Technical Sketches

Rendering and Textures

Friday, 17 December | 9:00 AM - 10:45 AM | Room 315

Presented in English / 영어로 발표 됨

Session Chair

Abhijeet Ghosh

An Empirical Fur Shader

An empirical fur shader that can render the difference between animal fur structures. Human hair fibers can also be handled in the same framework.

Shinji Ogaki
Square Enix Co., Ltd.

Yusuke Tokuyoshi
Square Enix Co., Ltd.

Sebastian Schoellhammer
Square Enix Co., Ltd.

Point-Based Hair Global Illumination

A point based representation was extensively used on "Tangled" to generate occlusion and indirect illumination involving the characters' hair. This sketch describes how this was achieved in reasonable rendering times.

Ramon Montoya-Vozmediano
Waly Disney Animation Studios

Texture Transfer Based on Continuous Structure of Texture Patches

A texture-transfer method that considers continuous structure of texture patches to express the continuous flow of Shodo (Chinese and Japanese calligraphy) art brushwork.

Tsuyoshi Nakamura
Nagoya Institute of Technology

Yutaka Goda
Okuma Corporation

Masayoshi Kanoh
Chukyo University

Direct Ray Tracing of Phong Tessellation

A summary of the details of direct ray tracing of Phong Tessellation, which enables rendering of smooth surfaces in a simple and robust way.

Shinji Ogaki
Square Enix Co., Ltd.