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TZOFFSETFROM:-0800
TZOFFSETTO:-0700
TZNAME:PDT
DTSTART:19700308T020000
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DTSTART:19701101T020000
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BEGIN:VEVENT
DTSTAMP:20260417T190104Z
LOCATION:West Building\, Rooms 301-305
DTSTART;TZID=America/Los_Angeles:20250810T090000
DTEND;TZID=America/Los_Angeles:20250810T103000
UID:siggraph_SIGGRAPH 2025_sess167@linklings.com
SUMMARY:Character Animation Make Some Noise
DESCRIPTION:Synth2Track Editor for Efficient Match-Animation\n\nAdvancemen
 ts in regression-based computer vision models have automated parts of VFX 
 motion capture. However, complex shots often require manual intervention. 
 By integrating user-specified cues into models, new tools improve tracking
  accuracy, blending automation with human expertise. This approach s...\n\
 n\nDouglas L. Moore (Industrial Light & Magic) and Jakob Buhmann, Dominik 
 Borer, and Martin Guay (Disney Research Studios)\n---------------------\nS
 teerable Perlin Noise\n\nA new variation on an old classic, Steerable Perl
 in Noise offers anisotropic noise at little extra cost, offering a new dim
 ension of control to the average artist.\n\n\nJacob Benjamin Rice (Walt Di
 sney Animation Studios)\n---------------------\nHighly Accurate GPU-Accele
 rated Animation Rigs for Toothless\n\nLeveraging the GPU in rigging is cha
 llenging due to the requirement of proprietary deformers to achieve photor
 ealistic creature work. We present our strategy to accomplish both, high-p
 erformance and high-quality deformations, giving animators an interactive 
 experience with high visual fidelity in a ...\n\n\nLeon Sooi and Christoph
  Genzwuerker (Framestore)\n---------------------\nAdaptive Tetrahedral Gri
 ds for Volumetric Path-Tracing\n\nWe advertise the use of tetrahedral grid
 s constructed via the longest edge bisection algorithm for rendering volum
 etric data with path tracing. Our GPU implementation outperforms regular g
 rids by up to a speed-up factor of 30 and allows to render production asse
 ts in real time.\n\n\nAnis Benyoub and Jonathan Dupuy (Intel Corporation)\
 n\nInterest Area: Arts & Design, Production & Animation, Research & Educat
 ion\n\nRecording: Livestreamed, Not Livestreamed, Recorded, Not Recorded\n
 \nKeyword: Animation, Art, Artificial Intelligence/Machine Learning, Captu
 re/Scanning, Computer Vision, Industry Insight, Lighting, Modeling, Pipeli
 ne Tools and Work, Real-Time, Rendering\n\nRegistration Category: Full Con
 ference, Virtual Access, Sunday\n\nSession Chair: Nick Jushchyshyn (Drexel
  University, Epic Games)
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