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Put on Your 3D Glasses Now: The Past, Present, and Future of Virtual and Augmented Reality ©
2014
Douglas
Lanman, NVIDIA Research; Henry Fuchs, University of North Carolina at Chapel
Hill; Mark Mine, Walt Disney Imagineering; Ian McDowall, Intuitive Surgical,
Fakespace Labs; Michael Abrash, Oculus VR |
Courses are short (1.5 hours) or half-day (3.25 hours)
structured sessions where attendees
learn from experts in the field and gain inside knowledge that is critical to
career advancement.
Courses
range from an introduction to the foundations of computer graphics and
interactive techniques (for those new to the field) to advanced instruction on
the most current techniques and topics.
"We
have a very exciting and diverse program of courses spanning a wide range of
topics including games, asset production, wearable displays, and mobile
graphics hardware. If you want to see the future of computer graphics, the
courses program at SIGGRAPH 2014 is the must-see program," said Mashhuda
Glencross, SIGGRAPH 2014 Courses Chair from Loughborough University.
Editor's note: Earlier this year, SIGGRAPH University was launched and offers five free full length courses given at SIGGRAPH 2013. For more details click here.
SIGGRAPH 2014 Courses Highlights:
Put On Your 3D
Glasses Now: The Past, Present, and Future of Virtual and Augmented Reality
With
wearable displays on the cusp of consumer adoption, this course reviews their
history, applications in research and development, the current consumer state
of the art, and future optical designs that will enable eye-glasses-like form
factors. Presenters include virtual reality and augmented reality pioneers,
leading entrepreneurs, and academic researchers.
Presenters: Douglas Lanman, NVIDIA Research; Henry Fuchs, University of North Carolina at Chapel Hill; Mark Mine, Walt Disney Imagineering; Ian McDowall, Intuitive Surgical, Fakespace Labs; Michael Abrash, Oculus VR
Digital Ira and Beyond: Creating
Photoreal Real-Time Digital Characters
This
course explains a complete process for creating next-generation real-time
digital human characters, using the Digital Ira collaboration between USC's
Institute for Creative Technologies and Activision as an example, and covers
high-resolution facial scanning, blendshape rigging, video-based performance
capture, animation compression, real-time skin and eye shading, hair, latest
results, and future directions.
Presenters: Javier von der Pahlen, Activision, Inc.; Jorge Jimenez, Activision, Inc.; Etienne Danvoye, Activision, Inc.; Paul Debevec, USC Institute for Creative Technologies; Graham Fyffe, USC Institute for Creative Technologies; Hao Li, University of Southern California
Building an
Empire: Asset Production in Ryse
"For
Ryse: Son of Rome", Crytek appropriated many techniques that are usually
reserved for film production. The
team made a 90-minute movie and a 10-hour game using the same assets. This
course reviews what worked and what didn't, ranging from reference acquisition
to final in-game set pieces.
Presenters: Christopher Evans and Sascha Herfort, Crytek GmbH