| Program | Date & Time | Focus | |
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International Center#SIGGRAPH #internationalcenterInternational Center West LobbyThe International Center offers bilingual tours of SIGGRAPH 2010 programs, informal translation services, and space for meetings, talks and demonstrations. |
Sunday, 25 July9:00 AM - 6:00 PM |
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International Resources Events#SIGGRAPH #internationaleventsSpaceTime Showcase International Center, West LobbyDigital review of projects accepted to the annual SpaceTime competition featuring the state of creative computer-based student work from around the globe. Contact: Marc Barr, mjbarr (at) mtsu.edu |
Sunday, 25 July10:00 AM - 1:00 PM |
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Birds of a Feather#SIGGRAPH #bofiTokyo+IVRC Room 301 AInteractive-Tokyo(iTokyo) and IVRC2010, the 18th annual student competition, are VR and interactive-techniques events in Japan. Laval Virtual (France) and CMU ETC (USA) have exchanges with iTokyo+IVRC. |
Sunday, 25 July11:00 AM - 12:00 PM |
Students | |
Art Gallery#SIGGRAPH #artgalleryTouchPoint: Haptic Exchange Between Digits Room 151The work exhibited in the SIGGRAPH 2010 Art Gallery investigates the polysensory nature of human experience in a technologically enhanced environment. The exhibition explores the permeable membrane of the techno-human interface, where we engage an array of tools to materialize and visualize artifacts of creative expression. Integral to the work is human haptic interaction, involving the "viewer" and/or the artist through a unique physical interface. |
Sunday, 25 July12:00 PM - 5:30 PM |
Art | |
The Studio#SIGGRAPH #studioThe Studio Room 151Collaborate in hands-on learning lab, where students, professionals, artists, scientists, engineers, and the latest technologies create surprising artworks and systems. |
Sunday, 25 July12:00 PM - 5:30 PM |
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The Sandbox#SIGGRAPH #sandboxThe Sandbox Outside Room 403 ABTest drive current game-development technologies, explore game design, and play the games that are defining the next generation of digital interactivity. |
Sunday, 25 July12:00 PM - 5:30 PM |
Games | |
Posters#SIGGRAPH #posterPosters West LobbyObserve graphic displays of incremental, preliminary, partial, and innovative insights that will shape the future of computer graphics and interactive techniques. |
Sunday, 25 July12:00 PM - 5:30 PM |
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Geek Bar#SIGGRAPH #geekbarGeek Bar Room 409Real-time human networking. Streaming content from the SIGGRAPH 2010 session rooms. Wireless access. Comfy chairs. |
Sunday, 25 July12:00 PM - 5:30 PM |
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Emerging Technologies#SIGGRAPH #etechEmerging Technologies Room 151Interactive demonstrations of innovative technologies in a broad range of applications, including displays, robotics, input devices, and interaction techniques. Emerging Technologies includes a mix of works invited by the organizers and works selected from juried submissions. All the demos are available for attendees to try out and discuss with the creators. |
Sunday, 25 July12:00 PM - 5:30 PM |
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The Studio–Workshops#SIGGRAPH #studioworkshops3D Character Animation In Depth The Studio/Room 151An in-depth look at 3D character animation for film and video games. Topics include the process of acting out references, creating customized MEL scripts, hot keys, animation-pipeline tools, blocking pose to pose vs. straight ahead, key framing vs. dynamics, layering animation, animation polishing with tangents, follow through and overlapping actions, adding moving holds, and tricks and shortcuts to make animating fast, efficient, and fun. |
Sunday, 25 July12:15 PM - 1:45 PM |
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The Studio–Presentations#SIGGRAPH #studiopresentationsTactile Tactics: Getting Close to Technology The Studio/Room 151As computers become smarter, stronger, and more woven into the fabric of the world, it is increasingly important to make sure they don’t autonomously cause harm. Even better, they should support health and welfare. But how can technology know what’s good for others, especially when people so often get it wrong? One way is for computers to gauge emotional responses to their actions. Another approach would be to create machines that have genuine feelings akin to our own. Taken together, these concepts provide the foundation for exploring artificial empathy. This talk summarizes a project that contributes to artificial empathy by building robots that engage participants through playful touch. Touch is featured because it is a basic, primary and direct means of inducing feeling. It also avoids relying on anthropomorphic features that do not relate to a machine's instruments. The talk expands the argument for touch as a basis for artificial empathy, discusses the value of games as a framework for guiding touch interaction, and outlines some recent projects. |
Sunday, 25 July12:30 PM - 1:00 PM |
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The Studio–Digital Artistry#SIGGRAPH #studiodigitalartistryHDR Imaging The Studio/Room 151This presentation explores the whys and hows of HDR imaging as the digital world's answer to Ansel Adams' Zone System. It shows and illustrates what can be achieved with dynamic-range capture and covers how to shoot and process it, related software applications, and how to simulate it when mutli-exposure image capture is not possible. |
Sunday, 25 July12:30 PM - 1:45 PM |
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Screenings#SIGGRAPH #screeningsCommercials & Cinematics Room 408 AB |
Sunday, 25 July2:00 PM - 3:30 PM |
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Courses#SIGGRAPH #courseSpectral Mesh Processing Theater 411Spectral mesh processing was proposed at the beginning of the 1990s to port the “signal processing toolbox” to 3D mesh models. Now, with recent advances in computing power and numerical software, this vision can be fully implemented. In this course, attendees learn how to transfer the underlying concepts to the mesh-model setting, how to implement the “spectral mesh processing” toolbox, and how to use it for real applications, including filtering, shape matching, remeshing, segmentation, and parameterization. COURSE SCHEDULE 2 pm 2:05 pm 2:45 pm 3:30 pm 3:45 pm 4:35 pm 5 pm |
Sunday, 25 July2:00 PM - 5:15 PM |
Research | |
Courses#SIGGRAPH #courseProcessing for Visual Artists and Designers Room 406 ABProcessing is a free language designed for artists, designers, musicians, educators, students, and anyone else who wants to create expressive, meaningful images, animations, and interactive graphics. Unlike most programming languages, it has been designed from the ground up for creating modern visual works appropriate for print, the web, and installations. With Processing, even people who are new to computers can create rich, exciting graphics that can be used in applications as diverse as interactive demonstrations, personally expressive art, interactive educational environments, gaming, procedural art, text manipulation, and animation. Using Processing to create graphics and animations is intellectually and emotionally rewarding. Even beginners can create imagery that's wildly complex or serenely simple and elegant. It can move as though alive, or change in only the most subtle ways. Computers give us a whole new world of tools and media for communicating and expressing ourselves. When your intellectual programming mind and your intuitive image-making mind are purring together in harmony, the process is pure joy and the results are often beautiful. Best of all, Processing is free! This course introduces the basic ideas of modern programming, but it does not focus on abstract theory. Every idea is illustrated, and Processing's value in making pictures and animations is made clear. The course provides all the tools, from context to motivation, required to continue the learning adventure and become a Processing master. COURSE SCHEDULE 2 pm 2:05 pm 2:20 pm 2:40 pm 3:10 pm 3:45 pm 4 pm 4:20 pm 4:30 pm 5 pm 5:05 pm |
Sunday, 25 July2:00 PM - 5:15 PM |
Art | |
Courses#SIGGRAPH #coursePhysically Based Shading Models in Film and Game Production Room 502 BPhysically grounded shading models have been known for many years, but they have only recently started to replace the "ad-hoc" models in common use for both film and game production. Compared to "ad-hoc" models, which require laborious tweaking to produce high-quality images, physically-based, energy-conserving shading models easily create materials that hold up under a variety of lighting environments. These advantages apply to both photorealistic and stylized scenes, and to game development as well as production of CG animation and computer VFX. Surprisingly, physically based models are not more difficult to implement or evaluate than the traditional "ad-hoc" ones. This course begins with a short explanation of the physics of light-matter interaction and how it is expressed in simple shading models. Then several speakers discuss specific examples of how shading models have been used in film and game production. In each case, the advantages of the new models are demonstrated, and drawbacks or issues arising from their usage are discussed. The course also includes descriptions of specific production techniques related to physically based shading. COURSE SCHEDULE 2 pm 2:30 pm 3 pm 3:30 pm 3:45 pm 4:30 pm 5 pm |
Sunday, 25 July2:00 PM - 5:15 PM |
Games, Production Communities | |
Courses#SIGGRAPH #coursePerceptually Motivated Graphics, Visualization, and 3D Displays Room 502 AThis course provides an overview of how knowledge of the human visual system (HVS) and perception are applied to several aspects of computer graphics, virtual environments, visualization, and 3D display technologies. It explains the role HVS and human perception play in optimization of rendering algorithms, display algorithms, virtual environments design, fidelity, and engineering. Example applications include real-time rendering, high-quality rendering, material editing using images, and training and knowledge transfer in virtual environments. The course also surveys recent research results presented at the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization and other conferences. COURSE SCHEDULE 2 pm 2:05 pm 2:45 pm 3:30 pm 3:45 pm 4:15 pm 4:45 pm 5 pm 5:10 pm |
Sunday, 25 July2:00 PM - 5:15 PM |
Research | |
The Studio–Workshops#SIGGRAPH #studioworkshopsModeling with Zbrush The Studio/Room 151How to use Zbrush as a tool for 3D modeling. No previous Zbrush knowledge required. Workshop topics include organic forms and high-poly detailing. |
Sunday, 25 July2:00 PM - 3:30 PM |
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Birds of a Feather#SIGGRAPH #bofLA SIGGRAPH Meet & Greet Room 301 AThe Los Angeles Chapter of ACM SIGGRAPH proudly presents an informal Meet & Greet, open to all attendees, with current and past chapter officers and Executive Council members. |
Sunday, 25 July2:00 PM - 3:30 PM |
Students | |
The Studio–Presentations#SIGGRAPH #studiopresentationsIntroduction to Rhino The Studio/Room 151This talk answers two basic questions: What is Rhino? What does it do? Then it demonstrates how to model a salt and pepper shaker. |
Sunday, 25 July2:00 PM - 3:30 PM |
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The Studio–Digital Artistry#SIGGRAPH #studiodigitalartistryIntro to 3D Capabilities in Photoshop CS5 Extended The Studio/Room 151This high-level introduction to Photoshop CS5 includes details on all the new 3D-related features in Photoshop CS5 Extended. |
Sunday, 25 July2:00 PM - 3:30 PM |
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Courses#SIGGRAPH #courseImage Statistics: From Data Collection to Applications in Graphics Room 403 ABNatural images exhibit statistical regularities that differentiate them from random collections of pixels, and the human visual system appears to have evolved to exploit such statistical regularities. Because computer graphics is about producing imagery for observation by humans, it is important to understand which statistical regularities occur in nature, so they can be emulated by image-synthesis methods. This course introduces all aspects of natural image statistics, ranging from data collection to analysis and their applications in computer graphics, computational photography, and image processing. COURSE SCHEDULE 2 pm 2:05 pm 2:15 pm 2:30 pm 2:55 pm 3:10 pm 3:25 pm |
Sunday, 25 July2:00 PM - 3:30 PM |
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Talks#SIGGRAPH #talkAvatar in Depth Room 515 ABA Physically Based Approach to Virtual Character Deformations
James Cameron's "Avatar" required the principal digital characters to be photo-realistic, full-screen, and almost fully naked in hundreds of shots. To accomplish this task, Weta Digital developed a robust character-simulation toolset that delivered the required level of realism.
Rendering "Avatar": Spherical Harmonics in Production
Application of spherical harmonics in a production rendering environment for accelerated final-frame rendering of complex scenes and materials.
PantaRay: Directional Occlusion for Fast Cinematic Lighting of Massive Scenes
NVIDIA Research and Weta Digital Ltd. present the results of a joint research collaboration. The talk describes the architecture of a novel system for precomputation of ray-traced sparse, directional occlusion caches used as a primary lighting technology during the making of "Avatar".
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Sunday, 25 July2:00 PM - 3:30 PM |
Production Communities | |
International Resources Events#SIGGRAPH #internationaleventsSpaceTime Student Exhibition Opening International Center, West LobbyOpening and awards presentation for ACM SIGGRAPH SpaceTime Student Exhibition. Contact: Marc Barr, mjbarr (at) mtsu.edu |
Sunday, 25 July3:30 PM - 4:30 PM |
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The Studio–Workshops#SIGGRAPH #studioworkshopsImagination Made Solid: An Intoduction to Personal Fabrication and Desktop Manufacturing The Studio/Room 151Turn your ideas into real things! In this workshop, attendees use simple 3D modeling programs to create designs for real things and work with a MakerBot to produce the real-world results. |
Sunday, 25 July3:45 PM - 5:15 PM |