Showing posts with label Courses. Show all posts
Showing posts with label Courses. Show all posts

21 November 2014

SIGGRAPH 2015 Call for Submissions


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

Important Submission Deadlines

Please note that every piece submitted to SIGGRAPH 2015 through the Call for Submissions is reviewed by a highly qualified jury composed of top practitioners in the relevant field. Because we want each jury to have the time to review each piece carefully, submission deadlines generally are several months ahead of the conference itself. All submission deadlines are strictly enforced, so be sure to plan accordingly.

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

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

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

20 May 2014

SIGGRAPH 2014 Offers Courses for Every Skill Level

Put on Your 3D Glasses Now: The Past, Present, and Future of Virtual and Augmented Reality © 2014
Douglas Lanman, NVIDIA Research; Henry Fuchs, University of North Carolina at Chapel Hill; Mark Mine, Walt Disney Imagineering; Ian McDowall, Intuitive Surgical, Fakespace Labs; Michael Abrash, Oculus VR
 Courses are short (1.5 hours) or half-day (3.25 hours) structured sessions where attendees learn from experts in the field and gain inside knowledge that is critical to career advancement.

Courses range from an introduction to the foundations of computer graphics and interactive techniques (for those new to the field) to advanced instruction on the most current techniques and topics.

"We have a very exciting and diverse program of courses spanning a wide range of topics including games, asset production, wearable displays, and mobile graphics hardware. If you want to see the future of computer graphics, the courses program at SIGGRAPH 2014 is the must-see program," said Mashhuda Glencross, SIGGRAPH 2014 Courses Chair from Loughborough University.

Editor's note: Earlier this year, SIGGRAPH University was launched and offers five free full length courses given at SIGGRAPH 2013.  For more details click here.

SIGGRAPH 2014 Courses Highlights:

Put On Your 3D Glasses Now: The Past, Present, and Future of Virtual and Augmented Reality
With wearable displays on the cusp of consumer adoption, this course reviews their history, applications in research and development, the current consumer state of the art, and future optical designs that will enable eye-glasses-like form factors. Presenters include virtual reality and augmented reality pioneers, leading entrepreneurs, and academic researchers.

Presenters: Douglas Lanman, NVIDIA Research; Henry Fuchs, University of North Carolina at Chapel Hill; Mark Mine, Walt Disney Imagineering; Ian McDowall, Intuitive Surgical, Fakespace Labs; Michael Abrash, Oculus VR

Digital Ira and Beyond: Creating Photoreal Real-Time Digital Characters
This course explains a complete process for creating next-generation real-time digital human characters, using the Digital Ira collaboration between USC's Institute for Creative Technologies and Activision as an example, and covers high-resolution facial scanning, blendshape rigging, video-based performance capture, animation compression, real-time skin and eye shading, hair, latest results, and future directions.

Presenters: Javier von der Pahlen, Activision, Inc.; Jorge Jimenez, Activision, Inc.; Etienne Danvoye, Activision, Inc.; Paul Debevec, USC Institute for Creative Technologies; Graham Fyffe, USC Institute for Creative Technologies; Hao Li, University of Southern California

Building an Empire: Asset Production in Ryse
"For Ryse: Son of Rome", Crytek appropriated many techniques that are usually reserved for film production. The team made a 90-minute movie and a 10-hour game using the same assets. This course reviews what worked and what didn't, ranging from reference acquisition to final in-game set pieces.

Presenters: Christopher Evans and Sascha Herfort, Crytek GmbH

01 May 2014

Six Reasons to Attend SIGGRAPH 2014

Why SIGGRAPH?
Why spend five or six days away from the office, away from home, when you can improve your skills in your spare time on the web? If you're hearing those questions from your employer, or from friends and family, here are a few answers, plus some real quotes from recent SIGGRAPH attendee surveys:

Learning
At SIGGRAPH 2014, you will learn more in five days than you could at any other conference, or any combination of conferences, anywhere in the world. And you'll learn from the world's leading experts in computer graphics and interactive techniques.

“It changed the way I see my work daily."

“The new technologies and all of the talks by major companies are amazing.”

“It is the place for all related computer graphics and interactive media.”

Inspiration
With direct, real-time access to the latest theories, the coolest technologies, and the wisdom of thousands of colleagues and collaborators, you will return from SIGGRAPH 2014 creatively rejuvenated. This is your chance to get out of the office, away from your daily routine, and out from under your email and meet the best minds in the industry.

“My head exploded."

“It's the most inspiring thing I do every year – the latest cutting-edge everything.”

“It's a creative recharge of epic proportions.”

Expertise
From the Exhibition to the Production Sessions and from Technical Papers to Courses, when people are developing new ideas and emerging technologies, they present them at SIGGRAPH.

“It’s the best way to learn things people never tell you at school.”

“It is literally mind blowing in what you will experience.”

“Technology in an ever-changing world requires constant education.”

Engagement
Interactive is so important to us that it’s part of our name. At SIGGRAPH 2014, you'll see, hear, and touch real-time demos by the most technically advanced minds in computer graphics and interactive techniques.

“Experience worth every penny.”

“This is a chance to interact with the creators and the brains behind most of the products that we use on a daily basis.”

“Its like being a fly on the wall at a major studio's creative meeting.”

Exclusive
With its breadth of programs and events, only SIGGRAPH 2014 allows you to produce a conference experience that's exclusively yours. The balance of technical presentations with artistic and creative demonstrations is what really makes SIGGRAPH stand out.

“It’s invaluable – you will reference the talks you see to your colleagues in production scenarios for the next few years.”


Community
Connect with people from everywhere in the world who share your joy in the power of art and science. Interact with artists, researchers, educators, animators, new-comers, and pioneers in computer graphics and interactive techniques.

“Think of everything that has ever made you geek out and feel so passionate about something in your whole life and put it into one feeling... That, my friend, is the feeling you get when being at SIGGRAPH.”

28 January 2014

SIGGRAPH 2014 Call For Submissions


Call for Submissions


Present your research. Share your knowledge. Astound an exclusive audience with your digital-media achievements.

The expert juries of SIGGRAPH 2014 are reviewing submissions to the 41st International Conference and Exhibition on Computer Graphics and Interactive Techniques. Make sure your work is considered for presentation to thousands of international attendees and the global news media in Vancouver.

Please note that the upcoming deadline for the following program is Tuesday, 18 February 2014, 22:00 UTC/GMT.

Courses
Emerging Technologies
Panels
Posters
SIGGRAPH Mobile
Studio
Talks

Join us 10-14 August at the Vancouver Convention Centre in Vancouver, Canada, and experience SIGGRAPH 2014!

24 January 2014

SIGGRAPH Launches Free Program Offering Educational Videos to Computer Graphics Community

SIGGRAPH University provides a sampling of the content from the annual SIGGRAPH conference. The videos are available to the public at no cost through the ACM SIGGRAPH YouTube channel. All who watch the videos are encouraged to continue the educational experience by attending SIGGRAPH 2014, 10-14 August in Vancouver.

SIGGRAPH University features recorded versions of four popular Courses from SIGGRAPH 2013 in Anaheim, California. Each Course is presented by experts in the field who also happen to be dynamic, energetic speakers. This program provides a resource to the SIGGRAPH community that is available year-round, not just at the annual conferences.

The program will expand in future years to include a series of online educational videos and supplemental materials available in the field of computer graphics and interactive techniques.

The inaugural SIGGRAPH University program features the following Course videos:

“Introduction to 3D Computer Graphics" covers the basics of 3D computer graphics in a friendly and visual way, without math or programming. The course is introductory level and it’s mostly made up of live demonstrations, because computer graphics is a great way to teach new ideas. Topics include the basic principles and language. The course is presented by Andrew Glassner from The Imaginary Institute.

"The Digital Production Pipeline" explores the operating procedures for studios to produce content. While these studios look to tighten budgets, minimize risk and broaden films’ reach worldwide across platforms, there is no longer a standard operating procedure. Shorter schedules, and globalization are as disruptive to the digital pipeline today as non-liner editing and digital cameras were to their analogue counterparts. This Course examines digital pipelines, exposes a few of the methods that haven’t changed for far too long, and takes a look at trends in production workflows that will allow studios to quickly adapt to these ever changing environments. Instructors include representatives from Sony Pictures Imageworks, PDI/Dreamworks, Method Studios, MPC and How to Make Good Pictures, LLC
   
 “Mobile Game Creation for Everyone" provides an overview of the basics of mobile game development. The Course covers three free-to-use mobile game engines and provides an overall education of possibilities, pipelines, pitfalls and general tips and techniques. The three games/companies featured include:  Project Anarchy From Havok, Unity Game Engine From Unity Technologies, and Corona Game Engine From Corona Labs.

"An Introduction to OpenGL Programming" provides an accelerated introduction to programming OpenGL, emphasizing the most modern methods for using the library. In recent years, OpenGL has undergone numerous updates, which have fundamentally changed how programmers interact with the application programming interface (API) and the skills required for being an effective OpenGL programmer. The most notable of these changes, the introduction of shader-based rendering, has expanded to subsume almost all functionality in OpenGL. This course is presented by Edward Angel of the University of New Mexico and Dave Shreiner of ARM, Inc..

04 May 2012

SIGGRAPH 2012 Courses Preview

Courses are short (1.5 hours) or half-day (3.25 hours) structured sessions that often include elements of interactive demonstration, performance, or other imaginative approaches to teaching. Attendees learn from leading experts in the field and gain inside knowledge that is critical to career advancement.

The spectrum of Courses ranges from an introduction to the foundations of computer graphics and interactive techniques for those new to the field to advanced instruction on the most current techniques and topics. Courses include core curricula taught by invited instructors as well as Courses selected from juried proposals.

A few highlights of Courses to look out for at SIGGRAPH 2012:

Physically Based Sound for Computer Animation
Authors: Doug James, Jeffrey Chadwick, and Changxi Zheng, Cornell University

This course addresses the need to make the principles and methods of physically based sound accessible to a broader graphics audience. It covers sound source models for numerous animated phenomena (rigid bodies, fracture, thin shells, cloth, fluids and fire), and take a hands-on approach to implementing practical systems.

Computational Displays: Combining Optical Fabrication, Computational Processing, and Perceptual Tricks to Build the Displays of the Future
Authors: Gordon Wetzstein, MIT Media Lab; Douglas Lanman, MIT Media Lab; Diego Gutierrez, Universidad de Zaragoza; Matthew Hirsch, MIT Media Lab

This course introduces computational displays that exploit the co-design of optical elements and efficient computational processing while taking particular characteristics of the human visual system into account; applications include 3D displays, next-generation projection systems, high dynamic range displays, perceptually-driven devices, and computational probes.

The complete Courses schedule will be available later this month. Click here for a list of 2011 Courses.

03 May 2012

SIGGRAPH Media Registration Now Open

At SIGGRAPH 2012, artistic ability, scientific innovation, and everything in between converge to inspire and be inspired by the largest, most diverse gathering in computer graphics and interactive techniques in Los Angeles for the 39th International Conference and Exhibition on Computer Graphics and Interactive Techniques, 5-9 August 2012.

Online media registration  is now open. To receive the latest breaking news from SIGGRAPH 2012 exhibitors, register by 29 June. Online registration will close 2 August.

Please note: Even if you have qualified for a SIGGRAPH media badge in the past, you must re-qualify for SIGGRAPH 2012. Register online and return all required supporting documentation via fax, mail, or email to the address below:

SIGGRAPH 2012 Media Relations
401 N. Michigan Ave., Suite 2200
Chicago, IL 60611
Phone: +1.312.673.4933
Fax: +1.312.673.6707
media@siggraph.org

For a list of the documents required to complete your registration, please reference the SIGGRAPH 2012 Media Policies.  For questions and assistance with your pre-show coverage, contact: media@siggraph.org.

SIGGRAPH 2012 Media Highlights include:


SIGGRAPH Mobile: A first-time SIGGRAPH program developed to showcase the incredible advancements in mobile development. Experience the latest discoveries in the field of mobile graphics and apps during a full day of presentations, panels, workshops, and demonstrations.

Computer Animation Festival: The leading annual festival for the world's most innovative, accomplished, and amazing digital film and video creators. This year’s selections include outstanding achievements in time-based art, scientific visualization, visual effects, real-time graphics, and narrative shorts. 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.

Real-Time Live!: Real-Time Live! is the premier showcase for the latest trends and techniques for pushing the boundaries of interactive visuals. As part of the Computer Animation Festival, an international jury selects submissions from a diverse array of industries to create a fast-paced, 45-minute show of cutting-edge, aesthetically stimulating real-time work.

Technical Papers: The SIGGRAPH Technical Papers program is the premier international forum for disseminating new scholarly work in computer graphics and interactive techniques. At the conference, paper authors provide brief overviews of their work in the Technical Papers Fast Forward event, then they present their complete papers in 22.5-minute sessions that include 4.5 minutes of Q&A. A complete listing of all selected papers will be available on the web site in late May.

Courses: Presented by experts in the field, SIGGRAPH 2012 courses provide attendees inside knowledge that is critical to career advancement. The spectrum of Courses ranges from an introduction to the foundations of computer graphics and interactive techniques for those new to the field to advanced instruction on the most current techniques and topics.

Keeping you informed: Stay up to date on everything SIGGRAPH 2012 with our monthly conference newsletter SIGGRAPHITTI, Facebook, and Twitter.

For complete details on all of the dynamic content available at SIGGRAPH 2012, or to register as media for the event, visit the For Media section of the SIGGRAPH 2012 web site.