Showing posts with label Game Development. Show all posts
Showing posts with label Game Development. Show all posts
16 June 2014
SIGGRAPH 2014 Releases Sneak Peek Emerging Technologies Video
The SIGGRAPH 2014 Emerging Technologies program showcases the latest interactive and graphics technologies before they transform the way we live and work. Emerging Technologies presents demonstrations of research from several fields, including displays, input devices, collaborative environments, gaming, computer vision, biometrics, wearable computing, scientific visualization, medicine, robotics, and design. Here's the new preview video to get you an early peek of the wonderful tech coming to Vancouver.
Labels:
3D,
Computer Graphics,
Display Technologies,
Displays,
Game Development,
Graphics Research,
Haptics,
Interactive Techniques,
Mobile Devices,
Robotics,
scientific visualization,
SIGGRAPH,
Thierry Frey
10 June 2014
SIGGRAPH 2014 Releases Advance Program
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| The SIGGRAPH 2014 Advance Program is available here. |
The Advance Program is your guide to all the amazing content packed into five full days in wonderful Vancouver. Whether you are interested in Art Gallery, Art Papers, Birds of a Feather, the Computer Animation Festival, Courses, Dailies, Exhibition, Emerging Technologies, Job Fair, Panels, Production Sessions, Real-Time Live!, Studio, Talks, or Technical Papers, this year's conference will highlight developments from the past 12 months that will spark your imagination and blow your mind.
02 June 2014
Long-Time Exhibitors and New Ones Bring Excitement to SIGGRAPH 2014
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| Autodesk and Intel Corp. are just two of many companies returning to SIGGRAPH in 2014. |
Even though SIGGRAPH 2014 is still a few months away, it is interesting to report that 16% of the current exhibitor list are first timers. In addition, they represent a total of 17 countries thus far with 44% of SIGGRAPH 2014 exhibitors having bases outside of the United States. This accounts for a 14% increase in foreign partners over SIGGRAPH 2013.
"We feel this type of growth is a direct result of rotating SIGGRAPH to newer geographical areas," says Mike Weil, SIGGRAPH Exhibition Director. "We pay very close attention to both our exhibitors and attendees when it comes to a conference venue location. This year is no different. We expect Vancouver to be an even better experience then it was in 2011."
He continues, "We are extremely proud to welcome these companies to SIGGRAPH 2014, especially those who were unable to attend last year or are long-time supporters of the conference."
Following is the list of SIGGRAPH 2014 exhibitors as of May 20th:
- 3D Consortium
- 3dMD
- 3DTotal.com
- Academy of Art University
- Account Name
- ACUTE3D
- Advanced Micro Devices (AMD)
- American Express OPEN
- Animation Magazine
- ARM
- ASC-American Cinematographer
- Aspera, an IBM Company
- Autodesk
- Avere Systems
- Axceleon Inc.
- B&H Photo, Video & Pro Audio
- Beijing Noitom Technology Ltd.
- BenQ America Corp.
- Canfield Scientific, Inc.
- Cap Digital
- Carnegie Mellon Entertainment Technology Center
- cebas Visual Technology Inc.
- Centre for Digital Media
- CG Masters, School of 3D Animation and Visual Effects
- CGAL - The Computational Geometry Algorithms Library
- Chaos Group
- Christie Digital Systems
- Clara.io
- Computer Graphics World
- CyberGlove Systems
- DigiPen Institute of Technology
- Dimensional Imaging
- Eizo Inc.
- EnvisionTEC
- Epson America
- Esri
- ETRI
- Faceshift AG
- Facet School of Visual Effects
- FARO Technologies Inc.
- ForgeFX Simulators
- Formlabs Inc.
- FORUM8 Co., Ltd.
- Full Sail University
- FXGear, Inc.
- Gener8 Digital Media
- GI LLC
- Government of British Columbia Ministry of International Trade
- IATSE
- IdN magazine
- IDV/SpeedTree
- IEEE Computer Society
- Imagination Technologies
- Imagineer Systems Ltd.
- Imaging Media Research Center, Korea Institute of Science and Technology
- Intel Corporation
- Isotropix
- JourneyEd
- KOMMERZ
- Korea Creative Content Agency (KOCCA)
- Lightrig
- Lightwork Design Ltd.
- LMI Technologies Inc.
- Lost Boys Studios
- Luxion, Inc.
- MAXON
- Motion Analysis Corporation
- MSI Computer
- Next Limit Technologies
- NGRAIN
- NVIDIA Corporation
- Oculus
- Ontario Canada Delegation
- Open Exhibits
- OptiTrack
- OTOY, Inc.
- Panasas
- Peer 1 Hosting
- PhaseSpace Inc
- PipelineFX, LLC
- Pixar Animation Studios
- PNY Technologies
- Point Grey Research, Inc.
- Prometheus Kaleido Beijing Technology Limited
- ProMexico
- Purdue University
- QUALCOMM Technologies Inc.
- Quebec Film and Television Council
- Reallusion Inc.
- RebusFarm GmbH
- Ringling College of Art and Design
- Savannah College of Art and Design
- Scanline VFX
- Shapeways
- Sheridan College
- Shotgun Software, Inc.
- "SIAT, Simon Fraser University
- School of Interactive Arts and Technology"
- Side Effects Software
- Siliconarts, Inc.
- Simply Computing
- Simplygon
- Sketchfab Inc.
- Smith Micro Software
- Spheron-VR AG
- Stereolabs
- Stratasys 3D Printers & Production Systems
- Supermicro
- Synertial MotionWerx
- Taylor Francis/CRC/ Focal Press
- TechViz
- The Captury GmbH
- The Foundry Visionmongers
- The University of the Arts
- Think Tank Training Centre
- Thinkbox Software Inc.
- Tinkerine Studios
- United Scenic Artists, Local USA 829 IATSE
- Unity Technologies
- VanArts
- Vancouver Animation School
- Vancouver Film School
- Vicon
- Virtual Motion Labs
- Wacom Technology
- Web3D Consortium
- Western Digital
For more information about this year's exhibition, please visit the SIGGRAPH 2014 website.
16 July 2013
SIGGRAPH 2013 Exhibits Fast Forward Provides Quick Summary of Show Floor
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| Come to the Exhibits Fast Forward to hear from exhibitors before the show floor even opens. |
“This diverse session gives attendees a taste of the Exhibit floor in a very condensed format,” said Mk Haley, SIGGRAPH 2013 Conference Chair from Disney Research. “Even though this is the first year for this event, we anticipate this becoming a favorite, just like Technical Papers Fast Forward. It is a very efficient and entertaining way to hear the latest and greatest from a variety of exhibitors. ”
Based off of the perennially popular Technical Papers Fast Forward, Exhibits Fast Forward gives presenters less than a minute to impress the crowd with their product or service and entice them to hear the complete story at the exhibitor booth later in the week. Attendees can expect entertaining and enlightening presentations from many exhibitors including:
- Mcor technologies
- zSpace, Inc.
- Avere Systems
- Prefixa International INC
- French Pavilion by Cap Digital and Imaginove
- Lightcraft Technology
- ForgeFX
- Vancouver Film School
- Esri
- Kobold Charakteranimation
- ARM
- Korea Creative Content Agency
- Siliconarts, Inc.
- Bleank
- Vicon Motion Systems
- BZP PRO
- The CGAL Project
- WorldViz
- SpeedTree - Interactive Data Visualization, Inc.
- Qt by Digia
- Integrated Media Technology Inc.
- Leopoly - Leonar3Do International Zrt.
- Lightwork Design Ltd
- AMD
- CADA
- Faceware Technologies
- Reallusion, Inc.
- GreenButton Ltd.
- Beijing Noitom Technology Ltd
- Dimensional Imaging Ltd
- Christie Digital Systems
- British Columbia Ministry of International Trade
Labels:
3D,
3D printers,
Animation,
Augmented Reality,
CG,
Computer Graphics,
Digital,
Digital Effects,
Displays,
Exhibition,
FX,
Game Development,
Interactive Techniques,
Mk Haley,
Mobile Devices,
Robotics,
SIGGRAPH,
VFX
23 June 2013
Get Geeked! SIGGRAPH 2013 Releases Emerging Technologies Preview Video
SIGGRAPH 2013 just released its newest preview video ... .this one profiling the amazing experiences in Emerging Technologies. Learn how attendees will be able to interact with the latest systems before they become hot topics in
mainstream media and blogs. Emerging Technologies presents innovative
technologies and applications in several fields, from displays and input
devices to collaborative environments and robotics, and technologies
that apply to film and game production.
You can learn more by clicking here or just watch the video below:
You can learn more by clicking here or just watch the video below:
Labels:
3D,
Computer Graphics,
Display Technologies,
Displays,
Game Development,
Graphics Research,
Haptics,
Interactive Techniques,
Mobile Devices,
Robotics,
Scientific Vizualization,
SIGGRAPH
14 May 2013
Q&A with Evan Hirsch, SIGGRAPH 2013 Business Symposium Chair
Following is a brief interview with Evan Hirsch, SIGGRAPH 2013 Business Symposium Chair from Engine Co. 4. Evan has served in various volunteer SIGGRAPH roles over the years and this year marks his 22nd consecutive SIGGRAPH. He has worked with industry leaders throughout the US, Europe, and Asia for 25 years. In 2011, he founded Engine Co. 4 to provide strategic consulting services on immersive multi-platform user experiences,creative development, and tactical firefighting advice for large computer graphics projects. Recent clients of Engine Co. 4 include PopCap Games, DeNA, The USC Institute for Creative Technology, and Uncharted Territory.
Previously, he served as vice president of creative development at THQ, where he was responsible for raising production values and creative processes at nine game studios. Before joining THQ, as creative director at Microsoft’s Live Labs and Surface teams, he played a lead role in defining the user experience for Surface, the first widely manufactured and distributed multi-touch computer.
This is the 3rd year for the Symposium, what is going to different (or the same) from previous years?
We know that the market for our work has seen many explosions in the last year and more. Sadly those explosions I'm referring to are not CG effects on screen, but real events that happened in studios, boardrooms, balance sheets, and ultimately, careers.
In thinking about building on the incredible work Jill (Smolin) did to establish the Symposium, I wanted to turn the idea of disruption on its head, into ideas around innovation that would be useful to our attendees, and hopefully serve to inspire them as they go forward in their businesses. Every session this year is focused on disruption and/or innovation in business. Equally I wanted to ensure that we heard many different voices from the diverse parts of our businesses to cross-fertilize thinking.
Finally, we heard from many of our attendees last year that it’s very difficult for them to build and grow their own careers. We heard it can be lonely at the top and once you stop pushing pixels it becomes more difficult to navigate your career. So this year we're going to have an optional session on mentoring for those attendees who want to mentor and/or be mentored. This topic may not look that sexy on the surface, but as someone who benefited so much from some incredibly generous and kind mentors via SIGGRAPH throughout my career, this is an area I am most excited about.
Who is your target market?
The people who will get the most out of the Symposium are the studio executives and their counterparts. For example, the CEO’s, GM’s, CFO’s, CTO’s, CCO’s, VP’s, heads of production and executive producers for VFX facilities, Commercial and Animation houses, Game studios, new media boutiques as well as the senior production people like VFX supervisors, VFX producers, senior development directors, and any other production people who manage managers and supervisors.
If you want to change or grow your level of impact in the business of content creation, the Symposium is where you want to learn, share, and network.
What are some of the hotter topics that will be addressed?
The explosion of platforms is one topic. Rich Hilleman, (Chief Creative Officer of EA) recently told me that a few years back he had maybe five to seven platforms that he had to pay attention to and that maybe there would be a new platform to evaluate each year. Now he has to keep his eyes on almost 100 platforms and that a new one is announced almost every month. If you focused on film, you may think this is not applicable, but with the explosion in platforms for high-definition linear content with everybody from Amazon, Netflix, and some very unconventional players getting into the space, this global tidal wave has the potential to benefit a lot our attendees. Yes, the market is tougher for traditional VFX and game production, but it’s equally filled with opportunities for innovation and growth.
Another topic I am personally interested in is how facilities and studios can use innovation to create or clarify markets. The conventional wisdom was that “true R&D” was limited to large FX facilities or universities, but our panel of CTO’s from companies large and small will address how true R&D can be done in facilities of any size to carve out strategic advantages of their own.
And we are still planning to have some quick, five and 10 minute crash courses on specific topics that we will be revealing very soon.
What are the most compelling reasons why people should attend?
In both of the Symposiums to date, we had incredibly honest, unfiltered, and foretelling conversations with some of our speakers. We have worked very diligently to create an environment where our attendees and speakers can talk off-the-record, with no-holds barred. What other conference lets you hear those conversations, cross paths and share ideas with business and creative leaders that range from film, games and broadcast to NASA scientists, world-class researchers and car designers?
What motivated you to become involved?
Selfishness. All joking aside, as my career moved from being on the box with Houdini, Maya, and game engines, to being “creative” with PowerPoint and Excel, I quickly realized that my options for learning, growing, and staying abreast of the changes in the business were becoming more and more limited. When I heard that Jill was putting the Symposium together, I immediately volunteered to help out.
What do you identify as the biggest 3 threats to content creators?
Tunnel vision, complacency, and hubris.
A large segment of my business is working with clients to help them with project and studio-level turn-arounds. I get to see firsthand how teams find themselves in tough corners. With many CG clients, I often find that they developed a method, process, and/or business practice that was quite good and effective (or sometime less so), but they’d hold on to that methodology with a very, very firm grip. When times were good, they were too busy to look up and around to see how things were changing around them and get in front of those challenges. Then when things slowed down, the fear of what might not happen would keep them holding on longer and tighter.
I have also been advising some financial clients on possible investments in our space as a result of working with them, and looking inside their companies that are widely perceived as successful, leading companies.
Granted, in doing this work I have the advantage of 20-20 hindsight, but I have been utterly amazed at some of the decisions that were made. In each case, it wasn’t the decision by an exec team to make one big bet or take one big risk, but the decision to take two or three risks at one time. It’s the hubris behind the belief that “we are so good, so smart, so brilliant that nobody else can do X.” Then one thing goes wrong, something else unexpected pops up and there was no real mitigation strategy -already in place- in case any of these things went sideways.
Which in some ways bring me back to your question, “Why did I get involved with the Symposium?” Since I can’t talk publicly about my work, I want to create a community where we can learn from each other and help each other grow.
After 25 years in this industry, how do you stay motivated?
The constant evolution of technology and creativity in this business guarantees that I will never ever be bored, and that certainly keeps me on my toes. It’s also why I have not missed a single SIGGRAPH since 1991. Seeing the work that is presented and shared, the endless creativity of how people in this community come to define and solve problems is deeply inspiring to me. Every year, the bar is raised which only stokes my hunger to keep learning and growing.
Some years it’s small, other years it a “big thing” but I have yet to attend a conference where sometime later in that year, I couldn’t apply some knowledge gained at the conference and use it to innovate a project I was working on.
If your children were considering a career choice in game development or the movie industry, what direction would you give them?
Pick a craft you are deeply passionate about and do the work. The real hard work. There are no shortcuts and if a school tells you that anything other than hard work and putting in the time will get you there, then run, don’t walk away from that school.
The people I know in the business who succeed through thick and thin have a craft they love, and love working hard at it. Make sure that whatever program it is, it teaches problem solving for all four years. I am not a fan of the generic game design or generic “Digital” programs that confuse learning software with learning a craft. Whether that craft is physics (the best TD’s I have worked with are often physics grads), math, or in the arts, photography, industrial design (my background), something in theater, sculpture, true character animation (acting), I have always found that people who can do something in the physical, real world and then translate that thought process and craft to the digital world never cease to amaze me.
The SIGGRAPH 2013 Business Symposium is open to the public, but a separate registration is required and attendance is extremely limited. The event takes place 21 July 2013 at SIGGRAPH.
Labels:
Business Symposium,
Computer Animation Festival,
Computer Graphics,
disruptions,
Evan Hirsch,
Game Development,
Games,
Interaction,
Interactive Techniques,
production,
SIGGRAPH,
Special Effects,
VFX
29 January 2013
An Appeal from the SIGGRAPH 2013 Student Volunteer Chair: "Last Call for Applications"
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| Apply now to be considered for an invitation to join an incredible group of gifted and dedicated students who help make SIGGRAPH possible. |
Please encourage the industry's future leaders to apply!
We need students who demonstrate leadership, enthusiasm for service, and a passion for computer graphics and interactive techniques. But hurry! The deadline is coming up very fast: 5 February 2013, 22:00 UTC/GMT. For information on how to apply, eligibility requirements, benefits and more click here. You may also access our online application system directly here.
Need some assistance promoting the program to students?
Visit our documents page on our website (powerpoint presentation, web banners, etc.), view our presentation online, or become a fan of our Twitter or Facebook page!
Thanks to friends like you, we have been able to promote the SIGGRAPH Student Volunteer Program to a greater number of students than ever before! Last year, a majority of our students heard about the Student Volunteer Program through a teacher, mentor, or an advisor. We need your help again this year to promote this unique opportunity to students.
Right-brained or left-brained, we are all working to advance the world of computer technologies. We invite you to encourage students to volunteer for this unparalleled experience--it's a no-brainer!
We hope to see you in Anaheim in 2013!
Best Regards,
Gracie Arenas Strittmatter
SIGGRAPH 2013 Student Volunteer Program Chair
sv2013@siggraph.org
Labels:
Animation,
Art Gallery,
CG,
Computer Animation Festival,
Computer Graphics,
Emerging Technologies,
Game Development,
Interactive Techniques,
SIGGRAPH 2013,
Special Effects,
Student Volunteers,
Technical Papers
24 January 2013
SIGGRAPH 2013 Calls for Real-Time Live! Content
SIGGRAPH 2013 seeks cutting-edge Real-Time Live! content to be presented as part of this year’s prestigious Computer Animation Festival. Examples of accepted real-time simulations and graphics submissions include:
Check out examples from a previous year in the following video:
“Celebrating its 5th anniversary, Real-Time Live! has grown into a can't miss event at SIGGRAPH and has established itself as the premier annual showcase for the best of the best in interactive real-time graphics,” said Abe Wiley, Real Time Live! Chair from Advanced Micro Devices, Inc. “We hope that this year's content will be more diverse than ever and highly encourage submission from all industries and fields of research."
The Real-Time Live! submission deadline is 5 March 2013. All real-time work will be reviewed by a professional jury of industry experts from traditional computer graphics, video games, and research organizations.
Entries will be judged on creativity, innovation, performance, and most importantly, the ability to render in real time in front of a live audience as part of the Computer Animation Festival. The top selections will be played and demonstrated live on a PC or game console.
View detailed information on how to submit Real-Time Live! content.
- Military or industrial simulations
- Interactive animation and graphics
- Research projects
- Computer games
- Real-time art explorations
- Scientific visualizations: medical, astrophysics, astronomy
- Interactive data visualization and information graphics
Check out examples from a previous year in the following video:
“Celebrating its 5th anniversary, Real-Time Live! has grown into a can't miss event at SIGGRAPH and has established itself as the premier annual showcase for the best of the best in interactive real-time graphics,” said Abe Wiley, Real Time Live! Chair from Advanced Micro Devices, Inc. “We hope that this year's content will be more diverse than ever and highly encourage submission from all industries and fields of research."
The Real-Time Live! submission deadline is 5 March 2013. All real-time work will be reviewed by a professional jury of industry experts from traditional computer graphics, video games, and research organizations.
Entries will be judged on creativity, innovation, performance, and most importantly, the ability to render in real time in front of a live audience as part of the Computer Animation Festival. The top selections will be played and demonstrated live on a PC or game console.
View detailed information on how to submit Real-Time Live! content.
Labels:
Abe Wiley,
Computer Graphics,
Game Developers,
Game Development,
Interactive Graphics,
Real Time Live,
Rendering,
Research,
SIGGRAPH 2013,
Video Games
09 August 2012
Interview with SIGGRAPH Keynote Speaker Jane McGonigal
Listen to Jane McGonigal discuss her thoughts and vision immediately after giving the SIGGRAPH 2012 keynote address in Los Angeles.
Labels:
Computer Animation Festival,
Computer Graphics,
Game Development,
Haptics,
Interactive Techniques,
Jane McGonigal,
SIGGRAPH,
Special Effects
07 August 2012
SIGGRAPH 2012 Emerging Technologies Highlight Tour
Join SIGGRAPH 2012 Emerging Technologies Chair Preston Smith from the Laureate Institute for Brain Research as he leads a brief tour of this popular, interactive technology area that features 26 cutting-edge exhibits.
Labels:
3D,
Computer Graphics,
Delight,
Displays,
Game Development,
Games,
Interactive Techniques,
Magic,
Motion Capture,
Robotics
31 July 2012
Important SIGGRAPH 2012 Reminders for Attendees
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| The SIGGRAPH 2012 Perfect Blend of Art & Science Starts 5 August 2012 |
Schedule
Download the SIGGRAPH 2012 Locator for an advance preview of all SIGGRAPH 2012 onsite details, highlights and schedule information. A printed copy will be provided to all SIGGRAPH 2012 attendees on site in LA.From your computer or mobile device, the SIGGRAPH 2012 Scheduler allows you to browse SIGGRAPH 2012 programs, sessions, and events by program, day and time, registration level, and focus. Then create your own customized schedule for the week. Save, view, and update your schedule on your desktop or mobile device. Export it to your calendar, and share it with colleagues and friends. The scheduler is optimized for all browsers and operating systems.
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| Your LA experience is not complete without a cocktail poolside at this hotel. |
Housing and Transportation Information
Still need to plan your stay in Los Angeles? SIGGRAPH can help. Visit the SIGGRAPH web site for a list of some available Los Angeles hotels. Rates will vary from the official conference rates as the housing deadline has passed.All changes to existing reservations should now be made directly with your assigned hotel.
Hotel-Convention Center Shuttle Service
SIGGRAPH 2012 provides complimentary shuttle service between many conference hotels and the Los Angeles Convention Center. Attendees who used the SIGGRAPH 2012 hotel reservation system to make reservations at hotels served by the SIGGRAPH 2012 shuttle buses will receive a shuttle wristband when they check in. The JW Marriott, Figueroa and Luxe Hotels are considered walk hotels. Attendees who did not book through the SIGGRAPH 2012 reservation system and wish to use the shuttle service can purchase wristbands at the SIGGRAPH Store.
Airport Shuttle Bus Discounts
SIGGRAPH 2012 has partnered with Super Shuttle to offer transportation to and from Los Angeles International Airport (LAX).
Shared Ride Van: $13 per passenger (up to 9 passengers) Town Car Service - $63 per sedan (up to 4 passengers). These discounted rates are valid from five days before the conference to five days after it closes.
Book by phone at 800.258.3826 (toll free) or +1.310.222.5500, extension 4. To receive the discount, you must mention the SIGGRAPH 2012 discount code: PK7AU. Or you can book online at the Super Shuttle web site.
Drivers accept cash and all major credit cards for all transfers.
If you book your shuttle reservation through the SIGGRAPH 2012 web site, you earn miles on American Airlines, United Airlines, Delta, and Frontier Airlines.
Cancellations or changes for Shared Ride van transfers and sedan cars made four hours prior to the scheduled day of transfer will not incur a cancellation fee. Cancellation or changes made within four hours of the scheduled day transfer, or no-show, will be charged the estimated cost that was quoted at the time of the reservation (mini-buses need 72 hours for cancellation).
Safety Tip
When walking around any conference city be certain to remove your badge and secure it in a safe place. Displaying your badge in public areas outside a convention center advertises that you are probably not local and may make yourself more vulnerable to a crime or aggressive panhandling.
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| Find your answers in a few short days. |
Registration Information
Upon arrival at the Los Angeles Convention Center, please proceed to the registration area in West Hall, Petree Hall C to pick up your badge. Registration hours throughout the week are as follows:
Sunday, 5 August, 8 am - 6 pm
Monday, 6 August, 8:30 am - 6 pm
Tuesday, 7 August, 8:30 am - 6 pm
Wednesday, 8 August, 8:30 am - 6 pm
Thursday, 9 August, 8:30 am - 3:30 pm
Monday, 6 August, 8:30 am - 6 pm
Tuesday, 7 August, 8:30 am - 6 pm
Wednesday, 8 August, 8:30 am - 6 pm
Thursday, 9 August, 8:30 am - 3:30 pm
Upgrade to Full Conference Registration
If you are registered at a category other than Full Conference, you still have time to upgrade your registration to Full Conference for complete access to the technical program.
SIGGRAPH Business Symposium Spaces Available
A few spaces are still open for the SIGGRAPH Business Symposium, an intimate, interactive forum for discussion about the present and future of our industry and community. Full Conference attendees can add SIGGRAPH Business Symposium for $75.
Live Stream of Mars Rover Landing
Watch history in the making with your fellow SIGGRAPH 2012 attendees. The Geek Bar, Room 404 in the Los Angeles Convention Center, will be open immediately following Technical Papers Fast Forward on Sunday, 5 August. The Mars Rover landing feed will start around 10:30 pm. Please bring your conference badge and note you are responsible for transportation back to your hotel afterwards.Watch the "seven minutes of terror" here:
Live Stream of SIGGRAPH 2012 Awards Talks
Watch a live stream of the ACM SIGGRAPH Award Talks, taking place Monday, 6 August from 2-3:30 pm. Be sure to share this information with your friends and colleagues at home who might want to tune in.| Anyone with a passion for networking and sweets will not be disappointed. |
Networking Dessert Reception
Monday, 6 August, 9 – 11 pm JW Marriott Hotel Los Angeles at L.A. Live, Diamond Ballroom Share professional and personal updates with colleagues from around the world at the SIGGRAPH community's highest energy, most anticipated social event of 2012. Enjoy delicious desserts and toast-worthy beverages for celebrating the past year's achievements and future challenges. A ticket is required to attend this event. If you didn't purchase a reception ticket with your registration, they will be available for purchase in the Registration Area in West Hall, Petree Hall C at the Los Angeles Convention Center.![]() |
| Exchange LA was used as a filming site for "The Social Network" and Heidi Klum's "Top Model" TV show |
ACM SIGGRAPH Chapters Party
Monday, 6 August, 8:30 pm – 2 amExchange L.A., 618 Spring Street, Los Angeles
Please Note: You must present a party invitation - available at the ACM SIGGRAPH Chapters Booth at the Los Angeles Convention Center - or your conference badge to enter Exchange L.A.![]() |
| The new SIGGRAPH Mobile content is certain to be popular with attendees. |
New for 2012: SIGGRAPH Mobile
This first-time SIGGRAPH program showcases the incredible advancements and discoveries in the field of mobile graphics and apps through a series of presentations, panels, workshops, and demonstrations. The following are a few highlights of SIGGRAPH Mobile: Mobile GPUs: Markets and Technology Wednesday, 8 August | 9-10:30 am | Room 406 AB Understanding Mobile Graphics – GPUs and Platform Wednesday, 8 August |10:45 am- 12:15 pm | Room 406 AB Mobile Graphics – Hardware and Software Techniques Wednesday, 8 August | 2-3:30 pm | Room 406 AB Mobile Applications – In Your Hand and On the Road Wednesday, 8 August | 3:45-5:15 pm | Room 406 ABSIGGRAPH Merchandise
Looking for gifts for friends, colleagues, relatives, or yourself? The SIGGRAPH Store in the South Lobby is your best shopping option for SIGGRAPH 2012 merchandise and clearance items from previous years including shirts, mugs and more! Purchase Prior Computer Animation Festival DVDs Prior Computer Animation Festival Programs on DVD will be available for purchase on site at SIGGRAPH 2012 in the South Lobby of the Los Angeles Convention Center. All SVR DVDs $5/ea 5 DVDs $20 10 DVDs $40 11 DVDs + $3/eaWireless Access
SIGGRAPH 2012 offers conference attendees wireless internet access in most areas of the Los Angeles Convention Center. To use this service, attendees should have a laptop computer or other mobile device with a built-in wireless network card or with an external wireless adapter. Please refer to your device’s operating system and network adapter documentation and follow this general procedure: 1. Document all existing TCP/IP and wireless configuration information before you make any changes. 2. Configure your device to use DHCP. 3. Configure your wireless adapter Network Name (SSID) to be “s2012”. No encryption or password options are required. Users should be aware of the security considerations when using any unencrypted, public-access wireless network. For assistance or further information, please contact GraphicsNet in Room 308A.Camera/Recording Policies
No cameras or recording devices are permitted inside any SIGGRAPH 2012 content area (Art Gallery, Emerging Technologies, Sessions, Studio, Talks, Computer Animation Festival, Exhibition, etc.). Abuse of this policy will result in the loss of your registration credentials. Not all contributors have granted complete public access to their works, information, descriptions, and other details - so please respect this request and allow SIGGRAPH to continue to offer such robust and cutting-edge content.Age Requirement For Exhibition Access
Children under 16 are not permitted in the Exhibition. Age verification is required.![]() |
| LA Live is a popular networking destination for SIGGRAPH attendees. |
Around Los Angeles – Things to Do
Downtown Los Angeles offers historic districts, restaurants, clubs, and cultural institutions, all within an easy walk or short cab ride of the SIGGRAPH 2012 hotels. If you haven't already, visit the SIGGRAPH Los Angeles page on our web site for helpful information about city guides, maps and weather information, local news, as well as resources suggesting the best places to dine.Los Angeles Food & Wine Festival
Exclusive to SIGGRAPH 2012 attendees – Receive 25% off your ticket to the Los Angeles Food & Wine Festival 9-12 August at L.A. Live. To receive your discount, purchase your ticket online and the 25% off will appear at check out.![]() |
| Actual weather forecast for next seven days in LA. |
Weather and Attire
Los Angeles is an amazing city with lots to do and explore, so you'll want to be sure you're dressed comfortably for your excursions. Local weather tends to be warm during the day, but can get chilly at night. Check the local weather forecast before you pack to be prepared for the climate. Please remember that the LA Convention Center will be air conditioned and can be extremely chilly, so dress in layers to make sure you are comfortable both indoors and out.Stay Up-to-Date
Visit the SIGGRAPH 2012 website, follow the official SIGGRAPH 2012 Twitter feed @siggraph and become a fan of SIGGRAPH 2012 on Facebook for the most up-to-date event details and information and continue to check back here for updates and photos. Whether coming from near or far, the SIGGRAPH 2012 team wishes everyone safe travels to LA and we look forward to making your 2012 experience memorable and beneficial.
Labels:
3D,
Animation,
Art Gallery,
Computer Animation Festival,
Computer Graphics,
Delight,
Digtial Art,
Game Development,
Interactive Techniques,
Rendering,
Robotics,
SIGGRAPH 2012,
Special Effects
18 July 2012
SIGGRAPH 2012 Game Industry Content Summary Guide
The following is a roundup of all content at SIGGRAPH 2012 originating from the game industry as compiled by Naty Hoffman, SIGGRAPH 2012 Games Chair and Technical Director for Activision.
This content will cover 20 game titles:
The lists below break out the game industry presentations by conference program. Each session lists the participating game development studios and any specific games covered.
Introduction:
This post lists all the content at SIGGRAPH 2012 originating from the game industry; note that in addition to the sessions on this list, SIGGRAPH 2012 also includes many relevant presentations from other industries (animation, VFX people, research, software and hardware vendors, etc.).Summaries:
SIGGRAPH 2012 will feature content from 33 game development studios and industry R&D groups:- Activision Studio Central
- Avalanche Studios
- Bioware Austin
- Bungie
- CCP
- Crytek
- DICE
- DONTNOD Entertainment
- Double Fine Productions
- EA Canada
- Epic Games
- Firaxis
- Gobo Games
- Guerrilla Games
- High Moon Studios
- Id Software
- Limbic Software
- LucasArts
- Maxis
- Microsoft Studios User Research Lab
- Naughty Dog
- NetherRealm Studios
- Ninja Theory
- Petroglyph Games
- Project Soul/Namco Bandai Games
- Q-Games
- Relic Entertainment
- SCEA R&D
- Square Enix Research
- tri-Ace
- Ubisoft Montreal
- Valve
- Vicarious Visions
This content will cover 20 game titles:
- ADRIFT
- Civilization V
- DmC Devil May Cry
- DOTA 2
- Dust 514
- End of Nations
- Far Cry 3
- Just Cause 2
- Killzone 3
- Mortal Kombat
- Once Upon A Monster
- Pixeljunk 4AM
- Rage
- SimCity
- Soulcalibur 5
- SSX
- Star Wars 1313
- Star Wars: The OId Republic
- Uncharted 3
- Warhammer 40,000: Space Marine
- Plus content will cover game engines and various industry R&D projects
The lists below break out the game industry presentations by conference program. Each session lists the participating game development studios and any specific games covered.
Courses
- Advances in Real-Time Rendering in Games Part I and Part II: Bungie, CCP (Dust 514), Epic Games, Ubisoft Montreal, Firaxis (Civilization V), Vicarious Visions, Gobo Games
- Beyond Programmable Shading: DICE
- Character Rigging, Deformations, and Simulations in Film and Game Production: Bioware Austin (Star Wars: The Old Republic)
- Efficient Real-Time Shadows: Guerrilla Games (Killzone 3)
- Virtual Texturing in Software and Hardware: Id Software (Rage)
- Practical Physically-Based Shading in Film and Game Production: Ubisoft Montreal (Far Cry 3), Activision Studio Central, tri-Ace
Talks
- Furry, Floppy, Fuzzy: Once Upon a Monster's Fur Pipeline: Double Fine Productions (Once Upon a Monster)
- What If Earth was Flat - Building Globe UI of SSX: EA Canada (SSX)
- From a Calm Puddle to a Stormy Ocean - Rendering Water in Uncharted: Naughty Dog (Uncharted 3)
- Adaptive Level-of-Detail System for "End of Nations": Petroglyph Games (End of Nations)
- Screen Space Decals in Warhammer 40,000: Space Marine: Relic Entertainment (Warhammer 40,000: Space Marine)
- Asking the Impossible on SSX: Creating 300 tracks on a ten-track budget: EA Canada (SSX)
- Fast Generation of Directional Occlusion Volumes: Maxis (SimCity)
- Local Image-based Lighting with Parallax-corrected Cubemaps: DONTNOD Entertainment (ADRIFT)
- Creating Vast Game Worlds - Experiences from Avalanche Studios: Avalanche Studios (Just Cause 2)
- Character Customization of Soulcalibur 5 In-Depth: Project Soul/Namco Bandai Games (Soulcalibur 5)
Technical Papers
- Theory, Analysis, and Applications of 2D Global Illumination: Limbic Software
Panels
- The Battle for Motion-Controlled Gaming and Beyond: Microsoft Studios User Research Lab, SCEA R&D
- Virtual Production Branches Out: High Moon Studios
SIGGRAPH Dailies!
- Mortal Kombat Morphing: NetherRealm Studios (Mortal Kombat)
- Pixeljunk Space Odyssey: Q-Games (Pixeljunk 4AM)
Computer Animation Festival
Screenings (Daytime Selects)- DOTA 2 Teaser: Valve (DOTA 2)
- Ninja Theory presents DmC Devil May Cry: Breathing Life into Video Games: Ninja Theory (DmC Devil May Cry)
- Luminous Studio Tech Demo: Square Enix Research
- Uncharted 3 Visual Effects: Naughty Dog (Uncharted 3)
- Star Wars 1313: LucasArts (Star Wars 1313)
- Unreal Engine 4 Elemental: Epic Games
The Studio
- Film/Game Convergence: What's Taking So Long?: Crytek
- Creating Vast Game Worlds - Experiences from Avalanche Studios: Avalanche Studios (Just Cause 2)
- Python Scripting in Maya: Crytek
- MaxScript for Artists: Crytek
- VFX for Games: Pre-Baked Destruction: Crytek
- Building a Game Level: Crytek
- VFX for Games: Particle Effects: Crytek
Labels:
Computer Graphics,
Game Developers,
Game Development,
Interactive Techniques,
Naty Hoffman,
Real-Time,
Rendering,
Shading,
SIGGRAPH
17 July 2012
Q&A with SIGGRAPH 2012 Games Chair Naty Hoffman
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| Naty Hoffman - the 2012 Games Chair |
Following is a brief conversation with Naty Hoffman, the SIGGRAPH 2012 Games Chair and Technical Director at Activision, regarding games and SIGGRAPH 2012. Please check back later this week for an article summarizing all the game industry content at SIGGRAPH 2012.
How does games content fit into SIGGRAPH and what are the can’t-miss sessions for this year?
Games are a core SIGGRAPH constituency, just like animation, VFX, fine arts, and research. As such, game content can be found in all the SIGGRAPH programs. There is a lot of great games industry content this year - please check out the full list
Given the increasing convergence between the industries, I also recommend that game industry attendees check out some of the amazing and relevant content from the film industry, such as courses on cinematography and matte painting presented by legends in their respective fields, as well as Talks and Production Sessions by companies such as Dreamworks, ILM, and Pixar.
What are your thoughts on the growth of casual and mobile gaming, particularly as it relates to the new SIGGRAPH Mobile program?
Casual and mobile gaming are an immense growth area and we have been making special efforts (such at the Mobile Symposium) to bring related content to the conference. I hope we will continue to see more content in these areas at future SIGGRAPHs.
What do you think is the next big technology that will be featured in mainstream games? In your opinion, what is the key to next-gen success for console gaming?
While cutting-edge technology will always be a big part of game development, I feel that the next generation will bring a renewed emphasis on the importance of art - supporting talented artists with solid and powerful tools, workflows and best practices will be no less (and probably more) important than having the latest whiz-bang engine feature.
The industry has been buzzing about free-to-play games recently. How do you think this will affect game development?
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