| 2018 | Coco animsim: increasing quality and efficiency. | Jacob Brooks, Emron Grover, Kristopher Campbell, Bret Parker |
| 2018 | Making the kessel run in less than 12 parsecs: the VFX of "Soloa: Star Wars Story". | Rob Bredow, Patrick Tubach, Greg Kegel, Joseph Kasparian |
| 2018 | Visual microscope for massive genomics datasets, expanded perception and interaction. | Dominic Branchaud, Walter Muskovic, Maria Kavallaris, Daniel Filonik, Tomasz Bednarz |
| 2018 | Denoising at scale for massive animated series. | Tamy Boubekeur, Malik Boughida, Laurent Nol, Jrmie Defaye, Farchad Bidgolirad |
| 2018 | Zero to USD in 80 days: transitioning feature production to universal scene description at dreamworks. | Alan Blevins, Mike Murray |
| 2018 | Fast path space filtering by jittered spatial hashing. | Nikolaus Binder, Sascha Fricke, Alexander Keller |
| 2018 | Fast, high precision ray/fiber intersection using tight, disjoint bounding volumes. | Nikolaus Binder, Alexander Keller |
| 2018 | Augmented reality, art, and public space. | B. C. Biermann |
| 2018 | MegaParallax: 360° panoramas with motion parallax. | Tobias Bertel, Christian Richardt |
| 2018 | Automatic photo-from-panorama for Google Maps. | Sema Berkiten, Roslia G. Schneider, Jared M. Johnson |
| 2018 | A holistic approach to asset quality and efficiency. | Julien Cohen Bengio, Kaori Ogino, Barnaby Robson |
| 2018 | General primitives for smooth coloring of vector graphics. | Vineet Batra, Ankit Phogat, Mridul Kavidayal |
| 2018 | Automating the handmade: shading thousands of garments for | Byron Bashforth, Fernando de Goes, Jacob Kuenzel, Jake Merrell, Athena Xenakis |
| 2018 | An introduction to physics-based animation. | Adam W. Bargteil, Tamar Shinar |
| 2018 | 3D content creation exploiting 2D character animation. | Simone Barbieri, Tao Jiang, Ben Cawthorne, Zhidong Xiao, Xiaosong Yang |
| 2018 | Collaborative animation production from students' perspective: creating short 3D CG films through international team-work. | Buck Barbieri, Naomi Hutchens, Kayleigh Harrison |
| 2018 | Computation of skinning weight using spline interface. | Seungbae Bang, Sung-Hee Lee |
| 2018 | The past, present and future of the video game cinematic: a look at the evolution of the video game cinematic and its impact on the industry. | Franck Balson, Stuart Aitken, Phillip Hillenbrand, Thomas Vu, Matthew Ward, Jakub Jablonski, Alex Sndor Rabb |
| 2018 | Forging a new animation pipeline with USD. | Aloys Baillet, Eoin Murphy, Oliver Dunn, Miguel Gao |
| 2018 | Introduction to the Vulkan Graphics API. | Mike Bailey |
| 2018 | Improving the realism of mixed reality through physical simulation. | Alberto Badas, Icar Alfaro, David Gonzlez, Francisco Chinesta, Elas Cueto |
| 2018 | Adaptive environment sampling on CPU and GPU. | Asen Atanasov, Vladimir Koylazov, Blagovest Taskov, Alexander Soklev, Vassillen Chizhov, Jaroslav Krivnek |
| 2018 | 3D facial geometry analysis and estimation using embedded optical sensors on smart eyewear. | Nao Asano, Katsutoshi Masai, Yuta Sugiura, Maki Sugimoto |
| 2018 | Taste controller: galvanic chin stimulation enhances, inhibits, and creates tastes. | Kazuma Aoyama, Kenta Sakurai, Akinobu Morishima, Taro Maeda, Hideyuki Ando |
| 2018 | Getting started with webGL and three.js. | Edward Angel, Eric Haines, Dave Shreiner |