Showing posts with label Animation. Show all posts
Showing posts with label Animation. Show all posts
14 January 2015
11 August 2014
Brazilian Paulo Henrique Machado Attends SIGGRAPH 2014 Via Telepresence
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| Paulo Henrique Machado |
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| 3D model made by Paolo |
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| Storyboards from Paolo's series. |
SIGGRAPH 2014 Conference Chair Dave Shreiner noted: “SIGGRAPH is a community. Paulo is part of our community, and we take care of our own.”
You may spot Paulo driving around the conference, steering the Double Robotics robot from his hospital room in Brazil. Please stop and say hello! He speaks some English, but will have Portuguese-speaking SIGGRAPH student volunteers with him to translate.
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| Paulo interacting with other SIGGRAPH attendees. |
For more information on the series, email leca.e.seus.amigos@gmail.com.
BBC News Article: http://www.bbc.com/news/magazine-23364127
Catarse Campaign: http://catarse.me/en/leca
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
PushPull++
Intrinsic Images in the Wild
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.
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.
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.
01 July 2014
SIGGRAPH 2014 Announce Computer Animation Festival Winners
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| Jerome Solomon |
“Each piece that is in the Festival is truly something special on its own merit,” said Jerome Solomon, SIGGRAPH 2014 Computer Animation Festival Director from Cogswell College. “There's no other stage in the world comparable to SIGGRAPH’s Computer Animation Festival and this year we have added more categories which only enriches the diversity and richness of the show."
The Computer Animation Festival is recognized by the Academy of Motion Picture Arts and Sciences as a qualifying festival. Since 1999, several works originally presented in the Computer Animation Festival have been nominated for or have received a "Best Animated Short" Academy Award. This year’s selections will be featured during the Computer Animation Festival through a series of Daytime Selects and the iconic Electronic Theater, allowing attendees to glimpse behind the magic of computer-generated effects, visualizations, and animations.
To view the Computer Animation Festival preview video, click here.
BEST IN SHOW
Box (United States)Directed by Tarik Abdel-Gawad, Bot & Dolly
“Box” explores the synthesis of real and digital space through projection mapping on moving surfaces. The short film documents a first-ever live synchronized performance using 3D projection mapping, robots, and actors.
JURY AWARD
Paper World (Hungary)
Directed by Dávid Ringeisen, László Ruska,
Moholy-Nagy University of Art and Design
“Paper World” is an image film for the World Wildlife Fund Hungary where the values that WWF stands for become visible metaphorically on the level of a micro-world.
BEST ANIMATED SHORT
Home Sweet Home (France)
Directed by Pierre Clenet, Alejandro Diaz, Romain Mazenet, Stéphane Paccolat, Supinfocom Arles
A house uproots herself and goes on an adventure.
BEST STUDENT PROJECT
Wrapped (Germany)
Directed by Roman Kalin, Falko Paeper, Florian Wittmann, Filmakademie Baden-Wüerttemberg
The deterioration of one is the foundation of another one's life. The world, with its never-ending interplay of eating and being eaten, takes on new dimensions when the unexpected forces of nature clash with the existing structures of our society. The only constant is change.
BEST VISUAL EFFECTS
Gravity (United Kingdom)
Directed by Alfonso Cuarón, Esperanto Filmoj
VFX work submitted by Framestore, United Kingdom
VFX work submitted by Framestore, United Kingdom
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| Image courtesy of Warner Bros. Pictures and Framestore |
“Gravity,” this year’s VFX Bafta and Oscar-winner, turns filmmaking on its head. Rather than adding visual effects to a live-action plate, the film is around 80% computer generated, with the live-action elements (Sandra Bullock and George Clooney’s faces), integrated seamlessly with their CG spacesuits and surroundings.
BEST VISUALIZATION & SIMULATION
Kinematics (United States)
Directed by Jessica Rosenkrantz, Jesse Louis-Rosenberg, Nervous System
This video visualizes Kinematics, a system for designing and simulating flexible structures for 3D printing. Kinematics generates customized designs composed of 10s to thousands of hinged, interlocking modules. The designs are computationally folded using rigid-body physics into a smaller form for fabrication by 3D printing.
BEST GAME
The Crew (France)
Directed by Maxime Luère, Dominique Boidin, Rémi Kozyra, Unit Image
The concept of this full-CGI trailer consists of juxtaposing the two worlds valued highly by car lovers: aesthetically pleasing advertisements and action scenes. The features of the game, such as the novelty of the multiplayer aspect and the feeling of freedom in an open world, are highlighted through this concept.
BEST REAL-TIME GRAPHICS
RYSE: Son of Rome (Germany) Directed by Chris Evans, Peter Gornstein, Martin L'Heureux, Crytek
With Ryse, Crytek decided to focus on characters and emotion to serve the game and story. Ryse is an eight hour game with an additional 110-minutes of linear storytelling content. The submission shows gameplay and cutscenes, both utilize the same assets and can be rendered in real-time.
BEST COMMERCIAL ADVERTISEMENT
Three, "The Pony" (United Kingdom)
Directed by Dougal Wilson, Blink Productions
VFX work submitted by MPC
VFX work submitted by MPC
The pony’s bouncy moves were created using a photo-real CG digital double and extensive R&D to translate human movement to a horse. The film cuts seamlessly between CG and real-life footage. Fur was created using MPC's Furtility tool, and environments were altered using compositing and matte painting.
SIGGRAPH 2014 images are available to authorized news media representatives. To request access, please contact the SIGGRAPH 2014 Media Office at media@siggraph.org. For full details, visit s2014.siggraph.org.
22 June 2014
SIGGRAPH 2014 Posts Studio Preview Video
The SIGGRAPH Studio is made for anyone interested in cutting-edge DIY gadgets, quasi-objects, Rube Goldberg machines, user-generated content projects, software, hardware, processes, workflows, technologies, etc.
Labels:
3D printing,
Animation,
Augmented Reality,
Computer Graphics,
Haptics,
Interactive Techniques,
Modeling,
Motion Capture,
Robotics,
SIGGRAPH,
Virtual Reality
10 June 2014
SIGGRAPH 2014 Releases Advance Program
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| The SIGGRAPH 2014 Advance Program is available here. |
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
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| Autodesk and Intel Corp. are just two of many companies returning to SIGGRAPH in 2014. |
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.
24 April 2014
SIGGRAPH 2014 Releases Technical Papers Data & Statistics
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| Computational Design of Linkage-Based Characters |
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| Adam Finkelstein |
“As is SIGGRAPH tradition, the quality of this year’s Technical Papers content was superb,” said Adam Finkelstein, Technical Papers Chair from Princeton University. “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.”
For a sneak peek at what's to come, see below.
Design and Fabrication
- Computational Design of Linkage-Based Characters
Authors: Bernhard Thomaszewski, Stelian Coros, Disney Research Zürich; Eitan Grinspun, Columbia University; Vittorio Megaro, ETH Zürich; Markus Gross, Disney Research Zürich, ETH Zürich; Damien Gauge, ETH Zürich
This paper presents a design system for linkage-based mechanical characters. The system allows users to interactively browse different design options, while a continuous optimization step improves motion quality and safeguards against singularities.
This paper presents a design system for linkage-based mechanical characters. The system allows users to interactively browse different design options, while a continuous optimization step improves motion quality and safeguards against singularities.
- Interactive Design and Optimization of Free-Formed Free-Flight Model Airplanes
Authors: Nobuyuki Umetani, The University of Tokyo, Autodesk Research; Yuki Koyama, The University of Tokyo; Ryan Schdmit, Autodesk Research; Takeo Igarashi, The University of Tokyo
This paper introduces novel interactive techniques for designing original hand-launched free-flight glider airplanes that can actually fly. Based on a compact aerodynamics model, a user-designed wing configuration is interactively optimized to maximize flight-worthiness.
This paper introduces novel interactive techniques for designing original hand-launched free-flight glider airplanes that can actually fly. Based on a compact aerodynamics model, a user-designed wing configuration is interactively optimized to maximize flight-worthiness.
- Self-Refining Games Using Player Analytics
Authors: Matt Stanton, Ben Humberston, Brandon Kase, Carnegie Mellon University; James O'Brien, University of California, Berkeley; Kayvon Fatahalian, Adrien Treuille, Carnegie Mellon University
Data-driven simulation demands good training data. In games, users explore a small subset of the configuration space. In this paper, a precomputed fluid dynamics game uses crowd sourcing to learn user behavior models that predict the most frequently encountered configurations. Precomputation is concentrated around these states, reducing model error and visual artifacts.
Data-driven simulation demands good training data. In games, users explore a small subset of the configuration space. In this paper, a precomputed fluid dynamics game uses crowd sourcing to learn user behavior models that predict the most frequently encountered configurations. Precomputation is concentrated around these states, reducing model error and visual artifacts.
- Learning Bicycle Stunts
Authors: Jie Tan, Yuting Gu, Karen Liu, and Greg Turk, Georgia Institute of Technology
This paper presents a general approach to simulate and control 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.
This paper presents a general approach to simulate and control 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.
Take Note: You definitely won't want to miss the paper presentations at SIGGRAPH 2014. Occurring from Monday through Thursday, 10-14 August, the 35 paper sessions will highlight a total of 173 technical papers.
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