SIGGRAPH 2004 - The 31st international conference on computer graphics and interactive techniques
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Conference: Sunday, 8 August - Thursday, 12 August
Exhibition: Tuesday, 10 August - Thursday 12 August

SIGGRAPH 2004 Presents Seven Panels

3D Animation: Difficult or Impossible to Teach and Learn?
Teaching skills needed to animate in current 3D software is difficult. Learning the process may be even more challenging. As the only totally digital art form, 3D animation does not fall neatly into computer science or art. However, it does share an abundance of the complexities and consternations of both fields. Panelists examine these challenges from three viewpoints -- user, creator, and educator -- and search for a consensus on what works well, what needs improvement, and future possibilities.

Francis Schmidt
Bergen Community College

Jim Jagger
BioWare Corp.

Jim McCampbell
Ringling School of Art and Design

Craig Slagel
Electronic Arts

Building a Bridge to the Aesthetic Experience: Artistic Virtual Environments and Other Interactive Digital Art
Most artists, curators, and museum educators share an important common goal: to create or curate art that viewers can appreciate and enjoy. Ideally, they also want viewers to enter an experience that is immersive and builds a connection with the work beyond the media's surface. This discussion is an open debate on the effectiveness of using virtual environments and interactive digital works to help the viewer experience art in a richer way. Panelists discuss theory, individual artist experiences, and studies that connect the quality of the aesthetic experience to digital interactivity.

Dena Eber
Bowling Green State University

Brian Betz
Kent State University

Tobey Crockett
University of California, Irvine

Flavia Sparacino
Sensing Places/Massachusetts Institute of Technology

Careers in Computer Graphics Entertainment
This discussion serves as a forum for information exchange between people interested in computer graphics entertainment as a profession. Panelists are from large, mid-sized, and small companies spanning a variety of industries including digital features, games, visual effects, commercials, and more. Topics include: required production skills, production support, entry-level positions, internships, reel and résumé preparation, employment application techniques, and typical employment shortages/surpluses. Whether you are a student, an educator, or just plain curious, this panel delivers the inside angle on industry employment information.

Rachel Falk

Hael Kobayashi
Animal Logic

Bob Nicoll
Electronic Arts

Luke O'Byrne
The Orphanage

Dan Scherlis

Kate Shaw
Industrial Light + Magic

Cultural Heritage and Computer Graphics: What Are the Issues?
Throughout the world, governments are allocating more financial support for projects that use technology to preserve and communicate cultural heritage. This panel considers several key related topics including the role of computer graphics in these projects as well as discussing if basic tools and techniques developed in graphics are adequate for use in cultural heritage. A primary panel goal is to discuss what we need to do to move past the current "yet-another-project" phase and build a formal body of knowledge in computer graphics and cultural heritage.

Holly Rushmeier
Yale University

David Arnold
University of Brighton

Alan Chalmers
University of Bristol

Katsushi Ikeuchi
The University of Tokyo

Mark Mudge
Cultural Heritage Imaging

Roberto Scopigno
Istituto Scienza e Tecnologie dell'Informazione

Custom Software Development in Post-Production
Most post-production and digital effects work employs custom software to varying degrees. Typically, this software is imperative for high-end work and is capable of producing stunning results. However, digital artists and many others find the software difficult to use and too fragile. The panel discusses these deficiencies, why they occur, and how to improve the custom software experience.

Andrew Chapman
Framestore CFC

Jack Brooks
Walt Disney Imagineering

David Hart

Daniel Maskit
Digital Domain

Steve Sullivan
Industrial Light + Magic

Games Development: How Will You Feed the Next Generation of Hardware?
It seems that every new high-end platform release results in more and more complex development techniques and expanded resources. For instance, videogame development teams have grown from one- or two-person operations to teams of 30+ employees. Plus, production times have grown from six months to three years (or longer). The main panel focus is to explore how we can approach the challenge of making the games that the next generation of hardware will demand. While many possible solutions exist, the challenge is finding one that allows teams to output quantity and quality while maintaining financial viability and manageable staff numbers.

Christian Lavoie
Sony Computer Entertainment Europe

Emilie Saulnier
Vicarious Visions

James Spoto
Frank Vitz
Electronic Arts

Next-Generation User Interface Technology for Consumer Electronics
As the power and complexity of consumer electronic devices continues to increase, the potential for a more enthralling, visually exciting, and compelling user experience also increases. The purpose of this panel is to investigate application of existing tools and techniques from various disciplines within the ACM SIGGRAPH community to the next generation of consumer devices.

Garry Paxinos
US Digital Television

John Card II
EchoStar Technologies Corp.

Evan Hirsch

Rebecca R. Lim
Starz Encore Group

Glen Stone
Sony Business Solutions & Systems
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Conference 8-12 August, Exhibition 10-12 August.  In Los Angeles, CA