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Realism in Real-Time: ACM SIGGRAPH, Graphics, and Games Alan ChalmersLeo Hourvitz Vice-Chair, Director for ACM SIGGRAPHCommunications, University of Bristol,

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Presentation on theme: "Realism in Real-Time: ACM SIGGRAPH, Graphics, and Games Alan ChalmersLeo Hourvitz Vice-Chair, Director for ACM SIGGRAPHCommunications, University of Bristol,"— Presentation transcript:

1 Realism in Real-Time: ACM SIGGRAPH, Graphics, and Games Alan ChalmersLeo Hourvitz Vice-Chair, Director for ACM SIGGRAPHCommunications, University of Bristol, ACM SIGGRAPH UKPulse Entertainment, USA

2 ACM SIGGRAPH ACM SIGGRAPH’s mission is to promote the generation and dissemination of information on computer graphics and interactive techniques.

3 ACM SIGGRAPH’s Values Excellence Integrity Volunteerism Passion Cross-disciplinary interaction

4 Membership ACM SIGGRAPH has about 6,500 members around the world, including academia, professionals, and students. Any interested individual may join.

5 ACM SIGGRAPH Programs Annual SIGGRAPH Conference Symposia Program (Why we’re here!) Professional and Student Chapters Education Program ACM SIGGRAPH Publications Awards …

6 ACM SIGGRAPH Programs (cont’d) Public Policy Traveling Art Show and Courses Special Projects The Hub

7 Annual SIGGRAPH Conference Premier showcase for computer graphics and interactive techniques Most prestigious research forum for presentation of the latest results Established and rapidly growing exhibition of cutting-edge computer graphics products

8 SIGGRAPH Conference (cont’d) Electronic Theatre Courses Art Show Emerging Technologies Panels SIGGRAPH Studio Thousands of other members of the SIGGRAPH community

9 Upcoming SIGGRAPH Conferences SIGGRAPH 2001 –12-17 Aug 01 Los Angeles, California, USA SIGGRAPH 2002 –21-26 Jul 02 San Antonio, Texas, USA SIGGRAPH 2003 –27Jul-01Aug 03 San Diego, California, USA http://www.siggraph.org/s2001

10 Symposia Program Smaller, focused gatherings of some part of the SIGGRAPH community May be sponsored, co-sponsored, or presented in association with ACM SIGGRAPH http://www.siggraph.org/conferences

11 Symposia Examples Campfire on Acoustic Rendering, May2001 –Sponsored Symposium on Interactive 3D Graphics, 19-21Mar2001 –Co-sponsored Game Technology 2001 –In co-operation with

12 ACM SIGGRAPH Chapters Groups of professionals (or students) who gather throughout the year to discuss and support computer graphics and interactive techniques in their area Approximately 40 chapters worldwide ACM SIGGRAPH provides startup support, materials and training, and online infrastructure http://www.siggraph.org/chapters

13 Education Program Education programs aids both: –Educators teaching computer graphics and interactive techniques, and –Educators applying computer graphics to teach in their own discipline Programs provides materials, workshops, training, and curriculum recommendations http://www.siggraph.org/education

14 ACM SIGGRAPH Publications Includes the annual conference series, the leading-edge record of the newest research in computer graphics and interactive techniques The Computer Graphics Quarterly, a more personal look at the field from respected professionals

15 Publications (cont’d) The Member Value Plus program provides Symposia proceedings at a reduced rate The Digital Library makes all ACM SIGGRAPH publications available online 24/7 The SIGGRAPH Video Review, a video archive of SIGGRAPH content http://www.siggraph.org/publications

16 Awards Coons Award –A lifetime of contributions to computer graphics and interactive techniques Achievement Award –An outstanding achievement in the field Outstanding Service Award Significant New Researcher Award http://www.siggraph.org/awards

17 Public Policy Inform ACM SIGGRAPH Members and policymakers about issues relating to the field –Privacy and digital signatures –Copy and copyright protection Not a lobbying organization http://www.siggraph.org/public-policy

18 Traveling Art Show and Courses Take a selection of the art or courses from the annual conference out for an international tour Art Show has been traveling for years, well-received Courses are starting up in 2001 http://www.siggraph.org/tas

19 Special Projects Funding for worthy computer graphics projects that are not being otherwise addressed –Outreach programs (e.g., Southern Africa Graphics Association kickoff) –Research coordination efforts –Startup funds for interest groups (e.g., Carto project) http://www.siggraph.org/special-projects

20 The Hub: www.siggraph.org ACM SIGGRAPH’s online presence that backs up and makes available all of these programs Outside of the above programs, it also includes: –Web Resources directory: information, tutorials, and code for computer graphics –Industry Directory: companies involved in computer graphics and interactive techniques

21 The Hub (cont’d) Future plans include: –Member interests directory –Collaboration space –Salary survey

22 …but why is ACM SIGGRAPH here at GTEC? Games have been the primary driving application of real-time graphics for the last decade The SIGGRAPH community provides much of the key technological research enabling the games industry

23 Real-time Computer Graphics: The Good News The strides that have been made in the realism of real-time computer graphics are incredible

24 From abstract, symbolic graphics… Berzerk

25 …to Representational graphics Star Wars (arcade), © Lucasfilm Ltd. circa 1979

26 The leap from 2D … Xevious

27 …to 3D (sort of) Outrun (arcade) © 1986 SEGA

28 The Evolution of 3D Wolfenstein 3D, © id Software circa 1988

29 Through today Onimusha, © 2000 Capcom

30 The Bad News It’s not going to stop There’s no limit to the realism we’ll have to put into our real-time graphics

31 Things we’ve already done Skeletal articulation and animation blending Particle systems Hardware-accelerated APIs Shadows and texturing Anti-aliasing

32 Things we’re in the middle of now Subdivision surfaces –From Geri’s Game –To browser plug-ins

33 Facial and body articulation from Karateka to Silent Hill

34 Solid-body dynamics Metal Gear Solid 2, Konami

35 Massively multi-player simulations From SIMNET to Everquest Everquest Promotional Art

36 And some things yet to come Procedural shading (from 20 hour RenderMan renders to 17 msec) Soft-body and fluid dynamics Geri’s Game, © 1997 Pixar Animation Studios

37 Yet to come (cont’d) Emotive AI (Improv technologies) Motion Blur (higher resolution motion)

38 How can you know what’s coming? Join ACM SIGGRAPH Review the publications in the DL If you can, attend the annual conference Take advantage of the education program Organize a local chapter Host the art show or a course

39 Epilogue Computer Graphics is not an application Make Games Fun Make Stories Interesting Make Characters Compelling


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