by Robin.Rowe@MovieEditor.com
6-19-05
Items in bold take preference.
Sunday, July 31, 2005
- "Madagascar:" Bringing a New Visual Style to
the Screen
Half-Day, Sunday, 31 July, 1:45 - 5:30 pm
Hall A
Level: Beginning
New insights into the creative and technical thought processes
required to evolve a new look for a CG movie. Highlights include
how moving away from stylized realism required rethinking the
creative process, development methods, and technologies, plus
a comparison of the approaches that worked with approaches that
did not.
Prerequisites - A basic understanding of the principles of computer
graphics and 3D animation. For best results, attendees should
have seen the animated feature "Madagascar."
Intended Audience - Attendees who are interested in the technical
aspects of production of 3D animated feature films and who have
a basic understanding of computer-generated animation.
Co-Organizers
Philippe Gluckman
DreamWorks Animation
Denise Minter
DreamWorks Animation
Lecturers
Kendal Cronkhite
Rex Grignon
Milana Huang
Ewan Johnson
Janet Lavin
Scott Singer
Rob Vogt
DreamWorks Animation
Monday, August 1, 2005
- Papers - Hardware Rendering
Monday, 1 August
8:30 - 10:15 am
Hall B
Session Chair: Hanspeter Pfister, Mitsubishi Electric Research
Laboratories (MERL)
*RPU: A Programmable Ray Processing Unit for Realtime Ray Tracing
Sven Woop
Jörg Schmittler
Philipp Slusallek
Universität des Saarlandes
*User-Configurable Automatic Shader Simplification
Fabio Pellacini
Cornell University
*A Relational Debugging Engine for the Graphics Pipeline
Implementation Sketch
Nathaniel Duca
Krzysztof Niski
Jonathan Bilodeau
Matthew Bolitho
Yuan Chen
Jonathan Cohen
Johns Hopkins University
*Lpics: A Hybrid Hardware-Accelerated Relighting Engine for
Computer Cinematography
Fabio Pellacini
Kiril Vidimce
Aaron Lefohn
Alex Mohr
Mark Leone
John Warren
Pixar Animation Studios
- BOF Blender Foundation: Community Meeting
Los Angeles Convention Center
Room 505
10 - 11 am
Ton Rooosendaal
ton (at) blender.org
- BOF Blender Foundation: Artist Workshop
Los Angeles Convention Center
Room 505
11 am - 12:30 pm
Ton Rooosendaal
ton (at) blender.org
- George Lucas: A Keynote Q&A With the Father of Digital
Cinema
Monday, 1 August 1:15 - 3:15 pm
Hall A
World-renowned director, producer, and screenwriter George Lucas
presents the SIGGRAPH 2005 keynote address:
Bruce Carse, who has produced, hosted, and moderated over 100
live events for the professional filmmaking community in the
past three years, moderates the keynote session. Immediately
before the keynote address, ACM SIGGRAPH presents three awards:
the Computer Graphics Achievement Award, the Steven Anson Coons
Award for Outstanding Creative Contributions to Computer Graphics,
and the Significant New Researcher Award.
- BOF Blender Foundation: Coder Workshop
Los Angeles Convention Center
Room 505
1:30 - 3 pm
Ton Rooosendaal
ton (at) blender.org
- BOF Blender Foundation: Verse
Los Angeles Convention Center
Room 505
3 - 4 pm
Ton Rooosendaal
ton (at) blender.org
- Taxonomy of Digital Creatures: Interpreting Character Designs
as Computer Graphics Techniques
Tutorial, Monday, 1 August, 3:45 - 5:30 pm
Room 515A
Level: Beginning
The process of developing digital creatures from concept to the
screen is presented as a series of decision points. The focus
is on classifying issues to allow design and performance requirements
to drive the techniques employed in execution of the final product.
Prerequisites - Experience with animation, character modeling,
and character set-up is recommended, but not required.
Intended Audience - Animators and character designers.
Organizer -Tim McLaughlin, Industrial Light + Magic
- Open Source 2005 and Beyond: Thriving Despite the DMCA and
Patent Threats to Linux
- Tutorial, Monday, 1 August, 3:45 - 5:30 pm
Room 502B
Level: Beginning
This tutorial focuses on issues confronting computer graphics
designers and other software developers. The parameters of intellectual
property risk, applicable rules, and the possible future repercussions
of using open-source libraries are addressed from the viewpoint
of how to make prudent choices in advancing your business or
research.
Prerequisites - Interest in the issues surrounding open source,
whether you are pro or con.
Intended Audience - Software developers, video producers, hardware
designers, software producers and sellers, academic researchers,
students, company owners, investors, and attorneys.
Organizer
Robert P. Cogan
Nath & Associates
- BOF Blender Foundation: Demos and Art Show
Los Angeles Convention Center
Room 505
4 - 6 pm
Ton Rooosendaal
ton (at) blender.org
- BOF Visual Effects Society Meeting
Los Angeles Convention Center
Room 506
4 - 6 pm
Eric Roth
Eric (at) visualeffectssociety.com
Tuesday, August 2, 2005
- From Mocap to Movie: The Making of "The Polar Express"
Half-Day, Tuesday, 2 August, 8:30 am - 12:15 pm
Hall B
Level: Beginning
Supervisors present an in-depth look at the making of "The
Polar Express," including innovations in on-stage motion
capture, virtual camera systems, animation, fx, and rendering,
which contributed to the film' s unique look and style.
Prerequisites - Familiarity with basic 3D techniques.
Intended Audience - 3D animation professionals and those interested
3D animated films.
Organizer
Rob Bredow
Sony Pictures Imageworks
Lecturers
David Schaub
Rob Engle
Daniel Kramer
Albert Hastings
Sony Pictures Imageworks
Special Session - Artists and technicians from Sony Pictures
Imageworks also present a Special Session on how they transformed
the theatrical release into a 3D stereoscopic adventure, Thursday,
4 August, 11:30 am - 1:15 pm, at the IMAX Theater at the California
Science Center.
Details
- Exhibition 10-6pm
- Panel - The Open-Source Movement and the Graphics Community:
How Can Open-Source, Third Party, and Proprietary Software Models
Coexist?
Tuesday, 2 August, 1:45 - 3:30 pm
Room 502B
In recent years, the open-source movement has increased dramatically.
Harnessing the power of thousands of developers and testers has
proven successful, to varying degrees, in developing operating
systems, graphics applications, and web tools, including Linux,
POV-Ray, Blender, Gimp, and Apache. In this session, developers
of open-source software, in-house proprietary software, and commercial
software, and practitioners who encounter all kinds of software
discuss whether the open-source model is relevant and useful
to the graphics community. Does the model of proprietary application
research, development, and usage serve the industry better? Or
will commercial facilities continue to primarily choose off-the-shelf
solutions? Can all models work together?
Moderator
Gil Irizarry
Conoa, Inc.
Panelists
Florian Kainz
Industrial Light & Magic
James Mainard
DreamWorks Animation
Daniel Maskit
Digital Domain
Ton Roosendaal
Blender Foundation
William Schroeder
Kitware, Inc.
- Papers - Texture Synthesis
Tuesday, 2 August
1:45 - 3:30 pm
Petree Hall C
Session Chair: Heung-Yeung Shum, Microsoft Research Asia
*Parallel Controllable Texture Synthesis
Sylvain Lefebvre
Hugues Hoppe
Microsoft Research
*Texture Design Using a Simplicial Complex of Morphable Textures
Wojciech Matusik
Mitsubishi Electric Research Laboratories (MERL)
Matthias Zwicker
Frédo Durand
Massachusetts Institute of Technology
Computer Science and Artificial Intelligence Laboratory
*Texture Optimization for Example-Based Synthesis
Vivek Kwatra
Irfan Essa
Aaron F. Bobick
Nipun Kwatra
Georgia Institute of Technology
*Wavelet Noise
Rob Cook
Tony DeRose
Pixar Animation Studios
- The Invisible Actor
Half-Day, Tuesday, 2 August, 1:45 - 5:30 pm
Room 515A
Level: Beginning - An examination of the role of staging and
composition in computer-animated films. Using examples from "Madagascar,"
the course explores the core elements of composition and how
they are used to create a visual style.
Prerequisites - None. A basic understanding of the terminology
and principles of computer graphics and 3D animation is helpful,
but not required.
Intended Audience - Animators, artists, and other attendees who
are interested in the artistic aspects of visual storytelling.
Co-Organizers
Ewan Johnson
Denise Minter
DreamWorks Animation
- BOF CinePaint
Los Angeles Convention Center
Room 506
4 - 5 pm
Robin Rower
rower (at) movieeditor.com
- BOF High-Dyamic-Range Imagery
Los Angeles convention Center
Room 506
5 - 6 pm
Alan Chalmers
Alan.chalmers (at) bris.ac.uk
Wednesday, August 3, 2005
- At LinuxMovies.org Conference
Thursday, August 4, 2005
- GPU Shading and Rendering
Full-Day, Tuesday, 2 August, 8:30 am - 5:30 pm
Petree Hall D
Level: Intermediate
Real-time programmable shading can now be experienced everywhere
from game consoles to the highest-end PCs. This updated course
brings together leading researchers from industry and academia
to present the foundations of hardware shading, the latest developments,
and how shading hardware is increasingly used for non-real-time
rendering.
Prerequisites - Working knowledge of a modern real-time graphics
API such as OpenGL or Direct3D. Familiarity with the concepts
of programmable shading and shading languages.
Intended Audience - Practitioners and software developers using
or intending to use graphics hardware for shading.
Organizer
Marc Olano
University of Maryland, Baltimore County
Lecturers
Avi Bleiweiss
ATI Research
Larry Gritz
NVIDIA Corporation
John C. Hart
University of Illinois at Urbana-Champaign
Mark Kilgard
NVIDIA Corporation
Michael McCool
University of Waterloo
Pedro Sander
ATI Research
- Thursday, 4 August, 11:30 am - 1:15 pm, POLAR EXPRESS 3D
at the IMAX Theater at the California Science Center.
- Exhibitor - GPU Programming Exposed: The Naked Truth Behind
NVIDIA's Demos
NVIDIA Corporation
Thursday, 4 August, 1 - 3 pm
Room 404A
This talk presents a cutting-edge collection of techniques and
visual effects from NVIDIA that give you the knowledge you need
to push the visual limits of your projects. Exclusively, for
the first time ever, go behind the scenes of the latest stunning
real-time effects as the NVIDIA demo team dissects their most
recent demo suite, including real-time translucency, improved
skin and hair rendering, innovative dynamic lighting effects,
shadowing techniques, and much more. Next, programmers and 3D
artists alike learn how to create real-world implementations
of GPU effects for gaming, CAD, and image processing.
Bea Langsdorf
NVIDIA Corporation
2701 San Tomas Expressway
Santa Clara, California 95050 USA
blangsdorf (at) nvidia.com
- BOF The Open Source RenderMan Pipeline-K-3D and Aqsis
Los Angeles Convention Center
Room 506
10 am - 2 pm
Timothy Shead
tshead (at) k-3d.com
- Exhibition 10-5pm
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