Program
Date & Time
Courses
Sorting in Space: Multidimensional, Spatial, and Metric Data Structures for Graphics Applications
Room 308A

Presented in English / 영어로 발표 됨

Representation of spatial data is an important issue in game programming, computer graphics, visualization, solid modeling, computer vision, and geographic information systems (GIS). Recently, there has been much interest in hierarchical representations such as quadtrees, octrees, and pyramids, based on image hierarchies, as well as methods that use bounding boxes, based on object hierarchies. The key advantage of these representations is that they provide a way to index into space. In fact, they are little more than multidimensional sorts. They are compact and, depending on the nature of the spatial data, they save space and time, and facilitate operations such as search.

This course provides a brief overview of hierarchical spatial data structures and related algorithms that make use of them. It describes hierarchical representations of points, lines, collections of small rectangles, regions, surfaces, and volumes. For region data, it points out the dimension-reduction property of the region quadtree and octree, and how to navigate between nodes in the same tree, a main reason for the popularity of these representations in ray-tracing applications. The course also demonstrates how to use these representations for both raster and vector data. In the case of nonregion data, it shows how these data structures can be used to compute nearest objects in an incremental fashion so that the number of objects need not be known in advance. It also reviews a number of different tessellations and shows why hierarchical decomposition into squares instead of triangles or hexagons is preferred. The course concludes with a demonstration of the SAND spatial browser, based on the SAND spatial database system, and presentation of the VASCO JAVA applet.

Wednesday
15 December
9:00 AM - 10:45 AM
Courses
Stereoscopy From XY to Z
317B/C

Presented in English, translated simultaneously to Korean / 영어로 발표 됨 (한국어 동시 통역)

Stereoscopy has been very well known since the beginning of the 19th century. The theory is very simple: just present a left view of a scene to the left eye, and a right view to the right eye, and the viewer's brain perceives a three-dimensional view. In 2010, stereoscopy is a common experience, in the latest blockbuster movies and in systems designed for viewing 3D at home. Although the theory is simple, realization of a comfortable and convincing stereoscopic experience implies many subtle considerations, both aesthetics and technical.

This course addresses those requirements in animation and real-time applications. It presents a comprehensive overview of the rendering techniques and explores artistic concepts to provide a solid understanding of stereoscopy and how to make it work most effectively for viewers. Topics include the standard stereo projection techniques, how stereo images are perceived by the viewer, creative ways to use stereo, and and how to fix the common issues encountered when stereo is added to a graphics pipeline.

Friday
17 December
9:00 AM - 12:45 PM
Courses
Storytelling for Computer-Animated Shorts
Room 308B/C

Presented in English / 영어로 발표 됨

This course examines the purposes and value of stories and storytelling as they relate to the classical story structure. The role of genres and cliches is examined as they relate to storytelling. The top five storytelling techniques are presented in detail, with many examples. The 10 principles of animation are revisited from a storytelling point of view. Classical story design and structure are presented as a simple and powerful model that travels across cultures and generations. And the five parts of a classical story are analyzed in detail. The course concludes with a summary of characterization and revelation of deep character. Short exercises complement the lectures and dialog.

Friday
17 December
9:00 AM - 12:45 PM
Courses
Introduction to Processing on Android Devices
Room E5

Presented in English / 영어로 발표 됨

Processing is a Java-based programming language and environment used as a teaching, prototyping, and production tool for creative media. Many interactive installations, generative art pieces, data visualizations, and physical computing systems have been implemented with Processing. Android, on the other hand, is an operating system and software stack for mobile devices, which is steadily gaining popularity all over the world.

Processing is widely used by designers, artists, students, etc., but until recently it has been limited to the PC and Mac platforms. In early 2010, the port of Processing for the Android OS was initiated. Although it is still at an early stage of development, significant portions of its functionality, such as 2D and 3D rendering, are already usable. The combination of Processing's simple API and extensible architecture with the unique characteristics of mobile devices and their ubiquitous presence will certainly open up new creative uses of such devices.

This course helps attendees get started with Processing development on Android devices. It introduces the main characteristics of the Android platform, explains how to run simple graphic applications and upload them to the phones, and summarizes the possibilities offered by more advanced features (OpenGL, GPS). Audience comments, questions, suggestions, etc. are encouraged.

Saturday
18 December
2:15 PM - 6:00 PM
Courses
Introduction to OpenCL by Example
Room 308B/C

Presented in English / 영어로 발표 됨

The rapidly changing capabilities of modern graphics processing units (GPUs) require that developers understand how to combine parallel-programming techniques with the traditional interactive rendering pipeline exposed by OpenGL and Direct3D. This course demonstrates how to combine traditional rendering APIs with advanced parallel computation using OpenCL (Open Computing Language), a cross-platform API for programming parallel systems such as GPUs. The course presenters are experts on general-purpose GPU computation and advanced rendering from academia and industry, and have presented papers and tutorials on the topic at SIGGRAPH, Graphics Hardware, Supercomputing, and elsewhere.

The first section reviews the basics of the OpenCL API, including a "Hello World" application written in OpenCL. Attendees with laptops will be able to try the examples on their own during the course. The second section covers more advanced cases, including how to write applications that interact with standard graphics APIs. The final section includes performance-optimization "tips and tricks" for writing OpenCL applications.

Thursday
16 December
9:00 AM - 10:45 AM
Courses
Physical and Graphical Effects in OpenCL by Example
Room 308B/C

Presented in English / 영어로 발표 됨

There are strong indications that the future of interactive graphics involves a more flexible programming model than today's OpenGL/Direct3D pipelines. That means that graphics developers will need a basic understanding of how to combine emerging parallel-programming techniques with the traditional interactive rendering pipeline.

This course provides an introduction to parallel-programming architectures and environments for interactive graphics, and demonstrates how to combine traditional rendering APIs with advanced parallel computation. It presents several studies of how developers combine traditional rendering API techniques with advanced parallel computation. Each case study includes a live demo and discusses the mix of parallel-programming constructs used, details of the graphics algorithm, and how the rendering pipeline and computation interact to achieve the technical goals. All computation is done in OpenCL. A combination of DirectX and OpenGL is used for the rendering.

Thursday
16 December
2:15 PM - 6:00 PM
Courses
Recent Advances in Online Game Technology
Room E6

Presented in Korean, translated simultaneously to English / 한국어로 발표 됨 (영어 동시 통역)

Compared with console games, online games have unique characteristics that require more complicated design of software architecture. This course delivers state-of-the-art technologies for making online games from clients to servers. Topics include advanced production secrets in developing the world’s best online games. Attendees learn what to consider in making advanced online games and how to optimize them to meet the increasing performance demands of future online environments. The course is taught by lead programmers and software engineers from Crytek, ETRI, NCSoft, and Intel.

Thursday
16 December
2:15 PM - 6:00 PM
Courses
Introduction to Augmented Reality and Its Applications
Room 308B/C

Presented in Korean, translated simultaneously to English / 한국어로 발표 됨 (영어 동시 통역)

This course introduces and defines augmented reality and user interfaces that can apply AR to enhance users' perceptions of reality.

Wednesday
15 December
9:00 AM - 10:45 AM
Courses
Introduction to Computer Graphics
Room 314

Presented in English, translated simultaneously to Korean / 영어로 발표 됨 (한국어 동시 통역)

A SIGGRAPH conference is an exciting event, but it is often an intimidating experience for first-time attendees. There are so many new terms, new ideas, and new product concepts to try to understand. It is like standing in a room with 100 doors and having no idea which door to open because you have no idea what the label on each door actually means. This leaves new attendees baffled and frustrated about how to spend their time. This course is designed to ease newcomers into the SIGGRAPH Asia conference experience by presenting the fundamental concepts and vocabulary at a level that can be readily understood. Far from being made up of dry facts, this course will also portray the fun and excitement that led most of us here in the first place. Attendees in the course will become well-prepared to understand, appreciate, enjoy, network, and learn from the rest of the SIGGRAPH Asia experience.

This is a half-day Beginning course. This course will be given lecture-style. There will be PowerPoint slides and live demos showing the use of computer graphics in applications These will be used to illustrate fundamental concepts (e.g., here is an image with and without perspective) and to illustrate those concepts in applications (e.g., here is the use of perspective in a visualization application and why you have to be careful when using it). The source code for the graphics program demos will be included on the conference DVD so that attendees can use them in their own applications and classes as well.

Because this is the first time that SIGGRAPH is being held in Korea, an introductory course taught by experienced practioners will be an important aspect of the conference.

Wednesday
15 December
2:15 PM - 6:00 PM
Courses
Introduction to Data-Driven Animation: Programming With Motion Capture
Room 308A

Presented in English / 영어로 발표 됨

Data-driven animation using motion-capture data has become a standard practice in character animation. A number of techniques have been developed to add flexibility on captured human motion data by editing joint trajectories, warping motion paths, blending a family of parameterized motions, splicing motion segments, and adapting motion to new characters and environments.

Even with the abundance of motion-capture data and the popularity of data-driven animation techniques, programming with motion capture-data is still not easy. A single clip of motion data encompasses a lot of heterogeneous information including joint angles, the position and orientation of the skeletal root, their temporal trajectories, and a number of coordinate systems. Due to this complexity, even simple operations on motion data, such as linear interpolation, are rarely described as succinct mathematical equations in research papers.

This course provides not only a solid mathematical background, but also a practical guide to programming with motion-capture data. It begins with a brief review of affine geometry and coordinate-invariant (conventionally called coordinate-free) geometric programming, which generalizes incrementally to deal with three-dimensional rotations/orientations, the poses of an articulated figure, and full-body motion data. Then it identifies a collection of coordinate-invariant operations on full-body motion data and their object-oriented implementation. Finally, it explains the practical use of this programming framework in a variety of contexts ranging from data-driven manipulation and interpolation to state-of-the-art biped locomotion control.

Wednesday
15 December
11:00 AM - 12:45 PM
Courses
East Meets West: The Power of the Pitch
Room 308B/C

This course presents a publisher's perspective on development opportunities related to the pursuit of new intellectual property, work for hire on existing portfolio needs, and possible acquisition off external, independent developers.

The course explores four key questions:

1. What are publishers looking for these days?
2. How does a small, independent developer get traction when risks are high and investment is scarce?
3. How does the publisher's perspective change based on the genre and/or the region for product opportunities?
4. What is the best way to pitch a company and/or a product-development opportunity?

The course ends with a question-and-answer session.

Presented in cooperation with the Academy of Interactive Arts & Sciences.

Friday
17 December
4:15 PM - 6:00 PM
Exhibition
Exhibition
Hall C1 & C2
The SIGGRAPH Asia 2010 Exhibition is a diverse and energetic showcase of everything Asia and beyond has to offer in computer graphics and interactive techniques:

Hardware and software companies
Production studios
Association pavilions
Educational institutions
Research laboratories
And more

Try the latest systems, talk with the people who developed them, and meet buyers, distributors, and resellers. The SIGGRAPH Asia 2010 Exhibition provides the networking opportunities you need for another year of evolving ideas and successful business.

Thursday
16 December
9:30 AM - 6:00 PM
Exhibition
Exhibition
Hall C1 & C2
The SIGGRAPH Asia 2010 Exhibition is a diverse and energetic showcase of everything Asia and beyond has to offer in computer graphics and interactive techniques:

Hardware and software companies
Production studios
Association pavilions
Educational institutions
Research laboratories
And more

Try the latest systems, talk with the people who developed them, and meet buyers, distributors, and resellers. The SIGGRAPH Asia 2010 Exhibition provides the networking opportunities you need for another year of evolving ideas and successful business.

Friday
17 December
9:30 AM - 6:00 PM
Exhibition
Exhibition
Hall C1 & C2
The SIGGRAPH Asia 2010 Exhibition is a diverse and energetic showcase of everything Asia and beyond has to offer in computer graphics and interactive techniques:

Hardware and software companies
Production studios
Association pavilions
Educational institutions
Research laboratories
And more

Try the latest systems, talk with the people who developed them, and meet buyers, distributors, and resellers. The SIGGRAPH Asia 2010 Exhibition provides the networking opportunities you need for another year of evolving ideas and successful business.

Saturday
18 December
9:30 AM - 6:00 PM
Exhibitor Sessions
CUDA Workshop
317B/C

Presented in English, translated simultaneously to Korean / 영어로 발표 됨 (한국어 동시 통역)

Languages, Tools, and APIs for GPU Computing
9:00-9:50 am
This talk covers the key features and differences between the major programming languages, APIs, and development tools available today. It also explains several high-level design patterns for consumer, professional, and HPC applications, with practical programming considerations for each.
Scott Fitzpatrick
NVIDIA Corporation

Introduction to Programming for CUDA C
10:00-10:50 am
This presentation teaches the basics of programming GPUS . For anyone with a background in C or C++, it explains everything necessary to start programming in CUDA C. Explore the various APIs available to CUDA applications and learn the best (and worst) ways to employ them in applications. The concepts are illustrated with step-by-step walkthroughs of code samples.

Samuel Gateau
NVIDIA Corporation

Computational Photography, Real-Time Plenoptic Rendering
11:00-11:50 am
Learn how to change the focus of an image after it has been captured. Get the latest information on GPU-based plenoptic rendering, including a demonstration of refocusing, novel view generation, polarization, high-dynamic-range imaging, and stereo 3D. Learn how GPU hardware enables interactive plenoptic rendering with high-resolution imagery, and how this process opens up entirely new possibilities for modern photography.

Todor Georgiev
Adobe Systems Incorporated

Andrew Lumsdaine
Indiana University

Using 3D Stereoscopic Solutions in Broadcast and Film Production
12:00-12:50 pm
Film, television, and the entire digital-content industry are undergoing a stereoscopic 3D revolution. 3D stereoscopic techniques provide an entirely new way to tell a story to your audience. Learn how software tools and hardware work together to make stereoscopic 3D production and distribution possible.

Andrew Page
NVIDIA Corporation

Developer Tools for the GPU: Parallel Nsight & AXE
1:00-1:50 pm
Learn about NVIDIA's latest software-development tools. The first half of this session explains how NVIDIA's range of professional software makes it easy for application developers to maximize the power of professional GPUs to deliver ultimate experiences and capabilities within their products and for their customers. Many of these offerings benefit end users directly, as they push the boundaries of what's possible in graphics and visual computing.

The second half of the session covers NVIDIA’s Parallel Nsight development environment for Windows. Parallel Nsight, fully integrated into Visual Studio 2010, introduces native GPU debugging and platform-wide performance analysis tools for both computing and graphics developers.

Phillip Miller
Samuel Gateau
NVIDIA Corporation

DX11 Tessellation
2:00-2:50 pm
This talk provides a comprehensive overview of Direct3D11 tessellation technology. It not only demonstrates how to leverage Direct3D11 tessellation to take your games to the next level, but also addresses crucial practical issues. It also presents a few breathtaking practical examples and demonstrates how these advanced techniques have been adopted into gaming source engines.

Tianyun Ni
NVIDIA Corporation

Using the GPU for Visual Effects for Film & Video
3:00-4:30 pm
Learn from NVIDIA partners who are working with the GPU to improve visual effects for film and video."Avatar" Case Study: Accelerating Out-Of-Core Ray Tracing of Sparsely Sampled Occlusion with Pantaray
3:00-3:30 pm
Modern VFX rendering pipelines confront major complexity challenges: a film like "Avatar" requires rendering hundreds of thousands of frames, each containing hundreds of millions or billions of polygons. Furthermore, the process of lighting requires many rendering iterations across all shots. This talk presents the architecture of an efficient out-of-core ray-tracing system designed to make rendering precomputations of gigantic assets practical on GPUs. The system, dubbed PantaRay, leverages development of modern ray-tracing algorithms for massively parallel GPU architectures and combines them with new out-of-core streaming and level-of-detail rendering techniques.
Luca Fascione
Sebastian Sylwan
Weta Digital
Additional speakers and topics coming soon.

CUDA and Fermi Optimization Techniques
4:45-6:00 pm
This talk presents a detailed technical overview of implementing CUDA on Fermi for various algorithms: Monte Carlo simulation, finite-difference method, and some useful image processing algorithms. Learn how to implement these algorithms on Fermi-based CUDA architecture and how to use new Fermi features and optimize to achieve optimum performance on these applications.

Hyungon Ryu
NVIDIA Corporation

Presentations will be available for download on the SIGGRAPH Asia 2010 and NVIDIA web sites soon after the workshop.

Thursday
16 December
9:00 AM - 6:00 PM
Exhibitor Sessions
Autodesk at SIGGRAPH Asia 2010
Room 301A/B

Presented in English and Korean, translated simultaneously / 한국어와 영어로 발표됨 (동시 통역)

Autodesk showcases its latest Digital Entertainment Creation (DEC) technology and how it enables cutting-edge pipelines for games, film, and television production.

This is your opportunity to:

  • Hear from Autodesk’s guest presenters: Rising Sun Pictures, Lucasfilm Aniamtion, SamG Animation, FXGear, Studio Gale, Digital IDEA, etc. Simultaneous translation is provided in English and Korean.
  • Learn how a modern pipeline powered by the latest offerings from Autodesk can help increase your performance, productivity, and creativity.
  • Take the Autodesk Mudbox Challenge for a chance to win great prizes.
  • Expand your network, learn ,and share information with your peers.

Check here for the latest event and speaker information.

Thursday
16 December
9:30 AM - 6:00 PM
Exhibitor Sessions
Autodesk at SIGGRAPH Asia 2010
Room 301A/B

Presented in English and Korean, translated simultaneously / 한국어와 영어로 발표됨 (동시 통역)

Autodesk showcases its latest Digital Entertainment Creation (DEC) technology and how it enables cutting-edge pipelines for games, film, and television production.

This is your opportunity to:

  • Hear from Autodesk’s guest presenters: Rising Sun Pictures, Lucasfilm Aniamtion, SamG Animation, FXGear, Studio Gale, Digital IDEA, etc. Simultaneous translation is provided in English and Korean.
  • Learn how a modern pipeline powered by the latest offerings from Autodesk can help increase your performance, productivity, and creativity.
  • Take the Autodesk Mudbox Challenge for a chance to win great prizes.
  • Expand your network, learn ,and share information with your peers.

Check here for the latest event and speaker information.

Friday
17 December
9:30 AM - 6:00 PM
Exhibitor Sessions
Autodesk Product Demonstration Stations
Room 304A & 301B

Presented in English and Korean / 한국어와 영어로 발표됨

Autodesk demonstrates its latest Digital Entertainment Creation (DEC) technology and how it enables cutting-edge pipelines for game, film, and television production.

The demonstrations are open to all SIGGRAPH Asia 2010 attendees.

Friday
17 December
9:30 AM - 6:00 PM
Exhibitor Sessions
Autodesk Product Demonstration Stations
Room 304A & 301B

Presented in English and Korean / 한국어와 영어로 발표됨

Autodesk demonstrates its latest Digital Entertainment Creation (DEC) technology and how it enables cutting-edge pipelines for game, film, and television production.

The demonstrations are open to all SIGGRAPH Asia 2010 attendees.

Thursday
16 December
9:30 AM - 6:00 PM
Exhibitor Sessions
Investment & Business Opportunities in Gwangju
Room 327

Presented in Korean / 한국어로 발표 됨

This introduction to incentives for investment and relocation companies in Gwangju is available by invitation only. Interested attendees should inquire at the registration desk at the entrance of the session room.

Friday
17 December
3:00 PM - 8:00 PM
Exhibitor Sessions
Khronos DevU (Developer University)
307C

Presented in English / 영어로 발표 됨

Khronos standards are fundamental to many of the technologies on display at SIGGRAPH Asia 2010. If you develop multimedia content for games, DCC, CAD, or mobile devices, you should attend Khronos Group’s DevU (Developer University) to learn about the new industry standards for royalty-free multimedia development:

• Applications driving next-generation handset requirements
• Opportunities opened up by innovation and standardization in graphics and mobile gaming
• Technological advances in multimedia handset technology

Friday
17 December
9:00 AM - 6:00 PM
Exhibitor Sessions
The Foundry GeekFest Asia
317B

Presented in English, translated simultaneously to Korean / 영어로 발표 됨 (한국어 동시 통역)

In three individual sessions, The Foundry and some special industry guests showcase their high-end compositor NUKE, stereo toolset OCULA, creative texture-painting tool MARI, and new digital production hub STORM. They also summarize research and development at The Foundry.

In order to attend The Foundry GeekFest, attendees must register via The Foundry web site.

Wednesday
15 December
1:00 PM - 8:00 PM
Exhibitor Tech Talks
Development of a Total Solution That Converts 2D Video Into High-Quality 3D Video
Exhibitor Tech Talk Stage

12:00-12:20 pm
Presented in Korean / 한국어로 발표 됨

12:20-12:30 pm
Presented in Korean / 한국어로 발표 됨 Q&A

12:30-12:50 pm
Presented in English / 영어로 발표 됨

12:50-1:00
Presented in English / 영어로 발표 됨 Q&A

This total solution uses scene-feature, example-based automatic converting techniques to convert 2D video to high-quality 3D video and triple productivity.

Friday
17 December
12:00 PM - 1:00 PM
Exhibitor Tech Talks
GPU Ray Tracing at the Desktop and in the Cloud
Exhibitor Tech Talk Stage

Presented in English / 영어로 발표 됨

Ray tracing is a natural fit for the massively parallel processing capabilities of GPUs, and the resulting performance gains are making physically correct techniques plausible for production and simpler techniques truly interactive. This talk surveys a range of GPU ray-tracing options and solutions that are transforming the creative process, and describes how developers can harness GPU power in their applications and even in the cloud.

Friday
17 December
9:30 AM - 10:45 AM
Exhibitor Tech Talks
Building 3D Real Worlds for Your Business
Exhibitor Tech Talk Stage

Presented in Korean / 한국어로 발표 됨

Web 3D technology breaks the barriers of time and space, and displays everything that exists in the real world in 3D space just as it is. This talk explores current web 3D technology and how it can be applied to a business model.

Thursday
16 December
11:40 AM - 12:15 PM