Papers by Mark Hessler


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AutoSpline: Animation Controls Only When and Where You Need Them

Mark Hessler, Jeremie Talbot
May 2016

Unsimulated character animation of items like ropes or snakes is challenging in the amount of articulation required and the degrees of freedom needing control. At Pixar we developed a powerful new system for animating highly directible curves: AutoSpline. This system is designed to give animators enormous control, without the overhead ... more

Paper (PDF)

SIGGRAPH Talks 2016


From Procedural Panda-monium to Fast Vectorized Execution using PCF Crowd Primitives

Aaron Lo, Venkateswaran Krishna, J.D. Northrup, Mark Hessler, Arnold Moon, Michael Lorenzen, Jonah Laird, and Paul Kanyuk
May 2022

In animation and VFX, crowds are too often considered an "edge case", to be handled by specialized pipeline outside the main workflows. Requirements of scale and traditional reliance on history based simulation have been obstacles to properly building crowd systems into the core functionality of digital content creation software. Pixar's ... more

Paper (PDF)

Siggraph Talk 2022


Shaping the Elements: Curvenet Animation Controls in Pixar's Elemental

Duc Nguyen, Jeremie Talbot, William Sheffler, Mark Hessler, Kurt Fleischer, Fernando de Goes
May 2023

We present a new shaping rig for authoring layers of animation control that facilitate surface editing in shot work. Our approach expands the curvenet rigging technology [de Goes et al. 2022] by introducing new tools that auto-generate a surface-aligned direct manipulator per curvenet knot. As a result, we obtain a ... more

Paper (PDF)

SIGGRAPH Talks 2023