Exhibitor Tech Talks

Interconnect with this year's breakthrough hardware and software. SIGGRAPH 2006 exhibitors demonstrate the systems you need for another year of achievement in computer graphics and interactive techniques. After the sessions, company experts are available for one-on-one conversations about specific questions and applications.

Making Fun: How to Score a Career in the Video Game Industry
Electronic Arts Inc.
Tuesday, 1 August, 9:45 - 11:30am

Steve Coallier
Electronics Arts Inc.
209 Redwood Shores Parkway
Redwood City, California 94065 USA
mwelsh (at) ea.com

The Future of Creative Expression and Collaboration in Virtual Worlds
Linden Lab
Tuesday, 1 August, 12:30 - 2:30 pm
Exhibit Hall A

Join us for insights into the latest innovations in avatar expression and creative content collaboration in the 3D virtual world Second Life with Jeffrey Ventrella, Richard Nelson, and Eric Call from Linden Lab. Not familiar with Second Life yet? Check it out at secondlife.com and get your free account today.

Kara Jordan
Marketing Communications Specialist
Linden Lab
1100 Sansome Street
San Francisco, California 94111 USA
kara (at) lindenlab.com

3D Real-Time Filmmaking: Machinima Beyond the Game
Character Generation, Facial Animation, Scene Production

Reallusion, Inc.
Tuesday, 1 August, 3:30 - 5:30 pm
Exhibit Hall A

Experience the real-time revolution that blasts Machinima beyond the game inside Reallusion's iClone (fast-paced character generation and scene production) and CrazyTalk, featuring streamlined facial animation and lip-synch tools to bring your virtual cast to life. Learn how everyone with the desire to direct and debut 3D animated movies can shoot movies with Reallusion and uncover the next wave in 3D real-time filmmaking. Get in on the action and join Reallusion and industry leaders in a discussion and technology demonstration designed to ignite an explosion in independent filmmaking and animation production that allows you to create the cast and lose the crew.

John Martin
Director of Product Marketing
Reallusion, Inc.
2033 Gateway Place, 5th Floor
San Jose, California 95110 USA
john (at) reallusion.com

Innovation in Breakthrough Technology: The Cell BE for Acceleration of Digital Content Creation
Wednesday, 2 August, 9:45 - 11:30 am
Exhibit Hall A

Innovation has always been at the forefront of what IBM does. We continue to meet the demands of digital content creation (DCC) with our broad spectrum of products. This talk will focus on the latest in innovative breakthroughs for DCC and the use of Cell Broadband Engine technology to accelerate the rendering, image processing, and simulation techniques typically required in DCC applications. The session reviews the primary architectural elements of the Cell Broadband Engine, details how they can be leveraged to provide significant performance advantages when creating and processing digital content, and reviews the more commonly established programming models used to implement several common image processing algorithms.

Bruce D'Amora
Senior Technical Staff Member
IBM T. J. Watson Research Center
1101 Kitchawan Road/Route 134
Office 18-208
Yorktown Heights,New York 10598 USA
damora (at) us.ibm.com

OpenGL ES, OpenVG, OpenKODE
Khronos Group
Wednesday, 2 August, 10 am - 3:30 pm
Room 206A
Schedule of topics and speakers

Training for Careers in Animation and Technology
Vancouver Film School
Wednesday, 2 August, 1 - 3 pm
Exhibit Hall A

Interested in a career in the world of animation? This session includes a screening of outstanding student work, a comprehensive overview of the Vancouver Film School's classical and 3D animation programs, admissions requirements, and career opportunities, and a question-and-answer period.

Janet Cacchioni
Vancouver Film School
200-198 West Hastings Street
Vancouver, British Columbia V6B 1H2 Canada
jan (at) vfs.com

X3D: The 3D Solution for Web, Documents, and Real-Time Applications
Web3D Consortium
Wednesday, 2 August, 3:30 - 5:30 pm
Exhibit Hall A

The X3D standard has evolved over 10 years while other 3D standards have come and gone. X3D is growing with content and applications from a variety of sectors and across a variety of hardware platforms. X3D is turning out to be not only viable; it also has a vibrant, dynamic, and innovative community of content and application developers who see this standard as the ideal format for archival, real-time 3D graphics. See the latest real-world applications and content, and find out just how useful X3D can be for your 3D graphic needs.

Rita Turkowski
Executive Director
Web3D Consortium
225 Bush Street, 16th Floor
San Francisco, California 94104 USA
rita.turkowski (at) web3d.org

Sony Computer Entertainment
Thursday, 3 August, noon - 2 pm
Room 251
Schedule of topics and speakers


Next-Generation Programmability in OpenGL
Wednesday, 2 August, 9:45 - 10:30 am

The next generation of NVIDIA OpenGL Extensions offers a much more flexible shader instruction set and brand new programmable pipeline stages. This presentation describes how this new functionality is exposed via extensions in OpenGL and how it can be used from high-level shading languages such as Cg and GLSL. It also presents examples of using these new features for both graphics and general-purpose computation applications.

Physics on NVIDIA GPUs
Wednesday, 2 August, 11 am - noon

The extreme parallelism and increasing flexibility of GPUs is making general-purpose computation on GPUs useful in real-world applications. This talk reviews the state of the art in game-physics simulation on NVIDIA GPUs, from basic particle-system simulation through rigid-body dynamics. The presentation showcases Havok FX, a GPU-based game-physics API co-developed by Havok and NVIDIA. Havok FX leverages state-of-the-art software and hardware technology from NVIDIA to enable physics processing for massive real-time effects. The presentation describes how Havok FX uses NVIDIA technology to simulate and render thousands of particles and rigid bodies in games. Live real-time demos demonstrate the high performance available with current GPUs and provide a look into the future of physics on NVIDIA GPUs.

State-of-the-Art Cross-Platform Shader Development with FX Composer 2
Wednesday, 2 August, 1 - 2 pm

Now supporting both OpenGL and DirectX, FX Composer 2 provides a state-of-the-art integrated development environment for shader authoring in Cg and HLSL through COLLADA FX. Attendees will learn all about FX Composer 2's features, including shader profiling support, artist-friendly tweakables, scripting support, custom plug-in architecture, and much more.

Next-Generation Effects
Wednesday, 2 August, 2:15 - 3 pm

This talk focuses on new Direct3D10 features and effects for the next generation of games. It reviews the new capabilities and performance enhancements that the Direct3D10 API provides and presents several techniques that can be exploited to create new effects.

Optimize Your GPU With the Latest NVIDIA Performance Tools
Wednesday, 2 August, 3:30 - 4:45 pm

This talk showcases NVIDIA's latest suite of GPU performance-analysis tools for OpenGL and DirectX, including NVPerfKit and NVShaderPerf. Learn how to use NVPerfKit to find and remove bottlenecks with NVPerfHUD, access powerful GPU performance counters with NVPerfSDK, and identify OpenGL API usage and performance errors with GLExpert. Handheld developers will get a brief look at NVPerfHUD ES, a new performance tool for handheld GPUs. Also, learn how to tune your fragment programs using NVShaderPerf.