In this SCOOP segment, Jesse Barker, one of this year’s Appy Hour Co-Chairs (with Christine Holmes), is kind enough to tell us more about the techno-social soirée that is Appy Hour. During Appy Hour, the latest mobile app creations are on tap for attendees to test drive and share their feedback with the independent app ..
This segment features an interview with Daniel Erickson of Google discussing their project, “Welcome to Light Fields.” Light Fields let us experience freedom of motion and realistic reflections and translucence like never before in VR. Explore the Gamble House, Mosaic Tile House, and Space Shuttle Discovery. These navigable light field stills showcase the emerging technology ..
At each year’s SIGGRAPH Conference, the ACM SIGGRAPH International Resources Committee (IRC) hosts the International Center, which includes a visitor-services booth to welcome our international visitors, a lounge, and the ACM SIGGRAPH Theater: a space for meetings, talks, panels and demos, including the popular Women in CG Panel. Year-round, outside of the ACM SIGGRAPH conferences, ..
This segment features an interview with Andrea Bianchi, Assistant Professor from the MAKinteract Lab, Department of Industrial Design at KAIST. He discusses their project, “Wind-Blaster: A Wearable Propeller-Based Prototype That Provides Ungrounded Force-Feedback.” Using wearable propellers, Wind-Blaster allows the wearer to experience ungrounded haptic force feedback, increasing immersion in virtual environments without restricting movement
In this segment of “Tell Us”, we asked SIGGRAPH 2018 attendees to describe SIGGRAPH in just one word
This SCOOP segment features an interview with Dr. Paul Kruszewski, CEO of wrnch, about their work on “The AI powered Magic Mirror.” wrnch uses AI to teach webcams to read human body language. The wrnch Magic Mirror enables people to walk up to ordinary TV monitors and get beamed into cyberspace. From this digitization, users ..
In this segment of “Tell Us”, SIGGRAPH 2018 attendees told us what they were looking forward to at SIGGRAPH 2018. Do any of these match why you go to SIGGRAPH?
This segment features an interview with Christopher Baumbach, Senior Creative Engineer of Demodern GmbH, about their work on “IKEA Immerse.” IKEA Immerse is available in select IKEA stores in Germany. This application enables consumers to create, experience, and share their own configurations in a virtual living and kitchen room set. With seamless e-commerce integration, a ..
In this segment of “Tell Us”, we asked our attendees what year they first came to SIGGRAPH and what do they remember most about it. Do you remember your first SIGGRAPH?
Mark Elendt of SideFX Software Inc. shares his thoughts about the SIGGRAPH community, what inspires him, and some advice for those getting started in a career in computer graphics and interactive techniques. #SIGGRAPH2018 takes place at the Vancouver Convention Centre in Vancouver, British Columbia 12 -16 August, 2018. Credits: Interviewer: Dana Han-Klein Videographer: Robert Johansen ..
Gaming professionals and those breaking new ground in interactive techniques will find their tribe at SIGGRAPH 2018. Whether you are working in VR or mixed reality, real-time graphics or game production, there’s something for you at SIGGRAPH. #SIGGRAPH2018 takes place in Vancouver 12 -16, 2018 at the Vancouver Convention Centre. Find out more at https://s2018.siggraph.org/conference/gaming-and-interactive/
The SIGGRAPH Computer Animation Festival celebrates storytelling through the prism of computer graphics. Recognized by the Academy of Motion Picture Arts and Sciences since 1999, the Electronic Theater serves as a showcase for many eventual Academy Award nominees (and winners) in the “Best Animated Short” category. The Electronic Theater gives attendees an unforgettable look at ..
There’s still time to submit your work to the following programs at SIGGRAPH 2018: Real-Time Live! Virtual, Augmented and Mixed Reality Computer Animation Festival Posters Find out more about how you can submit at: https://s2018.siggraph.org/submissions/
The product of neuroscientific insights and advanced machine learning, Neurable interprets user intent, bringing new degrees of freedom to virtual and augmented reality
The key component of this novel method for gaze-aware facial reenactment in the virtual reality (VR) context is a robust algorithm to perform real-time facial motion capture of an actor who is wearing a head-mounted display (HMD). It also features a new data-driven approach for eye tracking from monocular videos and incorporates photo-realistic re-rendering in ..
SIGGRAPH 2017 Production Sessions Emily Hsu talks about how the Production Sessions are chosen and gives a history and evolution of the program, from its origin as an offshoot of the SIGGRAPH Computer Animation Festival to the current program. New this year at SIGGRAPH 2017, the Production Gallery showcased art, costumes, and props from films, ..
The SIGGRAPH Computer Animation Festival is the leading annual festival for the world’s most innovative, accomplished, and amazing digital film and video creators. An internationally recognized jury receives hundreds of submissions and presents the best work of the year in the Electronic Theater.At SIGGRAPH 2017, in addition to the Electronic Theater, the festival is moving ..
Unsettled Artifacts: Technological Speculations from Latin America For the first time in SIGGRAPH history, the Art Gallery is dedicated exclusively to works by Latin American artists and designers: speculative artifacts that apply digital technologies to map alternative futures. The gallery presents 10 provocative projects from seven countries: Argentina, Brazil, Chile, Colombia, Cuba, Ecuador, and México. ..