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			<siteicon>
				<image>images/siggraph10.png</image>
				
				<link>http://www.siggraph.org/s2010/</link>
				
				<conference>Siggraph 2010</conference>
				
				<type>Paper</type>
			
			</siteicon>

			
			<image>images/rapzHairShading.png</image>

			<title>
				<name>An Artist Friendly Hair Shading System</name>
				<link>a56-sadeghi.pdf</link>
			</title>

			<abstract>
				This paper introduces a novel approach for creating an art-directable hair
shading model from existing physically based models. Through an informal user
study we show that this system is easier to use compared to existing systems. 
In practice, the new approach has been integrated into our production pipeline 
and is being used in the production of the upcoming feature film Tangled.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Iman Sadeghi</name>
				<link></link>			
			</author>
			<author>
				<name>Heather Pritchett</name>
				<link></link>			
			</author>
			<author>
				<name>Henrik Wann Jensen</name>
				<link></link>			
			</author>
			<author>
				<name>Rasmus Tamstorf</name>
				<link></link>			
			</author>

			<date>07/2010</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>PDF</conference>
					<link>a56-sadeghi.pdf</link>
				</item>
				<item>
					<name>Supplemental Material</name>
					<conference>ZIP</conference>
					<link>a56-sadeghi_supplemental.zip</link>
				</item>
			</formats>
		</entry> 
  <entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/siggraph10.png</image>
				
				<link>http://www.siggraph.org/s2010/</link>
				
				<conference>Siggraph 2010</conference>
				
				<type>Talk</type>
			
			</siteicon>

			
			<image>images/rapzHairSim.png</image>

			<title>
				<name>Simulating Rapunzel’s Hair in Disney’s Tangled</name>
				<link>rapzHairSim.pdf</link>
			</title>

			<abstract>
				We present several key techniques used for simulating Rapunzel's 70 
feet of hair for the animated feature “Tangled”; these techniques range 
from methods to improve the run-time efficiency of the simulations to 
achieving the desired art direction of the hair.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Kelly Ward</name>
				<link></link>			
			</author>
			<author>
				<name>Maryann Simmons</name>
				<link></link>			
			</author>
			<author>
				<name>Andy Milne</name>
				<link></link>			
			</author>
			<author>
				<name>Hidetaka Yosumi</name>
				<link></link>			
			</author>
			<author>
				<name>Xinmin Zhao</name>
				<link></link>			
			</author>
			
			<date>07/2010</date>

			<!-- File Formats Block -->
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				<item>
					<name>PDF</name>
					<conference>PDF</conference>
					<link>rapzHairSim.pdf</link>
				</item>
			</formats>
		</entry> 
    <entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/siggraph10.png</image>
				
				<link>http://www.siggraph.org/s2010/</link>
				
				<conference>Siggraph 2010</conference>
				
				<type>Talk</type>
			
			</siteicon>

			
			<image>images/setmForgetm.png</image>

			<title>
				<name>Set’m and Forget’m: A Motion Graphics Pipeline for Effects</name>
				<link>prepEFX_setmAndForgetm_sig2010.pdf</link>
			</title>

			<abstract>
				For the creation of brilliant light displays, flickering control tower buttons and vibrant computer monitors,
the Effects Department goal was to build a motion graphics pipeline capable of running nearly unattended -
all while maintaining the flexibility of downstream artist input, should problems arise.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Ian J. Coony</name>
				<link></link>			
			</author>
			<author>
				<name>Brian Silva</name>
				<link></link>			
			</author>
			<author>
				<name>Bruce Wright</name>
				<link></link>			
			</author>
			<author>
				<name>Andrew Kinney</name>
				<link></link>			
			</author>

			<date>07/2010</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>PDF</conference>
					<link>prepEFX_setmAndForgetm_sig2010.pdf</link>
				</item>
			</formats>
		</entry> 
    <entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/siggraph10.png</image>
				
				<link>http://www.siggraph.org/s2010/</link>
				
				<conference>Siggraph 2010</conference>
				
				<type>Talk</type>
			
			</siteicon>

			
			<image>images/chrimasJuly.png</image>

			<title>
				<name>Christmas in July: The Effects Snow Process</name>
				<link>prepEFX_xmasInJuly_sig2010.pdf</link>
			</title>

			<abstract>
				Prep and Landing had multiple snow variants in a large number of shots -
ranging from gentle falling snow outside windows, to near blizzard-like conditions.
Snowfall was necessary to help the world the characters inhabited feel believable.
Managing the workflow and complexity involved in creating snow variety was the challenge.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Ian J. Coony</name>
				<link></link>			
			</author>
			<author>
				<name>David Hutchins</name>
				<link></link>			
			</author>
			<author>
				<name>Kevin Lee</name>
				<link></link>			
			</author>
			<author>
				<name>Mike Harris</name>
				<link></link>			
			</author>
			<author>
				<name>Tim Molinder</name>
				<link></link>			
			</author>
			<author>
				<name>Kee Suong</name>
				<link></link>			
			</author>
			<date>07/2010</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>PDF</conference>
					<link>prepEFX_xmasInJuly_sig2010.pdf</link>
				</item>
			</formats>
		</entry> 
    
  
		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/siggraph09.png</image>
				
				<link>http://spie.org/x2584.xml</link>
				
				<conference>SPIE Electronic Imaging 2010/Stereoscopic Displays and Applications XXI</conference>
				
				<type>Paper</type>
			
			</siteicon>

			
			<image>images/2D3DConversion.png</image>

			<title>
				<name>CASE STUDY - Beauty and the Beast 3D 
Benefits of 3D Viewing for 2D to 3D Conversion</name>
				<link>2D3DConversion.pdf</link>
			</title>

			<abstract>
				While designing the stereoscopic conversion process for Beauty and the Beast 3D, the engineering team at Walt Disney Animation Studios quickly recognized the benefit of desk-side 3D viewing for 2D to 3D conversion artists.  This paper outlines the technical and creative requirements of the project that supported that opinion along with the criteria established to analyze available solutions.  The evolution of internal prototypes as well as 3rd party devices are then explored along with a description of the final choices made and wish-lists for future development.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Tara Handy Turner</name>
				<link></link>			
			</author>

			<date>01/2010</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>PDF</conference>
					<link>2D3DConversion.pdf</link>
				</item>
			</formats>
		</entry> 	
		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/siggraph09.png</image>
				
				<link>http://www.siggraph.org/s2009/</link>
				
				<conference>Siggraph 2009</conference>
				
				<type>Paper</type>
			
			</siteicon>

			
			<image>images/asynchContact.png</image>

			<title>
				<name>Asynchronous Contact Mechanics</name>
				<link>asynchContactMechanics.pdf</link>
			</title>

			<abstract>
			We develop a method for reliable simulation of elastica in complex contact scenarios. Our focus is on firmly establishing 
			three parameter-independent guarantees: that simulations of well-posed problems (a) have no interpenetrations, (b) obey causality, 
			momentum and energy conservation laws, and (c) complete in finite time.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>David Harmon</name>
				<link></link>			
			</author>

            <author>
            	<name>Etienne Vouga</name>
            	<link></link>
            </author>
            <author>
            	<name>Brennan Smith</name>
            	<link></link>
            </author>
            <author>
            	<name>Rasmus Tamstorf</name>
            	<link></link>
            </author>
            <author>
            	<name>Eitan Grinspun</name>
            	<link></link>
            </author>

			<date>08/2009</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>PDF</conference>
					<link>asynchContactMechanics.pdf</link>
				</item>
			</formats>
		</entry> 
		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/siggraph09.png</image>
				
				<link>http://www.sci.utah.edu/rt08/</link>
				
				<conference>IEEE Symposium on Interactive Raytracing 2008</conference>
				<type>Paper</type>
			
			</siteicon>

			<image>images/preFilteredOcclusion.png</image>

			<title>
				<name>Raytracing Prefiltered Occlusion for Aggregate Geometry</name>
				<link>prefilter_2008.pdf</link>
			</title>

			<abstract>
			We prefilter occlusion of aggregate geometry, e.g., foliage or hair, storing local occlusion as a directional opacity in each node of a bounding volume hierarchy (BVH).  During intersection, we terminate rays early at BVH nodes based on ray differential, and composite the stored opacities.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Dylan Lacewell</name>
				<link></link>			
			</author>
			
			<author>
				<name>Brent Burley</name>
				<link></link>			
			</author>
			<author>
				<name>Solomon Boulos</name>
				<link></link>			
			</author>
			<author>
				<name>Peter Shirley</name>
				<link></link>			
			</author>
			<date>08/2008</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>prefilter_2008.pdf</link>
				
				</item>
			</formats>
		</entry> 
		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image></image>
				
				<link>http://www2.imm.dtu.dk/SGP08/</link>
				
				<conference>Symposium on Geometry Processing 2008</conference>
				<type>Paper</type>
			
			</siteicon>

			<image>images/motorcycleGraphs.png</image>

			<title>
				<name>Motorcycle Graphs: Canonical Quad Mesh Partitioning</name>
				<link>motorcycle_sgp_2008.pdf</link>
			</title>

			<abstract>
			We describe algorithms for canonically partitioning semi-regular quadrilateral meshes into structured submeshes, using an adaptation of the geometric motorcycle graph of Eppstein and Erickson to quad meshes.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>David Eppstein</name>
				<link></link>			
			</author>
			
			<author>
				<name>Michael T. Goodrich</name>
				<link></link>			
			</author>
			<author>
				<name>Ethan Kim</name>
				<link></link>			
			</author>
			<author>
				<name>Rasmus Tamstorf</name>
				<link></link>			
			</author>
			<date>08/2008</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>motorcycle_sgp_2008.pdf</link>
				
				</item>
			</formats>
		</entry> 
		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image></image>
				
				<link>http://www.cs.sunysb.edu/~smi08/</link>
				
				<conference>Shape Modelling International 2008</conference>
				<type>Paper</type>
			
			</siteicon>

			<image>images/approxMatch.png</image>

			<title>
				<name>Approximate Topological Matching of Quadrilateral Meshes</name>
				<link>approxmatch_smi_2008.pdf</link>
			</title>

			<abstract>
			We study approximate topological matching of quadrilateral meshes; that is, the problem of ﬁnding as large a set as possible of matching portions of two quadrilateral meshes.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>David Eppstein</name>
				<link></link>			
			</author>
			
			<author>
				<name>Michael T. Goodrich</name>
				<link></link>			
			</author>
			<author>
				<name>Ethan Kim</name>
				<link></link>			
			</author>
			<author>
				<name>Rasmus Tamstorf</name>
				<link></link>			
			</author>
			<date>08/2008</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>approxmatch_smi_2008.pdf</link>
				
				</item>
			</formats>
		</entry> 
				<entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/siggraph09.png</image>
				
				<link>http://www.stereoscopic.org/2008/index.html</link>
				
				<conference>Stereoscopic Displays and Applications</conference>
				
				<type>Paper</type>
			
			</siteicon>

			
			<image>images/nextGenTheatre.png</image>

			<title>
				<name>The Hybrid Theatre</name>
				<link>NextGenTheatre.pdf</link>
			</title>

			<abstract>
			Old cinema dead, Digital cinema now, hybrid theatre future.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Ron Gillen</name>
				<link></link>			
			</author>

			<date>08/2008</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>PDF</conference>
					<link>NextGenTheatre.pdf</link>
				</item>
			</formats>
		</entry> 	
		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/siggraph09.png</image>
				
				<link>http://www.siggraph.org/conferences/siggraph96/core/index.html</link>
				
				<conference>Siggraph 1996</conference>
				<type>Paper</type>
			
			</siteicon>

			<image>images/painterlyRendering.png</image>

			<title>
				<name>Painterly Rendering for Animation</name>
				<link>p477-meier_1996.pdf</link>
			</title>

			<abstract>
			We present a technique for rendering animations in a painterly style.  The difﬁculty in using existing still frame methods for animation is getting the paint to “stick” to surfaces rather than randomly change 
with each frame, while still retaining a hand-crafted look.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Barbara J. Meier</name>
				<link></link>			
			</author>

			<date>08/1996</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>p477-meier_1996.pdf</link>
				
				</item>
			</formats>
		</entry> 

		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/siggraph09.png</image>
				
				<link>http://jgt.akpeters.com/</link>
				
				<conference>Journal of Graphics Tools 2007</conference>
				<type>Paper</type>
			
			</siteicon>

			<image>images/stamBoundary.png</image>

			<title>
				<name>Exact Evaluation of Catmull-Clark Subdivision Surfaces Near B-spline Boundaries</name>
				<link>stamboundary_2007.pdf</link>
			</title>

			<abstract>
			We extend the eigenbasis method of Jos Stam to evaluate Catmull-Clark subdivision surfaces near extraordinary vertices on B-spline boundaries.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Dylan Lacewell</name>
				<link></link>			
			</author>
			<author>
				<name>Brent Burley</name>
				<link></link>			
			</author>
			<date>08/2007</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>stamboundary_2007.pdf</link>
				
				</item>
			</formats>
		</entry> 
		
		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/siggraph09.png</image>
				
				<link>http://www.siggraph.org/s97/</link>
				
				<conference>Siggraph 1997</conference>
				<type>Paper</type>
			
			</siteicon>

			<image>images/multirama.png</image>

			<title>
				<name>Multiperspective Panoramas for Cel Animation</name>
				<link>multirama_1997.pdf</link>
			</title>

			<abstract>
			The approach is motivated by a traditional technique used in 2D cel animation, in which a single background image, which we call a multiperspective panorama, is used to incorporate multiple views of a 3D environment as seen 
from along a given camera path. In this paper, we explore how such backdrops can be created from 3D models and camera paths. 

			</abstract>

			<!-- Author Block -->
			<author>
				<name>Daniel N. Wood</name>
				<link></link>			
			</author>
			
			<author>
				<name>Adam Finkelstein</name>
				<link></link>			
			</author>
			<author>
				<name>John F. Hughes</name>
				<link></link>			
			</author>
			<author>
				<name>Craig E. Thayer</name>
				<link></link>			
			</author>
			<author>
				<name>David H. Salesin</name>
				<link></link>			
			</author>
			<date>08/1997</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>multirama_1997.pdf</link>
				
				</item>
			</formats>
		</entry> 
		
		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/siggraph09.png</image>
				
				<link>http://www.siggraph.org/s98/</link>
				
				<conference>Siggraph 1998</conference>
				<type>Paper</type>
			
			</siteicon>

			<image>images/2DTextureMapping.png</image>

			<title>
				<name>Texture Mapping for Cel Animation</name>
				<link>2DTextureMapping_1998.pdf</link>
			</title>

			<abstract>
			We present a method for applying complex textures to hand-drawn characters in cel animation. The method correlates features in a simple, textured, 3-D model with features on a hand-drawn figure, and then distorts the model to conform to the hand-drawn artwork.  

			</abstract>

			<!-- Author Block -->
			<author>
				<name>Wagner Toledo Correa</name>
				<link></link>			
			</author>
			
			<author>
				<name>Robert J. Jensen</name>
				<link></link>			
			</author>
			<author>
				<name>Craig E. Thayer</name>
				<link></link>			
			</author>
			<author>
				<name>Adam Finkelstein</name>
				<link></link>			
			</author>
			<date>08/1998</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>2DTextureMapping_1998.pdf</link>
				
				</item>
			</formats>
		</entry> 
	
		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/siggraph09.png</image>
				
				<link>http://www.siggraph.org/s2009/</link>
				
				<conference>Siggraph 2009</conference>
				<type>Paper</type>
			</siteicon>

			
			<image>images/continuumHair.png</image>

			<title>
				<name>Detail Preserving Continuum Simulation of Straight Hair</name>
				<link>detailPreservingContiniumHair.pdf</link>
			</title>

			<abstract>
			This paper presents a hybrid Eulerian/Lagrangian approach to handling both self and body collisions with hair efﬁciently while still maintaining detail.

			</abstract>

			<!-- Author Block -->
			<author>
				<name>Aleka McAdams</name>
				<link></link>			
			</author>

            <author>
            	<name>Andrew Selle</name>
            	<link></link>
            </author>
			
            <author>
            	<name>Kelly Ward</name>
            	<link></link>
            </author>
			
			 <author>
            	<name>Eftychios Sifakis</name>
            	<link></link>
            </author>
			 
			<author>
            	<name>Joseph Teran</name>
            	<link></link>
            </author>
			
			
			<date>08/2009</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>detailPreservingContiniumHair.pdf</link>
				
				</item>
			</formats>
		</entry> 
	
		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/siggraph09.png</image>
				
				<link>http://www.siggraph.org/s2009/</link>
				
				<conference>Siggraph Asia 2009</conference>
				<type>Talk</type>
			</siteicon>

			
			<image>images/evalRBF.png</image>

			<title>
				<name>Evaluation of the Radial Basis Function Space</name>
				<link>evalRBF.pdf</link>
			</title>

			<abstract>
			We suggest a method for artists to better understand RBF behavior through visualization and to evaluate RBF functions according to the requirements of a production environment.

			</abstract>

			<!-- Author Block -->
			<author>
				<name>Gene S. Lee</name>
				<link></link>			
			</author>

			<date>12/2009</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>evalRBF.pdf</link>
				
				</item>
			</formats>
		</entry> 
			<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/siggraph09.png</image>
				
				<link>http://www.siggraph.org/s2009/</link>
				
				<conference>Siggraph Asia 2009</conference>
				<type>Talk</type>
			</siteicon>
	
			<image>images/practicalPSD.png</image>

			<title>
				<name>Practical Experiences with Pose Space Deformation</name>
				<link>poseSpaceDef.pdf</link>
			</title>

			<abstract>
				Pose Space Deformation (PSD) [Lewis2000] is a shape interpolation technique for animation.  This paper presents some practical experience with PSD acquired while creating the film "BOLT."
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Gene S. Lee</name>
				<link></link>			
			</author>
			
			<author>
				<name>Frank Hanner</name>
				<link></link>			
			</author>


			<date>12/2009</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>poseSpaceDef.pdf</link>
				
				</item>
			</formats>
		</entry> 		
		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/siggraph09.png</image>
				
				<link>http://www.siggraph.org/s2009/</link>
				
				<conference>Siggraph 2009</conference>
				<type>Talk</type>
			
			</siteicon>

			<image>images/compRefract.png</image>

			<title>
				<name>Composite Based Refraction for Fur and Other Complex Objects</name>
				<link>compositeBasedRefraction.pdf</link>
			</title>

			<abstract>
			Rendering hair and simulating refraction, when performed separately, are both time and memory intensive. To overcome these problems, a process was developed for "Bolt" which involved exporting 3D data from the render stage so that the calculation of the refraction could be delayed until the composite stage.

			</abstract>

			<!-- Author Block -->
			<author>
				<name>Lewis Siegel</name>
				<link></link>			
			</author>

            <author>
            	<name>Sean Jenkins</name>
            	<link></link>
            </author>

			<date>08/2009</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>compositeBasedRefraction.pdf</link>
				
				</item>
			</formats>
		</entry> 
		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/siggraph09.png</image>
				
				<link>http://www.siggraph.org/s2009/</link>
				
				<conference>Siggraph 2009</conference>
				<type>Talk</type>
			</siteicon>
	
			<image>images/geomFracture.png</image>

			<title>
				<name>Geometric Fracture Modeling in BOLT</name>
				<link>geomFractureModeling.pdf</link>
			</title>

			<abstract>We designed a system to facilitate the modeling of cracked and shattered objects, enabling the automatic generation of a large number of fragments while retaining the ﬂexibility to artistically control the density and complexity of the crack formation...
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Jeffrey Hellrung</name>
				<link></link>			
			</author>
			<author>
				<name>Andrew Selle</name>
				<link></link>			
			</author>
			<author>
				<name>Arthur Shek</name>
				<link></link>			
			</author>
			<author>
				<name>Eftychios Sifakis</name>
				<link></link>			
			</author>
			<author>
				<name>Joseph Teran</name>
				<link></link>			
			</author>

			<date>08/2009</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>geomFractureModeling.pdf</link>
				
				</item>
			</formats>
		</entry> 
	
	<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/siggraph09.png</image>
				
				<link>http://www.siggraph.org/s2009/</link>
				
				<conference>Siggraph 2009</conference>
				<type>Talk</type>
			</siteicon>
	
			<image>images/medialAxis.png</image>

			<title>
				<name>Medial Axis Techniques for Stereoscopic Extraction</name>
				<link>medialAxisStereo.pdf</link>
			</title>

			<abstract>To perform the stereoscopic conversion of Disney’s Beauty and the Beast, we developed novel extensions to standard medial axis techniques.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Evan Goldberg</name>
				<link></link>			
			</author>

			<date>08/2009</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>medialAxisStereo.pdf</link>
				
				</item>
			</formats>
		</entry> 

		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/siggraph09.png</image>
				
				<link>http://www.siggraph.org/s2009/</link>
				
				<conference>Siggraph 2009</conference>
				<type>Talk</type>
			</siteicon>
	
			<image>images/monoStereo.png</image>

			<title>
				<name>Concurrent Monoscopic and Stereoscopic Animated Film Production</name>
				<link>monoStereoFilmProd.pdf</link>
			</title>

			<abstract>...the production pipeline for Bolt was designed with the goal of delivering the full artistic vision of the directors for the 2D film that the majority of  filmgoers  would see,  yet  deliver  an uncompromising immersive experience to 3D audiences.

			</abstract>

			<!-- Author Block -->
			<author>
				<name>Robert Neuman</name>
				<link></link>			
			</author>

			<date>08/2009</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>monoStereoFilmProd.pdf</link>
				
				</item>
			</formats>
		</entry> 	
		
		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/siggraph09.png</image>
				
				<link>http://www.siggraph.org/s2009/</link>
				
				<conference>Siggraph 2009</conference>
				<type>Talk</type>
			</siteicon>
	
			<image>images/painterlyCG.png</image>

			<title>
				<name>Applying Painterly Concepts in a CG Film - BOLT</name>
				<link>painterlyCgConcepts.pdf</link>
			</title>

			<abstract>We focused on fundamental ideas such as massing, a term in painting which refers to the process of editing detail into bigger shapes, and also edge quality, the use of the painter's brush to vary edges of shapes which can bring emphasis to the image and/or direct the eye.  This led to the development of new algorithms and tools for the film "Bolt".

			</abstract>

			<!-- Author Block -->
			<author>
				<name>Adolph Lusinsky</name>
				<link></link>			
			</author>
			<author>
				<name>Paul Felix</name>
				<link></link>			
			</author>
			<author>
				<name>Ernie Petti</name>
				<link></link>			
			</author>
			<author>
				<name>Sean Jenkins</name>
				<link></link>			
			</author>
			<author>
				<name>Adrienne Othon</name>
				<link></link>			
			</author>
			<author>
				<name>Patrick Dalton</name>
				<link></link>			
			</author>
			<author>
				<name>Hank Driskill</name>
				<link></link>			
			</author>
			<author>
				<name>John Murrah</name>
				<link></link>			
			</author>
			<date>08/2009</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>painterlyCgConcepts.pdf</link>
				
				</item>
			</formats>
		</entry>
		
		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/siggraph09.png</image>
				
				<link>http://www.siggraph.org/s2009/</link>
				
				<conference>Siggraph 2009</conference>
				<type>Talk</type>
			</siteicon>
	
			<image>images/procAnimMeshSmooth.png</image>

			<title>
				<name>Rhino-Palooza: Procedural Animation and Mesh Smoothing</name>
				<link>procAnimationMeshSmoothing.pdf</link>
			</title>

			<abstract>In Disney’s Bolt, the character of Rhino poses many technical challenges.  He spends a majority of the movie inside a plastic ball, frequently contacts the ground surface, and presents a complicated skinning problem.  Innovative tools and technology were developed to solve these issues for the production.

			</abstract>

			<!-- Author Block -->
			<author>
				<name>Evan Goldberg</name>
				<link></link>			
			</author>
			
			<author>
				<name>Dmitriy Pinskiy</name>
				<link></link>			
			</author>


			<date>08/2009</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>procAnimationMeshSmoothing.pdf</link>
				
				</item>
			</formats>
		</entry> 
		
		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/siggraph09.png</image>
				
				<link>http://www.siggraph.org/s2009/</link>
				
				<conference>Siggraph 2009</conference>
				<type>Talk</type>
			</siteicon>
	
			<image>images/realisticEye.png</image>

			<title>
				<name>Realistic Eye Motion Using Procedural Geometric Methods</name>
				<link>realisticEyeMotion.pdf</link>
			</title>

			<abstract> Using an anatomically motivated approach, our method to produce realistic convincing deformations of the skin and flesh surrounding the eye is unique, not only due to the novel approaches employed, but also because our method is entirely procedural...

			</abstract>

			<!-- Author Block -->
			<author>
				<name>Dmitriy Pinskiy</name>
				<link></link>			
			</author>
			
			<author>
				<name>Erick Miller</name>
				<link></link>			
			</author>


			<date>08/2009</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>realisticEyeMotion.pdf</link>
				
				</item>
			</formats>
		</entry> 
		

		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/siggraph09.png</image>
				
				<link>http://www.siggraph.org/s2009/</link>
				
				<conference>Siggraph 2009</conference>
				<type>Talk</type>
			</siteicon>
	
			<image>images/interactiveLighting.png</image>

			<title>
				<name>Interactive Lighting of Effects Using Point Clouds in "Bolt"</name>
				<link>InteractiveLightingEffects_S2009.mov</link>
			</title>

			<abstract>We explore the use of point cloud data to provide interactive lighting effects for an environment.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Dale Mayeda</name>
				<link></link>			
			</author>


			<date>08/2009</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<image>images/presentation.png</image>
					
					<name>PDF Slides</name>
					<link>InteractiveLightingEffects_S2009.pdf</link>
				</item>
				<item>
					<name>Movie</name>
					<conference>Movie</conference>
					<link>InteractiveLightingEffects_S2009.mov</link>
				
				</item>
			</formats>
		</entry> 
		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/siggraph09.png</image>
				
				<link>http://www.siggraph.org/s2009/</link>
				
				<conference>Siggraph 2009</conference>
				<type>Talk</type>
			</siteicon>
	
			<image>images/smoothIndirectBinding.png</image>

			<title>
				<name>iBind: Smooth Indirect Binding using Segmented Thin-Layers</name>
				<link>smoothIndirectBinding.pdf</link>
			</title>

			<abstract>iBind smoothly deforms vertices using a control cage by uniquely leveraging heat diffusion on closed, thin layers across a structured set of mean value coordinates.  Dynamic rebinding is still useful, so iBind implements it, but for most cases of character articulation, a static binding option is used. 
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Chung-An Lin</name>
				<link></link>			
			</author>
			
			<author>
				<name>Erick Miller</name>
				<link></link>			
			</author>
			
			<author>
				<name>Gene S. Lee</name>
				<link></link>			
			</author>


			<date>08/2009</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>smoothIndirectBinding.pdf</link>
				
				</item>
			</formats>
		</entry> 
		
		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/eurographics.png</image>
				
				<link>http://www.eurographics2009.de/</link>
				
				<conference>Eurographics 2009</conference>
				<type>Paper</type>
			</siteicon>
	
			<image>images/dentPuller.png</image>

			<title>
				<name>Dent Removal: Geodesic Curve-Based Mesh Fairing</name>
				<link>dentPuller.pdf</link>
			</title>

			<abstract>This paper presents a novel mesh fairing method to remove unwanted geometric artifacts such as dents.  The key element of the proposed method is our unique algorithm for the assignment of weights in the discrete Laplacian.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Dmitriy Pinskiy</name>
				<link></link>			
			</author>

			<date>04/2009</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>dentPuller.pdf</link>
				
				</item>
			</formats>
		</entry> 
				
	<entry><!-- Start Entry ====================================== -->
			<siteicon>
				
				<image>images/renderEurographics09.png</image>
				
				<link>http://egsr2008.ssst.edu.ba/default.htm</link>
				
				<conference>Eurographics Symposium on Rendering 2008</conference>
				<type>Paper</type>
			</siteicon>

			
			<image>images/thumbPtex.png</image>

			<title>
				<name>Ptex: Per-Face Texture Mapping for Production Rendering</name>
				<link>http://www.disneyanimation.com/library/ptex/</link>
			</title>

			<abstract>We propose a new texture mapping method for Catmull-Clark subdivision surfaces that requires no explicit parameterization. Our method, Ptex, stores a separate texture per quad face of the subdivision control mesh, along with a novel per-face adjacency map, in a single texture file per surface. 
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Brent Burley</name>
				<link></link>			
			</author>

            <author>
            	<name>Dylan Lacewell</name>
            	<link></link>
            </author>

			<date>04/2008</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>PDF</conference>
					<link>http://www.disneyanimation.com/library/ptex/ptex.pdf</link>
				
				</item>

				<item>
					<name>Movie</name>
						<conference>YouTube</conference>				
						<link>http://www.youtube.com/watch?v=GxNlAlOuQQQ</link>
				
				</item>

				<item>
					<name>PPT</name>
					<conference>Powerpoint</conference>
					<link>http://www.disneyanimation.com/library/ptex/ptex.ppt</link>	
				</item>
			</formats>
		</entry> 
		
  </library>
