Creative Applications Lab: Digital Cafe
8-13 August 1999
Los Angeles Convention Center
Los Angeles, California USA
Fifty-seven pieces of content will be showcased in the Creative Applications Lab: The Digital Cafe at SIGGRAPH 99. The Creative Applications Lab (CAL) strengthens the SIGGRAPH 99 Technical Program and enhances the experience of attendees by giving them the opportunity to gain hands-on experience with new technology as well as to interact with the contributors of the technical sessions. It is a place for attendees to apply newly found knowledge, meet with others who share similar interests, and enhance their technical experience. Only accepted contributors to the SIGGRAPH 99 programs are invited to participate in the CAL.
CAL will be outfitted with equipment from leading computer hardware and software manufacturers, including SGI, Intergraph Corporation, Compaq Computer Corporation, VA Linux Systems, Alias|Wavefront, Adobe, Kinetix, MetaCreations Corporation, and SensAble Technologies.
Gudrun Enger, SGI, is SIGGRAPH 99 Creative Applications Lab Chair.
Highlights from the Creative Applications Lab
(Times are subject to change, and seating will be limited.)
Teddy: A Sketching Interface for 3D Freeform Design
Teddy is an easy-to-use sketch-based 3D modeling system. The user draws several free-form strokes interactively, and the system constructs reasonable 3D shapes automatically. A brief tutorial of Teddy will be given Tuesday 10 August, from 5 - 6 pm and Thursday 12 August, from 4:30 - 5:30 pm. Participants will have an opportunity to create their own 3D models.
Creating a Live Broadcast from a Virtual Environment
This is a reduced-scope demonstration of the software, techniques, and virtual environment reported in the Papers session. In particular, it demonstrates the concept of inhabited television and the world management and camera control facilities created for the Out Of This World event.
Virtual Worlds / Real Sounds
This CAL session covers concepts, models, techniques, and systems for the parametric digital synthesis and simulation of real-world sounds and sonic environments. Hands-on demonstrations will be given of physical sound models, spectral modeling systems, data-driven sound connected to animation software, and beam-traced audio interactive environments. Breakout sessions will be on Monday 9 August, from 11:45 am to 12:30 pm and 4:45 tp 6 pm.
Case Study: Scanning Michelangelo's Florentine Pieta
A number of resources related to this project will be made available to attendees: 3D and image- based viewers for examining the model, animations illustrating the algorithms used in the project, video clips of the art historian discussing aspects of the project, and video clips of work on site in the museum.
3D Computer Animation Workshop
Monday 9 August, 8:30 am - 5 pm
This hands-on workshop introduces participants to high-end 3D computer animation capabilities. Participants work in pairs on workstations running one of today’s major 3D software packages.
An Interactive Introduction to OpenGL Programming
Tuesday 10 August, 8:30 am - 5 pm
An overview of creating interactive graphics programs using the OpenGL API. In addition to showing source code examples and generated images, instructors use interactive tutorials to allow students to interact with the calls of the API and immediately see the results of their inputs.
Sketches and Applications
Virtual Music Reproduction
An application for interactive music experience. In contrast to the conventional way of consuming music, the user is able to change the location of sound sources and navigate through a virtual environment. Three-dimensional graphics and spatial sound support this system.
This research project explores the intersection between digital, biomedical, and linguistic modes of bodily representation. The contributor works to synthesize traditional forms of painting with new computer and scientific imaging technologies to call into question the relationship between visible and invisible bodily forms and actions.
Emerging Structures in Artificial Societies
This presentation illustrates the relations between the artistic-graphic goals and the scientific-emotional background that stay at the base of the work Chaos Revenge presented in the Art Gallery. This work has been created with an artificial life (society) environment. The focus is the self-organization concept used to create emergent structures and to refer to the metaphor mind-society as self-organizing evolving systems. The presentation includes theoretical references, brief explanations about the graphic-generation environment, examples of generated structures, and online runs of the generative program.
Nagasaki presents an unconventional travelogue, one that reflects on the identity of the traveler or the foreigner at a given historical moment. The animation combines the artist's photographs of Japan with those saved by her father ( who arrived in Nagasaki three months after the atomic bomb was dropped
Why is the Mona Lisa Smiling?
An interdisciplinary, arts-driven, collaborative, and interactive inquiry. Project goals intend to introduce, motivate, stimulate, and launch student learning and creativity, and to foster individual projects utilizing Leonardo's multidisciplinary activities as a catalyst.