Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

10 August 2014

SIGGRAPH 2014 Chair Dave Shreiner's CGW Interview!

Tell us about yourself on a personal level.

I grew up in a technology-isolated backwater in central Pennsylvania, where computers weren’t particularly available.  I became interested in computer graphics as a wee lad when I encountered a 2D-vector motorcycle jumping game.  I stunk at it (for the $3 my folks had the patience of watching me waste), but it made me proclaim I was going to make these games when I was older.  To date, I still haven’t done that, but I hopefully still have some time.

According to my educational transcripts, I was a mediocre student who probably shouldn’t write long sentences (or essays like this) or work with numbers with more than two decimal places, even though I graduated college with a Bachelor's degree in Mathematics.  I didn’t study computer science since I knew I would sit behind a computer and hoped I could pick up what I needed to know along the way.  I usually didn’t do my homework.  Instead, I fiddled with computers drawing graphs of equations.  Turns out there are people who need that done, and I was fortunate to have a friend who knew someone who needed that type of help.  After getting the job, I sat in a closet in one of the school’s chemistry labs, drawing molecules on a Silicon Graphics (SGI) 4D 210 GTX workstation, and my life was forever transformed.  Not only because I was doing cool computer graphics, but also because it was the first time I had gone to SIGGRAPH.

After I left school for good, I got a job in a bomb factory in Lancaster, Pennsylvania doing flight simulation on – you guessed it – another SGI machine.  Next, I moved west to Silicon Valley to work for Silicon Graphics making those amazing (at the time) machines.  I also went to SIGGRAPH again.  And again.  And again.

I met my then-to-be wife at SGI (she worked there too), and took her to SIGGRAPH.  I got involved in some cool technology: a computer graphics library named OpenGL, and wrote a course about it.   Then I helped present a course at SIGGRAPH on OpenGL.  Then I helped write a book about OpenGL, and kept talking about OpenGL and graphics at SIGGRAPH.  I kept presenting courses, and then helped organize them at SIGGRAPH.

I know, dear reader, you’re seeing a pattern here.  There’s been a lot of SIGGRAPH in my life, and I think that’s just awesome.

The last few years, I’ve been working on graphics systems for mobile devices, and going to SIGGRAPH, and I thought it’d be cool to combine those two things, so I volunteered to chair the 2014 SIGGRAPH conference to see if I might achieve that somehow.  My wife attends the show as well, and I’m still presenting courses there too.

But enough about me …

What do you bring to SIGGRAPH in terms of your professional experience?

SIGGRAPH 2014 will be my 26th consecutive SIGGRAPH conference (which doesn’t include attending SIGGRAPH Asia), and include my 26th and 27th presentation at the conference. I’ve also been volunteering for SIGGRAPH for the last 12 years in a multitude of roles including organizing programs at the conference, and supporting the SIGGRAPH organization.

I’ve also been a practitioner, engineer, and educator in the field of computer graphics for a few years more than my SIGGRAPH attendance.  I’ve co-authored four books on subjects relating to computer graphics, and helped evolve the technology used to create computer-generated images.

I also bring some business knowledge about project planning, marketing, communications, and finance, which has proved invaluable in being the conference chair.

Most importantly was being able to convince a number of talented friends and colleagues to volunteer their precious time to make this year’s SIGGRAPH conference one for the record books.  They’re a fantastic committee, and you’ll easily see how talented they are.

What made you take on the position of chair?

SIGGRAPH has been a great help to my career and personal success, and being conference chair is kind of my ultimate way of giving back to the community.  While I’ve presented numerous times at the conference, and worked on previous conference committees, doing it at this level is an unparalleled honor!

Additionally, it provided a somewhat unexpected career growth opportunity.  I was curious about motivating and leading a team, and this is one of the best environments to do it in.  The caliber of volunteers is beyond measure, and they’re all super nice people.  So it’s a great place to work on building leadership skills as well.

What other SIGGRAPH positions have you held?

When I first started volunteering for SIGGRAPH about 12 years ago, I was webmaster for the organizational website.  After a few years presenting courses, I was invited to review courses, which lead to being on the courses committee, including chairing the courses committee in 2006, and again in 2009.

What can attendees expect this year at the conference?

This year has a large focus on technology, particularly in using the latest devices and techniques to personalize experiences, from new techniques on mobile devices to creating physical manifestations of their virtual objects using 3D printing and drones.  We also showcase the leading research in all the disciplines that compose our community (we had record numbers of technical and art papers this year), provide proactive panels and a world-class set of educational courses.

This year’s conference committee also recognized how the computer graphics industry is changing, and will have several events focused on independent practitioners – from gamers to app developers to those working on augmented- and virtual reality.  I discuss this more later.

What is this year's theme?

Why have just one?  There were a number of directions that I had hoped to incorporate into SIGGRAPH 2014, as well as letting the passions and creativity of my team lead them as well.  With that scenario, we’re emphasizing a lot of interesting elements…

One is a focus on mobile graphics [one of my professional interests].  I consider mobile phones and tablets the latest generation of devices for producing computer graphics.  However, with their cameras, hi-res display, GPUs, multiple CPUs, GPS and other sensors, they’re some of the most advanced, integrated computing systems in history, and they’re enabling all sorts of interesting applications, such as augmented reality, social gaming, and computational photography.  We’re challenging our community to show us how to use these devices in new and interesting ways.

We’re also emphasizing gaming and real-time graphics, particularly as the practitioners of those fields are producing works that rival blockbuster movies.  That’s an exciting growth area, and a natural fit for SIGGRAPH.

And another focus that I am also excited about is the physical creation of these virtual 3D objects we’ve all been enjoying over the last decades. With 3D printing becoming almost a commodity, we’ll be providing solutions for attendees to do everything from necessary to design and manufacture their 3D creations using the latest in 3D manufacturing technology.

How does the theme resonate with you on a personal level?

I’m an engineer and technologist by trade, and seeing what creative individuals can do with the modern technology we have is very exciting to me personally.  As I mentioned, phones and tablets put very capable graphics systems in the hands of an ever-growing population.  Computer graphics and interactive experiences — the fundamental tenets of SIGGRAPH — are now more accessible than ever before, and people are enjoying our media more than ever.  The work of our community is improving the lives of ever more people, and that’s a noble and exciting venture.

How has SIGGRAPH influenced you personally and professionally?

SIGGRAPH is the rocket that pretty much launched my career.  It’s a bit of a long story, but I think it really demonstrates the value of SIGGRAPH.

I knew that I was going to be a computer jockey around my freshman year in high school, but I wasn’t sure how or what precisely I was going to do.  I bumbled around high school and college playing with computers and doing math, but without a whole lot of direction.  Near the end of my college experience, I was lucky enough to have a colleague suggest that I should go to this conference called SIGGRAPH.  Sounded cool, but I really had no idea what to expect.  That was 1989 — my first conference — even though I could only afford to go to the exhibition, it totally hooked me.  I saw what smart, creative people were doing with graphics workstations (at the time), and it provided the clear picture of what I wanted to do.  It also showed me how little I knew about the field, and what I really needed to know to succeed.  I went home with a pile of books, and a lot of enthusiasm.

I registered as “full conference” the next year, and took in everything I could.  It was well worth the investment. I was in total awe of the speakers and talents of everyone there, and the images they were making.  I also thought that I could never be one of those folks contributing to the content of the show.  But I kept coming, learning, and making new friends who were happy to share and increase my knowledge.

I kept going to the conference, and after about 10 of them, I got to do my first course presentation.  I was fortunate to discuss a topic, OpenGL, which was important to a number of conference attendees, and it was at that point I realized what SIGGRAPH had done for me, but also what I could do for others.  I’ve always been kind of an overzealous Boy Scout, and this was just killer: helping others develop their skills while talking about something I loved.

SIGGRAPH 2014 will be my 26th consecutive conference, and my 17th year of presenting at the conference, where I’m once again presenting a course, as well as talking on a panel.  It never gets old.

Without SIGGRAPH, I’d probably still be sitting in a cornfield in Pennsylvania, probably working on bar-code scanners (the first computer job I ever interviewed for), and not helping delight minds and eyeballs all around the world.

What are you looking forward to most at the show?

On a personal level, I’m excited to take my parents to SIGGRAPH.  My wife (a 20+ year attendee) and I have waxed lyrical about the show, but my folks have never experienced it.  I’m looking forward to them being totally blown away, but also sharing with them an important part of my life, and seeing how much enjoyment I get from SIGGRAPH.

Specific to SIGGRAPH 2014 … there’s so much.  I want to see what my committee has brought to the show. They’re a super motivated bunch, and they keep mentioning all this awesome stuff, which should make this a non-stop experience for the five days of the conference.  Also, we’re doing a number of new things this year and it’s going to be very interesting to see what the community does with them.  Will they like the new activities?  Was there value for the attendee?  It’s suspenseful, and I dig that.

Anything special we can expect from the conference this year since it is in Vancouver?

Absolutely!  First, it’s in Vancouver; one of the most beautiful places I’ve been (and I’ve been a lot of places!).  The city is the perfect fit for SIGGRAPH and me – the combination of technology, nature, art, and beauty.

We’re also doing a number of special events that are a little outside of the normal SIGGRAPH venues.  We have special screenings of blockbuster movies, a behind-the-scenes look at how game art is developed, demo reels running during “daytime selects”, an AR/VR contest, a mobile pavilion, an independent developers area in the exhibition, an awards presentation for the Computer Animation Festival winners, and a cocktail party for independent app developers to show their work, to name a few.  There are also a few other surprises, but also all the magic that makes SIGGRAPH special.  You just have to be there.


Back to Vancouver so soon?

Sure.  I’d personally love to see SIGGRAPH in Vancouver many more times.  The city is incredibly supportive of having us there – the Mayor even came to personally welcome and thank us for coming at one of our recent planning meetings.  Vancouver’s also a vibrant and growing technology hub, which we’re hoping will provide lots of opportunities (whether for education, employment, or enjoyment) for our attendees.

How has the conference managed to stay relevant given the overall trend toward smaller and more targeted trade shows?

When you get your conference chair secret-decoder ring, you learn that we describe SIGGRAPH as a 13-ring circus.  There’s something for everyone, but as your question alludes to, all that wonderfulness can make it difficult for folks to see what’s personally relevant to them.

I think SIGGRAPH is about fusion: combining technology, art, science, and magic to create incredible experiences – not just pictures.  Whether that experience is watching an incredible scene from a movie, helping a medical professional provide better care using better technology, or perhaps making a complex subject easier to understand through a more interactive learning experience, SIGGRAPH is the place where practitioners of those independent disciplines converge.  It’s all about learning, sharing, and being inspired to do explore and do something new.

Many things in our modern lives are segmented into small portions with a narrow focus.  You watch a video online, read an academic article, play a game, see your friend’s status on social media – in an ever-more connected world, we tend to do much more by ourselves.  SIGGRAPH brings thousands of practitioners from numerous fields together to exchange ideas, demonstrate the future, learn, and make new friends.  You can’t do that anywhere else at this scale.  There is no substitute, and that’s what makes SIGGRAPH special.

What are the exhibition numbers looking like right now?

We are expecting 150 exhibitors to reserve over 40,000 square feet of exhibit space so there will be plenty to see in the Exhibition. Moreover we’ve almost sold out the Exhibition and have more new exhibitors and international exhibitors than we were expecting. Some old friends returned this year after an absence from our Exhibition last year.  The Exhibition continues to be one of the top reasons our attendees come to SIGGRAPH as they tell us it is the best place to meet, find new products, communicate about career opportunities, and develop relationships with vendors in the industry.

How will your background and interests affect this year's show? (Every chair's influence is felt to some degree on the overall show.)

As I previously mentioned, we’re in a renaissance in making computer graphics accessible through mobile devices.  The fact that you can have an HD resolution display 18 inches from your nose backed by a high-powered computer I think opens a world of opportunity.

The SIGGRAPH conference has oscillated its primary focus over the years.  Early in my attendance it was all about hardware and systems, and over the years has migrated more towards amazing images and how to produce them.  I believe the quiet revolution that is making computer graphics ubiquitous should be combined with our expert knowledge of creating compelling images to make new experiences.  The industry for computer graphics and interactive techniques is changing — from large corporations to individual developers — and I really want to enable that at this show.  Wish me luck!

What mark do you hope to leave on SIGGRAPH 2014?

The same as any conference chair – help create an experience that rewards our attendees for coming.  I’m honored to have been given the responsibility to oversee the show, but what’s really important is that all the members of our great community enjoy, learn, and celebrate what we all love.

09 August 2014

SIGGRAPH 2014 Releases Mobile App Game (SMAG)

Go big or go home! The SIGGRAPH Mobile App Game (SMAG)  is a mobile-enhanced persistent game that allows you to collect achievements throughout the SIGGRAPH 2014 Conference. Using your  iOS  or Android  mobile devices to scan QR markers using the SIGGRAPH Mobile App wherever you see them in the Vancouver Convention Center, from your fellow attendees' apps, and in sessions. Have fun and meet people as you make your way towards becoming one of this year's big winners!

Here are  five solid reasons to get everyone (you, attendees, random strangers on the street) excited:

1.  SMAG has 127 (and counting) achievements to complete! This means that you won't run out of things to do, even on the last day of the conference. You can chase a mad scientist, carry secrets passwords, catch a golden snitch(!), or find a wandering Guardian of the Galaxy on the conference floor.

2.  You can earn points just by being involved in the conference! Our goal is to promote great content and projects - attendees will be gaining points just by:
  • Participating in the International Center's NoirMaker: Escape from Vancouver;
  • Playing SIGGRAPH Caching, a clue-based treasure hunt that will happening concurrently on the conference floor;
  • Exploring with RTL's AR App and searching for RTL's Behind-the-Scenes content;
3.  We are also promoting everybody's venues and projects, such as:
  • Studio's Drawing Contest;
  • The Back-to-Back CAF/How To Train Your Dragon 2 Screening;
  • The World Record Attempt;
  • And many more! You can even earn points just by registering or buying a cup of coffee!
4.  You can win prizes just by participating! Thanks to the help of friends and sponsors, we have a variety of prizes that be available throughout the week that may be available through a variety of means. 
  • You may not be the top scorer, but you can still win an elusive RenderMan teapot, mysterious grab bags, and SIGGRAPH memorabilia just by playing!
  • If you are a top scorer, you could win an S2015 Full Conference Registration, a copy of SIGGRAPH Encore, and many more!
5.  You can challenge yourselves intellectually! With our timed trivia challenges, you can earn points from identifying technical papers/concepts, pop culture references, and general geekiness!
Will you be this year's winner? Get a headstart and scan the QR marker above, and check out our documentation page for all the achievements and prizes available.

31 July 2014

SIGGRAPH 2014 to Demo Latest Real-Time Advancements

Ghosts
Destruction Sequences in "Call of Duty: Ghosts" (see below for description)
The SIGGRAPH 2014 Real-Time Live! program will present a 90-minute show of the most cutting-edge real-time work from the past year. Real-Time Live! is part of the Computer Animation Festival and is the premier showcase for the latest trends and techniques for pushing the boundaries of interactive visuals.

"For one night only, SIGGRAPH attendees will enjoy a unique and fast-paced display of the most innovative real-time techniques for interactive systems and computer graphics,” said Nicolas Gonzalez, SIGGRAPH 2014 Real-Time Live! Chair from Deloitte Consulting. "Our international jury truly outdid itself as this year's show is mind-boggling with fascinating advancements that we cannot wait to show off."

The 2014 Real-Time Live! program will take place on Tuesday, 12 August at 5:30 p.m. PST in the West Building of the Vancouver Convention Centre. Each live presentation lasts less than 10 minutes and is presented by the original artists and engineers. As an added bonus, the 2014 Real-Time Live! program includes presentations from the Augmented/Virtual Reality Contest finalists, a brand-new conference event.

For more information on Real-Time Live! and the Augmented/Virtual Reality Contest, visit s2014.siggraph.org. Tickets to Real-Time Live! are available at the Full and Select Conference registration levels and start at $230 USD.

SIGGRAPH 2014 Real-Time Live! Highlights:

Destruction Sequences in "Call of Duty: Ghosts"
Presenters: David Johnson, Alessandro Nardini, Infinity Ward
In an effort to raise the bar for destruction sequences in a real-time game engine, non-localized particles, "instant pop," low density, generic fracturing, and more were identified and addressed through several artistic techniques and technical advancements for "Call of Duty: Ghosts".
NVIDIA FlameWorks: Real-Time Fire Simulation
Presenters: Simon Green, Nuttapong Chentanez, Aron Zoellner, Johnny Costello, Kevin Newkirk, Dane Johnston, NVIDIA Corporation
NVIDIA
FlameWorks is the first system to bring cinema-quality volumetric fire, smoke, and explosion effects to real-time graphics. The demo simulates and renders more than 32 million voxels per frame, at around 30 frames per second.
Real-Time Animation of Cartoon Character Faces
Presenters: Emiliano Gambaretto, Charles Piña, Mixamo, Inc.
Character

This live demo allows a viewer to stand in front of a webcam and animate a 3D character in real time. The video stream is processed by Mixamo Face Plus proprietary technology, the facial expression of the user is extracted, and the emotional facial information is transferred to the 3D character.

30 July 2014

SIGGRAPH 2014 RELEASES EMERGING TECHNOLOGIES PREVIEW

SIGGRAPH 2014 has released its list of 2014 Emerging Technologies highlights to be featured at this year’s conference at the Vancouver Convention Centre. Out of almost 90 submissions to the program, 24 were accepted, with more than 20 pieces from submitters outside of the United States.


Each year, SIGGRAPH-selected emerging technologies allow conference attendees to play with the latest interactive and graphics developments. The program also presents demonstrations of research in several fields — like displays, input devices, collaborative environments, and robotics — through Talks and a close partnership with the SIGGRAPH Studio.
"“This year’s content is very diverse,"” explained Thierry Frey, SIGGRAPH 2014 Emerging Technologies Chair. “"For example, we brought forward a call for ‘invisible technologies,’ i.e. installations and projects that leave technology in the background to focus on the user/usage, and have a selection of pieces that fall close to that science."”
Access to the 2014 Emerging Technologies program is available with Full Conference, Select Conference, and Exhibits Plus pass values. Prices start as low as $50.00 USD. 
SIGGRAPH 2014 Emerging Technologies Highlights:
Birdly
Authors: Max Rheiner, Fabian Troxler, Thomas Tobler, Thomas Erdin, Zürcher Hochschule der Künste
Birdly
Birdly is an installation that explores the experience of a bird in flight. It tries to capture the mediated flying experience with several methods. Unlike a common flight simulator, users do not control a machine. Instead, they embody a bird, the Red Kite. To evoke this embodiment, the system mainly relies on sensory-motor coupling. Participants control the simulator with their hands and arms, which directly correlate to the wings and the primary feathers of the bird. Those inputs are reflected in the flight model of the bird and displayed physically by the simulator through nick, roll, and heave movements.
Spheree: A 3D Perspective-Corrected Interactive Spherical Scalable Display Authors: Fernando Teubi Ferreira, Marcio Cabral, Olavo da Rosa Belloc, Roseli de Deus Lopes, Marcelo Zuffo, Universidade de São Paulo; Gregor Miller, Sidney Fels, The University of British Columbia; Celso Kurashima, Universidade Federal do ABC; Junia Anacleto, Universidade de São Carlos; Ian Stavness, University of Saskatchewan
Spheree
Spheree is a personal spherical display that arranges multiple blended and calibrated mini-projectors to transform a translucent globe into a high-resolution perspective-corrected 3D interactive display. It tracks both the user and Spheree to render user-targeted views onto the surface of the sphere. This provides motion parallax, occlusion, shading, and perspective depth cues to the user. One of the emerging technologies that makes Spheree unique is that it uses multiple mini-projectors, calibrated and blended automatically to create a uniform pixel space on the surface of the sphere. The calibration algorithm allows for as many projectors as needed for virtually any size of sphere, providing a linear scalability cost for higher-resolution spherical displays.
Above Your Hand: Direct and Natural Interaction with an Aerial Robot Authors: Kensho Miyoshi, Ryo Konomura, Koichi Hori, The University of Tokyo
Above
Above Your Hand is a new application of a quadcopter that follows hand directions with two onboard cameras. The system is unique, because it does not require external devices such as controllers or motion tracking. All the processing is executed within the onboard computer. You and the quadcopter can freely walk around without worrying about external-camera views or wifi networks.
Monsters in the Orchestra: A Surround Computing VR Experience Authors: Rémi Arnaud, Emanuel Marquez, Bill Herz, AMD, Inc.
Monsters
Monsters in the Orchestra is an interactive and immersive demonstration of surround computing as experienced in a VR environment. Participants are immersed in a stereoscopic world of monsters playing real-world instruments with positional audio and 3D x 360-degree gesture control. The original system, demonstrated at CES 2014, allowed participants to be fully immersed in a 30-foot-diameter dome driven by six HD projectors, creating a 360-degree view from floor to apex. Real-time positional audio was introduced via hidden 32.4 speakers in three rings at different heights. Audio equalization and reverb were processed using AMD True Audio. The monsters were conducted or controlled by a human conductor using 3D x 360-degree gestures. At SIGGRAPH 2014, participants will be immersed in the same experience using virtual reality headsets, such as the new Morpheus VR head-gear from Sony, with 3D spatialized audio delivered to each participant using stereo headphones.
Pixie Dust: Graphics Generated by Levitate and Animated Objects in Computational Acoustic-Potential Field Authors: Yoichi Ochiai, Jun Rekimoto, The University of Tokyo; Takayuki Hoshi, Nagoya Institute of Technology
Pixie Dust
This novel graphics system is based on expansion of 3D-acoustic-manipulation technology. In the conventional study of acoustic levitation, small objects are trapped in the acoustic beams of standing waves. Here, this method is expanded by changing the distribution of the acoustic-potential field (APF), which generates the graphics using levitated small objects. The system makes available many expressions, such as expression by materials and nondigital appearance.

02 July 2014

SIGGRAPH 2014 TECHNICAL PAPERS PREVIEW

The SIGGRAPH 2014 Technical Papers program is the premier international forum for disseminating new scholarly work in computer graphics and interactive techniques. In anticipation of the upcoming conference, SIGGRAPH’s 41st annual, the program preview trailer is available on the official ACM SIGGRAPH YouTube Channel (www.youtube.com/ACMSIGGRAPH).

Submissions to the Technical Papers program are received from around the globe and feature high quality, never-before-seen scholarly work. Submitters are held to extremely high standards in order to qualify.

“The quality of this year’s Technical Papers content was superb,” said Adam Finkelstein, SIGGRAPH 2014 Technical Papers Chair. “Not only did we receive outstanding work in the traditional areas of modeling, rendering, animation, and imaging, but we also noticed two emerging fields in design/fabrication and learning.”

SIGGRAPH accepted 127 technical papers (out of 550 submissions) for this year’s showcase, an acceptance rate of 25 percent (one percent higher than 2013). As is tradition, the papers were chosen by a committee made up of academia and industry experts.

The 2014 Technical Papers program also includes presentations for 46 papers published this year in the journal ACM Transactions on Graphics (TOG). SIGGRAPH 2014 takes place 10-14 August 2014 at the Vancouver Convention Centre in Vancouver, Canada.

Highlights From the SIGGRAPH 2014 Technical Papers Program:



Pixie Dust: Graphics Generated by Levitate and Animated Objects in Computational Acoustic-Potential Field
Authors: Yoichi Ochiai, Jun Rekimoto, The University of Tokyo; Takayuki Hoshi, Nagoya Institute of Technology

To generate graphics using levitated small objects, this method expands the acoustic manipulation method by changing the distribution of the acoustic-potential field. The approach makes available many expressions (for example, expression by materials and nondigital appearance), and the expressions are levitated in mid-air.

Floating Scale Surface Reconstruction
Authors: Simon Fuhrmann, Michael Goesele, Technische Universität Darmstadt


Introducing a novel, virtually parameter-free method for surface reconstruction from oriented, scale-enabled point samples. The approach constructs an implicit function as the sum of compactly supported basis functions. The final surface is extracted as the zero-level set of the implicit function.

PushPull++
Authors: Markus Lipp, Pascal Müller, Esri; Peter Wonka, King Abdullah University of Science and Technology


Introducing the novel 3D modeling tool PushPull++. which enables rapid modeling and adjustment of arbitrary meshes with slanted surfaces. PushPull++ reduces the required clicks for common modeling tasks up to an order of magnitude compared to leading commercial tools.

Intrinsic Images in the Wild
Authors: Sean Bell, Kavita Bala, Noah Snavely, Cornell University


Introducing a large-scale, public dataset for intrinsic image decompositions of indoor scenes (Intrinsic Images in the Wild) with crowdsourced annotations of pairwise comparisons of material properties. The approach develops a dense CRF-based algorithm for intrinsic image decomposition of these images that outperforms state-of-the-art algorithms.

Learning Bicycle Stunts
Authors: Jie Tan, Yuting Gu, Karen Liu, Greg Turk, Georgia Institute of Technology


A general approach to simulation and control of a human character riding a bicycle. The rider not only learns to steer and balance in normal riding situations, but also learns to perform a wide variety of stunts, including wheelie, endo, bunny hop, front-wheel pivot, and back hop.


20 June 2014

SIGGRAPH 2014 Focus For Educators

               Image Credit: Charismatic and Eloquent Instructor Avatars With Scriptable Gesture © 2014.                                Jian Cui, Nicoletta Adamo-Villani, Voicu Popescu, Purdue University
Every year, teachers and students look forward to the in-depth educators sessions at SIGGRAPH. This year’s program includes student-run pipeline productions, augmented reality in education, animatronics, strategies and tools for teaching online, WebGL, and virtual worlds for therapy. And, on Sunday (10 August), the SIGGRAPH Education Committee presents an all-day training course on Unity3D just for educators.

Meet with educators over coffee during the Morning Meet and Greet on Monday and Tuesday from 8:00 A.M - 9:00 A.M. then stay for presentations and discussions during Birds of a Feather sessions on topics including:
  • Augmented Reality in Informal and Formal Education
  • Collaborative Content Creation in 3D Digital Design
  • Scientific Visualization Using 3D Printing
  • Strengthening the School-Industry Continuum
  • Teaching intro and Advanced Graphics with WebGL
  • The Dyslexic Advantage in Computer Graphics
  • The Zen of Collaboration
Courses, Panels, Studio Projects and Talks are offered every day of the week at SIGGRAPH 2014, and all include topics with an education focus.  Here is just a sampling:

Courses
Creating Next-Gen 3D Interactive Apps With Motion Control and Unity3D
Through a series of live-coded examples, this course grounds attendees in the fundamentals of using the Unity3D engine for game and application development, integrating the Leap Motion Controller into an application, and designing and developing a next-generation 3D interactive application with motion control.

Presenters: Elizabeth Ruscitto, David Holz and Daniel Plemmons, Leap Motion, Inc.

Introduction to 3D Gestural Interfaces
With the proliferation of inexpensive motion-sensing technology, 3D gestural interfaces are becoming common in applications such as video games and mobile computing. This course provides an introduction to design and development of 3D gestural interfaces, covering topics from user tracking to gesture recognition and evaluation.

Presenter: Joseph LaViola, University of Central Florida

Panels
An Evaluation of University Education as it Relates to the VFX, Animation, and Game Industries 
This ever-changing digital age requires individuals with different perspectives to coalesce around ideas to create new techniques and paradigms that enable both academia and industry to thrive. This intelligent, spirited, creative panel will examine how education and industry can work together to unite their visions in an era of profound change.

Speakers: Margaret Lomas Carpenter, Texas A&M University; Frederic Parke, Texas A&M University; Donald House, Clemson University; Jerry Tessendorf, Clemson University; Dave Walvoord, DreamWorks Animation Studios; David Parrish, Reel FX Creative Studios; Jack Stenner, University of Florida; Gracie Arenas Strittmatter, BioWare; Michelle Robinson, Walt Disney Animation Studios

Cultivating Creative Thinking Across Disciplines: Stories From the Field
Creative thinking across disciplines is what distinguishes the perfunctory from the inspired. Hear reflections from renowned individuals whose work depends on successful integration of art and science in different ways. Speakers, representing industry and academia, share lessons learned in establishing creative environments for effective productivity and educational transformation.

Moderators: Ginger Alford, Trinity Valley School and Fort Worth Museum of Science and History
Panelists: Paul Dietz, Microsoft Research; Mk Haley, Disney Research; Roger Malina, University of Texas at Dallas; Ramesh Raskar, MIT Media Labs

Studio Projects

Arduino Drawing Machines
Participants design, program, and build drawing machines that will be showcased in a live crowd-sourced voting event.

Presenter: Erik Brunvand, Paul Stout, University of Utah

Talks

Stina and the Wolf – Feature Film Production in Education
Staff from the University of Portsmouth review the making of “Stina and the Wolf”, a feature length CGI film driven by performance capture and discuss how this novel approach in higher education is giving their students that extra edge.

Presenters: Alexander Counsell and Paul Charisse, University of Portsmouth

The Making of “Owned”: A Student-Built Iterative Pipeline
A large group of Brigham Young University students created a short animated film in two-thirds the time required for previous BYU animations yet with more time to focus on artistic quality. The main factor in this improvement was student-generated pipeline that allowed all departments to work in parallel and iterate quickly.

Presenters: Seth Holladay, Brigham Young University; Brent Adams, Brian Kingery, Daniel Clark, Carson Crawford, Kaleb Goulding, Jeff Raines, Evan Roberts, Susan Hatton, and Andrew Rasmussen, Brigham Young University Center for Animation

Development of Communication Assistant Application with Blinking for Physically Handicapped Children and Elderly People

Two new communication applications, Eye Talk and Eye Tell, were developed to help physically handicapped children and elderly people who cannot speak communicate with others. The apps are operated with eye-blinks to detect letters or symbols and translate them into sound.

Presenters: Ippei Torii and and Kaoruko Ohtani, Aichi Institute of Technology

Virtual Dog Head: Using 3D Models to Teach Complex Veterinary Anatomy

A new method of interactive learning through incorporation of 3D computed tomography (CT) scan-generated models of the larynx and hyoid apparatus in dogs using OpenGL and the Oculus Rift. 

Presenters: Matt Viehdorfer, Sarah Nemanic, Serena Mills, and Mike Bailey, Oregon State University 

Charismatic and Eloquent Instructor Avatars With Scriptable Gesture

Introducing a new approach that allows users to create animation stimuli for research on instructor gesture without the prerequisites of artistic talent or programming expertise. The approach has been used to support experiments that investigate the benefits of instructor gesture in the context of mathematical equivalence learning.

Presenters: Jian Cui, Nicoletta Adamo-Villani, and Voicu Popescu, Purdue University

16 June 2014

SIGGRAPH 2014 Releases Sneak Peek Emerging Technologies Video

The SIGGRAPH 2014 Emerging Technologies program showcases the latest interactive and graphics technologies before they transform the way we live and work. Emerging Technologies presents demonstrations of research from several fields, including displays, input devices, collaborative environments, gaming, computer vision, biometrics, wearable computing, scientific visualization, medicine, robotics, and design.  Here's the new preview video to get you an early peek of the wonderful tech coming to Vancouver.


11 June 2014

Q&A With SIGGRAPH 2014 Emerging Technologies Chair Thierry Frey


"Physical Painting With a Digital Paintbrush"
First off, how many submissions did you get this year and how many were accepted? 

We received almost 90 submissions and accepted 24. We also have an additional two curated pieces. One of these received the SIGGRAPH Emerging Technologies prize at the partner conference, Laval Virtual, and thus was invited to SIGGRAPH ["Cyberith Virtualizer"].

How many submissions were from outside of the United States?

Out of 26 accepted pieces, more than 20 are from outside the USA.

Thierry Frey
Did you notice any new themes surface from the submissions?
Not exactly, even though we had a special call for "invisible technologies," i.e. installations and projects that leave technology in the background to focus on the user and/or the usage.


In a few sentences, how would you describe this year’s content?

Very diverse. Some of the selected submissions fall close to the special call. One, for instance, uses a technology that is known, though not extensively used, but in a manner that could help innovate storytelling. Others are more typical of Emerging Technologies, being very scientific or technical.

How will the venue be physically organized this year?

As in the past years, the venue will share space with Art Gallery and Studio. We have tried to emulate last year's design, where a single path leads attendees through all installations, starting with the more technical installations and taking them towards the more practical and tangible. The latter ones are located closer to the Studio, which is all about experience. Studio and Emerging Technologies are actually working together to share a few installations.

What do you think will be a few of the technologies that will really create a buzz?

Pixie Dust,” for sure! It demonstrates the  manipulation and movement in a 3D volume light objects, such as very small pieces of Styrofoam.

I also think that “Birdly” and “Direct and Natural Interaction With an Aerial Robot” will be extremely popular with the attendees. They are both related to flight, something that we all yearn for, don't we?

What were some of the biggest challenges the jury faced this year?


"Tangible and Modular Input Device for Character Articulation"
I believe there were more or less the same as the previous years. We have two days to judge approximately 90 submissions, and it’s easy to get excited and to discuss each one of them! So time management is a big issue.

And once we have identified the top and bottom tiers, we have to rank the middle tiers. That takes even more time, because there's a facet to each installation that makes it worthy of being accepted. But, we have to make the cut somewhere.

How did you choose your jury?

I submitted the names of some persons I wanted to have on the unified jury and Ann McNamara, SIGGRAPH 2014 General Submissions Chair, made the final selection.

Outside of Emerging Technologies, what other areas of the conference are you particularly excited about?

First of all, Studio, because it has a lot of ties with Emerging Technologies. They are both what I call "experience programs" or hands-on, where attendees can interact and/or create digital content or tangible objects.

Another favorite is the exhibition, which can sometimes be considered as a natural "next step" for some of what is showcased in Emerging Technologies. An innovative and/or disruptive concept can be displayed in Emerging Technologies and then appear as a full-fledged product in the exhibition as early as the following year.

You have a bit of history with SIGGRAPH, in that regard what advice would you give to someone tackling the conference for their first time?
"Janus" - a transparent, double-sided display.

It can definitely be overwhelming! The first concession to make to oneself is that it's impossible to see everything, and choices must be made. Personal areas of interest will naturally help make some of those choices, favoring one program over another, for example, Production Sessions over Technical Papers (or the reverse!) I think you need to plan for the few things that you absolutely don't want to miss, and then also leave some room for wandering around, letting fate/chance guide you.

Most of the content is or will be accessible online after the conference, but not the venues that have to do with "experience,"such as Emerging Technologies, Studio and Art Gallery.

Finally, and probably most importantly, engage with other attendees, contributors and exhibitors.

One of your hobbies is flying gliders, how did you get into that sport and how has it impacted you professionally?
Thierry at the controls.

My father worked for Dassault Aviation, which manufactures the Falcon line of business jets as well as military jets such as the Mirage 2000 and the Rafale. He is himself a private plane and sailplane pilot, so I've heard constantly about flying machines all of my childhood.

I started flying at 15 and received my sailplane license at 16 and my plane licence at 17. In fact, in France, you're legally allowed to fly an aircraft solo before driving a car! After about a 10 years hiatus, I started flying again about 10 years ago and got my sailplane flight instructor certification 5 years ago. I believe that learning how to fly has had as strong impact on me, both personally and professionally.

Personally, the biggest lesson was probably when my instructor let me fly solo for the first time. We were flying runway circuits when he said, "Stop here, let me down, and keep going!" He was basically telling me "I trust you to bring yourself back in one piece." While my parents had actually taught me that lesson earlier, it really dawned on me then, when the consequence of a small problem can really be dramatic.


Thierry in mid-flight.
Professionally, learning how to fly teaches you focus and priorities. The pilot is actually in a constant state of information overload: You have many instruments that are giving you lots of information when, at any given time, you actually really need a single piece of information because you are focused on a single parameter. So you learn how to weed-out, constantly, the non-essential from the essential. The corollary is that you also learn how to assess and shift priorities, because the non-essential at a given time might become the essential a few minutes, if not seconds, later.

Editor's note: Check out the amazing Emerging Technologies Preview Video by clicking here.

10 June 2014

SIGGRAPH 2014 Releases Advance Program

The SIGGRAPH 2014 Advance Program is available here.
For comprehensive information about speakers, exciting events, and SIGGRAPH 2014 content, download this year's Advance Program! To make the best out of your SIGGRAPH 2014 experience, use this important resource to begin planning a week filled with education, interaction, networking, and fascination.

The Advance Program is your guide to all the amazing content packed into five full days in wonderful Vancouver. Whether you are interested in Art Gallery, Art Papers, Birds of a Feather, the Computer Animation Festival, Courses, Dailies, Exhibition, Emerging Technologies, Job Fair, Panels, Production Sessions, Real-Time Live!, Studio, Talks, or Technical Papers, this year's conference will highlight developments from the past 12 months that will spark your imagination and blow your mind.

02 June 2014

Long-Time Exhibitors and New Ones Bring Excitement to SIGGRAPH 2014

Autodesk and Intel Corp. are just two of many companies returning to SIGGRAPH in 2014.
SIGGRAPH is delighted to share the current amazing caliber of exhibitors already committed to this year's event in Vancouver. Featuring both veteran and new partners, SIGGRAPH 2014's exhibiting companies will offer expertise that is invaluable to the field of computer graphics and interactive techniques.

Even though SIGGRAPH 2014 is still a few months away, it is interesting to report that 16% of the current exhibitor list are first timers. In addition, they represent a total of 17 countries thus far with 44% of SIGGRAPH 2014 exhibitors having bases outside of the United States. This accounts for a 14% increase in foreign partners over SIGGRAPH 2013.

"We feel this type of growth is a direct result of rotating SIGGRAPH to newer geographical areas," says Mike Weil, SIGGRAPH Exhibition Director. "We pay very close attention to both our exhibitors and attendees when it comes to a conference venue location. This year is no different. We expect Vancouver to be an even better experience then it was in 2011."

He continues, "We are extremely proud to welcome these companies to SIGGRAPH 2014, especially those who were unable to attend last year or are long-time supporters of the conference."

Following is the list of SIGGRAPH 2014 exhibitors as of May 20th:
  • 3D Consortium
  • 3dMD
  • 3DTotal.com
  • Academy of Art University
  • Account Name
  • ACUTE3D
  • Advanced Micro Devices (AMD)
  • American Express OPEN
  • Animation Magazine
  • ARM
  • ASC-American Cinematographer
  • Aspera, an IBM Company
  • Autodesk
  • Avere Systems
  • Axceleon Inc.
  • B&H Photo, Video & Pro Audio
  • Beijing Noitom Technology Ltd.
  • BenQ America Corp.
  • Canfield Scientific, Inc.
  • Cap Digital
  • Carnegie Mellon Entertainment Technology Center
  • cebas Visual Technology Inc.
  • Centre for Digital Media
  • CG Masters, School of 3D Animation and Visual Effects
  • CGAL - The Computational Geometry Algorithms Library
  • Chaos Group
  • Christie Digital Systems
  • Clara.io
  • Computer Graphics World
  • CyberGlove Systems
  • DigiPen Institute of Technology
  • Dimensional Imaging
  • Eizo Inc.
  • EnvisionTEC
  • Epson America
  • Esri
  • ETRI
  • Faceshift AG
  • Facet School of Visual Effects
  • FARO Technologies Inc.
  • ForgeFX Simulators
  • Formlabs Inc.
  • FORUM8 Co., Ltd.
  • Full Sail University
  • FXGear, Inc.
  • Gener8 Digital Media
  • GI LLC
  • Government of British Columbia Ministry of International Trade
  • IATSE
  • IdN magazine
  • IDV/SpeedTree
  • IEEE Computer Society
  • Imagination Technologies
  • Imagineer Systems Ltd.
  • Imaging Media Research Center, Korea Institute of Science and  Technology
  • Intel Corporation
  • Isotropix
  • JourneyEd
  • KOMMERZ
  • Korea Creative Content Agency (KOCCA)
  • Lightrig
  • Lightwork Design Ltd.
  • LMI Technologies Inc.
  • Lost Boys Studios
  • Luxion, Inc.
  • MAXON
  • Motion Analysis Corporation
  • MSI Computer
  • Next Limit Technologies
  • NGRAIN
  • NVIDIA Corporation
  • Oculus
  • Ontario Canada Delegation
  • Open Exhibits
  • OptiTrack
  • OTOY, Inc.
  • Panasas
  • Peer 1 Hosting
  • PhaseSpace Inc
  • PipelineFX, LLC
  • Pixar Animation Studios
  • PNY Technologies
  • Point Grey Research, Inc.
  • Prometheus Kaleido Beijing Technology Limited
  • ProMexico
  • Purdue University
  • QUALCOMM Technologies Inc.
  • Quebec Film and Television Council
  • Reallusion Inc.
  • RebusFarm GmbH
  • Ringling College of Art and Design
  • Savannah College of Art and Design
  • Scanline VFX
  • Shapeways
  • Sheridan College
  • Shotgun Software, Inc.
  • "SIAT, Simon Fraser University
  • School of Interactive Arts and Technology"
  • Side Effects Software
  • Siliconarts, Inc.
  • Simply Computing
  • Simplygon
  • Sketchfab Inc.
  • Smith Micro Software
  • Spheron-VR AG
  • Stereolabs
  • Stratasys 3D Printers & Production Systems
  • Supermicro
  • Synertial MotionWerx
  • Taylor Francis/CRC/ Focal Press
  • TechViz
  • The Captury GmbH
  • The Foundry Visionmongers
  • The University of the Arts
  • Think Tank Training Centre
  • Thinkbox Software Inc.
  • Tinkerine Studios
  • United Scenic Artists, Local USA 829 IATSE
  • Unity Technologies
  • VanArts
  • Vancouver Animation School
  • Vancouver Film School
  • Vicon
  • Virtual Motion Labs
  • Wacom Technology
  • Web3D Consortium
  • Western Digital
For more information about this year's exhibition, please visit the SIGGRAPH 2014 website.