 attendees can park at
the Anaheim Convention Center parking
lot. Parking is $15 per entry (no overnight
parking available).
Luggage and Coat Check
Luggage and coat-check services ($5
per item) are available at the Anaheim
Convention Center from Sunday, 24 July
through Thursday, 28 July.
SIGGRAPH 2016 has negotiated discount
rates for hotels in Anaheim. These discounts
are available to SIGGRAPH 2016 attendees
only. Reservations made after Monday,
27 June are based on availability only, and
rates may increase.
SIGGRAPH 2016 hotel rates can only be
booked through onPeak, SIGGRAPH 2016’s
Housing Partner. If you are contacted by any
other companies to make hotel reservations
for SIGGRAPH 2016, be aware they may
not be reputable companies or endorsed by
SIGGRAPH 2016.
Photography and Recording Policies
Bookstore
BreakPoint Books offers the latest and
greatest books, CDs, and DVDs on
computer animation, graphic design,
gaming, 3D graphics, modeling, and digital
artistry. The bookstore features recent
books by SIGGRAPH 2016 speakers and
award winners. To suggest books, CDs,
or DVDs that should be available in the
bookstore, contact:
Breakpoint Books
hemsath@msn.com
Children at the Conference
Please be aware that parts of the
Conference may contain adult content,
graphic images, or violence.
There are no age-based restrictions at
the Conference with the exception of
the SIGGRAPH Exhibition. Registered
attendees under 16 years of age may enter
the SIGGRAPH Exhibition Halls only under
one of the following circumstances: as
“wearable” infants/toddlers (those being
carried in a sling or backpack carrier)
or as children that are part of an official
SIGGRAPH guided tour event.
+1.312.673.5868.
Hotel Reservations
Food Services
A variety of food truck vendors and
concessions are available throughout the
convention center and outdoor plaza space.
Visit the SIGGRAPH 2016 website to access
the easy-to-use online hotel reservation
system, which includes complete
information on housing policies, procedures,
and rates:
Internet Access
S2016.siggraph.org
Free wireless access is available during
SIGGRAPH 2016 in all conference locations
within the Anaheim Convention Center
[except in the Exhibit Hall].
Or contact:
onPeak
SIGGRAPH 2016 Housing Provider
+1.855.416.6073 (US and Canada)
+1.312.527.7300 (International)
 Table of Contents

All registered media and attendees are
allowed to take photos and record video in
approved areas at SIGGRAPH 2016. Many
of the words, images, sounds, objects, and
technologies presented at the SIGGRAPH
conference are protected by copyright or
patents. Please respect intellectual-property rights. By permission, photography
is allowed in the Experience Hall, the
Exhibition Hall and during social receptions.
Photography is not allowed in Research/
Learning areas (Papers, Courses, Panels,
Talks or Production Sessions) or at the
Computer Animation Festival (Electronic
Theater and Daytime Selects). If you are in
doubt, please ask permission before photographing or recording content.
SIGGRAPH 2016 employs a professional photographer and reserves the right
to use all images that this photographer
takes during the conference for publication
and promotion of future ACM SIGGRAPH
events.
Special Policies
Lost badges cannot be replaced. If you
lose your badge, you must purchase a new
registration. Technical materials included
with your registration must be picked up at
the SIGGRAPH 2016 Merchandise Pickup
Center. Lost merchandise will not
be replaced.
Reception Access
To be admitted to the Reception, you
must have a ticket. Your badge does not
provide access.
S2016.SIGGRAPH.ORG
REGISTRATION FEE INFORMATION
CONFERENCE
REGISTRATION CATEGORIES
FP Full Conference Platinum
F Full Conference
Select Conference
S
EP Exhibits Plus
64
ONE-DAY REGISTRATION
REFUND AND CANCELLATION
DEADLINES
Full Conference One Day registration is available.
Includes admission to conference programs and
events for the day purchased and the Exhibition
(Tuesday-Thursday).
Cancellation requests for refunds must be made
in writing and received on or before 1 July. No
refunds will be issued after this date. There is a
refund processing fee of $US75.
It does NOT include Computer Animation Festival
– Electronic Theater or Reception.
EO Exhibits Only
*RECEPTION TICKET
EExhibitors
To be admitted to the Reception, you must
have a ticket. Your registration badge does not
provide access.
F

S
Lost badges cannot be replaced.
If you lose your badge, you must
purchase a new registration.
X Included in registration
FP
Full
Full Full
Select
Exhibits
Conference ConferenceConference ConferencePlus
Platinum
One-Day
EP
Exhibits
Only
EO
By 3 June
$1,200
$950
$450
$450
$150
$50
By 1 July
$1,400
$1,150
$550
$550
$200
$50
2 July and After
$1,600
$1,350
$650
$650
$250
$50
By 3 June
$1,400*
$1,150*
$550
$550
$150
$50
By 1 July
$1,600*
$1,350*
$650
$650
$200
$50
2 July and After
$1,800*
$1,550*
$750
$750
$250
$50
By 3 June
$650
$400
$300
$300
$150
$50
By 1 July
$700
$450
$350
$350
$200
$50
2 July and After
$750
$500
$400
$400
$250
$50
ACM SIGGRAPH Award Presentation
X
X
M
X
ACM SIGGRAPH Award Talks
X
X
M
X
ACM Student Research Competition –
X
Final Presentation
X
W
X
Appy Hour
X
XW
XX
Art Gallery
X
X
Su, M, T, W, Th
X
X
Birds of a Feather
X
X
Su, M, T, W, Th
X
X
Computer Animation Festival – Daytime Selects
X
X
Su, T, W
X
Computer Animation Festival – Electronic Theater
M or W
M or W
Courses
X
X
Su, M, T, W, Th
Emerging Technologies
X
X
Su, M, T, W, Th
X
X
Exhibition
X
X
T, W, Th
X
X
X
Exhibitor Sessions
X
X
T, W, Th
X
X
X
Exhibits Fast Forward
X
X
M
X
X
X
Experience Presentations (Art Gallery, Emerging
Technologies, Studio, VR Village)
X
X
Su, M, T, W, Th
X
X
International Center
X
X
Su, M, T, W, Th
X
X
Job Fair
X
X
T, W, Th
X
X
Keynote Session
X
XM
Panels
X
X
Su, T, W
Posters
X
X
Su, M, T, W, Th
Poster Sessions
X
XT, W XX
Production Sessions
X
X
Su, M, T, W, Th
X
Real-Time Live!
X
X
T
X
Reception
XX
Studio Workshops
X
X
Su, M, T, W
Talks
X
X
Su, M, T, W, Th
Technical Papers
X
X
M, T, W, Th
Technical Papers Fast Forward
X
X
Su
VR Village
X
X
Su, M, T, W, Th
Member
Non-Member
Student
 Table of Contents

X
X
X
X
X
X
X
X
X
S2016.SIGGRAPH.ORG
CONFERENCE COMMITTEE
65
SIGGRAPH 2016 Conference Chair
General Submissions Chair
Student Volunteer Program Chair
Mona Kasra
Mashhuda Glencross
Christian Wittorf
University of Virginia
Loughborough University
Rock Solid Internet Systems
Art Gallery Chair
Graphic Design, Editing, Web Site
Studio Chair
Jonah Brucker-Cohen
Q LTD
Gerry Derksen
Winthrop University
Lehman College, City University of New York
GraphicsNet Chair
Art Papers Chair
Swaroop Samek
Technical Papers Chair
Edward A. Shanken
University of Southern California
John Snyder
Microsoft Research
Rhode Island School of Design
Housing Provider
Audio/Visual Support
VR Village Chair
onPeak
Denise Quesnel
Freeman Audio Visual Solutions
International Resources Chair
Computer Animation Festival Chair
Jacky Bibliowicz
Roy C. Anthony
Autodesk Canada
Simon Fraser University
Web Programming
The OPAL Group
Christie Digital Systems USA, Inc.
Mobile Chair
Conference Administration, Conference
Management, Marketing and Media
Akshay Agarwal
Google Inc.
SmithBucklin Corporation
Operations Director
Courses Chair
Benny Garcia
Gordon Wetzstein
Benstudios
Stanford University
Posters Coordinator
Education Liaison
Rachel Albert
Ginger Alford
University of California, Berkeley
Trinity Valley School
Production Sessions Chair
Emerging Technologies Chair
Mikki Rose
Masahiko Inami
Blue Sky Studios
Keio University
Publications
Exhibition Management
Stephen N. Spencer, ACM SIGGRAPH
Hall-Erickson, Inc.
Publications Committee Chair
University of Washington
Experience Hall Manager
Kristy Pron
Real-Time Live! Chair
Walt Disney Imagineering
Pol Jeremias
Games Chair
Pixar Animation Studios
Jerry Edsall
Registration
Black Tusk Studios
RCS
General Services
SIGGRAPH 2017 Conference Chair
Freeman Decorating Company
Jerome Solomon
Cogswell Polytechnical College
 Table of Contents

S2016.SIGGRAPH.ORG
CO-LOCATED EVENTS
66
Presented in cooperation with ACM SIGGRAPH, these small symposia are related to
important aspects of computer graphics and interactive techniques.
DIGIPRO
23 July 2016
Disney's Grand Californian Hotel & Spa
1600 South Disneyland Drive
Anaheim, California, 92802 USA
dp2016.digiproconf.org
SAP
22-23 July 2016
DoubleTree Suites by Hilton Hotel Anaheim Resort – Convention Center
2085 South Harbor Boulevard
Anaheim, California, 92802 USA
sap.acm.org/2016
WEB3D
22-24 July 2016
Hilton Anaheim (Next to the Anaheim Convention Center)
777 Convention Way
Anaheim, California, 92802 USA
web3d2016.web3d.org
 Table of Contents

S2016.SIGGRAPH.ORG