The 38th International Conference And Exhibition on Computer Graphics and Interactive Techniques

Siggraphitti

2011 Conference Newsletter | SIGGRAPHITTI - June 2011 - Issue 1

Early Registration Ending: Register by Friday for Maximum Savings!

Save up to $275 on registration if you register on or before 17 June. We want you to Make it Home to SIGGRAPH 2011 this year!

Select the registration category that works for your schedule and budget and register on or before 17 June to save up to $275.

Visit the SIGGRAPH Travel & Housing page for a list of participating hotels and to book your hotel reservation through onPeak. Please make your hotel reservation on or before 11 July 2011. Reservations made after 11 July will be based on availability only and rates may increase. (Please note: If you are contacted by any other companies, they are not endorsed by SIGGRAPH 2011 and may not be reputable.)

SIGGRAPH 2011 has negotiated special attendee-only discount rates for hotels in Vancouver

The Westin Bayshore is offering a reduced room rate of $224 single/double for any rooms booked by 18 June (this rate also applies for rooms already booked). After 18 June, the rate will increase to $239 single/double.

Book Your Airfare through UNIGLOBE Vision and Save Up to 30%

SIGGRAPH 2011 has partnered with Vancouver-based UNIGLOBE Vision Travel to offer delegates personalized conference air travel services. UNIGLOBE Vision Travel searches more than 30 airline web sites as well as their own special negotiated air contracts to ensure the best value for attendees, who can save from 5% to 30% on most flights. Visit the SIGGRAPH 2011 Travel and Housing page for more information and contact UNIGLOBE directly as they occasionally offer better rates than those listed on the web site.

International attendees should make sure to apply for a visa early.


Advance Program Available

All SIGGRAPH 2011 programs and events are available in one convenient PDF to help you plan your conference experience in advance. Download the advance program

 


Preview Video of Emerging Technologies

Interact with the latest systems before they become hot topics in mainstream media and techno blogs.From Mommy Tummy to Thermal Interactive Media, get a first look at the SIGGRAPH 2011 Emerging Technologies. View the video

 

 

 

 


SIGGRAPH Dailies! Celebrates Excellence in CG

SIGGRAPH Dailies! is where you can catch up on the state of the art--and craft--of computer graphics. Participate in the vibrant production culture that surrounds presenting and reviewing work that was completed despite seemingly endless obstacles.

 ©Disney Enterprises

Designing a Splash in Disney’s “Tangled”
Dale Mayeda, Disney Animation Studios
A water splash in "Tangled" from hand-drawn keys by a Disney effects veteran to techniques on hitting the design and timing.

James Webb Space Telescope, How to Build a Sunshield
Vladimir Sierra, Carrillo Tony, Faren Mandel, Northrop Grumman Aerospace Systems
The workflow developed at Northop Grumman Aerospace Systems to animate deployment of a tennis-court-sized multi-layered sunshield for the James Webb Space Telescope spacecraft.

Putting On A Show: Laser Light Shows for “Megamind”
Fangwei Lee, PDI/DreamWorks
A laser light rig that can be choreographed by the director and a multiple-passed rendering technique to simulate delicate laser light effects.

 


Game Technology and Beyond: Destination Vancouver

2011 is an exciting year for game developers at SIGGRAPH, with a record amount of game development content throughout various conference programs, including Courses, Talks, Papers, SIGGRAPH Dailies, and Real-Time Live!

Courses

Advances in Real-Time Rendering in Games Parts I and II
Natalya Tatarchuk, Bungie, Inc.; John White, Electronic Arts Black Box; Colin Barré-Brisebois, Electronic Arts Montréal; Dimitar Lazarov, Treyarch; Vassily Fillipov, Sony Santa Monica; Hugh Malan, CCP Games; Christopher Hall, Avalanche Software; Robert Hall, Avalanche Software; David Edwards, Avalanche Software; Eric Penner, Electronic Arts Vancouver

Part I links the game development community and state-of-the-art 3D graphics research, encouraging cross-pollination for future games and other interactive applications. The focus of Part II, the next installment in the now-established series of SIGGRAPH courses on real-time rendering, is on bridging the game-development community and state-of-the-art 3D graphics research to encourage cross-pollination of knowledge for future games and other interactive applications.

Filtering Approaches for Real-Time Anti-Aliasing
Instructors: Jorge Jimenez and Diego Gutierrez, Universidad de Zaragoza; Jason Yang, Advanced Micro Devices, Inc.; Alexander Reshetov, Intel Labs; Pete Demoreuille, Double Fine Productions, Inc.; Tobias Berghoff and Cedric Perthuis, Sony Computer Entertainment; Henry Yu, Kalloc Studios; Morgan McGuire, NVIDIA Corporation and Williams College; Timothy Lottes, NVIDIA Corporation; Hugh Malan, CCP hf.; Emil Persson, Avalanche Studios; Dmitry Andreev, Lucas Arts; Tiago Sousa, Crytek

For more than a decade, supersample anti-aliasing (SSAA) and multisample anti-aliasing (MSAA) have been the gold-standard anti-aliasing solutions in games. However, these techniques are not well suited for deferred shading or fixed environments like the current generation of consoles. In recent years, industry and academia have been exploring alternative approaches, where anti-aliasing is performed as a post-processing step. The original, CPU-based morphological anti-aliasing (MLAA) method gave birth to an explosion of real-time anti-aliasing techniques that rival MSAA. Most of these techniques share concepts and ideas, so the main goal of this course is to establish a conceptual link between them, identifying novelties and differences.

Explore other Courses to be presented at SIGGRAPH 2011.

 

Talks

This year, SIGGRAPH 2011 has an unprecedented number of Talks with game industry speakers at the conference.

Deferred Shading Technique Using Frostbite in Battlefield 3 and Need for Speed: The Run
Alex Ferrier, Electronic Arts; Christina Coffin, DICE (Electronic Arts)
A technical and production-oriented talk describing the tile-based lighting architecture and deferred rendering optimizations developed to achieve a visual target with hundreds of real-time lights per scene for Battlefield 3 and Need for Speed The Run at 30 frames per second on PlayStation3 and Xbox 360.

 

 © Remedy Entertainment 2011

Occlusion Culling in Alan Wake
Ari Silvennoinen and Teppo Soininen, Umbra Software Ltd; Markus Mäki and Olli Tervo, Remedy Entertainment, Ltd.
This talk discusses implementation of the occlusion culling system used in Alan Wake and presents details on how the system efficiently supports shadow-caster culling for dynamic light sources in large environments.

Other game development Talks at SIGGRAPH 2011 include:

  • Spherical Skinning With Dual Quaternions and QTangents
  • Rendering the Interactive Dynamic Natural World of the Game: From Dust
  • Animation Workflow in Killzone 3: A Fast Facial Retargeting System for Game Characters
  • Increasing Scene Complexity: Distributed Vectorized View Culling
  • Practical Occlusion Culling in Killzone 3
  • High-Quality Previewing of Shading and Lighting for Killzone 3
  • Modular Rigging in Battlefield 3
  • Fluid Dynamics and Lighting Implementation in PixelJunk Shooter 2
  • Making Faces: Eve Online's New Portrait Rendering
  • Runtime Implementation of Modular Radiance Transfer
  • Motorstorm Apocalypse: Creating Urban Off Road Racing

 

SIGGRAPH Dailies!

Don’t miss a few of the game development-related SIGGRAPH Dailies! this year.

God of War 3: Chimaera Tail Swipe Attack
Michael Cuevas, SCEA Santa Monica Studios
Breakdancing-inspired attack for the Chimaera mini-boss from God of War 3.

 

God of War 3 Poseidon Creature Boss Fight
Katon Callaway, SCEA Sony Santa Monica
Creation of a complicated character during production of God of War 3.

 

Mortal Kombat X-Ray Attacks
Jon Greenberg, NetherRealm Studios
An overview of the art process used to create the new x-ray attacks in Mortal Kombat.

 

Real-Time Live!

Real-Time Live! is the premiere showcase for the latest trends and techniques for pushing the boundaries of interactive visuals. As part of the Computer Animation Festival, an international jury selected submissions from several areas, including games, animation, performance, and visualization.

Kinectimals
Paul Amer, Microsoft Games Studios
Kinectimals enables players to reach beyond the fourth wall and interact with a virtual pet using the Kinect sensor technology. Kinectimals showcases Frontier's Cobra engine and their latest-generation animation system.

A Look Under the Hood of Need for Speed: Hot Pursuit
Henry LaBounta, Electronic Arts; Alex Fry, Criterion Games - Electronic Arts
Need for Speed: Hot Pursuit used image-based lighting for the forward-rendered cars to help them look integrated with the deferred-rendered environment, which dynamically changes with a full-day cycle of light and weather. A custom anti-aliased line-rendering technique greatly improved the aliasing artifacts that are common to deferred rendering.


Samaritan Real-Time Demo

Paul Oliver, Chris Perna, Jordan Walker, Michael Clausen, Zak Belica, Gavin Moran, Jay Hosfelt, Epic Games Inc.
Samaritan is a real-time demonstration of the latest Unreal Engine 3 technology that shows off DirectX 11 support and DirectX features such as tessellation and displacement mapping, geometry shaders, multi-sampled textures and Shader Model 5.

 

Game Papers
Game Papers explore key issues in video games, inform and substantively advance our current state of knowledge and understanding, and foster new areas for investigation that will drive the next generation of design and player experience. The following sessions include multiple Game Papers.

 

Technical Papers

Depixelizing Pixel Art
Johannes Kopf, Microsoft Research Redmond; Dani Lischinski, The Hebrew University
A novel algorithm for extracting a resolution-independent vector representation from small pixel art images, which enables magnifying the results by an arbitrary amount without image degradation. Pixel-scale features are resolved and converted into regions with smoothly varying shading that are crisply separated by piecewise-smooth contour curves.

Explore other Technical Papers online.

 


Vancouver Fun Facts

What Vancouver-based animation studio currently powers “Thomas the Tank Engine” TV show and DVD movies?

Nitrogen Studios Canada, which is headed by producer and director team Nicole Stinn and Greg Tiernan. Its portfolio also includes God of War, the Sony PlayStation2 videogame released in 2005.

 


SIGGRAPH in the News

Follow the latest SIGGRAPH news online.

 


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