Showing posts with label Digital Art. Show all posts
Showing posts with label Digital Art. Show all posts

14 August 2014

SIGGRAPH 2014 Highlights from Vancouver

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

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

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

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

Highlights from SIGGRAPH 2014 included:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Join Us in Los Angeles in 2015

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

07 August 2014

SIGGRAPH 2014 Welcome Letter from Premier of British Columbia

SIGGRAPH 2014 received the following welcome letter from Christy Clark, Premier of British Columbia.

Christy Clark
Dear SIGGRAPH Attendees:

On behalf of the Province of British Columbia, it is my pleasure to welcome everyone attending the 2014 SIGGRAPH conference in Vancouver.

Our vibrant, expanding digital media industry makes B.C. a perfect fit. SIGGRAPH brings together business, art, and science to celebrate and showcase the cutting edge of computer graphics. 

You will have an opportunity to learn, network and cultivate relationships with colleagues from around the world, surrounded by the latest in digital art and technology. 

Thank you to the Association for Computing Machinery for organizing and coordinating this conference. British Columbians take pride in our spectacular home and in being good hosts. 

I encourage you to visit the British Columbia booth on the expo floor to learn more about what we're doing to support digital media and the technology sector here in B.C., and to take the opportunity to enjoy everything Vancouver and the region have to offer.

Sincerely,

Hon. Christy Clark

23 July 2014

SIGGRAPH 2014 Art Gallery: Acting in Translation



The SIGGRAPH 2014 Art Gallery will gather and present 14 outstanding, critical, and innovative unique works and projects, incorporating its theme, “Acting in Translation.” While the essential aim of the Art Gallery is to provide a deeper insight into the relationships within art, science, technology, research, and societal developments, “Acting in Translation” concentrates on strong content and criticality in these works and projects, conveyed through the use of advanced technologies.

Curated by Basak Senova, “Acting in Translation” aims to revolve around the readings, responses, and perceptions of ‘the act of translation’ as a productive tool based on criticality. The participating artists are Paul L. Stout, Rachele Riley, Yunsil Heo, Hyunwoo Bang, Joseph Farbrook, Yoichi Ochiai, Yunsil Heo, Hyunwoo Bang, Inmi Lee, Kyle McDonald, Zohar Kfir, Sam Blanchard, Kirk Cameron, Robert Redfern, Sergio Bernales, Bo Li, Michelle Will, Hung-Ching Chang, Kelsey Farenholtz, Brandon Deaguero, Timmy Meyer, John Mooring, Ali Butt, Speculatorum Oculi, Erik Brunvand, Alon Chitayat, Jeff Ong, Emilio Vavarella, Fito Segrera, Burak Arikan, and Ed Konowal/GraphicsNet.

The Art Gallery will also feature one panel and four Talks with the artists along with an afternoon networking reception.

“The 2014 Art Gallery represents no single or homogenous approach, but a diverse display of artistic strategies," said Basak Senova, SIGGRAPH 2014 Art Gallery Chair. “Translation, as a term and as a tool, generates numerous potential fields for art production, which is why we selected it as this year’s theme and are thrilled to have these outstanding works and projects.”

The 2014 Art Gallery will take place in the West Building, Exhibit Hall A at the Vancouver Convention Centre. Access to this program can be purchased for as low as $75 USD at s2014.siggraph.org. A special opportunity for meeting with the artists will occur on Tuesday, 12 August during an afternoon reception sponsored by Leonardo/ISAST and The MIT Press.

Highlights from the SIGGRAPH 2014 Art Gallery:

Looking Glass Time
Artist: Yoichi Ochiai


“Looking Glass Time” aims to represent social media activities and their timelines with physical clock animation, without any recording media.

The Internet SteamGauge
Artist: Ed Konowal / GraphicsNet


Internet usage is typically measured in Mb/s (Megabits per second). “The Internet SteamGauge” takes the same data and translates it to a real-world gauge.

The Evolution of Science
Artist: Rachele Riley


The Evolution of Silence addresses the scale of damage brought about by 41 years of nuclear testing at the Nevada Test Site. The Web-based archive presents a non-linear map and interpretation of the area’s destruction, and an opportunity to explore this restricted desert landscape.


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

24 July 2013

SIGGRAPH Day 3: More Sizzle Less Sleep

 Join the Scoop team as they take you on a brief recap of all the content, activities, and action at day 3 of SIGGRAPH 2013 in Anaheim. From morning to night, there is nothing like a full day at SIGGRAPH.

23 July 2013

SIGGRAPH 2013 Electronic Theater Time Lapse

A popular part of the Computer Animation Festival is the premiere screening of the SIGGRAPH 2013 Electronic Theater. Here's a time lapse quick clip of the Arena filling up before the show starts. We seemed to have filled the place!

SIGGRAPH Day 2: The Adventures Continue

Day 2 of SIGGRAPH 2013 is in the record books. Here's a great recap of a very full day and fun evening including the Awards Session, the Keynote, and the premiere showing of the 2013 Electronic Theater.

22 July 2013

SIGGRAPH 2013 Recap: Day 1

The 40th SIGGRAPH Conference kicked off on 21 July 2013 in Anaheim with the Business Symposium, Emerging Technologies, Art Gallery, Special Sessions and many other meetings and events. The day concluded with the immensely popular Papers Fast Forward closing out the night.

Take A Tour of the SIGGRAPH 2013 Art Gallery

SIGGRAPH 2013 Art Gallery Chair Victoria Szabo from Duke University, takes you on a high-level tour of this year's art exhibition in Anaheim  The Art Gallery’s 2013 theme, XYZN: Scale, draws attention to a key critical affordance of computer-based authorship: the ability to iteratively scale our digital representations at will: in-out-up-down, back and forth, + and -. These core functions enable us to change size and location over time, and at different degrees of resolution.  This is a great high-level tour of that content.

Hear from Attendees on What They Are Excited About @ SIGGRAPH 2013

SIGGRAPH's videography team (SCOOP) ventured inside and outside the halls of the Anaheim Convention Center on Sunday (21 July) to ask our enthusiastic and sometimes slightly jet lagged attendees what they're looking forward to most at SIGGRAPH 2013.

18 July 2013

Attendees Experience New Technologies at the SIGGRAPH 2013 Studio

Studio sessions at SIGGRAPH 2013 at the Anaheim Convention Center in California, offer a collaborative working environment and  give attendees a chance to come together to learn, experiment, and create.  Attendees can try out a wide range of new techniques and media in 3D printing, modeling, mobile devices, and animation software and get help from experienced hands.

“Studio is a stand-out program at SIGGRAPH year after year,” said Patricia Clark, SIGGRAPH 2013 Studio Chair from Arizona State University. “It’s an adult technology playground.  It’s more than just seeing the new technology and what it can produce, but attendees also have the chance to collaborate and work side-by-side with experienced professionals that they may not have ever had the chance to meet before.”

Below are a few highlights of each facet of SIGGRAPH 2013’s robust Studio sessions.

Studio Talks
Attendees get a behind-the-scenes look at Studio-related technologies, artwork, and concepts and have the chance to discuss the technologies with the presenters. Attendees can choose from a sampling of the offerings below or view the full list of Studio Talks here

Playing Audrey II: Creating a Digital Actor Through Game Technology
Monica Evans and Kathryn Evans, The University of Texas at Dallas

This talk discusses how a team of faculty and students used digital game technology, motion capture, and facial animation to create a fully realized digital actor (the man-eating plant Audrey II from the musical “Little Shop of Horrors”) that performed on-stage with live actors in November 2012.

The Bleeding Edge of 3D Printing and Digital Fabrication
Daniel Collins and Don Vance, Arizona State University; Robert Michael Smith, New York Institute of Technology; John William Penn, JWP Design

This presentation provides an overview of new directions in 3D printing and digital fabrication. It includes short video clips of a variety of different systems.

Red Ball - Performing With iPads
Marla Schweppe, Rochester Institute of Technology; Darren Stevenson, PUSH Physical Theatre

PUSH Physical Theatre, a Rochester-based group, added iPads to their traditional tools of magic, mime, and movement in the performance of Red Ball. They added five iPads to the mix, performing with graphics created by Marla Schweppe.

Studio Workshops
Attendees engage a series of in-depth, intimate workshops, taught by the best in the industry. Attendee highlights include the following, or see the full list of Studio Workshops here.

Make Mobile Apps Quickly
Gil Irizarry, Conoa, Inc.

Using a variety of free open-source tools, build mobile apps quickly and easily.

3D Scanning and Fine Tooning With FaceGen
Ketrina Yim, PhaseSpace, Inc.

Using high-resolution video capture and software from FaceGen, Autodesk MotionBuilder, and other vendors, Ketrina Yim works with attendees to create 3D characters from their own faces and animate them in real time with live expressions by building a facial rig inside MotionBuilder.

3D Data Capture
Daniel Collins, Aubrey Wigner, and Joseph Hudy,  Arizona State University; Dan Gustafson, NextEngine, Inc.; Denise Grauzinis-Bartels, 4D Dynamics Bvba; Chris Lane, 3dMD

A hands-on demonstration of the various 3D data capture devices in Studio 3D.

Studio Projects
Attendees get hands on experience with the following technologies.  See the full list of Studio Projects here.

Air Painting & More: Revolutionary New Ways to Paint!
Jeremy Sutton, Sutton Studios & Gallery

Experience air painting with the Leap Motion Controller and Corel Painter Freestyle, an exciting new digital-painting paradigm in which you control your brush strokes through finger movements in the air, plus the latest in photo painting with Corel Painter and painting on the iPad.

CUMOS+: Cubic Kaleidoscope Workshop
Minori Yamazaki, Keisuke Shuto,Junichi Kanebako, and Hiroko Uchiyama, Joshibi University of Art and Design

In this workshop for producing cubic kaleidoscopes, attendees draw pictures on a computer and use a cutting plotter to cut them into polycarbonate mirrors. Then they incorporate colorful light into the interior of the cubic kaleidoscope, using color-seal film and permanent-marker pens.

Pi Drums
Barry Moon, Hilary Harp, and Byron Lahey, Arizona State University; Miller Puckette, University of California, San Diego

PI Drums are ordinary drums transformed into programmable electronic instruments. Program your own interactive musical interfaces using the Pure Data graphical programming environment and Raspberry PI computers.

Romibo Robot Project
Aubrey Shick, Carnegie Mellon University

Social robot therapy is known to benefit individuals with autism, traumatic brain injury, dementia, and other social and emotional disabilities. The Romibo mobile robot allows attendees to enjoy participating in the evolution and development of this technology by contributing personal experiences and expertise through clever hacks.

Interactive Card-Weaving Design and Construction Yuki Igarashi
Jun Mitani, University of Tsukuba

An interactive system to assist design of original weaving patterns and their construction. Users can design the color of each warp yarn, the direction of four yarns passing through each card, and the direction and number of rotations of the cards.

17 June 2013

SIGGRAPH 2013 Unveils Riveting Final Lineup of Production Sessions

SIGGRAPH 2013, 21 -25 July at the Anaheim Convention Center in California, released the final lineup of 15 Production Sessions to be featured at this year’s conference.  These Production Sessions are part of the overall Computer Animation Festival, which is open to the public and accessible for as little as $150.

Jerome Solomon
“There’s only one place where the world’s best creative and technical people converge for a week of exchanging industry know-how and ideas that helps everyone push the boundaries of what is possible forward,” says Jerome Solomon, SIGGRAPH 2013 Production Sessions Chair from Cogswell College.  “These incredible production sessions are just one example of what is so great about SIGGRAPH and makes it so unique.”

The Computer Animation Festival, chaired this year by Jason R.M. Smith, 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

In all there will be 15 Production Sessions.  Here is the full lineup:

Warner Brothers Presents the VFX for 'Man of Steel'
Tuesday, 7/23, 2:00 PM - 3:30 PM

© 2013 Warner Bros. Entertainment Inc. and Legendary Pictures Funding, LLC
The Visual Effects teams from MPC, Weta Digital, Double Negative, Scanline and LookFX will each provide a unique insight into their work on Man of Steel.  This session is designed to highlight signature moments from the film and show how creative contributions came from around the globe to help deliver one of the year's most exciting films.  The final Q&A with all five vfx studios is not to be missed.

Panelists:
•    Dan Lemmon - Visual Effects Supervisor, Weta Digital
•    Guillaume Rocheron - Visual Effects Supervisor, MPC
•    Ged Wright - Visual Effects Supervisor, Double Negative
•    Stephan Trojansky, President/Sr. VFX Supervisor, Scanline VFX
•    Max Ivins - Visual Effects Supervisor, LOOK Effects

Blue Sky Studios Presents: The Fantastical World of Epic
Wednesday, 7/24, 3:45 PM - 5:15 PM
TM and © 2013 Twentieth Century Fox Film Corporation.  All rights reserved.
Photo Credit:  Blue Sky Studios
At Blue Sky Studios we have always taken inspiration from nature, and that is certainly true of our latest movie, Epic.  For example, the armor of the Leafmen was inspired by the multi-segmented exoskeleton of crickets.  Their costumes use iris petals instead of muslin fabric, and thistle down instead of tulle.  Looking at real-world physics, Leafmen could jump more than twice their height, and their sense of time would be sped up by the change of scale, which was taken into consideration during animation.  Along with that, the selective use of a wider-than-usual lens package helped us tell a story about a seemingly distant and fantastical world that feels right at your fingertips. We plan to show this process, along with portions of Epic, which demonstrate these points.  We will show some of the reference material that designers and animators used as inspiration and how our cinematography was carefully mapped out in order to better serve our story-telling endeavor.

Panelists:
•    Mike Knapp, Art Director
•    Galen Chu, Supervising Animator
•    Renato Falcão, Cinematographer

TM and © 2013 Twentieth Century Fox Film Corporation.  All rights reserved.
Photo Credit:  Blue Sky Studios

The Making of Pixar's "The Blue Umbrella"
Sunday, 7/21, 10:45 AM - 12:15 PM
© Disney•Pixar.  All rights reserved
A screening of Pixar’s "The Blue Umbrella" will be followed by a "Making-of" presentation with the director Saschka Unseld.  He will retrace his journey from discovery of the idea all the way through the Pixar story process and onto the big screen. Get a behind-the-scenes look at the artistry and technology that went into every frame and then re-watch "The Blue Umbrella" with new eyes.

Panelist:
•    Saschka Unseld, Director of The Blue Umbrella


Industrial Light & Magic Presents: The Visual Effects of "Star Trek Into Darkness"
Tuesday, 7/23, 9:00 AM - 10:30 AM
Copyright/Image credit: © 2013 Paramount Pictures. image courtesy of Industrial Light & Magic/Paramount Pictures
Visual Effects Supervisor Roger Guyett and the team from ILM discuss the visual effects challenges overcome for the intergalactic manhunt portrayed in J.J. Abrams’ “Star Trek Into Darkness”. From the on-set approach to the effects work to constructing a Starfleet and building and destroying future San Francisco and London, the panelists will cover the creative solutions developed for the film.

Panelists:
•    Roger Guyett, Visual Effects Supervisor / Second Unit Director
•    Paul Kavanagh, Animation Supervisor

Rhythm & Hues Studios presents: How to bake a Pi
Thursday, 7/25, 10:45 AM - 12:15 PM
Image credit: © 2012 Twentieth Century Fox Film Corporation. All rights reserved.
Courtesy Rhythm & Hues Studios.
Get a first-hand look at the story behind the stunning, Oscar-winning visuals of Life of Pi as Rhythm & Hues takes you on a journey from script to screen through a world of vast oceans, carnivorous islands, flying fish, bioluminescent jellyfish, whales and tigers. Leaders from the visual effects team will discuss in detail how they attempted to tackle the project, share the hard lessons learned along the way and explain the complex process used to seamlessly combine live-action with extensive digital environments and hand-crafted character animation in a fully-stereo pipeline that required a total rethink of much of the traditional vfx process.

The Open Source Swimming Hole; C’mon In The Water’s Fine^h^h^h^h Murky
Sunday, 21 July, 2 pm -3:30 pm

Open Source Software (OSS) has become an integral piece of the ever-expanding Animation and Visual Effects industry. With OSS firmly implemented into many studios’ production and development pipelines, what has been gained? Professionals within these fields will discuss the challenges and benefits of using OSS, reflecting on how the industry has changed as a result. They will look back on their own innovations that have become widespread within the community, in addition to revealing what future developments are in the works.

The panelists represent a community of developers and enthusiasts who encourage open collaboration, as they share their thoughts and experiences with the world.

Topics Include:

•    What are some legality challenges that arise when implementing OSS into a company’s pipeline?
•    The benefits and disadvantages between closed source and open source software
•     The future of OSS in various studio settings
•    Updates and new developments from the panelists

Panelists:
•    Rob Bredow, Sony Pictures Imageworks
•    Andrew Pearce, DreamWorks Animation
•    Bill Polson, Pixar Animation Studios
•    Ton Roosendaal, Blender Foundation
•    Kevin Gambrel, Disney Animation Studios

The Visual Effects of Marvel’s ‘Iron Man 3’
Wednesday, 7/24, 9:00 AM - 10:30 AM
 Image Credit: Marvel's "Iron Man 3"still photo courtesy of Marvel Studios. © 2013 Marvel
In Marvel's “Iron Man 3,” from Director Shane Black, brash-but-brilliant industrialist Tony Stark/Iron Man goes on a harrowing quest to find the enemy who has destroyed his personal world. Marvel Studios, Digital Domain, Scanline VFX, and Weta Digital take SIGGRAPH audiences through their VFX journey as they created some of the movie’s most heart-stopping moments – the house attack sequence, the dramatic ‘barrel of monkeys’ sky rescue and the climactic final battle.

Panelists:
•    Victoria Alonso, EVP of Visual Effects and Post Production, Marvel Studios / Executive Producer Iron Man 3
•    Christopher Townsend, VFX Supervisor, ‘Iron Man 3’
•    Guy Williams, VFX Supervisor, Weta Digital
•    Geoff Baumann, CG Supervisor, Digital Domain
•    Bryan Grill, VFX Supervisor, Scanline VFX

DreamWorks Animation Presents: A Journey to the Croodaceous
Wednesday, 7/24, 9:00 AM - 10:30 AM
Copyright: © 2013 DreamWorks Animation. All Rights Reserved.
A behind-the-scenes look at DreamWorks Animation's hit film "The Croods" directed by Chris Sanders and Kirk DeMicco. The session explores the artistic and technical challenges of bringing uniquely designed, appealing, gritty and at times dangerous prehistoric characters, creatures and environments to life, all with the ultimate goal of delivering an insightful emotional family journey set against a pending natural disaster.  The artistic leadership of the film will talk about the aesthetic decisions made along with the technical and workflow innovations necessary to accomplish the film.

Panelists:
•    Chris Sanders, Director
•    Matt Baer, Head of Effects
•    Mark Edwards, Head of Lighting
•    Damon Crowe, Character Effects Supervisor


Walt Disney Animation Studios Presents "Frozen": The Craft of Character and Cold
Tuesday, 7/23, 10:45 AM - 12:15 PM
Copyright/ImageCredit:  © 2012 Disney
The team from Walt Disney Animation Studios gives a first-time, behind-the-scenes look at the their November 27, 2013 film, "Frozen".  Attendees will learn how the team of artists and technologists created the film's characters through visual development, rigging, animation and advanced rendering tools and discover how the elements of cold - ice, snow and frost - were brought to life through new simulation techniques.

OLM Digital Presents the Anime Spirit: From Pokémon, Pac-Man to live action films
Wednesday, 7/24, 2:00 PM - 3:30 PM
Image Copyrights:
©Nintendo•Creatures•GAME FREAK•TV Tokyo•ShoPro•JR Kikaku ©Pokémon ©2012 PIKACHU PROJECT
©2012 NAMCO BANDAI Games Inc.
©2012 CAPCOM / "Ace Attorney" FILM PARTNERS
Anime has gained great popularity in the world for its unique expressiveness in contrast to western animation. OLM Digital, a digital production company in Tokyo, keeps trying new anime styles, making the Pokémon movies over 15 years. This session presents the company’s various works in 2D/3D hybrid anime, 3DCG, S3D anime and live action films. The showcase focuses on how the anime spirit of OLM Digital is put into various visual forms. The brand-new Pac-Man animated TV series, which is a collaborative work with Sprite Animation Studios, is also one of the highlights of this session.

Panelists:
•    Yasuhiro Mikami, CGI Director OLM Digital
•    Masashi Kobayashi, CGI Producer OLM Digital
•    Moto Sakakibara, CEO and Creative Director Sprite Animation Studios
•    Ken Anjyo, R&D supervisor OLM Digital

LAIKA Presents: The Seamless Fusion of Stop-Motion and Visual Effects Technologies in LAIKA's Feature Films
Wednesday, 7/24, 10:45 AM - 12:15 PM
Image Credit: LAIKA, Inc.
LAIKA, the Oregon-based animation studio behind the remarkable features ParaNorman (2012), Coraline (2009) and The Boxtrolls (in theaters 26 September 2014) has inspired audiences -- and industry professionals -- with an unprecedented visual artistry. Animators breathe life into meticulously hand-crafted puppets while visual effects artists seamlessly enhance the performance with cutting-edge technologies. This unparalleled fusion of stop- motion and computer graphics has garnered the studio two Oscar nominations and worldwide acclaim. In this session, Georgina Hayns and Brian McLean address the key interdependent and collaborative relationships between these uniquely different but critically important departments.

The presentation will address the following:
•    The use of Maya and Zbrush to enhance practical sculpts;
•    3D Printed material and subsurface scattering to allow puppet builders to break free of previous design limitations;
•    The advancements in color 3D printing and the enabling of puppet builders to evolve beyond prior design limitations;
•    The use of in-house developed silicones which enable character performance previously unseen in stop-motion animation;
•    The utilization of 3D Printers to pre-vis puppet construction issues and control how practical materials perform;
•    The use of laser cutting fabrics to enhance the design and functionality of the puppets costumes.
•    Production puppets will be displayed during the presentation.
Panelists:
•    Georgina Hayns, Creative Supervisor, Puppet Fabrication
•    Brian McLean, Director of Rapid Prototype.

Sony Pictures Imageworks Presents: Take a Journey Down the Yellow Brick Road
Tuesday, 7/23, 10:45 AM - 12:15 PM
© 2013 Disney Enterprises Inc.
Sony Pictures Imageworks, under the direction of VFX supervisor Scott Stokdyk, created the majority of the visual effects for Disney's OZ THE GREAT AND POWERFUL. As a cinematic prequel to L. Frank Baum’s first book “The Wonderful Wizard of Oz,” the film explores the backstory of the wizard character. The goal of the film was to create a beautiful stylized environment for the land of Oz and bring to life computer graphics characters that accompany Oz on his journey, including Finley the monkey, the porcelain China Girl, and various creatures that surprise them along the way.

Scare School 101: The Making of Disney•Pixar's "Monsters University"
Thursday, 7/25, 12:45 PM - 2:15 PM
Copyright/ImageCredit: ©Disney•Pixar
The filmmaking team will guide attendees through the production process of the summer 2013 Disney•Pixar film, "Monsters University".  Twelve years after the original film, see how creators rebuilt the Monster world; updated familiar characters into college-age versions of themselves; designed, built and lit a campus fit for a monster; and populated the university with a student body of diverse, unique and terrifying monster types.

Storytelling through Stereography Industry Panel
Monday, 7/22, 2:00 PM - 3:30 PM
Image copyright: Marco Barragan
This panel brings together the Stereoscopic supervisors from some of the leading studios in the computer animation industry to discuss the artistry of the Stereo process and to show how storytelling is enhanced through the use of stereo.

From the beginning, stereography has been seen as either a gimmick, a trend, or a technical process done in post production.  But now, stereography has moved into the filmmakers tool belt – filmmakers have begun using stereography to raise and lower the emotional temperature of a film in the same way as lighting, color, composition, and the choice of lens.

In this panel we will discuss the varied approaches that each studio has used.  We will discuss our individual philosophies and our interactions with the directors in the execution of each of our films.  We will present specific examples from recent movies.
Panelists:
•    Dan Abramovich, Stereo Supervisor, Blue Sky Studios
•    Robert Neuman, Stereo Supervisor; Walt Disney Animation Studios
•    Joshua Hollander, Director of 3D Production, Pixar Animation Studios
•    Rob Engle, Freelance Stereo Supervisor
•    Gil Zimmerman, Head of Layout, DreamWorks Animation

'Cancel the Apocalypse' – Industrial Light & Magic Presents: The Visual Effects of “Pacific Rim”
Tuesday, 7/23, 3:45 PM - 5:15 PM
Image copyright - © 2013 Warner Bros. Courtesy of Industrial Light & Magic.
From aliens that threaten Earth’s very existence to massive human-piloted robots, this panel will discuss the wide-ranging scope of Industrial Light & Magic’s effects work on Guillermo del Toro’s science fiction epic “Pacific Rim.” The artists will cover creative and technical challenges overcome in the areas of asset development, character animation, lighting, digital environments, advanced fluid simulation work and more.

Panelists:
•    John Knoll – Visual Effects Supervisor
•    Hal Hickel – Animation Supervisor