The SIGGRAPH Computer Animation Festival has a long history of presenting a variety of the world's most innovative, accomplished, and amazing creators of digital gaming, film, and video. The Computer Animation Festival at SIGGRAPH 2011 in Vancouver, 7-11 August 2011, provides a personal viewing experience unlike any other. In addition to film screenings, the Festival includes interactive sessions and exclusive learning opportunities to gain industry secrets and advice from some of the most successful professionals in the field.
“Once again, the content in the Computer Animation Festival offers something of interest to just about everyone – from industry newbies to veterans,” said Joshua Grow, Computer Animation Festival Director from The Creative-Cartel. "The content ranges from commercials to gaming. It is truly the year’s unique opportunity to hear directly from the best in the business. It should prove to be educational and inspirational.”
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 the computer animation and visual effects in some of the Computer Animation Festival's most provocative works. SIGGRAPH 2011 featured Production Sessions include:
The Visual Effects of "Thor" and "Captain America": So Different Yet So Marvel
Marvel Studios devotes great time and effort to deliver great great storytelling, strong visuals, and compelling characters to movie audiences. This session compares the films "Thor" and "Captain America" and shows how visual effects are a critical aesthetic ingredient in their success. Visual effects supervisors Wesley Sewell and Christopher Townsend and their teams from Digital Domain, Double Negative, Whiskytree, Luma Pictures, and Lola VFX review how the films combine beauty and authenticity.
Pixar: "La Luna"
Enrico Casarosa, Pixar Animation Studios
"La Luna" is the timeless fable of a young boy who is coming of age in the most peculiar of circumstances. Tonight is the very first time his Papa and Grandpa are taking him to work. In an old wooden boat, they row far out to sea, and with no land in sight, they stop and wait. A big surprise awaits the little boy as he discovers his family's most unusual line of work. Should he follow the example of his Papa, or his Grandpa? Will he be able to find his own way in the midst of their conflicting opinions and timeworn traditions? Following the Canadian premiere screening of "La Luna", its director, Enrico Casarosa, discusses the journey that led him to create this very personal short and demonstrates the singularly artistic style by which the film was crafted.
DreamWorks Animation: The Yin and Yang of Creating the Final Battle in “Kung Fu Panda 2”
The climax of the CG-animated movie “Kung Fu Panda 2” is an epic battle featuring a flotilla of boats, an ancient Chinese-styled city, thousands of wolves armed for battle, action featuring hundreds of characters in a single shot, stylized graphic lighting, fantastical cannon fire and explosions, and a set of effects-supported Kung Fu moves. This talk provides a unique insight into the making of a CG-animated movie that goes beyond the traditional idealized concept of the pipeline.
Industrial Light & Magic Presents: Getting Dirty: Bringing the Digital Feature “Rango” to Life
This in-depth discussion focuses on the production of Industrial Light & Magic’s first animated feature “Rango”. ILM’s unique approach to the genre brings a new dimension to the animated feature, giving “Rango” the visceral quality that the company is best known for in its visual effects work. The presenters review all aspects of the work from initial asset development through animation, simulation, lighting, and compositing.
Imageworks: The Smurf-alution: A Half-Century of Character Development
Sony Pictures Imageworks animation supervisor Troy Saliba and leading members of their Vancouver animation team take the Smurfs from the most primitive pencil sketch to a contemporary 3D stereo rendering.
Industrial Light & Magic: New Solutions for New Challenges
The Industrial Light & Magic team delves into the effects created for three of 2011’s largest summer films, dissecting the challenges and revealing their solutions. The panel breaks down the visual effects challenges presented on this year’s slate of films including: “Cowboys & Aliens”, “Pirates of the Caribbean: On Stranger Tides”, and “Transformers: Dark of the Moon”.
Guerrilla: The Creation of Killzone 3 - Game Production Session
This talk details various aspects of designing and developing videogames at Guerrilla. It highlights methods that are very similar to methods used in the CGI industry, and it illuminates some of the most important differences. And it covers the complete breadth of videogame development from artistic design to production pipelines and tool and engine development.
Real-Time Live!
This program showcases the latest trends and best techniques for pushing the boundaries of interactive visuals in 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. Each live presentation lasts less than five minutes in a fast-paced, 45-minute show of diverse and aesthetically stimulating work. SIGGRAPH 2011 Real-Time Live! highlights include:
Chrysaora: WebGL Jellyfish Simulation
Savannah College of Art and Design
Chrysaora is a real-time jellyfish simulation created entirely with web technologies such as JavaScript, WebGL, WebSockets, and CSS. It uses realistic rendering and simulation techniques similar to those used in modern 3D video games, but it can run in an internet browser on any operating system.
Enlighten Real-Time Radiosity
Geomerics Ltd.
Using Geomerics Enlighten technology, this demo shows how dynamic real-time lighting enhances game play and visual quality in computer games. Enlighten is a cross-platform, real-time radiosity solution that can generate bounce lighting for a game level in a fraction of a frame.
Samaritan Real-Time Demo
Epic Games Inc.
Samaritan is a real-time demonstration of the latest Unreal Engine 3 technology that shows off DirectX 11 support and DirectX features such as tessellation and displacement mapping, geometry shaders, multi-sampled textures, and Shader Model 5. High-end rendering enhancements include image-based reflections, Bokeh depth of field, subsurface scattering, anti-aliased masked materials, deferred rendering with MSAA support, and high-quality dynamic shadows.
iMedic: Immersive Medical Environment for Distributed Interactive Consultation
Digital Artforms, Inc.
This interactive medical visualization system is based on two hand-held tracked controllers that directly control the position and orientation of two 3D cursors. Button presses enable direct manipulation of space with either or both hands, resulting in intuitive manipulation of the viewpoint. You can place yourself anywhere at any orientation and at any scale with just a few simple gestures.
RealD Presents 3D Day
The Computer Animation Festival also features an entire day highlighting the enormously popular growth of 3D in movies, including an introduction to 3D by 3ality and an excerpt from Disney’s “Lion King” in 3D. SIGGRAPH 2011 3D highlights include:
JURY AWARD
Paths of Hate
Platige Image
Two pilots, driven by blind hate, chase each other in their airplanes and thereby write cryptic messages of madness into the firmament. On their way into the abyss they transform into inhuman and distorted creatures that finally become part of the history of hate.
BEST STUDENT PROJECT PRIZE
Flamingo Pride
The Konrad Wolf Potsdam-Babelsberg Film and Television University
Frustrated being the only straight flamingo in a gay flock, our hero falls in love with a lady stork that flies by. Unable to convince her of his serious intentions he isolates himself and goes through an identity crisis. An intensive encounter inspires him to make a bold move.
IMAX Hubble 3D Visualization Excerpt: Journey Into the Orion Nebula
Space Telescope Science Institute
An excerpt from IMAX “Hubble 3D” takes viewers inside the Orion Nebula to witness the birth of stars and planets. This cinematic scientific visualization, based on data from the Hubble Space Telescope and other observatories, is the result of close collaboration between research astronomers, computer programmers, and visualization artists.
"Green Lantern"
Sony Pictures Imageworks
In a vast universe a small powerful force has existed for centuries. Protectors of peace and justice: the Green Lantern Corps. A new enemy, Parallax, threatens to destroy the balance of power. Their fate and that of Earth lie in the hands of the first human ever selected: Hal Jordan.
11 July 2011
SIGGRAPH Game Content Revealed: Part III
Following is the final entry of a three-part series focusing on game content that will be featured at SIGGRAPH 2011. This is a conversation between Naty Hoffman (pictured at the right) and ACM SIGGRAPH Chapter Reporter Mariebeth Aquino. Naty Hoffman is a Technical Director at Activision Studio Central, where he assists Activision's worldwide studios with graphics research and development. He is a co-author of the book Real-Time Rendering, 3rd Edition.
Background details: This year's content features a substantial amount of game development content: game papers, courses, talks (technical, studio, and exhibitor talks), workshops on game development, and technical papers. In addition, game content can be found in the Computer Animation Festival where Real-Time Live! showcases the latest trends and techniques in games. And for those wanting a hands-on experience, the Sandbox provides the ideal environment to test drive the latest in interactive entertainment.
A Conversation with Naty Hoffman, SIGGRAPH 2011 Game Development Community Director
What are your responsibilities as Game Development Community Director?
My responsibility is to engage with the professional game development community, both to encourage them to submit more content for presentation and to facilitate higher industry attendance at the conference.
It must be hard motivating a game development community which has its own big conferences like the GDC, how do you engage them?
It can be challenging, but SIGGRAPH has some unique things to offer compared to industry-specific conferences like GDC, such as the opportunity to interact with top graphics minds not only within the game industry, but outside it as well. SIGGRAPH attendees can see content presented by people from companies like Pixar, ILM, Disney, Digital Domain, Dreamworks, etc., as well as researchers from top academic institutions around the world. In addition, the graphics focus and extremely high quality bar means that for anyone involved with the visual side of game development (such as artists and graphics programmers), the breadth and depth of relevant content at SIGGRAPH is simply unmatched.
This year, I have enjoyed the able assistance of the game development subcommittee; a group of prominent developers who have been advising me and helping me reach out to studios across the world. Other members of the conference committee with game industry ties such as Drew Davidson, Jason Smith, and Chris Williams have also provided invaluable help.
It is important to note that we did not start from scratch; we benefit from the momentum slowly built up over previous years. Each year SIGGRAPH has more content submissions from game developers, more presentations of interest to them, and more awareness in the game development community in general. I hope that within a few years, we will be close to parity with the film production community in terms of content and attendees.
How important are emerging technologies in game development, or rather, are upcoming technologies supported by game studios?
The game industry is highly technology-driven; new technology is constantly being evaluated, and if it fits the needs and constraints of production it is integrated into the engine and/or tools pipeline. A few examples of note include screen-space ambient occlusion, filter-based anti-aliasing, deferred shading, and high-dynamic range image-based (HDRI) lighting. All of these have been covered at SIGGRAPH - one of them (filter-based anti-aliasing) is the topic of a half-day course this year.
Industry and research can often tell different stories (i.e in goals and communication) - is one more important to game development, and one to SIGGRAPH? Or if not, where and how do these two areas intersect?
Game development tends to be focused more on short-term development, but we do keep an eye on longer-term research as well. SIGGRAPH covers both - some programs (such as the Technical Papers) are targeted more at research and some (such as Courses, Talks and The Studio) at current industry practices.
Which upcoming trends in game development do you see having the greatest impact on game production? And are these featured in this year's SIGGRAPH games coverage?
Rendering techniques are always evolving in our industry, both on the PC side (where constantly increasing hardware power enables new techniques) and on the console side (where much ingenuity is needed to squeeze out better visuals ever year from the same hardware). The courses "Advances in Real-Time Rendering in Games" and "Beyond Programmable Shading" cover both sides of this divide; many of the techniques presented are also relevant for emerging platforms such as tablets and mobile phones.
A specific example of technology used to increase visual quality on consoles is the recent rise of new techniques for filter-based anti-aliasing, which (as I previously mentioned) has an entire course devoted to it this year: "Filtering Approaches for Real-Time Anti-Aliasing".
Another important trend is the convergence of techniques between film and games - we have a lot to learn from the film industry and I believe they are interested in learning from us as well. SIGGRAPH has a variety of content addressing this. Some are explicitly targeted at both industries (for example, the courses "Destruction and Dynamics for Film and Game Production" and "Character Rigging, Deformations, and Simulations in Film and Game Production"). Also, content presented by people from one industry is often of interest to the other - I often find interesting content in the film production Talks and Courses, and I hear from my film industry counterparts that they find useful information in the game development content at SIGGRAPH.
As free-to-play, mobile and independent games become more popular (for gamers and developers, alike) is there potential to optimize top notch technology for such games?
Definitely. Mobile platforms in particular are rapidly increasing in power, and as they continue to do so in the future, they will enable unprecedented visual quality on the go. Since the types of games, input devices, and visual styles often differ from games on more traditional platforms, there is also a need for new technology as well as adapting existing methods.
The game development community is expanding. Great ideas and concepts are now emerging from the independent community - without the use of high performance technology. Will SIGGRAPH cover these noteworthy areas as well?
SIGGRAPH welcomes ideas from all areas of game development, not just "blockbuster" console titles. One of the talks this year (in the "Light My Fire" session) is by an independent developer, Q-Games; Frontier Developments - another independent studio - is presenting their game "Kinectimals" in the Real-Time Live! program. I would like to see more submissions from indie developers in future years, especially from some of the smaller teams.
What are some of the highlights of the game development content?
There is so much good game development content this year, it's hard to pick just a few highlights. Many of the courses have great game content, two in particular are "Advances in Real-Time Rendering in Games" (both parts) and "Filtering Approaches for Real-Time Anti-Aliasing". There are also many game development Talks - for example, the entire "Hiding Complexity" Talk session. A few highlights from other Talk sessions: "Rendering the Interactive Dynamic Natural World of the Game: From Dust", "Deferred Shading Technique Using Frostbite in Battlefield 3 and Need for Speed The Run", and "Fluid Dynamics and Lighting Implementation in PixelJunk Shooter 2". The Computer Animation Festival is showcasing a lot of game content as well, most notably "Halo: Reach" and "Portal 2" in the Electronic Theater and "Killzone 3" in the Production Sessions; several other games are featured in the "Commercials, Games, and Music" screening.
Unusually, one of the Technical Papers ("Physics-Inspired Upsampling for Cloth Simulation in Games") was written by game developers; I hope for more such at future SIGGRAPH conferences. This year, there are many game presentations at The Studio which are also well worth attending. Finally, the Real-Time Live!, Sandbox, and SIGGRAPH Dailies! programs are showing several notable game pieces.
Is there content that applies to people both new to the game industry and veterans?
Most of the content is targeted at relatively experienced developers, though beginners who listen carefully should find it interesting as well, and perhaps get some good ideas for areas to study up in! Some of the content should be more approachable for beginners; SIGGRAPH Dailies!, Sandbox, and Real-Time Live! come to mind, as well as the game content at the Computer Animation Festival and The Studio.
What are your “must attend” sessions this year?
I haven't had a chance to work out my schedule yet, but I very much hope to see the Technical Papers Fast Forward, Cory Doctorow's keynote, SIGGRAPH Dailies!, the Electronic Theater, and the "Advances in Real-Time Rendering in Games" course.
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06 July 2011
SIGGRAPH Gaming Content Revealed: Part Two
Following is the second entry of a three-part series focusing on gaming content that will be featured at SIGGRAPH 2011. This is a conversation between Jason RM Smith (pictured at the right) and ACM SIGGRAPH Chapter Reporter Mariebeth Aquino. After successfully leading the SIGGRAPH 2010 Real-Time Live! program, Jason RM Smith continues his legacy as Chair and Director for 2011 and 2012. In his life outside SIGGRAPH, he is Digital Production Supervisor at LucasArts San Francisco.
Background details: This year's content features a substantial amount of game development content: game papers, courses, talks (technical, studio, and exhibitor talks), workshops on game development, and technical papers. In addition, game content can be found in the Computer Animation Festival where Real-Time Live! showcases the latest trends and techniques in games. And for those wanting a hands-on experience, the Sandbox provides the ideal environment to test drive the latest in interactive entertainment.
A Conversation with Jason RM Smith, SIGGRAPH 2011 & 2012 Real-Time Live! Director and Chair
What are your responsibilities as Director and Chair of Real-Time Live!?
It’s actually a combination of things which makes the role so interesting.
Firstly, I’m accountable for ensuring Real-Time Live! and the Sandbox are each a success in their own right at SIGGRAPH 2011. Fortunately I get to work alongside a bunch of super smart people who know how to organize an amazing conference, which makes my job much easier.
Secondly, I get to move the two events further forward in terms of placement and understanding as part of SIGGRAPH; they are still both relatively new compared to many other areas of the show so a goal for 2011 was to ground them in their own right, building on the great work established by Evan Hirsch in previous years.
The last major goal was to look to broaden the content (and hopefully the interest) in RTL! Computer Graphics has such a great community it was relatively easy to establish a subcommittee who provided outreach across a wide range of industries and groups that are pushing the boundaries of real-time graphics.
The sub-committee was almost too successful – we ended up with so many strong submissions that deserve to be on stage it was a real challenge to keep the show within its allocated time-slot.
What is the Sandbox? What was the vision behind it and what role does it play at SIGGRAPH?
The vision behind the Sandbox is very straightforward. Real-Time Live! is all about the live presentations from the artists and engineers responsible for the work, and the Sandbox was setup to allow SIGGRAPH attendees to try these projects hands-on, for themselves. (I’m also using it to squeeze in additional content just because there were so many great submissions; be sure to check out the handful of projects in the Sandbox you won’t find anywhere else at the show).
It’s also a really nice change of pace; after a few hours of lectures it’s fun to exercise the physical reflexes a little. Whether you want to race cars or interact with virtual Jellyfish, the Sandbox has something for everyone.
With the rapid evolution and advancements in technologies such as real time rendering, are games using top-notch technologies as impressive to gamers as they are to game developers? Are users more aware or appreciative of what goes on behind the scenes to create their games of choice?
You know, I’m constantly amazed by the number of gamers and communities who are extremely real-time tech savvy just through their interest in the medium. They represent a minority group of players but their depth of knowledge is just incredible.
Looking at the gaming audience in general, I think it’s much more a question of how the technology contributes. If developers’ use breakthroughs to drive a more holistic, compelling experience overall, there is no doubt the work involved is appreciated, even where the exact areas of improvement aren’t obvious to most people playing the game. Ideally, we want to focus 100 percent of the player’s attention to the situation we’re presenting on screen. In many ways, if the technology behind the scenes is obvious or demands attention as an element, then we have failed at delivering the most immersive experience possible.
In-game cinematics temporarily take gamers out of the active play role and place them in a more passive role. With large game development studios placing high importance on the quality of these cinematics, do you foresee a shift towards maintaining player involvement by making these segments more seemingly active?
Yes; there’s no doubt that developers are becoming more comfortable delivering meaningful action and narrative to garner an emotional response from the player using real-time sequences. As this becomes standard, our understanding of cinematics will be challenged as the boundaries between interactive and non-interactive disappear.
As an industry, we’re just beginning to understand how to balance multiple levels of interactivity to deliver a rewarding experience that sits comfortably between storytelling and retaining an immersive experience. The trend has started; it’s interesting to see where it will lead over the next couple of years.
Which is the stronger driving force:
- Video game hardware technology or video game software technology?
- The artist's craft to create video game content or the programmer's knowledge of the latest render technology?
None of them; or all of them. It’s a trap!
What makes a creative industry successful can be broken down or split up into many component pieces, but ultimately the one thing that drives all of those areas is innovation. It’s not always about doing something new, using the same pieces in a new way can be just as progressive, but it’s the underlying creativity that makes the difference, whether affecting one or all of the areas above.
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05 July 2011
SIGGRAPH 2011 Gaming Content Revealed
Following is the first entry of a three-part series focusing on gaming content that will be featured at SIGGRAPH 2011. This first entry is a conversation between Drew Davidson (pictured at the right) and ACM SIGGRAPH Chapter Reporter Mariebeth Aquino. Drew Davidson is a professor, producer and player of interactive media. His background spans academic, industry, and professional worlds: he is the Director of the Entertainment Technology Center – Pittsburgh at Carnegie Mellon University and the Editor of ETC Press.Background details: This year's content features a substantial amount of game development content: game papers, courses, talks (technical, studio, and exhibitor talks), workshops on game development, and technical papers. In addition, game content can be found in the Computer Animation Festival where Real-Time Live! showcases the latest trends and techniques in games. And for those wanting a hands-on experience, the Sandbox provides the ideal environment to test drive the latest in interactive entertainment.
A Conversation with Drew Davidson, SIGGRAPH 2011 Games Chair
What are your responsibilities as Games Chair?
To oversee and coordinate game-related content at SIGGRAPH, working with Naty Hoffman (Game Development Community Director), Jason RM Smith (Real Time Live! chair), and T.L. Taylor (Games Papers chair).
In terms of Games Papers, how many submissions were received? Was there an increase in the number of submissions? Did you notice any trends in the content received?
We had around 100 submissions this year, which is right around what we were expecting. Since we've had Game Papers for several years now, we have had between 80-100 submissions each year. As for trends, there seems to be more attention being paid to indie games and user-generated content.
How has the growth of the video games industry affected the amount of game content at SIGGRAPH? Has it affected this year's game content lineup? And do you foresee this trend expanding game content inclusion in future SIGGRAPHs?
That it's there at all attests to the growth of the industry, and Naty Hoffman has done some great work this year getting involvement and participation from the industry in this year's SIGGRAPH. As for expansion, that's tough to tell, it's been successful and it's going to be more of a PR issue as SIGGRAPH works to get the word out to attendees about the amount of good content related to games.
Since games have a little bit of everything, where does game development fit in SIGGRAPH?
Games fit into SIGGRAPH both in terms of graphics (with real-time rendering and such) and also in terms of interactive techniques (issues around design and player engagement) so there's some good fit with SIGGRAPH.
SIGGRAPH 2011 is in Vancouver, a location that has long been associated with game development. Any thoughts on what has made this location a hub for gaming?
Well, it's a great city all around, so it's an appealing place to work, and there has been a lot of local support to do business here. And with the local universities, there is a lot of potential talent. All of this has helped make it a great hub for game development.
Has the conference's location this year impacted the gaming content being included, interest level in content, or amount of submissions/participation by the local community?
It definitely has. Sylvain Provencher and Glenn Entis have been great in helping with some outreach, and again, Naty has done a great job coordinating with industry as well.
What advice do you have for someone interested in submitting content?
It is such a large event, it is really important to go over all the information on the website - it's all there, it just may not be apparent on first pass. And don't be shy about asking questions - you'll get an answer quickly which can help you submit in the right area and complete your submission successfully.
SIGGRAPH is known for debuting the types of technologies that allow for more intricate gaming experiences, such as the advanced motion capture technology in games like L.A. Noire. What do you think is the next big technology that will be featured in mainstream games?
Mobile gaming is really hitting it's stride. We're going to start seeing more integrated experiences that let you take your gameplay with you across platforms. Plus with services like Gaikai, we're going to see games start streaming (like movies and shows through Netflix and Hulu).
On a personal level, what was the last great video game you played and what did you appreciate most about it? What is your favorite video game of all time and why?
Recently, I've been playing a lot of Minecraft. It really is an amazing experience. It's the epitome of a "Sandbox" game, where you can pretty much do whatever you want...but then's there's the night time, for which you better be prepared.
As for all time, that's a complex question, because I enjoy different games at different times and for different reasons. With that caveat in mind, I'm going to mention two of my tops. "ICO" (on the PS2), is a wonderful adventure game that has an enchanting atmosphere and elliptical experience that I enjoy while I play it and that sticks with me afterwards. Second, would be "Words with Friends" (on the iPhone). I regularly play it with my wife as we both enjoy word games. It does such a nice job of taking advantage of the platform to make it easy to continuously play asynchronous games and keep in touch throughout the day.
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Cory Doctorow Slotted to Help Open SIGGRAPH 2011 in The Studio

The Studio at SIGGRAPH 2011 is planning on kicking off this year’s conference with a Roundtable Chat on Sunday 7 August 2011 (12pm – 1:30pm) at the Vancouver Convention Centre.
The Studio is the place for technical experimentation and innovative creation. It’s where inventors, artists, and dreamers gather to experience the latest hands-on technologies to explore new possibilities and collaborate with other creative people.
With this in mind, The Studio has gathered a group of technologists, programmers, and creative entrepreneurs working within a variety of disciplines for a discussion that explores the past, present, and future of digital technologies.
Scheduled Moderator: Cory Doctorow, SIGGRAPH Keynote Speaker and a contributor to The Guardian, The New York Times, Publishers Weekly, and Wired, as well as co-editor of the popular blog Boing Boing.
Scheduled Participants:
• Hyeong-Seok Ko, SIGGRAPH Asia 2010 Conference Chair and founder/creator of the Digital Clothing software suite;
The Studio is the place for technical experimentation and innovative creation. It’s where inventors, artists, and dreamers gather to experience the latest hands-on technologies to explore new possibilities and collaborate with other creative people.
With this in mind, The Studio has gathered a group of technologists, programmers, and creative entrepreneurs working within a variety of disciplines for a discussion that explores the past, present, and future of digital technologies.
Scheduled Moderator: Cory Doctorow, SIGGRAPH Keynote Speaker and a contributor to The Guardian, The New York Times, Publishers Weekly, and Wired, as well as co-editor of the popular blog Boing Boing.
Scheduled Participants:
• Hyeong-Seok Ko, SIGGRAPH Asia 2010 Conference Chair and founder/creator of the Digital Clothing software suite;
• Michael Raphael founder and President of Direct Dimensions, focusing on rapid solutions to 3D scanning
• Peter Weijmarshausen, CEO of Shapeways, the revolutionary company that has changed the 3D printing game worldwide.
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Cory Doctorow,
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30 June 2011
Computer Animation Festival Preview Video is Live
For a preview video of the incredibly packed 2011 SIGGRAPH Computer Animation Festival use the following link and be prepared to get blown away. It is going to be a great show!
To request interviews with the key folks behind this year's Festival, contact media@siggraph.org.
To request interviews with the key folks behind this year's Festival, contact media@siggraph.org.
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24 June 2011
SIGGRAPH 2011 Exhibition Experiencing Dramatic Growth in International Participation
The SIGGRAPH 2011 Exhibition is shaping up to be diverse in both in international (exhibitors from outside the U.S.A.) participation and first-time SIGGRAPH exhibitors at the Vancouver Convention Centre.
SIGGRAPH 2011 is currently running 45% ahead of last year in terms of overall international exhibitors. Specifically there are already 64 international exhibitors committed this year vs. 44 at this point in time last year. Canada, UK, France, Japan, Korea, and China represent the majority.

A vast majority of the *first-time* exhibitors are based internationally. Of the 29 first-timers registered for 2011, 25 are located outside the United States, representing seven countries. In 2010, only 13 had committed to exhibit last year at this point in time.

“We are very
pleased with the results from our efforts,” said Mike Weil, SIGGRAPH Exhibits Manager, “First-time exhibitors are important because they often bring new technology and innovation to the industry. In addition to our long-time and important exhibitors, the show will also be filled with many new, and to a greater extent non-U.S. based organizations. And we are not done adding more companies to the show.”
(Pictured left: Mike Weil, SIGGRAPH Exhibits Manager since 1992.)
According to Weil, by more than doubling the number of first-time exhibitors as compared to last year, attendees will be exposed to new organizations they have never seen or heard of before. This sometimes even leads to collaboration amongst participating exhibitors and new possibilities are uncovered on the tradeshow floor. Weil attributes some of the success this year to key assistance by Canadian partners as well as the strength of the conference program and the surging energy in the computer graphics industry in Vancouver and across the globe.
The current list of SIGGRAPH exhibitors is available here.
SIGGRAPH 2011 is currently running 45% ahead of last year in terms of overall international exhibitors. Specifically there are already 64 international exhibitors committed this year vs. 44 at this point in time last year. Canada, UK, France, Japan, Korea, and China represent the majority.
A vast majority of the *first-time* exhibitors are based internationally. Of the 29 first-timers registered for 2011, 25 are located outside the United States, representing seven countries. In 2010, only 13 had committed to exhibit last year at this point in time.
“We are very
pleased with the results from our efforts,” said Mike Weil, SIGGRAPH Exhibits Manager, “First-time exhibitors are important because they often bring new technology and innovation to the industry. In addition to our long-time and important exhibitors, the show will also be filled with many new, and to a greater extent non-U.S. based organizations. And we are not done adding more companies to the show.”(Pictured left: Mike Weil, SIGGRAPH Exhibits Manager since 1992.)
According to Weil, by more than doubling the number of first-time exhibitors as compared to last year, attendees will be exposed to new organizations they have never seen or heard of before. This sometimes even leads to collaboration amongst participating exhibitors and new possibilities are uncovered on the tradeshow floor. Weil attributes some of the success this year to key assistance by Canadian partners as well as the strength of the conference program and the surging energy in the computer graphics industry in Vancouver and across the globe.
The current list of SIGGRAPH exhibitors is available here.
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Animation,
Computer Graphics,
Digital,
Exhibition,
Graphics,
Haptics,
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