Sixteen Panels, including four online Panels, were presented at
SIGGRAPH 97. Panels presentations were debates, disputes, and Q&As on the
past, present, and future of computer graphics. Following the
presentations, attendees could go the Creative Applications Lab (CAL) for
hands-on experience with the topics, techniques, and concepts presented in
Panels or meet in the Panels breakout room for continued discussion.
"Panels are representative of today's current industry and research
trends. I feel very confident our panels will stimulate lively controversy
and debate among diverse audiences," said Barbara Mones-Hattal, SIGGRAPH 97
Panels chair. "We hope that the new and innovative things people experience
at SIGGRAPH 97 will continue to inspire them after the conference ... not just
the technical advances they learn about but how that information affects
the quality of their lives."
Four panels convened online for pre-conference discussion, and some of them are continuing after the conference:
Putting a Human Face on Cyberspace: Designing Avatars and the Virtual Worlds They Live In
Sounding Off on Audio: The Future of
Motion Capture and CG Character
Medical Illustration &
Visualization: Why Do We Use CG
and Does It Really Make a Difference in Creating Meaningful Images?
Putting a Human Face on Cyberspace: Designing Avatars and the Virtual
Worlds They Live In
University of Art and Design
Black Sun Interactive
University of Waterloo
Internet Game Inc.
Panelists described the technologies underlying avatars, design tools for
and approaches to building avatars and the worlds they live in, and the
psychological relationship between users and their avatars. The discussion
featured live interaction with multi-user avatar worlds.
Sounding Off on Audio: The Future of Internet Sound
New Dog Music
Oz Interactive Inc.
University of Aizu
"What's up, what's next, and why?" A rare opportunity to join the
leading developers in defining and understanding the issues and effects of
music and audio on the Internet. Following presentations from several Internet
audio pioneers, the session evolved into an active discussion between the
panelists and the audience.
Motion Capture and CG Character Animation
This panel focused on the application and value of the many forms of
motion-capture technologies in CG character animation: full-body motion
capture systems, digital and stop-motion armatures, and other real-time
physical input media.
Community/Content/Interface: Creative Online Journalism
Kathy Rae Huffman
The age of information has opened wide ideological doors on the Internet
for online journalism. New topics, new forms, and revised (often updated)
formats of traditional print media have sprung up around the world like
digital weeds. The Web is determined by the cultural fabric of our moment
-- a product of the zeitgeist of the age of information. How does the
technology of the Web determine the quality of online journalism?
Facial Animation: Past, Present, and Future
Texas A&M University
University of Toronto
Digital Equipment Corporation
Imaginative applications of animated graphical faces are found in
sophisticated human-computer interfaces, interactive games, multimedia
titles, VR telepresence experiences, and a broad variety of production
animations. This panel assessed the state of the art and speculated about
the exciting future directions of facial animation.
Can We Get There From Here? Current Challenges in Cloth Modeling, Design,
David E. Breen
California Institute of Technology
Jeffrey W. Eischen
North Carolina Sate University
Nadia Magnenat Thalmann
University of Geneva
Cloth and clothing have been part of the human experience for thousands of
years. This panel looked at the state of the art in cloth and clothing
modeling, design, and animation, and explored the technical, economic, and
marketing hurdles that prevent wider deployment of this technology.
Narrative Environments: Virtual Reality as a Storytelling Medium
Momentum Media Group
C. Scott Young
New York University
In the virtual world, exploration of space as a narrative medium is just
beginning. Current applications focus on three dimensions and ignore the
fourth: time. This panel discussed the potential and challenges of using
virtual reality to tell a story and featured examples from designers and
artists who have been putting these ideas into practice.
Interfacing Reality: Exploring Emerging Trends Between Humans and Machines
University of California, Berkeley
University California, Berkeley
University of Kentucky
Survival Research Laboratories
The spontaneous growth of the World Wide Web over the past several years
has resulted in a plethora of remote-controlled mechanical devices, all of
them accessible from any networked computer in the world. This panel
examined current and future applications of such technology and several
extremely relevant social issues, including cultural impact, human
acceptance, interaction, authenticity, responsibility, privacy, and