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EXHIBITS

SIGGRAPH
2003, After You, Christopher Cordingley
CG Cinema: The Convergence of Computer Graphics
and the Film Industry
by
Tai-San Choo
30 July 2003
The
film industry was well represented at this year’s SIGGRAPH 2003 conference, with a slew of courses,
sketches & applications, papers, and two of the five special
sessions as well as the Electronic, Animation, and two Art Gallery
Theaters displaying the growing influence of innovative computer
graphics applications in current movies. With a vast array of applications
from new video matting techniques, photo-realistic computer generated
imagery, to fully computer animated short and feature length films,
and scores of other techniques, computer graphics constantly drive
the film industry in new and astounding directions.
SIGGRAPH continued its tradition of being the premiere exhibition
and competition arena for computer animation and computer generated
imagery in commercials, feature and short films through the annual
Computer Animation Festival. This consists of the Electronic
Theater which screens the top twenty-eight entrees of the
year that most
exemplify the festival’s criteria of creativity, innovation,
and technical achievement in animation. This year’s winner
created by independent digital animator Sam Chen was Eternal
Gaze,
an intense 16 minute animation examining and re-creating the tortured
mind of the 20th century sculptor Alberto Giacometti and the painstaking
heart and soul he put into creating his work, undoubtedly experienced
by Chen himself while single-handedly creating such a long and
detailed animation. The Jury Honors Award was given to Tim
Tom by Supinfocom/ One Plus One. The various other pieces in the program
displayed a great range of creative in style and storytelling,
in addition to it’s usual presentation of the latest advances
in computer graphics technology.

SIGGRAPH
2003, Eternal Gaze, Sam Chen
“The
selection process is a 3.5 day whirlwind. Jurors are instructed
that Electronic Theater pieces should exhibit technical and
creative excellence and innovation. Animation Theater selections
should
exhibit at least two of
these three,” Animation Festival Committee Chair, Darin
Grant,
explained of the selection process of narrowing down to the two
main theaters, “There is a first round pass where each submission
is reviewed by a sub-section of our jury. If the piece makes it
through that round, it is reviewed by the entire jury in the second
round. From this second round, another cut is made and then a line
is drawn where pieces above the line are in the Electronic Theater
and pieces below the line are in the Animation Theater. This year
and last, we have been able to jury the entire Animation as well
as the Electronic Theater. I think that this has really helped
to improve the quality of the Animation Theater as a whole.”
The
Animation Theater screened 53 animations throughout the week,
broken in four main topic groups of It Takes Character,
Fun & Games,
Realities Challenged, and Storytelling. These animations
ranged from the cute, to the sad, to the gross, to the outright
hilarious.
Overall they proved to be quite an entertaining three hours
of material.

SIGGRAPH
2003, Daredevil, Scot Byrd Some
of the animations portrayed the latest new innovations
in computer graphics, many warranting their own sketches
and applications
or even papers. The latest big studio blockbuster hits
of the past summer were well represented like Matrix Reloaded,
X-Men
2, Terminator
3 and The Hulk as the top digital special effects houses
converge for the SIGGRAPH conference. Top effects companies
like Digital
Domain, Sony Imageworks, and perennial powerhouse Industrial
Light + Magic were met by some great new competition with
the likes of
Weta Digital, ESC, Cinesite and other non-US companies
like
Framestore CFC and Duran Duboi. These CG gurus showed off
their techniques
for incredible explosions, 3D performance and facial matching
of big shot movie stars, and numerous other advances they
progressed through in order to achieve the latest box-office
hit.
On
the animation front, companies like Pixar, Blue Sky, DreamWorks
PDI, and Aardman Animations expelled rich stories
full of
character while still blazing through new technological
advancements. Every year a huge breakthrough is made
in animation and thoroughly
exploited as with Monster, Inc. and Sully’s thick realistic fur, to
last year’s feather fetish, this year seemed to flourish
with new techniques for modeling underwater animations as in Pixar’s
Finding Nemo and Sony Imageworks Electronic Theater short
animation entry, Early Bloomer. A few other innovations
include advances
in non-photo-realistic rendering techniques as well as
fluid motions of smoke and steam.
A major theme reverberating through the various programs
hinted at the history and development linking artists
with past inspiration
and the importance of personality and emotional influences
on the development of computer generated characters.
ILM’s special
session focused primarily on each animator’s background and
what life experiences affected the personality they inject into
their work. Dave Andrews noted early slapstick cartoons influencing
his work with Mars Attacks! or Colin
Brady’s method of requiring
animators and even director Ang Lee to act out the physical motions
of the characters they create, as Lee portrayed in a motion capture
suit for the Hulk. Meanwhile the animation festival to time to
dedicate a full course to educating SIGGRAPH’ers
on the appreciation and criticism of short animated films
by showing non-CG manipulated
animations and how we can analyze and reflect on the
meanings and personal interpretations of the animation.

SIGGRAPH
2003, Painting by Numbers, Lise-Helene Larin
This year SIGGRAPH made a conscious effort to promote
the importance of film as a medium for computer graphics
and
digital technology.
Art Gallery committee chair Michael Wright incorporated,
for the first time in SIGGRAPH history, a venue for
artistically influenced
animation and digital video shorts in the Art Gallery
Theater. An Art Gallery panel was also called to
discuss the current
state of digital video and promote the incorporation
of the format
as a vital addition to the computer graphics community.
The direction and future of DV artistic and experimental
films
was discussed
as well as finding a distribution outlet as well
as an audience for the work.
SIGGRAPH 2003 made great strides presenting the strong
integration between the computer graphics community
and the face of the
film industry it is increasingly changing. Rapidly
advancing CG technology
is progressively expanding the limits of creativity,
innovative ingenuity, and technical wizardry previously
impossible
in the film industry, while still strongly promoting
the basic
film
element necessities of storytelling and artistic
expression vital to the
medium.
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