20 February 2015

We've Moved



The SIGGRAPH Conference Media blog has moved to blog.siggraph.org. We’ve moved to a new format that allows us to include more of the SIGGRAPH story.  From conference updates to thought leadership pieces on computer graphics and interactive techniques,  we’ll be communicating with a broader audience, including conference attendees, SIGGRAPH members, chapters and subgroups, the media and others interested in the computer graphics and interactive techniques community.

We hope you’ll join the conversation at our new blog location.

13 February 2015

ACM SIGGRAPH Selects 2018 Conference Chair


ACM SIGGRAPH announced the selection of Roy C. Anthony, Research & Innovation with Christie, as the SIGGRAPH 2018 Conference Chair. Anthony, who chaired the Production Sessions at SIGGRAPH 2014 in Vancouver this past August, has been an active member and contributor to ACM SIGGRAPH for several years.

“SIGGRAPH 2018 is in capable hands,” said Rebecca Strzelec, SIGGRAPH Conference Advisory Group Chair. “Roy is more than an expert in his field; he is a superb leader with a clearly defined vision.”

Roy C. Anthony of Kitchener, Canada, is a technology innovator and subject matter expert in implementing fully collaborative, interactive immersive display solutions. Anthony’s focus ranges from the future of cinema to advances in new media platforms, such as fusing projection mapping with augmented and virtual reality. His research includes interactive virtual environment design for VR and Simulation, 3D stereoscopic displays, projection mapping, interactive real-time graphics and future technology for film and stage. He has worked at Fakespace Systems, Electrohome, and Dynamic Productions.

Anthony will also reprise his role as the SIGGRAPH Production Sessions Chair for SIGGRAPH 2015, which takes place 9-13 August in Los Angeles, California.

SIGGRAPH 2018 will take place once again in Vancouver, British Columbia, 12-16 August 2018. Given the enormous success of SIGGRAPH 2014, which hosted 14,045 artists, research scientists, gaming experts and developers, filmmakers, students, and academics from 50 U.S. states and 75 countries, Vancouver seems to be a welcome and obvious location choice.

Anthony will follow recently selected SIGGRAPH 2017 Conference Chair Jerome Solomon, Academic Dean at Cogswell College.

26 January 2015

Art Papers Chair Victoria Szabo Shares What Makes the Program and SIGGRAPH Special



SIGGRAPH 2015 Art Papers Chair Victoria Szabo explains the important role of artists and draws attention to what this unique program offers the community at large.

Reminder: Art Papers submissions are due 22:00 UTC/GMT, 27 January 2015.


What is your vision for SIGGRAPH 2015’s Art Papers program?

For 2015, the Art Papers focus is on “critical making,” which reflects the conference theme of Xroads of Discovery. We are especially interested in papers that reveal and exploit the unique affordances of emerging media forms through artistic practice. If Emerging Technology shows us what comes next technologically, Art Gallery demonstrates the creative use of those possibilities. And if the Studio offers the opportunity to explore new tools firsthand, then Art Papers document those innovations and guide us in our aesthetic and technical interpretations of digital art.

The process of critical reflection on computer-mediated artwork is relevant not only for artists, but for the whole community. Artists are often the first to see the social and cultural implications of new technologies, and can push the boundaries of technological development through their imaginative transformation of existing tools and techniques. They can also offer early warning systems for maladaptation.  This feedback loop between artists and technologists is one that SIGGRAPH nurtures.

How have you seen the Art Papers program develop in the last few years?


During the past seven years, the Art Papers program has developed into an important new venue for technically-informed conversations around media art making and critique. The SIGGRAPH community is distinctive for its combination of technical rigor and artistic excellence. Our partnership with Leonardo/ISAST for the print publication has reinforced our expectation that Art Papers speak to both the artistic and the scientific communities—and to help nurture the community of practice who consider themselves part of both worlds. Publication in our special issue of Leonardo is a professional coup for our writers, and we have continued to work to make media artists more aware of the opportunities SIGGRAPH and our Art community have to offer.

Art Papers authors are invited to join the Arts community in formal and informal gatherings.  Art Papers has also benefited from closer integration with the rest of the conference. Our papers are presented in regular conference sessions, which draw in a wider crowd than the self-identified “art” group we are nurturing. This is a tremendous benefit to everyone in that crosstalk; it enriches the discussion and provides everyone with extra stimulation for future development.

Similarly, how have you seen the role of artists develop over time?


The role of artists in the SIGGRAPH community has only grown in importance over time. While the Arts have been visible at SIGGRAPH for many years—the first Art Gallery was more than 30 years ago!—over time we have been able to establish a multi-generational community that includes some of the first innovators in the field as well as some of the latest up-and-coming practitioners. The Digital Arts Community (DAC) offers a space for everyone interested in the field, whether as a critic, an artist, a technologist, or all of the above. And that "all of the above" is what I really want to highlight.

SIGGRAPH artists are deeply engaged with theory and practice, with aesthetic exploration and computational virtuosity. The boundaries between art and science are porous, and never more so than at the bleeding edge of innovation. Whether you are watching the latest achievements in computer animation, testing out the latest haptic interface, marveling at an ingenious rendering algorithm, or admiring a complex digital installation, you are seeing that phenomenon in action. By attracting the best and brightest in this crossover field, we are witnessing firsthand the next stages in the evolution of our technoculture. For artists, SIGGRAPH is an exciting place because you can see what is happening in all these cognate fields while at the same time developing your own core interests.


What advice would you give to a first-time submitter?


First-time submitters to Art Papers should be aware that we have a diverse readership, and so they will need to be able to communicate across disciplinary boundaries. If you use specialized terms and acronyms, explain what you mean. At the same time, however, our readers are a smart bunch, and very aware of the histories and latest developments in their fields of origin. They will want and need for you to acknowledge those precedents and considerations. Some of what we are looking for are critical project write-ups. These provide an explication of the goals, design, and impact of project, as well as technical details of interest to fellow-travelers. We want to know how you are innovating with computer graphics and interactive techniques in your art (or that which you describe), and to understand where your particular intervention is taking the field. The site of innovation does not need to be expressed on every front, but we do expect a level of mastery and accomplishment throughout the work you document.

For those writing a paper with a more historical or theoretical focus, I would say again to remember the audience you are addressing, and to be sure you are telling a story or providing a framework that builds upon conversations already taking place in the field. There may occasionally be the odd work of genius that does not fit any categories yet demands to be known, but even this wonder can be presented in a way that contextualizes it for the reader. Also, be aware that we are providing an option to include a digital supplement. This can enrich the work as well.


Other than Art Papers, what are you most looking forward to at SIGGRAPH 2015?


I very much enjoy all the Art venues at SIGGRAPH—the Art Gallery, Emerging Technologies, the Studio, and the Animation Festival. The keynote is always a highlight for its scope, splendor, and chance to experience what SIGGRAPH has to offer en masse. The bookstore is always inspiring.

I also love popping into the odd panel where I have almost no idea what is being said, but yet I take away a kernel, concept, or idea that stays with me. I also enjoy meeting up with my SIGGRAPH family, and having those wonderful, wide-ranging conversations that happen when you mix up a bunch of smart people and stimulating content together.


What does your involvement with SIGGRAPH mean to you?


For me, SIGGRAPH is a place where I can express my artistic and my geeky sides all at once. Several of the recent conference themes have reflected this idea—I am Art; I am Science. And, I am lucky enough to work in a highly interdisciplinary environment at my home institution, Duke University. At work, I don’t always have the time to mingle and explore new ideas and connections. SIGGRAPH is an annual buffet of ideas and sensory treats.


This year’s conference celebrates the intersections of disciplines and the opportunity for discovery across many different areas.  How do you feel your work is inspired by other disciplines and can you share a story of when reaching outside your comfort zone led you to a new discovery?



In my day job I teach Visual and Media Studies and run a program called Information Science + Information Studies. However, I went to graduate school for Victorian Literature. My side job was in the Library, where I was asked to help think about whether the WWW might be useful for libraries (this was in the 90s). I learned HTML, helped create archives of Arthurian texts and images, and became extremely excited by the idea that otherwise inaccessible texts could be made available in digital form. (As someone who was writing a dissertation that involved reading obscure novels on microfilm—this was a heady idea.)

All the most interesting things I’ve done since then have started as things I did “on the side”—including participation in SIGGRAPH. I became interested in information visualization because I had a colleague who was teaching it and I liked the idea of revealing hidden patterns through transmediation. A couple years later, I went on to Chair the Information Aesthetics Showcase at SIGGRAPH 2009. Right now I am doing a lot of work with augmented reality applications. This somewhat inobviously grows out of work I have done with colleagues in digital mapping and virtual worlds, and reflects my desire to reconnect the virtual world with lived experience in time and space. So now I’m all excited about game design and what it can tell me about multimodal user experience design for hybrid reality systems. The connections are there, despite seeming disciplinary differences. You never know what you will discover, and what fellow travelers you might meet, when you hang out at the crossroads!

21 January 2015

SIGGRAPH Keynote Speaker Joi Ito on the Intersections of Creativity



SIGGRAPH is honored to have MIT Media Lab Director (and TED speaker) Joichi "Joi" Ito as our SIGGRAPH 2015 keynote speaker.

Mirroring the 2015 theme of "Xroads of Discovery," Mr. Ito’s body of work and experience spans the science, academic and business worlds. He’s an activist, entrepreneur, venture capitalist, and advocate of emergent democracy, privacy, and Internet freedom.

Known for his willingness to dig deeply to find unorthodox solutions and connections, Mr. Ito is the perfect fit for SIGGRAPH’s thoughtful, innovative and curious community.

Joi Ito In His Own Words

Joi Ito - SIGGRAPH 2015 keynote speaker
SIGGRAPH 2015 Keynote Joi Ito
From Joi.Ito.com:

In his post “The Creativity Compass,” Ito looks at four different creative quadrants (Artist, Designer, Engineer, Scientist) and how they tend to become compartmentalized. Ito notes, “I think a lot of the most interesting and impactful creative works tend to require all the use of all four quadrants. Many of the faculty at the Media Lab work in the dead center of this grid - or as I like to call it, this compass - or perhaps they lean in one direction, but they're able to channel skills from all four quadrants.”

He goes on to add, “The tyranny of traditional disciplines and functionally segregated organizations fail to produce the type of people who can work with this creativity compass, but I believe that in a world where the rate of change increases exponentially, where disruption has become a norm instead of an anomaly, the challenge will be to think this way if we want to effectively solve the problems we face today, much less tomorrow.”

In a post entitled "Antidisciplinary," Ito writes:

"The Media Lab focuses on 'uniqueness, impact and magic.' What our students and faculty do should be unique. We shouldn't be doing something that someone else is doing. If someone else starts doing it, we should stop. Everything we do should have impact. Lastly, things should induce us to be passionate and should go beyond incremental thinking.

'Magic' means that we take on projects that inspire us. In the Lifelong Kindergarten group, researchers often describe the 'Four Ps of Creative Learning' as Projects, Peers, Passion and Play. Play is extremely important for creative learning. There is a great deal of research showing that rewards and pressure can motivate people to 'produce,' but creative learning and thinking requires the 'space' that play creates. Pressure and rewards can often diminish that space, and thus, squash creative thinking."

A true innovator, Joi Ito is changing the way we think about collaboration! We hope you join us at SIGGRAPH 2015 to discover more of his vision. 



14 January 2015

Q&A with SIGGRAPH 2015 Technical Papers Chair Doug James

Technical Papers chair Doug James shares his passion for the program in an exclusive interview below. 

Reminder: Technical Papers submission form and abstract are due 22:00 UTC/GMT, 19 January 2015. The final paper is due 22:00 UTC/GMT, 20 January 2015.


How did you become involved with SIGGRAPH?

My first SIGGRAPH was in `99 when I published a paper as a graduate student at the University of British Columbia in Vancouver, Canada. Since then, I've continued to be very excited about interactive physics simulation--and graphics and animation research in general--and found SIGGRAPH to be a great community for advancing those ideas. As a computer graphics professor, it is the natural venue for our research.

What motivated you to become Technical Papers Chair?

SIGGRAPH has always been the primary venue for my research activities, and I have been a long-time volunteer in the review process of the Technical Papers program, having reviewed hundreds of papers. I was honored to be asked to be the Technical Papers Chair: it's a great opportunity for me to help maintain and improve the widely respected SIGGRAPH review process established by our community.

What advice would you give to someone who is interested in submitting content for the first time?

For new submitters to the Technical Papers program, I recommend reading the Technical Papers "call for papers" and related website content. In particular, there is an extensive Technical Papers FAQ that addresses many common questions. The basic recipe for showcasing your work in the technical program is to have a novel idea, explain it clearly in written form, and to provide evidence (be it data, images or video) to help support claims that your method improves upon the state of the art in some specific ways. Understanding and citing related works, and being able to explain the pros/cons of your approach, are also critical components. Getting feedback from experienced colleagues is also a good way to improve your submission.

What makes this program different from the others at SIGGRAPH?

The SIGGRAPH Technical Papers program is the premier international forum for disseminating new scholarly work in computer graphics and interactive techniques. We focus on the technical details underlying a broad spectrum of computer graphics innovations, and seek to document and disseminate these advances in all their glory.

Outside of Technical Papers, what other areas of the conference are you particularly excited about?

Everything. Seriously. I strongly recommend trying to look at a little of everything if you can, especially if it's something less familiar or different for you--come for the technical papers, but stay for the art and games. Things always change, and you never know what you will see next year.

How has SIGGRAPH influenced you personally and professionally?

We're inseparable. It's given me a lifelong venue for practicing and experiencing exciting technical and artistic innovations.

21 November 2014

SIGGRAPH 2015 Call for Submissions


SIGGRAPH 2015 will feature the highest caliber of technical skills and creative talents. In order to ensure the best quality of work is presented, SIGGRAPH 2015 is excited to officially open its Call for Submissions. 
Join thousands of your fellow artists, scientists, and scholars in computer graphics and interactive techniques--including areas pertaining to games, fabrication, visual displays, and immersive digital environments--and submit your work for consideration. Whether you will be a first-time attendee or are a conference veteran, presenting at SIGGRAPH 2015 is an incredible opportunity that will take your career to the next level. 
LEARN MORE about SIGGRAPH 2015 directly from the program chairs!

Important Submission Deadlines

Please note that every piece submitted to SIGGRAPH 2015 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 submission deadlines are strictly enforced, so be sure to plan accordingly.

All deadlines are 22:00 UTC/GMT. Please verify deadlines in your time zone via THE WORLD CLOCK CONVERTER
13 January 2015
19 January 2015 (Submission form due)
20 January 2015
(Paper deadline)
21 January 2015
(Upload deadline)
27 January 2015
30 January 2015
10 February 2015
17 February 2015
General Submissions:
3 March 2015
31 March 2015
28 April 2015
6 May 2015
24 June 2015

Poster submissions can occur prior to the 17 February General Submissions deadline or the 6 May Late Posters deadline. In both cases, Posters are reviewed using the same criteria and by the same jury. Authors submitting prior to the first deadline will get decision notification in late April.

14 August 2014

SIGGRAPH 2014 Highlights from Vancouver

SIGGRAPH Technical Papers Fast Forward was a popular session on Sunday evening.
VANCOUVER, British Columbia - SIGGRAPH 2014 returned to Vancouver, Canada, for its 41st conference and exhibition. From 10-14 August, 14,045 artists, research scientists, gaming experts and developers, filmmakers, students, and academics from 50 U.S. states and 75 countries gathered to experience cutting-edge computer graphics and interactive techniques. There were 6,156 participants from the host country of Canada.

The SIGGRAPH Exhibition ran from 12-14 August and attracted 175 exhibitors.
The conference boasted more than 40,000 sq. ft. of exhibit space featuring 175 participating companies - an increase from the 2013 conference in Anaheim, California. Eighteen countries were represented on the exhibit floor, 44% of which are based outside of the U.S. - including 28 companies from Canada. Furthermore, 25% of the exhibitors were first-timers, which was the highest percentage in four years.

Dave Shreiner
"This year’s exceptional education, numerous networking opportunities, and mind-blowing technological advances appealed to everyone," said Dave Shreiner, SIGGRAPH 2014 Conference Chair. "SIGGRAPH 2014 offered an incredible exhibition experience, innovative and inspiring content, and celebrated the impact that graphics and technology can have in every day life. Finally, the city of Vancouver was amazing - from the mayor’s office to the convention centre to the economic commission to the tourism bureau."

An impressive 1,533 speakers and contributors participated in the conference through a variety of talks, sessions, panels, papers, presentations, tutorials, and screenings.

Highlights from SIGGRAPH 2014 included:

The impactful keynote presentation by Not Impossible Labs co-founder Elliot Kotek shared a simple message: “Help One. Help Many.” Kotek showed how technology can have an immense impact on humanity by sharing stories of Not Impossible Labs’ efforts including Project Daniel, which outfitted Sudanese amputees with new prosthetic limbs thanks to 3D printing technology. 

Thierry Frey (center), SIGGRAPH Emerging Technologies Chair, leads the Vancouver mayor on a tour.
Vancouver Mayor Gregor Robertson made an appearance, addressing members of the press and visiting SIGGRAPH 2014’s Emerging Technologies venue. He expressed his delight that emerging technologies and computer graphics have caused "an influx of talent and great people to our city" as well as thousands of jobs for its citizens. The Vancouver Economic Council sponsored the Emerging Technologies area. The virtual reality experience “Birdly” won the Laval Virtual award and the AR/VR competition.
Jerome Solomon served as the 2014 Computer Animation Festival Director.
The Computer Animation Festival presented the world's most innovative, accomplished, and amazing creators of digital gaming, film, and video. The festival received more than 450 juried submissions in 2014. SIGGRAPH 2014 Computer Animation Festival award winners included:

Box
BEST IN SHOW AWARD
Box (United States)
Directed Tarik Abdel-Gawad, Bot & Dolly

Paper World
JURY AWARD 
Paper World (Hungary)
Directed by Dávid Ringeisen, László Ruska, Moholy-Nagy University of Art and Design

Home Sweet Home
BEST ANIMATED SHORT 
Home Sweet Home (France)
Directed by Pierre Clenet, Alejandro Diaz, Romain Mazenet, Stéphane Paccolat, Supinfocom Arles

Wrapped
BEST STUDENT PROJECT PRIZE
Wrapped (Germany)
Directed by Roman Kalin, Falko Paeper, Florian Wittmann, Filmakademie Baden-Wüerttemberg

Gravity
BEST VISUAL EFFECTS
Gravity (United Kingdom)
Directed by Alfonso Cuarón, Esperanto Filmoj

Kinematics
BEST VISUALIZATION & SIMULATION
Kinematics (United States)
Directed by Jessica Rosenkrantz, Jesse Louis-Rosenberg, Nervous System

The Crew
BEST GAME
The Crew (France)
Directed by Maxime Luère, Dominique Boidin, Rémi Kozyra, Unit Image

RYSE: Son of Rome
BEST REAL-TIME GRAPHICS
RYSE: Son of Rome (Germany)
Directed by Chris Evans, Peter Gornstein, Martin L’Heureux, Crytek

The Pony
BEST COMMERCIAL ADVERTISEMENT
Three, "The Pony" (United Kingdom)
Directed by Dougal Wilson, Blink Productions

SIGGRAPH 2014 Technical Papers Chair Adam Finkelstein  
Technical Papers is the premier global forum for presenting groundbreaking research from today's leading experts. The SIGGRAPH 2014 Technical Papers program featured 173 Technical Papers, selected among 550 submissions. The Technical Papers detailed new advances across many fronts, including 3D printing, creating water and snow with particles, deformation and distortion, and more.

For more details about SIGGRAPH 2014, visit the official SIGGRAPH 2014 Media Blog: http://siggraphmediablog.blogspot.ca/  

Download photos from SIGGRAPH 2014: www.flickr.com/photos/siggraphconferences/ 

Join Us in Los Angeles in 2015

SIGGRAPH 2015, the 42nd International Conference on Computer Graphics and Interactive Techniques, will be held 9-13 August, 2015 at the Los Angeles Convention Center.