Test drive current game-development technologies, explore game design, and play the games that are defining the next generation of digital interactivity.
Test drive current game-development technologies, explore game design, and play the games that are defining the next generation of digital interactivity.
Immerse yourself in the world’s most innovative and stimulating interactive real-time animation and graphics. As part of the Computer Animation Festival, an international jury selected submissions from several areas, including games, animation, performance, and visualization. Real-Time Live! is the premiere showcase for the latest trends and techniques for pushing the boundaries of interactive visuals.
Emerging Technologies presents innovative technologies and applications in several fields, from displays and input devices to collaborative environments and robotics, and technologies that apply to film and game production.
Philipp Engelhardt is a "magician" who had an idea to animate eight polaroids that he found on the street. The result was an animated photo album narrating a new story in a new context. He combined, reconstructed, and repeated his own graphical material and the collected jetsam of pictures to reveal them in a new context. To the observer, the visible alterations in the picture are not immediately apparent; the manipulation is seen as the reality it superposes.
Artist Web Site [3]
This wall-mounted interactive installation generates miniature pieces of music composed from the sounds of objects from around the artist's house. Visitors press buttons mounted in photographs of the objects to generate the pieces, and they are invited to mix and match objects as they please.
Artist Web Site [4]
0h!m1gas is a biomimetic stridulation environment based on the activity of an ant colony, under video and audio surveillance. The system archives the ants' movements and sounds inside a digital matrix. A pair of turntables constantly reacts to the colony's activities by spinning vinyl records and producing scratching sounds, similar to the original stridulations of the ants. Ants stridulate, human DJs scratch. This creates a sound-reactive space that reveals the connection between scratching, as an aesthetical expression created by human culture, and the stridulation phenomenon produced by ants as a modulation mechanism for communication.
Artist Web Site [5]
Open House is an installation that allows visitors to telematically squat in a Florida home undergoing foreclosure after the US housing collapse. Virtual markets transformed this otherwise livable property into a ghost house. Prior to the collapse, movements of global capital seemed like a distant reality, but it was imaginary systems of value, not bricks and mortar, that asserted ultimate authority. Open House temporarily resists eviction by mirroring the market and creating hybrid subjects who occupy both virtual and physical space. Cross the threshold, open the door, flicker the lights, and rattle the shutters.
Artist Web Site [6]
Memoirs is an interactive installation that depicts humanity’s struggle to invent home appliances in pursuit of happiness. It is composed of a custom Polaroid camera atop a TV. As you approach, the camera takes a picture by recognizing your face. While a physically simulated photo paper falls down inside the virtual interior of the piece, digital data travel halfway around the earth to a web server. Like bringing films to the printer, taking a card with a printed web address from a stack creates a space in which to reminisce about the good old days.
Artist Web Site [7]
A 12-foot-tall suspended inflatable sculpture, MOSTON conjures a technology-driven amalgamation of Moscow and Boston with its three-dimensional form of mutated Russian nesting dolls and two-dimensional surface design of printed artwork and documentary footage projection.
Artist Web Site [8]
In Reveries and Line Drawings, a projected video piece first shown at the School of the Art Institute of Chicago's New Blood Exhibition, stored spatial reveries can be recalled and represented using both analog and digital technologies.
RolyPoly enables two individuals to “sense” the presence of each other even though they may be physically apart. This is achieved through the mirrored movements in a pair of RolyPolys. A gentle tap to rock one RolyPoly simultaneously rocks its partner RolyPoly to the same degree. Likewise, a sudden shake and rattle in one instantly produces a corresponding reaction in the other.
Artist Web Site [11]
This installation consists of a field of x/y tilting devices connected to thin dried plant stalks installed in the gallery, and a dried plant stalk connected to an accelerometer outdoors. When the wind blows, it causes the stalk outside to sway. The accelerometer detects and transmits this movement in real time to the grouping of devices in the gallery.
Artist Web Site [12]
In this data-driven narrative of current world disasters, the artist, Twitter users, and stock-exchange information all influence the storytelling.
Artist Web Site [13]
The Insatiable is a video installation composited from a dozen sets of footage filmed during an open night market in Taiwan. It is part of the Things that are edible series. The visual strategy is a fusion of macro and micro views. Originally from Taiwan, artist Jawshing Liou filmed this video during his recent artist residency in Taipei. The street scenes are only half a mile away from his home.
Artist Web Site [14]
Third Skin captures imagery of our social, digital, or urban neighborhoods and interiors, and transfers them to fabric and dress design. It plays with Marshall McLuhan's idea of "clothing being an extension of skin, in the way that media are an extension of the body". Photography, surveillance, and online footage become the source for hand-manufactured dresses as media narratives. They map the collective and shared (image documentation, digital and physical scenarios and objects) onto the domestic: a one-off garment as individual statement and choice.
Artist Web Site [15]
A graphite drawing and laser-cut paper series of homes destroyed by various natural and man-made disasters.
Artist Web Site [16]
Transplant explores the lives of Japanese nationals and citizens who were interned in War Relocation Centers in the dusty desert of California during WWII, and how they cultivated gardens as a creative outlet to survive their confinement. Despite the horrendous conditions, residents of these “camps” constructed beautifully landscaped parks, ponds, and rock gardens. Transplant pays homage to their ingenuity and personal drive to transform gravel into gardens, altering their built environment as an act of defiance.
Artist Web Site [17]
Travel Stones are fictitious cultural artifacts presented in the style of a museum exhibit. The imagined culture derives from an ancient people who carry their travel stones, like house keys, as a way to access their home center that is ultimately more spiritual than physical. Passed from generation to generation, the stones further serve as resonant objects in the tracing of the people's history. Prompted by the drawings on the stones, the ancients recount tales of their origins to the next generations as well as to those they meet in travel.
Artist Web Site [18]
#travelstones [19]
The companion-species relationship is the starting point for the critique explored in Wait. Human and canine communication methods are brought to bear within this interactive video installation. Taking cues from the movements of the visitor, the dog (as imaged in the video) points to the relationship of control. The dog appears to be waiting for direction; as the dog looks directly at viewers, a state of suspended agency is implied, and viewers are compelled to ask questions about their relationship to the dog. Wait was produced in co-production with the Banff New Media Institute.
Artist Web Site [20]
This one-day event brings together the leaders who have contributed to the direction, production, and evolution of the computer graphics community to elucidate the elements of finance, strategy, culture, and creativity. Separate admission fee required. Not included in any other SIGGRAPH 2011 registration categories. Attendance for this event is very limited.
10th anniversary of IVRC! The International Collegiate Virtual Reality Contest is organized through the Virtual Reality Society. IVRC2011, the 19th annual competition, is scheduled for this fall.
The Studio is the place for making and creating at SIGGRAPH 2011. Roll your sleeves up and get hands on in this three-ring circus of technological wonders.
Test drive current game-development technologies, explore game design, and play the games that are defining the next generation of digital interactivity.
The SIGGRAPH 2011 Studio kicks off this year’s conference with a Roundtable Chat that explores the past, present, and future of digital technologies. The Scan – Model – Print: Roundtable Chat panel visionaries are:
Moderator
Cory Doctorow
The Guardian, The New York Times, Publishers Weekly, and Wired, Contributor and Boing Boing blog Co-EditorPanelists
Hyeong-Seok Ko
SIGGRAPH Asia 2010 Conference Chair
Seoul National University
Michael Raphael
Direct Dimensions, Inc.
Peter Weijmarshausen
Shapeways
Dallas Luther
Maker Faire Vancouver
Adam Mayer
MakerBot Industries
This in-depth look at a sculpture created in ZBrush reviews sculpting techniques, methods used to create the character and scene, the steps needed to take this 3D scene and composite it properly as a 2D render in Photoshop, and how to bring the sculpture to life by printing it in 3D.
Inspired by the history, popularity, and aesthetics of sand animation(also known as sand art), this new multitouch digital artistic medium simplifies creation of sand animations and enables entirely new expressions.
This talk describes new techniques for coherent out-of-core point-based global illumination and ambient occlusion that are being used at DreamWorks Animation in the making of CG-animated feature films.
This complete demolition system combines an efficient pipeline with the artist-friendly simulation tools used to destroy a city in DreamWorks Animation's "Megamind".
This talk concentrates on how some of the recent advances in computer graphics and vision fit into a visual-effects pipeline and how they are used to digitize props.
This powerful feather-rendering system emphasizes artistic control and flexible workflow. It was critical to realization of feathered characters like Crane, Fifi, and Lord Shen, the anti-hero in "Kung Fu Panda 2".
Members of the SIGGRAPH 2011 Committee present an overview of the conference and highlights of their programs.
Miho Aoki
mihoalaska (at) gmail.com
Animating detailed liquid surfaces has always been a challenge for computer graphics researchers and visual effects artists. Over the past few years, researchers in this field have focused on mesh-based surface tracking to synthesize extremely detailed liquid surfaces as efficiently as possible. This course provides a solid understanding of the steps required to create a fluid simulator with a mesh-based liquid surface.
The course begins with an overview of several existing liquid-surface-tracking techniques and the pros and cons of each method. Then it explains how to embed a triangle mesh into a finite-difference-based fluid simulator and describes several methods for allowing the liquid surface to merge together or break apart. The final section showcases the benefits and further applications of a mesh-based liquid surface, highlighting state-of-the-art methods for tracking colors and textures, maintaining liquid volume, preserving small surface features, and simulating realistic surface-tension waves.
COURSE SCHEDULE
2 pm
Introduction and Welcome
Wojtan
2:05 pm
Liquid Surface Tracking Review
Müller-Fischer
2:35 pm
Embedding a Surface Mesh Into an Eulerian Fluid Simulation
Müller-Fischer
3:05 pm
Break
3:20 pm
Maintaining Surface Mesh Quality
Wojtan
3:35 pm
Topology Changes
Wojtan
4:25 pm
Advantages of a Mesh Surface
Brochu
5:10 pm
Conclusion
Wojtan
Matthias Müller-Fischer
NVIDIA Corporation
Tyson Brochu
The University of British Columbia
In this introduction to Python, a powerful scripting language used by many 3D applications, attendees learn the basics and explore small example scenarios gleaned from actual game and film productions. The sessions are taught in a way that should empower attendees to immediately begin creating time-saving python scripts and applications.
OpenGL is the most widely available library for creating interactive computer graphics applications across all of the major computer operating systems. Its uses range from creating applications for scientific visualizations to computer-aided design, interactive gaming, and entertainment, and with each new version, its capabilities reveal the most up-to-date features of modern graphics hardware.
This course is an accelerated introduction to programming OpenGL, emphasizing the most modern methods for using the library. In recent years, OpenGL has evolved and fundamentally changed how programmers interact with the application programming interface (API). The most notable change was the introduction of shader-based rendering, which has expanded to subsume almost all functionality in OpenGL. The course reviews each of the shader stages in OpenGL and how to specify data for rendering with OpenGL. And it summarizes how OpenGL's wealth of new functionality and features enables creation of ever-richer content.
COURSE SCHEDULE
2 pm
Greeting and Course Overview
Shreiner
2:10 pm
OpenGL Pipeline Introduction
Shreiner
2:35 pm
A Prototype Application
Angel
3:15 pm
The Fundamental Pipeline, Part 1: Vertex Shading
Angel
3:55 pm
The Fundamental Pipeline, Part 2: Fragment Shading
Angel
4:30 pm
The Advanced Pipeline, Part 1: Tessellation Shading
Shreiner
4:50 pm
The Advanced Pipeline, Part 2: Geometry shading
Shreiner
5:05 pm
Wrap-Up: Questions and Answers
Angel & Shreiner
Dave Shreiner
ARM, Inc.
Emerging Technologies presents innovative technologies and applications in several fields, from displays and input devices to collaborative environments and robotics, and technologies that apply to film and game production.
This course focuses on rigid-body and particle simulation and collision techniques used in breaking objects and large-scale destruction. Following a brief introduction to the basic theory, the course continues with examples from specific films and games. Topics include production aspects such as authoring tools (including the open-source Bullet physics library used in both game and film production) and computational and algorithmic issues.
COURSE SCHEDULE
2 pm
Introduction and Overview of Destruction and Dynamics Techniques
Coumans
2:30 pm
Authoring Destruction With the Dynamica Bullet Maya Plugin
Baker
2:45 pm
Destruction and Dynamics Artist Tools at DreamWorks Animation
Zafar & Carlson
3:30 pm
Break
3:45 pm
Deformable Rigid Bodies and Fragment Clustering at Industrial Light & Magic
Criswell
4:30 pm
Procedurally Generating Fragmented Meshes at Disney Interactive Studios
Knight
4:45 pm
Accelerating Rigid-Body Simulation and Fracture Using GPU
Harada
Lecturers
Erwin Coumans
Advanced Micro Devices, Inc.
Takahiro Harada
Advanced Micro Devices, Inc.
Nafees Bin Zafar
DreamWorks Animation
Mark Carlson
DreamWorks Animation
Brice Criswell
Industrial Light & Magic
Michael Baker
Art Instiute of Las Vegas
Phil Knight
Disney Interactive Studios
Chairman Ton Roosendaal presents the results of the past year's work on the open-source 3D program Blender, summarizes plans for next year, and invites attendees to provide feedback.
The SIGGRAPH 2011 Art Gallery: Tracing Home, presents exceptional digital and technologically mediated artworks that explore issues related to the concept of home in the networked age.
An introduction to Blender for users of other 3D software. The talk focuses on rigging and animation for "unusual" setups: effects sequences such as growing, timel apse, and motion graphics. But it also touches on some of Blender's character-animation tools and add-ons, modeling materials and rendering, and the Blender "mental model" for user interfaces, data structures, and scripting.
3D interfaces use motion sensing, physical input, and spatial interaction techniques to effectively control highly dynamic virtual content. Now, with the advent of the Nintendo Wii, Sony Move, and Microsoft Kinect, game developers and researchers must create compelling interface techniques and game-play mechanics that make use of these technologies. At the same time, it is becoming increasingly clear that emerging game technologies are not just going to change the way we play games, they are also going to change the way we make and view art, design new products, analyze scientific datasets, and more.
This introduction to 3D spatial interfaces demystifies the workings of modern videogame motion controllers and provides an overview of how it is used to create 3D interfaces for tasks such as 2D and 3D navigation, object selection and manipulation, and gesture-based application control. Topics include the strengths and limitations of various motion-controller sensing technologies in today’s peripherals, useful techniques for working with these devices, and current and future applications of these technologies to areas beyond games. The course presents valuable information on how to utilize existing 3D user-interface techniques with emerging technologies, how to develop interface techniques, and how to learn from the successes and failures of spatial interfaces created for a variety of application domains.
COURSE SCHEDULE
2 pm
Welcome, Introduction, and Roadmap
LaViola
2:15 pm
Common Tasks in 3D User Interfaces
LaViola
2:45 pm
Applications 1: Spatial Interfaces in Art and Design
Keefe
3:15 pm
Working With Video Game Motion Controllers
LaViola
3:45 pm
Applications 2: Spatial Interfaces in Scientific Visualization
Keefe
4:15 pm
Future 1: 3D Gesture Recognition Techniques
LaViola
4:45 pm
Future 2: Mix and Match Spatial Input
Keefe
5:15 pm
Questions and Answers
LaViola & Keefe
Daniel Keefe
University of Minnesota
An annual activity of the International Game Developers Association, the Global Game Jam, each year in late-January, is the world's largest game-jam event. Over 5,000 games are developed in one weekend. This session presents an overview of the Global Game Jam and other activities of the IGDA.
Jack Bogdan
jack (at) igda.org
This dynamics pipeline integrates all forms of deformable simulation, consolidates the artist's toolset, and opens the door to high-quality and convincing dynamics.
Animation festivals remain a hugely popular activity with all segments of the digital-media community. This is your chance to find out about how two chapters run their festivals. If you're interested in finding out more about how to run such a festival, or just want to take a peek behind the curtain, don't miss this talk.
Scott Lang
New York City ACM SIGGRAPH Chapter
scott (at) siggraph.org
The GigaPan system of hardware, image-processing software, and a web application supports the capture, creation, and presentation of gigapixel images. In this workshop, attendees participate in creating a GigaPan image from start to finish: scouting a shooting location near the conference center, setting up the GigaPan robot, taking the source images, stitching these images into a GigaPan, uploading to a web site, and annotating the final GigaPan. Attendees are encouraged to bring their own digital cameras for use with the GigaPan robot, but a limited number of digital cameras will be provided.
Twenty years ago, large projects in computer graphics animation, game development, and visual effects typically involved a half-dozen artists and engineers working together in a single studio space. Ten years later, the size of project teams had grown to include sometimes hundreds of collaborators, but the work remained largely housed within a single campus. In 2011, many projects, large and small, are distributed across multiple locations and time zones. Facilitating creative problem solving among team members remains the key to success, but the tools and behaviors within the creative process are changing dramatically.
This panel discusses issues surrounding globally distributed projects in animation, games, and visual effects. Success in these ventures depends on unique production structures, review processes, universal tool sets, and adaptation of artists and engineers to technology-mediated communication. Topics include speculation on possible future work environments and how the rising generation of artists and engineers will influence the collaboration process. Each panelist brings a specific area of expertise to the general topic and represents an organization recognized for successfully advancing industry capability with distributed projects.
By optimizing games to exploit the capabilities of the latest platform technology and tools, game developers can create games featuring innovations that give players greater immersion. Spend your engineering time making the content more realistic and immersive instead of working around storage delays. With this idea in mind, Intel partnered with Iron Galaxy and Digital Extremes to deliver a proof of concept showing the content quality that can be achieved by exploiting the performance of Intel SSDs and second-generation Intel Core Family processors.
Kami is a geometry-instancing pipeline to generate and deform simple primitives like curves (for fur, hair, and grass) and arbitrarily complex shaded hierarchical geometry. The system has been most recently used in "The Smurfs" movie to populate a village with plants, flowers, and grass.
Tthe portrait system that drives Eve Online's new high-fidelity avatars. Breaking down the final image into its components, this talk surveys the various techniques (including some that didn't work out) for real-time skin, eyes, hair, and shadows on commodity graphics hardware.
SpeedFur is a node-based procedural hair and fur modeling system that provides a GPU-accelerated real-time preview of the hair and renders on a traditional CPU-only render node.
A language and heterogeneous compiler for efficiently solving structured grids on the CPU or the GPU, designed from the ground up with parallelism in mind.
A discussion of the year-round activities of the ACM SIGGRAPH Digital Arts Community, including online curated exhibitions, our virtual community, and discussions. Bring announcements and ideas.
Cynthia Beth Rubin
rubin (at) siggraph.org
Join us to discuss the year round activities of the ACM SIGGRAPH Digital Arts Community, including online curated exhibitions, our virtual community, and discussions. Bring announcements and ideas.
Artists from past Blender Open Movie projects will give demos of work they did. This is an open-stage event for which everyone is invited to show work as well.
TurboSquid and Falling Pixel use a case study from the stock 3D industry as a lens to discuss the challenges presented by a lack of standards in 3D modeling as a whole.
An entertaining, illuminating summary of SIGGRAPH 2011 Technical Papers [22] in one exciting, fun-filled hour! The author(s) of each paper are allowed a little less than a minute to wow the crowd with their results and entice attendees to hear their complete paper presentation later in the week.
This session is for attendees from Taiwan and everyone interested in graphics research or the computer graphics industry in Taiwan.
The Studio is the place for making and creating at SIGGRAPH 2011. Roll your sleeves up and get hands on in this three-ring circus of technological wonders.
Test drive current game-development technologies, explore game design, and play the games that are defining the next generation of digital interactivity.
This course is as an introduction to the PhysBAM simulation library developed at Stanford University and used in both academic and industrial settings, including Intel Corporation, Industrial Light & Magic, Walt Disney Animation Studios, and Pixar Animation Studios. The course contains information on the release of PhysBAM as well as information on how to obtain the source code, set up the library, and use it to run example smoke and water simulations. It also summarizes a visualization tool and a rendering tool included in the release of the library.
Physically based simulation is a vital part of the special-effects toolkit. Traditionally, special effects are obtained by constructing scale or full-size models, whether the scene calls for a sinking ship or a burning building. Unfortunately, this is very expensive and at times not feasible. Physical simulation is also used for special effects in animated films,
where traditional special effects methods cannot easily be applied. And it is increasingly used in the gaming community as enhanced processing power enables simulations to occur at real-time rates.
In addition to the PhysBAM library, the course explains the underlying techniques that make these simulations possible, in particular level set methods such as fast marching, fast sweeping, and the particle level set method. It also addresses the important aspects of a fluid simulation, including advection, viscosity, and projection.
COURSE SCHEDULE
9 am
The New Intel Center I
Dubey
9:10 am
The New Intel Center II
Hanrahan
9:20 am
The New Intel Center III.
Fedkiw
9:35 am
PhysBAM Tools Library
Lentine
10:15 am
PhysBAM Geometry Library
Schroeder
10:55 am
Level Set Algorithms
Schroeder
11:40 am
Water Simulation
Schroeder
This talk presents three shading innovations developed for the film "Cars 2": a layering method that is efficient and flexible, a procedural metal-flake illumination model that approximates the complex properties of modern car paint, and a new model for rendering reflection-aligned concentric micro-scratches.
The first half of this workshop focuses on navigating the user interface, layout, basic tools, and panels in Maya. The second half focuses on how to use simple primitives to create projects and basic objects, and how to place objects in a scene.
Emerging Technologies presents innovative technologies and applications in several fields, from displays and input devices to collaborative environments and robotics, and technologies that apply to film and game production.
ShadowDraw, a system for guiding the freeform drawing of objects. As the user draws, ShadowDraw dynamically updates a shadow image underlying the user's strokes. The shadows suggest object contours to guide the drawing process.
OverCoat is a 3D painting system that allows the user to treat the full 3D space as a canvas. Paint strokes applied in 2D are embedded in a 3D scalar field that is shaped by proxy geometry, and rendered such that the result always looks like a 2D digital painting.
Designing and shading volumetric effects in feature-films is a difficult problem. This system, modeled after the way expert artists think about participating media, allows for intuitive control and authoring of both physically accurate and non-physical, artistic volumetric effects.
This noise function suitable for non-photorealistic rendering creates random variation that moves with the objects in a scene.
This paper shows how statistical modeling techniques can be combined with physics-based modeling techniques to address the limitations of both techniques. The power of this new model is generated by a wide range of physically realistic motions that achieve goals specified by the users.
A wearable motion capture system that uses mounted cameras in natural environments.
A novel framework for generating full-body animations controlled by only four 3D accelerometers that are attached to the extremities of a human actor. This approach relies on a knowledge base that consists of a large number of motion clips obtained from marker-based motion capturing.
This paper presents a new data-driven approach for image-based synthesis of realistic video animations containing user-defined human motions seen from user-defined camera views.
Driven by the recent resurgence of 3D cinema, depth cameras and stereoscopic displays are becoming commonplace in the consumer market. Introduced last October, Microsoft Kinect has already fostered gesture-based interaction for applications well beyond the intended Xbox 360 platform. Similarly, consumer electronics manufacturers have begun selling stereoscopic displays and inexpensive stereoscopic cameras. Most commercial 3D displays continue to require cumbersome eyewear, but inexpensive, glasses-free 3D displays are imminent with the release of the Nintendo 3DS.
At SIGGRAPH 2010, the Build Your Own 3D Display course [23] demonstrated how to construct both LCD shutter glasses and glasses-free lenticular screens, providing Matlab-based code for batch encoding of 3D imagery. This follow-up course focuses more narrowly on glasses-free displays, describing in greater detail the practical aspects of real-time, OpenGL-based encoding for such multi-view, spatially multiplexed displays.
The course reviews historical and perceptual aspects, emphasizing the goal of achieving disparity, motion parallax, accommodation, and convergence cues without glasses. It summarizes state-of-the-art methods and areas of active research. And it provides a step-by-step tutorial on how to construct a lenticular display. The course concludes with an extended question-and-answer session, during which prototype hardware is available for inspection.
COURSE SCHEDULE
9 am
Introduction: History and Physiology
Hirsch
9:15 am
Constructing Glasses-Free 3D Displays
Lanman
9:30 am
Multi-View Rendering Using OpenGL
Hirsch
9:45 am
Multi-View Interlacing Using GLSL
Lanman
10 am
Designing Content for Glasses-Free 3D Displays
Hirsch
10:10 am
Emerging Technology
Lanman
Matthew Hirsch
MIT Media Lab
The SIGGRAPH 2011 Art Gallery: Tracing Home, presents exceptional digital and technologically mediated artworks that explore issues related to the concept of home in the networked age.
Advances in real-time graphics research and the ever-increasing power of mainstream GPUs and consoles continue to generate an explosion of innovative algorithms suitable for fast, interactive rendering of complex and engaging virtual worlds. Every year, the latest video games employ a vast variety of sophisticated algorithms to produce ground-breaking 3D rendering that pushs the visual boundaries and interactive experience of rich environments.
This course is the next installment in the established series of SIGGRAPH courses on real-time rendering. It summarizes the best graphics practices and research from the game-development community and provides practical and production-proven algorithms. The first part of the course includes speakers from the makers of several award-winning games, such as Bungie, Media Molecule, Crytek, and Avalanche. Topics include practical methods of real game-rendering pipelines, deferred rendering improvements, complex lighting techniques, scene voxelization and participating media, and other exciting production secrets. The focus is on the intersection between the game-development community and state-of-the-art 3D graphics research, and the potential for cross-pollination of knowledge in future games and other interactive applications.
COURSE SCHEDULE
9 am
Introduction
Tatarchuk
9:05 am
Making Game Worlds From Polygon Soup: Visibility, Spatial Hierarchy and Rendering Challenges
Chen, Silvennoinen, and Tatarchuk
9:45 am
Rendering in Cars 2
C. Hall, R. Hall, D. Edwards
10:30 am
Two Uses of Voxels in LittleBigPlanet2’s Graphics Engine
Evans & Kirczenow
11:15 am
Secrets of CryENGINE 3 Graphics Technology
Sousa, Kasyan, and Schulz
Hao Chen
Bungie, Inc.
Ari Silvennoinen
Umbra Software Ltd
Christopher Hall
Avalanche Software, Disney Games
Robert Hall
Avalanche Software, Disney Games
David Edwards
Avalanche Software, Disney Games
Alex Evans
Media Molecule
Tiago Sousa
Crytek
Nickolay Kasyan
Crytek
Nicolas Schulz
Crytek
In this exploration of a 3D motion-graphics production pipeline between Photoshop and After Effects, attendees learn basic file translation and organization techniques, camera and rig setup, and animation techniques.
"Rango" presented many challenges: the number of characters and their realism, complexity, and unique stylized look had probably never been achieved before in an animated feature. This talk provides a broad overview of the workflow and tools that were used for rigging and animating the characters.
Vancouver has long been a hub for the CG industry. This talk showcases the talent from the vibrant, passionate local community and offers a glimpse into what you can expect at one of our inspiring presentations. Welcome to our city, SIGGRAPH 2011!
Jules Morgan
Vancouver ACM SIGGRAPH Chapter
jules.m.morgan (at) gmail.com
The study of physically based reproduction of clothing has made striking improvements over the past decade. Digitally simulated versions of clothes, generated with a single personal computer, now look more real than most people would expect for computer-generated animations. In the past, clothing simulation remained in the realm of movie and game production. Now, thanks to additional fashion-specific developments, the technology is on the verge of leading a revolutionary change in the fashion industry.
This talk summarizes the current state of the art of digital clothing technology: a collection of modeling, animation, and rendering systems targeted to fashion and animation production. The Studio features hands-on-experience classes associated with this presentation: the short class Creation of Your Own Digital Fashion Show (two sessions) and the long class Advanced Creation of Your Own Digital Fashion Show (one session).
This session gives attendees all the tools they need to move their real-time art from their 3D app of choice into Unity and deploy it to a web browser, mobile, device, or stand-alone device in simple, artist-friendly steps. No programming knowledge required.
This session demonstates how to use Nextlimit RealFlow to construct an abstract water simulation, then move that mesh into Autodesk Maya for rendering of a single frame and into Photoshop for compositing.
Cory Doctorow is a contributor to The Guardian, The New York Times, Publishers Weekly, and Wired, and co-editor of the popular blog Boing Boing. He was formerly director of European affairs for the Electronic Frontier Foundation, a non-profit civil liberties group that defends freedom in technology law, policy, standards, and treaties. He is a visiting senior lecturer at Open University (UK) and previously served as the Fulbright chair at the Annenberg Center for Public Diplomacy at the University of Southern California.
In 2008, his novel, Little Brother, was a New York Times best seller. Tachyon Books published a collection of his essays called Content: Selected Essays in Technology, Creativity, Copyright, and the Future of the Future, and IDW published a collection of comic books inspired by his short fiction called Cory Doctorow’s Futuristic Tales of the Here and Now. Doctorow’s latest works include an adult novel, Maker, published by Tor Books/HarperCollins UK; For the Win, a young adult book about video games, labor politics, and economics; and a short story collection entitled Overclocked: Stories of the Future Present.
He has won the Locus and Sunburst Awards, and he has been nominated for the Hugo, Nebula, and British Science Fiction Awards. He co-founded the open-source peer-to-peer software company OpenCola, which was sold to OpenText, Inc. in 2003. He serves on the boards of the Participatory Culture Foundation, the MetaBrainz Foundation, Technorati, Inc., the Organization for Transformative Works, Areae, the Annenberg Center for the Study of Online Communities, and Onion Networks, Inc.
Photo: Jonathan Worth [24]
This session shows how artists without any programming knowledge can create fun and entertaining games with Unity. Using simple scripts and a modular approach, the session gives artists and programmers a good overview of the main Unity workflow.
Did you ever dream of showing your fashion design on a body of your own creation on the fashion runway? In this workshop, attendees learn how to use the Digital Clothing Suite's human character and pattern data to seam patterns, simulate garment draping, apply and manipulate images to generate their own textile designs, and save the final result into an animation clip. The clips are shown in The Studio, where attendees vote on their favorite designs. The best designer receives a six-month free trial of the Digital Clothing Suite.
How to master black and white in Adobe CS5: from techniques for converting photos or 3D to masterful black-and-white illustrations to using Photoshop tools in ways they were not intended to create fantastic results.
Members of the Art Galley committee offer 30-minute guided tours to introduce visitors to Tracing Home and some of the specific artworks displayed in the exhibition. The daily tours begin in the Art Gallery.
If your daily work is related to media and entertainment software, how can you make sure you have the right computer to match your creative potential? Do you know the difference between a desktop, a notebook, and a workstation? Do you understand how CPUs, GPUs, and other technology components can affect the results you need to set yourself apart by reaching your creative vision as quickly as possible?
Scott Hamilton, Media and Entertainment Market Strategist at Dell and former Autodesk Technical Specialists Manager, shares his insights on how to choose the best workstation for typical applications such as computer graphics animation, effects, and editing.
This paper proposes a new technique for exploring unorganized collections of 3D shapes. The approach represents the variability in the collection as a constrained deformation model of a base template shape, which the user can directly manipulate to explore the set of shapes.
This paper shows how to represent scenes as graphs that encode models and their semantic relationships. It then defines a kernel between these relationship graphs that compares common virtual substructures in two graphs and captures the similarity between their corresponding scenes.
A probabilistic model of shape structure that encodes semantic and geometric relationships among shape components. The model is trained on a shape database and is used to present relevant components during interactive 3D modeling.
Using heat diffusion kernels as "geometric words", this technique employs the "bag of features" paradigm to construct invariant shape descriptors. The descriptors provide state-of-the-art results on large-scale shape retrieval benchmarks.
This talk explains how Blue Sky Studios created iterative, procedurally arranged tile mosaics in the sidewalks and streets of Rio de Janeiro. The was designed to be highly directable. It had to be automated yet nimble enough to achieve evolving production goals.
This algorithm can automatically convert normal map to displacement map to reduce the cost of creating tessellated 3D game assets.
Originally invented for offline rendering, this technique for rendering per-face texture-mapping datasets in real-time on commodity Direct3D 11 hardware eliminates the texture-unwrap step of the art creation process while producing an image that avoids texture discontinuities frequently found in models.
Building upon previous work on dual quaternion skinning, and with the introduction of a new way to represent tangent frames (QTangent), this talk presents improvements to quality, performance, and memory footprint of skinned geometry achieved during development of the Crysis franchise.
Marvel Studios devotes great time and effort to deliver great storytelling, strong visuals and compelling characters to movie audiences. This session compares the films "Thor" and "Captain America" and shows how visual effects are a critical aesthetic ingredient in their success. Visual effects supervisors Wesley Sewell and Christopher Townsend and their teams from Digital Domain, Double Negative, Whiskytree, Luma Pictures, and Lola VFX review how the films combine beauty and authenticity.
Color is mysterious, emotional, enigmatic. Opinions are strong about what they mean, or do not mean. Theses have been written about the emotional significance of color in film, psychology, and clothing. This course discusses storytelling choices in fine art, illustration, and films (animated and live action), and how color selection supports the story. Topics include color rules, when and how to break them, and the differences between the analog and digital palettes. The course includes plenty of visuals and is appropriate for everyone interested in color.
COURSE SCHEDULE
2 pm
Introduction and Overview: The Hidden Influence of Color
Altieri & Walvoord
2:10 pm
Creating a Design Universe in Film; Story, Emotions, and Art
Altieri
2:30 pm
"Kung Fu Panda 2" Color Overview
Walvoord
2:45 pm
Analysis of Color in Animated Films
Altieri
3 pm
KFP2 Techniques: Color Supporting the Story
Walvoord
3:15 pm
Questions and Answers
Dave Walvoord
DreamWorks Animation
There is no machine more steam-punk than the MakerBot Industries Thing-O-Matic 3D printer. Between five and 10 machines are available for autonomous printing on demand in The Studio.
This is a hands-on workshop on digital fine art creation and perfecting your final print.
Stephen Burns, the author of CS5 Trickery & FX takes you on a journey of creative possibilities to fine art creation. He shares digital creative techniques and how to optimize your imagery for successful final output. Jack Duganne, the originator of the printmaking term giclée, summarizes the process of digitally printing your final version.
This talk illustrates improvements and additions to the render pipeline and the tools pipeline to enable fast, slick game play mixed with cinematic explosions and dynamic events to produce the most visceral, exciting racing title possible.
A method for integrating disparate traffic-simulation techniques that allows for interactive, large-scale visualizations of traffic flow without compromising quality. The approach uses both agent-based and continuum techniques to balance user needs and achieve a high level of performance.
The ability to direct a viewer’s gaze about a scene has important applications in computer graphics and data visualization. This talk describes an experiment designed to study the impact of subtle gaze manipulation on short-term spatial information recall.
A technique for high-resolution correspondence of independent facial expression scans, incorporating inverse rendering, GPU computation, and real-time user direction during the optimization; corresponded expression data are mapped into a common domain for use in realistic facial animation.
How to creatively integrate 3D models into Photoshop CS5 Extended to create concept art. This session focuses on how to import, texture, and build a mate painting with third-party 3D models in CS5.
For current and prospective users of the Cortex open-source framework for visual effects software development.
Advances in real-time graphics research and the ever-increasing power of mainstream GPUs and consoles continue to generate an explosion of innovative algorithms suitable for fast, interactive rendering of complex and engaging virtual worlds. Every year, the latest video games employ a vast variety of sophisticated algorithms to produce ground-breaking 3D rendering that pushs the visual boundaries and interactive experience of rich environments.
This course is the next installment in the established series of SIGGRAPH courses on real-time rendering. It summarizes the best graphics practices and research from the game-development community and provides practical and production-proven algorithms. The first part of the course includes speakers from the makers of several award-winning games, such as Electronic Arts (Vancouver, Montréal, and Black Box), Treyarch, Sony Online, and CCP Games. The focus is on the intersection between the game-development community and state-of-the-art 3D graphics research, and the potential for cross-pollination of knowledge in future games and other interactive applications.
COURSE SCHEDULE
2 pm
Welcome
Tatarchuk
2 pm
More Performance Without Quality Compromise: Five Rendering Ideas From Battlefield 3
White & Barre-Brisebois
2:50 pm
Physically Based Lighting in Call of Duty: Black Ops
Lazarov
3:30 pm
Real-Time Image Quilting: Arbitrary Material Blends, Invisible Seams, and No Repeats
Malan
4:15 pm
Dynamic Lighting in God of War 3
Filippov
4:45 pm
Pre-Integrated Skin Shading
Penner
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
Jim Kajiya
Microsoft Research
Steven Anson Coons Award for Outstanding Creative Contributions to Computer Graphics
Charles Csuri
The Ohio State University
Distinguished Artist Award for Lifetime Achievement in Digital Art
Richard Szeliski
Microsoft Research
Computer Graphics Achievement Award
Olga Sorkine
ETH Zürich
Significant New Researcher Award
Come and enjoy a selection of state-of-the art animation films from the best French schools and artists! A selection by Annie Dissaux - AFCA. Networking opportunities after the session.
2020 3D Media is researching new ways of capturing, producing, and exhibiting S3D and immersive audiovisual content. This interdisciplinary meeting presents the approach and first results.
Techniques for automatically producing embroidery layouts from line drawings and rendering those layouts in real time on potentially deformable 3D objects with hardware acceleration.
A metric for predicting visible differences (discrimination) and image quality (MOS) in high-dynamic-range images. The metric is based on new contrast sensitivity measurements and calibrated against several datasets. The visibility predictions are shown to be improved compared to the original HDR-VDP and VDP metrics.
An optical architecture for HDR imaging that allows simultaneous capture of high-, medium-, and low-exposure images, and an HDR merging algorithm that avoids undesired artifacts. This paper explains implementation of a prototype HDR-video system and present sresults from the acquired HDR video.
A perceptually based algorithm for modeling the color shift that occurs for human viewers in low-light scenes. Known as the Purkinje effect, this color shift occurs as the eye transitions from photopic, cone-mediated vision in well-lit scenes to scotopic, rod-mediated vision in dark scenes.
Changing the color of an object is a basic image-editing operation, but a high-quality result must also preserve natural shading. This approach decomposes illumination into direct lighting and indirect illumination from individual materials to consistently modify material colors and their associated interreflections.
This panel highlights some of the open-source projects that are helping visual-effects companies share data worldwide and explore areas for future improvement. In most cases, production companies need to set up a hub to ingest data from sets and/or locations during principal photography, and then send and receive data from the various visual-effects vendors during post production. Because there is not much standardization in this area, a standard framework for information exchange could provide huge efficiencies for both production companies and vendors. The panel explores options for sharing assets such as plates, models, and textures as well as new issues related to stereo conversion.
The panel also explores two open-source initiatives:
• Image Interchange Framework (IIF), which provides improved color management within pipelines and between facilities as well as file-format specifications (a restricted EXR format) and metadata standards.
• Alembic, an open-source exchange format that aims to become the standard for exchanging animated computer graphics scenes between content-creation software packages and facilities.
This in-depth session on how to make shaders as fast as possible on mobile platforms explains basic graphics optimization techniques for mobile GPUs, Unity’s rendering and lighting pipeline, and how to use it effectively. For programmers and technical artists.
Using multiple software suites and tools in 2D and 3D in tandem to quickly create concept illustrations.
A new method for simulating realistic behavior of highly deformed, interacting solids without requiring explicit representation of the objects themselves.
A new and efficient algorithm for skinning skeleton-driven physically based elasticity. The algorithm and implementation are designed for efficiency with parallelism, matrix-free solvers, and branch-free vectorized and multi-threaded SVD computation. The paper demonstrates the system on real-world examples with contact and collisions.
This asynchronous mode-level-adaptive integrator with modified staggered projections synthesizes realistic multibody contact sounds. It resolves modal vibrations in both collision and frictional contact processing stages, thereby enabling non-rigid sound phenomena such as micro-collisions, vibrational energy exchange, and contact damping.
This paper focuses on the challenging problem of simulating frictional contact between thin elastic rods. Following the seminal work by Alart and Curnier in contact mechanics, this work simultaneously models contact and exact Coulomb friction as a root-finding problem that can be simply solved using a nonsmooth Newton algorithm.
A new framework for the simulation of constrained strands, which combines Lagrangian and Eulerian approaches. The two contributions are the reduced node, whose degrees of freedom precisely match the constraint, and the Eulerian node, which allows constraint handling that is independent of the initial discretization of the strand.
The stereoscopic conversions of Disney's "The Lion King" and "Beauty and the Beast" required development of novel techniques for art direction, editing, and visualization of 3D stereoscopic depth without the use of geometric models.
CANCELLED
A concrete survey of stereo film-making techniques based on three recent Moving Picture Company projects.
Production of "Inazuma Eleven: the Movie" required a set of new tools to enable conversion from Japanese animation to 3D stereoscopic movie. This talk summarizes those in-house tools and how OLM used Japanese animation specificity to build up an efficient conversion system.
Processing.js 1.0, a complete port of the Processing language, brings interactive 2D and 3D graphics to the web without the use of plug-ins.
Tracing Home participating artists casually explain and discuss their works, process, and ideas . These talks are followed by short Q & A sessions and an opportunity to meet and chat with the artists. All talks are presented in the Art Gallery.
In recent years, several activities and foundations have generated large improvements in the general graphics community in Austria. This talk presents endeavors that culminated in the internet forum CGForum.at, the international PIXEL conference, and the Interest Group on Computer Graphics.
Christoph Staber
Kris (at) arxanima.com
Ralf Habel
Ralf (at) cg.tuwien.ac.at
Immerse yourself in the world’s most innovative and stimulating interactive real-time animation and graphics. As part of the Computer Animation Festival, an international jury selected submissions from several areas, including games, animation, performance, and visualization. Real-Time Live! is the premiere showcase for the latest trends and techniques for pushing the boundaries of interactive visuals.
This technique renders texture-seam-free meshes without unwrapping the model into UV space at interactive frame rates.
An overview of the state of CG in Asia, including the evolution of SIGGRAPH Asia. The Chair of SIGGRAPH Asia 2011 summarizes the upcoming conference in December in Hong Kong.
Lee Yong Tsui
MYTLEE (at) ntu.edu.sg
This reception is for alumni of The Ohio State University who studied at the Advanced Computing Center for the Arts & Design (ACCAD), the Computer Graphics Research Group (CGRG) and/or worked at Cranston/Csuri Productions.
This session is for attendees interested in computer graphics in Brazil who want to exchange experiences and meet some friends!
Imageworks' parent constraint spXformInterp optimally blends multiple transformations while correctly handling the shear induced when rotation is followed by non-uniform scale, and it can do so in an arbitrary space. This is particularly important with forward/inverse kinematics and motion capture, where several redundant skeletons and multiple constraints would otherwise be needed.
This session may be interesting to those who are building grapics pipelines on Linux and encountering difficulties associated with products, QT versions, python versions, gcc, etc.
For attendees interested in the CG Show of Yoichiro Kawaguchi, an established Japanese CG artist, and those who would like to reunite or socialize with other attendees.
The year's best work in animation, visual effects, games, and visualization.
The Studio is the place for making and creating at SIGGRAPH 2011. Roll your sleeves up and get hands on in this three-ring circus of technological wonders.
Test drive current game-development technologies, explore game design, and play the games that are defining the next generation of digital interactivity.
Emerging Technologies presents innovative technologies and applications in several fields, from displays and input devices to collaborative environments and robotics, and technologies that apply to film and game production.
The SIGGRAPH 2011 Art Gallery: Tracing Home, presents exceptional digital and technologically mediated artworks that explore issues related to the concept of home in the networked age.
The Studio is the place for making and creating at SIGGRAPH 2011. Roll your sleeves up and get hands on in this three-ring circus of technological wonders.
Test drive current game-development technologies, explore game design, and play the games that are defining the next generation of digital interactivity.
Industry professionals from various computer animation and visual effects facilities explain what they (and their studios) look for when reviewing demo reels and portfolios of students and recent graduates.
A new method for generating spatially varying stochastic-point distributions with blue-noise spectrum in linear time. The method relies on a novel multi-scale strategy that draws samples from an interacting particles statistical model that formalizes the problem.
This paper solves the problem of generating a uniform Poisson-disk sampling that is both maximal and unbiased over bounded non-convex domains. The method is fast, requires little memory, and is guaranteed to terminate without any bias. The paper also demonstrates a parallel GPU implementation that performs MPS in a bias-free fashion.
Existing spatial and spectral methods for analyzing sample distributions are restricted to uniform domains. This paper presents differential domain analysis for general non-uniform scenarios including adaptive, anisotropic, and surface sampling, by reformulating standard Fourier analysis that depends on sample locations into an equivalent form that depends on only location differentials.
Existing noise functions either introduce discontinuities of the solid noise at sharp edges (wavelet noise, Gabor noise) or result in detail loss when anti-aliased (Perlin noise, wavelet noise). This paper presents a new noise function that preserves continuity over sharp edges and supports high-quality anti-aliasing.
How to rig, skin, and export a character for CryENGINE 3. Topics include physics setup, building characters from many skinned meshes, and creating Character Definitions and Character Parameter files. These rigging basics are applicable to most run-time game engines.
Learn how custom effects and props are built, how they can assist VFX, the processes that go into modern prop building (from laser cutting to CNC and 3D printing), how to use props to provide supplemental lighting and reference, and how to combine these disciplines to create new effects.
Google Body provides an intuitive 3D context for learning and discussing human anatomy on a browser, smart phone or tablet. It allows the user to peel away layers of anatomy, rotate and zoom, navigate, and search, all without a plug-in because of the WebGL standard and efficient data transmission.
This novel algorithm to interactively compute indirect illumination is based on a filtered voxel octree representation of the scene used as a proxy for lighting information and coupled with an approximate voxel cone tracing that allows a fast estimation of the visibility and incoming energy.
CANCELLED
From Dust is a new game for PlayStation 3, Xbox 360, and PC developed at Ubisoft Montpellier. It features a fully dynamic world where sand, water, lava, and vegetation are constantly evolving and ruled by a realistic simulation.
An interactive desktop GPU ray tracer for large models composed of several hundred million polygons.
A summary of some of the tricks, tools, setups, and procedures used by lighting and compositing artists at Industrial Light & Magic in the production of the animated feature "Rango".
The challenges and solutions across multiple disciplines in addressing integration of an ocean with characters and lighting in the fast-paced opening action sequence of "Cars 2".
This talk discusses the challenge of rendering hair on Disney's "Tangled". After a review of the shader, it examines the initial problems faced by artists, the extensive developments to resolve them, and how those tools produced the final look and contributions to future productions.
Displaying digital art in the late 20th and early 21st centuries can be challenging. Exhibiting this same art in the distant future may be impossible, unless today's artists, conservators, and curators adopt new thinking and practices. Established software engineering methods for dealing with aging systems can provide a new model for conservation of digital art and a foundation for enhancement of art history scholarship.
This study presents media technology that enables improvisational and continuous creation of performers' physical expression as they are inspired by the imagery evoked from the audience. To realize this, the authors focus on "shadow media", a system that promotes continuous creation of imagery through "bodily awareness". The system projects shadows of the performers, which are then transformed into various shapes and colors. The shadows are connected to the performers' feet and projected on a "passable" slit screen set up between the stage and the audience. The result demonstrates that interactive and mutual creation of imagery from performers and audience can form an "empathetic" stage. To demonstrate its validity, the system was applied to a dance performance at Festival della Scienza in Genoa, Italy.
This paper summarizes development and implementation of a three-part infrastructure for the ongoing program of technology-based public artwork at Silicon Valley’s newly expanded airport. The physical, technological, and human infrastructure provides flexibility and opportunities for future artists and future technologies while providing a robust framework for ongoing maintenance and evolution of the program, and mediating between the needs of artists and the constraints of an airport.
Working extensively as both artist and scientist, Aldo Giorgini was one of the first computer artists to combine software writing with early printing technologies. His innovative process consisted of producing pen-plotted drawings embellished by painting, drawing and screen-printing. In 1975, he developed a FORTRAN program called FIELDS, a numerical visual laboratory devoted entirely to art production.
This paper, the product of a multi-year study of Giorgini’s primary source materials provided by his estate, examines the methods he used during the 1970s to create computer-aided art. It is an attempt to ensure that future generations of digital artists, technologists, and scientists can learn about Giorgini’s aesthetic legacy and its contribution to the history of digital art.
The Readers Project is an aesthetically oriented system of software entities designed to explore the culture of human reading. These entities, or "readers", navigate texts according to specific reading strategies based on linguistic feature analysis and real-time probability models harvested from search engines. They function as autonomous text generators, writing machines that become visible within and beyond the typographic dimension of the texts on which they operate. The system has been deployed in a number of interactive art installations where the aggregate behavior of the readers can be viewed on a large screen, and viewers can subscribe, via mobile devices, to individual reader outputs. As the structures on which these readers operate are culturally and aesthetically implicated, they shed critical light on a range of institutional practices, particularly those of reading and writing, and explore what it means to engage with literary components in digital media.
Emerging Technologies presents innovative technologies and applications in several fields, from displays and input devices to collaborative environments and robotics, and technologies that apply to film and game production.
How to create a cast of thousands of stylish characters with off-the-shelf assets using Poser Pro2010 and Zbrush.
A brief talk about the Washington-area computer graphics market, and some of the activities carried out by the Washington DC ACM SIGGRAPH Chapter, showcasing a reel of work by our members at NASA and the National Transportation Safety Board.
Roberto Ortiz
robertoortiz1 (at) yahoo.com
This meeting is for studio instructors and industry advisors associated with the NSF CreativeIT research project, Collaborative Undergraduate Computing Studios Facilitating Decentralized Participation.
This paper builds volume-appearance models based on density data from X-ray computed tomography (CT) scans and appearance data from photographs under uncontrolled illumination. The resulting models show extreme detail in closeups, while at larger scales the distinctive textures and highlights of a range of fabrics emerge automatically.
A simple, fast solution for reflectance acquisition with a BRDF chart, a linear light source, and a video camera on a mobile phone. Convincing svBRDF results are obtained after less than 30 seconds of data capture in casual environments.
This paper describes a system for measuring microscopic surface geometry using an elastomeric sensor and a single camera. The system is not affected by the optical characteristics of the surface and can be configured as a portable device. Results from a variety of real-world materials are presented.
A novel interactive method to assess cataracts in the human eye by crafting an optical solution that measures the perceptual impact of forward scattering on the foveal region. The method goes beyond traditional evaluation procedures by computing maps for opacity, attenuation, contrast, and point-spread function of cataracts.
There are strong indications that the future of interactive graphics programming is a more flexible model than today’s OpenGL/Direct3D pipelines. Graphics developers need to have a basic understanding of how to combine emerging parallel programming techniques and more flexible graphics processors with the traditional interactive-rendering pipeline.
As the first in a series, this course introduces trends and directions in this emerging field: parallel graphics architectures, parallel programming models for graphics, and how game developers are investigating the use of these new capabilities in future rendering engines.
COURSE SCHEDULE
9 am
Introduction
Lefohn
9:20 am
Research in Games
Sloan
9:45 am
The "Power" of 3D Rendering
Koduri
10:15 am
Real-Time Rendering Architectures
Houston
10:45 am
Scheduling the Graphics Pipeline
Ragan-Kelley
11:15 am
Parallel Programming for Real-Time Graphics
Lefohn
11:35 am
High Performance Graphics on the CPU With ISPC
Pharr
11:45 am
Software Rasterization on GPUs
Laine & Pantaleoni
Aaron Lefohn
Intel Corporation
Raja Koduri
Apple, Inc.
Jonathan Ragan-Kelley
Massachusetts Institute of Technology
Samuli Laine
NVIDIA Corporation
Jacopo Pantaleoni
NVIDIA Corporation
Peter-Pike Sloan
Disney Interactive
Matt Pharr
Intel Corporation
This session is for attendees who are interested in animation and computer graphics education at all levels. It includes an open discussion led by educators and an opportunity to network.
The SIGGRAPH 2011 Art Gallery: Tracing Home, presents exceptional digital and technologically mediated artworks that explore issues related to the concept of home in the networked age.
This talk presents a system for capturing and stitching gigapixel-scale time-lapse imagery, and for exploring the resulting gigapixel-scale video in four dimensions: 2D translation, zoom, and time. Topics include algorithms for synthesis of gigapixel-scale video, server and client architectures that allow scalable real-time exploration via the web, gigapixel-scale time-lapse videos, and a breadth of applications.
The world's leading providers of software, hardware, and services for computer graphics and interactive techniques.
Costa Rica's growing computer graphics industry is reaching international markets. Discover the creative and innovative side of this thriving and natural country. Presenters include:
Itzamn Huelat
Foreign Trade Office of Costa Rica in Canada
Douglas Sánchez
Costa Rica Investment Promotion Agency
Gustavo Madrigal
Morpho Animation Studio
Itzamn Huelat
ihuelat (at) procomer.com
This session presents various graphics techniques using depth and normals buffers. The methods range from improving standard techniques such as particle effects to creating entirely new ones (for example, approximate volumetric effects), and advanced image post-processing. In many cases, the buffers used are natural products of the rendering pipeline and offer a way to infer a surprising volume of information about the scene, allowing for very rich and fast graphics effects. The session is designed for artists and programmers. It discusses the possibilities of the post-processing effects and their technical side.
This XVJ session imagines the future of gesturally expressive video-jockeying. It goes beyond knobs and sliders to experiment with I-CubeX sensors, controllers, and input devices that capture more human movements to control audio-visual effects in real time, using Resolume and Live.
A comic-based user interface for human motion data browsing and searching.
A method to parameterize temporally coherently lines generated from animated 3D models in the context of animated line drawings.
This proposed method, viewpoint hierarchy, offers a multiperspective rendering specialized to depict anime-like exaggeration of perspective of a figure model in accordance with camera motion and the figure's posture, using a tree structure of multiple cameras.
This talk summarizes design of a large training dataset of over 5,000 human sketches in about 200 object categories and how classifiers were trained to accurately predict object categories for a large variety of sketches.
This paper presents:
• A novel spatio-temporal anti-aliasing algorithm with essentially noise-free results. Visibility is solved for along line samples in screen space and in time.
• A new method for ambient occlusion based on line samples/ The method can also handle motion-blurred ambient occlusion.
A new frequency analysis and sheared filter for computing shadows cast by complex occluders. The approach uses ray tracing to sparsely sample the scene and a sheared 4D filter to share shadow samples between neighboring pixels.
In this paper, a method for reconstructing high-quality images from sparse stochastic samples is applied to simultaneous motion blur, depth of field, and soft shadows.
This paper introduces a homogeneous transform that reduces the computation required to determine the set of points or primitives inside a tetrahedral volume. It describes how application of this transform can improve the efficiency of soft shadows and defocus blur computations.
"La Luna" is the timeless fable of a young boy who is coming of age in the most peculiar of circumstances. Tonight is the very first time his Papa and Grandpa are taking him to work. In an old wooden boat, they row far out to sea, and with no land in sight, they stop and wait. A big surprise awaits the little boy as he discovers his family's most unusual line of work. Should he follow the example of his Papa, or his Grandpa? Will he be able to find his own way in the midst of their conflicting opinions and timeworn traditions?
Following the Canadian premiere screening of "La Luna", its director, Enrico Casarosa discusses the journey that led him to create this very personal short and demonstrates the singularly artistic style by which the film was crafted.
A method to align locally detected RANSAC primitives using global relations, which are learned and conformed to using a combination of graph reduction and constrained optimization. The paper demonstrates applications on synthetic and scanned data, even under structured noise and anisotropic sampling.
The articulated global registration algorithm presented in this work aligns multiple range scans simultaneously to reconstruct a full poseable 3D model. Solving for surface motion using linear-blend skinning and automatically modeled joints allows users to interactively manipulate the resulting 3D model and create new animations.
In this lobe-based tree representation for modeling trees, the tree’s foliage is abstracted into compact canonical geometry structures, called lobe-textures. The method introduces techniques to encode a given tree as lobe-based representation and decode the representation and synthesize a fully detailed tree model.
With this ℓ1-sparse reconstruction of piecewise smooth objects, common objects can be characterized by a small number of features that introduce sparsity into the model. The reconstruction gives rise to shapes that consist mainly of smooth modes, with the objective function residual concentrated near sharp features.
KinectFusion uses a moving-depth camera to create high-quality 3D models of a whole room and its contents. GPU-based implementations for camera tracking and surface reconstruction allow running at interactive real-time rates and enable compelling application possibilities for augmented reality and human-computer interaction.
Determining two well-chosen orthogonal directions on the surface to decompose a 2D bilateral filter into two 1D filters.
This talk introduces an approach for easy construction of unusually shaped large physical structures that are designed as 2-manifold mesh surfaces.
This work shows that it is possible to seamlessly cover any surface of positive genus periodically with plane symmetric tiles or aperiodically with Wang tiles.
This summary of all the 3D features in Photoshop CS5 Extended demonstrates key 3D workflows that are important for every designer. Topics include: how 3D works in Photoshop (lights, cameras, materials, extrusions) and cool effects like depth of field, animations, image-based lights, and more!
Video Processing With AMD FirePro Solutions
PC architecture and graphics-processing units have become ubiquitous in broadcast and post-production workflows. This talk reviews the types of processing and rendering that the GPU excels at and illuminates some of the emerging trends for tightening GPU integration into these workflows.
Ornament has been abolished by the avant-garde, and ornamentation has been replaced by material aesthetic. This talk argues that ornament is not a parergon, an unnecessary accessory, but that the parergon, the ornament, actually becomes the ergon, the main element.
This talk aims to emphasize the collaborative opportunities available to educators as a result of communication technology. A successful collaboration between Texas A&M and DreamWorks Animation serves as a case study.
Founded in the Netherlands in 1990, ISEA International Foundation (formerly Inter-Society for the Electronic Arts) is an international nonprofit organization fostering interdisciplinary academic discourse and exchange among culturally diverse organizations and individuals working with art, science, and technology. The main activity of ISEA International is the annual International Symposium on Electronic Art. Selection of ISEA symposia is made by the ISEA International Foundation Board.
This discussion includes information about the organization, the upcoming ISEA2012 Albuquerque: Machine Wilderness, a symposium and series of events exploring the discourse of global proportions on the subject of art, technology, and nature. It also previews ISEA2013, in Sydney, Australia. All interested members of the electronic arts community are invited to learn about the future symposia and share ideas for potential organizational collaborations.
Sue Gollifer
Director, ISEA International Headquarters
info (at) isea-web.org
Did you ever dream of having your fashion design on a body of your own creation walking the fashion runway? In this class, which uses the Digital Clothing Suite software, human character and pattern data are given to the attendees so that they can learn how to seam patterns, simulate draping of the garment on a walking model, apply and manipulate different images to generate their own textile design, and save the final result into an animation clip. Your clips will be shown in The Studio during the conference. Conference attendees will vote on their favorite designs and the best designer will be awarded a six month free trial of the Digital Clothing Suite at the end of the conference. Participants are welcome to bring images/graphics to use for their custom textile design and to save their work on a flash drive to take home with them.
This hands-on seminar explains the power of the pen! Everything from how to hold the pen to essential tips and techniques that the pros use to create their images, how to enhance your everyday tools with a pressure-sensitive pen, masking and painting capabilities that have been all but denied to mouse users, and how the tablet itself can improve productivity.
This ACM SIGGRAPH Cartographic Visualization (Carto) sessioin explores how viewpoints and techniques from the computer graphics community can be effectively applied to cartographic and spatial datasets.
This session encourages sharing of all non-proprietary information to maintain open discussions among studios, vendors and VARs to determine standards that will improve studio infrastructures.
Members of the Art Galley committee offer 30-minute guided tours to introduce visitors to Tracing Home and some of the specific artworks displayed in the exhibition. The daily tours begin in the Art Gallery.
Learn more about X3D Medical for 3D medical imaging in DIACOM and implementation of X3D Volume rendering.
Ping Fu, founder and CEO of Geomagic Inc., describes her journey from a computer science student to a computer graphics pioneer and ultimately an entrepreneur dedicated to advancing and applying 3D technology for the benefit of humanity. Her talk weaves technology, applications, and social impact to illustrate the importance of visual computing and its contribution to everyday life today and in the future.
Declarative 3D for the Web is a W3C Community Group that explores and suggests options for integrating a declarative approach to interactive 3D graphics directly into HTML, which enables its use in any web page.
With these new techniques for rendering translucent materials such as human skin, modified diffusion theory and a new quantized-diffusion method derive efficient and accurate scattering functions for both offline and real-time rendering.
A novel, comprehensive theory of volumetric radiance estimation that leads to new insights and includes all previous radiance estimates as special cases. The authors use this theory to develop a more efficient rendering method for participating media based on "photon beams".
A novel formulation of progressive photon mapping based on a probabilistic derivation. Unlike the original progressive photon-mapping algorithm, this method does not require maintenance of local photon statistics. It extends progressive photon mapping to arbitrary kernels and includes stochastic ray tracing and volumetric photon mapping.
A novel heuristic ray-reordering method for incoherent secondary rays. Its benefits are demonstrated in two stochastic rendering methods and different cache levels.
A opportunity to meet people in the field of projector auto-calibration. The session reviews the current market landscape and what's coming in the future.
Traditionally, modeling urban spaces has been a mostly manual task that consumes significant amounts of resources. With the growing requirements of quantity and quality in urban content, there is an imperative need for alternative solutions that allow for fast, semiautomatic urban modeling. This course explains new modeling techniques for urban environments as an important complement to traditional modeling software. It explains how to use procedural, image-based, and simulation-based techniques to efficiently create highly detailed three-dimensional urban models for computer games, movies, architecture, and urban planning.
The course surveys five major topics:
• Urban layouts and road modeling
• Computational building design
• Image-based modeling of facades and buildings
• Urban simulation and visualization work
• Procedural urban modeling in industry
COURSE SCHEDULE
2 pm
Introduction
2:10 pm
Urban Layouts and Road Networks
Aliaga
2:40 pm
Computational Building Design
Wonka
3:05 pm
Image-based Buildings and Façades
Aliaga & Wonka
3:30 pm
Break
3:45 pm
Bridging the gap between Urban Simulation and Urban Modeling
Vanegas
4:20 pm
Procedural Urban Modeling in the Industry
Müller
4:50 pm
Modeling the City of London in Cars 2
Frederickson
5:05 pm
Final Remarks
Daniel Aliaga
Purdue University
Carlos Vanegas
Purdue University
Pascal Müller
Procedural Inc.
Michael Frederickson
Pixar Animation Studios
Experience "home" in the networked age. Talk with the artists, designers, and Art Papers authors about their work. And meet the members of the SIGGRAPH 2011 committee who organized this year's Art Gallery.
A general framework for performing curvature-aware geometry processing through solution of a screened Poisson equation and a parallel streaming implementation for constructing and solving the associated linear system at interactive rates.
The double insertion, non-uniform, stationary subdivision surface (DINUS) generalizes both the non-uniform, bicubic spline surface and the Catmull-Clark subdivision surface. DINUS allows arbitrary knot intervals on the edges, allows incorporation of special features, and provides limit point as well as limit normal rules.
By interpolating basis functions built on the Sinc function with a Guassian multiplier, this technique constructs freeform interpolatory curves and surfaces through scattered data points.
A session with one of the original architects of digital fine art printmaking and the originator of the term “Giclée”.
How to creatively integrate 3D models into Photoshop CS5 Extended to create concept art. This session focuses on how to import, texture, and build a mate painting with third-party 3D models in CS5.
The climax of the CG-animated movie “Kung Fu Panda 2” is an epic battle featuring a flotilla of boats, an ancient Chinese-styled city, thousands of wolves armed for battle, action featuring hundreds of characters in a single shot, stylized graphic lighting, fantastical cannon fire and explosions, and a set of effects-supported Kung Fu moves. This talk provides a unique insight into the making of a CG-animated movie that goes beyond the traditional idealized concept of the pipeline.
This overview of the state of CG in Latino countries includes a special presentation by various studios in Latin America, including 3D Animation Rocks, the largest animation school in Argentina, and a university in Chile. The session ends with a celebratory piñata.
Sandro Alberti
salberti (at) siggraph.org
Want to contribute an article to this department? Want to give valuable input on what YOU think should be printed there? Meet with the co-editors in this Birds of a Feather session.
There are strong indications that the future of interactive graphics programming is a more flexible model than today’s OpenGL/Direct3D pipelines. Graphics developers need to have a basic understanding of how to combine emerging parallel programming techniques and more flexible graphics processors with the traditional interactive-rendering pipeline.
As the second in a series, this course introduces trends and directions in this emerging field: parallel graphics architectures, parallel programming models for graphics, and how game developers are investigating the use of these new capabilities in future rendering engines.
COURSE SCHEDULE
2 pm
Welcome and Re-Introduction
Houston
2:05 pm
Toward a Blurry Rasterizer (State of the Art)
Munkberg
2:45 pm
Order-independent transparency (state of the Art)
Salvi
3:15 pm
Interactive Global Illumination (State of the Art)
Wyman
3:45 pm
User-Defined Pipelines for Ray Tracing
Parker
4:15 pm
Panel: "What Is the Right Cross-Platform Abstraction Level for Real-Time 3D Rendering?"
Moderator:
Peter-Pike Sloan, Disney Interactive
Panelists:
David Blythe, Intel Corporation
Raja Koduri, Apple, Inc.
Henry Moreton, NVIDIA Corporation
Mike Houston, AMD
Chas Boyd, Microsoft
Aaron Lefohn
Intel Corporation
Marco Salvi
Intel Corporation
Steven G. Parker
NVIDIA Corporation
Chris Wyman
University of Iowa
Chas Boyd
Microsoft Corporation
Henry Moreton
NVIDIA Corporation
Raja Koduri
Apple, Inc.
Jacob Munkberg
Intel Corporation
Peter-Pike Sloan
Disney Interactive
David Blythe
Intel Corporation
Advances in digital audio technologies have led to computers playing a role in most music production and performance. Digital technologies offer unprecedented opportunities for creation and manipulation of sound, but the flexibilty of these new technologies provides an often confusing array of choices for composers and performers. A decade ago, the presenters of this course organized the first workshop on New Interfaces for Musical Expression (NIME), to clarify this situation by exploring connections with the better-established field of human-computer interaction.
The course summarizes what has been learned at NIME. Topics include the theory and practice of new musical-interface design, mapping from human action to musical output, control intimacy, tools for creating musical interfaces, sensors and microcontrollers, audio synthesis techniques, and communication protocols such as Open Sound Control (and MIDI). The course presents several case studies focused on the major broad themes of the NIME conference, including augmented and sensor-based instruments, mobile and networked music, and NIME pedagogy.
COURSE SCHEDULE
2 pm
Introduction to NIME Tools, Design, and Aesthetics
Fels & Lyons
2:10 pm
Module 1: Building a NIME
Fels
2:40 pm
Module 2: Camera-Based Interfaces
Lyons
3 pm
Module 3: Design & Aesthetics of NIME
Lyons
3:20 pm
Break
3:50 pm
Module 4: NIME After NIME: Case Studies
Fels
4:20 pm
Module 5: NIME Theory
Lyons
4:40 pm
Module 6: NIME Education
Lyons
4:50 pm
Concluding Remarks
Fels & Lyons
5 pm
Discussion
Sidney Fels
The University of British Columbia
This workshop is a sequel to Creation of Your Own Digital Fashion Show. Advanced topics include: how to create a custom body; edit the patterns; create and apply darts, gathers, and pleats to the patterns; render and create high-resolution images; and import and export body and clothing data between Maya and the Digital Clothing Suite. Finished animations are shown in The Studio, where attendees vote on their favorite designs. The best designer receives a six-month free trial of the Digital Clothing Suite.
An in-depth look at the techniques used to light and render Tokyo in "Cars 2".
Lighting Metro City at night required solving the lighting challenge known as the "many lights" problem. This sketch describes how the lighting department solved this challenge.
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 Need for Speed: The Run at 30 frames per second on PlayStation3.
The Academic Infrastructure of Innovative and Successful Video Games
A detailed look at the academic infrastructure of interactive media technologies and the special emphasis placed on incorporating innovative game design and gameplay mechanics to make video games highly successful and marketable.
OpenColorIO is an open-source color management framework for visual effects and animation, sponsored by Sony Pictures Imageworks. Meet the developers, ask questions, and learn about upcoming developments.
JogAmp provides JOGL (OpenGL) and JOCL (OpenCL) across devices on top of Java. This session showcases resolution-independent curve, font, and UI GPU rendering on desktop and mobile (Android, etc.) devices.
Come and enjoy a selection of state-of-the art animation films from the best French schools and artists! A selection by Annie Dissaux - AFCA. Networking opportunities after the session.
An overview of the new functionality and improvements in the Rhinoceros 5.0 update.
This session is for attendees interested in motion graphics. Come and see cool projects, and exchange techniques and ideas!
This session is for attendees from San Francisco who are interested in the re-opening of the San Francisco ACM SIGGRAPH Chapter.
This year has been particularly exciting, since a host of new technologies and initiatives are coming out of the Web3D Consortium. This session reviews the latest developments. Meet consortium members and learn more about our technology.
Bakery Relight: Interactive Lighting, Shading, and Rendering for Pros
Designed for the high-end feature film, television, industrial, automotive, and architectural design industries, Bakery Relight is the first interactive, all-in-one lighting, shading, and rendering solution. Born out of years of hands-on experience on top-grossing feature films, Relight supports the lighters’ and shaders’ iterative process with full-resolution feedback in seconds.
The trademark look of Rapunzel in Disney's "Tangled" presented unique challenges in grooming, rendering, and pipeline management. This talk discusses the original hair road map, changes required during production, and how the XGen system was used for grooming, rendering, and managing the hair data.
"Legend of the Guardians: The Owls of Ga’Hoole" features over 60 distinctive, art-directed, hyper-realistic feathered characters. Animal Logic developed a procedural feathering pipeline, Quill, that allows a procedural representation of feathers with automatic de-intersection, animation, character effects, and dynamics, and rendered with extensive level-of-detail support.
A simulation-based technique to prevent animated feather penetrations that preserves the artist's visual development as closely as possible while providing a collision-free state for subsequent animation and simulation.
An accurate, robust, and efficient method to handle penetration between interpolated hairs and subdivision surfaces during render time. The method works by converting the subdivision surfaces to Bezier patches and performing accurate hair-patch intersections using Newton's method. The method works on every frame independently.
ArtRage (owned by Ambient Design) is an easy-to-use, stylish painting package for Windows, Mac OS X, and iPad. This session explains the basics of ArtRage's painting functionality for texturing and art.
A technique for animating characters traversing complex dynamic environments. The method uses motion capture to construct a set of controllers to traverse low-dimensional obstacles, and then employs a space-time planner to plan out the sequence in which the controllers must be used to traverse a complex dynamic environment.
A general approach to creating realistic swimming behavior for a given articulated creature body, which includes creature/fluid simulation and swimming gait optimization. For a wide variety of aquatic creatures with different body shapes, the resulting motion matches that of real-world animals.
This paper presents a large number of integrated locomotion skills for real-time physics-based quadrupeds. These skills include walk, trot, pace, canter, gallop, sit, lie-down, get-up, and parameterized leaps over barriers, across gaps, and onto platforms. The simulated motions are compared to known data for a dog.
This approach to constructing composite controllers that track multiple trajectories in parallel generates both high-quality animations and natural responses to certain disturbances.
This paper describes how game theory can be used to automatically create intelligent real-time controllers for characters engaged in a competitive game. These controllers employ long-term planning, display an intelligent use of randomness, and exhibit nuanced strategies based on unpredictability, such as feints and misdirection moves.
This paper addresses the problem of transferring facial components between images with different expressions. Expression Flow is a 2D flow field that warps the target face globally so that the warped face becomes compatible with the new feature to be blended in.
With this new technique, weathering data can be extracted from photographs of real scenes and applied to generate similar weathering appearance in new environments. Stains produced by fluid flow illustrate a representative case.
A method for generating face animations from large image collections of the same person, by computing an optimized, aligned subsequence. This approach is the basis for the Picasa's Face Movies feature. A key contribution of this paper is proving why the cross dissolve produces a strong motion effect.
A data-driven method for synthesizing phenomena characterized by repetitive discrete elements, such as a stack of fresh produce, a plate of noodles, or a mosaic pattern. The method is general and easy to use, requiring only a small input exemplar and a coarse output domain.
Tracing Home participating artists casually explain and discuss their works, process, and ideas . These talks are followed by short Q & A sessions and an opportunity to meet and chat with the artists. All talks are presented in the Art Gallery.
Tokyo at night is one of the world's most beautiful locations. The architecture combined with a massive quantity of illuminated signs creates a visual complexity rarely seen elsewhere. The challenge was to recreate the emotional impact and excitement of downtown Tokyo but maintain the visual style of "Cars 2".
Immerse yourself in the world’s most innovative and stimulating interactive real-time animation and graphics. As part of the Computer Animation Festival, an international jury selected submissions from several areas, including games, animation, performance, and visualization. Real-Time Live! is the premiere showcase for the latest trends and techniques for pushing the boundaries of interactive visuals.
This session is for attendees interested in the OpenSG Open Source scenegraph system for interactive 3D and virtual reality applications.
This companion event to the panel titled is an informal gathering to discuss the complex relationships between technology and collaboration for distributed work environments. [25]
Animated Lines is an illusion of animated sequence that explores the processes and methods of illustrative and abstract forms of traditional hand-drawn animation techniques in a 3D digital process using Maya.
This session is for attendees interested in hearing about and discussing the latest trends in dynamic simulation (rigid, cloth, hair, fluids, etc.) in production. Come. Connect. Collaborate. Experience. Enjoy. Eat.
The year's best work in animation, visual effects, games, and visualization.
Open to all Pioneers.
SIGGIG: Gays In Graphics is a social event for attendees involved in, interested in, or supportive of the GLBT community.
How to use Zbrush for life drawing and portraiture, and how to apply skills and concepts from traditional sculpting and life drawing in a digital medium.
Knowledge and skill requirements for graduates and new hires.
The Studio is the place for making and creating at SIGGRAPH 2011. Roll your sleeves up and get hands on in this three-ring circus of technological wonders.
Test drive current game-development technologies, explore game design, and play the games that are defining the next generation of digital interactivity.
An exact and efficient contributing-vertices-based algorithm for the Minkowski sum computation of a non-convex-convex pair of polyhedra. The algorithm handles non-manifold situations and extracts polyhedral holes of the sum. Several results [26]
MeshFlow is an interactive system for visualizing polygonal mesh construction sequences. It hierarchically clusters editing operations visualized with graphical annotations to provide levels of detail on demand. MeshFlow was tested on five mesh sequences and evaluated with a case study using modeling students.
LR is a compact data structure for representing the connectivity of manifold triangle meshes. It supports constant-time incidence and adjacency queries while storing only one integer reference per triangle. Its greedy, linear-time construction involves ordering the vertices along a nearly Hamiltonian cycle.
Previously, only the normal component of the surface was known. This method of deriving a formula for the velocity of a time-evolving implicit surface applies the normal component to the problem of tracking particles on the surface and the problem of motion-blurring implicit surfaces.
Stereoscopy has been very well known since 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 the depth of the scene. In 2011, stereoscopy is everywhere: in the latest blockbuster movies, in theaters, at home on 3D displays, in games on all platforms, and even on the go with the new wave of capable portable devices. Though the concept is simple, realizing a comfortable and convincing stereoscopic experience for the user implies many aesthetic and technical considerations that revolutionize our way of creating graphics content.
This comprehensive course summarizes standard stereo-projection techniques, audience depth perception and comfort factors, recommended uses of depth as a storytelling tool, how stereo is used in gaming and real-time applications, details on conversion of 2D content to 3D, guidance on new creative choices, and using depth in an aesthetic way.
COURSE SCHEDULE
9 am
Introduction and Welcome
Gateau
9:05 am
Stereoscopy Fundamentals and Depth Perception
Gateau
9:40 am
Stereopsis and 3D Hints
Salvati
10:10 am
Depth as a Storytelling Tool
Neuman
10:30 am
Real-Time and Gaming Techniques
Gateau
11 am
Cartoon Authoring for 3D
Salvati
11:30 am
Creative Choices for 3D
Neuman
11:50 am
Managing a Depth Budget
Neuman
12:10 pm
Conclusion: Questions
Robert Neuman
Walt Disney Animation Studios
Marc Salvati
OLM Digital, Inc.
The vast, fantastical world of Ga'Hoole, which ranged from deep pine forests to rocky canyons and deserts, was populated by a multitude of creatures brought together to play out a unique adventure. This talk focuses on the pipeline concepts and production methodologies that underpin the film's visual richness.
Applying facial motion capture data on a virtual actor is always a tedious task. This talk explains a technique that helped Guerrilla Games deliver more than 30 different faces over 70 minutes of cut scenes for the AAA PlayStation 3-exclusive title Killzone 3.
This technique reduces ray-gathering noise with low overhead and no bias by incrementally modifying the directional distribution of future rays to be traced based on those already traced.
A low-cost image-based system that facilitates recovery of gross scale geometry, local surface detail, and approximated albedo to create highly detailed 3D models of building façades from photographs. The system requires simple data capture and modest user intervention.
This in-depth discussion focuses on the production of Industrial Light & Magic’s first animated feature “Rango”. ILM’s unique approach to the genre brings a new dimension to the animated feature, giving “Rango” the visceral quality that the company is best known for in its visual effects work. The presenters review all aspects of the work from initial asset development through animation, simulation, lighting, and compositing.
Emerging Technologies presents innovative technologies and applications in several fields, from displays and input devices to collaborative environments and robotics, and technologies that apply to film and game production.
This paper studies color compatibility using large online datasets, and develops new tools for choosing colors to test new and existing theories of human color preferences and learn quantitative models that score the aesthetic quality of a color combination, and demonstrate the models in color selection tasks.
The effect of edge smoothness on color has not been studied in color-appearance modeling. This paper examines the appearance of color under different degrees of edge smoothness, confirms that color appearance changes with increased smoothness, and demonstrates an appropriate appearance model.
An example-based method for image color and tone-style enhancement that has been successfully applied in two scenarios: cell phone photo enhancement by transferring the style of a high-end camera and photo enhancement using styles learned from photographers.
This paper presents a camera with switchable primaries (RGB, CMY and RGBCMY) using shiftable layers of color filter arrays. The system provides a new degree of photographic freedom in which multiple operational modes are available for optimizing the picture quality based on the nature of the scene, color, and illumination.
The virtual or actual camera, its placement in a scene, the choice of lens, the camera's movement, the lighting, color, and exposure all contribute to visual communication between the storytelling cinematographer and the audience. How each of these visual variables is controlled and used to help tell a story gives dramatic structure to a sequence and ultimately communicates moods and emotions to the viewer is critical to making any story come alive. A story has structure. The visuals must have structure, too.
COURSE SCHEDULE
9:05 am
Visual Space
9:20 am
Story Structure and Visual Structure
9:50 am
Line and Shape
10 am
Color and Tone
10:15 am
Movement and Rhythm
10:25 am
Summary and Review
Thomas Roussel from Pixologic presents a hands-on interactive workshop showing how digital sculpting with ZBrush can change your modeling and concept pipeline.
The SIGGRAPH 2011 Art Gallery: Tracing Home, presents exceptional digital and technologically mediated artworks that explore issues related to the concept of home in the networked age.
This paper on understanding enjoyment within alternate-reality games discusses the unique demands of the genre and why pre-existing enjoyment models are not applicable.
There is a growing need for procedures that can support analysis and understanding of players’ behaviors within game environments. This paper proposes a system that allows analysts to build and compare visualizations of clusters of players to better understand the causes and effects of players’ actions.
This work reports on design and evaluation of three novel gesture-based games with healthy older adults. It describes key features in the physical and social engagement, and general usability of the games, to determine their applicability to the target audience.
This study of how game reviews and user comments influence player experience found that players who read negative reviews rated the game lower than those who read either positive reviews or no reviews at all.
The annual business meeting for the ACM SIGGRAPH Chapters.
Scott Lang
scott (at) siggraph.org
What if you could explore the intricate detail of small subjects (such as a butterfly or embryo) much like an explorable map? Learn how new tools developed through the Explorable Microscopy collaborative project can help you do just that. This talk shows how these new tools can be used in your own work and examples of how the technology is enabling new science and research across a wide range of disciplines. In particular, it presents a range of low-cost motion-control devices, camera and lens options, open-source software, and online viewing applications that you can use in your work.
The world's leading providers of software, hardware, and services for computer graphics and interactive techniques.
Physics-Based Virtual Reality
Thanks to their unique physics-based approach, OPTIS light-simulation specialists provide real-time, predictive visualization solutions based on measured physical properties of surfaces and materials. OPTIS solutions are used by engineers, ergonomists, and designers to optimize perceived quality and the visual ergonomics of HMIs.
WebGL is a cross-platform, royalty-free web standard based on OpenGL ES 2.0. It is shader-based, using GLSL, and it brings plugin-free 3D to the web, directly into the browser.
A dialogue with the Alembic development team focused on pipeline integration and optimization of the format. Topics include API usage, collaboration with studio partners, and standardization of the format.
This discussion of the OpenSceneGraph open-source system includes new developments, how to use the software, and how people are using it.
This session is open to everyone who has an interest in motion capture. Topics and presentations include various hardware and software solutions, pipelines, and techniques for getting the best data.
Leonardo community members and all SIGGRAPH attendees are invited to hear presentations from selected Leonardo Affiliate Member organizations on cutting-edge research and educational programs in ArtScience around the world.
The Digital Content Association of Japan (DCAJ) shows some of the animation works by young Asian artists who won prizes at the Digital Creators Competition 2010.
Eddie Suzuki
suzuki (at) dcaj.or.jp
The DIYLILCNC is an inexpensive, 3-axis, tabletop mill that can be built by an individual with basic shop skills and tool access. The open-source plans are free to download from diylilcnc.org, where makers can collaborate with a global community of DIY CAD/CAM enthusiasts.
Have you ever wanted to make a videogame? This session shows how to build a small level in the freely available CryENGINE 3 SDK. Topics include: world building and tools (FlowGraph, CryENGINE's visual scripting language, and Trackview, the camera sequencing and directing tools). In less than an hour, attendees create their own playable video games.
Computer-generated volumetric elements such as clouds, fire, and whitewater are becoming commonplace in movie production. The goal of this course is to familiarize attendees with the technology behind these effects. The presenters have experience with and have authored proprietary volumetrics tools.
The course begins with an introduction to generating and rendering volumes, then presents a production-usable volumetrics toolkit, focusing on the feature set and why those features are desirable. Special emphasis is focused on the approaches taken in tackling efficient data structures, shading approaches, multi-threading/parallelization, holdouts, and motion blurring.
COURSE SCHEDULE
10:45 am
Introduction to Production Volume Rendering
Bin Zafar
11 am
Volume Modeling Fundamentals Wrenninge
11:40 am
Volume Rendering Fundamentals
Bin Zafar
12:10 pm
Questions and Answers
Nafees Bin Zafar
DreamWorks Animation
This study explores whether non-player characters within World of Warcraft reinforce stereotypical assumptions surrounding gender and work. Even though all professions are represented (albeit not equally) by male and female NPCs, there seem to be subtle hierarchies within the distribution of "work" in this gameworld.
Drawing on theories from game, film, and theater studies, this paper explores two primary ways in which 3D computer games deal with stories.
Educational psychology studies use motivational constructs called achievement goals to predict learning success. This paper examines whether gaming achievement goals influence game play in similar ways. Gaming achievement goals could help determine whether people will play and which players are more likely to learn from educational games.
Studies of expertise in massively multiplayer online games (MMOGs) involve either small-scale ethnographic accounts of elite players or large-scale accounts relying on one-dimensional measures of expert play. This paper presents a quantifiable model of expertise in MMOGs that is generated through qualitative analyses of both novices and experts.
The Digital Content Association of Japan (DCAJ) presents some of the most recent examples of industrial application of CG technology in Japan.
Eddie Suzuki
suzuki (at) dcaj.or.jp
This method for restoring antialiased edges that are damaged by certain types of nonlinear image processing operations selectively adjusts the local gradients in affected regions of the filtered image so that they are consistent with those in the original image.
This paper demonstrates state-of-the-art edge-aware image processing using Laplacian pyramids. The advantage of this approach is its conceptual simplicity and flexibility, based on simple point-wise nonlinearities; no optimization or post-processing is required. The method produces consistently high-quality results, without degrading edges or introducing halos.
A new approach for performing high-quality edge-preserving filtering of images and videos in real time.
A new efficient method for joint recovery of both reliable local dense correspondences and a global parametric color transformation model between two images. The paper demonstrates several applications of this method for automatic example-based enhancement of photographs that share some content.
This presentation describes construction of a large city environment for DreamWorks Animation's "Kung Fu Panda 2", including how the chosen technique was driven at every step by the film's design language and story needs to deliver an epic setting within reasonable time constraints.
“Legend of the Guardians: the Owls of Ga'Hoole” evokes an epic nocturnal owl world, eschewing a cartoon aesthetic in favour of a dark, operatic style. The emotional drama of the story was more important than maintaining a sense of realism or naturalism.
Blue Sky Studios produced a large number of art-directed cloud environments for "Rio", using optimized creation, management, compositing, and ray-tracing technologies and techniques.
This data-driven technique to construct elastic models for cloth creates a database of 10 different cloth materials, each of which exhibits distinctive elastic behaviors. These measurements can be used in simulation systems to create natural and realistic clothing wrinkles and shapes.
A new type of deformable model that combines the realism of physically based models and the usability of frame-based skinning methods. The degrees of freedom are coordinate frames. Viscoelastic forces are computed based on continuous media mechanics applied to the smoothly deformed volume.
This example-based approach for simulating complex elastic material behavior constructs an example manifold that acts as an additional elastic attractor and guides the object toward preferred shapes. It allows implementation of inhomogeneous and anisotropic materials in a direct and intuitive way.
A new method to physically simulate the deformation of objects with heterogeneous material properties and complex geometries using a small number of moving frames.
How to creatively integrate 3D models into Photoshop CS5 Extended to create concept art. This session focuses on how to import, texture, and build a mate painting with third-party 3D models in CS5.
Thomas Roussel from Pixologic presents the latest features of ZBrush and explains how to go from concept to final render.
Studio heads from Pixar Canada, Digital Domain (Vancouver), and Sony Imageworks (Vancouver) host an interactive panel session on setting up new remote studios in Vancouver.
OpenCL and OpenGL/DirectX Interoperability
The computing power of GPUs is now accessible to improve the interactivity of 3D graphics. Leveraging this capability requires optimum interoperability between compute (OpenCL) and graphics APIs (OpenGL/DirectX). This talk demonstrates how to compute and update geometry with OpenCL on APUs, how to update VBO on discrete GPUs, and how to compute physics data on OpenCL and transfer those data to discrete GPUs.
An overview of the state of CG in European countries, including Eurographics 2012, scheduled for May in Italy. Speakers include:
Michael Bielicky
HFG/ZKM Karlsruhe, Data Driven Narratives
Jorge Jimenez and Diego Gutierrez
University of Zaragoza, New Advances in Real-Time Graphics for Video Games
Mashhuda Glencross and Francho Melendez
University of Loughborough, 3D Recontruction From Images
Francho Melendez
franchomelendez (at) gmail.com
This session is for attendees interested in creating a RESTful web service for 3D content. More information: rest3d.org
This system captures and stitches gigapixel-scale time-lapse imagery and explores the resulting gigapixel-scale video in four dimensions: 2D translation, zoom, and time. Workshop topics include: how to author content, how to explore, and how to define “warps” through gigapixel video and render them into standard, linear video.
How to build, evaluate, and rig to create truly believable camera animation without tracking data. Imagine having a steady camera movement in 3D, or a 3D crane whose rig moves like a crane does in film. This session explains rigging and automation for real-world camera control in 3D.
The Professional and Student Chapters of ACM SIGGRAPH span the globe. Within their local areas, chapters continue the work of ACM SIGGRAPH on a year-round basis via their meetings and other activities. Each chapter consists of individuals involved in education, research and development, the arts, industry, and entertainment who are interested in the advancement of computer graphics and interactive techniques, related technologies, and their applications. Chapter members gather throughout the year at meetings, site visits, conferences, video screenings, art shows, and special events.
This session explains how to start and run a successful ACM SIGGRAPH Professional or Student Chapter. Topics regarding the process are outlined in detail by members of the Chapters Committee, and the session concludes with a Q&A session.
Scott Lang
scott (at) siggraph.org
Multi-Threaded 2D Renderer Design
Rendering real-time high-quality 2D vector graphics through a 3D pipeline is a challenging task that requires custom algorithms for shape tessellation, edge anti-aliasing, and text rendering. For best performance, Scaleform 2D renderer includes optimizations such as multi-threaded rendering, mesh caching, and draw-primitive batching. Following a high-level design description, this talk dives into multi-threaded rendering, introducing a novel render-tree design that allows the both threads to access scene graph nodes simultaneously, greatly reducing copy overhead. This strategy is particularly effective when only a subset of nodes is modified every frame and can be applied to any real-time rendering engine.
Members of the Art Galley committee offer 30-minute guided tours to introduce visitors to Tracing Home and some of the specific artworks displayed in the exhibition. The daily tours begin in the Art Gallery.
How to foster engagement in social and environmental issues through a graphic design assignment focused on creation of visually interesting folded, printed maps and instruction on aspects of sustainable print production and design techniques and processes.
Representatives from Chinese industry and universities discuss how their digital media programs are developing to meet the needs of their exploding economy.Panel Discussion
Patrick Pennefather
Centre For Digital Media, Vancouver
Richard Smith
Centre For Digital Media, Vancouver
Bai Xuezhu
Communication University of China
You Xiang
Vice President of Crystal CG, Nanjing
Chang Ming
37 Entertainment
Gerri Sinclair
Strategic Innovation Consultant and Principal, The Gerri Sinclair Group
Representatives from Chinese industry and universities discuss how their digital media programs are developing to meet the needs of their exploding economy.
Meet designers and implementers of this significant new standard for heterogeneous parallel programming on GPUs and CPUs. Learn how OpenCL inter-operates with OpenGL to enable advanced, cross-platform, visual-computing applications.
The goal of this session is to encourage dialog about new technologies in game development and interactive graphics. Discussion topics include mobile and social games, research in games and interactive graphics, and effective collaboration.
Computer-generated volumetric elements such as clouds, fire, and whitewater are becoming commonplace visual effects. This course provides a behind-the-scenes look at the techniques used and how they are implemented. It demonstrates tools and workflows that are not typically covered in production talks but are integral to successful completion of many effects.
The presenters, who have innovated the use of volumetric methods in industry and created some of the most impressive on-screen effects, summarize how specific artistic needs lead to innovations and review the success and evolution of their methods. They also discuss the software-engineering issues they have encountered and their solutions.
COURSE SCHEDULE
2 pm
Introduction
Bin Zafar
2:05 pm
Rhythm & Hues
Tessendorf & Grant
2:35 pm
Clinton
3:05 pm
Weta Digital
Bouthors
3:35 pm
Break
3:55 pm
Double Negative
Harding & Graham
4:25 pm
Sony Pictures Imageworks
Wrenninge
Nafees Bin Zafar
DreamWorks Animation
Andrew Clinton
Side Effects Software Inc.
Ollie Harding
Double Negative Visual Effects
Gavin Graham
Double Negative Visual Effects
Jerry Tessendorf
Clemson University
Victor Grant
Rhythm & Hues Studios
Antoine Bouthors
Weta Digital Ltd
Deformation by linear blending dominates practical use as the fastest approach for transforming 2D and 3D shapes. This paper develops "bounded biharmonic weights" that produce smooth and intuitive deformations for any combination of points, bones, and cages of arbitrary topology, making control of deformations simple and flexible.
This method for inter-surface mapping generates a map between two surfaces by blending multiple low-dimensional (conformal) maps with smoothly varying weights. Performance is evaluated on a diverse dataset and compared our resulting maps to several state-of-the-art methods.
A new distance measure on manifolds based on the biharmonic differential operator that provides a nice trade-off between nearly geodesic distances for small distances and global shape-awareness for large distances.
An algorithm for photo-inspired creative 3D modeling where the user draws inspiration from a single photograph and the modeling process is supported by an available set of candidate objects.
Sony Pictures Imageworks animation supervisor Troy Saliba and leading members of their Vancouver animation team take the Smurfs from the most primitive pencil sketch to a contemporary 3D stereo rendering.
Join the third annual GPU Ray Tracing Birds of a Feather session. Show off your demos. Share your use cases, ideas, and gripes. High-performance CPU ray tracing is welcome, too.
This new approach for acquiring high-fidelity 3D facial performances with realistic dynamic wrinkles and fine facial details leverages state-of-the-art motion capture technology and advanced 3D scanning technology of facial-performance acquisition.
A new technique for high-quality facial performance capture that leverages the repetitive structure of face motions to automatically locate frames with similar expressions, called anchor frames. High-resolution geometry is reconstructed and temporal motion is propagated in parallel using robust image-space matching between the anchor frames.
A linear face modelling approach that generalizes better to unseen data and allows click-and-drag interaction for animation. The model consists of a collection of linear submodels independently trained but related through shared boundaries. It is demonstrated on dense-face motion capture data.
This paper presents a system for performance-based character animation that enables any user to control the facial expressions of a digital avatar in real-time using a non-intrusive, commercially available 3D sensor.
The tools developed at Digital Domain to create unique character destruction effects that are art directable.
The Moving Picture Company introduces Kali, a finite-element-based simulation toolkit for large-scale and detailed destruction, developed in collaboration with Pixelux. The toolkit is described with examples from Zack Snyder's "Sucker Punch".
This hybrid approach to combining the power of custom hair dynamics with the artistic control of key-framed animation was key to the success of directing hair motion on "Tangled".
Creation of a highly art directed "dam breaking with resulting flood" sequence for Disney's "Tangled" by applying the 12 basic principles of animation to a fluid-based simulation through post manipulation of timing and shape.
This session reviews recent advances in simulation theory and computer graphics. Topics include specifications (Web3D,WebGL,DEVS), visualization requirements for simulation, graphical tools, and general CG simulation technologies.
This course focuses on rigging, deformations, dynamics, and production practices in animation, visual effects and game development. Topics include analysis of performance requirements, motion system set-up, procedural rigging for secondary animation, and efficient extension of techniques over a wide range of primary and secondary characters.
COURSE SCHEDULE
2 pm
Welcome and Introductions of Speakers
McLaughlin
2:05 pm
Structure of the Course and Overview of Our Approach to Rigging [What the Course is and What it is Not]
McLaughlin
2:15 pm
Rigging for Visual Effects
McLaughlin
3:05 pm
Immediate Questions
McLaughlin
3:10 pm
Rigging for Games
Coleman
4 pm
Immediate Questions
Coleman
4:05 pm
Rigging for Feature Animation
Cutler
4:55 pm
Immediate Questions
Cutler
5 pm
General Questions and Answers
McLaughlin, Coleman, and Cutler
Larry Cutler
DreamWorks Animation
David Coleman
Electronic Arts Inc.
This course highlights the visual impact of specific color combinations, provides practical suggestions on color mixing, and includes a hands-on session that teaches how to build and evaluate color schemes for digital media visualization.
COURSE SCHEDULE
2 pm
Introduction
2:05 pm
Review of Additive and Subtractive Color Models
2:10 pm
Defining Color Gamut, Colors Spaces, and Color Systems
2:25 pm
Overview of Selected Artistic Movements Pertaining to Color Theory
2:35 pm
Visualization Case Studies
2:50 pm
Hands on Workshop Using Online Color Tools
3:20 pm
Wrap-Up, Other Resources, and Concluding Remarks
An overview of the basic function of timeline-based animation using Adobe After Effects for motion graphics. Topics include: interface, workflow, using the timeline, layers, integration with Photoshop basic type, and object animation.
This student-focused, interactive presentation delivers insights from a traditional and 3D animation artist to guide attendees on a path of discovery, knowledge, and sometimes frustration to a sense of completion when drawing and animating a dragon.
How Much Animation Can You Do in a Day?
This talk shows how to speed up your pipeline with the Xsens MVN animation tool. It also explains how to record a motion, edit the motion, and insert it into a scene in no time, or even real time, using the Xsens MVN system.
Teaching design with Processing, drawing with G-Speak: how the Rhode Island School of Design's Division of Foundation Studies is expanding the envelope of introductory digital concepts for students of art and design.
Explore Rhino commands that use its uniform deformation technology to morph and bend 3D geometry.
This session is for attendees interested in discussing creative projects and how to manage them, with a particular emphasis on Agile methodologies.
Informal overview of the ACM SIGGRAPH International Resources Committee, its year-round activities, and the International Center at the annual SIGGRAPH conference.
Are you a world citizen interested in international culture and the state of computer graphics across the globe? The committee is looking for volunteers to represent these world regions: USA + Canada, Mexico, South + Central America, Southern Europe, Western Europe, Northern Europe, Eastern Europe + Russia, Africa + Middle East, Korea, Southeast Asia + China + India, Japan, Australia + New Zealand.
Learn more about X3DOM, fully integrated X3D with HTML with no plug-ins. currently supported in Chrome, Firefox, and Safari browsers.
Movies captured at the equivalent of a trillion frames per second show the motion of light pulses through scenes, bouncing off walls and getting trapped inside fruits due to sub-surface scattering.
Display pixel caching fills empty borders that occur when videos are displayed on a screen with mismatching aspect ratios and/or resolutions with spatially and temporally consistent information while preserving the original video format. It merges the motion information from subsequent frames to generate high-resolution panoramas in a consistent manner.
A device-independent imaging system for accurately capturing and faithfully reproducing colors.
Presented by David Attenborough, "Who do you think you really are?" is an interactive film that uses cutting-edge technology, including location-based augmented reality and real-time audience participation, to take audiences on an immersive, interactive journey into their evolutionary past.
Each camera model has different exposure responses as it performs accurate long exposures or combines exposures for HDR. For optimum results, it is imperative to know your specific camera's sensor response. This presentation explains sensor response, sensor noise, and how to establish the appropriate sensor response for your camera. Topics include:
• How does a camera sensor work?
• What is sensor noise?
• How to evaluate your camera sensor.
• What does sensor noise add to your image exposure?
• How to build an exposure-gain chart for your camera.
• Post noise control.
• Determining image-sensors limitations.
A grammar-based framework for converting 3D furniture models to separate parts and connectors that can be physically built, which allows nonprofessional users to create products that they can use themselves by "printing" 3D furniture models.
This paper introduces a framework for automatic generation of furniture arrangement, considering human factors such as accessibility, visibility, pathways, etc. The framework generates arrangements for a variety of scenarios.
An interactive furniture layout system that assists users by suggesting furniture arrangements based on interior design guidelines. Results demonstrate that the suggestion-generation functionality measurably increases the quality of furniture arrangements produced by participants with no prior training in interior design.
Procedural extrusion is a new, easy-to-use tool that combines arbitrary plans and profiles to create a wide range of architectural forms. This paper demonstrates the technique's application to procedural modeling of cityscapes.
This paper brings artistic control to grammar-based procedural models via Markov-chain Monte Carlo inference. Given a grammar and a high-level specification, the algorithm computes a production from the grammar that conforms to the specification. The method is demonstrated on models of trees, cities, buildings, and Mondrian paintings.
Organic Motion Unveils the Latest Developments in Next-Generation Computer Vision
Preview the building blocks of human-computer interaction.
A new real-time Eulerian fluid simulation that uses a hybrid grid of regular cubic cells on top of a layer of tall cells above an arbitrary terrain. The method includes a novel multigrid method and several fluid solver modifications, and achieves 30fps in real-world scenarios on a modern GPU.
A two-scale method for particle-based fluids that allocates computing resources to regions of the fluid where complex flow behavior emerges. This method produces similar surface details as the single-resolution simulation while improving the efficiency.
This paper presents a method for achieving non-reflecting boundaries when animating free surface fluids. The boundaries are based on the perfectly matched layer (PML) approach and are intended to allow localized high-quality simulations of large fluid domains such as oceans.
To efficiently obtain natural-looking liquid simulations subject to art direction, this method processes approved low-resolution geometry into a "guide shape" just below the liquid surface. The final high-resolution simulation runs just a surface layer constrained by the guide, with benefits for both speed and control.
A technique for synthesizing synchronized sounds for physically based fire animations. A hybrid method simulates low-frequency flame sounds using a physics-based approach, and then uses bandwidth extension and sound-texture synthesis to synthesize fiery high-frequency details.
A discussion of how the "Cars 2" character and crowd departments co-developed a strategy to maximize show asset efficiency and agent behavioral flexibility into a production pipeline doubling the shot throughput.
A new modular architecture for the film "Rio" enabled artists to procedurally generate and animate vast quantities and varieties of detail, from flocks of birds in windswept jungles to thousands of costumed characters at Carnaval, while improvements to voxel rendering and sparse octree geometry caches facilitated ray-tracing this complexity.
Blue Sky Studios developed an efficient workflow for staging the carnival scenes in the "Rio" and created a way of rendering them in a ray tracer such that a scenes with more than 30,000 characters fit in the memory of a single computer.
Material connections are everywhere: from architectural environments to machines and electronics. These connections manifest as seams, joints, and corners, usually with visually apparent orthogonal lines. Graded material transition is an alternative material-connection method that challenges the dominance of pronounced orthogonal seams in today’s built environment.
Tracing Home participating artists casually explain and discuss their works, process, and ideas . These talks are followed by short Q & A sessions and an opportunity to meet and chat with the artists. All talks are presented in the Art Gallery.
Learn more about OpenGL, the most widely adopted 2D/3D graphics API, from the ARB and leading OpenGL companies.
An informal reception at the SIGGRAPH Village for all educators attending SIGGRAPH 2011.
“Legend of the Guardians: the Owls of Ga'Hoole‚” evokes an epic nocturnal owl world, eschewing a cartoon aesthetic in favor of a dark, operatic style. The visuals were created on the assumption that the emotional drama of the story was more important than maintaining a sense of realism or naturalism.
Immerse yourself in the world’s most innovative and stimulating interactive real-time animation and graphics. As part of the Computer Animation Festival, an international jury selected submissions from several areas, including games, animation, performance, and visualization. Real-Time Live! is the premiere showcase for the latest trends and techniques for pushing the boundaries of interactive visuals.
The Undergraduate Research Alliance [27] was created to foster and support computer graphics research by undergraduates. Faculty and students are encouraged to attend.
A gathering for alumni and friends of the Ringling College of Art and Design.
X3D: 3D Anywhere!
From mobile devices to enterprise workstations to immersive CAVEs, X3D is the only open-standard (ISO), royalty-free file format and run-time specification for interactive virtual environments. With multiple encodings and API bindings, it is compatible with numerous web and industry technologies and remains the most robust and versatile open standard for implementing high-integrity and high-capability 4D multimedia information spaces. New features and data integration (such as HTML5 and volume rendering) are rapidly expanding X3D 3.3's value in applications ranging from mobile to AR, CAD, and medical. This talk presents the innovative community of content and application developers that ensures the interoperability, longevity, and ownership of your content. See the latest real-world interactive 3D applications and find out how you can build and protect your content investment in this ever-changing competitive market.
This celebration of excellence in computer graphics showcases images and short animations of extraordinary power and beauty. Each presenter has one minute to present an animation and describe the work. The format is very similar to Technical Papers Fast Forward, except there is no talk later in the week.
The year's best work in animation, visual effects, games, and visualization.
Come Boiler Up with the Purdue crew! Purdue alumni, students, professors, and friendlies welcome.
Join us for our third annual networking event with students, artists, recruiters, educators, and executives of color in the animation, VFX, and gaming industries.
GigaPan Stitch stitches together hundreds or thousands of overlapping images to create a very-high-resolution mosaic image. Without correction, such mosaics can be marred by vignetting (darkening of photographs in the lens periphery). Fortunately, it is possible to infer the vignetting attenuation function from the image overlaps and apply correction during blending. This workshop presents an algorithm for vignette correction that is fast, robust, and automatic.
A new, high-quality, and efficient single-image upscaling method that exploits local self-similarities in the data and reduces search time. The method is implemented using novel non-dyadic filter banks that allow real-time processing when converting low-resolution video formats into HD standards.
A scalable and temporal coherent video retargeting method that factors the problem into spatial and motion components. The sub-problem sizes are proportional to a frame resolution, and they can be solved in parallel. The system dramatically reduces computational time and memory consumption without compromising quality.
A robust and efficient approach to video stabilization that achieves high-quality camera motion for a wide range of videos and is sufficiently practical for consumer applications.
This paper presents a method for reducing undesirable tonal fluctuations in video: minute changes in tonal characteristics, such as exposure, color temperature, brightness, and contrast in a sequence of frames. These distracting fluctuations are typically caused by the camera's automatic setting adjustment.
The Studio is the place for making and creating at SIGGRAPH 2011. Roll your sleeves up and get hands on in this three-ring circus of technological wonders.
Test drive current game-development technologies, explore game design, and play the games that are defining the next generation of digital interactivity.
Representatives from Chinese academic digital media programs discuss how their programs are developing to meet the needs of their exploding economy.
Representatives from Chinese academic digital media programs discuss how their programs are developing to meet the needs of their exploding economy.Panel Discussion
Patrick Pennefather
Centre For Digital Media, Vancouver
Lu Xin
Communication University of China, Beijing
Fu Zhiyong
Tsinghua University
Bai Xuezhu
Communication University of China
Richard Smith
Centre For Digital Media, Vancouver
Zhang Xiaofu
Central Conservatory of Music, Beijing
Electroacoustic Music Association of China
Yang Xiaosong
National Centre for Computer Animation, Bournemouth University
Larry Bafia
Centre For Digital Media, Vancouver
Closing Remarks
Marc J. Barr
Chair, ACM SIGGRAPH Education Committee
Representatives from Chinese academic digital media programs discuss how their programs are developing to meet the needs of their exploding economy.
Photochromic sculpture, which consists of a presentation part composed of laminated transparent plates coated with photochromic material granules and a control part for projecting UV light patterns that color volumetric pixels, can generate a dynamically changeable three-dimensional sculpture.
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.
A new solution and approach to culling complex game scenes on parallel architectures at high performance.
KIllzone 3 features complex occluded environments. To cull non-visible geometry early in the frame, the game uses PlayStation 3 SPUs to rasterize a conservative depth buffer and perform fast synchronous occlusion queries against it. This talk presents an overview of the approach and key lessons learned during its development.
This novel content creation framework, consisting of Guerrilla's own game-rendering engine embedded inside Autodesk Maya, achieves high-fidelity previews of assets while preserving flexibility, so work can continue during the preview.
A novel interactive tool for garment design that enables interactive bidirectional editing between 2D patterns and 3D high-fidelity simulated draped forms. Artists can now interactively edit 2D pattern designs and immediately obtain stable, accurate online feedback.
A technique for making model reduction of FEM deformable objects undergoing large deformations adaptable in space. The object is decomposed into several domains, which are reduced independently, and combined with elastic and inertial coupling. The method can simulate rich, detailed deformations of complex structures at hard real-time rates.
Using particles with orientation enables simulation of rigid, plastic, and soft bodies as well as one-, two-, and three-dimensional structures with only a few simulation nodes. In addition, the system uses orientation information to robustly skin visual meshes and increase the accuracy of the particle-based collision volume.
With this method for learning linear upsampling operators in physically based cloth simulation, coarse meshes are enriched with mid-scale details in minimal time and memory budgets, as required in computer games.
Emerging Technologies presents innovative technologies and applications in several fields, from displays and input devices to collaborative environments and robotics, and technologies that apply to film and game production.
This course summarizes five cutting-edge projects that apply compiler technology to improve the performance and functionality of renderers and shading systems. Several of the projects use LLVM, so the course begins with a gentle introduction to LLVM architecture and concepts. Topics include: customizing shading languages for global illumination and other advanced rendering, analysis of shaders so that renderers may perform physically based light transport in correct units, automatic differentiation, and use of LLVM and dynamic code generation for improved shader performance.
COURSE SCHEDULE
9 am
Introduction to LLVM, and Native RSL Shader Compilation
Leone
9:45 am
Open Shading Language
Gritz
10:15 am
Break
10:30 am
AnySL: Efficient and Portable Multi-Language Shading
Slusallek
11 am
Automatic Bounding of Shaders for Efficient Global Illumination
Walter
11:30 am
Compilation for GPU Accelerated Ray Tracing in OptiX
12:05 pm
Questions and Answers
Mark Leone
Weta Digital Ltd
Steven Parker
NVIDIA Corporation
Philipp Slusallek
German Research Center for Artificial Intelligence (DFKI)
Bruce Walter
Cornell University
The SIGGRAPH 2011 Art Gallery: Tracing Home, presents exceptional digital and technologically mediated artworks that explore issues related to the concept of home in the networked age.
See how Rhino 5 will improve your modeling techniques and process.
The world's leading providers of software, hardware, and services for computer graphics and interactive techniques.
Get the inside track on OpenGL ES, OpenVG, OpenMAX, and all the new-media APIs being used to develop the billion-dollar, billion-user gaming and mobile multimedia markets!
The year's best work in animation, visual effects, games, and visualization.
Using 3D graphics for LEGO, Zoob, an Erector set, etc. in a touch-based environment. What would apps do to enable virtual play? What kinds of interaction make sense?
This in-depth session shows how artists can make the most of Unity's real-time lights, built-in Beast lightmapping, and light probes. Part two of the talk discusses custom lighting models using Unity's surface shaders and alternative applications of light probes. The session is designed for artists and programmers, and requires basic understanding of lighting concepts in games.
KeyShot breaks down the complexity of creating photographic images from 3D models, so anybody involved with 3D data can create photographic images in a matter of seconds, independent of the size of the digital model. This exclusive, in-depth preview of the next version of KeyShot demonstrates how it can be applied to animation. With KeyShot 3, users can animate designs with a simple, interactive setup and easy manipulaion of components in a 3D, interactive, ray-traced environment. No complex key framing required. The finished 3D product can be played back in real time with ray-traced quality.
A robust solution for integrating photon beams into PhotoRealistic RenderMan for the animated feature "Tangled".
A method to effectively importance sample the single scattering integral in homogeneous participating media from point lights and area lights of arbitrary shapes.
A method for efficient ray tracing of heterogeneous participating media using ray marching by decoupling the lighting calculations from the sampling of volume properties.
A new demand-driven volume rendering approach for extremely large electron microscopy (EM) volume data that for the first time allows neurobiologists to view terabyte-sized EM volumes interactively, without pre-computing a 3D multi-resolution representation beforehand.
This computational stereo camera system closes the control loop to handle traditionally difficult shots. It is completely programmable, so complex shots can easily be scripted and adjusted depending on the scene and artistic preferences.
A camera-projector system casts distinct grid patterns onto a scene to generate a spatial distribution of point reflections. These point reflections relay a relative measure of defocus that is utilized in post-processing to generate a highlighted depth-of-field photograph.
This method optimizes auto-multiscopic displays composed of compact volumes of light-attenuating material. Inexpensively fabricated by stacking transparencies, the attenuators recreate a light field when illuminated by a backlight. Tomographic optimization resolves inconsistencies between views, leading to brighter, higher-resolution 3D displays with extended depth of field and improved dynamic range.
This paper summarizes a psychophysical experiment to determine human sensitivity to binocular disparity on modern 3D stereo equipment. The obtained data were used to formulate a model of perceived disparity that lays the foundations for effective disparity compression, retargeting, personalized stereo, hybrid stereo images, and a perceived disparity-difference metric.
A new data structure for efficient representation of sparse, time-varying volumetric data discretized on a 3D grid.
A system for smoke simulation that allows thin features to be captured even in simulations with low fluid-field resolution.
Combining GPU methods for detailed deformable objects, image-based collisions, and SPH fluids to simulate a two-way, fluid-deformable coupling at interactive rates.
A method to couple distributed level-set fluid simulations by performing a shared low-resolution pressure projection.
The Industrial Light & Magic team delves into the effects created for three of 2011’s largest summer films, dissecting the challenges and revealing their solutions. The panel breaks down the visual effects challenges presented on this year’s slate of films including: “Cowboys & Aliens”, “Pirates of the Caribbean: On Stranger Tides”, and “Transformers: Dark of the Moon”.
A computational approach to creating burr puzzles from 3D models while enforcing a single-key property in the 3D puzzle-construction process. When the puzzle is assembled, all the pieces are notched except the key piece, which remains mobile.
We study a simple but common class of pop-ups: the v-style pop-ups. Conditions are given for a v-style paper structure to be pop-uppable. Based on these conditions, we developed an interactive tool for designing v-style pop-ups and an automated construction algorithm.
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.
An algorithm for creating micrography images, or micrograms, a special type of calligram that utilizes miniscule text. Traditional micrograms represent images using readable meaningful text and require both artistic skills and a lot of manual work. This computerized digital micrography design tool simplifies the process.
Visual effects and 3D animation are ever-evolving disciplines, and the fluidity and constant innovation that are at the core of these fields present very specific challenges to educators. In the past 20 years, the volume of computer-animation programs offered by educational institutions has expanded dramatically. Schools around the world are constantly experimenting with new curriculum ideas and educational strategies, trying to provide students with the best opportunities to develop their potential as computer artists and as future players in the computer animation industry.
What makes an undergraduate or graduate program in 3D computer animation successful? Why do some schools seem to be so much better than others? How are they different, in philosophy, educational strategies, proposed projects, curriculum grid, industry relationships, and resources?
This panel brings together leaders and thinkers from some of the top animation schools in the world to present, discuss, and share their specific approaches and educational philosophies. An outreach expert from DreamWorks Animation, and a talent-development director from Walt Disney Animation Studios present the industry point of view.
Learn more on how to extend X3D capabilities to support augmented reality and mixed reality applications.
Meet The Web3D Korea Chapter members and discuss their current initiatives on the X3D specification: augmented reality, E-learning, mobile function, and other X3D implementations.
Modular Radiance Transfer is a recent technique that computes approximate direct-to-indirect transfer by warping and combining transport from a small library of simple shapes. This talk discusses implementation issues that arose when scaling the algorithm from mobile devices to high-end GPUs.
An overview of a systems pipeline for high-dynamic-range video capture, reconstruction, and modeling of real-world scenes with strong spatial variations in the lighting environment, which enables photo-realistic rendering of synthetic objects placed in the scene.
A simple and efficient method for pixel-scale occlusion culling in arbitrarily complex scenes.
This solution to the ill-posed, non-uniform point-spread-function (PSF) estimation problem transforms it into a well-posed image-registration problem that estimates homographies representing the motions of camera shakes in 3D.
This simple framework for progressive processing of high-resolution images with minimal resources implements an adaptive, multi-resolution solver for gradient-based image processing that is capable of real-time seamless cloning for images that are hundreds of gigapixels in size.
A new, unified technique to perform general edge-sensitive editing operations on n-dimensional images and videos efficiently. Introduction of a generalized geodesic distance transform provides the unifying framework to efficiently address several editing operations such as de-noising, segmentation, and non-photorealistic rendering.
This image-based model for matting and compositing transparent and refractive objects from single images encodes plausible refractive properties of a transparent object and its observed specularities and transmissive properties. The method simulates compound compositing, Fresnel effect, scene depth, and caustic shadows from the extracted model.
A nonlinear revision-control system for images that supports review, diff, addition, branching, merging, and conflict resolving, and facilitates artistic creation in common image editing and digital sketching tasks. The core idea is a DAG structure that represents the spatial, temporal, and semantic relationships between operations.
An examination of the process and technology used to build control systems for birds in Blue Sky Studio's "Rio" using the main character Blu as a case study.
Creation of the "Kung Fu Panda 2" peacock tail rig and an approach that streamlines the animation process while adhering to a broad and complex specification.
This facial-motion retargeting method for blendshapes without any prior knowledge of facial segmentation delivers better visual quality than traditional local blendshape mapping methods.
This talk details various aspects of designing and developing videogames at Guerrilla. It highlights methods that are very similar to methods used in the CGI industry, and it illuminates some of the most important differences. And it covers the complete breadth of videogame development from artistic design to production pipelines and tool and engine development.
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. The presenters explain how sub-pixel data can be used to improve quality and performance tradeoffs at post-processing steps, which is a cutting-edge research area today. The course includes an overview of both research and industry filter-based anti-aliasing techniques in games for all modern platforms (AMD and NVIDIA GPUs, PlayStation 3, and Xbox 360), low-level insight to ease adoption of these techniques and give attendees a complete concept-to-implementation roadmap, and deep quality, performance, and ease-of-integration comparisons of each technique.
COURSE SCHEDULE
2 pm
Introduction
Gutierrez & Jimenez
2:05 pm
A Directionally Adaptive Edge Anti-Aliasing Filter
Yang
2:20 pm
Morphological Anti-Aliasing (MLAA)
Reshetov
2:35 pm
Jimenez's MLAA
Jimenez
2:50 pm
Hybrid CPU/GPU MLAA on the Xbox-360
Demoreuille
3:05 pm
Low-Latency MLAA in God of War III
Perthuis
3:20 pm
PlayStation Edge MLAA
Berghoff
3:35 pm
The Saboteur Anti-Aliasing (SPUAA)
Yu
3:50 pm
Break
4 pm
Subpixel Reconstruction Antialiasing (SRAA)
McGuire
4:15 pm
Fast approXimate Anti-Aliasing (FXAA)
Lottes
4:30 pm
Distance-to-Edge Anti-Aliasing (DEAA)
Malan
4:45 pm
Geometry Buffer Antialiasing (GBAA)
Persson
4:55 pm
Directionally Localized Anti-Aliasing (DLAA)
Andreev
5:10 pm
Crysis 2 Anti-Aliasing
Sousa
5:25 pm
Wrap-up and Discussion: Questions and Answers
Diego Gutierrez
Universidad de Zaragoza
Jason Yang
Advanced Micro Devices, Inc.
Alexander Reshetov
Intel Labs
Pete Demoreuille
Double Fine Productions, Inc.
Tobias Berghoff
Sony Computer Entertainment
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
As a means of rationalization of freeform architectural designs, "circular arc structures" combine faithful consistency with the design intent and simple edge elements and congruent nodes. This paper summarizes the method's easily manufactured support elements, repetition, the first global approximation method for principal patches, and volumetric designs.
A principled approach for constructing geometric discrete Laplacians on surfaces with arbitrary polygonal faces, encompassing non-planar and non-convex polygons.
Introducing Hodge-optimized triangulations (HOT), a family of well-shaped primal-dual pairs of complexes designed for fast and accurate computations in computer graphics.
This paper introduces a new method for computing conformal maps directly between triangle meshes in R^3. Conformal maps are desirable because they preserve texture fidelity and the quality of the mesh itself. The method is simple and can be used to efficiently edit surfaces by manipulating curvature and boundary data.
See cutting-edge DCC tools and applications for gaming, 3D web, and visualization, and artworks generated from COLLADA content-creation-supporting media.
A novel method for increasing the efficiency of stochastic rasterization of motion and defocus blur. Contrary to earlier approaches, the method is efficient even with the low sampling densities commonly encountered in real-time rendering, while allowing the use of arbitrary sampling patterns for optimum image quality.
A generalized approach to decoupling shading from both visibility and geometry sampling in graphics pipelines. The technique enables stochastic supersampling of motion and defocus blur and other effects at reduced shading cost, without requiring micropolygon rendering. It can be thought of as a generalization of GPU-style multi-sample anti-aliasing (MSAA).
Spark improves on current real-time shading languages by supporting better software development practices. It allows the logical features of a real-time shader to be expressed as independent, composable modules, even where a feature cross-cuts multiple stages of the rendering pipeline.
An efficient method to render lens flare of complex optical systems. Based on a combination of traditional ray tracing and rasterization, our technique captures the intricate dynamics of real flare phenomena, while spanning a continuum between accuracy and performance, physical realism and artistic expression.
This talk summarizes the components of an extremely fast fluid-simulation framework for animated special effects, including the specific numerical methods used to achieve high performance and good visual quality, and the setup and control framework that allowed artists to work efficiently at high resolution.
Exploding a super hero in DreamWorks Animation's “Megamind” was a large-scale task. This talk presents solutions to some of the technical hurdles and the collaborative work flow to that facilitated them.
How and why Animal Logic created Snap,a grid-based simulation and volumetric rendering framework used in "Legend of the Guardians: The Owls of Ga'Hoole" and "Sucker Punch".
Practical techniques for simulating fluid dynamics and occlusion in a dynamic 2D environment, utilizing PlayStation 3 SPUs to achieve 60fps at 1080p in PixelJunk Shooter 2.
This novel method to physically simulate flying motions that imitate real bird flight generates physically plausible and apparently realistic bird behaviors based on real wingbeat data.
This talk discusses building information modeling (BIM) tools as an opportunity for design generation, validation, and implementation. It specifically focuses on parametric modeling and constraint-based design explorations and construction assemblies.
This talk focuses on strategies for generative-design validation with the use of digital simulations, particularly dynamics-based modeling tools. It focuses on tools that employ rigid-body or soft-body dynamics, such as cloth simulations, forward and inverse kinematics (FK/IK), and particle interactions.
This work flow for modeling and animating cobwebs on antique sets includes a tool set for artists to model cobwebs, a physics-based solver, and a procedural-modeling engine.
This session is for attendees interested in concept art. Christophe Vacher has 20 years of experience in the field, and he recently won an Emmy for individual achievement.
This session is for attendees who want to know more about Vancouver and its animation, film, VFX, and games industries. Come and join us!
Links:
[1] http://www.siggraph.org/s2011/for_attendees/schedule/printable?vdt=scheduler%7Cpage_1
[2] http://www.siggraph.org/s2011/for_attendees/schedule/printable?vdt=scheduler%7Cpage_2
[3] http://www.piripi.de
[4] http://www.petertraub.net
[5] http://kuaishen.tv/0hm1gas
[6] http://no-place.org/open_house
[7] http://everyware.kr/portfolio/contents/10_memoirs/index.htm
[8] http://www.anyabelkina.com
[9] http://www.georgiawall.com
[10] http://www.nickbastis.com
[11] http://designincubationcentre.com
[12] http://www.dwbowen.com/
[13] http://www.gardenoferroranddecay.net
[14] http://www.arthurliou.com
[15] http://www.andreazapp.com
[16] http://www.mjcox.com
[17] http://www.heidikumao.net
[18] http://www.jacquelynmartino.com
[19] http://search.twitter.com/search?q=%23travelstones
[20] http://www.animallover.ca
[21] https://twitter.com/#!/search/%23siggraph%20%23techpapers
[22] http://www.siggraph.org/s2011/for_attendees/technical-papers
[23] http://web.media.mit.edu/~mhirsch/byo3d/
[24] http://jonathanworth.com
[25] http://www.siggraph.org/s2011/for_attendees/panels
[26] http://liris.cnrs.fr/hichem.barki/mksum/NCC-CVMS
[27] http://education.siggraph.org/community/ug-research/