29 June 2010

Computer Animation Festival Highlights: Beyond the Film Reels

(Chicago, IL) - The Computer Animation Festival at SIGGRAPH 2010 offers more than just a viewing experience. In addition to film screenings, the Festival includes interactive sessions and opportunities to learn industry secrets, behind-the-scenes stories, and advice from some of the most successful professionals in this field.

"Attendees will get a glimpse of the work that went into creating some of this year's most successful films, including 'Avatar', 'The Last Airbender', 'How to Train Your Dragon', 'Alice in Wonderland', and many more," said Isaac Kerlow, Computer Animation Festival Director from The Earth Observatory of Singapore/NTU ADM. "Nowhere else in the world will so many computer graphics and animation experts come together under one roof to discuss both success stories as well as failures. In essence, sharing information is how this industry continues to move forward by leaps and bounds year after year."

Listed below are just a few of the learning opportunities during the Computer Animation Festival:

Production Sessions

Production Sessions are high-level discussions that showcase how computer graphics and interactive techniques are actually designed and implemented. Attendees of all experience levels will benefit.

The Making of God of War III

Izzy, Concept Artist; Patrick Murphy, Lead Character Modeler; Bruno Velazquez, Lead Animator; Bryan Koszoru, Environment Artist; Paul Coda, Sr. Environment Artist; Jung Ho Park, Concept Artist, SCEA, Santa Monica

The makers of God of War III detail the creative process behind the game's groundbreaking visuals. The first part of the session follows the lead character, Kratos, from initial concept art through modeling to animation. Particular emphasis is given to issues specific to game animation, such as integration with player control and combat systems. The second part focuses on the game environments, exploring different approaches used to create game levels from initial concept art.

Making "Avatar"
Joe Letteri, Senior Visual Effects Supervisor; Stephen Rosenbaum, Visual Effects Supervisor; Richard Baneham, Animation Supervisor, Weta Digital

"Avatar" is the first predominately digitally created film, shot and directed as a live action film. Key to the director's vision was having photorealistic, believable digital characters and environments fit seamlessly with live action. To accomplish this, Weta Digital, led by Joe Letteri, developed innovations that enabled the director and actors work as if they were in a conventional live-action movie, even when filming sequences that were entirely computer-generated.

For the audience to connect with the blue-skinned ten-foot-tall "Na'vi", they had to see the actor's soul shine through the character's eyes. This required increased realism in character animation, especially the facial animation. The emotional performances of the characters in "Avatar" are an achievement that have taken digital characters to a new level of believability and have, at the same time, enhanced story telling.

Animation Blockbuster Breakdown
Shawn Kelly, Lead Animator, Industrial Light & Magic; and Co-Founder, Animation Mentor
Carlos Baena, Lead Animator, Pixar Animation Studios; and Co-Founder, Animation Mentor
Eric Goldberg, Supervising Animator, Walt Disney Animation Studios
Michael Makarewicz, Supervising Animator, Pixar Animation Studios
Aaron Hartline, Animator, Pixar Animation Studios; and Animation Mentor

Animation industry veterans break down shots from your favorite animated films. In 10-minute presentations, they each show two animated shots from recent feature films, summarize the challenges they experienced with each shot, and reveal new ways to approach the craft of animation.

"The Last Airbender" - Harnessing the Elements: Earth, Air, Water, and Fire

Pablo Helman, Visual Effects Supervisor; Olivier Maury, R&D Engineer; Daniel Pearson, CG Supervisor, Industrial Light & Magic

To create the visual effects work for M. Night Shyamalan's "The Last Airbender", ILM developed a hybrid GPU-based simulation engine and renderer. In this session, the production team explains how this novel system allowed artists to achieve photorealistic results at exponential speed increases over previous methods of complex simulation. The team also sheds light on the vast 3D environments created for the show, dissects some of the more challenging effects sequences, and reveals how the results were achieved.

"Day & Night"
Teddy Newton, Director; Kevin Reher, Producer, Pixar Animation Studios

When Day, a sunny fellow, encounters Night, a stranger of distinctly darker moods, sparks fly! At first, they are frightened and suspicious of each other, and they quickly get off on the wrong foot. But as they discover each other's unique qualities and realize that each offers a different window onto the same world, their friendship helps both to gain a new perspective. The Stereo 3D screening of "Day & Night" precedes a presentation by the director, Teddy Newton, who explains his inspiration for the film, what it took to get a green light from the studio, and the challenges posed by such a technically ambitious process.

Live Real-Time Demos

This content showcases the very best of video games and real-time simulations. To help emphasize the difference between these works and pre-rendered works, real-time pieces are demonstrated live on their actual platforms without any post-production. In addition, a selection of these projects will be available for interactive demonstrations in The Sandbox--an open videogame play area.

Agenda Circling Forth

Fairlight and CNCD

A unique real-time demo that takes its inspiration from the Impressionist painters but with an innovative modern twist: it builds animated 3D scenes entirely from particles. Every pixel truly is alive in this piece.

GlyphSea
University of California, San Diego

Real-time demonstration of novel glyph-based visualization techniques. One of the scenarios shows the "Big One" earthquake simulation, highlighting effects on the Los Angeles region.

God of War III

Sony Computer Entertainment

God of War III is the latest entry in the successful God of War series and the first on PlayStation 3. It combines epic set pieces with exquisite fine detail, and its visuals display both technical and creative virtuosity.

Making Love
Quel Solaar

This demo is an exploration of the world of the procedural one-man indie "MMO LOVE". The demo also showcases the tools used to create assets, like sketch-based modeling, 100% automatic UV mapping, shader and asset management tools, and the layer-based procedural texturing tool.

Supersonic Sled
NVIDIA Corporation

The NVIDIA Supersonic Sled is a full physics simulation of a mechanical assembly subjected to heavy loads. Using PhysX, CUDA, and DirectX 11, this demonstration uses real-time simulation and graphics techniques to produce a realistic and exhilarating experience of driving a powerful machine on the edge of control.

SIGGRAPH Dailies!
This new program celebrates excellence in computer graphics by showcasing images and animations of power and beauty. Presenters will have one minute each to loop their animations and describe their work from video game characters to lighting. In a fun, compelling, and fast format, SIGGRAPH Dailies! allows attendees to participate in the vibrant production culture that surrounds presenting and reviewing work that was completed despite challenging obstacles.
View all of the SIGGRAPH Dailies! by clicking here.

Animation Clinics

New this year, industry leaders and masters will review students' final projects and offer creative, production, technical, and career advice. Each chosen work will receive 40 minutes of review during three public sessions open to conference attendees. Clinics are a great way to get direct, constructive feedback from industry experts.

28 June 2010

Interview with SIGGRAPH 2010 Emerging Technologies Chair Preston Smith


Following below is a brief conversation with Preston Smith, SIGGRAPH 2010 Emerging Technologies Chair from Laureate Institute for Brain Research, who shares his insights and expected highlights for this year's Emerging Technologies.

What various sciences and industries will be involved in the Emerging Technologies area this year?
Haptics
• Display Technologies
• Interactive Techniques
Immersive Techniques
• Augmented Reality
• Motion Capture Technologies
• Robotics
• Mobile Phone Technologies
• Laser Technologies

How is the 2010 Emerging Technologies different from previous years?


This year’s Emerging Technologies will be a focused, choice selection of the very best of what the industry has to offer. In 2010, we went through the same jury process as previous years except that this year the jury made a second round of selections to really show off the best of the best. Our goal was to engage attendees through diverse and original ideas.

What is the overriding message of Emerging Technologies demonstrations this year?

Beyond a doubt, our message this year is that innovation is alive and well in the computer graphics and interactive techniques world. We will showcase a wide variety of technologies that should surprise, inspire, and truly make people wonder.

What trends in technology, consumer products or other areas do you see indicated by the submissions for Emerging Technologies this year?

Display technology continues to be a hot subject and shows important innovation, plus interactive technologies are reaching new heights and spanning across all the human senses.

What implications does the Emerging Technologies venue have for artists and others working in the computer graphics industry?

This year’s message and implication for anyone in computer graphics is that today's ideas can be realized and can be tomorrow’s daily tool in computer graphics or interactivity. We hope that people walking through Emerging Technologies will leave inspired to push the envelope and be creative in their professional lives.

How did you become involved with SIGGRAPH, how many years have you been involved, and what led you to become the Emerging Technologies Chair?
I attended college later in my life than the typical student and was working with a large retail company when “Jurassic Park” came out, which inspired me to become a part of the computer graphics industry. So I went to college and happened to meet a professor who was a member and attendee of SIGGRAPH.

He informed me of the possibility of being a part of the conference as a student volunteer. So, in 1996 I submitted and was accepted as a student volunteer. That experience with the industry first hand, and with the incredible people behind it, was all it took to make me never want to miss being a part of this amazing and historical event. I have been a part of SIGGRAPH ever since.

From student volunteer to student volunteer team leader to subcommittee, every year’s participation has been incredible. So this marks my 15th year and every year I have played a role in Emerging Technologies. From my first year’s assignment (the Digital Bayou) up to my current role as Emerging Technologies Chair, my personal goal is to give my services and abilities toward making the conference a great experience for attendees, contributors, and volunteers alike.

You have served a few different roles on Emerging Technologies - what did you most gain or learn from each of these roles?

I seriously think the role of student volunteer is what sets the stage to truly learn to do every task to the best of one’s abilities. As a student volunteer, we tackle a variety of tasks – some mundane, which helps to establish the required humility and willingness to do anything all the while developing an appreciation for the many opportunities presented at SIGGRAPH. It is truly an experience that can have an immense impact on your professional life for many, many years.

Editor's note: To view the SIGGRAPH 2010 Emerging Technologies preview video, click here. For a full description of each technology that will be on display, click here.

25 June 2010

SIGGRAPH 2010 Announces Computer Animation Festival Winners

(Chicago, IL) - SIGGRAPH announces the Computer Animation Festival's Best in Show, Jury Award, and Best Student Project recipients for SIGGRAPH 2010 to be held in Los Angeles this July. Nominees were chosen from 750 submissions from around the globe, presented by both professional studios and students alike.

"It was difficult to narrow the pool of submissions because of the high level of quality and technical expertise," said Isaac Kerlow, Computer Animation Festival Director from The Earth Observatory of Singapore/NTU ADM. "Attendees will experience an endorphin rush as they watch the screenings of independent and commercial films, and will get a behind-the-scenes perspective from the planned Production Sessions featuring the visionaries behind some of this year's most successful Hollywood films. Whether you are an industry veteran or someone who just enjoys quality visual effects and animation, there is something for everyone this year."

In all, approximately 100 films will be shown during the Computer Animation Festival. The Electronic Theater, the iconic and tribal SIGGRAPH experience, features an identical program three nights in a row, including most of the Jury Selections. Four thematic Special Screenings show the best in TV Commercials and Cinematics, Long Shorts, Student Animations, and for the first time a special focus on Chinese Student Animations. Truly an international event, the festival had entries from 49 different countries and five continents. Fifty-two of the accepted entries are international, and 18 countries are represented in the final selection.

Some of the year's top visual effects for feature films are featured in the Computer Animation Festival including "Avatar", "The Last Airbender", "Sherlock Holmes", "Iron Man 2", "Prince of Persia", "2012", and "Alice in Wonderland". Plus, eight Live Real-Time Demos, ranging from mainstream to independent work, also contribute to making the Computer Animation Festival a memorable experience.

Since 1999, the SIGGRAPH Computer Animation Festival has been an official qualifying festival for the Academy of Motion Picture Arts and Sciences "Best Animated Short Film" Academy Award®. The film "French Roast" became an Academy nominee in the Best Animated Short category after winning Best in Show at last year's Festival. For the third consecutive year, the Festival's screenings, panels and production sessions will be open to the public, allowing general audiences to get a glimpse behind the making of computer generated effects, visualizations, and animations that is rarely available.

A complete preview video of the 2010 Computer Animation Festival is available here.

For a complete list of films and images, click here.

Here are just a few highlights of this year's Computer Animation Festival films and Live Real-Time Demos:

BEST IN SHOW AWARD
"Loom"
(Germany)
Directed by Jan Bitzer, Ilija Brunck, and Csaba Letay
"Loom" tells the story of a moth being drowned in one of nature's complex cycles. "Loom" was the final project of Jan Bitzer, Ilija Brunck, and Csaba Letay at the Filmakademie Baden Wьrttemberg, Institute of Animation, Visual Effects and Digital Postproduction. The production time, including story development and preproduction, was one year. Credit: Loom © 2010 Ilija Brunck, Polynoid

JURY AWARD
"Poppy"
(New Zealand)
Directed by James Cunningham
"Poppy" is an independent short set on France's western front in World War One. Two New Zealand soldiers are trapped behind enemy lines. They find a baby in a muddy ditch, under its dead parents. One of the men wants to save it-the other does not. Based on true events, "Poppy" was written by the great-grandson of one of these soldiers. An innovative combination of motion capture with exquisite facial animation.

BEST STUDENT PROJECT PRIZE
"The Wonder Hospital"
(USA)
Directed by Beomsik Shimbe Shim, California Institute of the Arts
In this student project, a girl enters a mysterious hospital that alters her way of seeing beauty. She is given a choice between two images of her face, "Before" and "After". As she continues on this illusionary journey, she realizes that beauty is something very different from what she expected. Credit: The Wonder Hospital © 2010, all rights reserved by Shimbe

"2012" - The Last Fluid Simulation
(USA/Germany)
Visual Effects by Scanline VFX, Los Angeles/Munich
This reel shows the underlying technology that was used for more than 100 massive fluid simulation shots on "2012". Included are examples of fully computer-generated shots with massive tidal waves, simulated ice and snow, and, finally, the aircraft carrier John F. Kennedy smashing into the White House.


Assassin's Creed 2
(Hungary)
Cinematic by Digic Pictures for Ubisoft Entertainment
Stunningly rendered and animated, this cinematic narrative follows an assassin on the prowl in a street carnival, on his quest to reveal a secular conspiracy during the masquerades of the Italian Renaissance. Image courtesy of Digic Pictures © 2009 Ubisoft Entertainment. All Rights Reserved. Assassin's Creed, Ubisoft, Ubi.com, and the Ubisoft logo are trademarks of Ubisoft Entertainment in the U.S. and/or other countries.


"Animated History of Poland"
(Poland)
Directed by Tomek Bagi?ski, Platige Image
A tale about 1,000 years of Polish history in the format of a musical-visual poem. The story starts with the beginning of the Polish nation in the ninth century, and shows the most important events and processes that took place until the 21st century. The project is a presentation-educational piece produced for the EXPO 2010 in Shanghai. Credit: Animated History of Poland © 2010 Agnieszka Piechnik, Platige Image


"Guinness World"
(United Kingdom)
Commercial by The Mill for AMV BBDO
This commercial spot shows how a pint of Guinness comes to life when poured, opening with a man striking a match and lighting a rocket as a voiceover whispers, "It?s time to bring this place to life." There begins an exhilarating journey, bringing life to barren landscapes across the planet. Credit: Guinness World © 2010 The Mill

"Day & Night"
(USA)
Directed by Teddy Newton, Pixar Animation Studios
When Day encounters Night, sparks fly! At first frightened and suspicious of each other, they get off on the wrong foot. But as they discover each other's unique qualities?and realize that each offers a different window onto the world-the friendship helps them gain a new perspective.


"Suiren"
(Japan)
Directed by Tomoya Kimpara, wow.inc
"Suiren" is a poetic science-fiction visual music piece where the ocean is a symbol of life, and machine-seeds are born to devote themselves to the creation of beautiful creatures. Credit: Suiren © 2010 Tomoya Kimpara, wow.inc


"Upgrades"
(USA)
Directed by Anya Belkina, Emerson College
"Upgrades" is a hilarious and breakneck-paced animated parody chronicling major upgrades in computer graphics software. Set to the music of Rimsky-Korsakov's "Flight of the Bumble Bee".
Credit: Upgrades © 2010 Anya Belkina, Emerson College


"Making of Nuit Blanche"
(Canada)
Directed by Arev Manoukian, Visual Effects by Marc-Andrй Gray, Stellar Scene
In this reel we explore the making of "Nuit Blanche", an elegant and poetic short film that explores a fleeting moment between two strangers, revealing their brief connection in a hyper-real fantasy heavily dependent on visual effects.Credit: Making of Nuit Blanche ©2010 Marc-André Gray, Stellar Scene


"Visualizing Empires Decline"
(Portugal)
Directed by Pedro Cruz, Centre for Informatics and Systems of the University of Coimbra
This information visualization project narrates the decline of the top four maritime empires in the 19th and 20th centuries. A physics engine is used to build a visual mood that conveys the tone of the empires' decline.Credit: Visualizing Empires Decline © 2010 Pedro M. Cruz, Centre for Informatics and Systems of the University of Coimbra


"Cours Toujours"
(France)
Directed by Olivier Barrй and Elise Garcette, La Station Animation
An intrepid creature throws himself into a wild pursuit of a bird, which gets him into comically frantic situations. Credit: Cours Toujours ©2010 Olivier Barré, La Station Animation

"Making Love"
(Sweden, Live Real-Time Demo)
Quel Solaar
This game exploration demo is an exploration of the world of the procedural one-man indie "MMO LOVE". The demo also showcases the tools used to create assets, like sketch-based modeling, 100 percent automatic UV mapping, shader and asset management tools, and the layer-based procedural texturing tool.

God of War III
(USA, Live Real-Time Demo)
Sony Computer Entertainment of America
God of War III is the latest entry in the successful God of War commercial video game series and the first on PlayStation 3. It combines epic set pieces with exquisite fine detail, and its visuals display both technical and creative virtuosity.

22 June 2010

SIGGRAPH 2010 Art Gallery Provides a Feast for the Senses

Photo credit: From SIGGRAPH 2010 Art Gallery piece titled "hanahanahana" by Yasuaki Kakehi, Keio University; Motoshi Chikamori and Kyoko Kunoh, plaplax - details below.
(Chicago, IL) – From virtual bugs to wearable devices, the SIGGRAPH 2010 Art Gallery investigates the multi-sensory nature of human experience in a technologically enhanced environment. The official title is TouchPoint: Haptic Exchange Between Digits, and from more than 250 submitted pieces, the jury selected 14 to be featured at SIGGRAPH 2010.

“The exhibition becomes an interactive environment where the viewer or participant is essential to the manifestation of the work,” said Richard Elaver, SIGGRAPH 2010 Juried Art Chair from Indiana University-Purdue University Fort Wayne. “This is art that immerses people, and the end result is an art experience that many have never encountered before.”

Works exhibited in TouchPoint are published in a special issue of MIT Press’s Leonardo, the Journal of the International Society of the Arts, Sciences and Technology. Peer-reviewed SIGGRAPH 2010 Art Papers will also be published in this special issue, which coincides with SIGGRAPH 2010 in July. A reception for the Art Gallery will be held Tuesday, July 27 from 2:00 p.m. – 3:30 p.m. in Room 150 at the Los Angeles Convention Center, where attendees can talk with the artists, designers, and Art Papers authors about their work and meet the members of the SIGGRAPH 2010 committee who organized this year's Art Gallery.

The Art Gallery jury consisted of a wide range of the leading experts in haptics, design theory, architecture, and sculpture.

Highlights of the SIGGRAPH 2010 Art Gallery include:

Echidna ll
Tine Bech, University of the West of England and Tom Frame, Surrey Space Centre
This interactive sound sculpture is a fussy, tumbled creature that has an electronic voice. Undisturbed, it hums happily, but when it is touched it squeaks and reacts to human presence. The work combines a circuit that directly measures electrostatic changes in the environment and a custom-designed, phase-locked loop system that drives an audio speaker.

Glowing Pathfinder BugsSquidsoup
In this shared environment of a sandpit, virtual creatures and real people coexist and communicate. The sand operates as a tactile interface, allowing participants to define physical landscapes to which the digital creatures respond in real time. The result is a form of animal husbandry, a sense of controlling and caring for the bugs.

hanahanahana
Yasuaki Kakehi, Keio University; Motoshi Chikamori and Kyoko Kunoh, plaplax
To experience hanahanahana, the participant applies perfume to a leaf-shaped piece of paper and shakes it in front of a bud-like device. A flower appears and changes intensity according to the strength of the floating scent, while color and shape also vary according to the type of fragrance applied to the paper. Participants can enjoy temporal and spatial variations of floating air with olfactory sensations from the scent, visual sensations from the projection screen, and tactile sensations from the wind.

In the Line of SightDaniel Sauter, University of Illinois at Chicago and Fabian Winkler, Purdue University
In the Line of Sight is a light installation that uses 100 computer-controlled tactical flashlights to project low-resolution video footage of suspicious human motion into the exhibition space.

Tools for Improved Social Interacting
Lauren McCarthy, University of California, Los Angeles
This series of wearable devices (the Anti-Daydreaming Device, the Happiness Hat, and the Body Contact Training Suit) uses sensors to condition the wearer to better adapt to expected social behaviors. The work explores the potential for technology to shape how we think, feel, and act. It also questions our social expectations and attempts to improve our understanding of their function and worth.

View the entire Art Gallery here. Contact media@siggraph.org for high-resolution images.

18 June 2010

Brief Q&A with SIGGRAPH 2010 Exhibits Director Mike Weil


-What is your background in the industry?

I have been fortunate to be involved in SIGGRAPH since 1992. I have always been interested in seeing on the tradeshow floor today what will be available in the future. In 1992, high-definition television was demonstrated which in the last few years has become apart of everyday life.

This year I am interested in seeing the Artec booth. They develop and sell 3D scanners, also known as 3D cameras, which work in real time, and they are easy to use. Artec has a whole division dedicated to 3D face recognition technology. Biometric security, which measures physical characteristics of a person, is an emerging market. There appears to be a growing market for those interested in technology that allows for better recognition accuracy of physical features, convenience-in-use and spoof-protection.

-I understand the Exhibition attracts vendors from across the globe. How many exhibitors are expected for this year’s conference?
We are expecting 175 exhibitors. Currently 51 international Exhibitors or nearly 30% of the exhibitors are from outside the United States. Countries that will be represented on the exhibit floor include Korea, Costa Rica, Colombia, India, United Kingdom, Germany, Saudi Arabia and Bulgaria.

-How do you think the Exhibition appeals to a wide variety of people? What groups can benefit from attending this venue?

SIGGRAPH does indeed attract a wide variety of attendees. The groups that appear to benefit the most are animators, artists, engineers, and game developers.

-Which target audience do you believe will be the highlight for this year’s exhibition? Which ones are you most excited to see and why?The exhibitors that target animation and special effects seem to enjoy when we are in Los Angeles the most. Being in Los Angeles allows the many local studios in the area to send their employees to see the Exhibition for the day. Knowing the eyes of the top Hollywood studios will be focused on SIGGRAPH 2010 many exhibitors push their developers to have new products ready to be launched at SIGGRAPH each year. There is a lot of incentive to get in front of the SIGGRAPH audience as 20% annually spend more then $100,000 per year on products they see at the Exhibition.

09 June 2010

Emerging Technologies Video Now Live

Recently, SIGGRAPH 2010 posted the Emerging Technologies preview video. It has already created quite a buzz online. Click here to review. Contact brian_ban@siggraph.org for still images or more details.

02 June 2010

SIGGRAPH 2010 Program Content Released, Early Registration Ends this Friday

(Chicago, IL) – SIGGRAPH 2010, held Sunday, 25 July through Thursday, 29 July 2010, will bring approximately 25,000 computer graphics and interactive technology professionals from around the world to Los Angeles. The SIGGRAPH 2010 Advance Program is now available online, announcing session content across Art Papers, Courses, Game Papers, Panels, Talks, Technical Papers, and more.

Two preview videos have also been released to highlight the Computer Animation Festival and Technical Papers.

“SIGGRAPH 2010 is the best place in the world to experience the ‘People Behind the Pixels’,” said Terrence Masson, SIGGRAPH 2010 Conference Chair from Northeastern University. “I highly encourage everyone to attend to meet the personalities, hear the stories, and learn the history behind the most unique and excellent content in CG and interactive techniques. Those wanting to maximize their savings should register by this Friday before the early bird discounts expire.”

Attendees are able to choose from a variety of registration categories that start as low as $45 per day. After Friday, 4 June, the cost of Full Conference Access, Full Conference One Day, and Basic Access passes increase dramatically.

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About SIGGRAPH 2010
SIGGRAPH 2010 will bring approximately 25,000 computer graphics and interactive technology professionals from six continents to Los Angeles, California, USA for the industry's most respected technical and creative programs focusing on research, science, art, animation, music, gaming, interactivity, education, and the web from Sunday, 25 July through Thursday, 29 July 2010 at the Los Angeles Convention Center. SIGGRAPH 2010 includes a three-day exhibition of products and services from the computer graphics and interactive marketplace from 27-29 July 2010. More than 200 international exhibiting companies are expected. More details are available at www.siggraph.org/s2010

About ACM SIGGRAPH
The ACM Special Interest Group on Computer Graphics and Interactive Techniques www.siggraph.org is an interdisciplinary community interested in research, technology, and applications in computer graphics and interactive techniques. Members include researchers, developers and users from the technical, academic, business, and art communities. ACM SIGGRAPH enriches the computer graphics and interactive techniques community year-round through its conferences, global network of professional and student chapters, publications, and educational activities.

About ACM
ACM, the Association for Computing Machinery www.acm.org is the world's largest educational and scientific computing society, uniting educators, researchers and professionals to inspire dialogue, share resources and address the field's challenges. ACM strengthens the computing profession's collective voice through strong leadership, promotion of the highest standards, and recognition of technical excellence. ACM supports the professional growth of its members by providing opportunities for life-long learning, career development, and professional networking.