Exhibitor Tech Talks
 
   
  Exhibitor Tech Talks are scheduled on a first-come, first-served basis. For complete information, please contact:
 
SIGGRAPH 2003 Exhibition Management
Hall-Erickson, Inc.
98 East Naperville Road
Westmont, Illinois 60559 USA
+1.630.434.7779
+1.630.434.1216 fax


 
Explore the full power of this year's most important advances in 3D animation, shading, visualization, processors, APIs, career development, and more. In Exhibitor Tech Talks, SIGGRAPH 2003 exhibitors go beyond short demos to present two-hour tutorials and interactive instruction on their products and services.

Graphics Industry Trends
3Dlabs Inc. Ltd.
Tuesday, 29 July
10 am - noon
Exhibit Hall C

3Dlabs discusses the latest in graphics-industry trends including the use of high-level shading languages for programmable graphics.

Randi J. Rost
3Dlabs Inc., Ltd.
23 Old Town Square, Suite 250A
Ft. Collins, Colorado 80524 USA
Randi.rost@3dlabs.com


Digital Media Outlook: Technologies That Keep You Ahead of the Competition
Anark Corporation
Tuesday, 29 July
10 am - noon
Exhibit Hall C

Every Mac and PC that ships today contains a powerful 3D video card and a fast CPU that are capable of displaying movie-quality interactive graphics. Until recently, no media existed to take advantage of this potential. This presentation discusses a new class of media that seamlessly combine 3D, video, images, text, sound, and interactivity. You may not have heard of products like Anark Studio, but over the next few years innovators with access to such tools will change the face of design as we know it.

Tiffany Moore
Anark Corporation
1500 Pearl Street, Suite 300
Boulder, Colorado 80302 USA
tiffany.moore@anark.com


Advanced OpenGL Techniques on ATI Hardware
ATI Technologies Inc.
Tuesday, 29 July
1 - 3 pm
Exhibit Hall C

ATI's latest OpenGL extensions add "mix-and-match" and "plug-and-play" functionality to OpenGL. "Mix-and- match" lets the developer use the same memory buffer in multiple ways. "Plug-and-play" allows reconfigurable memory buffers in the pipeline. These features combined with a floating-point fragment processor and the ability to render to multiple floating-point render targets make a new class of algorithms implementable on graphics hardware. This session provides an introduction to these GL extensions and demonstrates how they are used in real applications and cutting-edge research.

Lorna Martin
ATI Technologies Inc.
1 Commerce Valley Drive, East
Thornhill, Ontario L3T 7X6 Canada
loma@ati.com


3D Character Animation with MotionBuilder
Kaydara, Inc.
Tuesday, 29 July
4 - 6 pm
Exhibit Hall C

An in-depth look at Kaydara's renowned 3D character animation application, MOTIONBUILDER. Includes demonstrations by special guests.

Annie Belanger
Kaydara, Inc.
4428 Saint Laurent Boulevard, Suite 300
Montréal, Québec H2W 1Z5 Canada
abelanger@kaydara.com


Imagination Made Reel: From Middle Earth to Immersive Reality
Media Design School
Tuesday, 29 July
4 6 pm
Exhibit Hall C

A showcase of leading-edge computer graphics and immersive reality companies from New Zealand. Includes behind-the-scenes FX from "The Lord of the Rings" films.

Frances Valintine
Media Design School
12400 Wilshire Boulevard, Suite 1120
Los Angeles, California 90025 USA
frances@mediadesign.school.nz


Training for Careers in Animation and Technology
Vancouver Film School
Wednesday, 30 July
10 am - noon
Exhibit Hall C

Interested in a career in 3D animation? This session includes a screening of outstanding student work, a comprehensive overview of the Vancouver Film School's 3D animation programs and admissions requirements, discussion of career opportunities, and a question-and-answer period.

Graeme Gish
Vancouver Film School
200-198 West Hastings Street
Vancouver, British Columbia V6B 1H2 Canada
graeme@vfs.com


High-Performance Software Building Blocks for Mobile Game Development on Intel PCA Application Processors
Intel Corporation
Wednesday, 30 July
10 am - noon
Exhibit Hall C

Intel XScale technology-based application processors are enabling a new generation of multimedia-enriched games on mobile devices. Rapid deployment of media-rich mobile games demands the immediate availability of high-performance graphics and multimedia software building blocks. This session introduces the performance-optimized Intel Graphics Performance Primitives (GPP) and the Intel Integrated Performance Primitives (IPP) for the Intel XScale microarchitecture and Intel WMMX technology.

Gopi Kolli
Intel Corporation
2200 Mission College Boulevard
Santa Clara, California 95052 USA
Gopi.k.kolli@intel.com


Multi-Threading Real-Time 3D Graphics Applications
Intel Corporation
Wednesday, 30 July
4 - 6 pm
Exhibit Hall C

Real-time 3D graphics applications continue to demand higher-performance platforms. One way to increase the performance of your application is to multi-thread it to take advantage of multi-processor systems as well as systems with Intel processors with Hyper-Threading technology. This session discusses threading concepts and how they apply to multiprocessor systems and Hyper-Threading. Examples of different threading paradigms
are shown with demos.

Dean Macri
2200 Mission College Boulevard
Santa Clara, California 95052 USA
Dean.p.macri@intel.com


3ds max and Brazil
Discreet
Thursday, 31 July
10 am - noon
Exhibit Hall C

Technical directors, designers, and rendering experts discover how 3ds max 5 and Brazil are working together to deliver a new generation of rendering capabilities to the film and visualization markets. Attendees are taken through a project and learn how to make the most out of Brazil for look development and high-quality, scalable rendering requirements.

Dave Campbell
Discreet
10 Duke Street
Montréal, Québec H3C 2L7 Canada
campbeda@discreet.com


Advanced High-Level Shader Techniques
ATI Technologies Inc.
Thursday, 31 July
1 - 3 pm
Exhibit Hall C

This presentation focuses on development of several advanced shader techniques using the RenderMonkey shader development tool. Attendees will learn how the RenderMonkey development environment can be used to speed production and improve communication between the programming and art teams for shader research and development. Attendees should be familiar with shader development using a high-level language such as Microsoft's DirectX 9 HLSL or the GL2 shading language.

Lorna Martin
ATI Technologies Inc.
1 Commerce Valley Drive, East
Thornhill, Ontario L3T 7X6 Canada
loma@ati.com


Exhibitor Sessions
Monday, 28 July - Thursday, 31 July
10:30 am - noon, 1:30 - 3 pm, 3:30 - 5 pm


NVIDIA Corporation

Introductory Cg Shader Workshop
Room 27 A
NVIDIA hosts this intimate workshop for those interested in getting their fingers dirty with the latest in high-level graphics programming. The workshop introduces developers and artists to the tools and workflow for real-time shader development. It gives participants the opportunity to write a number of shader programs. Classes are limited in size for maximum effectiveness and will be taught by NVIDIA OpenGL and DirectX developer-technology engineers. The workshop is geared toward graphics programmers and technical directors in search of easier and more powerful methods of writing compelling real-time effects.

Advanced Cg Programming
Room 27 B
For those already familiar with shader programming in a high-level language, NVIDIA presents an advanced lab covering more in-depth tips and tricks. The Advanced Cg Programming Lab covers performance, light and shadow management, workflow, tools, shader debugging, and more. It gives participants the opportunity to learn these techniques with a hands-on approach. Classes limited in size for maximum effectiveness and taught by NVIDIA OpenGL and DirectX developer-technology engineers. This session is geared toward graphics programmers and technical directors familiar with high-level GPU programming.

Pre-register for these sessions now!

NVIDIA Corporation
2701 San Tomas Expressway
Santa Clara, California 95050 USA





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