Left Brain or Right Brain ... which one are you?
Celebrating its 40th year, the SIGGRAPH conference is the premier international event on computer graphics and interactive techniques. SIGGRAPH 2013 invites you to showcase your expertise and unique technical and creative skills at the International Conference and Exhibition on Computer Graphics and Interactive Techniques, 21 - 25 July 2013 in Anaheim.
From students to studio executives, from scientists to artists, SIGGRAPH is home to the best and brightest minds in computer graphics. This year, bring your best work to SIGGRAPH 2013.
Every piece submitted to SIGGRAPH 2013 through the Call for Submissions is reviewed by a highly qualified jury composed of top practitioners in the relevant field. Because we want each jury to have the time to review each piece carefully, submission deadlines generally are several months ahead of the conference itself. All the submission deadlines are strictly enforced, so be sure to plan accordingly.
Important Submission Deadlines:
Be Sure to Plan Your Submission Process Accordingly!
8 January 2013* Student Volunteer Team Leader Applications
17 January 2013 Technical Papers
22 January 2013 Art Papers and Art Gallery
5 February 2013 Student Volunteer Applications
12 February 2013 Courses, Emerging Technologies, Panels, Posters, Talks, Studio
5 March 2013 Computer Animation Festival and Real-Time Live!
2 April 2013 Dailies
1 May 2013 SIGGRAPH Mobile
7 May 2013 Late Breaking deadline for Posters
Submission Deadline Notes:
Unlike recent years, each SIGGRAPH 2013 program has only one deadline, except Posters.
There are no "Late Breaking" deadlines for Studio or Talks. Poster submissions can occur prior
to the 12 February "general submissions" deadline or the 7 May Late Breaking Poster deadline.
In both cases, Posters are reviewed using the same criteria and by the same jury. Authors
submitting prior to the early deadline will get decision notification in mid-April.
*All deadlines are 22:00 UTC/GMT. To determine what time that is where you are, you can use a converter such as The World Clock.
08 November 2012
09 August 2012
SIGGRAPH 2012 Highlights from Los Angeles
The SIGGRAPH 2012 Exhibition continued the tradition of being a top draw with attendees. |
SIGGRAPH 2012 Chair Rebecca Strzelec addresses the media. |
“As SIGGRAPH 2012 draws to a close, I’m incredibly proud of the body of work that represents thousands of hours of effort from hundreds of volunteers,” said Rebecca Strzelec, SIGGRAPH 2012 Conference Chair from Penn State Altoona.
She continued, “SIGGRAPH is not about a location – it is about the kindred spirit of our community and being able to provide cutting-edge content across many different fields. In that sense, SIGGRAPH 2012 was a resounding success whether you are an artist, a scientist, a game developer, or a student… we featured incredible content that will continue to inspire everyone into 2013 and beyond.”
In all, more than 1,200 speakers and contributors participated in the conference through a variety of talks, sessions, panels, papers, presentations, tutorials, and screenings.
Highlights from SIGGRAPH 2012 included:
• Keynote Jane McGonigal Says Playing Games Can Improve Health and Lengthen Lives:
Jane McGonigal, director of game research and development at the Institute for the Future (IFTF) treated the audience to a lively discourse on how games are transforming the way we lead our real lives, and how they can be used to increase our resilience and well-being.
McGonigal’s research has shown that scientific studies suggest playing games can and have helped those with autism, ADHD, PTSD and even cancer. She has created the game SuperBetter, which helps players achieve health goals or recover from illness or injury by increasing their personal resilience.
A lively discussion panel during the Business Symposium. |
Noisy Boy from "Real Steel" appeared at the Computer Animation Festival. |
SIGGRAPH 2012 Computer Animation Festival award winners include:
• Best in Show Award: Réflexion, Directed by Yoshimichi Tamura, PlanKtoon; France
• Jury Award: How To Eat Your Apple, Directed by Erick Oh, Independent; USA and South Korea
• Best Student Project Prize: Estefan, Directed by Jeff Call, Brigham Young University; USA
• Best Student Project Prize Runner-Up: Globosome, Directed by Sascha Geddert, Filmakademie Baden-Württemberg; Germany
• Best Student Project Prize Runner-Up: Herr Hoppe und der Atommüll, Directed by Jan Lachauer and Thorsten Löffler, Filmakademie Baden-Württemberg; Germany
• Well-Told Fable Prize: Rosette, Directed by: Romain Borrel, Gaël Falzowski, Benjamin Rabaste, and Vincent Tonelli, Supinfocom Arles; France
The Technical Papers Fast Forward was once again a packed house. |
Entrance to the SIGGRAPH Art Gallery: In Search of the Miraculous |
• The SIGGRAPH 2012 Art Gallery: In Search of the Miraculous presented exceptional digital and technologically mediated artworks that explored the existence of wonderment, mystery, and awe in today’s world of mediating technologies and abundant data. From nearly 400 submissions, the Art
Gallery jury selected 12 pieces to be featured.
Download photos from SIGGRAPH 2012 at http://www.siggraph.org/photos
Join Us in Anahiem in 2013
SIGGRAPH 2013, the 40th International Conference on Computer Graphics and Interactive Techniques, will be held 21-25 July 2013 at the Anaheim Convention Center in California
Editor's Note: Special thanks to John Fujii, SIGGRAPH 1996 Conference Chair, who served as the official photographer for SIGGRAPH 2012.
Labels:
3D,
Animation,
Computer Animation Festival,
Computer Graphics,
Digital Art,
Emerging Technologies,
Haptics,
Interactive Techniques,
Robotics,
SIGGRAPH,
Technical Papers
Overview of SIGGRAPH 2012 Posters Program
Posters are a light-weight, low-tech method for presenting student, in-progress, and late-breaking work. Poster topics range from applications of computer graphics to novel interactive techniques and in-depth research in specific areas. They are displayed throughout the conference for attendees to browse at their leisure, and poster authors meet and discuss their work with attendees during Poster Presentations.
Listen as SIGGRAPH Posters Coordinator Kurt Luther provides a nice overview.
Listen as SIGGRAPH Posters Coordinator Kurt Luther provides a nice overview.
Labels:
Computer Graphics,
Delight,
Interactive Techniques,
Kurt Luther,
Magic,
Posters,
SIGGRAPH
Take An Extended Tour of the SIGGRAPH 2012 Art Gallery
Enjoy a descriptive and full length tour of the SIGGRAPH 2012 Art Gallery and its theme "In Search of the Miraculous".
Labels:
Art Gallery,
Computer Graphics,
In Search of the Miraculous,
Interactive Techniques,
Osman Khan,
SIGGRAPH
SIGGRAPH 2012 Conference Chair Rebecca Strzelec's Vision Behind S2012
Hear from SIGGRAPH 2012 Conference Chair Rebecca Strzelec from Penn State Altoona who discusses her vision behind this year's conference and exhibition at the 2012 Media Briefing on Tuesday morning.
Labels:
Art,
CG,
Computer Graphics,
Interactive Techniques,
Rebecca Strzelec,
Science,
SIGGRAPH,
Special Effects
Interview with SIGGRAPH Keynote Speaker Jane McGonigal
Listen to Jane McGonigal discuss her thoughts and vision immediately after giving the SIGGRAPH 2012 keynote address in Los Angeles.
Labels:
Computer Animation Festival,
Computer Graphics,
Game Development,
Haptics,
Interactive Techniques,
Jane McGonigal,
SIGGRAPH,
Special Effects
08 August 2012
SIGGRAPH 2012 Art Gallery Preview
Join Osman Khan, SIGGRAPH 2012 Art Gallery Chair, as he takes you on a wonderful tour of the miraculous in Los Angeles.
Labels:
Art,
Computer Graphics,
Digital Art,
Interactive,
Interactive Techniques,
Osman Kahn,
SIGGRAPH
Robotics @ SIGGRAPH 2012
Check out one of the more popular exhibits at SIGGRAPH 2012 Emerging Technologies [called TELESAR V] that enables human beings to experience a real-time sensation of being and interacting in a remote location.
Labels:
Artificial Inteligence,
Computer Graphics,
Delightful,
Emerging Technologies,
Interactive Techniques,
Magic,
Robotics,
SIGGRAPH
07 August 2012
SIGGRAPH 2012 Emerging Technologies Highlight Tour
Join SIGGRAPH 2012 Emerging Technologies Chair Preston Smith from the Laureate Institute for Brain Research as he leads a brief tour of this popular, interactive technology area that features 26 cutting-edge exhibits.
Labels:
3D,
Computer Graphics,
Delight,
Displays,
Game Development,
Games,
Interactive Techniques,
Magic,
Motion Capture,
Robotics
06 August 2012
SIGGRAPH 2012 Conference Photos
The always popular Technical Papers Fast Forward once again drew a full house on Sunday evening. |
SIGGRAPH 2012 Emerging Technologies once again proves to be a popular destination on Monday. |
04 August 2012
Some of Sunday's Must Attend Events
The Fast Forward is an energetic (and often humorous) preview of the year's amazing Technical Papers content. |
Following below are just a few compelling sessions that help kick-off SIGGRAPH 2012. Be sure to hit these and other sessions to get your week off on the right foot. Don't forget that all conference attendees are welcome to come to the Geek Bar after the Technical Papers Fast Forward to watch the Mars Rover landing amongst colleagues and friends. There will be a cash bar. Be sure to bring your conference badge.
Storytelling With a Camera and a Computer: Q&A With Cinematographer Roger Deakins
Los Angeles Convention Center, Room 515AB – 3:45pm
With nine Academy Award nominations and three BAFTA awards, 2011 ASC Lifetime Achievement Award recipient Roger Deakins, ASC, BSC, is one of the world’s leading cinematographers. His over 30-year contribution to cinema as both cinematographer and visual consultant has helped to define how global audiences see moving pictures, from "Fargo" and "True Grit" to "Wall-E" and "Rango". This course offers a rare opportunity to hear him discuss his ideas and approach to both live-action and animated features.
State-of-the-Art Stereoscopic Visual Effects: Stereoscopy and Conversion are “More than Meets the Eye”
Los Angeles Convention Center, South Hall K – 2pm
A recent surge in production of 2D-to-3D converted films has established this technique as a permanent part of the stereoscopic entertainment industry. Proper conversion is not a simplistic post-production process. It requires exceptionally complex and nuanced stereoscopic visual effects that, if improperly applied, can result in poor quality films and physical pain on the part of the audience.
This course presents case studies from Digital Domain's recent stereoscopic conversions (for example, "Transformers 3") that demonstrate how to convert high-quality stereoscopic content through both traditional and hybrid stereoscopic workflows. It also explains in detail how proper conversion is mathematically identical to geometry generated from stereoscopic capture, shows how to articulate and identify poor quality conversion, reviews when it is appropriate to convert materials, and provides tips on how to shoot specifically for 2D-to-3D conversion
Los Angeles Convention Center, West Hall B – 6pm
An entertaining, illuminating summary of SIGGRAPH 2012 Technical Papers in an exciting two-hour session! The author(s) of each paper are allowed a little less than a minute to wow the crowd with their results and entice attendees to hear their complete paper presentation later in the week.
Labels:
Computer Graphics,
Delight,
Fast Forward,
Interactive Techniques,
Roger Deakins,
SIGGRAPH,
Stereoscopy,
Technical Papers
31 July 2012
Important SIGGRAPH 2012 Reminders for Attendees
The SIGGRAPH 2012 Perfect Blend of Art & Science Starts 5 August 2012 |
Schedule
Download the SIGGRAPH 2012 Locator for an advance preview of all SIGGRAPH 2012 onsite details, highlights and schedule information. A printed copy will be provided to all SIGGRAPH 2012 attendees on site in LA.From your computer or mobile device, the SIGGRAPH 2012 Scheduler allows you to browse SIGGRAPH 2012 programs, sessions, and events by program, day and time, registration level, and focus. Then create your own customized schedule for the week. Save, view, and update your schedule on your desktop or mobile device. Export it to your calendar, and share it with colleagues and friends. The scheduler is optimized for all browsers and operating systems.
Your LA experience is not complete without a cocktail poolside at this hotel. |
Housing and Transportation Information
Still need to plan your stay in Los Angeles? SIGGRAPH can help. Visit the SIGGRAPH web site for a list of some available Los Angeles hotels. Rates will vary from the official conference rates as the housing deadline has passed.All changes to existing reservations should now be made directly with your assigned hotel.
Hotel-Convention Center Shuttle Service
SIGGRAPH 2012 provides complimentary shuttle service between many conference hotels and the Los Angeles Convention Center. Attendees who used the SIGGRAPH 2012 hotel reservation system to make reservations at hotels served by the SIGGRAPH 2012 shuttle buses will receive a shuttle wristband when they check in. The JW Marriott, Figueroa and Luxe Hotels are considered walk hotels. Attendees who did not book through the SIGGRAPH 2012 reservation system and wish to use the shuttle service can purchase wristbands at the SIGGRAPH Store.
Airport Shuttle Bus Discounts
SIGGRAPH 2012 has partnered with Super Shuttle to offer transportation to and from Los Angeles International Airport (LAX).
Shared Ride Van: $13 per passenger (up to 9 passengers) Town Car Service - $63 per sedan (up to 4 passengers). These discounted rates are valid from five days before the conference to five days after it closes.
Book by phone at 800.258.3826 (toll free) or +1.310.222.5500, extension 4. To receive the discount, you must mention the SIGGRAPH 2012 discount code: PK7AU. Or you can book online at the Super Shuttle web site.
Drivers accept cash and all major credit cards for all transfers.
If you book your shuttle reservation through the SIGGRAPH 2012 web site, you earn miles on American Airlines, United Airlines, Delta, and Frontier Airlines.
Cancellations or changes for Shared Ride van transfers and sedan cars made four hours prior to the scheduled day of transfer will not incur a cancellation fee. Cancellation or changes made within four hours of the scheduled day transfer, or no-show, will be charged the estimated cost that was quoted at the time of the reservation (mini-buses need 72 hours for cancellation).
Safety Tip
When walking around any conference city be certain to remove your badge and secure it in a safe place. Displaying your badge in public areas outside a convention center advertises that you are probably not local and may make yourself more vulnerable to a crime or aggressive panhandling.
Find your answers in a few short days. |
Registration Information
Upon arrival at the Los Angeles Convention Center, please proceed to the registration area in West Hall, Petree Hall C to pick up your badge. Registration hours throughout the week are as follows:
Sunday, 5 August, 8 am - 6 pm
Monday, 6 August, 8:30 am - 6 pm
Tuesday, 7 August, 8:30 am - 6 pm
Wednesday, 8 August, 8:30 am - 6 pm
Thursday, 9 August, 8:30 am - 3:30 pm
Monday, 6 August, 8:30 am - 6 pm
Tuesday, 7 August, 8:30 am - 6 pm
Wednesday, 8 August, 8:30 am - 6 pm
Thursday, 9 August, 8:30 am - 3:30 pm
Upgrade to Full Conference Registration
If you are registered at a category other than Full Conference, you still have time to upgrade your registration to Full Conference for complete access to the technical program.
SIGGRAPH Business Symposium Spaces Available
A few spaces are still open for the SIGGRAPH Business Symposium, an intimate, interactive forum for discussion about the present and future of our industry and community. Full Conference attendees can add SIGGRAPH Business Symposium for $75.
Live Stream of Mars Rover Landing
Watch history in the making with your fellow SIGGRAPH 2012 attendees. The Geek Bar, Room 404 in the Los Angeles Convention Center, will be open immediately following Technical Papers Fast Forward on Sunday, 5 August. The Mars Rover landing feed will start around 10:30 pm. Please bring your conference badge and note you are responsible for transportation back to your hotel afterwards.Watch the "seven minutes of terror" here:
Live Stream of SIGGRAPH 2012 Awards Talks
Watch a live stream of the ACM SIGGRAPH Award Talks, taking place Monday, 6 August from 2-3:30 pm. Be sure to share this information with your friends and colleagues at home who might want to tune in.Anyone with a passion for networking and sweets will not be disappointed. |
Networking Dessert Reception
Monday, 6 August, 9 – 11 pm JW Marriott Hotel Los Angeles at L.A. Live, Diamond Ballroom Share professional and personal updates with colleagues from around the world at the SIGGRAPH community's highest energy, most anticipated social event of 2012. Enjoy delicious desserts and toast-worthy beverages for celebrating the past year's achievements and future challenges. A ticket is required to attend this event. If you didn't purchase a reception ticket with your registration, they will be available for purchase in the Registration Area in West Hall, Petree Hall C at the Los Angeles Convention Center.Exchange LA was used as a filming site for "The Social Network" and Heidi Klum's "Top Model" TV show |
ACM SIGGRAPH Chapters Party
Monday, 6 August, 8:30 pm – 2 amExchange L.A., 618 Spring Street, Los Angeles
Please Note: You must present a party invitation - available at the ACM SIGGRAPH Chapters Booth at the Los Angeles Convention Center - or your conference badge to enter Exchange L.A.The new SIGGRAPH Mobile content is certain to be popular with attendees. |
New for 2012: SIGGRAPH Mobile
This first-time SIGGRAPH program showcases the incredible advancements and discoveries in the field of mobile graphics and apps through a series of presentations, panels, workshops, and demonstrations. The following are a few highlights of SIGGRAPH Mobile: Mobile GPUs: Markets and Technology Wednesday, 8 August | 9-10:30 am | Room 406 AB Understanding Mobile Graphics – GPUs and Platform Wednesday, 8 August |10:45 am- 12:15 pm | Room 406 AB Mobile Graphics – Hardware and Software Techniques Wednesday, 8 August | 2-3:30 pm | Room 406 AB Mobile Applications – In Your Hand and On the Road Wednesday, 8 August | 3:45-5:15 pm | Room 406 ABSIGGRAPH Merchandise
Looking for gifts for friends, colleagues, relatives, or yourself? The SIGGRAPH Store in the South Lobby is your best shopping option for SIGGRAPH 2012 merchandise and clearance items from previous years including shirts, mugs and more! Purchase Prior Computer Animation Festival DVDs Prior Computer Animation Festival Programs on DVD will be available for purchase on site at SIGGRAPH 2012 in the South Lobby of the Los Angeles Convention Center. All SVR DVDs $5/ea 5 DVDs $20 10 DVDs $40 11 DVDs + $3/eaWireless Access
SIGGRAPH 2012 offers conference attendees wireless internet access in most areas of the Los Angeles Convention Center. To use this service, attendees should have a laptop computer or other mobile device with a built-in wireless network card or with an external wireless adapter. Please refer to your device’s operating system and network adapter documentation and follow this general procedure: 1. Document all existing TCP/IP and wireless configuration information before you make any changes. 2. Configure your device to use DHCP. 3. Configure your wireless adapter Network Name (SSID) to be “s2012”. No encryption or password options are required. Users should be aware of the security considerations when using any unencrypted, public-access wireless network. For assistance or further information, please contact GraphicsNet in Room 308A.Camera/Recording Policies
No cameras or recording devices are permitted inside any SIGGRAPH 2012 content area (Art Gallery, Emerging Technologies, Sessions, Studio, Talks, Computer Animation Festival, Exhibition, etc.). Abuse of this policy will result in the loss of your registration credentials. Not all contributors have granted complete public access to their works, information, descriptions, and other details - so please respect this request and allow SIGGRAPH to continue to offer such robust and cutting-edge content.Age Requirement For Exhibition Access
Children under 16 are not permitted in the Exhibition. Age verification is required.LA Live is a popular networking destination for SIGGRAPH attendees. |
Around Los Angeles – Things to Do
Downtown Los Angeles offers historic districts, restaurants, clubs, and cultural institutions, all within an easy walk or short cab ride of the SIGGRAPH 2012 hotels. If you haven't already, visit the SIGGRAPH Los Angeles page on our web site for helpful information about city guides, maps and weather information, local news, as well as resources suggesting the best places to dine.Los Angeles Food & Wine Festival
Exclusive to SIGGRAPH 2012 attendees – Receive 25% off your ticket to the Los Angeles Food & Wine Festival 9-12 August at L.A. Live. To receive your discount, purchase your ticket online and the 25% off will appear at check out.Actual weather forecast for next seven days in LA. |
Weather and Attire
Los Angeles is an amazing city with lots to do and explore, so you'll want to be sure you're dressed comfortably for your excursions. Local weather tends to be warm during the day, but can get chilly at night. Check the local weather forecast before you pack to be prepared for the climate. Please remember that the LA Convention Center will be air conditioned and can be extremely chilly, so dress in layers to make sure you are comfortable both indoors and out.Stay Up-to-Date
Visit the SIGGRAPH 2012 website, follow the official SIGGRAPH 2012 Twitter feed @siggraph and become a fan of SIGGRAPH 2012 on Facebook for the most up-to-date event details and information and continue to check back here for updates and photos. Whether coming from near or far, the SIGGRAPH 2012 team wishes everyone safe travels to LA and we look forward to making your 2012 experience memorable and beneficial.
Labels:
3D,
Animation,
Art Gallery,
Computer Animation Festival,
Computer Graphics,
Delight,
Digtial Art,
Game Development,
Interactive Techniques,
Rendering,
Robotics,
SIGGRAPH 2012,
Special Effects
SIGGRAPH 2012 Exhibition Numbers Surging
Following is a brief Q&A with SIGGRAPH's Exhibition Management team in regards to the SIGGRAPH 2012 Exhibition and what attendees can expect.
Is it too late to purchase booth space?
No, the floor plan is tight, but we can definitely get a few more companies on to the exhibit floor.
Which companies are new this year?
Approximately 25% of our companies are first-timers. This is the similar as to what we saw in 2011, which is great because in 2009 and 2010 only 10% of the exhibitors were new.
What is the international country breakdown?
We have 19 different countries represented with 37% of our companies coming from outside of North America.
Who has the biggest booth this year?
Right now it is Autodesk
What is the history behind the playing of "Amazing Grace" at the end of each SIGGRAPH Exhibition?
When the industry was just beginning Hewlett-Packard began playing the song in the early 80’s from their booth. Exhibitor staff from around the floor and attendees would gather at the booth at the close of the Exhibition and hug and say their goodbyes while the song was playing. In the mid-90’s, Hewlett-Packard stopped bringing a sound system that was able to reach the entire Exhibition floor, so it was decided that the song would be played throughout the Exhibition over the speakers in the hall.
What advice do you have to attendees when hitting the Exhibition?
Give yourself plenty of time to see the Exhibition and speak with the exhibitor staff and ask them what is new and different. There are so many new products that exhibitors bring – don’t miss the opportunity to discover the latest advancements and bring that knowledge back to share with your colleagues.
The SIGGRAPH Exhibition is always an energetic marketplace for the latest technology. |
How are numbers compared to previous years?
We are seeing growth throughout the entire exhibition in all sectors. Long-time exhibitors are taking larger exhibit space and new exhibitors are flocking to LA to show off their latest offerings. Exhibit space is up over 12% compared to 2011 and we continue to ride the wave of excitement from the success of SIGGRAPH 2011 in Vancouver.
What are some things you see as creating the biggest buzz at this year's Exhibition?
3D technology breakthroughs offering new tools that are easy to interact with and work on various platforms (film editing and effects, construction, medical, etc.). This is further evidence that SIGGRAPH is much more than just a computer graphics show. We are seeing an increase in simulation and interactive experiences. Gesture recognition and mobile-enabled software is also hot. Is it too late to purchase booth space?
No, the floor plan is tight, but we can definitely get a few more companies on to the exhibit floor.
Which companies are new this year?
Approximately 25% of our companies are first-timers. This is the similar as to what we saw in 2011, which is great because in 2009 and 2010 only 10% of the exhibitors were new.
What is the international country breakdown?
We have 19 different countries represented with 37% of our companies coming from outside of North America.
Who has the biggest booth this year?
Right now it is Autodesk
What is the history behind the playing of "Amazing Grace" at the end of each SIGGRAPH Exhibition?
When the industry was just beginning Hewlett-Packard began playing the song in the early 80’s from their booth. Exhibitor staff from around the floor and attendees would gather at the booth at the close of the Exhibition and hug and say their goodbyes while the song was playing. In the mid-90’s, Hewlett-Packard stopped bringing a sound system that was able to reach the entire Exhibition floor, so it was decided that the song would be played throughout the Exhibition over the speakers in the hall.
What advice do you have to attendees when hitting the Exhibition?
Give yourself plenty of time to see the Exhibition and speak with the exhibitor staff and ask them what is new and different. There are so many new products that exhibitors bring – don’t miss the opportunity to discover the latest advancements and bring that knowledge back to share with your colleagues.
Labels:
3D,
artifical inteligence,
CGI,
Computer Graphics,
Exhibition,
FX,
Interactive Techniques,
Rendering,
Robotics,
SIGGRAPH,
Special Effects
26 July 2012
Q&A with SIGGRAPH 2012 Mobile Chair Lars Erik Holmquist
The following is a brief conversation with Lars Erik Holmquist, SIGGRAPH Mobile Chair and Principal Research Scientist at Yahoo! Labs. Holmquist has led pioneering research efforts in mobile user interfaces, robotic toys, information displays, media sharing, location-based applications, and much more.
Prior to joining Yahoo! Labs, he headed major research labs at several Swedish institutes, and was co-founder and research leader at a large research center with 45 employees and total funding of over $30 million.
How is SIGGRAPH Mobile the same and also different from the Symposium on Apps at SIGGRAPH Asia?
The SIGGRAPH Asia Symposium on Apps started last year in Hong Kong, and is a great way to showcase the applied and business side of mobile applications. For SIGGRAPH Mobile, we want to not only retain that, but also delve deeper into what makes mobile graphics great. To this end, we have lined up exciting mobile graphics hardware and software presentations with many of the top providers and leading academics. This is a great development and gives the LA program a unique feel.
How would you briefly describe this year's content?
It has a great mix of show-stopping demos, hands-on tutorials, and cutting-edge presentations and discussions. We start early in the week with a basic "get up and running" iOS graphics tutorial and an introduction ofp the mobile web framework Cocktails and Mojito. During the main day, we have content ranging from intermediate to advanced, from a panel of some of the biggest mobile GPU vendors to presentations on how to utilize mobile graphics in settings ranging from advertisements to in-car applications.
If someone is new to the field or a passive user, why would this content still be of interest?
This program gives a "lay of the land" of the mobile graphics landscape at a level that should be accessible to most SIGGRAPH attendees. If you just want to see what is going on in the field, you can hang out in the demo area and see the some of the latest mobile hardware and software. If you want to get your hands dirty, several tutorials will give you a first taste of developing mobile graphics and apps. And if you want to know how to transform your existing SIGGRAPH knowledge into the mobile world, much of the program is dedicated to showing techniques and frameworks that can optimize that process.
Why is it important for SIGGRAPH to have this as a content category?
From the early days, computer graphics was the domain of science and specialized industry. Today, we have reached a stage were literally everyone can carry the equivalent of a high-end workstation in their pocket. This has had an incredible impact on the accessibility and applications of computer graphics. While the dedicated server farms of the major studios and research centers will always have the edge on quality, for most people, phones and tablets are now their main contacts with games, movies, and other digital media. SIGGRAPH needed to acknowledge this change because it is where much of the future (and actually even the current) market for graphics lies.
What trends are you seeing in this industry?
We are seeing a strong trend toward powerful mobile GPUs that make it possible to develop high-quality interactive graphics (both 2D and 3D) in shorter times and with higher cross-device compatibility. But for mobile, there are limiting factors that don't affect traditional graphics workstations, such as power consumption and heat issues. Thus vendors have to work even harder to bring out chips that provide the desired performance without draining your battery (or catching fire in your pocket!)
I also see a trend for higher resolution display, where many manufacturers are pushing the limit of how many pixels you can cram onto a screen, until we are at a stage where the detail level is beyond what the human eye can discern. When that level is reached, the industry needs to optimize other aspects of the visuals, such as color reproduction and power consumption.
Where do you see mobile graphics and devices in 3-5 years from now?
There will be a trend toward integrating mobile devices even more with the real world around us; for instance, by using sensors to pick up what the user is doing and what they plan to do. I also would like to see interfaces that bring the small screen of the mobile device out into the world, rather than it being the focus of one person's attention. Instead of wearable screens or glasses that hide our face and isolate us from others, I am excited by technologies such as projector phones, where you can project graphics on literally any surface. Mobile devices play a big role in our social life, and technology should be designed so that they bring us closer together, not further apart.
What motivates you as a SIGGRAPH volunteer?
It is a great community and an exciting, vibrant conference! No other place has such a wild mix of everything from movie special effects to robots, and I learn something new every time I go.
What other SIGGRAPH content are you looking forward to experiencing outside the Mobile program?
I always love to attend the main Electronic Theater screenings - it is almost like going to a Hollywood premiere! I also make sure to check out Emerging Technologies and Art Gallery for the latest in interactive technology and installations, and attend the Technical Papers Preview to get a feel for the newest techniques in research.
Prior to joining Yahoo! Labs, he headed major research labs at several Swedish institutes, and was co-founder and research leader at a large research center with 45 employees and total funding of over $30 million.
Lars Erik Holmquist, SIGGRAPH Mobile Chair |
The SIGGRAPH Asia Symposium on Apps started last year in Hong Kong, and is a great way to showcase the applied and business side of mobile applications. For SIGGRAPH Mobile, we want to not only retain that, but also delve deeper into what makes mobile graphics great. To this end, we have lined up exciting mobile graphics hardware and software presentations with many of the top providers and leading academics. This is a great development and gives the LA program a unique feel.
How would you briefly describe this year's content?
It has a great mix of show-stopping demos, hands-on tutorials, and cutting-edge presentations and discussions. We start early in the week with a basic "get up and running" iOS graphics tutorial and an introduction ofp the mobile web framework Cocktails and Mojito. During the main day, we have content ranging from intermediate to advanced, from a panel of some of the biggest mobile GPU vendors to presentations on how to utilize mobile graphics in settings ranging from advertisements to in-car applications.
If someone is new to the field or a passive user, why would this content still be of interest?
This program gives a "lay of the land" of the mobile graphics landscape at a level that should be accessible to most SIGGRAPH attendees. If you just want to see what is going on in the field, you can hang out in the demo area and see the some of the latest mobile hardware and software. If you want to get your hands dirty, several tutorials will give you a first taste of developing mobile graphics and apps. And if you want to know how to transform your existing SIGGRAPH knowledge into the mobile world, much of the program is dedicated to showing techniques and frameworks that can optimize that process.
Image from the Talk: Mobile Augmented Reality in Advertising |
From the early days, computer graphics was the domain of science and specialized industry. Today, we have reached a stage were literally everyone can carry the equivalent of a high-end workstation in their pocket. This has had an incredible impact on the accessibility and applications of computer graphics. While the dedicated server farms of the major studios and research centers will always have the edge on quality, for most people, phones and tablets are now their main contacts with games, movies, and other digital media. SIGGRAPH needed to acknowledge this change because it is where much of the future (and actually even the current) market for graphics lies.
What trends are you seeing in this industry?
We are seeing a strong trend toward powerful mobile GPUs that make it possible to develop high-quality interactive graphics (both 2D and 3D) in shorter times and with higher cross-device compatibility. But for mobile, there are limiting factors that don't affect traditional graphics workstations, such as power consumption and heat issues. Thus vendors have to work even harder to bring out chips that provide the desired performance without draining your battery (or catching fire in your pocket!)
I also see a trend for higher resolution display, where many manufacturers are pushing the limit of how many pixels you can cram onto a screen, until we are at a stage where the detail level is beyond what the human eye can discern. When that level is reached, the industry needs to optimize other aspects of the visuals, such as color reproduction and power consumption.
Where do you see mobile graphics and devices in 3-5 years from now?
There will be a trend toward integrating mobile devices even more with the real world around us; for instance, by using sensors to pick up what the user is doing and what they plan to do. I also would like to see interfaces that bring the small screen of the mobile device out into the world, rather than it being the focus of one person's attention. Instead of wearable screens or glasses that hide our face and isolate us from others, I am excited by technologies such as projector phones, where you can project graphics on literally any surface. Mobile devices play a big role in our social life, and technology should be designed so that they bring us closer together, not further apart.
Describe an exciting project you have recently worked on at Yahoo! Research
We are working on some incredibly interesting techniques to make the real world searchable and available for information processing. Imagine if you could do a search for your lost wallet, much like you search the Internet for web pages today, and the system would tell you that you left it on the kitchen table! Or what if a store down the street could access your wardrobe and automatically recommend a tie that goes well with your shirts, much like Amazon recommends books based on your and others’ purchases? We call this hyper-personalization, and it has the potential to change how we live and interact with the physical world in the future.What motivates you as a SIGGRAPH volunteer?
It is a great community and an exciting, vibrant conference! No other place has such a wild mix of everything from movie special effects to robots, and I learn something new every time I go.
What other SIGGRAPH content are you looking forward to experiencing outside the Mobile program?
I always love to attend the main Electronic Theater screenings - it is almost like going to a Hollywood premiere! I also make sure to check out Emerging Technologies and Art Gallery for the latest in interactive technology and installations, and attend the Technical Papers Preview to get a feel for the newest techniques in research.
Labels:
Computer Graphics,
Displays,
Interactive Techniques,
Interfaces,
Lars Erik Holmquist,
Mobile Devices,
Robotics,
SIGGRAPH,
Smart Phones,
Yahoo Labs
24 July 2012
Q&A with SIGGRAPH 2012 Studio Chair Makai Smith
Following is a brief conversation with Makai Smith, SIGGRAPH 2012 Studio Chair from Bentley Systems. In 2001, Smith received a Master of Architecture from Arizona State University and previously served as the SIGGRAPH Design & Computation Chair amongst other volunteer positions.
Makai Smith, SIGGRAPH 2012 Studio Chair |
What can attendees expect from the Studio experience this year and how will it be the same/different than last year?
The hands-on environment and creative spirit of the Studio endures. Each year we build on what works at the Studio, so attendees will find a full range of creative technologies accompanied by a talented staff of experts who are eager to help. The Studio also has a full schedule of Talks, Workshops, and Projects. In recent years, the Talks and Workshops have grown, and we are getting almost all of the Studio content via peer reviewed entries to the SIGGRAPH call for submissions.
What is the difference between a Studio Workshop, Talk, or Project?
Studio Workshops are held in a classroom setting and run as a tutorial where the participants each sit at a computer and follow a lesson. Seating is limited and first-come, first served. Some of the talks will be given by artists showing in the SIGGRAPH Art Gallery who will give instruction on techniques central to their work.Studio Talks are the same format as Talks found elsewhere at SIGGRAPH: a session of a few talks arranged around a theme. What makes them Studio talks is that they focus on creative practice or techniques.
Studio Projects are collaborative, participatory, hands-on, creative activities. You can make something to take home. Both Talks and Workshops follow a published schedule. Studio projects run continuously throughout the conference.
For someone new to the "SIGGRAPH experience", what is your advice for how they should experience the Studio?
The Studio has many creative projects – from DIY electronics to motion capture to 3D printing. There is such a range: the best way to engage the Studio is to find something that interests you and ask, “What can I make?” Roll up your shirt sleeves, get some guidance from the Studio’s skilled staff, and create something.
How would you describe your experience as Studio Chair versus when you served as the Design & Computation Chair?
The contrast is that of breadth versus depth. The Studio is broad-based creative environment that encompasses Studio practice in many forms, whereas the Design & Computation Gallery was focused on a theme and contained finished works. In the Design Gallery it was a test of curatorial skill to gather together a body of work that explored my interest in generative design and digital fabrication. So many creative disciplines use computer graphics and work in a place they call a Studio: art, architecture, sculpture, jewelry, animation, games, dance, and music are just some of them. As Studio Chair my challenge is to cover the range of what a Studio means and make a space for attendees to participate.
Which Workshops or Talks are you looking forward to the most?
Because of my architecture and fabrication background, I’m looking forward to the Studio Talks session titled “Digifab” which will present cutting edge digital fabrication techniques and case studies on Tuesday afternoon. There’s also the “Grooving” Studio Talks which will showcase music performance systems – it will be preceded on Monday morning by a live demo in the “Jamming” session.The “Signal Strength” workshop on Tuesday afternoon is an overview of open-source radio communication and mesh networks. Beyond the technical aspect, this project is fascinating to me because of its radical social implications. The Studio will have sample devices for people to come in and use. The Studio has selected talks that cover the gamut, so we hope all attendees will find something that interests them.
How did you initially get involved as a SIGGRAPH volunteer and what motivates you to remain involved?
In 2000 I was encouraged by friends to become a Student Volunteer while attending Arizona State University because the Studio at SIGGRAPH had 3D printing and scanning technologies like I was using in my architectural studies. Other than once, I’ve been a volunteering every year since then! I keep coming back because SIGGRAPH brings together a unique and amazing group of people with so much to teach. There is no other way I can stay on top of so many different facets of computer graphics.
Describe one of your more current interesting projects at Bentley Systems?
I’m currently working on the application of multi-disciplinary optimization (often called MDO) to architecture design. This will use GenerativeComponents software as a MDO platform to bring together the analysis of a building’s structure, energy use, and other feedback to assist users in creating the most optimal solution to complex problems. What we are able to build and its effects on our environment is ultimately a product of the decisions we make when designing. That’s why computer aided design has moved beyond just “making drawings” to become a decision support system which aids human intellect.
If you could have dinner with any architect (living or dead) who would that be and why?
Brunelleschi's famous dome. |
Labels:
3D printing,
Architecture,
CG,
Computer Graphics,
Design,
FX,
Interactive Techniques,
Motion Capture,
Rendering,
SIGGRAPH,
Studio
23 July 2012
SIGGRAPH Business Symposium Presents Leaders and Visionaries to Address Industry Direction
Featured Speaker Carl Rosendahl |
This full-day event is an exclusive opportunity for attendees to gain high-level, experiential vantage point insight from the producers and executives who have all forged unique paths to their current roles and now design the industry’s direction. The day begins with breakfast and roundtable discussions of the day's agenda. Possible topics include visual-effects production, marketing, international law, education, business development, and other areas related to the industry's current issues. The morning session provides a foundation for the day – an opportunity to hear from leaders on the global stage what they experience from their particular perspective, followed by featured speakers Carl Rosendahl and John Textor, both visionary leaders who influence the direction of our industry in vastly different manners.
Featured Speaker John Textor |
Registration for the SIGGRAPH Business Symposium is now available. Attendance for this event is intended to accommodate approximately 200 people interested in, and committed to, defining the industry.
The SIGGRAPH Business Symposium sold out in its inaugural year in 2011. For more details, visit the SIGGRAPH 2012 web site.
Planned participants include:
Featured Speakers
- Carl Rosendahl, Founder Pacific Data Images, Venture Capitalist, Co-Director, Carnegie Mellon University's Entertainment Technology Center-Silicon Valley
- John Textor, Chairman and Chief Executive Officer, Digital Domain Media Group
Morning Session: The Business of the Business: The State of the Union in 2011-2012
- Will Cohen, Managing Director/Executive Producer for Mill Film and Mill TV
- Patrick Davenport, Vice President Creative Operations, Method Studios
- Mark Driscoll, President, Executive Producer and Co-Founder, Look Effects Inc.
- Hael Kobayashi, Executive Director, Creative Innovation, University of Technology Sydney
- Lee Berger, President, Rhythm & Hues' Film Division and CEO, East Grand Films
- Habib Zargarpour, Creative Director, Microsoft Studios
Afternoon Session: Show Me the Money!
- Jonathan Garson, Vice President, Worldwide Marketing & Franchise, Pixar Animation Studios
- Shannon Blake Gans, Co-Founder and CEO, New Deal Studios
- Ondraus Jenkins, Head of Strategy and Corporate Development, Bungie, Inc.
- Sara Cardone, Vice President, Global Strategy and Business Development, SDI Media
- Sanford Rosenberg, Managing Director, Discus Ventures
- Gregg Lukomski, CEO and Founder, Slide Rule, Inc.
Round-table Discussions
- Don McGowan, General Counsel, The Pokémon Company International
- Gregg Lukomski, CEO and Founder, SlideRule, Inc
- Shannon Blake Gans, Co-founder and CEO, New Deal Studios
- Hael Kobayashi, Executive Director, Creative Innovation, University of Technology Sydney
- Jonathan Garson, Vice President, Worldwide Marketing & Franchise, Pixar Animation Studios
- Patrick Davenport, Vice President Creative Operations, Method Studios
Moderator for the Day
- Don McGowan, General Counsel, The Pokémon Company International
Labels:
Business Symposium,
CG,
Computer Animation Festival,
Computer Graphics,
FX,
Interactive Techniques,
Research,
SIGGRAPH,
Special Effects
20 July 2012
Real Steel’s Noisy Boy to Appear at SIGGRAPH 2012
Image credit: Copyright DreamWorks II Distribution Co,. LLC, All Rights Reserved. Courtesy of Digital Domain |
If you ever wanted to have your picture taken with something ridiculously awesome (like a 7-ft tall robot), then mark your calendars for SIGGRAPH 2012 where Noisy Boy from “Real Steel” is scheduled to make an appearance in the Computer Animation Festival Production Session “Making the Steel Real: Moving VFX Into Production”.
Following is the session description:
Click to enlarge photo. |
The session takes place Tuesday (7 August) from 10:45 AM – 12:15 PM in the LA Convention Center’s Hall B. PLEASE NOTE: After the session, Noisy Boy will be moved to a secure location nearby so that attendees have a few hours for photographs with him.
To hear directly from Erik Nash, VFX Supervisor with Digital Domain, on how they made the film, click here.
Special thanks to Digital Domain and Legacy Effects for making Noisy Boy’s appearance possible at SIGGRAPH 2012.
More information on Digital Domain:
Digital production company Digital Domain, a subsidiary of Digital Domain Media Group (NYSE: DDMG), was founded in 1993. The company has created visuals for more than 90 movies including Titanic, the Transformers series, TRON: Legacy, Real Steel and hundreds of commercials. Its artists have earned multiple Academy Awards®. Digital Domain recently completed visual effects for “Rock of Ages,” “The Watch,” “G.I. Joe: Retaliation” and the virtual likeness of the late rap star Tupac Shakur for Coachella. The company is production on “Jack the Giant Killer,” “47 Ronin,” “Ender’s Game” and other features, and a full slate of commercials. Digital Domain has studios in California, Vancouver, San Francisco, Florida, Mumbai and London.
More information on Legacy Effects:
Since opening its doors in 2008, Legacy Effects has been involved in a wide variety of high profile feature films and commercials. Founded by John Rosengrant, Shane Mahan, Lindsay Macgowan, and Alan Scott, Legacy Effects has had the privilege of creating effects for films such as “Avatar”, “ “The Avengers”, “The Amazing Spider-Man”, “Iron Man 2”, “Thor”, “The Muppets”, “Snow White and the Huntsman” “Twilight: Breaking Dawn”, and more. Notably, Legacy Effects co-owner John Rosengrant was recently nominated for an Academy Award for the effects on the Hugh Jackman starrer “Real Steel”.
Currently, Legacy Effects has been involved with Ang Lee’s “Life of Pi”, the upcoming “Total Recall” remake, the sci-fi comedy “The Watch”, “The Bourne Legacy”, Guillermo Del Toro’s “Pacific Rim”, the new take on the classic “Robocop”, Marvel’s “Iron Man 3” and the fantasy adaptation of “Seventh Son”.
19 July 2012
Exhibitor Tech Talks & Sessions Schedule Announced
The SIGGRAPH 2012 Exhibitor Tech Talks & Sessions showcase the latest advances in the industry, such as new products and upgrades and development initiatives, and future plans and road maps. Exhibitors will give insight into the technology trends driving strategies, and the potential of emerging technologies in their product lines. Benefits include question-and-answer exchanges and one-on-one conversations with the speakers after each presentation. All talks and sessions will be given on the Exhibition Floor in Booth #967.
Following below is the schedule for conference week.
EMC Isilon
TUESDAY, 7 AUGUST | 9:45-10:45 am
Output- vs. Object-Based Media for Better Performance in File-Based Workflows
Unity Art Pipeline, Butterfly Demo
AMD FirePro Advanced 3D Graphic and Compute Features
This talk reviews all the features that AMD FirePro solutions provide for 3D graphics and compute through OpenGL, DirectX, and OpenCL. It describes how they apply in specific workflows for digital content creation or video processing.
RealFlow 2013 Technology Preview
Next Limit demos the exciting new developments coming up in RealFlow 2013, from the new Hybrido2 solver to the RealFlow Graphs implementation. Examples demonstrate the power and flexibility of the new nodal systems. The session also includes a preview of some of the other great new features coming up in this release: Alembic, Maxwell Render integration, and RealFlow Renderkit3.0
Speakers
Angel Tena
RealFlow Lead Developer
Gustavo Sanchez
Real Flow Product Manager
Huge-Scene Interactive Rendering on a Laptop
CentiLeo is a high-performance rendering engine that interactively renders huge scenes composed of hundreds of millions of polygons on a laptop accelerated with a GPU. Using the fastest ray tracing to render photorealistic images, the system supports arbitrarilly dynamic 3D scenes (deformed or exploding) and a huge number of large textures. Scenes can contain dozens or hundreds of gigabytes, and still the frames are interactively updateable on a laptop with a GPU.
PowerVR: Getting Great Graphics Performance With the PowerVR Insider SD
Experts from the PowerVR Developer Technology team deliver the low-down on the great new features that have been added to the PowerVR Insider SDK and utilities. Learn how to tame textures, models, and shaders, and incorporate these leading development tools into your workflow to produce smarter, more portable game code. Then take a deep dive into the SDK's performance tools, PVRTune and PVRTrace, and how they are used, and the PVRScope API for extracting maximum performance from today's leading mobile and hand-held gaming platforms.
Learn How to Develop Powerful Advanced Visualization Applications and UIs With Qt Commercial
This session shows how development frameworks can be used to create advanced visualization applications and UIs with fewer lines of code. It introduces the Qt Commercial cross-platform application and UI framework to create stunning graphics and an amazing UX. Qt Commercial is the strategic-development choice for leading production houses looking to shorten time to market, increase efficiency, drive creativity, and extend outreach. Demos show the development tool in action and explain how to quickly develop an easy-to-use UI. The session also covers how Qt Commercial’s cross-platform capabilities protect investments by enabling developers to write the same application once and deploy it on different OS targets.
AMD FirePro 3D Graphics and Compute Combined on Latest GPU Architecture in Deep Dive
This talk presents demos combining 3D graphics and compute using the latest AMD GPU architecture. It provides deep-dive technical details on the best ways to combine rendering and compute tasks.
Delivering New Dimensions on the Web
X3D is the only open-standard (ISO), royalty-free file format and run-time player specification for 4D virtual environments. It remains the most robust and versatile open standard for implementation of high- integrity, high-capability 4D multimedia information spaces. With multiple encodings and API bindings, it is compatible with many web and industry technologies. The data-integration capacities and the rich set of componentized features are rapidly expanding X3D’s value across markets from mobile to AR, CAD, and medical. Meet our innovative community of content and application developers, who ensure interoperability, longevity, and ownership of your content. See the latest real-world interactive 3D applications and find out how you can build and protect your content investment in this ever-changing competitive market.
Presenters from: Virginia Polytechnic Institute and State University, Bitmanagement Software GmbH, Fraunhofer-Gesellschaft, Naval Postgraduate School, and others
Accelerating Look Development *with* Rhinoceros Interactive Ray-Traced Viewports
Interactive ray tracing plugins for popular 3D packages (including Autodesk 3ds Max, Autodesk Maya, and McNeel & Associates Rhinoceros) are now bringing final-frame photorealism to even the earliest stages of modeling and lighting, and in doing so creating exciting new creative opportunities for artists and designers. In this session, users of Rhinoceros learn how real-time ray-traced viewports help designers make better-informed creative choices, shorten review cycles, and save time by reducing unnecessary and time-consuming preview renders compared to working with traditional OpenGL or Direct3D viewports.
Introducing Artistically Correct Rendering
Clarisse is a new breed of high-end 2D/3D animation software derived from years of teamwork between Isotropix R&D engineers and high-end CG artists. Designed as the fusion of a compositing software, a 3D rendering engine, and animation software, Clarisse delivers a fully revised workflow powered by a unified 2D/3D graphics rendering pipeline. It is the world’s first animation software that lets artists work interactively on their final images, with full effects on. This session demonstrates creating and working on feature-film-like visual effects, interactively.
Accelerating Look Development *with* Autodesk 3ds Max and Autodesk Maya Interactive Ray-Traced Viewports
Interactive ray tracing plugins for popular 3D packages (including Autodesk 3ds Max, Autodesk Maya, and McNeel & Associates Rhinoceros) are now bringing final-frame photorealism to even the earliest stages of modeling and lighting, and in doing so creating exciting new creative opportunities for artists and designers. In this session, users of 3ds Max and Maya learn how real-time ray-traced viewports help designers make better-informed creative choices, shorten review cycles, and save time by reducing unnecessary and time-consuming preview renders compared to working with traditional OpenGL or Direct3D viewports.
Tell it Like it is Rendering for Designers
Join Intel experts for a full day of cutting-edge graphics research deep dives, technical discussions, and exciting demos. From open-source ray tracing kernels and next-gen graphics technologies to OpenCL programming on Intel CPUs and GPUs, learn how to take advantage of latest-generation hardware to identify, optimize, and unleash stellar performance for your next graphics and media workloads.
9-10 am
Embree: Photo-Realistic Ray Tracing Kernels
10:45-11:45 am
Efficient Anti-Aliasing on Intel HD graphics
2-3 pm
Optimizing Film and Media with OpenCL and Intel Quick Sync Video
3:15-4:15 pm
The Future of OpenCL for Graphics and Film Applications on Intel Platforms
4:30-5:30 pm
The Future of Visual Computing as Viewed by Intel Visual Computing Research Centers
Explore the impact of GPUs on state-of-the-art CG and interactive design. Join NVIDIA for eight engaging talks and technical deep dives covering everything from advanced ray tracing and rendering to tessellation. Get insight into today’s most exciting applications and a glimpse into the next generation of groundbreaking advancements. Don’t miss the unveiling of NVIDIA’s latest groundbreaking developer tools.
9-10:30 am
GPU Programming for High-Performance Graphics Workstation Applications
10:40-11:40 am
Enabling the Next-Generation of Computational Graphics With Nsight Visual Studio Edition
11:50 am-12:50 pm
NVIDIA OpenGL in 2012
1-1:30 pm
What’s New in CUDA 5
1:30-2:30 pm
4 Approaches to GPU Computing
2:40-3:40 pm
GPU-Accelerated 2D and Web Rendering
3:50-4:50 pm
GPU Ray Tracing and OptiX
5-6 pm
NVIDIA GPU Virtualization
Following below is the schedule for conference week.
Exhibitor Tech Talks
EMC Isilon
TUESDAY, 7 AUGUST | 9:45-10:45 am
Output- vs. Object-Based Media for Better Performance in File-Based Workflows
Unity Technologies
TUESDAY, 7 AUGUST | 11:15 am-12:15 pmUnity Art Pipeline, Butterfly Demo
AMD
TUESDAY, 7 AUGUST | 12:45-1:45 pmAMD FirePro Advanced 3D Graphic and Compute Features
This talk reviews all the features that AMD FirePro solutions provide for 3D graphics and compute through OpenGL, DirectX, and OpenCL. It describes how they apply in specific workflows for digital content creation or video processing.
Next Limit Technologies
TUESDAY, 7 AUGUST | 2:15-3:15 pmRealFlow 2013 Technology Preview
Next Limit demos the exciting new developments coming up in RealFlow 2013, from the new Hybrido2 solver to the RealFlow Graphs implementation. Examples demonstrate the power and flexibility of the new nodal systems. The session also includes a preview of some of the other great new features coming up in this release: Alembic, Maxwell Render integration, and RealFlow Renderkit3.0
Speakers
Angel Tena
RealFlow Lead Developer
Gustavo Sanchez
Real Flow Product Manager
CentiLeo
TUESDAY, 7 AUGUST | 3:45-4:40 pmHuge-Scene Interactive Rendering on a Laptop
CentiLeo is a high-performance rendering engine that interactively renders huge scenes composed of hundreds of millions of polygons on a laptop accelerated with a GPU. Using the fastest ray tracing to render photorealistic images, the system supports arbitrarilly dynamic 3D scenes (deformed or exploding) and a huge number of large textures. Scenes can contain dozens or hundreds of gigabytes, and still the frames are interactively updateable on a laptop with a GPU.
Imagination Technologies Limited
TUESDAY, 7 AUGUST | 5:05-6 pmPowerVR: Getting Great Graphics Performance With the PowerVR Insider SD
Experts from the PowerVR Developer Technology team deliver the low-down on the great new features that have been added to the PowerVR Insider SDK and utilities. Learn how to tame textures, models, and shaders, and incorporate these leading development tools into your workflow to produce smarter, more portable game code. Then take a deep dive into the SDK's performance tools, PVRTune and PVRTrace, and how they are used, and the PVRScope API for extracting maximum performance from today's leading mobile and hand-held gaming platforms.
Qt Commercial, Digia
WEDNESDAY, 8 AUGUST | 9:45-10:45 amLearn How to Develop Powerful Advanced Visualization Applications and UIs With Qt Commercial
This session shows how development frameworks can be used to create advanced visualization applications and UIs with fewer lines of code. It introduces the Qt Commercial cross-platform application and UI framework to create stunning graphics and an amazing UX. Qt Commercial is the strategic-development choice for leading production houses looking to shorten time to market, increase efficiency, drive creativity, and extend outreach. Demos show the development tool in action and explain how to quickly develop an easy-to-use UI. The session also covers how Qt Commercial’s cross-platform capabilities protect investments by enabling developers to write the same application once and deploy it on different OS targets.
AMD
WEDNESDAY, 8 AUGUST | 11:15 am-12:15 pmAMD FirePro 3D Graphics and Compute Combined on Latest GPU Architecture in Deep Dive
This talk presents demos combining 3D graphics and compute using the latest AMD GPU architecture. It provides deep-dive technical details on the best ways to combine rendering and compute tasks.
Web3D Consortium
WEDNESDAY, 8 AUGUST | 12:45-1:45 pmDelivering New Dimensions on the Web
X3D is the only open-standard (ISO), royalty-free file format and run-time player specification for 4D virtual environments. It remains the most robust and versatile open standard for implementation of high- integrity, high-capability 4D multimedia information spaces. With multiple encodings and API bindings, it is compatible with many web and industry technologies. The data-integration capacities and the rich set of componentized features are rapidly expanding X3D’s value across markets from mobile to AR, CAD, and medical. Meet our innovative community of content and application developers, who ensure interoperability, longevity, and ownership of your content. See the latest real-world interactive 3D applications and find out how you can build and protect your content investment in this ever-changing competitive market.
Presenters from: Virginia Polytechnic Institute and State University, Bitmanagement Software GmbH, Fraunhofer-Gesellschaft, Naval Postgraduate School, and others
Imagination Technologies Limited
WEDNESDAY, 8 AUGUST | 2:15-3:15 pmAccelerating Look Development *with* Rhinoceros Interactive Ray-Traced Viewports
Interactive ray tracing plugins for popular 3D packages (including Autodesk 3ds Max, Autodesk Maya, and McNeel & Associates Rhinoceros) are now bringing final-frame photorealism to even the earliest stages of modeling and lighting, and in doing so creating exciting new creative opportunities for artists and designers. In this session, users of Rhinoceros learn how real-time ray-traced viewports help designers make better-informed creative choices, shorten review cycles, and save time by reducing unnecessary and time-consuming preview renders compared to working with traditional OpenGL or Direct3D viewports.
Isotropix SAS
WEDNESDAY, 8 AUGUST | 3:45-4:40 pmIntroducing Artistically Correct Rendering
Clarisse is a new breed of high-end 2D/3D animation software derived from years of teamwork between Isotropix R&D engineers and high-end CG artists. Designed as the fusion of a compositing software, a 3D rendering engine, and animation software, Clarisse delivers a fully revised workflow powered by a unified 2D/3D graphics rendering pipeline. It is the world’s first animation software that lets artists work interactively on their final images, with full effects on. This session demonstrates creating and working on feature-film-like visual effects, interactively.
Imagination Technologies Limited
WEDNESDAY, 8 AUGUST | 5:05-6 pmAccelerating Look Development *with* Autodesk 3ds Max and Autodesk Maya Interactive Ray-Traced Viewports
Interactive ray tracing plugins for popular 3D packages (including Autodesk 3ds Max, Autodesk Maya, and McNeel & Associates Rhinoceros) are now bringing final-frame photorealism to even the earliest stages of modeling and lighting, and in doing so creating exciting new creative opportunities for artists and designers. In this session, users of 3ds Max and Maya learn how real-time ray-traced viewports help designers make better-informed creative choices, shorten review cycles, and save time by reducing unnecessary and time-consuming preview renders compared to working with traditional OpenGL or Direct3D viewports.
Optis
THURSDAY, 9 AUGUST | 11:15 am-12:15 pmTell it Like it is Rendering for Designers
Exhibitor Sessions
Intel Corporation
WEDNESDAY, 8 AUGUST | 9 am-5:30 pm | Room 402BJoin Intel experts for a full day of cutting-edge graphics research deep dives, technical discussions, and exciting demos. From open-source ray tracing kernels and next-gen graphics technologies to OpenCL programming on Intel CPUs and GPUs, learn how to take advantage of latest-generation hardware to identify, optimize, and unleash stellar performance for your next graphics and media workloads.
9-10 am
Embree: Photo-Realistic Ray Tracing Kernels
10:45-11:45 am
Efficient Anti-Aliasing on Intel HD graphics
2-3 pm
Optimizing Film and Media with OpenCL and Intel Quick Sync Video
3:15-4:15 pm
The Future of OpenCL for Graphics and Film Applications on Intel Platforms
4:30-5:30 pm
The Future of Visual Computing as Viewed by Intel Visual Computing Research Centers
NVIDIA Corporation
WEDNESDAY, 8 AUGUST | 9 am-6 pm | Room 503Explore the impact of GPUs on state-of-the-art CG and interactive design. Join NVIDIA for eight engaging talks and technical deep dives covering everything from advanced ray tracing and rendering to tessellation. Get insight into today’s most exciting applications and a glimpse into the next generation of groundbreaking advancements. Don’t miss the unveiling of NVIDIA’s latest groundbreaking developer tools.
9-10:30 am
GPU Programming for High-Performance Graphics Workstation Applications
10:40-11:40 am
Enabling the Next-Generation of Computational Graphics With Nsight Visual Studio Edition
11:50 am-12:50 pm
NVIDIA OpenGL in 2012
1-1:30 pm
What’s New in CUDA 5
1:30-2:30 pm
4 Approaches to GPU Computing
2:40-3:40 pm
GPU-Accelerated 2D and Web Rendering
3:50-4:50 pm
GPU Ray Tracing and OptiX
5-6 pm
NVIDIA GPU Virtualization
Labels:
3D,
Computer Graphics,
Exhibition,
Exhibitor Tech Talks,
Interactive Techniques,
Los Angeles Convention Center,
SIGGRAPH 2012,
Special Effects,
VFX
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