Paul Kanyuk

Orcid: 0009-0004-6022-6789

According to our database1, Paul Kanyuk authored at least 15 papers between 2007 and 2023.

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Bibliography

2023
Everybody's an Effect: Scalable Volumetric Crowds on Pixar's Elemental.
Proceedings of the ACM SIGGRAPH 2023 Talks, 2023

Singed Silhouettes and Feed Forward Flames: Volumetric Neural Style Transfer for Expressive Fire Simulation.
Proceedings of the ACM SIGGRAPH 2023 Talks, 2023

Creating Elemental Characters: From Sparks to Fire.
Proceedings of the ACM SIGGRAPH 2023 Talks, 2023

2020
Analytically Learning an Inverse Rig Mapping.
Proceedings of the SIGGRAPH '20: Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2020

2018
Mobilizing mocap, motion blending, and mayhem: rig interoperability for crowd simulation on Incredibles 2.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

The Incredibles 2: suit up, it might get weird!
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

2016
MURE: fast agent based crowd simulation for VFX and Animation.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

2015
AI in feature film animation: how crowds artists use AI techniques at Pixar.
Proceedings of the SIGGRAPH Asia 2015 Courses, Kobe, Japan, November 2-6, 2015, 2015

2014
Shader interoperability: baking and reusing materials across rendering architectures at pixar.
Proceedings of the SIGGRAPH Asia 2014 Courses, Shenzhen, China, December 3-6, 2014, 2014

Level of detail in an age of GI: rethinking crowd rendering.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2014

2010
Procedural shading in RenderMan.
Proceedings of the ACM SIGGRAPH ASIA 2010 Courses, 2010

Ratatouille: Rivers of Rodents.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2010

2009
Brain Springs: Fast Physics for Large Crowds in WALL•E.
IEEE Computer Graphics and Applications, 2009

2008
Brain springs: fast physics for large crowds on <i>WALL·E</i>.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2008

2007
Rivers of rodents: an animation-centric crowds pipeline for <i>Ratatouille</i>.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007


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