Showing posts with label Animations. Show all posts
Showing posts with label Animations. Show all posts

15 July 2014

SIGGRAPH 2014 Releases Real Time Live! Preview Video


SIGGRAPH Real-Time Live! shows off the latest trends and techniques for pushing the boundaries of interactive visuals. An international jury selects submissions from a diverse array of industries to create a fast-paced, 90-minute show of cutting-edge, aesthetically stimulating real-time work, and maybe a battle between mind-controlled robot monkeys with laser eyes and autonomous penguin drones with shrink-ray bow ties.

Experience Real-Time Live! at SIGGRAPH 2014, which brings together thousands of computer graphics professionals, 10-14 August 2014 in Vancouver, BC. Learn more by clicking here.


Join the conversation on social media using #SIGGRAPH 2014.

26 February 2014

A Q&A with the SIGGRAPH 2014 Computer Animation Festival Chair Jerome Solomon

Jerome Solomon
Editor's note:  When not volunteering or being a great dad, Jerome Solomon serves as Academic Dean and Director of Game Design & Development at Cogswell Polytechnical College in Sunnyvale, CA.

What can we expect from the 2014 Computer Animation Festival?
We have added more categories for entry into the festival.  And, this year, we are giving more awards.  In addition, we are curating in more content than ever via our two outreach reps who are at ILM and Blizzard.

What will be the same/different?
A lot will be the same.  Last year’s Director, Jason RM Smith, did a great job.  I’m following in his footsteps.  The plan is to build off of what he did last year and also improve every aspect possible for both submitters and attendees.
     
Last year’s jury had a definite international make-up. What will your jury be like this year?
My jury will be international for sure.  We built criteria for jury selection.  Some of the criteria were geographical location, storytelling, anime, games, visual quality, and other criteria that aligned with our categories.  

We receive so many submissions from around the world that it only makes sense for the jury to be international and diverse.  We already have secured Dr. Jim Foley from Georgia Tech, whose co-authored texts have been called "the bible of computer graphics". Plus, we have Greg Butler, who is an Oscar-nominated VFX Supervisor and Head of FX from MPC.  LAIKA has sent us Georgina Hayns Head of Puppet Fabrication.  This is just the beginning. The jury will be amazing.  But, I can’t spill all the beans just yet!  

That said, to get your work in front of this type of talent is an amazing opportunity for people.   The question is, “When will you ever get eight of the most talented people representing the best studios on Earth in one theatre on the Disney Lot to look at your work?”  The answer is NEVER… except if you submit work to SIGGRAPH. But, people must submit work before Tuesday, March 4th, because this is our hard deadline!

SIGGRAPH's "Animation Mother" has been a symbol of the Computer Animation Festival for several years.
 What were some of the more helpful things that you learned from last year’s chair?
To not cry when there is so much work and pressure that you want to cry.  I never saw Jason cry :)  Seriously, it was amazing. He is steady and has great leadership skills.

What do you expect to be some of the more difficult challenges in putting the show together?
The hardest part seems to be the timing of everything and how it all comes together. There are simply a lot of facets to the show that are outside of our control.  So, we have to collaborate with vendors, studios, conference management, ACM, and the individuals delivering content to make it all happen.  Some people think we control everything.  But, I think we have just been lucky for 40+ years straight.  Go figure.

Students have had success with submission getting major recognition.What do you think are some of the reasons behind this trend?
The jury simply wants to put forth the world’s best work.  We don’t care where it comes from or who it comes from.  So, we don’t look at work and say “Ohhhhh, this is student work so let’s be nice and lower the bar”.  We also don’t say “Oh, well, this came from studio X so it’s in.”  I’ve seen student work and studio work get cut.  We also maintain our morals and consistent grading practices.  So, jury members volunteer to step out of the room if they are associated with any work that was submitted.  The bar for SIGGRAPH is high.  Period.

The elegant and inspiring Vancouver Convention Centre is conveniently located downtown.
What type of reaction are you expecting from the local Vancouver film community?
We are expecting a positive response just like the last time we were in Vancouver.   It has a rich tradition of filmmaking and supporting the arts.  Also, recently high-level creative and technical work has grown quite a bit in this city.

Who should be submitting to the Computer Animation Festival?
Any person or company that has a piece of work that they think is worthy and of high quality in any category.  Some categories that people often overlook are Games, Visualizations and Simulations, and Real-Time Graphics.  I would love to see more types of work in these areas.  I also think there are many people who are not sure if they should submit.  If you have recent work that is done and looks great, I think it’s worth submitting.   It’s simply a few forms and you need to upload your work. So, it is be a fairly easy process.  We are seeing more submissions pour in each day.

 What do you consider to be important aspects of a submission – story line, technical details, etc?
I think innovation is important.  So, this may be creative innovation in story, visual quality, sound design or it may be technical innovation in the techniques (tools that produce visually amazing results).  I think the projects that really stand out are those that amaze or drive emotion in the human spirit.

You have years of both studio/commercial experience and now have crossed over into education.What motivated you to make the switch?
The industry is a lot of fun.  But, it is also very hard work.  I moved into academia to help other people do what they want to do. I wanted to bring my experience and knowledge to students.  But, to also be very honest with them about the realities of this type of work.  You have to be dedicated, talented, determined, focused, smart, and alert: you cannot sleep a lot!  You have to love this type of work to do it.  So many of the students at Cogswell College are like this.  I see our smartest students walking around the hallways and I think, “Oh my goodness, do they look tired!”  And then I think, “Wow, they might have what it takes.  They work diligently  at their homework because they love what they are doing.”

What valuable lessons do you try to teach your students for making it in this business?
There are honestly too many to list.  I try to counsel them depending on what they need that day at that moment.  I care about our students as individual people.  The definition of success in their eyes is most important to me.  So, how I guide each of them based on my experience is different.  It’s an organic process.

On a personal level, what are your favorite parts of the SIGGRAPH conference?
First, I love our community.  For me, it’s a family and we are growing each day.  Every new person at SIGGRAPH is always greeted with warm open arms.  This is simply how SIGGRAPH is.  It’s an amazing thing to experience.  As far as conference content, I’m a big fan of Emerging Technologies. I just love to see how software meets hardware meets art.  In Emerging Technologies, you see some of the most amazing things.  Since these are physical exhibits, you really do have to be at SIGGRAPH in that room to see it and interact with it.

For someone coming to SIGGRAPH for the first time, what are your recommendations?
My recommendations are to be prepared to feel really dumb.  SIGGRAPH has this special way of making you feel like you are dumb and lazy.  This is because the smartest, most creative,and most amazing people in the world are sharing their knowledge and skills with you for five straight days.  You leave SIGGRAPH extremely excited and motivated.  You look at old problems in new ways.  You leave thinking about things you have never thought about before.  So, be humble, and learn all you can from everyone you meet and everything you experience.

 Finally, who was one of your greatest influences in your career?
For me, that has to be my father the late Gabriel William Solomon, who was an attorney and civil rights leader for people less able to defend themselves.  He literally risked his life to help others.  So, I feel I owe him. I have to do my part to give back too.  I just happen to help others via SIGGRAPH and teaching at Cogswell College.  It’s less risky, Dad. :)




25 June 2013

SIGGRAPH 2013 Highlights Accomplishments in Computer Graphics

SIGGRAPH Dailies is a show celebrating excellence in computer graphics, showcasing images and short animations of extraordinary power and beauty. It is a fast-paced event where each presenter has less than two minutes to show an animation and describe their work.

There is an immense variety of stunning imagery showcased at Dailies. Hearing the artist tell the story behind their work is what makes Dailies extra special. Attendees may hear an entertaining tale about a tight deadline, or a thought provoking discussion about a clever technique used to make incredibly complex imagery.

Mark Elendt
“Dailies is a whole evening of "behind the scenes" stories. Not only do you see outstanding imagery, but you also hear the stories from the artists who did the work: the challenges, clever tricks, or even how they were personally affected by the work,” said Mark Elendt, SIGGRAPH 2013 Dailies Chair from Side Effects Software Inc. “With 45 different stories, it makes for a very fast-paced and exciting evening. There really is no other place where you can experience this kind of event.”

Seating for the live show is limited and will be assigned on a first-come, first-served basis. View the Dailies YouTube video below:



Specific highlights include:

The Octopus And The Geisha
Presenter: Edward Dawson-Taylor, EDJFX
What began as a technical and creative personal project, to create an eerie underwater short film with tentacles, took me to creating one of my proudest works and ended up being used as a music video and visuals for a band I have loved for over 15 years!

World of Warcraft: Mists of Pandaria Cinematic Intro
Presenter: Marc Messenger, Blizzard Entertainment
For this cinematic intro, the Blizzard Film Department explored a heightened level of stylization that influenced everything from character design and animation to environments, effects, and lighting.

Animator-Friendly Simulation - Rigging for Deep Dance
Presenter: Georg Schneider
Rigs that give animators the ability to use simulation at the beginning of the animation process and continue working on the result as if it had been animated by hand.

Sleddin'
Presenters: John Pettingill, Kelly Kin, Junze Zhou, Texas A&M University
In this short film, a daring boy sleds down a towering mountain. After crashing, he discovers that reality was not quite what it seemed. His adventure is a metaphor for larger-than-life experiences. These moments, often created in our childhood, depend on our perspective.

Monsters University: Art's Groom and Simulation Setup
Laura Beth Albright, Pixar Animation Studios

For "Monsters University," the stylized design and unusual animation requirements of a new character, Art, presented unique challenges for grooming, shading, and simulation, which required custom solutions.

Visit the website for a list of Dailies contributors.

23 May 2013

SIGGRAPH Releases Technical Papers Preview Video

The SIGGRAPH Technical Papers program is the premier international forum for disseminating new scholarly work in computer graphics and interactive techniques. Here's the latest preview of the amazing 2013 technical papers content. To review more content, click here.

23 April 2013

SIGGRAPH 2013 Technical Papers Preview

Please click to enlarge.
The SIGGRAPH 2013 Technical Papers program is the premier international forum for disseminating new scholarly work in computer graphics and interactive techniques. The 40th International Conference and Exhibition on Computer Graphics and Interactive Techniques, 21-25 July 2013 at the Anaheim Convention Center in California, received submissions from around the globe and features high quality and never before seen scholarly work. Submitters are held to extremely high standards in order to qualify.
Marc Alexa

“Computer Graphics is a dynamic and ever-changing field in many ways,” says Marc Alexa, SIGGRAPH 2013 Technical Papers Chair from Technische Universität Berlin. “The range of ground-breaking papers presented at SIGGRAPH is getting broader every year, now also encompassing 3D printing, and fabricating realistic materials as well as generating ever more realistic images of complex phenomena.”

SIGGRAPH accepted 115 technical papers (out of 480 submissions) to showcase this year representing an acceptance rate of 24 percent (one percent higher than 2012). The selected papers were chosen by a distinguished committee of academia and industry experts.

This year's Technical Papers program also includes conference presentations for 37 papers published this year in the journal ACM Transactions on Graphics (TOG).

Highlights From the SIGGRAPH 2013 Technical Papers Program:

OpenFab: A Programmable Pipeline for Multi-Material Fabrication
Authors: Kiril Vidimce, Szu-Po Wang, Jonathan Ragan-Kelley and Wojciech Matusik, Massachusetts Institute of Technology

Please click to enlarge.
This paper proposes a programmable pipeline, inspired by RenderMan, for synthesis of multi-material 3D printed objects. The pipeline introduces user-programmable fablets, a corollary to procedural shaders for 3D printing, and is designed to stream over arbitrary numbers of voxels with a fixed and controllable memory footprint.

Opacity Optimization for 3D Line Fields
Authors: Tobias Günther, Christian Roessl, and Holger Theisel, Otto-von-Guericke-Universität Magdeburg

Please click to enlarge.
For visualizing dense line fields, this method selects lines by view-dependent opacity optimizations and applies them to real-time free navigation in flow data, medical imaging, physics, and computer graphics.

AIREAL: Interactive Tactile Experiences in Free Air
Authors: Rajinder Sodhi, University of Illinois; Ivan Poupyrev, Matthew Glisson, Ali Israr, Disney Research, The Walt Disney Company
Please click to enlarge.
AIREAL is a tactile feedback device that delivers effective and expressive tactile sensations in free air, without requiring the user to wear a physical device. Combined with interactive graphics and applications, AIREAL enables users to feel virtual objects, experience free-air textures and receive haptic feedback with free-space gestures.

Bi-Scale Appearance Fabrication
Authors: Yanxiang Lan, Tsinghua University; Yue Dong, Microsoft Research Asia; Fabio Pellacini, Sapienza Universita’ Di Roma, Dartmouth College; Xin Tong, Microsoft Research Asia
Please click to enlarge.
A system for fabricating surfaces with desired spatially varying reflectance, including anisotropic ones, and local shading frames.

Map-Based Exploration of Intrinsic Shape Differences and Variability
Authors: Raif Rustamov, Stanford University; Maks Ovsjanikov, École Polytechnique; Omri Azencot, Mirela Ben-Chen, Technion - Israel Institute of Technology; Frederic Chazal, INRIA Saclay - Île-de-France; and Leonidas Guibas, Stanford University
Please click to enlarge.
A novel formulation of shape differences, aimed at providing detailed information about the location and nature of the differences or distortions between the shapes being compared. This difference operator is much more informative than a scalar similarity score, so it is useful in applications requiring more refined shape comparisons.

Highly Adaptive Liquid Simulations on Tetrahedral Meshes
Authors: Ryoichi Ando, Kyushu University; Nils Thuerey, ScanlineVFX GmbH; and Chris Wojtan, Institute of Science and Technology Austria
Please click to enlarge.
This new method for efficiently simulating fluid simulations with extreme amounts of spatial adaptivity combines several key components to produce a simulation algorithm that is capable of creating animations at high effective resolutions while avoiding common pitfalls like inaccurate boundary conditions and inefficient computation.

Editor's Note: Preview all the amazing SIGGRAPH 2013 Technical Papers here.

10 April 2013

SIGGRAPH 2013 Conference Chair Mk Haley Previews the 40th SIGGRAPH Conference

Following is a brief conversation with Mk Haley (pictured below), SIGGRAPH 2013 Conference Chair from Disney Research Labs, who discusses the vision, goals, and team behind SIGGRAPH 2013.

Background on Mk:

Mk Haley, SIGGRAPH 2013 Chair
Photo credit: Jess Allen

Mk Haley is a Research Producer with the Disney Research Labs, having worked with Disney for 19 years across Imagineering, R&D, Television and other groups in a variety of creative, technical, and operations roles. SIGGRAPH 2013 is her 25th Conference as an attendee and volunteer, primarily contributing to student and educational based initiatives and Emerging Technologies.   Mk has also served as Communications Director on the ACM SIGGRAPH Executive Committee and as part of the Education Committee.
 
Having taught part-time at Cal State LA in the Design Dept, UCLA in the School of Theater Film and Television, and Carnegie Mellon University in their Master's of Entertainment Industry Management Program, Mk recently completed a three-year term as Full-time Faculty and The Associate Executive Producer of the Entertainment Technology Center at Carnegie Mellon University, and still serves as adjunct faculty to the program.  She has contributed to books on the creative process with Walt Disney Imagineering, and patented work in the area of user interface.

What is your vision for SIGGRAPH 2013?
For SIGGRAPH 2013 we’re focused on a high-quality experience across the board. Not only the content we present, but also the entire experience involving the conference:  from the submission and review process to the attendee experience.  

The key areas of focus we defined are Community, Service and Delight!  I have worked with the 2013 team of volunteers from the very beginning to consider how to best serve all of our communities. This includes our conference attendees as well as our submitters, jurors, operations teams, and volunteers.  Each of these communities has unique needs and priorities that contribute to SIGGRAPH’s success. Thus, we really focused on tending to as many as we could across the board during the entire process to allow each the best potential to thrive.

This easily leads into the "service' idea.  In what ways can we provide an experience with service as a focus?  If there were ever a question about a venue or creative idea, we could go back to "What best serves the community?" and it’s pretty easy to pick. 

The focus for "Delight" is somewhat difficult to define in words, but you sure know it when you see it.  How is our conference a must-see experience? What experiences or opportunities will you see on-site that just delight and amaze you?  What experiences will make you thrilled you are here?  From training our Student Volunteers with an experienced organizational development and leadership expert to providing the highest level of service to our attendees, and updating our servers to best handle our submission loads, the community will be provided the highest level of delightful service.

Over the past 25 years, you have held various volunteer positions as a SIGGRAPH volunteer, how does this experience as Conference Chair compare?
The Conference Chair experience has an interesting point of view into every single program. You are able to see so many working parts all chugging away at once. It is inspiring to say the least!  I was able to define and select my entire team, which was fun, but  there were so many great people interested in supporting the conference with such a nice range of good ideas that is was a tough choice.  We all bought into the vision right off the bat, so it’s great to see this giant machine headed in the same direction.  It’s also staggering to realize how much work each venue chair and their team has put into each program, and then multiply that by our entire scope.  Amazing!

I don't know if the general public realizes the scale of this entire venture.  That surely was a surprise.  The total number of talented people interested in supporting the conference, anyway they could, with thought provoking and new ideas was a delight!

Editorial note: For a full list of the committee, click here.

What can attendees expect this year?
Attendees can expect a real sense of focus for our venues this year.  Many had specific calls that encouraged a point of view to be expressed in the submission which will result in excellent bodies of work for the attendees to enjoy and get inspired by.  For example, the Emerging Technologies venue has always celebrated and explored a wide range of interactive technologies, from robotics and displays, to sensors and input devices.  This year Dylan Moore, our chair, has encouraged submissions with a focus on "Assistive Technologies". This has encouraged a lot of outreach and consideration to medical devices, educational tools, and other non-traditional communities of research for us.  I am excited to see the results.

Our Art Gallery chair, Victoria Szabo from Duke University, has challenged the submitters to consider scale in her call for the venue titled, XYZN:Scale.  Digital work has the unique opportunity to explore scale, perhaps more readily, and submitters are encouraged to develop and submit work that celebrates, questions, and explores these challenges and opportunities.


What is important to know about Anaheim, California as a host city?


Anaheim is only 30 miles south of downtown Los Angeles, so it is convenient for many of our attendees already located in Southern CA.  SIGGRAPH has not been to Anaheim since 1993, and wow has it changed! 

The convention center had a massive re-design and expansion, with both technology upgrades and thoughtful space design considerations that will really support our goals at the conference. They now have the largest exhibition show floor on the West Coast, and have a focus on easy access to meeting rooms.

There are fantastic meeting spaces, for formal and informal interaction, and gorgeous exterior spaces as well. The local area has also gone through some major expansion, with a second park, Disney's California Adventure, added to the Disneyland Resort, and an upscale dining and retail district developed as well.

All of our conference hotel selections are within walking distance to the convention center, and public ways are all lush and landscaped areas that you will enjoy strolling through.  The city has really collaborated between local services and attractions with their convention and meetings teams to support easy connections across work and play.

How is the SIGGRAPH conference trying to remain relevant?
With the addition and growth of our Mobile and Gaming focus areas, we are really connecting with all of the research, educational, and production areas that our industry is exploding in.  We will also welcome back the recently formed Business Symposium, a forum for the business leaders in our industry to connect and develop a community that supports not only their strategy directly, but also encourages the support of their team members participation in the conference.  With our demographic changing to include both senior leaders in the industry and more attendees who are just beginning their careers, we are actively engaging in social media and other formats that best speak to all of our attendees.


What are some of the things that will be happening at SIGGRAPH 2013 that you are personally most excited about?
 I am very excited about the SIGGRAPH University proposal that our Courses Chair Paul Strauss from Google, Inc., initiated. It has greatly taken off beyond this conference and into other organizational-related concepts.  Paul is working with contributors who are not only subject matter experts, but also have experience in online education. The goal is to present and share a few of our foundation level offerings this year, for free, online, to anyone after the fact. This will start a cycle of our conference extending far beyond the one week, in one particular place.  For example, next year's attendees can prepare themselves with introductory content, and then arrive onsite ready to hit the more advanced topics.

By sharing content our attendees have always shown a high interest in, especially in the forums they are familiar with (in this case our ACM SIGGRAPH YouTube Channel), we can extend our impact and develop relationships with the community that reflect the evolution of technology and educational models.

I am also very excited about the great juries our teams have pulled together, in particular the Computer Animation Festival, chaired by Jason R.M. Smith.  His world class collection of animation masters from around the globe (and each viewing the work from their own lens, simulation, anime, independent, large studios, etc.) will provide our attendees with the best of the best across the board, because there is such diversity in the process.

What changes (if any) should attendees expect this year?


I am thrilled to extend the interaction opportunities for our Exhibitors from the show floor and tech talks to the beloved SIGGRAPH Fast Forward model.  A staple of the technical papers community and a highlight of the conference every year, this fast and fun forum provides a high level sampling of each paper being presented that week.

By inviting our Exhibitors to feature their highlights in a similar forum, a few seconds per presenter, we are connecting our attendees very quickly with information that will help them direct their focus on the show floor and, we are allowing our Exhibitors the opportunity to have the  undivided attention of the attendees. We are also excited to integrate the feedback we received directly from our attendees last year into programs this year.

Our teams turned around the survey data quickly and we are focusing on what our attendees told us was of the highest priority to them, as well as of most interest.  In particular, our attendees will enjoy more hands-on training. Our Studio Chair, Patricia Clark from Arizona State University, is partnering with industry and her subcommittee to offer full slates of workshops that allow us to serve a larger percentage of our audience than we have in the past with directly transferable skill sets.

How do you define SIGGRAPH’s target audience?


Our audience are key stakeholders in the community, those driving research and business forward for the past 40 years.  The respect between our contributors and attendees is mutual, and a fluid relationship that has the target audience moving between attendee and content creator from year to year, or even minute to minute. For the 2013 conference, I am defining our target audience as one that is purposely engaged with each other. From our Educators and Artists, to Researchers, Students, Production Professionals and Business teams, our audiences do not live in silos, they actively engage across disciplines and the end result has been our staple for success from year to year.

What characteristics/backgrounds were you looking for when selecting your 2013 conference committee?
I was looking for a team that had very specific ideas about how they wanted their individual venues to develop  as well as a passion for the conference and organization as  whole. And then I stood back and let them do it!  The team is highly interested in not just their venue or year, but in laying the foundation for ideas that will take a while to fully develop.  They partnered really well with the years on either side of them, for a future bigger than just any one team could pull off.  I was also looking for a diverse set of volunteers who could all contribute from not just their area of subject matter expertise, but also from different communities, life experiences, and history with the conference itself.

Editorial note: to view the committee, click here.

What advice would you give someone who has never been to SIGGRAPH before? 


SIGGRAPH is a glorious amalgamation of high quality content across several slices of the computer graphics and interactive communities. It can be intimidating to try and sort through all the offerings we have.  A plan of action is always your friend.

We will continue to provide suggestions based upon a particular focus area, with our teams poring through all of the accepted content and preparing suggested sessions and content for gaming, animation, research, education, etc.   Often, the most rewarding experiences for our attendees are when they venture off their presumed path.

I highly encourage participation in offerings that may not directly align your areas of interest, these intersections are where our unique magic most often lives.  Also, plan a lot longer for walking from point A to point B than you presume you need, and be prepared to say "Hi!" to strangers.  The intersection of people is one of our highest values, and you want to be sure to allow these intersections and opportunities to thrive. You will be delighted at how easy barriers to conversation and ideation fall away during SIGGRAPH, especially if you go after it.

As an industry expert and long-time SIGGRAPH volunteer, what keeps you professionally motivated? 
I get to work with some really amazing people; smart, fun, inspiring, accomplished, mentors, mentees, from all over the world. It’s a uniquely collaborative culture that allows not just technologies to be shared, but also allows people to easily share their expertise and time with each other.  The thrill of these intersections makes every day motivating, different, and challenges me to give back as much as I have been given.


28 June 2012

SIGGRAPH Computer Animation Festival 2012 Preview Video Is Now Live

The SIGGRAPH Computer Animation Festival is the annual festival for the world's most innovative, accomplished, and amazing digital film and video creators. An internationally recognized jury receives hundreds of submissions and presents the best work of the year in daily Festival Screenings and the Electronic Theater. Selections include outstanding achievements in time-based art, scientific visualization, visual effects, real-time graphics, and narrative shorts. Here is this year's preview video:


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 daily Festival Screenings and the iconic Electronic Theater, allowing attendees to get a glimpse behind the making of computer-generated effects, visualizations, and animations.

Interesting statistics from this year's amazing content:

  • Total Juried Submissions – 601
  • Student Entries – 289
  • Jury Selections – 81  
  • Total Computer Animation Festival Selected Entries – 370+
  • Number of Countries Represented – 43 
The Festival is open to the public and a one day pass is available for $50 [includes access to Birds of a Feather, Computer Animation Festival, Exhibitor Tech Talks, Keynote Speaker, Job Fair, Real-Time Live!, SIGGRAPH Dailies!, Technical Papers Fast Forward, and the Exhibition (Tues-Thurs)].

SIGGRAPH 2012 takes place 5-9 August in Los Angles, California. Visit the SIGGRAPH 2012 website to learn more.

30 June 2011

Computer Animation Festival Preview Video is Live

For a preview video of the incredibly packed 2011 SIGGRAPH Computer Animation Festival use the following link and be prepared to get blown away. It is going to be a great show!

To request interviews with the key folks behind this year's Festival, contact media@siggraph.org.