Showing posts with label SIGGRAPH 2011. Show all posts
Showing posts with label SIGGRAPH 2011. Show all posts

10 August 2011

SIGGRAPH Keynote Cory Doctorow's Full Speech Published

World renown blogger, activist, and sci-fi author, Cory Doctorow exposed a large audience to a lively and enlightening discussion on the ineffectiveness of copyright right laws in the digital age in protecting respective content creators.

“Here in the digital age, we copy like we breath.” stated Doctorow. “And so the stakes for getting the rules right on copyright have never been higher.”

Doctorow maintains that copyright law should serve as an incentive to be creative and that a good copyright system should result in more people making more innovation or content.

Yet Doctorow indicated that the 1996 WIPO Copyright Treaty which called for nations to grant legal protection for “Technical Protection Measures,” resulted in digital rights management and digital tie-ups. This enabled those companies to have more say over creators works than the creators themselves, or even the publishers that invest in the work.

Doctorow shared his three laws on the subject:

1) Anytime someone puts a lock on something that belongs to you and doesn’t give you the key, the lock is not there for your benefit.

2) Fame doesn’t guarantee fortune, but no one gets rich from being unknown.

3) Information doesn’t want to be free, people do.

In his summation, Doctorow qualified his optimistic outlook that a solution can be found, by also conveying that if the only solution to keep his trade as an author alive was to “redesign the devices the that fill our pockets, run our cars, carry our love notes, and comprise our entire system of political and civic engagement so that they can spy on us and betray us,” he’d go and get a “real job.”
For the first time ever, SIGGRAPH will release the entire keynote to the general public. Doctorow started his speech by stating that people could record the speech and replay it with his blessing. Here it is:


http://www.youtube.com/watch?v=hfU6e6--izo



22 July 2011

Jon Peddie Research Releases Analysis on Computer Graphics Industry

**The overall CG market will exceed $100 billion in 2014**

**Industry enjoys 7% growth for past five years**

The computer graphics (CG) industry has been a growth industry since it was established the late 1970s. Weathering the storms of the recession of 2009, the CG industry is back on track and showing new invigorated vitality and potential.

The CG hardware market was worth $53 billion in 2010 and should exceed $67 billion in 2011. The market for CG software was worth $13 billion in 2010 (not counting services, maintenance and other aspects). CG software is expected to grow to $14.8 billion in 2011 as the industry shakes off the remaining effects of the recession and customers start replacing software tools.

As a result of the pull back due to the recession, more people will be buying computer graphics software programs and we will see the development of traditional segments like CAD/CAM expand as new design approaches in automotive, aerospace, and architecture are brought forth. Visualization, a market that has been almost dormant for the past few years is poised now for great expansion due to exciting and lower cost technologies.


There is considerable opportunity for computer graphics software on several fronts. The tools for making movies is the highest profile market but it represents a very modest proportion of the total market. Design tools, game development, manufacturing, and scientific visualization are much larger markets and there is a great deal of opportunity as these markets adapt to changes in mobile devices, and take advantage of the vast compute power in the cloud. There has been a bubbling up of interest in computer graphics tools for mainstream and hobbyist users. It is still a tiny proportion of the overall market, but this too is an area where Jon Peddie Research is seeing intriguing product development and growth.

Over the course of the next five years, we will see the effects and tools used in filmmaking extend to much larger markets for small production houses, independent filmmakers, and even enthusiast/hobbyists. Game development will shift to accommodate new game platforms including mobile devices. And, most exciting, we expect to see a resurgence for imaging, vector graphics, and desktop publishing as new distribution models enable new business models for the publishing industry.

The demand for programmers, artists, scientists, and designers has picked up again and firms are actively looking for people who can use and exploit these new programs and their associated hardware accelerators. The economic recession has caused a slow down but it’s going to look like a small bump in the road by 2014.

Given these trends, Jon Peddie Research expects the rate of growth continuing to grow.

Exhibitor Tech Talks Schedule Announced

At the SIGGRAPH 2011 Exhibitor Tech Talks, attendees are able to get the inside story direct from the commercial developers of tomorrow's hot hardware, software, and systems. Benefits include question-and-answer exchanges and one-on-one conversations with the speakers after each presentation. All talks will be given on the Exhibition Floor in Booth #801

Following is the current line-up for Vancouver:

Advanced Micro Devices, Inc.
Tuesday, 9 August 11:15 am - 12:15 pm
Video Processing With AMD FirePro Solutions

PC architecture and graphics-processing units have become ubiquitous in broadcast and post-production workflows. This talk reviews the types of processing and rendering that the GPU excels at and illuminates some of the emerging trends for tightening GPU integration into these workflows.

DigiPen Institute of Technology
Tuesday, 9 August 2:15 pm - 3:15 pm
The Academic Infrastructure of Innovative and Successful Video Games

A detailed look at the academic infrastructure of interactive media technologies and the special emphasis placed on incorporating innovative game design and gameplay mechanics to make video games highly successful and marketable.

The Bakery
Tuesday, 9 August 3:45 pm - 4:40 pm
Bakery Relight: Interactive Lighting, Shading, and Rendering for Pros

Designed for the high-end feature film, television, industrial, automotive, and architectural design industries, Bakery Relight is the first interactive, all-in-one lighting, shading, and rendering solution. Born out of years of hands-on experience on top-grossing feature films, Relight supports the lighters’ and shaders’ iterative process with full-resolution feedback in seconds.

OPTIS
Wednesday, 10 August 9:45 am - 10:45 am
Physics-Based Virtual Reality

Thanks to their unique physics-based approach, OPTIS light-simulation specialists provide real-time, predictive visualization solutions based on measured physical properties of surfaces and materials. OPTIS solutions are used by engineers, ergonomists, and designers to optimize perceived quality and the visual ergonomics of HMIs.

Advanced Micro Devices, Inc.
Wednesday, 10 August 11:15 am - 12:15 pm
OpenCL and OpenGL/DirectX Interoperability

The computing power of GPUs is now accessible to improve the interactivity of 3D graphics. Leveraging this capability requires optimum interoperability between compute (OpenCL) and graphics APIs (OpenGL/DirectX). This talk demonstrates how to compute and update geometry with OpenCL on APUs, how to update VBO on discrete GPUs, and how to compute physics data on OpenCL and transfer those data to discrete GPUs.

Autodesk, Inc.
Wednesday, 10 August 12:45 pm - 1:45 pm
Multi-Threaded 2D Renderer Design

Rendering real-time high-quality 2D vector graphics through a 3D pipeline is a challenging task that requires custom algorithms for shape tessellation, edge anti-aliasing, and text rendering. For best performance, Scaleform 2D renderer includes optimizations such as multi-threaded rendering, mesh caching, and draw-primitive batching. Following a high-level design description, this talk dives into multi-threaded rendering, introducing a novel render-tree design that allows the both threads to access scene graph nodes simultaneously, greatly reducing copy overhead. This strategy is particularly effective when only a subset of nodes is modified every frame and can be applied to any real-time rendering engine.

Xsens Technologies B.V.
Wednesday, 10 August 2:15 pm - 3:15 pm
How Much Animation Can You Do in a Day?

This talk shows how to speed up your pipeline with the Xsens MVN animation tool. It also explains how to record a motion, edit the motion, and insert it into a scene in no time, or even real time, using the Xsens MVN system.

Organic Motion
Wednesday, 10 August 3:45 pm - 4:40 pm
Organic Motion Unveils the Latest Developments in Next-Generation Computer Vision

Preview the building blocks of the latest human-computer interaction.

14 July 2011

Interview With SIGGRAPH 2011 The Studio Chair: Chris Williams

Following is a brief conversation with Chris Williams, The Studio Chair from Knowledge Adventure! (pictured at right).

He currently is their Creative Director and attended the University of California, Riverside.


For someone who is new to SIGGRAPH, what should they expect from their Studio experience this
year?


This year is going to be spectacular! It is all about D.I.Y. wrapped in a Steampunk theme. The Studio has always been about getting hands-on experience with all types of equipment that one may not normally encounter in their daily lives. This year we took it a step further by focusing on cool technology and techniques that anyone could do themselves. One doesn’t need a $250,000 3D printer for rapid prototyping; you can start experimenting with something such as a $1,200 Makerbot. Since it comes in kit form, it allows for complete understanding of the technology during the construction process. It is great to discover that technology isn’t magic hidden behind a black box. Anyone can have access to it.

Not only does The Studio have some of the coolest toys at SIGGRAPH, but we also have some amazingly creative people. We have individuals from all over the world and from every discipline who are passionate about teaching and collaborating with other creative individuals. The Studio is the prefect venue for large exchanges of ideas.

When did you first come to SIGGRAPH and what specifically clicked in your brain that it was a good fit?

I first came to SIGGRAPH over 10 years ago when it was in Los Angeles. I was in awe with the assemblage of so many creative people in one place. I thought I found seventh heaven when I stumbled on the Studio. It was full of wonderful technology that attendees could use, experiment with, and learn on. There was the latest software, futuristic hardware, and a creative buzz that filled the air. I found that I was signing up for every workshop possible and ended up spending almost all of my time at SIGGRAPH there. I have never left.

How will it be the same or different from prior years?


The Studio will always be based on a “hands-on” area where technology is fueled by fun creative energy. This year is no exception! We have a host of donated equipment and software that attendees can try out, learn about and experiment with. The main difference this year is that we were heavily involved with the Unified Jury. It was a great experience to review and select projects, talks and workshops that would best fit inside The Studio. Along with curated venues, the juried selections promise to bring incredible talent together and a sharing of ideas.
What is one … or a few …. of the most special aspects of The Studio to you personally?

The Studio volunteers as well as the presenters! Each year, I love returning to SIGGRAPH, The Studio and working with, problem-solving with, creating with, such talented people. It really is like returning home and seeing old friends and family. Everyone who volunteers their time, equipment, and software really cares about teaching and sharing with others new technology and ideas. That is pretty special. That is SIGGRAPH.

Past attendees’ comments mentioned that the Studio atmosphere was a bit chaotic, how have you tried to address that this year?

What is great about The Studio is that it is always a bit chaotic. Even with all of the endless hours of planning, most of the donations and workshops aren’t finalized till the 11th hour. It should be commended the amount of corporate wrangling and solicitation it takes to host The Studio. Most of everything at The Studio is donated and all the time is volunteered. With that said, each year we outline new pipelines and procedures that will make for a more organized attendee experience.

Participating in the formalized venue of the Unified Jury was a monumental step in better organization. This year we have also tried to create a layout that allows for easy flow-through of traffic while encouraging exploration of each venue. Regardless, The Studio will be a fest for the mind.

What are some of the things you are most excited about in the Studio?

I am usually excited about getting “hands-on” experience with the latest technology and software. I look forward each year to which new 3D printer will be available or newest motion capture technique that will be in The Studio. This year, I am really looking forward to all of the great talks and presentations in The Studio!

I am incredibly excited that we will be starting off The Studio with the highly anticipated roundtable talk with Cory Doctorow moderating! We then continue the week will all sorts of industry talks, creative talks, hands on presentations, and fun workshops. I like that The Studio talks and presentations are a little more personal. Instead of being in a giant room with an industry legend on some tall far-away edifice, attendees are up close and personal and can ask questions. It is a little more interactive than just spectating.

What drew you to volunteer to be considered as The Studio Chair this year?

I wanted to give back! For years, The Studio has provided numerous techniques and experiences that I have been able to use in my professional life. I have learned many methods in The Studio and applied them in creating our company’s video games. Besides the obvious tips and tricks for 3D modeling and animation, there have been many non-obvious ones which include large format printing for advertising, pre-press printing and color correction for retail venues as well as lenticular imaging to showcase our 3D products. Because of the SIGGRAPH Studio, I was able to bring additional value to my company and colleagues. I find it an honor and privilege if I can help and teach others so they can benefit from the same experience.

On a personal level you have managed to stay with the same company for 16 years - which is rare in any industry – what makes it such a good fit and how have you done it?

I love the company that I work for, Knowledge Adventure! The company has been around for about 20 years during which it merged with Davidson and Blizzard (way before WOW) which then was acquired by Cendant, Havas, and finally Vivendi/Universal. I have had the benefit of working on all types of titles, licenses, and art styles. The work is hard, but we also play hard. The office is full of toys and we shoot Nerf guns at each other everyday. I have a great and incredibly talented team whom I would go through the "Gates of Hell" with.

We noticed you have an inspiration for talking spirits and skateboards, please elaborate on that interesting combination.

Creating Ouija boards and skateboards is a direct result of The Studio. While SIGGRAPH was in San Diego, a laser engraver was donated to The Studio and I fell in love with the sheer potential of the machine. For the next couple of months, I saved my pennies (lots) and bought my own laser. I liked the detail that the laser could give me so I wanted to produce art with incredibly intricate designs that I could combine with woodworking. The spirit boards came out of my fascination with the Victorian Era and the skateboards from growing up in California. I never would have been creating these boards without the experience gained from The Studio.

[Editor's note: Image on the left is one of his creations.]

Sources tell us that you have a particular passion for Circus Peanuts, any validity to this rumor?
I love Circus Peanuts and will consume about a bag a day. I use them as mini-brain batteries (in fact, I just ate four so I could write this :). I am naturally spastic, but I don’t think the “Peanuts” help matters. I love the taste, texture, and that they are a “fat free candy.” It is a “win – win”. The love is probably more about their texture as I dislike “peeps” and regular marshmallows (mushy).

The best is when someone tries them. It only happens once! They twist their faces up as soon as the sugar overload hits them (amateurs). They usually only finish half which usually means “more for me.”

Fun fact – When they were designing Lucky Charms, they first used bits of Circus Peanuts for the marshmallow addition. It was a success as they took longer to get soggy in milk. The rest is history. I also like Lucky Charm marshmallows but they are too small and too hard to get a good mouthful.

Usually when I say that I eat lots of circus peanuts, people often conclude it is the nutritious natural nut not a big squishy orange facsimile of a peanut. It’s like a cartoon peanut and that makes me happy.

Finally, to achieve your personal “Mission Accomplished” for The Studio in 2011, what would you hope attendees feel as they look back on their Studio experiences?

I would hope that attendees feel that they experienced many new and interesting technologies and techniques which they could bring back to their place of work and share with colleagues. In addition, I hope that they are inspired both technically and creatively by the workshops, sessions, presentations, and the people. I figure if they can take away a useful experience or technique that they can apply to their daily lives, then we have been successful.

[Editor's note: The Studio is packed with content including Studio Workshops, Digital Artistry Sessions, and Studio Talks. Attendees are encouraged to plan in advance as there will be limited capacity.]

06 July 2011

SIGGRAPH Gaming Content Revealed: Part Two

Following is the second entry of a three-part series focusing on gaming content that will be featured at SIGGRAPH 2011. This is a conversation between Jason RM Smith (pictured at the right) and ACM SIGGRAPH Chapter Reporter Mariebeth Aquino.

After successfully leading the SIGGRAPH 2010 Real-Time Live! program, Jason RM Smith continues his legacy as Chair and Director for 2011 and 2012. In his life outside SIGGRAPH, he is Digital Production Supervisor at LucasArts San Francisco.

Background details: This year's content features a substantial amount of game development content: game papers, courses, talks (technical, studio, and exhibitor talks), workshops on game development, and technical papers. In addition, game content can be found in the Computer Animation Festival where Real-Time Live! showcases the latest trends and techniques in games. And for those wanting a hands-on experience, the Sandbox provides the ideal environment to test drive the latest in interactive entertainment.

A Conversation with Jason RM Smith, SIGGRAPH 2011 & 2012 Real-Time Live! Director and Chair


What are your responsibilities as Director and Chair of Real-Time Live!?
It’s actually a combination of things which makes the role so interesting.

Firstly, I’m accountable for ensuring Real-Time Live! and the Sandbox are each a success in their own right at SIGGRAPH 2011. Fortunately I get to work alongside a bunch of super smart people who know how to organize an amazing conference, which makes my job much easier.

Secondly, I get to move the two events further forward in terms of placement and understanding as part of SIGGRAPH; they are still both relatively new compared to many other areas of the show so a goal for 2011 was to ground them in their own right, building on the great work established by Evan Hirsch in previous years.

The last major goal was to look to broaden the content (and hopefully the interest) in RTL! Computer Graphics has such a great community it was relatively easy to establish a subcommittee who provided outreach across a wide range of industries and groups that are pushing the boundaries of real-time graphics.

The sub-committee was almost too successful – we ended up with so many strong submissions that deserve to be on stage it was a real challenge to keep the show within its allocated time-slot.

What is the Sandbox? What was the vision behind it and what role does it play at SIGGRAPH?

The vision behind the Sandbox is very straightforward. Real-Time Live! is all about the live presentations from the artists and engineers responsible for the work, and the Sandbox was setup to allow SIGGRAPH attendees to try these projects hands-on, for themselves. (I’m also using it to squeeze in additional content just because there were so many great submissions; be sure to check out the handful of projects in the Sandbox you won’t find anywhere else at the show).
It’s also a really nice change of pace; after a few hours of lectures it’s fun to exercise the physical reflexes a little. Whether you want to race cars or interact with virtual Jellyfish, the Sandbox has something for everyone.
With the rapid evolution and advancements in technologies such as real time rendering, are games using top-notch technologies as impressive to gamers as they are to game developers? Are users more aware or appreciative of what goes on behind the scenes to create their games of choice?

You know, I’m constantly amazed by the number of gamers and communities who are extremely real-time tech savvy just through their interest in the medium. They represent a minority group of players but their depth of knowledge is just incredible.
Looking at the gaming audience in general, I think it’s much more a question of how the technology contributes. If developers’ use breakthroughs to drive a more holistic, compelling experience overall, there is no doubt the work involved is appreciated, even where the exact areas of improvement aren’t obvious to most people playing the game. Ideally, we want to focus 100 percent of the player’s attention to the situation we’re presenting on screen. In many ways, if the technology behind the scenes is obvious or demands attention as an element, then we have failed at delivering the most immersive experience possible.

In-game cinematics temporarily take gamers out of the active play role and place them in a more passive role. With large game development studios placing high importance on the quality of these cinematics, do you foresee a shift towards maintaining player involvement by making these segments more seemingly active?

Yes; there’s no doubt that developers are becoming more comfortable delivering meaningful action and narrative to garner an emotional response from the player using real-time sequences. As this becomes standard, our understanding of cinematics will be challenged as the boundaries between interactive and non-interactive disappear.

As an industry, we’re just beginning to understand how to balance multiple levels of interactivity to deliver a rewarding experience that sits comfortably between storytelling and retaining an immersive experience. The trend has started; it’s interesting to see where it will lead over the next couple of years.
Which is the stronger driving force:
- Video game hardware technology or video game software technology?
- The artist's craft to create video game content or the programmer's knowledge of the latest render technology?

None of them; or all of them. It’s a trap!

What makes a creative industry successful can be broken down or split up into many component pieces, but ultimately the one thing that drives all of those areas is innovation. It’s not always about doing something new, using the same pieces in a new way can be just as progressive, but it’s the underlying creativity that makes the difference, whether affecting one or all of the areas above.


05 July 2011

SIGGRAPH 2011 Gaming Content Revealed

Following is the first entry of a three-part series focusing on gaming content that will be featured at SIGGRAPH 2011. This first entry is a conversation between Drew Davidson (pictured at the right) and ACM SIGGRAPH Chapter Reporter Mariebeth Aquino. Drew Davidson is a professor, producer and player of interactive media. His background spans academic, industry, and professional worlds: he is the Director of the Entertainment Technology Center – Pittsburgh at Carnegie Mellon University and the Editor of ETC Press.

Background details: This year's content features a substantial amount of game development content: game papers, courses, talks (technical, studio, and exhibitor talks), workshops on game development, and technical papers. In addition, game content can be found in the Computer Animation Festival where Real-Time Live! showcases the latest trends and techniques in games. And for those wanting a hands-on experience, the Sandbox provides the ideal environment to test drive the latest in interactive entertainment.

A Conversation with Drew Davidson, SIGGRAPH 2011 Games Chair

What are your responsibilities as Games Chair?
To oversee and coordinate game-related content at SIGGRAPH, working with Naty Hoffman (Game Development Community Director), Jason RM Smith (Real Time Live! chair), and T.L. Taylor (Games Papers chair).

In terms of Games Papers, how many submissions were received? Was there an increase in the number of submissions? Did you notice any trends in the content received?
We had around 100 submissions this year, which is right around what we were expecting. Since we've had Game Papers for several years now, we have had between 80-100 submissions each year. As for trends, there seems to be more attention being paid to indie games and user-generated content.

How has the growth of the video games industry affected the amount of game content at SIGGRAPH? Has it affected this year's game content lineup? And do you foresee this trend expanding game content inclusion in future SIGGRAPHs?
That it's there at all attests to the growth of the industry, and Naty Hoffman has done some great work this year getting involvement and participation from the industry in this year's SIGGRAPH. As for expansion, that's tough to tell, it's been successful and it's going to be more of a PR issue as SIGGRAPH works to get the word out to attendees about the amount of good content related to games.

Since games have a little bit of everything, where does game development fit in SIGGRAPH?
Games fit into SIGGRAPH both in terms of graphics (with real-time rendering and such) and also in terms of interactive techniques (issues around design and player engagement) so there's some good fit with SIGGRAPH.

SIGGRAPH 2011 is in Vancouver, a location that has long been associated with game development. Any thoughts on what has made this location a hub for gaming?
Well, it's a great city all around, so it's an appealing place to work, and there has been a lot of local support to do business here. And with the local universities, there is a lot of potential talent. All of this has helped make it a great hub for game development.

Has the conference's location this year impacted the gaming content being included, interest level in content, or amount of submissions/participation by the local community?

It definitely has. Sylvain Provencher and Glenn Entis have been great in helping with some outreach, and again, Naty has done a great job coordinating with industry as well.

What advice do you have for someone interested in submitting content?

It is such a large event, it is really important to go over all the information on the website - it's all there, it just may not be apparent on first pass. And don't be shy about asking questions - you'll get an answer quickly which can help you submit in the right area and complete your submission successfully.

SIGGRAPH is known for debuting the types of technologies that allow for more intricate gaming experiences, such as the advanced motion capture technology in games like L.A. Noire. What do you think is the next big technology that will be featured in mainstream games?
Mobile gaming is really hitting it's stride. We're going to start seeing more integrated experiences that let you take your gameplay with you across platforms. Plus with services like Gaikai, we're going to see games start streaming (like movies and shows through Netflix and Hulu).


On a personal level, what was the last great video game you played and what did you appreciate most about it? What is your favorite video game of all time and why?
Recently, I've been playing a lot of Minecraft. It really is an amazing experience. It's the epitome of a "Sandbox" game, where you can pretty much do whatever you want...but then's there's the night time, for which you better be prepared.

As for all time, that's a complex question, because I enjoy different games at different times and for different reasons. With that caveat in mind, I'm going to mention two of my tops. "ICO" (on the PS2), is a wonderful adventure game that has an enchanting atmosphere and elliptical experience that I enjoy while I play it and that sticks with me afterwards. Second, would be "Words with Friends" (on the iPhone). I regularly play it with my wife as we both enjoy word games. It does such a nice job of taking advantage of the platform to make it easy to continuously play asynchronous games and keep in touch throughout the day.

30 June 2011

Computer Animation Festival Preview Video is Live

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

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

24 June 2011

SIGGRAPH 2011 Exhibition Experiencing Dramatic Growth in International Participation

The SIGGRAPH 2011 Exhibition is shaping up to be diverse in both in international (exhibitors from outside the U.S.A.) participation and first-time SIGGRAPH exhibitors at the Vancouver Convention Centre.

SIGGRAPH 2011 is currently running 45% ahead of last year in terms of overall international exhibitors. Specifically there are already 64 international exhibitors committed this year vs. 44 at this point in time last year. Canada, UK, France, Japan, Korea, and China represent the majority.



A vast majority of the *first-time* exhibitors are based internationally. Of the 29 first-timers registered for 2011, 25 are located outside the United States, representing seven countries. In 2010, only 13 had committed to exhibit last year at this point in time.



“We are very pleased with the results from our efforts,” said Mike Weil, SIGGRAPH Exhibits Manager, “First-time exhibitors are important because they often bring new technology and innovation to the industry. In addition to our long-time and important exhibitors, the show will also be filled with many new, and to a greater extent non-U.S. based organizations. And we are not done adding more companies to the show.”

(Pictured left: Mike Weil, SIGGRAPH Exhibits Manager since 1992.)

According to Weil, by more than doubling the number of first-time exhibitors as compared to last year, attendees will be exposed to new organizations they have never seen or heard of before. This sometimes even leads to collaboration amongst participating exhibitors and new possibilities are uncovered on the tradeshow floor. Weil attributes some of the success this year to key assistance by Canadian partners as well as the strength of the conference program and the surging energy in the computer graphics industry in Vancouver and across the globe.

The current list of SIGGRAPH exhibitors is available here.

20 June 2011

SIGGRAPH 2011 Announces Computer Animation Festival Winners

BEST IN SHOW AWARD: The Fantastic Flying Books of Mr. Morris Lessmore. Directed by William Joyce and Brandon Oldenburg, Moonbot Studios

SIGGRAPH announces the Computer Animation Festival's Best in Show, Jury Award, and Best Student Project recipients for SIGGRAPH 2011 in Vancouver, 7-11 August 2011. A total of 77 films will be shown during the Computer Animation Festival. Nominees were chosen by an expert panel of jury members from 891 submissions representing 44 countries.

"The level of quality and technical expertise
exemplified by this year’s submissions continues to raise the bar for the extreme innovation and leading technology the Computer Animation Festival delivers year after year,” said Joshua Grow, Computer Animation Festival Director and 3D Stereo Coordinator for The Creative-Cartel.

He continued, "The submissions selected to be featured at SIGGRAPH 2011 are a true testament to the leaps and bounds the Co
mputer Animation Industry has achieved since the Computer Animation Festival first debut at SIGGRAPH and promises a very exciting road ahead.”

The Computer Animation Festival is recognized by the Academy of Motion Picture Arts and Sciences as a qualifying festival. Since 1999, several works originally presented in the Computer Animation Festival have been nominated
for or have received a "Best Animated Short" Academy Award. This years 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.

BEST IN SHOW AWARD
The Fantastic Flying Books of Mr. Morris Lessmore

Directed by William Joyce and Brandon Oldenburg, Moonbot Studios


The Fantastic Flying Books of Mr. Morris Lessmore is a poignant, humorous allegory about the curative powers of story. Using a variety of techniques (miniatures, computer animation, 2D animation) William Joyce and Brandon Olde
nburg present a hybrid style of animation that harkens back to silent films and Technicolor musicals.

JURY AWARD Paths of Hate
Directed by Damian Nenow, Platige Image


Two pilots, driven by blind hate, chase each other in their airplanes and thereby write cryptic messages of madness into the firmament. On their way into the abyss they transform into inhuman and distorted creatures that finally
become part of the history of hate.

BEST STUDENT PROJECT PRIZE
Flamingo Pride Directed by Tomer Eshed, The Konrad Wolf Potsdam-Babelsberg Film and Television University

Frustrated being the only straight flamingo in a gay flock, our hero falls in love with a lady stork that flies by. Unable to convince her of his serious intentions he isolates himself and goes through an identity crisis. An intensive encounter inspires him to make a bold move.

JURY AWARD RUNNERS-UP

Escape of the Gingerbread Man!!!

Directed by Tod Polson, The Monk Studios


A young storyteller challenges the old master in a pub on the Irish west coast. The “Escape of the Gingerbread Man” is a mad romp through the Irish countryside. As well as a subtle commentary on the changes in traditions, and culture that is happening throughout the “emerald isle.”

The Experience of Fliehkraft

Directed by Till Nowak, frameboX


Humans mount themselves onto gigantic robots and try to get centrifuged through space. Sounds like science fiction, but it is what happens in theme parks. Machines with the power of tanks offer five minutes of anti-gravity therapy. An attempt to escape this world ... driven by 10,000 horsepower.


BEST STUDENT PROJECT PRIZE RUNNERS-UP

DreamGiver

Directed by Tyler Carter, Brigham Young University


A regular night of dream delivering turns into a literal nightmare when an orphan's book of Ancient Aztec Mythology comes alive. The Dreamgiver must save the orphan from his own nightmare!

Sweater Dog

Directed by Gina Moffit, Ringling College of Art and Design


A normally happy go lucky dog is put into a restricting sweater by his owner but tries to go on with his normal every day activities.

Editor's Note: A preview video of this year's Computer Animation Festival will be available soon. Check back to this blog for updates.

16 June 2011

A Brief Conversation with Artist Meats Meier

Following below is a brief conversation with Meats Meier - the artist behind the Computer Animation Festival's "Animation Mother" pictured below.

Meier is currently a freelance illustrator and animator living in Los Angeles. He taught the first ever ZBrush course at the Gnomon School of Visual Effects, and is the author of the very popular "Introduction to ZBrush" training DVD produced by the Gnomon Workshop.

Meier is als
o an award-winning digital artist (including two Expose' Master awards) with over a decade of experience in a wide range of artistic fields. His artwork is on the cover of numerous books, magazines, and web sites and he was honored with the prestigious "Maya Master" title by Alias at SIGGRAPH 2003.

What was your inspiration for this year's image?


The inspiration for this year's image was my interpretation of the design theme of SIGGRAPH 2011 - slightly psychedelic, a little hippy, and very colorful. If you saw her in real life, she would be morphing and changing every second - these images are just snapshots of what she looks like at any time for that year.

What does the image symbolize to you personally?
The Animation Mother to me symbolizes the industry and SIGGRAPH itself - always changing, always updating, something new to look forward to.


How specifically did you create the image?

This is the fourth year that I've created the SIGGRAPH Animation Mother, and each year I take elements from the version the year before and use those parts of the base for her new look. This year, I had the model Jessica Johnson scanned into a 3D model, and I used that mesh as a base to create her actual body parts. The fun part is just adding and taking away a lot of intricate detail until I'm happy with how she looks. If a new technology appears in the 3D world, there is a good chance that I will use that technique in her creation.

How much time did it entail?
I worked on it for just about four days or so. I like to try a lot of different poses and looks until I stumble upon the 'one'. I have so much fun with these images, if there wasn't a deadline (and if I didn't have other things to do) I could probably work on these until I die.

Where do you look for inspiration on a daily basis?
Nature really is my biggest inspiration. It seems like all design problems have been solved and perfected in nature. Life itself is always so interesting, so many levels of intricacy.

What brought about this collaboration between you and SIGGRAPH?
In 2008, Jill Smolin - who was in charge of the Computer Animation Festival that year - asked me to design something for the show. We discussed options, and we finally decided to do something a bit like a piece that I had done years ago that I called "Mother Nature". We got a really nice response to the image, and I was asked to continue the image for the coming years.

Any interesting projects you are working on currently?
Nowadays I'm mostly involved in art and animation for the music industry. Right now I am working on art for bands like TOOL, A Perfect Circle, and Puscifer. Art and music go hand and hand, and I love the creativity that is allowed when working on rock-and-roll.

To view more samples of Meier's work, go here.

15 June 2011

SIGGRAPH Launches Business Symposium to Address Industry Needs and Direction

For nearly 40 years, SIGGRAPH has inspired, educated, and influenced the direction of research, production, and artistic communities. At SIGGRAPH 2011 in Vancouver, 7-11 August 2011, the conference is introducing the SIGGRAPH Symposium: The Business Think Tank. This one-day event brings together leaders to address the past, present, and future of the global computer graphics industry.

The Business Think Tank introduces an opportunity for industry leaders and visionaries to discuss issues related to finance, strategy, culture, and creativity in a conversational environment. This full-day event on 7 August 2011 features discussion groups and two enlightening featured speakers intended to spark frank and honest interaction about the industry in the 21st century.

"The intimate, interactive nature of this inaugural Business Think Tank is the ideal forum in which to inspire idea-sharing and problem-solving among some of the visionaries within the global computer graphics community," says Jill Smolin, SIGGRAPH 2011 Director from 3ality Digital. "This highly interactive day will feature conversations and presentations of industry-specific issues and challenges within our local and global community."

Planned participants include:

Featured Speakers:
  • Gail Currey, Head of Studio, PDI/DreamWorks
  • Andy Hendrickson, Chief Technology Officer, Walt Disney Animation Studios

Business Session:
  • Victoria Alonso: EVP,VFX and Post Production, Marvel Entertainment, LLC
  • Rory Armes: CEO, Gener8 Digital Media Corp.
  • Dan Glass: EVP, Senior VFX Supervisor, Method Studios
  • Namit Malhotra: CEO, Prime Focus
  • Don McGowan: General Counsel, The Pokémon Company International
  • Marc Weigert: Executive Producer, VFX Supervisor, CEO, Uncharted Territory, LLC
Culture Session:
  • Steve Bocska: CEO, Pug Pharm Productions Inc.
  • Kim Davidson: Co-Founder, CEO, President, Side Effects Software Inc.
  • Warren Franklin: CEO, Rainmaker Entertainment Inc.
  • Jenny Fulle: Founder, Visual Effects Producer, The Creative Cartel
  • Shannon Gans: CEO, Co-Founder, New Deal Studios, Inc.
This Symposium is a new initiative for SIGGRAPH, and is intended to accommodate approximately 200 people who are on the business side of the industry. They might be artists who are now company leaders or leaders who work with artists. They are the people who look to each other and other leaders to define and run the industry.

Registration for the SIGGRAPH Symposium: The Business Think Tank is now available. Attendance for this event is very limited.

14 June 2011

Interview with SIGGRAPH 2011 Art Gallery Chair


Following below is a brief interview with Mona Kasra, SIGGRAPH 2011 Art Gallery Chair, who explains her vision and insights into this year's amazing Art Gallery - Tracing Home.

Kasra is a new media artist and educator currently pursuing a PhD at University of Texas at Dallas with a focus on emerging media and communication.


What was your vision behind this year’s Art Gallery?
Tracing Home actually came about as a result of blending SIGGRAPH 2011’s main conference theme “Make it Home” into my personal research interests around the effects of networked media on our culture and our existence. Home is a strong component in production of identities and can signify community and belonging while, on the other hand, can indicate a sense of displacement and isolation. As an Iranian-American, I have been personally fascinated by its personal, political, historical, or cultural definitions.

Given that our understanding of the word home is constantly being shaped and reshaped, I was eager to see how digital artists trace home in the age of networked technology where our sense of body, space, and time is rapidly dematerialized through non-physical hyper-connections. I was especially looking for artworks that critically addressed the current blurring boundaries between virtual and physical. So, Art Gallery’s Call for Submission (CFS) this year invited artists to submit their digitally mediated artworks that searched for, examined, or constructed different dimensions to the concept of home in the 21st century. I should mention that after the jury process, I was blown away by the variety of perspectives that the participating artists have embarked on - certainly beyond what I had imagined in the first place.

How did the community respond (number of submissions, etc)?
The response to SIGGRAPH Art Gallery’s CFS was quite impressive this year. We received over 300 high quality submissions from across the world in a broad range of mediums and disciplines. Submissions varied from those directly responding to the main theme of the exhibition… to those who drew attention to variety of sub-themes and for instance dealt with the ideas of nostalgia, spirituality, surveillance, privacy, control, etc.

All together, the level of breadth and creativity in many of the entries was incredible. The Selection Committee - which was composed of a group of artists, curators, and academic experts in the areas of art, science, and technology - had to go through a lengthy and difficult process of evaluation in order to identify and assemble the content of this year’s exhibition. The outcome of their careful selection is a fresh look at home in relation to its physicality as well as its emotional and sociopolitical aspects.

How will this year’s experience be different than the past?
Well, Art Gallery this year is thematically much more specific and narrowed down. We asked the artists: “where and what is home in the networked era?” and invited them to creatively engage in a more detailed exploration of a rather familiar concept. As a result, even though the selected artworks are very different in approach and technology, an invisible but unifying conceptual theme connects them all tightly. I certainly hope that such strong interconnection among the artworks would further engage the audience with the content of the works and the content of the overall exhibition.

This year, during the course of the conference, SIGGRAPH 2011 Art Gallery committee will provide the audience with educational opportunities such as guided “Daily Tours” and “Informal Art Talk” sessions. The goal of these programs is to expand on Tracing Home and expose the attendees to the various ways that artists use technology for artistic and conceptual expression.

Additionally, thanks to SIGGRAPH International Center, Art Gallery will be offering multilingual podcasts which will further explain artists’ thoughts and ideas behind their exhibited works. We hope that these podcasts facilitate self-guided tours of the gallery as attendees will be able to access the audio files on the spot just by scanning assigned QR codes using their smartphones. Podcasts will be accessible on the web closer to the conference and can also be downloaded prior to visiting the gallery.

You have been involved with the Art Gallery for several years now, what keeps you motivated to stay involved as a SIGGRAPH volunteer?
Simple… the ultimate opportunity to meet and work with some of the most inspiring artists and art lovers from around the world. The experience has been truly worthwhile.

What is the best advice you can give an artist interested in submitting to future SIGGRAPH conferences?

My advice is three-fold actually:

1- Read SIGGRAPH Art Gallery’s Call for Participation (CFP) carefully and thoroughly. CFPs vary every year. Submissions that do not relate or respond to Art Gallery’s CFP stand no chance of getting accepted to the show by the selection committee.

2- Spend substantial amount of time to review and follow the submission requirements. Incomplete or wrongly completed submissions will not be considered. Write a lucid description for your submission and provide a detailed Artist’s Statement. Explain your vision, intentions, and process in depth and especially address how your work relates to the CFP.

3- Keep an eye on the submission deadline. Every year, Art Gallery receives multiple requests from artists for late submissions, all of which regretfully get declined.

What do you hope attendees take away from this year’s Art Gallery?
First and foremost, I hope Tracing Home will be a memorable exhibition that inspires, informs, and engages the audience with its space and content; one that fosters dialog between attendees and participating artists. Secondly, in terms of our theme and our preoccupation with home in the networked age, I hope the selected works will collectively trigger the audience to re-examine and reflect on our new life trajectories especially in regards to hybrid realities of virtual and physical.

For complete details, visit the Art Gallery web page.

For the preview video, visit the video page.