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  	<entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/siggraph11.png</image>
				
				<link>http://www.siggraph.org/s2011/</link>
				
				<conference>Siggraph 2011</conference>
				
				<type>Talk</type>
			</siteicon>

			<image>images/tangled-quad.png</image>

			<title>
				<name>Gaussian Quadrature for Photon Beams in Tangled</name>
				<link>tangled-quad.pdf</link>
				<anchor>tangled-quad</anchor>
			</title>

			<abstract>
				We implemented the recent Photon Beams algorithm in Photorealistic RenderMan to efficiently render artistically-directed volumetric lighting effects for the feature-length animated movie Tangled. With the knowledge that most fall-off functions defined by our artists would be polynomial-smooth, we use Gaussian Quadrature to accurately and efficiently estimate the lighting contribution of these camera-containing beams.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Jared M. Johnson</name>
				<link></link>			
			</author>
			<author>
				<name>Dylan Lacewell</name>
				<link></link>			
			</author>
			<author>
				<name>Andrew Selle</name>
				<link></link>			
			</author>
			<author>
				<name>Wojciech Jarosz</name>
				<link></link>			
			</author>
            
			<date>08/2011</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>Siggraph 2011</conference>
					<link>tangled-quad.pdf</link>
				</item>
			</formats>
	</entry>
  	<entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/siggraph11.png</image>
				
				<link>http://www.siggraph.org/s2011/</link>
				
				<conference>Siggraph 2011</conference>
				
				<type>Talk</type>
			</siteicon>

			<image>images/tangled-water.png</image>

			<title>
				<name>Tangled Choreographing Destruction: Art Directing a Dam Break</name>
				<link>tangled-water.pdf</link>
				<anchor>tangled-water</anchor>
			</title>

			<abstract>
				Much like the character animation in Tangled, the goal of the dam break sequence was to bring classic Disney 2D sensibilities to CG effects. Hand-drawn effects animation in films such as Pinocchio and Fantasia served as inspiration. The water shapes drawn in these films were very stylized yet conveyed recognizable forms of nature. The concept was to emulate these shapes and then enhance them with the modern benefits of CG rendering such as ray traced reflections and ambient occlusion.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Brett Boggs</name>
				<link></link>			
			</author>
			<author>
				<name>Lawrence Chai</name>
				<link></link>			
			</author>
			<author>
				<name>Michael Kaschalk</name>
				<link></link>			
			</author>
			<author>
				<name>Andrew Selle</name>
				<link></link>			
			</author>
            
			<date>08/2011</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>Siggraph 2011</conference>
					<link>tangled-water.pdf</link>
				</item>
			</formats>
	</entry>
  	<entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/siggraph11.png</image>
				
				<link>http://www.apgv.org/archive/apgv11/</link>
				
				<conference>APGV 2011</conference>
				
				<type>Paper</type>
			</siteicon>

			<image>images/lightPollutionCompensation.png</image>

			<title>
				<name>Perceptually-Based Compensation of Light Pollution in Display Systems</name>
				<link>APGV2011_deghosting.pdf</link>
				<anchor>APGV2011_deghosting</anchor>
			</title>

			<abstract>
				This paper addresses the problem of unintended light contributions due to physical properties of display systems. We propose an automatic, perceptually-based computational compensation framework, which formulates pollution elimination as a minimization problem. Our method aims to distribute the error introduced by the pollution in a perceptually optimal manner.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Jeroen van Baar</name>
				<link></link>			
			</author>
			<author>
				<name>Steven Poulakos</name>
				<link></link>			
			</author>
			<author>
				<name>Wojciech Jarosz</name>
				<link></link>			
			</author>
			<author>
				<name>Derek Nowrouzezahrai</name>
				<link></link>			
			</author>
			<author>
				<name>Rasmus Tamstorf</name>
				<link></link>			
			</author>
			<author>
				<name>Markus Gross</name>
				<link></link>			
			</author>
            
			<date>08/2011</date>

			<!-- File Formats Block -->
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				<item>
					<name>PDF</name>
					<conference>APGV 2011</conference>
					<link>APGV2011_deghosting.pdf</link>
				</item>
				<item>
					<name>Supplemental Material</name>
					<conference>APGV 2011</conference>
					<link>APGV2011_supplement.pdf</link>
				</item>
				<item>
					<name>Movie</name>
					<conference>APGV 2011</conference>
					<link>perc_compensation.mp4</link>
				</item>
			</formats>
	</entry>
  	<entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/siggraph11.png</image>
				
				<link>http://www.siggraph.org/s2009/</link>
				
				<conference>Siggraph Asia 2009</conference>
				
				<type>Paper</type>
			</siteicon>

			<image>images/turbulence-pfaff.png</image>

			<title>
				<name>Synthetic Turbulence using Artificial Boundary Layers</name>
				<link>turbulence-pfaff.pdf</link>
				<anchor>turbulence-pfaff</anchor>
			</title>

			<abstract>
				We build upon work from classical fluid mechanics to design an algorithm that allows us to accurately precompute the turbulence being generated around an object immersed in a flow. This is made possible by modeling turbulence formation based on an averaged flow field, and relying on universal laws describing the flow near a wall.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Tobias Pfaff</name>
				<link></link>			
			</author>
			<author>
				<name>Nils Thuerey</name>
				<link></link>			
			</author>
			<author>
				<name>Andrew Selle</name>
				<link></link>			
			</author>
			<author>
				<name>Markus Gross</name>
				<link></link>			
			</author>
            
			<date>12/2009</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>Siggraph Asia 2009</conference>
					<link>turbulence-pfaff.pdf</link>
				</item>
			</formats>
	</entry>
  	<entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/siggraph11.png</image>
				
				<link>http://www.siggraph.org/s2011/</link>
				
				<conference>Siggraph 2011</conference>
				
				<type>Paper</type>
			</siteicon>

			<image>images/art-beams.png</image>

			<title>
				<name>A Programmable System for Artistic Volumetric Lighting</name>
				<link>art-beams.pdf</link>
				<anchor>art-beams</anchor>
			</title>

			<abstract>
				We present a method for generating art-directable volumetric effects, ranging from physically-accurate to non-physical results. Our system mimics the way experienced artists think about volumetric effects by using an intuitive lighting primitive, and decoupling the modeling and shading of this primitive. We integrate our approach into a real-world production pipeline and couple our volumetric effects to surface shading.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Derek Nowrouzezahrai</name>
				<link></link>			
			</author>
			<author>
				<name>Jared Johnson</name>
				<link></link>			
			</author>
			<author>
				<name>Andrew Selle</name>
				<link></link>			
			</author>
			<author>
				<name>Dylan Lacewell</name>
				<link></link>			
			</author>
			<author>
				<name>Michael Kaschalk</name>
				<link></link>			
			</author>
			<author>
				<name>Wojciech Jarosz</name>
				<link></link>			
			</author>
            
			<date>08/2011</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>Siggraph 2011</conference>
					<link>art-beams.pdf</link>
				</item>
				<item>
					<name>Movie</name>
					<conference>Siggraph 2011</conference>
					<link>art-beams.mov</link>
				</item>
			</formats>
	</entry>
  	<entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/siggraph11.png</image>
				
				<link>http://www.siggraph.org/s2011/</link>
				
				<conference>Siggraph 2011</conference>
				
				<type>Paper</type>
			</siteicon>

			<image>images/elasticSkinning.png</image>

			<title>
				<name>Efficient Elasticity for Character Skinning with Contact and Collisions</name>
				<link>elasticSkinning.pdf</link>
				<anchor>elasticSkinning</anchor>
			</title>

			<abstract>
				We present a new algorithm for near-interactive simulation of skeleton driven, high resolution elasticity models. Our methodology is used for soft tissue deformation in character animation. The algorithm targets performance through parallelism using a fully vectorized and branch-free SVD algorithm as well as a stable one-point quadrature scheme on a hexahedral grid.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Aleka McAdams</name>
				<link></link>			
			</author>
			<author>
				<name>Yongning Zhu</name>
				<link></link>			
			</author>
			<author>
				<name>Andrew Selle</name>
				<link></link>			
			</author>
			<author>
				<name>Mark Empey</name>
				<link></link>			
			</author>
			<author>
				<name>Rasmus Tamstorf</name>
				<link></link>			
			</author>
			<author>
				<name>Joseph Teran</name>
				<link></link>			
			</author>
			<author>
				<name>Eftychios Sifakis</name>
				<link></link>			
			</author>
            
			<date>08/2011</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>Siggraph 2011</conference>
					<link>elasticSkinning.pdf</link>
				</item>
				<item>
					<name>Movie</name>
					<conference>Siggraph 2011</conference>
					<link>elasticSkinning-movie.mov</link>
				</item>
				<item>
					<name>Supplemental Material</name>
					<conference>Siggraph 2011</conference>
					<link>elasticSkinning-supplemental.zip</link>
				</item>
			</formats>
	</entry>
  	<entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/siggraph11.png</image>
				
				<link>http://www.cl.cam.ac.uk/conference/cae-sbim-npar-2011/NPAR/Home</link>
				
				<conference>NPAR'11</conference>
				
				<type>Paper</type>
			</siteicon>

			<image>images/NoiseControl.png</image>

			<title>
				<name>Temporal noise control for sketchy animation</name>
				<link>temporalNoiseControlNPAR.pdf</link>
				<anchor>temporalNoiseControlNPAR</anchor>
			</title>

			<abstract>
				We propose a technique to control the temporal noise present in sketchy animations. Given an input animation drawn digitally, our approach works by combining motion extraction and inbetweening techniques to generate a reduced-noise sketchy animation registered to the input animation.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>G. Noris</name>
				<link></link>			
			</author>
			<author>
				<name>D. Sýkora</name>
				<link></link>			
			</author>
			<author>
				<name>S. Coros</name>
				<link></link>			
			</author>
			<author>
				<name>B. Whited</name>
				<link></link>			
			</author>
			<author>
				<name>M. Simmons</name>
				<link></link>			
			</author>
			<author>
				<name>A. Hornung</name>
				<link></link>			
			</author>
			<author>
				<name>M. Gross</name>
				<link></link>			
			</author>
			<author>
				<name>R. W. Sumner</name>
				<link></link>			
			</author>
            
			<date>08/2011</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>NPAR'11</conference>
					<link>temporalNoiseControlNPAR.pdf</link>
				</item>
				<item>
					<name>Movie</name>
					<conference>NPAR'11</conference>
					<link>temporalNoiseControlNPAR.avi</link>
				</item>
			</formats>
	</entry>
  	<entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/siggraph11.png</image>
				
				<link>http://www.cl.cam.ac.uk/conference/cae-sbim-npar-2011/NPAR/Home</link>
				
				<conference>NPAR'11</conference>
				
				<type>Paper</type>
			</siteicon>

			<image>images/TexToons.png</image>

			<title>
				<name>TexToons: Practical Texture Mapping for Hand-drawn Cartoon Animations</name>
				<link>textoons.pdf</link>
				<anchor>textoons</anchor>
			</title>

			<abstract>
				We present a novel and practical texture mapping algorithm for hand-drawn cartoons that allows the production of visually rich animations with minimal user effort. We demonstrate our technique on a variety of input animations as well as provide examples of post- processing operations that can be applied to simulate 3D-like effects entirely in the 2D domain.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Daniel Sýkora</name>
				<link></link>			
			</author>
			<author>
				<name>Mirela Ben-Chen</name>
				<link></link>			
			</author>
			<author>
				<name>Martin Čadík</name>
				<link></link>			
			</author>
			<author>
				<name>Brian Whited</name>
				<link></link>			
			</author>
			<author>
				<name>Maryann Simmons</name>
				<link></link>			
			</author>
            
			<date>08/2011</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>NPAR'11</conference>
					<link>textoons.pdf</link>
				</item>
				<item>
					<name>Movie</name>
					<conference>NPAR'11</conference>
					<link>http://dcgi.felk.cvut.cz/home/sykorad/textoons.html</link>
				</item>
			</formats>
	</entry>
  	<entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/siggraph11.png</image>
				
				<link>http://ieeexplore.ieee.org/xpl/freeabs_all.jsp?reload=true&amp;isnumber=5746558&amp;arnumber=5557873</link>
				
				<conference>IEEE TVCG, June 2011, 17:6, pp 757-769, &#169; 2011 IEEE</conference>
				
				<type>Paper</type>
			</siteicon>

			<image>images/bmorph.png</image>

			<title>
				<name>Ball-morph: Definition, Implementation and Comparative Evaluation</name>
				<link>bmorph.pdf</link>
				<anchor>bmorph</anchor>
			</title>

			<abstract>
				Ball-morphs use the automatic ball-map correspondence, proposed by Chazal et al., from which we derive different vertex trajectories (linear, circular, and parabolic). All three morphs are symmetric, meeting both curves with the same angle, which is a right angle for the circular and parabolic. We provide simple constructions for these ball-morphs and compare them to each other and other simple morphs.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Brian Whited</name>
				<link></link>			
			</author>
			<author>
				<name>Jarek Rossignac</name>
				<link></link>			
			</author>
            
			<date>06/2011</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>IEEE Transactions on Visualization and Computer Graphics</conference>
					<link>bmorph.pdf</link>
				</item>
				<item>
					<name>IEEE Xplore</name>
					<conference>IEEE Transactions on Visualization and Computer Graphics</conference>
					<link>http://ieeexplore.ieee.org/xpl/freeabs_all.jsp?reload=true&amp;isnumber=5746558&amp;arnumber=5557873</link>
				</item>
			</formats>
	</entry>
  	<entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/siggraph10.png</image>
				
				<link>http://www.siggraph.org/asia2010/</link>
				
				<conference>Siggraph Asia 2010</conference>
				
				<type>Talk</type>
			</siteicon>

			<image>images/autoTargetSelect.png</image>

			<title>
				<name>Automated Target Selection for DrivenShape</name>
				<link>autoTargetSelect.pdf</link>
				<anchor>autoTargetSelect</anchor>
			</title>

			<abstract>
				This paper presents an automated means to select targets for DrivenShape.  These targets enable DrivenShape to produce the lowest error in common contexts.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Gene S. Lee</name>
				<link></link>			
			</author>
            
			<date>12/2010</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>PDF</conference>
					<link>autoTargetSelect.pdf</link>
				</item>
			</formats>
	</entry>
  	<entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/siggraph10.png</image>
				
				<link>http://www.siggraph.org/asia2010/</link>
				
				<conference>Siggraph Asia 2010</conference>
				
				<type>Talk</type>
			</siteicon>

			<image>images/hybridFacialTalk.png</image>

			<title>
				<name>A Hybrid Approach to Facial Rigging</name>
				<link>hybridFacialTalk.pdf</link>
				<anchor>hybridFacialTalk</anchor>
			</title>

			<abstract>
				This paper presents a hybrid approach to facial rigging that uses Pose Space Deformation (PSD) to seamlessly combine both geometric deformations and blendshapes.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>David Komorowski</name>
				<link></link>			
			</author>
			<author>
				<name>Vinod Melapudi</name>
				<link></link>			
			</author>
			<author>
				<name>Darren Mortillaro</name>
				<link></link>			
			</author>
			<author>
				<name>Gene S. Lee</name>
				<link></link>			
			</author>
            
			<date>12/2010</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>PDF</conference>
					<link>hybridFacialTalk.pdf</link>
				</item>
			</formats>
	</entry>
  	<entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/siggraph10.png</image>
				
				<link>http://www.siggraph.org/asia2010/</link>
				
				<conference>Siggraph Asia 2010</conference>
				
				<type>Talk</type>
			</siteicon>

			<image>images/pointBasedHairGISketch.png</image>

			<title>
				<name>Point-based Hair Global Illumination</name>
				<link>PointBasedHairGISketch.pdf</link>
				<anchor>PointBaseHairGISketch</anchor>
			</title>

			<abstract>
				A point based representation was extensively used on "Tangled" to generate occlusion and indirect illumination involving the characters' hair.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Ramón Montoya-Vozmediano</name>
				<link></link>			
			</author>
            
			<date>12/2010</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>PDF</conference>
					<link>PointBasedHairGISketch.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/procTrees.png</image>

			<title>
				<name>Art-directing Disney’s Tangled Procedural Trees</name>
				<link>tangledProcTrees.pdf</link>
				<anchor>tangledProcTrees</anchor>
			</title>

			<abstract>
				We designed a system of authoring trees based around a language of hierarchical curves. Our system lets artists interactively sketch out a base skeleton representation of a tree and grow procedural twigs and leaves out to a canopy shell by tweaking a limited number of parameters.
            </abstract>

			<!-- Author Block -->
			<author>
				<name>Arthur Shek</name>
				<link></link>			
			</author>
			<author>
				<name>Dylan Lacewell</name>
				<link></link>			
			</author>
			<author>
				<name>Andrew Selle</name>
				<link></link>			
			</author>
			<author>
				<name>Daniel Teece</name>
				<link></link>			
			</author>
			<author>
				<name>Tom Thompson</name>
				<link></link>			
			</author>
            
			<date>07/2010</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>PDF</conference>
					<link>tangledProcTrees.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/textSynth.png</image>

			<title>
				<name>Example-based Texture Synthesis on Disney’s Tangled</name>
				<link>TexSynProd.pdf</link>
				<anchor>TexSynProd</anchor>
			</title>

			<abstract>
				Look development on Walt Disney's Tangled called for artists to paint hundreds of organic elements with high resolution textures on a tight schedule. We found that example-based texture synthesis, where an artist paints a small <i>exemplar</i> texture, indicating the desired pattern that the system synthesizes over arbitrary surfaces, would alleviate some of the burden. In this talk we describe how we adapted existing synthesis methods to our Ptex-based workflow, scaled them to production sized methods and expose it to artists using a one click interface.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Christian Eisenacher</name>
				<link></link>			
			</author>
			<author>
				<name>Chuck Tappan</name>
				<link></link>			
			</author>
			<author>
				<name>Brent Burley</name>
				<link></link>			
			</author>
			<author>
				<name>Daniel Teece</name>
				<link></link>			
			</author>
			<author>
				<name>Arthur Shek</name>
				<link></link>			
			</author>

			<date>07/2010</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>PDF</conference>
					<link>TexSynProd.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>Paper</type>
			
			</siteicon>

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

			<title>
				<name>An Artist Friendly Hair Shading System</name>
				<link>a56-sadeghi.pdf</link>
				<anchor>a56-sadeghi</anchor>
			</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>Movie</name>
					<conference>MOV</conference>
					<link>ArtistFriendlyHairShading.mov</link>
				</item>
				<item>
					<name>Tech Report</name>
					<conference>PDF</conference>
					<link>DualScatteringImplementation.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/siggraph11.png</image>
				
				<link>http://www.siggraph.org/s2011/</link>
				
				<conference>Eurographics 2010</conference>
				
				<type>Paper</type>
			</siteicon>

			<image>images/BetweenIT.png</image>

			<title>
				<name>BetweenIT: An Interactive Tool for Tight Inbetweening</name>
				<link>inbetween.pdf</link>
				<anchor>inbetween</anchor>
			</title>

			<abstract>
				We present a novel technique for stroke interpolation from only two keys which combines a stroke motion constructed from logarithmic spiral vertex trajectories with a stroke deformation based on curvature averaging and twisting warps. We discuss our system in the context of a feature animation production environment and evaluate our approach with real production data.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Brian Whited</name>
				<link></link>			
			</author>
			<author>
				<name>Gioacchino Noris</name>
				<link></link>			
			</author>
			<author>
				<name>Maryann Simmons</name>
				<link></link>			
			</author>
			<author>
				<name>Robert W. Sumner</name>
				<link></link>			
			</author>
			<author>
				<name>Markus Gross</name>
				<link></link>			
			</author>
			<author>
				<name>Jarek Rossignac</name>
				<link></link>			
			</author>
            
			<date>05/2010</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>Eurographics 2010</conference>
					<link>inbetween.pdf</link>
				</item>
				<item>
					<name>Movie</name>
					<conference>Eurographics 2010</conference>
					<link>inbetween.mov</link>
				</item>
			</formats>
	</entry>
  		<entry><!-- Start Entry ====================================== -->
			<siteicon>
				<image>images/eurographics10.png</image>
				
				<link>http://www.eurographics2010.se/</link>
				
				<conference>Eurographics 2010</conference>
				
				<type>Paper</type>
			
			</siteicon>

			
			<image>images/vertexDisplacement.png</image>

			<title>
				<name>Sliding Deformation: Shape Preserving Per-Vertex Displacement</name>
				<link>shapePreservingVertexDisplacement.pdf</link>
				<anchor>shapePreservingVertexDisplacement</anchor>
			</title>

			<abstract>
				We present a novel algorithm for deforming a locally smooth polygonal mesh by sliding its vertices over the surface. This sliding deformation creates the visual appearance of texture animation without requiring an explicit global surface parameterization or the overhead of storing texture coordinates.
			</abstract>

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

			<date>05/2010</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>PDF</conference>
					<link>shapePreservingVertexDisplacement.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/rapzHairSim.png</image>

			<title>
				<name>Simulating Rapunzel’s Hair in Disney’s Tangled</name>
				<link>rapzHairSim.pdf</link>
				<anchor>rapzHairSim</anchor>
			</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 -->
			<formats>
				<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>
				<anchor>prepEFX_setmAndForgetm_sig2010</anchor>
			</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>
				<anchor>prepEFX_xmasInJuly_sig2010</anchor>
			</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>eurographics.png</image>

                                <link>http://eg2011.bangor.ac.uk/</link>

                                <conference>Eurographics 2011</conference>

                                <type>Paper</type>
                        </siteicon>

                        <image>images/collisionDeformer.png</image>

                        <title>
                                <name>Collision-Driven Volumetric Deformation on the GPU</name>
                                <link>collisionDeformer.pdf</link>
				<anchor>collisionDeformer</anchor>
                        </title>

                        <abstract>
A novel parallel algorithm to animate the deformation of a soft body in
response to collision. The algorithm incorporates elements of
physically-based methods, and at the same time, it allows artistic
control of general deformation behavior. The proposed solver has
important benefits for practical use, such as evaluation of animation
frames in an arbitrary order and effective approximation of volume
preservation.
                        </abstract>

                        <!-- Author Block -->
                        <author>
                                <name>G. Aldrich</name>
                                <link></link>
                        </author>
                        <author>
                                <name>D. Pinskiy</name>
                                <link></link>
                        </author>
                        <author>
                                <name>B. Hamann</name>
                                <link></link>
                        </author>

                        <date>04/2011</date>

                        <!-- File Formats Block -->
                        <formats>
                                <item>
                                        <name>PDF</name>
                                        <conference>PDF</conference>
                                        <link>collisionDeformer.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>
				<anchor>2D3DConversion</anchor>
			</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 and CMAME journal</conference>
				
				<type>Paper</type>
			
			</siteicon>

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

			<title>
				<name>Asynchronous Contact Mechanics</name>
				<link>asynchContactMechanics.pdf</link>
				<anchor>asynchContactMechanics</anchor>
			</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>Siggraph paper PDF</name>
					<conference>Siggraph 2009</conference>
					<link>asynchContactMechanics.pdf</link>
				</item>
				<item>
					<name>CMAME paper PDF</name>
					<conference>CMAME journal</conference>
					<link>cmame_avcm_preprint.pdf</link>
				</item>
				<item>
					<name>Movie</name>
					<conference>Siggraph 2009</conference>
					<link>ACM.mov</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>
				<anchor>prefilter_2008</anchor>
			</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>images/siggraph08.png</image>
				
				<link>http://www.siggraph.org/s2008/</link>
				
				<conference>Siggraph 2008</conference>
				<type>Paper</type>
			
			</siteicon>

			<image>images/RTSC.png</image>

			<title>
				<name>Robust Treatment of Simultaneous Collisions</name>
				<link>Siggraph2008_RTSC.pdf</link>
				<anchor>Siggraph2008_RTSC</anchor>
			</title>

			<abstract>
			Robust treatment of complex collisions is a challenging problem in cloth simulation. We present a fail-safe that cancels impact but not sliding motion. This reduces artificial dissipation considerably. We equip the proposed fail-safe with an approximation of Coulomb friction, allowing finer control of sliding dissipation.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>David Harmon</name>
				<link></link>			
			</author>
			
			<author>
				<name>Etienne Vouga</name>
				<link></link>			
			</author>
			<author>
				<name>Rasmus Tamstorf</name>
				<link></link>			
			</author>
			<author>
				<name>Eitan Grinspun</name>
				<link></link>			
			</author>
			<date>08/2008</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>PDF</conference>
					<link>Siggraph2008_RTSC.pdf</link>
				</item>
				<item>
					<name>Movie</name>
					<conference>MOV</conference>
					<link>RTSC.mov</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>
				<anchor>motorcycle_sgp_2008</anchor>
			</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>The Visual Computer 2009 and Shape Modeling 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>
				<anchor>approxmatch_smi_2008</anchor>
			</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>Conference Version</name>
					
					<conference>Shape Modeling International 2008</conference>
					<link>approxmatch_smi_2008.pdf</link>
				
				</item>
				<item>
					<name>Journal Version</name>
					
					<conference>The Visual Computer 2009</conference>
					<link>approxmatch_journal.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>
				<anchor>NextGenTheatre</anchor>
			</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>
				<anchor>p477-meier_1996</anchor>
			</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://graphics.cs.williams.edu/i3d08/</link>
				
				<conference>i3D 2008</conference>
				<type>Paper</type>
			
			</siteicon>

			<image>images/RTri.png</image>

			<title>
				<name>Fast Collision Detection for Deformable Models using Representative-Triangles</name>
				<link>RTri_I3D2008.pdf</link>
				<anchor>RTri_I3D2008</anchor>
			</title>

			<abstract>
			We present a new approach to accelerate collision detection for deformable models. Our formulation applies to all triangulated models and significantly reduces the number of elementary tests between features of the mesh, i.e., vertices, edges and faces. We introduce the notion of Representative-Triangles, and use this representation to achieve better collision query performance.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Sean Curtis</name>
				<link></link>			
			</author>
			<author>
				<name>Rasmus Tamstorf</name>
				<link></link>			
			</author>
			<author>
				<name>Dinesh Manocha</name>
				<link></link>			
			</author>
			<date>02/2008</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>i3D 2008</conference>
					<link>RTri_I3D2008.pdf</link>
				</item>
				<item>
					<name>Movie</name>
					<conference>i3D 2008</conference>
					<link>RTri_I3D2008_hi.avi</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>
				<anchor>stamboundary_2007</anchor>
			</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/s2005/</link>
				
				<conference>Siggraph 2005</conference>
				<type>Paper</type>
			
			</siteicon>

			<image>images/chromaticDecomposition.png</image>

			<title>
				<name>Interactive Collision Detection between Deformable Models using Chromatic Decomposition</name>
				<link>Siggraph2005_cdcd.pdf</link>
				<anchor>chromaticDecomposition</anchor>
			</title>

			<abstract>
			We present a novel algorithm for accurately detecting all contacts, including self-collisions, between deformable models. We precompute a chromatic decomposition of a mesh into non-adjacent primitives using graph coloring algorithms. This enables us to check for collisions between non-adjacent primitives using a linear-time culling algorithm.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Naga K. Govindaraju</name>
				<link></link>			
			</author>
			<author>
				<name>David Knott</name>
				<link></link>			
			</author>
			<author>
				<name>Nitin Jain</name>
				<link></link>			
			</author>
			<author>
				<name>Ilknur Kabul</name>
				<link></link>			
			</author>
			<author>
				<name>Rasmus Tamstorf</name>
				<link></link>			
			</author>
			<author>
				<name>Russell Gayle</name>
				<link></link>			
			</author>
			<author>
				<name>Ming C. Lin</name>
				<link></link>			
			</author>
			<author>
				<name>Dinesh Manocha</name>
				<link></link>			
			</author>
			<date>08/2005</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					
					<conference>Siggraph 2005</conference>
					<link>Siggraph2005_cdcd.pdf</link>
				
				</item>
				<item>
					<name>Movie</name>
					
					<conference>Siggraph 2005</conference>
					<link>Siggraph2005_cdcd.mov</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>
				<anchor>multirama_1997</anchor>
			</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>
				<anchor>2DTextureMapping_1998</anchor>
			</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>
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					<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>
				<anchor>detailPreservingContiniumHair</anchor>
			</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>
				<anchor>evalRBF</anchor>
			</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>
				<anchor>poseSpaceDef</anchor>
			</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>
				<anchor>compositeBasedRefraction</anchor>
			</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>
				<anchor>geomFractureModeling</anchor>
			</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>
				<anchor>medialAxisStereo</anchor>
			</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>
				<anchor>monoStereoFilmProd</anchor>
			</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>
				<anchor>painterlyCgConcepts</anchor>
			</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>
				<anchor>procAnimationMeshSmoothing</anchor>
			</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>
				<anchor>realisticEyeMotion</anchor>
			</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>
				<anchor>InteractiveLightingEffects_S2009</anchor>
			</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 -->
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					<image>images/presentation.png</image>
					
					<name>PDF Slides</name>
					<link>InteractiveLightingEffects_S2009.pdf</link>
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				<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>
				<anchor>smoothIndirectBinding</anchor>
			</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>
				<anchor>dentPuller</anchor>
			</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/eurographics.png</image>
				
				<link>http://www.eurographics2009.de/</link>
				
				<conference>Eurographics 2009</conference>
				<type>Paper</type>
			</siteicon>
	
			<image>images/implicitContact.png</image>

			<title>
				<name>Implicit Contact Handling for Deformable Objects</name>
				<link>EG2009_implicit_contact.pdf</link>
				<anchor>EG2009_implicit_contact</anchor>
			</title>

			<abstract>
			We present an algorithm for robust and efficient contact handling of deformable objects. By being aware of the internal dynamics of the colliding objects, our algorithm provides smooth rolling and sliding, stable stacking, robust impact handling, and seamless coupling of heterogeneous objects, all in a unified manner.
			</abstract>

			<!-- Author Block -->
			<author>
				<name>Miguel A. Otaduy</name>
				<link></link>			
			</author>
			<author>
				<name>Rasmus Tamstorf</name>
				<link></link>			
			</author>
			<author>
				<name>Denis Steinemann</name>
				<link></link>			
			</author>
			<author>
				<name>Markus Gross</name>
				<link></link>			
			</author>

			<date>04/2009</date>

			<!-- File Formats Block -->
			<formats>
				<item>
					<name>PDF</name>
					<conference>Eurographics 2009</conference>
					<link>EG2009_implicit_contact.pdf</link>
				</item>
				<item>
					<name>Movie</name>
					<conference>Eurographics 2009</conference>
					<link>OTSG09.avi</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>
				<anchor>ptex</anchor>
			</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>

