Panels
Conference 8-13 August 1999
Los Angeles Convention Center Los Angeles, California USA
Sixteen panels are presented this year at SIGGRAPH 99. Panels are a forum for
free-flowing discussion of the art, science, and business of computer graphics.
This highly interdisciplinary program sparks animated discussions and provides
thought-provoking insights from some of the top professionals in the computer
graphics and interactive worlds.
"SIGGRAPH 99 panelists from Asia, Europe, and the Americas survey a very wide
range of issues, from digital protection of intellectual property to advanced
techniques for practical visualization of massive datasets," said Jeff Jortner,
Sandia National Laboratories and SIGGRAPH 99 Panels Chair. "Naturally, several
Panels focus on issues that affect the large visual effects industry in
California. Examples from recent feature films illustrate how animators and
engineers simulate and control crowd behavior. Managers, producers, and creators
explore visual effects production issues and how they apply today's research to
tomorrow's problems."
Other Panel sessions are already moving beyond tomorrow to think about the future
of experiential art or interweaving reality with virtual reality to establish
another paradigm: mixed reality.
Panel Highlights
CG Crowds: The Emergence of the Digital Extra From stampeding
dinosaurs to crawling ants, crowds have been used more and more and in film
production in recent years. Beyond behavioral simulation, what are the challenges
of creating a crowd system for use in a feature film? How usable is a pure
behavioral system, and how much "manual" control must be provided when the goal
is to create crowds that help tell a story? How do you simulate and render the
behavior of thousands of characters? This panel compares some of the solutions
implemented for a number of different feature films.
Organizer: Juan Buhler, Pacific Data Images Panelists: Jonathan
Gibbs, Pacific Data Images Christophe Hery, Industrial Light & Magic Dale
McBeath, Pixar Animation Studios Saty Raghavachary, Dreamworks SKG
Digital Watermarking: What Will it Do for Me? And What it Won't!
Digital watermarking has received increasing attention and concern as the need
expands for protection of intellectual property rights and integrity of digital
information. The first generation of watermarking systems has focused on still
image and video files, in which the high redundancy can be used to embed the
watermark. As the need for protection moves beyond the image, we face challenging
new requirements to watermark everything, including 3D images, holographic
graphics, VRML and XML files, and stereo audio. In this panel, world-class
digital watermarking experts and end-users (artists and content providers)
discuss and debate the issues, such as what can be watermarked, how useful
watermarks are, and standardization activities.
Organizer: Jian Zhao, Fraunhofer Center for Research in Computer Graphics,
Inc. and MediaSec Technologies LLC Panelists: Eckhard Koch, MediaSec
Technologies LLC Joe O'Ruanaidh, Siemens Corporate Research Minerva
Yeung, Intel Corporation
Experiential Computer Art Is interactive computer art at the forefront
of contemporary art, or is this an esoteric medium that indulges only a few?
Where is it going? Where has it been? This panel attempts to answer these
questions and begin a dialogue with the audience on issues surrounding
interactive computer installations as an artform.
Organizer: Lucy Petrovich, University of Arizona Panelists: Maurice
Benayoun, Z.A. Production Tammy Knipp, Florida Atlantic University
Thomas Lerner, Laurent Mignonneau, and Christa Sommerer, ATR Media Integration &
Communications Research Laboratories
Get Real! Global Illumination for Film, Broadcast, and Game Production
In this new era of computer-generated virtual sets and environments, the stakes
are raised if we hope to mix and match reality with synthetic imagery. This
panel discusses the practical implications of using global illumination
techniques to deliver realism in film, broadcast, and game production. For those
who strive for absolute realism in their work, panelists reveal specific "tricks
of the trade," learned through experience, for using global illumination programs
to create highly realistic, virtual environments. Panelists review successful
examples of fabricated realism in the entertainment industry from a historical
standpoint and discuss case studies with industry.
Organizer: Stuart Feldman, Discreet Logic Panelists: Craig Barron,
Matte World Digital Scott LeLeur, Design Visualization Partners, Inc.
George Murphy, Industrial Light & Magic Dave Walvoord, Rhythm & Hues Studios
Visualizing Large-Scale Datasets: Challenges and Opportunities
Despite unprecedented growth in the volume of data from both computational
simulations and instrument/sensor sources, our ability to manipulate, explore,
and understand large datasets is lagging behind. Visualization transforms raw
data into vivid 2D or 3D images that help scientists reveal important features
and trends in the data, convey ideas, and communicate their findings. However,
the massive data volumes create new challenges for visualization researchers and
industry, and make previous visualization approaches impractical. The new
generation of visualization methods must scale well with the growing data volumes
and cope with other parts of the data analysis pipeline, such as storage and
display devices.
To accelerate development of new data manipulation and visualization methods for
massive datasets, the National Science Foundation and the US Department of Energy
have sponsored a series of workshops on relevant topics. This panel discusses the
data and visualization concepts that have emerged from the workshop series,
including innovations in data handling, representations, telepresence, and
visualization.
Organizer: Kwan-Liu Mah, Institute for Computer Applications in Science and
Engineering Panelists: Steve Eick, Visual Insights/Lucent
Technologies Bernd Hamann, University of California, Davis Philip
Heermann, Sandia National Laboratory Christopher Johnson, University of
Utah Mike Krogh, Computational Engineering International Inc.
Visual Storytelling When cinematic storytelling is at its best, the
visual imagery furthers the narrative by establishing the world in which the
story takes place and setting the emotional tone as each sequence unfolds. While
this is a well-understood practice in traditional filmmaking, the language of
digital filmmaking is just now being developed. Using "A Bug's Life" as a case
study, the members of this panel examine this issue by presenting the creative
goals that drove the project and discussing the creative and technical directions
they pursued to accomplish these goals.
Organizer: Bill Cone, Pixar Animation Studios Panelists: Sharon
Calahan, Ewan Johnson, Tia Kratter, Glenn McQueen, and Bob Pauley, Pixar
Animation Studios
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