Showing posts with label SIGGRAPH 2014. Show all posts
Showing posts with label SIGGRAPH 2014. Show all posts

13 August 2014

Q&A: DreamWorks Animation Experts Talk 'How to Train Your Dragon 2'

SIGGRAPH 2014 sat down after DreamWorks Animation Presents: The Growth of "How To Train Your Dragon 2" for a quick Q&A with panelists on their process.

Q: Which part of the animation process on How To Train Your Dragon 2 was most rewarding and why?

A: Lighting was the most rewarding part of HTTYD2 [for me]. This was my first film in the VFX Supervisor role so I had a lot more involvement and exposure with a much broader range of the film making than I had ever had before, which was really enjoyable; however, my background is in lighting and for this film I was able to collaborate very closely with renowned Cinematographer Roger Deakins.

 Roger is incredibly inspiring and I was able to learn so much from him in such a relatively short time. I'm very proud of all aspects of the film, but I think for me the lighting represents an area of personal growth that far exceeded my expectations. (Dave Walvoord, VFX Supervisor)

Q: In your production session panel you noted that the fans helped shape the main character’s final look, where else did you find inspiration for Hiccup and his surroundings?

A: I think I would like to elaborate on the fans contribution to the film. When our teaser trailer came out many of our fans filmed themselves watching their reaction to the trailer for the first time. Apparently this is something fans do now, but I had never seen anything like it. Our fan reaction was so strong that it became very inspirational for the crew. Our artists were constantly posting fan reactions on Facebook for their friends and other members of the crew to see. Our editorial staff gathered a number of them and cut together a piece that showed 8 people's reactions at the same time. 

The other thing that happened is that we saw how much these characters meant to our fans. Suddenly the entire crew was aware of having a responsibility to deliver their best efforts because we could see how much what we were doing meant to our fans. It would not have been possible for anyone to deliver a more motivational speech than what our fans had given us. It was a very unique experience and I can only wonder how much social media will grow to include the fans in our collaboration on future films. (Dave Walvoord, VFX Supervisor)

Q: Have you attended a SIGGRAPH conference in the past? If yes, tell us your favorite part about coming to SIGGRAPH. If no, describe your experience so far.

A: Yes, I've been coming to SIGGRAPH for years. In fact, the first two times was as a demo artist back in 1994 and 1995. I associate SIGGRAPH with the excitement that comes from the exploration of all things new and reconnecting with friends and former students. The Electronic Theater is a big highlight, too! (Gil Zimmerman, Head of Layout)

Don't miss tonight's special screening of How To Train Your Dragon 2 in Ballroom A/B, West Building at 8 p.m. at the Vancouver Convention Centre. DreamWorks will be giving away 10 posters autographed by the film's producer and director to the first 10 attendees in live.

12 August 2014

Vancouver Mayor Gregor Robertson Embraces SIGGRAPH

Mayor Robertson (left) viewing the "Birdly" installation, which simulates bird flight in Emerging Technologies
Vancouver Mayor Gregor Robertson made an appearance at SIGGRAPH 2014 yesterday, addressing members of the press as well as visiting the Emerging Technologies. Mayor Robertson 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.

Keynote Elliott Kotek Captivates SIGGRAPH 2014 Attendees


Elliott Kotek, co-founder of Not Impossible Labs, gave an outstanding keynote presentation yesterday at SIGGRAPH 2014. Sharing that volunteerism is near and dear to his heart, Kotek told the audience about 14-year-old Daniel, a refuge in war-torn South Sudan, who had both arms amputated as a result of a terrible bombing. Unfortunately, Daniel is only one of 50,000 amputees. Kotek and his team, determined to help Daniel, outfitted the young man with an arm using a 3D printer, allowing Daniel to feed himself for the first time in 2 years.

While the original goal was to help Daniel, the ultimate objective is to "Help One. Help Many." Locals were instructed on how to use the 3D printers so that other amputees will also have the opportunity for a better quality of life. Hence, Project Daniel was born.

Here's the YouTube link to that video:

Kotek's message is simple. Technology can have an immense impact on humanity. He encouraged all SIGGRAPH 2014 attendees to find their own "Daniel" and placed importance on community responsibility.

“Everyone has access to tools," Kotek said, "You don’t need permission to be innovative.”

To learn more, visit www.notimpossiblelabs.com or view "Project Daniel".

Follow Kotek on Social Media:

  • @notimposs
  • Facebook: NotImpossible
  • Instagram: Not ImpossibleNow

SIGGRAPH 2014 Recap: Day 1



SIGGRAPH 2014, the 41st International Conference and Exhibition on Computer Graphics and Interactive Techniques, made its return to Vancouver, Canada, when it officially opened its doors to attendees on Sunday, 10 August. The first day of the conference featured several Talks, Panels, Birds of a Feather events, Studio Courses and StudioXperience interviews, not to mention Technical Papers Fast Forward, ACM SIGGGRAPH Theater Events and Art Gallery.

11 August 2014

Brazilian Paulo Henrique Machado Attends SIGGRAPH 2014 Via Telepresence

Paulo Henrique Machado
Paulo Henrique Machado has lived in a room at Clinicas hospital in Sao Paulo, Brazil since he was an infant. As a baby, he suffered paralysis brought on by polio, and is confined to bed and hooked to an artificial respirator 24 hours a day. In 46 years, he has left the hospital only a few dozen times. He saw the ocean for the first time at the age of 32. Much of Paulo’s childhood was spent in his hospital bed, dreaming of the world outside. "For me, playing football or with normal toys wasn't an option -- so it was more about using my imagination," he told BBC News last year.

3D model made by Paolo
Despite his physical limitations, Paulo has trained as a computer animator, and is now making an animated series for children about his life. The series, which is called “The Adventures of Leca and her Friends” is the embodiment of his greatest wish -- to show children that being different is okay, and that everyone is special in their own way. The series was inspired by a book written by his lifelong friend, Eliana Zagui, who is also paralyzed as a result of polio, and lives in the same room as Paulo.

Storyboards from Paolo's series.
For many years, Paulo has dreamed of attending SIGGRAPH. This year, SIGGRAPH and Double Robotics made that dream come true through the use of a telepresence robot. The nicknamed "R2 D2"--Paolo clearly has a great sense of humor--is the first telepresence robot he has ever employed.

SIGGRAPH 2014 Conference Chair Dave Shreiner noted:  “SIGGRAPH is a community. Paulo is part of our community, and we take care of our own.”

You may spot Paulo driving around the conference, steering the Double Robotics robot from his hospital room in Brazil. Please stop and say hello! He speaks some English, but will have Portuguese-speaking SIGGRAPH student volunteers with him to translate.

Paulo interacting with other SIGGRAPH attendees.
On Sunday, August 10, Paulo saw the Vancouver harbor for the first time, and was taken aback. He turned the robot left and right to look out the glass windows of the Vancouver Convention Centre. “Do you know what this means to me?” he asked SIGGRAPH, when questioned how he liked the robot. “It gives me the freedom that I physically can’t have.”

For more information on the series, email leca.e.seus.amigos@gmail.com.

BBC News Article: http://www.bbc.com/news/magazine-23364127

Catarse Campaign: http://catarse.me/en/leca

10 August 2014

SIGGRAPH 2014 Chair Dave Shreiner's CGW Interview!

Tell us about yourself on a personal level.

I grew up in a technology-isolated backwater in central Pennsylvania, where computers weren’t particularly available.  I became interested in computer graphics as a wee lad when I encountered a 2D-vector motorcycle jumping game.  I stunk at it (for the $3 my folks had the patience of watching me waste), but it made me proclaim I was going to make these games when I was older.  To date, I still haven’t done that, but I hopefully still have some time.

According to my educational transcripts, I was a mediocre student who probably shouldn’t write long sentences (or essays like this) or work with numbers with more than two decimal places, even though I graduated college with a Bachelor's degree in Mathematics.  I didn’t study computer science since I knew I would sit behind a computer and hoped I could pick up what I needed to know along the way.  I usually didn’t do my homework.  Instead, I fiddled with computers drawing graphs of equations.  Turns out there are people who need that done, and I was fortunate to have a friend who knew someone who needed that type of help.  After getting the job, I sat in a closet in one of the school’s chemistry labs, drawing molecules on a Silicon Graphics (SGI) 4D 210 GTX workstation, and my life was forever transformed.  Not only because I was doing cool computer graphics, but also because it was the first time I had gone to SIGGRAPH.

After I left school for good, I got a job in a bomb factory in Lancaster, Pennsylvania doing flight simulation on – you guessed it – another SGI machine.  Next, I moved west to Silicon Valley to work for Silicon Graphics making those amazing (at the time) machines.  I also went to SIGGRAPH again.  And again.  And again.

I met my then-to-be wife at SGI (she worked there too), and took her to SIGGRAPH.  I got involved in some cool technology: a computer graphics library named OpenGL, and wrote a course about it.   Then I helped present a course at SIGGRAPH on OpenGL.  Then I helped write a book about OpenGL, and kept talking about OpenGL and graphics at SIGGRAPH.  I kept presenting courses, and then helped organize them at SIGGRAPH.

I know, dear reader, you’re seeing a pattern here.  There’s been a lot of SIGGRAPH in my life, and I think that’s just awesome.

The last few years, I’ve been working on graphics systems for mobile devices, and going to SIGGRAPH, and I thought it’d be cool to combine those two things, so I volunteered to chair the 2014 SIGGRAPH conference to see if I might achieve that somehow.  My wife attends the show as well, and I’m still presenting courses there too.

But enough about me …

What do you bring to SIGGRAPH in terms of your professional experience?

SIGGRAPH 2014 will be my 26th consecutive SIGGRAPH conference (which doesn’t include attending SIGGRAPH Asia), and include my 26th and 27th presentation at the conference. I’ve also been volunteering for SIGGRAPH for the last 12 years in a multitude of roles including organizing programs at the conference, and supporting the SIGGRAPH organization.

I’ve also been a practitioner, engineer, and educator in the field of computer graphics for a few years more than my SIGGRAPH attendance.  I’ve co-authored four books on subjects relating to computer graphics, and helped evolve the technology used to create computer-generated images.

I also bring some business knowledge about project planning, marketing, communications, and finance, which has proved invaluable in being the conference chair.

Most importantly was being able to convince a number of talented friends and colleagues to volunteer their precious time to make this year’s SIGGRAPH conference one for the record books.  They’re a fantastic committee, and you’ll easily see how talented they are.

What made you take on the position of chair?

SIGGRAPH has been a great help to my career and personal success, and being conference chair is kind of my ultimate way of giving back to the community.  While I’ve presented numerous times at the conference, and worked on previous conference committees, doing it at this level is an unparalleled honor!

Additionally, it provided a somewhat unexpected career growth opportunity.  I was curious about motivating and leading a team, and this is one of the best environments to do it in.  The caliber of volunteers is beyond measure, and they’re all super nice people.  So it’s a great place to work on building leadership skills as well.

What other SIGGRAPH positions have you held?

When I first started volunteering for SIGGRAPH about 12 years ago, I was webmaster for the organizational website.  After a few years presenting courses, I was invited to review courses, which lead to being on the courses committee, including chairing the courses committee in 2006, and again in 2009.

What can attendees expect this year at the conference?

This year has a large focus on technology, particularly in using the latest devices and techniques to personalize experiences, from new techniques on mobile devices to creating physical manifestations of their virtual objects using 3D printing and drones.  We also showcase the leading research in all the disciplines that compose our community (we had record numbers of technical and art papers this year), provide proactive panels and a world-class set of educational courses.

This year’s conference committee also recognized how the computer graphics industry is changing, and will have several events focused on independent practitioners – from gamers to app developers to those working on augmented- and virtual reality.  I discuss this more later.

What is this year's theme?

Why have just one?  There were a number of directions that I had hoped to incorporate into SIGGRAPH 2014, as well as letting the passions and creativity of my team lead them as well.  With that scenario, we’re emphasizing a lot of interesting elements…

One is a focus on mobile graphics [one of my professional interests].  I consider mobile phones and tablets the latest generation of devices for producing computer graphics.  However, with their cameras, hi-res display, GPUs, multiple CPUs, GPS and other sensors, they’re some of the most advanced, integrated computing systems in history, and they’re enabling all sorts of interesting applications, such as augmented reality, social gaming, and computational photography.  We’re challenging our community to show us how to use these devices in new and interesting ways.

We’re also emphasizing gaming and real-time graphics, particularly as the practitioners of those fields are producing works that rival blockbuster movies.  That’s an exciting growth area, and a natural fit for SIGGRAPH.

And another focus that I am also excited about is the physical creation of these virtual 3D objects we’ve all been enjoying over the last decades. With 3D printing becoming almost a commodity, we’ll be providing solutions for attendees to do everything from necessary to design and manufacture their 3D creations using the latest in 3D manufacturing technology.

How does the theme resonate with you on a personal level?

I’m an engineer and technologist by trade, and seeing what creative individuals can do with the modern technology we have is very exciting to me personally.  As I mentioned, phones and tablets put very capable graphics systems in the hands of an ever-growing population.  Computer graphics and interactive experiences — the fundamental tenets of SIGGRAPH — are now more accessible than ever before, and people are enjoying our media more than ever.  The work of our community is improving the lives of ever more people, and that’s a noble and exciting venture.

How has SIGGRAPH influenced you personally and professionally?

SIGGRAPH is the rocket that pretty much launched my career.  It’s a bit of a long story, but I think it really demonstrates the value of SIGGRAPH.

I knew that I was going to be a computer jockey around my freshman year in high school, but I wasn’t sure how or what precisely I was going to do.  I bumbled around high school and college playing with computers and doing math, but without a whole lot of direction.  Near the end of my college experience, I was lucky enough to have a colleague suggest that I should go to this conference called SIGGRAPH.  Sounded cool, but I really had no idea what to expect.  That was 1989 — my first conference — even though I could only afford to go to the exhibition, it totally hooked me.  I saw what smart, creative people were doing with graphics workstations (at the time), and it provided the clear picture of what I wanted to do.  It also showed me how little I knew about the field, and what I really needed to know to succeed.  I went home with a pile of books, and a lot of enthusiasm.

I registered as “full conference” the next year, and took in everything I could.  It was well worth the investment. I was in total awe of the speakers and talents of everyone there, and the images they were making.  I also thought that I could never be one of those folks contributing to the content of the show.  But I kept coming, learning, and making new friends who were happy to share and increase my knowledge.

I kept going to the conference, and after about 10 of them, I got to do my first course presentation.  I was fortunate to discuss a topic, OpenGL, which was important to a number of conference attendees, and it was at that point I realized what SIGGRAPH had done for me, but also what I could do for others.  I’ve always been kind of an overzealous Boy Scout, and this was just killer: helping others develop their skills while talking about something I loved.

SIGGRAPH 2014 will be my 26th consecutive conference, and my 17th year of presenting at the conference, where I’m once again presenting a course, as well as talking on a panel.  It never gets old.

Without SIGGRAPH, I’d probably still be sitting in a cornfield in Pennsylvania, probably working on bar-code scanners (the first computer job I ever interviewed for), and not helping delight minds and eyeballs all around the world.

What are you looking forward to most at the show?

On a personal level, I’m excited to take my parents to SIGGRAPH.  My wife (a 20+ year attendee) and I have waxed lyrical about the show, but my folks have never experienced it.  I’m looking forward to them being totally blown away, but also sharing with them an important part of my life, and seeing how much enjoyment I get from SIGGRAPH.

Specific to SIGGRAPH 2014 … there’s so much.  I want to see what my committee has brought to the show. They’re a super motivated bunch, and they keep mentioning all this awesome stuff, which should make this a non-stop experience for the five days of the conference.  Also, we’re doing a number of new things this year and it’s going to be very interesting to see what the community does with them.  Will they like the new activities?  Was there value for the attendee?  It’s suspenseful, and I dig that.

Anything special we can expect from the conference this year since it is in Vancouver?

Absolutely!  First, it’s in Vancouver; one of the most beautiful places I’ve been (and I’ve been a lot of places!).  The city is the perfect fit for SIGGRAPH and me – the combination of technology, nature, art, and beauty.

We’re also doing a number of special events that are a little outside of the normal SIGGRAPH venues.  We have special screenings of blockbuster movies, a behind-the-scenes look at how game art is developed, demo reels running during “daytime selects”, an AR/VR contest, a mobile pavilion, an independent developers area in the exhibition, an awards presentation for the Computer Animation Festival winners, and a cocktail party for independent app developers to show their work, to name a few.  There are also a few other surprises, but also all the magic that makes SIGGRAPH special.  You just have to be there.


Back to Vancouver so soon?

Sure.  I’d personally love to see SIGGRAPH in Vancouver many more times.  The city is incredibly supportive of having us there – the Mayor even came to personally welcome and thank us for coming at one of our recent planning meetings.  Vancouver’s also a vibrant and growing technology hub, which we’re hoping will provide lots of opportunities (whether for education, employment, or enjoyment) for our attendees.

How has the conference managed to stay relevant given the overall trend toward smaller and more targeted trade shows?

When you get your conference chair secret-decoder ring, you learn that we describe SIGGRAPH as a 13-ring circus.  There’s something for everyone, but as your question alludes to, all that wonderfulness can make it difficult for folks to see what’s personally relevant to them.

I think SIGGRAPH is about fusion: combining technology, art, science, and magic to create incredible experiences – not just pictures.  Whether that experience is watching an incredible scene from a movie, helping a medical professional provide better care using better technology, or perhaps making a complex subject easier to understand through a more interactive learning experience, SIGGRAPH is the place where practitioners of those independent disciplines converge.  It’s all about learning, sharing, and being inspired to do explore and do something new.

Many things in our modern lives are segmented into small portions with a narrow focus.  You watch a video online, read an academic article, play a game, see your friend’s status on social media – in an ever-more connected world, we tend to do much more by ourselves.  SIGGRAPH brings thousands of practitioners from numerous fields together to exchange ideas, demonstrate the future, learn, and make new friends.  You can’t do that anywhere else at this scale.  There is no substitute, and that’s what makes SIGGRAPH special.

What are the exhibition numbers looking like right now?

We are expecting 150 exhibitors to reserve over 40,000 square feet of exhibit space so there will be plenty to see in the Exhibition. Moreover we’ve almost sold out the Exhibition and have more new exhibitors and international exhibitors than we were expecting. Some old friends returned this year after an absence from our Exhibition last year.  The Exhibition continues to be one of the top reasons our attendees come to SIGGRAPH as they tell us it is the best place to meet, find new products, communicate about career opportunities, and develop relationships with vendors in the industry.

How will your background and interests affect this year's show? (Every chair's influence is felt to some degree on the overall show.)

As I previously mentioned, we’re in a renaissance in making computer graphics accessible through mobile devices.  The fact that you can have an HD resolution display 18 inches from your nose backed by a high-powered computer I think opens a world of opportunity.

The SIGGRAPH conference has oscillated its primary focus over the years.  Early in my attendance it was all about hardware and systems, and over the years has migrated more towards amazing images and how to produce them.  I believe the quiet revolution that is making computer graphics ubiquitous should be combined with our expert knowledge of creating compelling images to make new experiences.  The industry for computer graphics and interactive techniques is changing — from large corporations to individual developers — and I really want to enable that at this show.  Wish me luck!

What mark do you hope to leave on SIGGRAPH 2014?

The same as any conference chair – help create an experience that rewards our attendees for coming.  I’m honored to have been given the responsibility to oversee the show, but what’s really important is that all the members of our great community enjoy, learn, and celebrate what we all love.

16 July 2014

Q&A with Side Effects Software's Mark Elendt, SIGGRAPH Dailies Chair

What Motivated You to Come Back and Be the Chair Two Years In a Row?
Mark Elendt


Dailies is a very special program to me because it celebrates the artists who create computer graphics. As one of the only forums where artists can share their stories, I think it's very important the program succeeds.  By volunteering to chair the Dailies, I have the opportunity to ensure the program remains interesting and relevant to the community. While every year brings it's own unexpected challenges, chairing the program the second year is always a smoother ride.

I should mention that this is my last year as chair of the program. While I really enjoy the opportunity to chair, it's very important to keep the program fresh and get new ideas. I'm happy that Juan Buhler will be taking over my duties for 2015.  He has years of production experience and he's possibly even more passionate about the ideals behind Dailies program than I am.

Why Do You Think the Program Has Caught On So Quickly? i.e What Makes Dailies Special?

There are more than 40 presentations in fewer than two hours. This means that the event is really fast paced with a huge amount of variety.

Dailies is a unique experience. It's one of the few places where you can see students presenting their work right along side artists from big studios like DreamWorks, Pixar, and Naughty Dog.

The variety of work presented also keeps the event fresh and interesting. There really is something for everyone, including feature film shot break-downs, game art & design, scientific visualization and even jewelry design.

Dailies is always an audience favorite and should not be missed.

How Many Submissions Did You Receive This Year?

It was very difficult for the jury to select the 43 submissions from more than 70 we received this year. The quality of submissions was outstanding.

Geographically, Where Do the Submissions Come From?

Perhaps because SIGGRAPH is in Vancouver, this year's presentations seem to have a much more international feel. We have several submissions from Australia, Canada, Poland, the UK and even one from Syria. I'm looking forward to their presentation about creating a music video  that tries to reflect their cultural heritage while capturing some of the current events in Syria.

Any Surprises or Trends That You Noticed?

Last year there were a significant number of submissions by two large studios and though the presentations were amazing, it did make  the evening feel a touch unbalanced. This year, there was a much broader base of submissions which should add to the variety of pieces presented.

What Can the Audience Expect?

There is such a variety of content that people should come ready to be inspired, entertained, educated, and delighted.

To highlight a few of the presentations:

                 Volume Rendered Global Atmospheric Model
Volume Rendered Global Atmospheric Model
Greg Shira, NASA
How NASA was able to visualize terabytes of data and gain a deeper understanding of weather systems.

The Last of Us - Saving Ellie
Michal Mach, Naughty Dog, Inc.
In  this piece, rag-doll character simulation led to some in-game issues.  This presentation discusses how Michal Mach overcame these challenges.

RIPD: Frozen World 
Jacob Clark & Daniel Elophe, Image Engine Design, Inc.
Effects simulations are always challenging, but Image Engine was faced with further challenges while creating high-quality “frozen” explosions for RIPD.

 Poly's Feast: Snappy Stop-motion Style Achieved by Using CGI
Poly's Feast: Snappy Stop-motion Style Achieved by Using CGI 
Simone Giampaolo & Robert Stratton, BFX/Bournemouth University
How an artist's background in traditional stop-motion animation influenced the look and style of their CGI student project.

What makes these presentations so special is that they are given by the artists who created them.

If Someone Only Has Time to See ½ of the Program, Do You Still Think It Is Worth Attending?


There's always so much to do at SIGGRAPH it's often a challenge to fit everything into your schedule.  At Dailies, there are more than 40 short presentations. So, if you can only see half the program, you still see more than 20 presentations. You may miss some great presentations, but even so, you'll still walk away amazed and entertained.


You should definitely make time to see Dailies, even if you can't watch the entire program.

What Advice Would You Give Someone Who Is Interested In Submitting Content Next Year?

There are two criteria the jury looks at to choose Dailies submissions. The first is obviously the quality of the work – we look for excellence in computer graphics. But the second and more important factor is the story behind the work. The jury is certainly interested in how you made the art, but they are much more interested in why you chose to do things the way you did, or how you were personally affected by the process.


What Personally Motivates You to Continue to Come to SIGGRAPH?

There are innumerable reasons why I continue to attend SIGGRAPH. Personally it's the premiere opportunity to get my fix of new research and technology;  to see what's going on, and keep my finger on the pulse of the industry. More than that though, it's a chance to stay in touch with my graphics family - to catch up with old friends and meet new ones.

14 July 2014

SIGGRAPH 2014 PRODUCTION SESSIONS FEATURE SUMMER BLOCKBUSTERS, OSCAR WINNER

Building Blocks for "The Lego Movie" will be one of many popular Production Sessions at SIGGRAPH 2014.
SIGGRAPH 2014 will offer presentations on more than 15 of the biggest current and upcoming studio productions, including “X-Men: Days of Future Past,” “Gravity,” “How to Train Your Dragon 2” and “Teenage Mutant Ninja Turtles.” Production Sessions are hosted as part of the Computer Animation Festival and will be held at the Vancouver Convention Centre, 11-14 August.

“The 2014 Production Session lineup is packed with powerful content and truly showcases an amazing conglomerate of the best creative minds in the business,” noted Roy C. Anthony, SIGGRAPH 2014 Production Sessions Chair from Christie Digital. “It’s not often that industry professionals and students alike can come together and learn from CG and VFX experts of this caliber."

SIGGRAPH Production Sessions bring together the world’s most elite and talented computer graphics experts and creative geniuses and allow them to explain their processes and techniques to a rapt audience of peers. Following each presentation, conference attendees are given the opportunity to ask questions as part of a live Q&A. As a bonus for 2014, DreamWorks Animation will treat session attendees to a free screening of its film “How to Train Your Dragon 2” on Wednesday night.

Production Sessions are available only to Full Conference and Select Conference pass holders. Access to Production Sessions  can be purchased at s2014.SIGGRAPH.org and starts at $205 USD. For the full lineup of all 19 sessions, visit s2014.SIGGRAPH.org/attendees/production-sessions.

Highlights from SIGGRAPH 2014 Production Sessions:

X-MEN: DAYS OF FUTURE PAST (Twentieth Century Fox)
“Twentieth Century Fox Presents the Visual Effects of ‘X-Men: Days of Future Past’” 
Panelists: Benoit Dubuc, Animation Supervisor, MPC; Lou Pecora, VFX Supervisor, Digital Domain; Derek Spears, VFX Supervisor, Rhythm & Hues; Adam Paschke, DFX Supervisor, Rising Sun Pictures


This year, the ultimate X-Men ensemble were brought together to fight a war for the survival of the species across two time periods. With the visual effects work lead by Production VFX Supervisor Richard Stammers, X-Men Days of Future Past showcased some of the most spectacular effects of the summer. Experts from MPC (Moving Picture Company), Digital Domain, Rhythm & Hues and Rising Sun Pictures will illustrate the approaches used to create a wide range of VFX work, from the creation of the past and future Sentinels, to the epic RFK stadium and White House destruction and the complexities of creating mutant powers for Magneto, Colossus, Iceman, Quicksilver, Sunspot, Blink, Wolverine and Mystique.

THE AMAZING SPIDER-MAN 2 (Sony Pictures Imageworks)
“Unmask the Secrets Behind ‘The Amazing Spider-Man 2’”
Panelists: Jerome Chen, VFX Supervisor; David Schaub, Animation Supervisor; David Smith, DFX Supervisor

Sony Pictures Imageworks created much of the visual effects for “The Amazing Spider-Man 2,” the sequel to the 2012 blockbuster directed by Marc Webb. The VFX team was challenged with the introduction of new villains, extensive digital environments and CG animation. Join Sony Pictures Imageworks visual effects leads for an inside look at this "amazing" film.

GRAVITY (Warner Bros. Pictures)
“Making ‘Gravity’ at Framestore” 
Panelists: Tim Webber, Overall VFX Supervisor; Chris Lawrence, Framestore CG Supervisor; Martin Preston, Framestore Head of R&D

Image courtesy of Warner Bros. Pictures and Framestore
This talk describes Framestore’s work on “Gravity,” including the involvement in the pre-production, filming and post production of the movie.

FEAST (Walt Disney Animation Studios)
“‘Feast’ – A Look at Walk Disney Animation Studios’ Newest Short” 
Panelists: Patrick Osborne, Head of Animation, “Paperman”; Josh Staub, VFX Supervisor


Join Walt Disney Animation Studios filmmakers, including director Patrick Osborne (Head of Animation, Oscar-winning short "Paperman"), for a screening and presentation of the short "Feast."

THE LEGO MOVIE (Warner Bros. Pictures in association with Village Roadshow Pictures)
“Building Blocks for ‘The LEGO Movie’”
Panelists: Damien Grey, CG Supervisor; Rob Coleman, Head of Animation; Aidan Sarsfield, CG Supervisor; Daniel Heckenberg, R&D Lead


“The LEGO Movie” is a CG animated feature film set in a world made entirely of Lego bricks. It was critical to the filmmakers that this world maintain a highly realistic connection to the look and feel of real Lego.

What resulted was a unique, photo-realistic, stop motion aesthetic and animation style, with everything on screen including the characters, sets, oceans and explosions being built and realized with accurate CG Lego bricks.

Essential to the story was the dynamic construction (and destruction!) of any of these elements into component bricks. And with a desire to echo the creative possibilities of Lego itself, Animal Logic's team of "masterbuilders" built a comprehensive Lego toolset that ensured artists could access and manipulate individual bricks, or the bricks within any asset, to create unique and spontaneous additions to the content of a shot. The results were often unscripted and highly entertaining.

Making a CG feature is complex at the best of times, but making a CG feature constructed entirely from bricks was a new and exciting challenge. It resulted in something quite different from conventional animation processes.

THE BOXTROLLS (Focus Features)
“Puppets, Printing and Compositing: A Unique Collaboration in LAIKA’s Animated Features
Panelists: Brain McLean, Rapid Prototyping; Georgina Hayns, Creative Supervisor, Puppet Fabrication; Steve Emerson, Co-VFX Supervisor


From inspiration to Oscar noms, Oregon-based LAIKA has garnered global acclaim for its unprecedented fusion of stop-motion and computer graphics within each feature film. The studio's environment embraces the hybrid of artistic puppet performance and stunning visual effects enhancements. Georgina Hayns (Creative Supervisor, Puppet Fabrication), Brian McLean (Director of Rapid Prototype) and Steve Emerson (Co-VFX Supervisor) will discuss their interdepartmental relationships on the upcoming feature “The Boxtrolls” (in theaters September 26). They will also address the challenges, solutions -- and learnings -- that led to the success of LAIKA's first two Oscar-nominated films: “Coraline” (2009) and “ParaNorman” (2012).

02 July 2014

SIGGRAPH 2014 TECHNICAL PAPERS PREVIEW

The SIGGRAPH 2014 Technical Papers program is the premier international forum for disseminating new scholarly work in computer graphics and interactive techniques. In anticipation of the upcoming conference, SIGGRAPH’s 41st annual, the program preview trailer is available on the official ACM SIGGRAPH YouTube Channel (www.youtube.com/ACMSIGGRAPH).

Submissions to the Technical Papers program are received from around the globe and feature high quality, never-before-seen scholarly work. Submitters are held to extremely high standards in order to qualify.

“The quality of this year’s Technical Papers content was superb,” said Adam Finkelstein, SIGGRAPH 2014 Technical Papers Chair. “Not only did we receive outstanding work in the traditional areas of modeling, rendering, animation, and imaging, but we also noticed two emerging fields in design/fabrication and learning.”

SIGGRAPH accepted 127 technical papers (out of 550 submissions) for this year’s showcase, an acceptance rate of 25 percent (one percent higher than 2013). As is tradition, the papers were chosen by a committee made up of academia and industry experts.

The 2014 Technical Papers program also includes presentations for 46 papers published this year in the journal ACM Transactions on Graphics (TOG). SIGGRAPH 2014 takes place 10-14 August 2014 at the Vancouver Convention Centre in Vancouver, Canada.

Highlights From the SIGGRAPH 2014 Technical Papers Program:



Pixie Dust: Graphics Generated by Levitate and Animated Objects in Computational Acoustic-Potential Field
Authors: Yoichi Ochiai, Jun Rekimoto, The University of Tokyo; Takayuki Hoshi, Nagoya Institute of Technology

To generate graphics using levitated small objects, this method expands the acoustic manipulation method by changing the distribution of the acoustic-potential field. The approach makes available many expressions (for example, expression by materials and nondigital appearance), and the expressions are levitated in mid-air.

Floating Scale Surface Reconstruction
Authors: Simon Fuhrmann, Michael Goesele, Technische Universität Darmstadt


Introducing a novel, virtually parameter-free method for surface reconstruction from oriented, scale-enabled point samples. The approach constructs an implicit function as the sum of compactly supported basis functions. The final surface is extracted as the zero-level set of the implicit function.

PushPull++
Authors: Markus Lipp, Pascal Müller, Esri; Peter Wonka, King Abdullah University of Science and Technology


Introducing the novel 3D modeling tool PushPull++. which enables rapid modeling and adjustment of arbitrary meshes with slanted surfaces. PushPull++ reduces the required clicks for common modeling tasks up to an order of magnitude compared to leading commercial tools.

Intrinsic Images in the Wild
Authors: Sean Bell, Kavita Bala, Noah Snavely, Cornell University


Introducing a large-scale, public dataset for intrinsic image decompositions of indoor scenes (Intrinsic Images in the Wild) with crowdsourced annotations of pairwise comparisons of material properties. The approach develops a dense CRF-based algorithm for intrinsic image decomposition of these images that outperforms state-of-the-art algorithms.

Learning Bicycle Stunts
Authors: Jie Tan, Yuting Gu, Karen Liu, Greg Turk, Georgia Institute of Technology


A general approach to simulation and control of a human character riding a bicycle. The rider not only learns to steer and balance in normal riding situations, but also learns to perform a wide variety of stunts, including wheelie, endo, bunny hop, front-wheel pivot, and back hop.


01 July 2014

SIGGRAPH 2014 Announce Computer Animation Festival Winners

Jerome Solomon
SIGGRAPH 2014 is pleased to announce the 41st annual Computer Animation Festival award recipients for Best in Show, Jury Award, Best Student Project, Best Animated Short, and Best Visual Effects, among others. More than 100 pieces will be shown during the Computer Animation Festival at the Vancouver Convention Centre, 10-14 August. The 2014 nominees were chosen by an expert panel of jury members from more than 450 submissions.

“Each piece that is in the Festival is truly something special on its own merit,” said Jerome Solomon, SIGGRAPH 2014 Computer Animation Festival Director from Cogswell College. “There's no other stage in the world comparable to SIGGRAPH’s Computer Animation Festival and this year we have added more categories which only enriches the diversity and richness of the show."

The Computer Animation Festival is recognized by the Academy of Motion Picture Arts and Sciences as a qualifying festival. Since 1999, several works originally presented in the Computer Animation Festival have been nominated for or have received a "Best Animated Short" Academy Award. This year’s selections will be featured during the Computer Animation Festival through a series of Daytime Selects and the iconic Electronic Theater, allowing attendees to glimpse behind the magic of computer-generated effects, visualizations, and animations.

To view the Computer Animation Festival preview video, click here.


BEST IN SHOW

Box (United States)
Directed by Tarik Abdel-Gawad, Bot & Dolly














“Box” explores the synthesis of real and digital space through projection mapping on moving surfaces. The short film documents a first-ever live synchronized performance using 3D projection mapping, robots, and actors.

JURY AWARD

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


“Paper World” is an image film for the World Wildlife Fund Hungary where the values that WWF stands for become visible metaphorically on the level of a micro-world.

BEST ANIMATED SHORT

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


A house uproots herself and goes on an adventure.

BEST STUDENT PROJECT

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


The deterioration of one is the foundation of another one's life. The world, with its never-ending interplay of eating and being eaten, takes on new dimensions when the unexpected forces of nature clash with the existing structures of our society. The only constant is change.

BEST VISUAL EFFECTS

Gravity (United Kingdom)
Directed by Alfonso Cuarón, Esperanto Filmoj
VFX work submitted by Framestore, United Kingdom

Image courtesy of Warner Bros. Pictures and Framestore

“Gravity,” this year’s VFX Bafta and Oscar-winner, turns filmmaking on its head. Rather than adding visual effects to a live-action plate, the film is around 80% computer generated, with the live-action elements (Sandra Bullock and George Clooney’s faces), integrated seamlessly with their CG spacesuits and surroundings.

BEST VISUALIZATION & SIMULATION

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


This video visualizes Kinematics, a system for designing and simulating flexible structures for 3D printing. Kinematics generates customized designs composed of 10s to thousands of hinged, interlocking modules. The designs are computationally folded using rigid-body physics into a smaller form for fabrication by 3D printing.

BEST GAME

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



The concept of this full-CGI trailer consists of juxtaposing the two worlds valued highly by car lovers: aesthetically pleasing advertisements and action scenes. The features of the game, such as the novelty of the multiplayer aspect and the feeling of freedom in an open world, are highlighted through this concept.

BEST REAL-TIME GRAPHICS



RYSE: Son of Rome (Germany)                                                                                           Directed by Chris Evans, Peter Gornstein, Martin L'Heureux, Crytek















With Ryse, Crytek decided to focus on characters and emotion to serve the game and story. Ryse is an eight hour game with an additional 110-minutes of linear storytelling content. The submission shows gameplay and cutscenes, both utilize the same assets and can be rendered in real-time.



BEST COMMERCIAL ADVERTISEMENT


Three, "The Pony" (United Kingdom)
Directed by Dougal Wilson, Blink Productions
VFX work submitted by MPC





The pony’s bouncy moves were created using a photo-real CG digital double and extensive R&D to translate human movement to a horse. The film cuts seamlessly between CG and real-life footage. Fur was created using MPC's Furtility tool, and environments were altered using compositing and matte painting.

SIGGRAPH 2014 images are available to authorized news media representatives. To request access, please contact the SIGGRAPH 2014 Media Office at media@siggraph.org. For full details, visit s2014.siggraph.org.






25 June 2014

Top 10 Ten Reasons to Stay at an Official SIGGRAPH 2014 Hotel


It's an important decision: where to sleep during SIGGRAPH 2014. If you have friends or family in Vancouver, and they're willing to host you for five or more days, that might be your best option. Your second-best option is one of the official SIGGRAPH 2014 hotels. Here's why:

10. Official hotels have been inspected and carefully selected by SIGGRAPH. They’re SIGGRAPH-endorsed. They're cool, comfortable, and convenient.

9. In the official hotels, you're closer to SIGGRAPH friends and colleagues. It's much easier to connect in real life over breakfast, lunch, coffee, drinks, or dinner.

8. Most official hotels are within walking distance of the Vancouver Convention Centre or near quick, easy transportation links.

7. You can discuss questions or concerns directly with the helpful people at SIGGRAPH 2014's official hotel desk in the convention center.

6. Booking terms are very reasonable when you use the official online reservation system: No change fees. No full prepayment.

5. The official discounted rates are guaranteed until 14 July 2014.

4. If you use other hotel-reservation systems, you have to live with their way-too-complicated terms and conditions. And if you have a reservation or room problem, SIGGRAPH 2014 can't help you negotiate with the hotel.

3. Future hotel rates and registration fees will remain reasonable, because SIGGRAPH's negotiating position with host cities and hotel companies will be stronger.

2. It's the right thing to do, for yourself, the SIGGRAPH community, and your favorite conference.

1. Save MONEY! SIGGRAPH has negotiated on your behalf to get discounted group rates so you make the weight of being a SIGGRAPH attendee work for you!


Please note that hotel rates are given in Canadian dollars ($1 US = $1.07).

Our Hotels Our Rate Orbitz Rate
as of 6/24/14
Nightly Savings
Sheraton Vancouver WallCentre Hotel  $199 $387 $188
The Listel Hotel $225 $305 $80
The Sutton Place Hotel $215 $386 $171
The Westin Bayshore Hotel $239 sold out N/A


For more information about the official SIGGRAPH 2014 hotels, visit our website.

Begin planning your trip now! Register for SIGGRAPH 2014 to experience all that the SIGGRAPH community has to offer.