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Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White will present a survey of recent graphics research projects and computer animations that were demonstrated at SIGGRAPH 2002 in San Antonio this summer. What’s New in Computer Graphics? FREE PIZZA! FREE PIZZA! FREE PIZZA! FREE PIZZA! FREE PIZZA! FREE PIZZA! FREE PIZZA! FREE PIZZA!

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Page 1: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

Wednesday – September 25, 20022:00 – 3:30 PM

Engineering Building 1033

Wednesday – September 25, 20022:00 – 3:30 PM

Engineering Building 1033

Bill White will present a survey of recent graphics research projects and computer animations that were demonstrated at SIGGRAPH 2002 in San

Antonio this summer.

Bill White will present a survey of recent graphics research projects and computer animations that were demonstrated at SIGGRAPH 2002 in San

Antonio this summer.

What’s New in Computer Graphics?

What’s New in Computer Graphics?

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Page 2: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

Principal Activities:• Courses & Tutorials• Research Papers• Panel Discussions• Technical Sketches• Educators Program• Special Sessions• Computer Animation Festival

Principal Activities:• Courses & Tutorials• Research Papers• Panel Discussions• Technical Sketches• Educators Program• Special Sessions• Computer Animation Festival

SIGGRAPH 2002The 29th International

Conference on Computer Graphics and Interactive

TechniquesJuly 21-26, 2002

SIGGRAPH 2002The 29th International

Conference on Computer Graphics and Interactive

TechniquesJuly 21-26, 2002

Fields of Interest:• Character Animation• Rendering Nature• Graphical Processors• Programming Languages• Artificial Intelligence• Computer Gaming• Virtual Reality

Fields of Interest:• Character Animation• Rendering Nature• Graphical Processors• Programming Languages• Artificial Intelligence• Computer Gaming• Virtual Reality

Page 3: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

Research Paper: “Trainable Videorealistic Speech Animation” by Tony Ezzat, Gadi Geiger, and Tomaso

Poggio – Massachusetts Institute of Technology

Research Paper: “Trainable Videorealistic Speech Animation” by Tony Ezzat, Gadi Geiger, and Tomaso

Poggio – Massachusetts Institute of Technology

Character AnimationCharacter Animation

• An audiovisual recording is made of a human subject uttering various words and sentences.

• A discrete set of images is culled from the recording, with each visual image associated with a specific phoneme.

• When applying these images to a different audio recording, a shortest-path algorithm is used to morph between phoneme images.

• An audiovisual recording is made of a human subject uttering various words and sentences.

• A discrete set of images is culled from the recording, with each visual image associated with a specific phoneme.

• When applying these images to a different audio recording, a shortest-path algorithm is used to morph between phoneme images.

Page 4: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

Research Paper: “DyRT: Dynamic Response Textures for Real Time Deformation Simulation with Graphics Hardware” by Doug L. James and Dinesh K. Pai –

University of British Columbia

Research Paper: “DyRT: Dynamic Response Textures for Real Time Deformation Simulation with Graphics Hardware” by Doug L. James and Dinesh K. Pai –

University of British Columbia

Character AnimationCharacter Animation

• Real-time simulations of dynamic deformations are achieved via precomputed vibration models that are stored in graphics hardware.

• This increases the realism of the scene while allowing the main CPU to focus on the simulation of more complex tissue models involved in user contact interactions.

• Real-time simulations of dynamic deformations are achieved via precomputed vibration models that are stored in graphics hardware.

• This increases the realism of the scene while allowing the main CPU to focus on the simulation of more complex tissue models involved in user contact interactions.

Page 5: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

Research Paper: “A User Interface for Interactive Cinematic Shadow Design” by Fabio Pellacini, Parag Tole,

and Donald P. Greenberg – Cornell University

Research Paper: “A User Interface for Interactive Cinematic Shadow Design” by Fabio Pellacini, Parag Tole,

and Donald P. Greenberg – Cornell University

Rendering NatureRendering Nature

• Placing shadows to achieve a desired visual effect can be difficult, requiring repeated repositioning of light sources and shadow-generating objects.

• This research allows users to directly manipulate the shadows themselves, with lights and objects automatically repositioned to correspond to the desired shadow effect.

• Placing shadows to achieve a desired visual effect can be difficult, requiring repeated repositioning of light sources and shadow-generating objects.

• This research allows users to directly manipulate the shadows themselves, with lights and objects automatically repositioned to correspond to the desired shadow effect.

Page 6: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

Research Paper: “Robust Treatment of Collisions, Contact and Friction for Cloth Animation” by Robert Bridson,

Ronald Fedkiw, and John Anderson – Stanford University and Industrial Light & Magic

Research Paper: “Robust Treatment of Collisions, Contact and Friction for Cloth Animation” by Robert Bridson,

Ronald Fedkiw, and John Anderson – Stanford University and Industrial Light & Magic

Rendering NatureRendering Nature

• Since every point on the surface of a cloth has the potential of colliding with every other point, as well as with the surrounding environment, the computation required for realistically simulating cloth animation is massive.

• By modeling cloth elements with discrete repulsion forces, collisions are avoided and complex cloth motion can be efficiently modeled.

• Since every point on the surface of a cloth has the potential of colliding with every other point, as well as with the surrounding environment, the computation required for realistically simulating cloth animation is massive.

• By modeling cloth elements with discrete repulsion forces, collisions are avoided and complex cloth motion can be efficiently modeled.

Page 7: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

Research Paper: “Physically Based Modeling and Animation of Fire” by Duc Quang Nguyen, Ronald Fedkiw,

and Henrik Wann Jensen – Stanford University and Industrial Light & Magic

Research Paper: “Physically Based Modeling and Animation of Fire” by Duc Quang Nguyen, Ronald Fedkiw,

and Henrik Wann Jensen – Stanford University and Industrial Light & Magic

Rendering NatureRendering Nature

• Visually realistic fire animations are produced by modeling the physics equations for the vaporization of fuel into hot gaseous products.

• The blackbody radiation emitted by such gaseous products is also graphically modeled, producing smoke and soot effects.

• Visually realistic fire animations are produced by modeling the physics equations for the vaporization of fuel into hot gaseous products.

• The blackbody radiation emitted by such gaseous products is also graphically modeled, producing smoke and soot effects.

Page 8: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

Research Paper: “Animation and Rendering of Complex Water Surfaces” by Douglas Enright, Stephen Marschner, and Ronald Fedkiw – Stanford University and Industrial

Light & Magic

Research Paper: “Animation and Rendering of Complex Water Surfaces” by Douglas Enright, Stephen Marschner, and Ronald Fedkiw – Stanford University and Industrial

Light & Magic

Rendering NatureRendering Nature

• Previous liquid modeling techniques have focused on modeling the volumetric effects within a mass of liquid, ignoring the surface interaction between the liquid and its surroundings (e.g., the air).

• By modeling the interaction between the two sides of the liquid surface, this research yields more photorealistic images of the surface itself.

• Previous liquid modeling techniques have focused on modeling the volumetric effects within a mass of liquid, ignoring the surface interaction between the liquid and its surroundings (e.g., the air).

• By modeling the interaction between the two sides of the liquid surface, this research yields more photorealistic images of the surface itself.

Page 9: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

Panel Discussion: “When Will Ray-Tracing Replace Rasterization?” with Kurt Akeley (Stanford University), David Kirk (NVIDIA), Larry Seiler (ATI Research), Philipp

Slusallek (Saarland University), and Brad Grantham (SGI)

Panel Discussion: “When Will Ray-Tracing Replace Rasterization?” with Kurt Akeley (Stanford University), David Kirk (NVIDIA), Larry Seiler (ATI Research), Philipp

Slusallek (Saarland University), and Brad Grantham (SGI)

Graphical ProcessorsGraphical Processors

Rasterization: Converting images into pixel-sized elements for display.

• Simple operations that can be performed quickly in hardware.

• Producing realistic images is hard, requiring many algorithms to be spliced together.

Rasterization: Converting images into pixel-sized elements for display.

• Simple operations that can be performed quickly in hardware.

• Producing realistic images is hard, requiring many algorithms to be spliced together.

Ray-Tracing: Producing images by casting rays from the viewer through the display screen to the scene objects and light source.

• Produces high-quality images with transparency, reflection, and shadows.

• Very computation-intensive, so difficult to make interactive.

Ray-Tracing: Producing images by casting rays from the viewer through the display screen to the scene objects and light source.

• Produces high-quality images with transparency, reflection, and shadows.

• Very computation-intensive, so difficult to make interactive.

• Ray-tracing lends itself to a large amount of parallelism, Ray-tracing lends itself to a large amount of parallelism, encouraging the development of multiprocessor graphics encouraging the development of multiprocessor graphics processing units.processing units.

• In addition, new application programming interfaces (like In addition, new application programming interfaces (like OpenGL) need to be developed with built-in ray-tracing OpenGL) need to be developed with built-in ray-tracing functionality.functionality.

• Ray-tracing lends itself to a large amount of parallelism, Ray-tracing lends itself to a large amount of parallelism, encouraging the development of multiprocessor graphics encouraging the development of multiprocessor graphics processing units.processing units.

• In addition, new application programming interfaces (like In addition, new application programming interfaces (like OpenGL) need to be developed with built-in ray-tracing OpenGL) need to be developed with built-in ray-tracing functionality.functionality.

Page 10: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

Graphical ProcessorsGraphical Processors

• Sun’s new Scalable Advanced Graphics Environment (SAGE) architecture renders over 80M fully lit, textured, antialiased triangles per second.

• New memory devices are used to implement high-density non-uniform supersampling of up to 16 samples per pixel.

• Sun’s new Scalable Advanced Graphics Environment (SAGE) architecture renders over 80M fully lit, textured, antialiased triangles per second.

• New memory devices are used to implement high-density non-uniform supersampling of up to 16 samples per pixel.

Research Paper: “The SAGE Graphics Architecture” by Michael Deering and David Naegle – Sun MicrosystemsResearch Paper: “The SAGE Graphics Architecture” by Michael Deering and David Naegle – Sun Microsystems

Page 11: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

Programming LanguagesProgramming Languages

This course, conducted by two of SGI’s OpenGL gurus, examined several “tricks of the trade” for

improving rasterization performance on any hardware platform supporting OpenGL.

This course, conducted by two of SGI’s OpenGL gurus, examined several “tricks of the trade” for

improving rasterization performance on any hardware platform supporting OpenGL.

Course: “Performance OpenGL: Platform-Independent Techniques” by Brad Grantham and Dave Shreiner –

Silicon Graphics

Course: “Performance OpenGL: Platform-Independent Techniques” by Brad Grantham and Dave Shreiner –

Silicon Graphics

Page 12: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

Programming LanguagesProgramming Languages

This course

examined the

improvements in the next major release of OpenGL, planned for two

years from now.

This course

examined the

improvements in the next major release of OpenGL, planned for two

years from now.

Course: “OpenGL 2.0” by Randi J. Rost (3Dlabs), Bill Licea-Kane (ATI Research), and Evan Hart (ATI Research)

Course: “OpenGL 2.0” by Randi J. Rost (3Dlabs), Bill Licea-Kane (ATI Research), and Evan Hart (ATI Research)

• Improved vertex processing (transformations, shading, texture coordinates, lighting)

• Streamlined data retrieval and storage (unpacking and packing)

• Improved vertex processing (transformations, shading, texture coordinates, lighting)

• Streamlined data retrieval and storage (unpacking and packing)

• New fragment processing (pixel shading, fog effects, texture application)

• Expanded set of data structures to improve shading, texturing, and storing graphical data.

• New fragment processing (pixel shading, fog effects, texture application)

• Expanded set of data structures to improve shading, texturing, and storing graphical data.

Page 13: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

Artificial IntelligenceArtificial Intelligence

• To ensure that interactive synthetic characters (e.g., game NPCs) are compelling over time, these researchers are attempting to get them to “learn” from experience.

• Virtual dog training is used to test this technique, with the trainer interacting with an animated puppy via a microphone (for whistles and uttered keywords) and a gamepad controlling two virtual hands (the left holding a clicker, the right for luring and for head-petting rewards)

• To ensure that interactive synthetic characters (e.g., game NPCs) are compelling over time, these researchers are attempting to get them to “learn” from experience.

• Virtual dog training is used to test this technique, with the trainer interacting with an animated puppy via a microphone (for whistles and uttered keywords) and a gamepad controlling two virtual hands (the left holding a clicker, the right for luring and for head-petting rewards)

Research Paper: “Integrated Learning for Interactive Synthetic Characters” by Bruce Blumberg, Marc Downie, Yuri Ivanov, Matt Berlin, Michael Patrick Johnson, and Bill

Tomlinson – MIT Media Lab

Research Paper: “Integrated Learning for Interactive Synthetic Characters” by Bruce Blumberg, Marc Downie, Yuri Ivanov, Matt Berlin, Michael Patrick Johnson, and Bill

Tomlinson – MIT Media Lab

Page 14: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

Artificial IntelligenceArtificial Intelligence

• In this research, “low level” intelligence is modeled in an animated character via object persistence, in which a character can “deduce” where a tracked object is, even when the object is no longer in sight.

• “Low level” character animation involves subtle, emotion-based reactions, such as eye motion, gaze control, and facial expression.

• In this research, “low level” intelligence is modeled in an animated character via object persistence, in which a character can “deduce” where a tracked object is, even when the object is no longer in sight.

• “Low level” character animation involves subtle, emotion-based reactions, such as eye motion, gaze control, and facial expression.

Technical Sketch: “’Low Level’ Intelligence for ‘Low Level’ Character Animation” by Damian Isla and Bruce Blumberg

– MIT Media Lab

Technical Sketch: “’Low Level’ Intelligence for ‘Low Level’ Character Animation” by Damian Isla and Bruce Blumberg

– MIT Media Lab

Page 15: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

Computer GamingComputer Gaming

The International Game Developers Association’s Education Committee is developing a framework for a curriculum in game

development, design, and analysis.

The International Game Developers Association’s Education Committee is developing a framework for a curriculum in game

development, design, and analysis.

Educators Program: “Game Development, Design and Analysis Curriculum” with Jason Della Rocca (IGDA), Robin Hunicke (Northwestern University), Warren Spector (ION

Storm), and Eric Zimmerman (gameLab)

Educators Program: “Game Development, Design and Analysis Curriculum” with Jason Della Rocca (IGDA), Robin Hunicke (Northwestern University), Warren Spector (ION

Storm), and Eric Zimmerman (gameLab)

Game Criticism, Analysis & History• Theoretical and practical analysis of electronic and non-electronic games from a Humanities point of view.

Games & Society• Ways of understanding games, drawn primarily from the Social Sciences.

Game Systems & Game Design• Conceptual and practical concerns that offer a design-centric look at how games create experiences for players.

Game Criticism, Analysis & History• Theoretical and practical analysis of electronic and non-electronic games from a Humanities point of view.

Games & Society• Ways of understanding games, drawn primarily from the Social Sciences.

Game Systems & Game Design• Conceptual and practical concerns that offer a design-centric look at how games create experiences for players.

Interactive Storytelling, Writing & Scripting• Traditional storytelling as well as the challenges of interactive narrative.

The Business of Gaming• Economic, legal and policy aspects of games.

People & Process Management in Game Development• Practical challenges of managing game development.

Interactive Storytelling, Writing & Scripting• Traditional storytelling as well as the challenges of interactive narrative.

The Business of Gaming• Economic, legal and policy aspects of games.

People & Process Management in Game Development• Practical challenges of managing game development.

Technical Skills, Programming & Algorithms• Aspects of traditional Computer Science, modified as necessary to address the technical aspects of gaming.

Visual Design• The many aspects of creating the visual components of games.

Audio Design• Creating game sound environments.

Technical Skills, Programming & Algorithms• Aspects of traditional Computer Science, modified as necessary to address the technical aspects of gaming.

Visual Design• The many aspects of creating the visual components of games.

Audio Design• Creating game sound environments.

Page 16: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

Computer GamingComputer Gaming

Raph KosterSony Online

EntertainmentHead Designer:

Star Wars Galaxies

Raph KosterSony Online

EntertainmentHead Designer:

Star Wars Galaxies

Special Session: “The Fate of Play: Game Industry Revolutionaries Speak Out”

Special Session: “The Fate of Play: Game Industry Revolutionaries Speak Out”

Lorne LanningOddworld InhabitantsCreator: Oddworld:Munch’s Oddyssee

Lorne LanningOddworld InhabitantsCreator: Oddworld:Munch’s Oddyssee

Scott Miller3D RealmsDesigner:

Duke Nukem

Scott Miller3D RealmsDesigner:

Duke Nukem

Warren SpectorION Storm

AustinStudio Director:

Deus Ex

Warren SpectorION Storm

AustinStudio Director:

Deus Ex

Will WrightMaxis

Creator:The Sims

Will WrightMaxis

Creator:The Sims

The Consensus:• Games are experiencing the same problem as the movies: too much emphasis upon fancy graphics, not enough on content!• Gaming is an interactive medium with new, preferably user-created, content; developers shouldn’t overemphasize storytelling, but should provide character development opportunities!

The Consensus:• Games are experiencing the same problem as the movies: too much emphasis upon fancy graphics, not enough on content!• Gaming is an interactive medium with new, preferably user-created, content; developers shouldn’t overemphasize storytelling, but should provide character development opportunities!

Page 17: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

Virtual RealityVirtual RealityTechnical Sketch: “MasterMotion: Full Body Wireless Virtual

Reality for Tai Chi” by Philo Tan Chua, Rebecca Crivella, Bo Daly, Ning Hu, Russ Schaaf, David Ventura, Todd Camill, Jessica Hodgins, and Randy Pausch – Carnegie Mellon University

Technical Sketch: “MasterMotion: Full Body Wireless Virtual Reality for Tai Chi” by Philo Tan Chua, Rebecca Crivella, Bo Daly,

Ning Hu, Russ Schaaf, David Ventura, Todd Camill, Jessica Hodgins, and Randy Pausch – Carnegie Mellon University

• Full-body optical motion capture, wireless audio/video broadcast, belt-worn electronics, and lightweight head-mounted displays are combined to provide a wide-area untethered virtual environment.

• A Tai Chi training application has been developed, with on-line feedback and correction provided to students, whose movements are compared to those of the teacher.

• Full-body optical motion capture, wireless audio/video broadcast, belt-worn electronics, and lightweight head-mounted displays are combined to provide a wide-area untethered virtual environment.

• A Tai Chi training application has been developed, with on-line feedback and correction provided to students, whose movements are compared to those of the teacher.

Page 18: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

Computer Animation FestivalComputer Animation Festival

“Carl & Ray”Tippett Studio“Carl & Ray”

Tippett Studio“It’s Not The

EndOf The World”Duran Duboi

“It’s Not The End

Of The World”Duran Duboi

“Panic Room”BUF

Compagnie

“Panic Room”BUF

Compagnie

“Passing Moments”Ringling School Of Art &

Design

“Passing Moments”Ringling School Of Art &

Design

“Polygon Family,

Episode 2”Polygon Pictures

“Polygon Family,

Episode 2”Polygon Pictures

“Puppet”Ringling School Of Art &

Design

“Puppet”Ringling School Of Art &

Design

“Sprout”PDI/

DreamWorks

“Sprout”PDI/

DreamWorks

Page 19: Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Wednesday – September 25, 2002 2:00 – 3:30 PM Engineering Building 1033 Bill White

The SIGGRAPH Student Volunteers Program provides full access to programs and events seen by conference attendees, sneak peaks at conference events, special opportunities at the SIGGRAPH 2003 Career Center, and admission to all programs, receptions, and many special programs.

This is available to high school, undergraduate, and graduate students who are enrolled full time for at least one semester during the 2002-2003 school year. Students can apply to work either 20 or 35 hours during the conference. Volunteers from outside the San Diego area willing to work at least 35 hours can also receive complimentary housing in San Diego for the week. In addition, all applicants are eligible to apply for the Travel Grant program, which offers monetary assistance to accepted Student Volunteers to offset the costs of travel to and from the conference.

On-line application submissions (at www.siggraph.org/s2003/cfp/) begin in early November, with a final submission deadline of February 26, 2003.