Fu Courses Principles of Animation Physics Room 502AB Details
Principles of Animation Physics
An understanding of physics is essential for creating believable animated motion. Many basic concepts in animation (such as follow-through, drag, and weight shift) are clearer when considered in the context of basic mechanics.
This course was developed with support from the National Science Foundation by Alejandro Garcia, who was on leave at the Department of Artistic Development at DreamWorks Animation SKG, where he presented over 30 classes and special lectures on physics as it applies to animation. The course covers essential topics from physical mechanics to basic bio-mechanics that apply specifically to character animation.
COURSE SCHEDULE
2 pm
Welcome and Introduction
2:05 pm
Timing, Spacing, and Scale
2:20 pm
Law of Inertia
2:35 pm
Momentum and Forces
2:50 pm
Center of Gravity
3:05 pm
Weight Gain and Loss
3:20 pm
Action and Reaction
3:35 pm
Break
3:45 pm
Basic Poses
4:10 pm
Jumps
4:35 pm
Walks
5 pm
Concluding Remarks
5:05 pm
Q & A
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Sunday, 5 August 2:00 pm to 5:15 pm |
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Fu Talks Game Worlds Room 515AB Details
Character Customization of Soulcalibur 5 In-Depth
This talk explains the Soulcalibur 5 character-customization system, which has been developed throughout the series. It also explains some of the issues related to texture projection caused by lack of affinity for the existing customization system and provides practical solutions to them.
Creating Vast Game Worlds - Experiences From Avalanche Studios
This talk presents solutions for challenges related to Avalanche Studios' vast game environments, such as Just Cause 2 and unannounced titles, including precision issues, streaming, occlusion culling, rendering, optimization, and how to better utilize the available memory in current-generation consoles.
Asking the Impossible on SSX: Creating 300 Tracks on a 10-Track Budget
This talk describes how, on the latest release of the SSX snowboarding game, an order of magnitude more content was created by development of a procedural pipeline that engaged the artists in development of the tools concurrently with development of the content.
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Sunday, 5 August 2:00 pm to 3:30 pm |
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Fu Panels The Battle for Motion-Controlled Gaming and Beyond Room 403AB Details
The Battle for Motion-Controlled Gaming and Beyond
Although motion tracking has existed in research labs and some niche markets for decades, only recently has it gained mainstream acceptance in the living room in the form of the Nintendo Wii, the Playstation Move, Microsoft's Kinect, and the Sixense Razer Hydra. These devices and their corresponding software have pushed human-computer interaction to new levels in gaming. Is this just another passing fad that will move back to the laboratory or is it here to stay? Will motion control move beyond gaming to control a wide range of digital media? Or is it only appropriate for a small subset of technologies? This panel of motion-tracked game pioneers will debate the tradeoffs of different tracking technologies, discuss important aspects of the end-user experience, predict the future of motion-controlled gaming, and discuss how this technology will affect other industries.
The panelists represent a broad range of expertise, ranging from art to business to engineering, and they have led the efforts to bring this new form of motion control to the masses.
Topics include:
• What technologies are the most appropriate for what types of games?
• How the specific technologies affect user experience
• The role, if any, for hardcore gaming
• Buttons versus no buttons
• How media and marketing have affected the perception of motion tracking
• The future of gaming
• The role of motion control in industries beyond gaming
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Sunday, 5 August 3:45 pm to 5:15 pm |
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Fu Panels Virtual Production Branches Out Room 502AB Details
Virtual Production Branches Out
Virtual production is changing how directors, actors, and stories interact. The ability to capture the subtleties of actors’ performance digitally and move digital-environment data among pre-production, production, and post is opening up new worlds, new kinds of characters, and new ways of telling stories.
After gaining wide public visibility on "Avatar", virtual production is sweeping through the feature film world – and beyond. Because blending live and CGI elements is not only possible, but now practical, virtual production has been embraced to improve the standard of previsualization, to augment motion capture in games creation to enhance overall quality, and to enable film directors to see more of what their world will look like while they’re in production. In short, virtual production has branched out.
A panel of leading virtual-production practitioners discusses and debates:
• Advances and considerations in motion capture
• Relative benefits of separate vs. in-scene facial capture
• SimulCam – its evolution and where it is heading
• The client/filmmaker experience
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Monday, 6 August 9:00 am to 10:30 am |
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FuBaFeBpEx Keynote Speaker Keynote Speaker West Hall B Details
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Monday, 6 August 11:00 am to 1:00 pm |
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Fu Courses Virtual Texturing in Software and Hardware Room 403AB Details
Virtual Texturing in Software and Hardware
This course introduces partially resident textures (PRTs), a new GPU feature for virtual texturing, and contrasts them with software-based methods of virtual texturing. PRTs are available in the Southern Islands (Radeon HD 7xxx) family of graphics processors.
The basic idea of virtual texturing is simple: instead of maintaining a separate texture for each object rendered on the screen, all textures are stored in a "virtual texture". The size of the virtual texture is on the order of billions of texels, and each object is assigned unique virtual-texture coordinates from the virtual texture. When used in a shader, the virtual-texture coordinates are translated into physical-texture coordinates, which are used to access the physical texture that contains the working set of all required tiles.
Existing approaches implement the entire virtual texturing algorithm in software. The software is required to update the page table (another texture used for translating virtual texture coordinates to physical ones), perform address translation, and deal with hardware differences when it comes to supported texture types, formats, and filtering modes. The first part of the course outlines this process and discusses difficulties encountered when this technology is deployed in RAGE. PRTs eliminate the need for maintaining the page table and address translation and provide support for all texture types, formats, and filtering modes. The second part of the course describes the hardware architecture as it relates to PRTs. The third part of the course introduce the new AMD sparse-texture OpenGL extension that exposes PRTs to software applications. The course includes several PRT use cases, a technical demo, and a summary of the strengths and weaknesses of PRT technology.
COURSE SCHEDULE
2 pm
Introduction to Virtual Texturing
Obert
2:10 pm
Software Virtual Textures (Megatexture) in RAGE
van Waveren
2.30 pm
Partially Resident Textures
Obert
2:50 pm
OpenGL Sparse Texture Extension
Sellers
3:10 pm
Demo (RAGE Running PRTs)
van Waveren and Sellers
3:20 pm
Conclussion and Discussion
Obert, van Waveren and Sellers
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Monday, 6 August 2:00 pm to 3:30 pm |
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Fu Talks Surf & Turf Room 403AB Details
Adaptive Level-of-Detail System for End of Nations
An adaptive level-of-detail system designed for an online massively multiplayer strategy game that must handle a wide range of graphics load.
Screen Space Decals in Warhammer 40,000: Space Marine
An in-depth look at s screen-space-decal technique developed for Warhammer 40,000: Space Marine not only to solve various problems with traditional decals and co-planar transparent objects in a deferred lighting engine, but also to simplify the workflow of the artists
From a Calm Puddle to a Stormy Ocean: Rendering Water in Uncharted
Real-time rendering of complex and diverse water effects.
What if the Earth Was Flat: The Globe UI System in SSX
Combined with procedural algorithms and short-distance raytrace (relaxed cone stepping for relief mapping), the whole planet is rendered in SSX from a flat plane (eight vertices in total), which uses minimum system resources, provides pixel-level accuracy, and achieves beautiful design.
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Monday, 6 August 3:45 pm to 5:15 pm |
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Fu Courses Beyond Programmable Shading Room 403AB Details
Beyond Programmable Shading
This fifth consecutive Beyond Programmable Shading SIGGRAPH course continues with the core mission of the course: discussing how GPU and CPU parallel computing are used in conjunction with the traditional 3D real-time rendering pipeline to improve image quality and performance or reduce power consumption. The course also explores future directions in real-time rendering innovation. Unlike previous years, this course assumes that the audience is already familiar with modern real-time rendering CPU and GPU hardware architecture and programming models.
The course focuses on applications of GPU and CPU compute to solve real-time illumination problems. It includes an updated discussion of game developers' requests to the rendering research community, a deep dive on power-efficient rendering algorithms, and a panel on how past research in this field has and has not affected the game and graphics hardware industry.
COURSE SCHEDULE
9 am
Introduction to Beyond Programmable Shading 2012
Lefohn
9:15 am
Five Major Challenges in Real-Time Rendering
Andersson
9:45 am
Intersecting Lights With Pixels: Reasoning About Forward and Deferred Rendering
Lauritzen
10:15 am
Dynamic Sparse-Voxel Octrees for Next-Gen Real-Time Rendering
Crassin
10:45 am
Power-Friendly GPU Programming
Ribble
11:15 am
Panel: From Publication to Product: How Recent Graphics Research Has (And Has Not) Shaped the Industry
Moderator: Fatahalian
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Tuesday, 7 August 9:00 am to 12:15 pm |
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Fu Courses Practical Physically-Based Shading in Film and Game Production Room 515AB Details
Practical Physically Based Shading in Film and Game Production
Physically based shading is increasingly important in both film and game production. By adhering to physically based, energy-conserving shading models, one can easily create high-quality, realistic materials that maintain that quality under a variety of lighting environments. Traditional “ad-hoc” models require extensive tweaking to achieve the same result, so it is no surprise that physically based models have increased in popularity in film and game production, particularly because they are often no more difficult to implement or evaluate.
This course was last presented at SIGGRAPH 2010. With extensive updates, the SIGGRAPH 2012 course presents two years of advances in physically based shading. It includes new research in the area and more production examples from film and game. The course begins with a brief introduction to the physics and mathematics of shading before instructors share examples of how physically based shading models are being used in production. Real-world examples are a particular focus of this year’s course, which is designed to give attendees a practical grounding in the subject.
COURSE SCHEDULE
9 am
Introduction: The Importance of Physically Based Shading
Hill
9:05 am
Background: Physically Based Shading
Hoffman
9:30 am
Calibrating Lighting and Materials in Far Cry 3
McAuley
10 am
Beyond a Simple Physically Based Blinn-Phong Model in Real-Time
Gotanda
10:30 am
Break
10:45 am
Physical Production Shaders With OSL
Martinez
11:15 am
Physically Based Shading at Disney
Burley
11:45 am
Reflection Model Design for WALL-E and Up
Smits
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Tuesday, 7 August 9:00 am to 12:15 pm |
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FuBaBpEx Studio–Workshops ZBrush: Artists Without Borders Studio/Concourse Foyer Details
ZBrush: Artists Without Borders
ZBrush is a digital sculpting and painting program that has revolutionized the 3D industry with its powerful features and intuitive workflows. Expand your creative possibilities with ZBrush in multiple industries.
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Tuesday, 7 August 9:00 am to 10:30 am |
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FuBaFeBpEx Birds of a Feather REST-3D Room 516 Details
REST-3D
This session is open to anyone interested in REST technology applied to 3D content.
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Tuesday, 7 August 10:00 am to 11:30 am |
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FuBaBpEx Studio–Workshops Python Scripting in Maya Studio/Concourse Foyer Details
Python Scripting in Maya
This continuation of last year's Introduction to Python session moves into the basics of Maya, exploring small example scenarios gleaned from actual game and film productions.
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Tuesday, 7 August 10:45 am to 12:15 pm |
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FuBaFeBpEx Exhibitor Tech Talks Unity Technologies: Unity Art Pipeline, Butterfly Demo Back of Hall J (Booth 967) Details
Unity Technologies: Unity Art Pipeline, Butterfly Demo
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Tuesday, 7 August 11:15 am to 12:15 pm |
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FuBaBpEx Studio–Talks Big Game (Studio Talks) Room 153BC Details
Film/Game Convergence: What's Taking So Long?
For the past two years, Crytek has been working with the film industry to transform its engine into a platform for linear content creation. This talk summarizes the promises and the pitfalls: why everyone's so interested, why there's been so little movement, and how Crytek addresses these challenges.
Creating Vast Game Worlds - Experiences From Avalanche Studios
This talk presents solutions for challenges related to Avalanche Studios' vast game environments, such as Just Cause 2 and unannounced titles, including precision issues, streaming, occlusion culling, rendering, optimization, and how to better utilize the available memory in current-generation consoles.
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Tuesday, 7 August 2:00 pm to 3:30 pm |
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Fu Courses Character Rigging and Creature Wrangling in Game, Feature Animation, and Visual Effects Production Room 403AB Details
Character Rigging and Creature Wrangling in Game, Feature Animation,
and Visual Effects Production
This course focuses on rigging, deformations, dynamics, and animation production practices in feature-film animation, visual effects, and videogame development. Topics include: analysis of performance requirements, motion-system setup, procedural rigging for secondary animation, and efficient extension of techniques over a wide range of primary and secondary characters.
COURSE SCHEDULE
2 pm
Course Introduction
McLaughlin
2:10 pm
Digital Character Development for Games
Cloward
3:10 pm
Digital Character Development for Feature Animation
Tooley
4:10 pm
Digital Character Development for Visual Effects
McLaughlin
5:10 pm
Q&A
Cloward, Tooley, and McLaughlin
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Tuesday, 7 August 2:00 pm to 5:15 pm |
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FuBaBpEx Studio–Workshops MaxScript for Artists Studio/Concourse Foyer Details
MaxScript for Artists
This session introduces artists to the basics of maxscripting through production examples. Attendees create their own macros to automate tedious tasks, write small scripts to simplify asset-creation, customize existing tools to their personal preferences, and embed scripts in the user interface.
Prerequisite: Intermediate knowledge of 3ds Max.
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Tuesday, 7 August 2:00 pm to 3:30 pm |
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FuBaFeBpEx Birds of a Feather JogAmp: 2D/3D & Multimedia Across Devices Room 402A Details
JogAmp: 2D/3D & Multimedia Across Devices
JogAmp provides OpenGL and OpenCL across devices using Java. Showcasing font, UI and video, high-level API utilization (Ardor3D, Java3D, etc.), and applications on Android, Linux, Window, OSX, and Solaris.
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Tuesday, 7 August 3:30 pm to 5:00 pm |
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FuBaFeBpEx Exhibitor Tech Talks Imagination Technologies Limited: PowerVR: Getting Great Graphics Performance With the PowerVR Insider SD Back of Hall J (Booth 967) Details
Imagination Technologies Limited: PowerVR: Getting Great Graphics Performance With the PowerVR Insider SD
Experts from the PowerVR Developer Technology team deliver the low-down on the great new features that have been added to the PowerVR Insider SDK and utilities. Learn how to tame textures, models, and shaders, and incorporate these leading development tools into your workflow to produce smarter, more portable game code. Then take a deep dive into the SDK's performance tools, PVRTune and PVRTrace, and how they are used, and the PVRScope API for extracting maximum performance from today's leading mobile and hand-held gaming platforms.
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Tuesday, 7 August 5:05 pm to 6:00 pm |
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FuBaFeBp SIGGRAPH Dailies! SIGGRAPH Dailies! Room 515AB Details
SIGGRAPH Dailies!
This celebration of excellence in modeling, shading, animation, lighting, effects, and more showcases images and short animations of extraordinary power and beauty. Each presenter has one minute to present an animation and describe the work.
Brought to you by DreamWorks Animation
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Tuesday, 7 August 6:15 pm to 7:45 pm |
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mobilepanels Panel - Mobile GPUs: Markets and Technology Room 406AB Details
Mobile GPUs: Markets and Technology
This panel of senior mobile GPU architects and software developers reviews technologies and trends that affect development of the mobile graphics market.
Introduction to SIGGRAPH Mobile (9-9:10 am)
Demo Madness (9:10-9:20 am)
Short presentations of all demonstrations.
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Wednesday, 8 August 9:00 am to 10:30 am |
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Fu Courses Advances in Real-Time Rendering in Games: Part I Room 515AB Details
Advances in Real-Time Rendering in Games: Part I
Advances in real-time graphics research and the ever-increasing power of mainstream GPUs and consoles continue to generate an explosion of innovative algorithms suitable for fast, interactive rendering of complex and engaging virtual worlds. Every year, the latest video games employ a vast variety of sophisticated algorithms to produce ground-breaking 3D rendering that pushes the visual boundaries and interactive experience of rich environments.
This course is the next installment in the established series of SIGGRAPH courses on real-time rendering. It summarizes the best graphics practices and research from the game-development community and provides practical and production-proven algorithms. The first part of the course includes speakers from the makers of several award-winning games, such as Bungie, Activision Blizzard, Insomniac Games, CCP, Vicarious Visions, and Gobo Games, as well as R&D from Bosch and Disney Research. The focus of the course is on the intersection between the game-development community and state-of-the-art 3D graphics research, and the potential for cross-pollination of knowledge in future games and other interactive applications.
Topics covered include practical methods of real game-rendering pipelines; global illumination and reflections in real-time, high quality motion blur and ambient occlusion; complex lighting techniques; subsurface scattering and character rendering; practical approaches to shadows rendering in production scenarios; and other exciting production-proven techniques.
COURSE SCHEDULE
9 am
Welcome
Tatarchuk
9:15 am
Scalable High-Quality Motion Blur and Ambient Occlusion
Hennessy
10 am
Real-Time Global Illumination and Reflections in Dust 514
Malan
10:30 am
Separable Subsurface Scattering & Photorealistic Eyes Rendering
Jimenez
11:10 am
Accelerating Rendering Pipelines Using Bidirectional Iterative Reprojection
Yang and Bowles
11:40 am
CSM Scrolling, An Acceleration Technique for The Rendering of Cascaded Shadow Maps
Acton
12:10 pm
Q&A
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Wednesday, 8 August 9:00 am to 12:15 pm |
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FuBaFeBpEx Birds of a Feather OpenScenegraph BOF Room 506 Details
OpenScenegraph BOF
This session is for people interested in open-source rendering and scenegraphs. Topics range from OSG usage to the current state of development and new or planned features.
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Wednesday, 8 August 10:00 am to 11:00 am |
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FuBaFeBpEx Birds of a Feather 3D Modeling Standards Development Room 410 Details
3D Modeling Standards Development
For industry professionals who develop and maintain 3D modeling standards for their organizations, and for freelance artists who wish to improve their work by conforming to these standards.
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Wednesday, 8 August 10:00 am to 11:00 am |
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Fu SIGGRAPH Mobile Understanding Mobile Graphics - GPUs and Platforms (SIGGRAPH Mobile Talks) Room 406AB Details
10:45-11:30 am
Saving the Planet, One Handset at a Time: Designing Low-Power, Low-Bandwidth GPUs
GPUs for mobile devices have to deliver ever-increasing performance and capability while living within strict power and memory bandwidth limits. This talk explores how these constraints influence the design of mobile GPUs and how applications can exploit GPU features to achieve the best power efficiency and performance.
11:30 am-12:15 pm
Unity: iOS and Android - Cross-Platform Challenges and Solutions
At present, several different GPU architectures are flourishing in mobile technologies, and almost every architecture introduces its own texture compression, API extensions, and various bugs in drivers. This talk presents Unity's experience harnessing distinct GPU architectures and lessons learned in maintaining quality and performance across multiple mobile platforms.
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Wednesday, 8 August 10:45 am to 12:15 pm |
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Fu Talks Play Time Room 408A Details
A Guided Synthesizer for Blendshape Characters
An interactive editing system that helps users create new characters based on a limited number of training blendshape characters. The new characters are derived from a convex linear combination of the original characters that maintains proximity to the user-desired shape.
dRig: An Artist-Friendly, Object-Oriented Approach to Rig Building
dRig is Disney Animation's novel approach to rigging that allows for efficient reuse and extension of assets, fast authoring of per-element variations, and accessibility of rig code through a proprietary language and user interface.
Making Tracks: Footprints in the "Ice Age" Movies
The efficient, user-friendly, footprint-simulation workflow used in the movie "Ice Age: Continental Drift".
Building the Snow Footprint Pipeline on "Brave"
Pixar's approach to and challenges in developing a believable snow-interaction pipeline designed to allow a small team of artists to complete a large number of shots within budget.
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Wednesday, 8 August 2:00 pm to 3:30 pm |
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FuBaFeBpEx Birds of a Feather COLLADA BOF Gold Ballroom Salon 3 Details
COLLADA
See cutting-edge DCC tools and applications for gaming, 3D web, and visualization, and artworks generated from COLLADA content-creation-supporting media.
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Wednesday, 8 August 2:00 pm to 3:00 pm |
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Fu SIGGRAPH Mobile Mobile Graphics – Hardware and Software Techniques (SIGGRAPH Mobile Talks) Room 406AB Details
2-2:45 pm
Advancing Dynamic Lighting on Mobile
This talk explores the performance of dynamic lighting on mobile devices and how to advance the state of the art. It describes how dynamic time-of-day lighting, including real-time radiosity, can be obtained and which additional hardware and API features would be most useful.
2:45-3:30 pm
Novel Approaches to GPU Performance Analysis
This talk begins with a discussion of various approaches for analysing performance of an embedded GPU, then presents a different approach: using the embedded processor for both capture and analysis of performance information from the GPU. Current-generation embedded ARM-based application processors have the computational power required for this approach.
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Wednesday, 8 August 2:00 pm to 3:30 pm |
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Fu Courses GPU Shaders for OpenGL 4.x Room 408B Details
GPU Shaders for OpenGL 4.x
Shader programming has become an indispensable part of graphics application development, but learning to program shaders is difficult, and understanding the effect of shader parameters is even more challenging. This course presents shader development from an interactive standpoint.
Topics include vertex, fragment, geometry, and tessellation shaders; shader-specific theory; the GLSL 4.x shader language; the graphics pipeline; which features are exposed in shaders; and how shaders fit into pipeline operations. Examples of each class of shaders are introduced and used to discuss details of shader concepts. Though many attendees will not yet have compatible hardware for the recently released OpenGL 4.x and GLSL 4.x specifications, the course explains their new features and functions. Attendees receive free copies of glman, which makes learning shaders easier by speeding the experimental cycle.
COURSE SCHEDULE
2 pm
Welcome and Overview
2:05 pm
Review of the Graphics Pipeline
2:15 pm
Basic Shader Concepts
2:30 pm
Transformations
2:45 pm
Introduction to GLSL
3 pm
GLSL Variables
3:30 pm
Vertex Shaders
3:45 pm
Break
4 pm
Fragment Shaders
4:15 pm
Image Manipulation
4:30 pm
Textures
4:45 pm
Noise
5 pm
Geometry and Tessellation Shaders
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Wednesday, 8 August 2:00 pm to 5:15 pm |
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Fu Courses Advances in Real-Time Rendering in Games: Part II Room 515AB Details
Advances in Real-Time Rendering in Games: Part II
Advances in real-time graphics research and the ever-increasing power of mainstream GPUs and consoles continue to generate an explosion of innovative algorithms suitable for fast, interactive rendering of complex and engaging virtual worlds. Every year, the latest video games employ a vast variety of sophisticated algorithms to produce ground-breaking 3D rendering that pushes the visual boundaries and interactive experience of rich environments.
This course is the next installment in the established series of SIGGRAPH courses on real-time rendering. It summarizes the best graphics practices and research from the game-development community and provides practical and production-proven algorithms. The second part of the course includes speakers from the makers of several award-winning games, such as Epic, Ubisoft, Firaxis, and thatgamecompany, among others. The focus of the course is on the intersection between the game-development community and state-of-the-art 3D graphics research, and the potential for cross-pollination of knowledge in future games and other interactive applications.
Topics covered in this portion include practical methods of real game-rendering pipelines and shipping game engines, improvements to deferred shading and global illumination, new material models, particle rendering and simulation, post-processing pipelines, shader antialiasing, dynamic sand simulation and rendering, and other exciting production-proven techniques.
COURSE SCHEDULE
2 pm
Welcome Back
Tatarchuk
2:05 pm
The Technology Behind the “Unreal Engine 4 Elemental Demo”
Mittring
3:05 pm
Improving Shader Quality Without Sacrificing Detail
Hill and Baker
4 pm
Dynamic Sand Simulation and Rendering in Journey
Edwards
4:20 pm
Graphics Gems for Games: Findings From Avalanche Studios
Persson
4:50 pm
Game Industry Panel: Advances in Real-Time Graphics and Practical Challenges of Game Develpment
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Wednesday, 8 August 2:00 pm to 5:15 pm |
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FuBaFeBpEx Birds of a Feather Managing Creative Projects Room 410 Details
Managing Creative Projects
This session is for attendees interested in discussing creative projects and how to manage them, with a particular emphasis on Agile methodologies.
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Wednesday, 8 August 3:00 pm to 5:00 pm |
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FuBaFeBpEx Birds of a Feather OpenCL Gold Ballroom Salon 3 Details
OpenCL
Meet designers and implementers of this significant new standard for heterogeneous parallel programming on GPUs and CPUs. Learn how OpenCL interoperates with OpenGL, enabling advanced, cross-platform, visual-computing applications.
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Wednesday, 8 August 3:00 pm to 4:00 pm |
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FuBaBpEx Studio–Talks Mesh Mash (Studio Talks) Room 153BC Details
Interactive Modeling With Mesh Surfaces
This talk presents Meshmixer, a novel surface-modeling tool based on unstructured high-resolution triangle meshes. It combines 3D sculpting, novel mesh composition or "mash-up" tools, and traditional surface-design techniques in a single interface.
A Guided Synthesizer for Blendshape Characters
An interactive editing system that helps users create new characters based on a limited number of training blendshape characters. The new characters are derived from a convex linear combination of the original characters that maintains proximity to the user-desired shape.
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Wednesday, 8 August 3:45 pm to 5:15 pm |
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FuBaFeBpEx Birds of a Feather WebGL Gold Ballroom Salon 3 Details
WebGL
WebGL is a cross-platform, royalty-free web standard based on OpenGL ES 2.0. WebGL is shader-based using GLSL, bringing plugin-free 3D to web, directly into browser.
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Wednesday, 8 August 4:00 pm to 5:00 pm |
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FuBaFeBpEx Birds of a Feather OpenGL ES Gold Ballroom Salon 3 Details
OpenGL ES
OpenGL ES is royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including consoles, phones, appliances and vehicles. Attend for latest news and updates!
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Wednesday, 8 August 5:00 pm to 6:00 pm |
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FuBaFeBp Real-Time Live! Real-Time Live! West Hall B Details
Real-Time Live!
Real-Time Live! is the premiere showcase for the latest trends and techniques for pushing the boundaries of interactive visuals. As part of the Computer Animation Festival, an international jury selects submissions from a diverse array of industries to create a fast-paced, 90-minute show of cutting-edge, aesthetically stimulating real-time work.
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Wednesday, 8 August 5:30 pm to 7:00 pm |
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FuBaFeBpEx Birds of a Feather OpenGL Gold Ballroom Salon 3 Details
OpenGL
Learn more about OpenGL, the most widely adopted 2D/3D graphics API, from the ARB and leading OpenGL companies. Join us for our 20th Anniversary celebration!
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Wednesday, 8 August 6:00 pm to 7:00 pm |
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Fu Courses Efficient Real-Time Shadows Room 403AB Details
Efficient Real-Time Shadows
This course is a resource for applying efficient, real-time shadow algorithms. It builds on a solid foundation (previous courses at SIGGRAPH Asia 2009 and Eurographics 2010, including comprehensive course notes) and the 2011 book Real-Time Shadows (AK Peters) written by four of the presenters. The book is a compendium of many topics in the realm of shadow computation.
The course provides an overview of various techniques but moves beyond the basics to practical solutions and game-relevant techniques summarized by a presenter from the production industry. Topics include: the theory behind shadow computation, when physical accuracy can be replaced with plausible shadows, implementation details, and practical issues such as budget considerations and performance trade-offs. Case studies illustrate the techniques behind major game titles and upcoming engines.
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Thursday, 9 August 9:00 am to 12:15 pm |
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Fu Courses Graphics Programming for the Web Room 408B Details
Graphics Programming for the Web
With HTML5 and ever-improving browser performance, the web has emerged as an ideal platform for showcasing graphics applications. Several graphics applications that were once too slow to be written in anything but native code may now be fast enough to run as web apps.
This course for developers who want to develop graphics applications for the web introduces the concepts of core web programming and the dominant graphics technologies that are supported by most modern browsers. It begins with a brief primer on general-purpose web programming (HTML parsing, CSS, and DOM- and render-tree construction), how Javascript can be used to generate dynamic web content, and how to improve performance and accelerate development time.
The bulk of this course describes the web technologies specific to graphics:
• CSS3: transitions, animations, 3D transforms and the new CSS-shaders
• HTML5 Canvas 2D: path API, compositing, image editing, and animation
• SVG: overview of API, how it's different from HTML5 Canvas 2D
• WebGL: the key necessary steps, relation to OpenGL, performance hints
• WebCL: the formal specifications, what’s implemented and what’s to come
For each topic, the course provides a significant number of code examples that illustrate the relevant graphics capabilities. Attendees are welcome to copy and paste our code snippets and execute them inside any modern web browser.
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Thursday, 9 August 9:00 am to 12:15 pm |
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Fu Talks Fast Realistic Lighting Room 502AB Details
Tiled and Clustered Forward Shading
Tiled and Clustered Forward Shading are new techniques that enable support for thousands of lights, while eliminating many of the drawbacks of deferred techniques. Ths talk shows how these techniques can be used and extended to support transparency with high efficiency.
Art Pipeline: Transition From Offline to Real-Time CG
The challenges and solutions in transitioning from offline production to the interactive approach used in creation of "Butterfly Effect", a real-time CG-animated short developed by Unity Technologies and Passion Pictures, a studio with predominantly traditional offline CG experience.
Fast Generation of Directional Occlusion Volumes
This talks shows how to generate a volume containing directional ambient-occlusion information from a source mesh in a manner fast enough for run-time use and shows how to apply the results to real-time rendering.
Local Image-Based Lighting With Parallax-Corrected Cubemaps
A new efficient method for simulating static local reflections for specular or glossy objects with local cubemaps, targeting game applications. The technique results in seamless cubemap lighting between objects and parallax-corrected planar reflections.
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Thursday, 9 August 2:00 pm to 3:30 pm |
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FuFeBp Computer Animation Festival - Production Sessions Ninja Theory Presents DmC Devil May Cry: Breathing Life Into Video Games West Hall B Details
Ninja Theory Presents DmC Devil May Cry: Breathing Life Into Video Games
The much-anticipated new entry in the iconic Devil May Cry series of videogames, DmC Devil May Cry details Dante’s early years, retaining the stylish action, fluid combat, and self-assured protagonist that have defined the iconic series but injecting a more brutal and visceral edge. In this behind-the-scenes session, the key creatives behind the project discuss the challenges and successes behind the game’s development.
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Thursday, 9 August 2:00 pm to 3:30 pm |
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Fu Talks Hairy Scary Room 403AB Details
Furry, Fuzzy, Lovable: Once Upon a Monster's Fur Pipeline
This overview of the fur pipeline used to create loveable muppets and monsters in "Sesame Street: Once Upon a Monster" explains the authoring pipeline, simulation, tessellation, shading, lighting, and shadowing techniques used to create and render a wide variety of fur styles in real time.
Curls Gone Wild: Hair Simulation in "Brave"
The complex, varied hairstyles in Pixar Animation Studios' "Brave" proved to be a unique technical challenge. This talk discusses the tools and techniques developed in production to create realistic and aesthetically pleasing simulations.
High-Fidelity Facial Hair Capture
Extending multi-view face capture to reconstruct high-quality facial hair, automatically detecting hairs by careful analysis of the stereo-reconstruction error using a matching cost that properly accounts for camera-shot noise and pixel-sampling variance, and then reconstructing hair to better explain the input photographs.
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Thursday, 9 August 2:00 pm to 3:30 pm |
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