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Real-Time Live!

An interactive extravaganza that celebrates real-time achievements at the intersection of ingenious technical skills and creative beauty, Real-Time Live! showcases the latest trends and techniques for pushing the boundaries of interactive visuals.

Best Real-Time Graphics and Interactivity Award
Developers create and showcase the best real-time graphics and interactivity applications possible using today's technologies. The winning team is selected by a jury of top industry talent and announced from the Real-Time Live! stage. Last year's award winner was: Pushing Photorealism in "A Boy and His Kite", Epic Games.


ACM Digital Library
Content from the SIGGRAPH 2016 conference is available in the ACM Digital Library free of charge via the SIGGRAPH organization web site.

"Adam"

“Adam” is a real-time-rendered short film created with the Unity game engine.

Veselin Efremov
Unity Technologies SF

Zdravko Pavlov
Unity Technologies SF

Bound

Bound is an innovative 3D platformer game with dynamic procedural environments inspired by the works of the demoscene. Procedural aspects of the game environment enabled solutions to some of the hardest problems of VR gaming.

Michal Staniszewski
Plastic

Character Shading of Uncharted 4

The challenges of character shading in Uncharted 4: volumetric feeling of the hair, using shader packages for different surfaces, performance for main characters and crowds, and dynamic wear and tear.

Yibing Jiang
Naughty Dog, Inc.

Frank Tzeng
Naughty Dog, Inc.

From Previs to Final in Five minutes: A Breakthrough in Live Performance Capture

Epic Games teamed up with Ninja Theory, Cubic Motion, and 3Lateral to create the world's first believable human driven live by an actress within an Unreal Engine game world. In this demonstration, body, face, and voice are all captured live in real time and recorded to create a real-time scene.

Tameem Antoniades
Ninja Theory Ltd.

Kim Libreri
Epic Games, Inc.

Steve Caulkin
Cubic Motion Ltd

Vladmir Mastilovic
3Lateral Studio

Gary the Gull

Gary the Gull is an interactive VR character that responds to voice, gestures, and distance in a short interactive VR film. It was built by an ex-Pixar, ex-Bungie team to demonstrate a new form of storytelling in VR that bridges games and film.

Tom Sanocki
Limitless Ltd

Mark Walsh
Motional LLC

ILMxLAB Augmented Reality Experience

Using an iPad, Vive motion tracking system, ILM's Zeno application framework, and hardware-accelerated video encoding, Industrial Light & Magic has created an augmented reality experience that allows users to interact with a digital character, which allows easy prototyping of augmented reality experiences.

Nick Rasmussen
Industrial Light & Magic

Kevin Wooley
Industrial Light & Magic

Sheila Santos
Industrial Light & Magic

Rachel Rose
Industrial Light & Magic

Immersive Augmented Reality in Minutes with Meta 2

This presentation builds an interactive augmented reality application with Meta 2 live, on stage in minutes. It demonstrates a content-creation workflow that no longer only exists in a panel, but live within our world, where we can directly engage it with our hands.

Raymond Lo
Meta Company

Duncan McRoberts
Meta Company

Quill: VR Drawing in the Production of Oculus Story Studio's New Movie

The Oculus Story Studio, the team behind the pioneering VR short films "Lost" and "Henry", demonstrates the art of their newest film, "Dear Angelica", which has a unique illustrative look created with a tool that allows artists to paint scenes in VR using Oculus Touch.

Inigo Quilez
Oculus Story Studio

Wesley Allsbrook
Oculus Story Studio

Real-Time Graphics in Pixar Film Production

This live demo of Pixar's Presto animation software shows how real-time graphics techniques are used to create performances with characters like Woody, Buzz, Dory, and Butch from “The Good Dinosaur”. Techniques demonstrated include displacement, shadows, ambient occlusion, depth of field, and physically based GLSL shading.

Dirk Van Gelder
PIxar Animation Studios

Real-Time Simulation of Solids with Large Viscoplastic Deformation

The first demonstration of real-time solid simulation that can handle large plastic deformation. The new algorithm is implemented in NVIDIA Gameworks. This demo includes cutting, manipulating, and even blowing up dough of various shapes with several virtual tools controlled with a hand-tracking device.

Nuttapong Chentanez
NVIDIA Corporation

Matthias Müller
NVIDIA Corporation

Miles Macklin
NVIDIA Corporation

Real-Time Technologies of FINAL FANTASY XV Battles

This presentation showcases several real-time technologies implemented for FINAL FANTASY XV's epic battle between heroes and monsters:

・AI systems that control companions and monsters
・Dynamic weather systems and lighting
・Visual effects for magic that affects the environment

Isamu Hasegawa
SQUARE ENIX CO., LTD.

Remi Driancourt
SQUARE ENIX CO., LTD.

Hiromitsu Sasaki
SQUARE ENIX CO., LTD.

Youichiro Miyake
SQUARE ENIX CO., LTD.

Tango

Tango is a new technology from Google that gives a mobile device the ability to navigate the physical world similar to how we do as humans. It brings a new kind of spatial perception to the Android platform by adding computer-vision software and a new set of sensors to devices.

Zack Moratto
Google Inc.

The Afterpulse: State-of-the-Art Rendering on Mobile GPUs

Afterpulse is a game for mobile devices that uses the latest version of the Karisma engine, which implements state-of-the-art graphics algorithms typically used in console and desktop games. The engine and tools were developed in-house with almost no external dependencies.

Unai Landa
Digital Legends Entertainment

Sergi Royo
Digital Legends Entertainment