Showing posts with label Studio. Show all posts
Showing posts with label Studio. Show all posts

21 November 2014

SIGGRAPH 2015 Call for Submissions


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

Important Submission Deadlines

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

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

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

12 August 2014

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.

20 June 2014

SIGGRAPH 2014 Focus For Educators

               Image Credit: Charismatic and Eloquent Instructor Avatars With Scriptable Gesture © 2014.                                Jian Cui, Nicoletta Adamo-Villani, Voicu Popescu, Purdue University
Every year, teachers and students look forward to the in-depth educators sessions at SIGGRAPH. This year’s program includes student-run pipeline productions, augmented reality in education, animatronics, strategies and tools for teaching online, WebGL, and virtual worlds for therapy. And, on Sunday (10 August), the SIGGRAPH Education Committee presents an all-day training course on Unity3D just for educators.

Meet with educators over coffee during the Morning Meet and Greet on Monday and Tuesday from 8:00 A.M - 9:00 A.M. then stay for presentations and discussions during Birds of a Feather sessions on topics including:
  • Augmented Reality in Informal and Formal Education
  • Collaborative Content Creation in 3D Digital Design
  • Scientific Visualization Using 3D Printing
  • Strengthening the School-Industry Continuum
  • Teaching intro and Advanced Graphics with WebGL
  • The Dyslexic Advantage in Computer Graphics
  • The Zen of Collaboration
Courses, Panels, Studio Projects and Talks are offered every day of the week at SIGGRAPH 2014, and all include topics with an education focus.  Here is just a sampling:

Courses
Creating Next-Gen 3D Interactive Apps With Motion Control and Unity3D
Through a series of live-coded examples, this course grounds attendees in the fundamentals of using the Unity3D engine for game and application development, integrating the Leap Motion Controller into an application, and designing and developing a next-generation 3D interactive application with motion control.

Presenters: Elizabeth Ruscitto, David Holz and Daniel Plemmons, Leap Motion, Inc.

Introduction to 3D Gestural Interfaces
With the proliferation of inexpensive motion-sensing technology, 3D gestural interfaces are becoming common in applications such as video games and mobile computing. This course provides an introduction to design and development of 3D gestural interfaces, covering topics from user tracking to gesture recognition and evaluation.

Presenter: Joseph LaViola, University of Central Florida

Panels
An Evaluation of University Education as it Relates to the VFX, Animation, and Game Industries 
This ever-changing digital age requires individuals with different perspectives to coalesce around ideas to create new techniques and paradigms that enable both academia and industry to thrive. This intelligent, spirited, creative panel will examine how education and industry can work together to unite their visions in an era of profound change.

Speakers: Margaret Lomas Carpenter, Texas A&M University; Frederic Parke, Texas A&M University; Donald House, Clemson University; Jerry Tessendorf, Clemson University; Dave Walvoord, DreamWorks Animation Studios; David Parrish, Reel FX Creative Studios; Jack Stenner, University of Florida; Gracie Arenas Strittmatter, BioWare; Michelle Robinson, Walt Disney Animation Studios

Cultivating Creative Thinking Across Disciplines: Stories From the Field
Creative thinking across disciplines is what distinguishes the perfunctory from the inspired. Hear reflections from renowned individuals whose work depends on successful integration of art and science in different ways. Speakers, representing industry and academia, share lessons learned in establishing creative environments for effective productivity and educational transformation.

Moderators: Ginger Alford, Trinity Valley School and Fort Worth Museum of Science and History
Panelists: Paul Dietz, Microsoft Research; Mk Haley, Disney Research; Roger Malina, University of Texas at Dallas; Ramesh Raskar, MIT Media Labs

Studio Projects

Arduino Drawing Machines
Participants design, program, and build drawing machines that will be showcased in a live crowd-sourced voting event.

Presenter: Erik Brunvand, Paul Stout, University of Utah

Talks

Stina and the Wolf – Feature Film Production in Education
Staff from the University of Portsmouth review the making of “Stina and the Wolf”, a feature length CGI film driven by performance capture and discuss how this novel approach in higher education is giving their students that extra edge.

Presenters: Alexander Counsell and Paul Charisse, University of Portsmouth

The Making of “Owned”: A Student-Built Iterative Pipeline
A large group of Brigham Young University students created a short animated film in two-thirds the time required for previous BYU animations yet with more time to focus on artistic quality. The main factor in this improvement was student-generated pipeline that allowed all departments to work in parallel and iterate quickly.

Presenters: Seth Holladay, Brigham Young University; Brent Adams, Brian Kingery, Daniel Clark, Carson Crawford, Kaleb Goulding, Jeff Raines, Evan Roberts, Susan Hatton, and Andrew Rasmussen, Brigham Young University Center for Animation

Development of Communication Assistant Application with Blinking for Physically Handicapped Children and Elderly People

Two new communication applications, Eye Talk and Eye Tell, were developed to help physically handicapped children and elderly people who cannot speak communicate with others. The apps are operated with eye-blinks to detect letters or symbols and translate them into sound.

Presenters: Ippei Torii and and Kaoruko Ohtani, Aichi Institute of Technology

Virtual Dog Head: Using 3D Models to Teach Complex Veterinary Anatomy

A new method of interactive learning through incorporation of 3D computed tomography (CT) scan-generated models of the larynx and hyoid apparatus in dogs using OpenGL and the Oculus Rift. 

Presenters: Matt Viehdorfer, Sarah Nemanic, Serena Mills, and Mike Bailey, Oregon State University 

Charismatic and Eloquent Instructor Avatars With Scriptable Gesture

Introducing a new approach that allows users to create animation stimuli for research on instructor gesture without the prerequisites of artistic talent or programming expertise. The approach has been used to support experiments that investigate the benefits of instructor gesture in the context of mathematical equivalence learning.

Presenters: Jian Cui, Nicoletta Adamo-Villani, and Voicu Popescu, Purdue University

26 February 2014

A Q&A with the SIGGRAPH 2014 Computer Animation Festival Chair Jerome Solomon

Jerome Solomon
Editor's note:  When not volunteering or being a great dad, Jerome Solomon serves as Academic Dean and Director of Game Design & Development at Cogswell Polytechnical College in Sunnyvale, CA.

What can we expect from the 2014 Computer Animation Festival?
We have added more categories for entry into the festival.  And, this year, we are giving more awards.  In addition, we are curating in more content than ever via our two outreach reps who are at ILM and Blizzard.

What will be the same/different?
A lot will be the same.  Last year’s Director, Jason RM Smith, did a great job.  I’m following in his footsteps.  The plan is to build off of what he did last year and also improve every aspect possible for both submitters and attendees.
     
Last year’s jury had a definite international make-up. What will your jury be like this year?
My jury will be international for sure.  We built criteria for jury selection.  Some of the criteria were geographical location, storytelling, anime, games, visual quality, and other criteria that aligned with our categories.  

We receive so many submissions from around the world that it only makes sense for the jury to be international and diverse.  We already have secured Dr. Jim Foley from Georgia Tech, whose co-authored texts have been called "the bible of computer graphics". Plus, we have Greg Butler, who is an Oscar-nominated VFX Supervisor and Head of FX from MPC.  LAIKA has sent us Georgina Hayns Head of Puppet Fabrication.  This is just the beginning. The jury will be amazing.  But, I can’t spill all the beans just yet!  

That said, to get your work in front of this type of talent is an amazing opportunity for people.   The question is, “When will you ever get eight of the most talented people representing the best studios on Earth in one theatre on the Disney Lot to look at your work?”  The answer is NEVER… except if you submit work to SIGGRAPH. But, people must submit work before Tuesday, March 4th, because this is our hard deadline!

SIGGRAPH's "Animation Mother" has been a symbol of the Computer Animation Festival for several years.
 What were some of the more helpful things that you learned from last year’s chair?
To not cry when there is so much work and pressure that you want to cry.  I never saw Jason cry :)  Seriously, it was amazing. He is steady and has great leadership skills.

What do you expect to be some of the more difficult challenges in putting the show together?
The hardest part seems to be the timing of everything and how it all comes together. There are simply a lot of facets to the show that are outside of our control.  So, we have to collaborate with vendors, studios, conference management, ACM, and the individuals delivering content to make it all happen.  Some people think we control everything.  But, I think we have just been lucky for 40+ years straight.  Go figure.

Students have had success with submission getting major recognition.What do you think are some of the reasons behind this trend?
The jury simply wants to put forth the world’s best work.  We don’t care where it comes from or who it comes from.  So, we don’t look at work and say “Ohhhhh, this is student work so let’s be nice and lower the bar”.  We also don’t say “Oh, well, this came from studio X so it’s in.”  I’ve seen student work and studio work get cut.  We also maintain our morals and consistent grading practices.  So, jury members volunteer to step out of the room if they are associated with any work that was submitted.  The bar for SIGGRAPH is high.  Period.

The elegant and inspiring Vancouver Convention Centre is conveniently located downtown.
What type of reaction are you expecting from the local Vancouver film community?
We are expecting a positive response just like the last time we were in Vancouver.   It has a rich tradition of filmmaking and supporting the arts.  Also, recently high-level creative and technical work has grown quite a bit in this city.

Who should be submitting to the Computer Animation Festival?
Any person or company that has a piece of work that they think is worthy and of high quality in any category.  Some categories that people often overlook are Games, Visualizations and Simulations, and Real-Time Graphics.  I would love to see more types of work in these areas.  I also think there are many people who are not sure if they should submit.  If you have recent work that is done and looks great, I think it’s worth submitting.   It’s simply a few forms and you need to upload your work. So, it is be a fairly easy process.  We are seeing more submissions pour in each day.

 What do you consider to be important aspects of a submission – story line, technical details, etc?
I think innovation is important.  So, this may be creative innovation in story, visual quality, sound design or it may be technical innovation in the techniques (tools that produce visually amazing results).  I think the projects that really stand out are those that amaze or drive emotion in the human spirit.

You have years of both studio/commercial experience and now have crossed over into education.What motivated you to make the switch?
The industry is a lot of fun.  But, it is also very hard work.  I moved into academia to help other people do what they want to do. I wanted to bring my experience and knowledge to students.  But, to also be very honest with them about the realities of this type of work.  You have to be dedicated, talented, determined, focused, smart, and alert: you cannot sleep a lot!  You have to love this type of work to do it.  So many of the students at Cogswell College are like this.  I see our smartest students walking around the hallways and I think, “Oh my goodness, do they look tired!”  And then I think, “Wow, they might have what it takes.  They work diligently  at their homework because they love what they are doing.”

What valuable lessons do you try to teach your students for making it in this business?
There are honestly too many to list.  I try to counsel them depending on what they need that day at that moment.  I care about our students as individual people.  The definition of success in their eyes is most important to me.  So, how I guide each of them based on my experience is different.  It’s an organic process.

On a personal level, what are your favorite parts of the SIGGRAPH conference?
First, I love our community.  For me, it’s a family and we are growing each day.  Every new person at SIGGRAPH is always greeted with warm open arms.  This is simply how SIGGRAPH is.  It’s an amazing thing to experience.  As far as conference content, I’m a big fan of Emerging Technologies. I just love to see how software meets hardware meets art.  In Emerging Technologies, you see some of the most amazing things.  Since these are physical exhibits, you really do have to be at SIGGRAPH in that room to see it and interact with it.

For someone coming to SIGGRAPH for the first time, what are your recommendations?
My recommendations are to be prepared to feel really dumb.  SIGGRAPH has this special way of making you feel like you are dumb and lazy.  This is because the smartest, most creative,and most amazing people in the world are sharing their knowledge and skills with you for five straight days.  You leave SIGGRAPH extremely excited and motivated.  You look at old problems in new ways.  You leave thinking about things you have never thought about before.  So, be humble, and learn all you can from everyone you meet and everything you experience.

 Finally, who was one of your greatest influences in your career?
For me, that has to be my father the late Gabriel William Solomon, who was an attorney and civil rights leader for people less able to defend themselves.  He literally risked his life to help others.  So, I feel I owe him. I have to do my part to give back too.  I just happen to help others via SIGGRAPH and teaching at Cogswell College.  It’s less risky, Dad. :)




28 January 2014

SIGGRAPH 2014 Call For Submissions


Call for Submissions


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

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

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

Courses
Emerging Technologies
Panels
Posters
SIGGRAPH Mobile
Studio
Talks

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

30 May 2013

SIGGRAPH 2013 Releases Snapshot of Business Symposium Sessions



SIGGRAPH 2013, 21-25 July at the Anaheim Convention Center in California, released its initial list of sessions for the 2013 Business Symposium. The SIGGRAPH Business Symposium offers attendees an intense, productive day with this year’s focus on disruption and innovation in the content creation industries. Unlike any other conference, SIGGRAPH provides a unique forum where leaders from film, games, and broadcast cross paths and share ideas with NASA scientists and world-class researchers.

Evan Hirsch
“In both of the Symposiums to date, we had incredibly honest, unfiltered, and foretelling conversations with some of our speakers,” says Evan Hirsch, SIGGRAPH 2013 Business Symposium Chair and Executive Creative Director, Engine, Co. 4. “We have worked diligently to create an environment where our attendees and speakers can talk off-the-record, with no-holds barred to make incredibly rewarding connections and build a community of leadership within the industry.”

The Business Symposium is a day of dialogues, inspiration and networking for approximately 250 studio leaders and executives in the production and creative communities, investment bankers, lawyers, and various government representatives who want to move beyond the constant disruption happening all around us.

SIGGRAPH 2013 Business Symposium Sessions Include:

Keynote: Disruption in the Battlefield
Over the last 15 years, it is the rare SIGGRAPH attendee who has not been involved in creating content with military themes. Throughout production, the terminology of war and combat is used constantly, and as leaders we constantly talk about aligning objectives, situational awareness, dealing with ambiguity, and adapting to unpredictable conditions. In reality, when things go wrong, as significant as our losses may be, they are limited to shots, sales, and money.

Captain Thomas Chaby, an active-duty US Navy SEAL officer, talks about the reality of developing and training the very best of our military’s special operators to be successful in situations where the environments are all but guaranteed to be dynamic and disrupted, and the deadly serious implications of failure. While failures in our production environments may not result in the consequences faced by our military special operators, we can draw on lessons from them on how to lead successfully in fast-moving, hyper-dynamic conditions with limited predictability.

Speaker: Captain Thomas Chaby, Executive Officer, Naval Special Warfare Center

Panel: Innovating Business Models
Despite the major contractions in our traditional markets, competition from foreign markets, and the effects of tax credits that rarely directly benefit content creators, entertainment still lives by the mantra "Content is King". The studios may be releasing fewer tent poles and AAA games but there have never been more platforms, venues, and formats hungry for high-quality, compelling content. These panelists offer their insights on how they will connect with audiences that are enthusiastic yet diverse in how they consume content, how they will monetize it, and where opportunities lie for linear and interactive content creators.

Moderator: Don McGowan, General Counsel, The Pokémon Company International
Panelists: Meredith Amdur, VP Digital Strategy, DirecTV; Phil Ashcroft, Independent Producer;
Matthew Cohen, Director of Business Development, Machinima

Panel: Creative Deal Structures for Growth and Survival
In an environment where creative work is more and more often produced outside the US and acquired for global distribution, business executives need to know the cultural expectations that IP creators bring to the table. How much can business realities enter into creative decision-making, what expectations will creators have for how they will be treated by foreign businesses, and other issues have usually been considered from the perspective of US content going overseas. This session provides valuable insight into the realities that US-based companies face in acquiring content and working with developers, and informs those creative developers by providing some perspectives that their US-based partners will likely hold.

Moderator: Don McGowan, General Counsel, The Pokémon Company International
Panelists: Steve Goldstein, Partner, Stubbs Alderton & Markiles, LLP; Joleen Winther Hughes, Principal, Hughes Media Law Group; Justine Kasznica, Schnader Harrison Segal & Lewis LLP

Panel: The Role of R&D In Production (and Profit)Complex CG behaviors and effects such as crowds, water, fire, and cloth have found their way into most software packages, leading companies of all sizes to the belief that CG research is the domain of universities. This panel explores the notion that if you outsource innovation and rely on the same software as your competition, you are guaranteeing that you will compete on little more than price and date. These panelists discuss how companies large and very small use research and innovation as a key part of their strategy for success and, ultimately, longevity.

Moderator: Carl Rosendahl, Carnegie Mellon University
Panelists: Lincoln Wallen, CTO, DreamWorks Animation SKG; Scott Cronce, VP Technology, Electronic Arts; Joe Alter, Principal, Joe Alter Inc.; Farchad Bidgolirad, Head of Film R&D, Ubisoft Entertainment

Talk: Pre-Visualizing a Road for Financing and Expansion
For most leaders in our community, offshore competition and tax credits have already affected their traditional business models. Meanwhile, for those who want to pivot or grow their businesses, the scarcity of financing has presented an additional set of ever-growing challenges. The Third Floor’s Chris Edwards describes his decision to expand the pre-viz company into the Chinese market along with his expectations for that venture and the lessons learned so far. He also explains how his team has turned rapid prototyping into a tool for his clients to raise capital and pre-sell films (and other entertainment projects).

Speaker: Chris Edwards, CEO & Creative Director, The Third Floor, Inc.

To view biographies on any of the participants, please click here.

24 July 2012

Q&A with SIGGRAPH 2012 Studio Chair Makai Smith

Following is a brief conversation with Makai Smith, SIGGRAPH 2012 Studio Chair from Bentley Systems. In 2001, Smith received a Master of Architecture from Arizona State University and previously served as the SIGGRAPH Design & Computation Chair amongst other volunteer positions.

Makai Smith, SIGGRAPH 2012 Studio Chair
What can attendees expect from the Studio experience this year and how will it be the same/different than last year?
The hands-on environment and creative spirit of the Studio endures.  Each year we build on what works at the Studio, so attendees will find a full range of creative technologies accompanied by a talented staff of experts who are eager to help.  The Studio also has a full schedule of Talks, Workshops, and Projects.  In recent years, the Talks and Workshops have grown, and we are getting almost all of the Studio content via peer reviewed entries to the SIGGRAPH call for submissions.

What is the difference between a Studio Workshop, Talk, or Project?
Studio Workshops are held in a classroom setting and run as a tutorial where the participants each sit at a computer and follow a lesson.  Seating is limited and first-come, first served.  Some of the talks will be given by artists showing in the SIGGRAPH Art Gallery who will give instruction on techniques central to their work.

Studio Talks are the same format as Talks found elsewhere at SIGGRAPH: a session of a few talks arranged around a theme.  What makes them Studio talks is that they focus on creative practice or techniques. 

Studio Projects are collaborative, participatory, hands-on, creative activities.  You can make something to take home. Both Talks and Workshops follow a published schedule.  Studio projects run continuously throughout the conference.

For someone new to the "SIGGRAPH experience", what is your advice for how they should experience the Studio?
The Studio has many creative projects – from DIY electronics to motion capture to 3D printing.  There is such a range: the best way to engage the Studio is to find something that interests you and ask, “What can I make?”  Roll up your shirt sleeves, get some guidance from the Studio’s skilled staff, and create something.

How would you describe your experience as Studio Chair versus when you served as the Design & Computation Chair?
The contrast is that of breadth versus depth.  The Studio is broad-based creative environment that encompasses Studio practice in many forms, whereas the Design & Computation Gallery was focused on a theme and contained finished works.  In the Design Gallery it was a test of curatorial skill to gather together a body of work that explored my interest in generative design and digital fabrication.  So many creative disciplines use computer graphics and work in a place they call a Studio: art, architecture, sculpture, jewelry, animation, games, dance, and music are just some of them.  As Studio Chair my challenge is to cover the range of what a Studio means and make a space for attendees to participate. 

Which Workshops or Talks are you looking forward to the most?
Because of my architecture and fabrication background, I’m looking forward to the Studio Talks session titled “Digifab” which will present cutting edge digital fabrication techniques and case studies on Tuesday afternoon.  There’s also the “Grooving” Studio Talks which will showcase music performance systems – it will be preceded on Monday morning by a live demo in the “Jamming” session.

The “Signal Strength” workshop on Tuesday afternoon is an overview of open-source radio communication and mesh networks.  Beyond the technical aspect, this project is fascinating to me because of its radical social implications.  The Studio will have sample devices for people to come in and use. The Studio has selected talks that cover the gamut, so we hope all attendees will find something that interests them.

How did you initially get involved as a SIGGRAPH volunteer and what motivates you to remain involved?
In 2000 I was encouraged by friends to become a Student Volunteer while attending Arizona State University because the Studio at SIGGRAPH had 3D printing and scanning technologies like I was using in my architectural studies.  Other than once, I’ve been a volunteering every year since then!  I keep coming back because SIGGRAPH brings together a unique and amazing group of people with so much to teach.  There is no other way I can stay on top of so many different facets of computer graphics.

Describe one of your more current interesting projects at Bentley Systems?
I’m currently working on the application of multi-disciplinary optimization (often called MDO) to architecture design.  This will use GenerativeComponents software as a MDO platform to bring together the analysis of a building’s structure, energy use, and other feedback to assist users in creating the most optimal solution to complex problems.  What we are able to build and its effects on our environment is ultimately a product of the decisions we make when designing.  That’s why computer aided design has moved beyond just “making drawings” to become a decision support system which aids human intellect.

If you could have dinner with any architect (living or dead) who would that be and why?
Brunelleschi's famous dome.
Filippo Brunelleschi, a Florentine architect of the early Italian Renaissance, fascinates me.  He is one of the inventors of perspective in visual representation.  With the introduction of computer modeling to architecture, we have crossed another “perspectival moment” in which fundamental representation of a discipline changes.  What did great artistic and technical change look like to him?  Brunelleschi was also a talented builder who mastered both architecture and engineering in his construction Il Duomo, the dome of the cathedral in Florence.  He, like Leonardo, exemplifies the mind of a polymath: bringing together art and science.