SIGGRAPH

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I don’t know what methods Ke-Sen Huang uses – does he constantly Google, do people email him, or has he modified his neural system to accept TCP/IP? – but I do know he’s already started to collect this year’s crop of papers accepted to SIGGRAPH. Enjoy!

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A partial, early list of SIGGRAPH 2011 courses has recently been published. SIGGRAPH has published such preliminary lists in previous years, typically representing around half to a third of the final course list.

The list includes six very promising courses:

  1. Advances in Real-Time Rendering in Games: Part I – this is the next iteration in a course series, organized by Natalya Tatarchuk, that has been presented at SIGGRAPH every year (with new content) since 2006. This course has been a highlight of every SIGGRAPH it has appeared in and I’m pleased to see it coming back. The instructors are not yet listed, but Natasha has always been able to round up a top-notch speaker roster, and I am confident she will do so again this year. ”Advances…” has always been a full-day course, though since 2008 (when SIGGRAPH canceled the full-day course format) it’s been divided into two half-day courses. Only one of the two halves appears on this list; hopefully this is a simple oversight and SIGGRAPH didn’t reject the other half of the course!
  2. Character Rigging, Deformations, and Simulations in Film and Game Production – I’m always happy to see “X in film and games”-types courses. If well-organized and presented, such courses detail the current cutting-edge of actual production practice in both industries, emphasizing interesting differences and commonalities between the two. Such crossover content is an important feature of SIGGRAPH not found in industry-specific conferences like GDC. The topic is important; many games don’t put enough of an emphasis on animation quality. The speaker list is strong, including Tim McLaughlin (a graphics researcher at Texas A&M University who also has a nice body of film VFX work he did at ILM), Larry Cutler (a character technical director at Dreamworks Animation, formerly at Pixar), and David Coleman (a Senior CG Supervisor at Electronic Arts Canada, where he leads the EA Sports rigging team).
  3. Cinematography: The Visuals & the Story – I’m very happy to see this course on the list. I have become  increasingly fascinated with cinematography over the last few years; there is a lot that video games can learn from cinematography, from creative topics like lighting and composition to technical ones such as depth of field and tone mapping. This course is taught by Bruce Block, a film producer and visual consultant who wrote a very well-regarded and influential book called The Visual Story, about how visual structure is used to present story in film. I’m trying to get a course put together for next year which would cover the topic from a different angle, as presented by working film cinematographers; the two courses should make a nicely complementary pair.
  4. Destruction and Dynamics for Film and Game Production – Another “X in film and games” course on a key topic, organized by Erwin Coumans (AMD; formerly at SCEA R&D, Havok and Guerrilla Games). Erwin is the creator of the open-source Bullet Physics engine, which has been used in many films and games. Other speakers include Takahiro Harada (a GPU physics researcher at AMD, formerly Havok and the University of Tokyo), Nafees Bin Zafar (a senior production engineer at DreamWorks Animation who won an Academy Scientific & Engineering Award for his fluid simulation work at Digital Domain), Mark Carlson (an FX R&D programmer at DreamWorks Animation, formerly at Disney Animation), Brice Criswell (a senior software engineer at ILM), Michael Baker (no affiliation listed – I’m guessing it’s the Michael Baker who teaches at the Art Institute of Las Vegas and develops tools for the Dynamica Bullet Maya plugin), and Erin Catto (a principal software engineer at Blizzard who also developed the very widely used Box2D open source 2D physics engine).
  5. PhysBAM: Physically Based Simulation – Another physics course, but with a different emphasis. It focuses on the the PhysBAM simulation library developed at Stanford University and used by ILM, Disney Animation, and Pixar. Parts of PhysBAM are already open source – since the course webpage refers to “the soon-to-be-released simulation library PhysBAM”, presumably the rest will be available soon. The course is presented by Craig Schroeder (a PhD student at Stanford).
  6. Storytelling With Color – Anyone who saw my color course last year knows that I believe that getting the technical side of color right is important, for both film and games. But the reason it is important comes from the creative side – the way that a selection of colors can drive story or establish a mood. This course covers that topic, and should be of great interest to many game developers. It will be presented by Kathy Altieri (a production designer at DreamWorks Animation who worked on filmsm including The Prince of Egypt, Over the Hedge, and How to Train Your Dragon, and previously at Disney Animation on The Little Mermaid, Aladdin, and The Lion King).

If the rest of the content will be nearly as good as this preliminary set of courses appears to be, SIGGRAPH 2011 will be a conference to remember!

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Go get your reservation. Even if you think you have a 10% chance of going to SIGGRAPH 2011 this year, I recommend holding a room now. You can cancel the reservation later at no cost until July 21.

Me, I went with the Empire Landmark Hotel, as it was a good balance between price and distance (location also sounded good). The YWCA was very tempting, though – really, if you’re traveling alone (I’m with 2 others), it’s an incredible bargain ($99 a night) for a single person and has a noticeably higher rating than the Empire Landmark on TripAdvisor.

Oh, also, if you’re an interactive rendering type of person, don’t forget that HPG 2011 is colocated with SIGGRAPH 2011 and starts on August 5 (a Friday), so you might want to book from August 4th on. You can always carve off days from your reservation later. That said, choosing August 4th does trim down the available hotels a bit. For me, HPG is a must-attend; when it was colocated with SIGGRAPH in 2009 (it alternates between SIGGRAPH in North America and EGSR in Europe) I found it offered more relevant papers than all of SIGGRAPH itself.

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SIGGRAPH 2011 will be in Vancouver, on August 7-11, 2011. I’ve given presentations at SIGGRAPH several times; each time was a great experience where I learned a lot and met some pretty awesome graphics people from the world’s top research institutions, film production companies, and game development studios.

SIGGRAPH has several programs at which game developers can show their work; I wanted to point out that two of the most important (Talks and Dailies) have deadlines on February 18th, less than two weeks away! Fortunately submitting a proposal to one of these programs doesn’t take much time. However, getting approval from your boss may take a while, so you don’t want to wait.

SIGGRAPH Talks are 20-minute long presentations which typically contain “nuggets” of novel film or game production tech. These can be rendering or shading techniques, tools for artists, enhancements done to support a tricky character design, etc. If it’s something a programmer or technical artist is proud of having done and it’s at least tangentially graphics-related, chances are it would make a good Talk submission. Submitting a talk only requires creating a one-page abstract; if the talk is accepted, you have until August to make 20 minutes worth of slides – not too bad. To get an idea of the level of detail expected in the abstract, and of the variety of possible talks, here are some film and game Talk abstracts from 2009 and 2010: Houdini in a Games Pipeline, Spore API: Accessing a Unique Database of Player Creativity, Radially-Symmetric Reflection Maps, Underground Cave Sequence for Land of the Lost, Hatching an Imaginary Bird, Fast Furry Ray Gathering, and NPR Gabor Noise for Coherent Stylization. If you are reading this, please consider submitted the coolest thing you’ve done last year as a Talk; the small time investment will repay itself many times over.

SIGGRAPH Dailies are relatively new (first introduced at SIGGRAPH 2010). These are very short (under two minutes!) presentations of individual art assets, such as models, animations, particle effects, shaders, etc. Unlike the rest of SIGGRAPH which emphasizes novel techniques, Dailies emphasize excellence in the result. Every good game or movie has many individual bits of excellence, each the result of an artist’s talent, imagination and sweat. These are often overlooked, or unknown outside the studio; Dailies aim to correct that. Dailies submissions are even easier than Talk submissions. All that is required is a short (60-90 second) video of the art asset, no audio, just something simple like an animation loop or model turntable. You will also need a short backstory; something that gives a feeling for the effort that went into the work, including any notable production frustrations, unlikely inspirations, sudden strokes of genius, etc. Don’t write too much – it should take about as long to say as the video length (60-90 seconds). To get a better idea of what a Dailies presentation looks like, here are two examples. The list of Dailies presented at SIGGRAPH 2010 can be found here: it runs the gamut from Pixar and Disney movies to student projects. I suspect not many artists read this blog, so any game programmers reading this, please forward it to the artists at your studio.

Good luck with your submissions!

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The ACM Non-Photorealistic Animation and Rendering Symposium has put out its call for papers. NPAR alternates its location each year between Annency, France (which is lovely) or colocated with SIGGRAPH (which is convenient for many of us). This is a SIGGRAPH year, in Vancouver (lovely and convenient). NPAR takes place the weekend before, colocated with Sketch-Based Interfaces and Modelling (SBIM) and (new this year) Computational Aesthetics (CAe).

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The SIGGRAPH Course “Advances in Real-Time Rendering for 3D Graphics and Games” has been held since 2006 with a consistently high level of quality. However the hosting of the materials is scattered around a few different websites, and the older years suffer from broken links and other issues. We are happy to host the course’s new home on a subdomain of this site: http://advances.realtimerendering.com/. At the moment only the SIGGRAPH 2010 course materials are present, but previous years will go up shortly.

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With less than two weeks until the conference, here’s my final pre-SIGGRAPH roundup of all the game development and real-time rendering content. This is to either to help convince people who are still on the fence about attending (unlikely at this late date) or to help people who are trying to decide which sessions to go to (more likely). If you won’t be able to attend SIGGRAPH this year, this might at least help you figure out which slides, videos, and papers to hunt for after the conference.

First of all, the SIGGRAPH online scheduler is invaluable for helping to sort out all the overlapping sessions (even if you just “download” the results into Eric’s lower-tech version). The iPhone app may show up before the conference, but given the vagaries of iTunes app store approval, I wouldn’t hold my breath.

The second resource is the Games Focus page, which summarizes the relevant content for game developers in one handy place. It makes a good starting point for building your schedule; the rest of this post goes into additional detail.

My previous posts about the panels and the talks, and several posts about the courses go into more detail on the content available in these programs.

Exhibitor Tech Talks are sponsored talks by various vendors, and are often quite good. Although the Games Focus page links to the Exhibitor Tech Talk page, for some reason that page has is no information about the AMD and NVIDIA tech talks (the Intel talk on Inspecting Complex Graphics Scenes in a Direct X Pipeline, about their Graphics Performance Analyzer tool, could be interesting). NVIDIA does have all the details on their tech talks at their SIGGRAPH 2010 page; the ones on OpenGL 4.0 for 2010, Parallel Nsight: GPU Computing and Graphics Development in Visual Studio, and Rapid GPU Ray Tracing Development with NVIDIA OptiX look particularly relevant. AMD has no such information available anywhere: FAIL.

One program not mentioned in the Games Focus page is a new one for this year: SIGGRAPH Dailies! where artists show a specific piece of artwork (animation, cutscene sequence, model, lighting setup, etc.) and discuss it for two minutes. This is a great program, giving artists a unique place to showcase the many bits of excellence that go into any good film or game. Although no game pieces got in this year, the show order includes great work from films such as Toy Story 3, Tangled, Percy Jackson, A Christmas Carol, The Princess and The Frog, Ratatouille, and Up. The show is repeated on Tuesday and Wednesday overlapping the Electronic Theater (which also should not be missed; note that it is shown on Monday evening as well).

One of my favorite things about SIGGRAPH is the opportunity for film and game people to talk to each other. As the Game-Film Synergy Chair, my primary responsibility was to promote content of interest to both. This year there are four such courses (two of which I am organizing and speaking in myself): Global Illumination Across Industries, Color Enhancement and Rendering in Film and Game Production, Physically Based Shading Models in Film and Game Production, and Beyond Programmable Shading I & II.

Besides the content specifically designed to appeal to both industries, a lot of the “pure film” content is also interesting to game developers. The Games Focus page describes one example (the precomputed SH occlusion used in Avatar), and hints at a lot more. But which?

My picks for “film production content most likely to be relevant to game developers”: the course Importance Sampling for Production Rendering, the talk sessions Avatar in Depth, Rendering Intangibles, All About Avatar, and Pipelines and Asset Management, the CAF production sessions Alice in Wonderland: Down the Rabbit Hole, Animation Blockbuster Breakdown, Iron Man 2: Bringing in the “Big Gun”, Making “Avatar”, The Making of TRON: LEGACY, and The Visual Style of How To Train Your Dragon, and the technical papers PantaRay: Fast Ray-Traced Occlusion Caching, An Artist-Friendly Hair Shading System, and Smoothed Local Histogram Filters. (unlike much of the other film production content, paper presentation videos are always recorded, so if a paper presentation conflicts with something else you can safely skip it).

Interesting, but more forward-looking film production stuff (volumetric effects and simulations that aren’t feasible for games now but might be in future): the course Volumetric Methods in Visual Effects, the talk sessions Elemental Training 101, Volumes and Precipitation, Simulation in Production, and Blowing $h!t Up, and the CAF production session The Last Airbender: Harnessing the Elements: Earth, Air, Water, and Fire.

Speaking of forward-looking content, SIGGRAPH papers written by academics (as opposed to film professionals) tend to fall in this category (in the best case; many of them are dead ends). I haven’t had time to look at the huge list of research papers in detail; I highly recommend attending the Technical Papers Fast-Forward to see which papers are worth paying closer attention to (it’s also pretty entertaining).

Some other random SIGGRAPH bits:

  • Posters are of very mixed quality (they have the lowest acceptance bar of any SIGGRAPH content) but quickly skimming them doesn’t take much time, and there is sometimes good stuff there. During lunchtime on Tuesday and Wednesday, the poster authors are available to discuss their work, so if you see anything interesting you might want to come back then and ask some questions.
  • The Studio includes several workshops and presentations of interest, particularly for artists.
  • The Research Challenge has an interesting interactive haunted house concept (Virtual Flashlight for Real-Time Scene Illumination and Discovery) presented by the Square Enix Research and Development Division.
  • The Geek Bar is a good place to relax and watch streaming video of the various SIGGRAPH programs.
  • The SIGGRAPH Reception, the Chapters Party, and various other social events throughout the week are great opportunities to meet, network, and talk graphics with lots of interesting and talented people from outside your regular circle of colleagues.

I will conclude with the list of game studios presenting at SIGGRAPH this year: Activision Studio Central, Avalanche Software, Bizarre Creations, Black Rock Studio, Bungie, Crytek, DICE, Disney Interactive Research, EDEN GAMES, Fantasy Lab, Gearbox, LucasArts, Naughty Dog, Quel Solaar, tri-Ace, SCE Santa Monica Studio, Square Enix R&D, Uber Entertainment, Ubisoft Montreal, United Front Games, Valve, and Volition. I hope for an even longer list in 2011!

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SIGGRAPH 2009 scheduleI’ve messed around with various scheduling methods over the years for SIGGRAPH, but find I dislike the form factor of PDA-like devices: you can see a few hours, or maybe a day’s activities at best. Taking notes can be tiresome, you need lots of clicks needed to find stuff, and sometimes the battery dies.

So for the past few years I’ve locked onto classic graphite stick & cellulose technology. Honestly, I like it a lot: folds up and fits in my pocket, it’s easy to see conflicts among events, I can instantly figure out when I’m free, and lots of room on the back for notes and whatnot. At the end of the conference I automatically have a hardcopy, no printing necessary. I mention it here as an honestly useful option, as this low-tech approach works for me. The main drawback is that you look like a nerd to other nerds. Hey, I like my iPod Touch, I’ll put the SIGGRAPH Advanced Program on it with Discover, but the sheet o’ paper will be my high-level quick & dirty way to navigate and write down information. It’s sort of how I like RememberTheMilk for reminders more than Google Calendar: I can enter data very simply, without time wasted navigating the UI. Now if only the sheet of paper would automatically unfold when I take it out of my pocket, I could increase efficiency by 0.43 seconds.

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After my last SIGGRAPH post, I spent a little more time digging around in the SIGGRAPH online scheduler, and found some more interesting details:

Global Illumination Across Industries

This is another film-game crossover course. It starts with a 15-minute introduction to global illumination by Jaroslav Křivánek, a leading researcher in efficient GI algorithms. It continues with six 25-30 minutes talks:

  • Ray Tracing Solution for Film Production Rendering, by Marcos Fajardo, Solid Angle. Marcos created the Arnold raytracer which was adopted by Sony Pictures Imageworks for all of their production rendering (including CG animation features like Cloudy with a Chance of Meatballs and VFX for films like 2012 and Alice in Wonderland). This is unusual in film production; most VFX and animation houses  use rasterization renderers like Renderman.
  • Point-Based Global Illumination for Film Production, by Per Christensen, Pixar. Per won a Sci-Tech Oscar for this technique, which is widely used in film production.
  • Ray Tracing vs. Point-Based GI for Animated Films, by Eric Tabellion, PDI/Dreamworks. Eric worked on the global illumination (GI) solution which Dreamworks used in Shrek 2; it will be interesting to hear what he has to say on the differences between the two leading film production GI techniques.
  • Adding Real-Time Point-based GI to a Video Game, Michael Bunnell, Fantasy Lab. Mike was also awarded the Oscar for the point-based technique (Christophe Hery was the third winner). He actually originated it as a real-time technique while working at NVIDIA; while Per and Christophe developed it for film rendering, Mike founded Fantasy Lab to further develop the technique for use in games.
  • Pre-computing Lighting in Games, David Larsson, Illuminate Labs. Illuminate Labs make very good prelighting tools for games; I used their Turtle plugin for Maya when working on God of War III and was impressed with its speed, quality and robustness.
  • Dynamic Global Illumination for Games: From Idea to Production, Anton Kaplanyan, Crytek. Anton developed the cascaded light propagation volume technique used in CryEngine 3 for dynamic GI; the I3D 2010 paper describing the technique can be found on Crytek’s publication page.

The course concludes with a 5 minute Q&A session with all speakers.

An Introduction to 3D Spatial Interaction With Videogame Motion Controllers

This course is presented by Joseph LaViola (director of the University of Central Florida Interactive Systems and User Experience Lab) and Richard Marks from Sony Computer Entertainment (principal inventor of the Eyetoy, Playstation Eye, and Playstation Move). Richard Marks gives two 45-minute talks, one on 3D Interfaces With 2D and 3D Cameras and one on 3D Spatial Interaction with the PlayStation Move. Prof. LaViola discusses Common Tasks in 3D User Interfaces, Working With the Nintendo Wiimote, and 3D Gesture Recognition Techniques.

Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations

After an introduction to the topic of collision detection and proximity queries, this course goes over recent research in collision detection for games including articulated, deformable and fracturing models. It concludes with optimization-oriented talks such as GPU-Based Proximity Computations (presented by Dinesh Manocha, University of North Carolina at Chapel Hill, one of the most prominent researchers in the area of collision detection), Optimizing Proximity Queries for CPU, SPU and GPU (presented by Erwin Coumans, Sony Computer Entertainment US R&D, primary author of the Bullet physics library, which is widely used for both games and feature films), and PhysX and Proximity Queries (presented by Richard Tonge, NVIDIA, one of the architects of the AGEIA  physics processing unit – the company was bought by NVIDIA and their software library formed the basis of the GPU-accelerated PhysX library).

Advanced Techniques in Real-Time Hair Rendering and Simulation

This course is presented by Cem Yuksel (Texas A&M University) and Sarah Tariq (NVIDIA). Between them, they have done a lot of the recent research on efficient rendering and simulation of hair. The course covers all aspects of real-time hair rendering: data management, the rendering pipeline, transparency, antialiasing, shading, shadows, and multiple scattering. It concludes with a discussion of real-time dynamic simulation of hair.

Ray Tracing Solution for Film Production Rendering
Fajardo

2:40 pm
Point-Based Global Illumination for Film Production
Christensen

3:05 pm
Ray Tracing vs. Point-Based GI for Animated Films
Tabellion

3:30 pm
Break 

3:45 pm
Adding Real-Time Point-based GI to a Video Game
Bunnell

4:15 pm
Pre-computing Lighting in Games
Larsson

4:45 pm
Dynamic Global Illumination for Games: From Idea to Production Kaplanyan

5:10 pm
Conclusions, Q & A
Ray Tracing Solution for Film Production Rendering

Fajardo

2:40 pm

Point-Based Global Illumination for Film Production

Christensen

3:05 pm

Ray Tracing vs. Point-Based GI for Animated Films

Tabellion

3:30 pm

Break

3:45 pm

Adding Real-Time Point-based GI to a Video Game

Bunnell

4:15 pm

Pre-computing Lighting in Games

Larsson

4:45 pm

Dynamic Global Illumination for Games: From Idea to Production Kaplanyan

5:10 pm

Conclusions, Q & A

All

All

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For anyone still working on their SIGGRAPH 2010 schedule, SIGGRAPH now has an online scheduler available. They are also promising an iPhone app, but this has not yet materialized. Most courses (sadly, only one of mine) now have detailed schedules. These reveal some more detail about two of the most interesting courses for game and real-time rendering developers:

Advances in Real-Time Rendering in 3D Graphics and Games

The first half, Advances in Real-Time Rendering in 3D Graphics and Games I (Wednesday, 28 July, 9:00 AM – 12:15 PM, Room 515 AB) starts with a short introduction by Natalya Tatarchuk (Bungie), and continues with four 45 to 50-minute talks:

  • Rendering techniques in Toy Story 3, by John Ownby, Christopher Hall and Robert Hall (Disney).
  • A Real-Time Radiosity Architecture for Video Games, by Per Einarsson (DICE) and Sam Martin (Geomerics)
  • Real-Time Order Independent Transparency and Indirect Illumination using Direct3D 11, by Jason Yang and Jay McKee (AMD)
  • CryENGINE 3: Reaching the Speed of Light, by Anton Kaplayan (Crytek)

The second half, Advances in Real-Time Rendering in 3D Graphics and Games II (Wednesday, 28 July, 2:00 PM – 5:15 PM, Room 515 AB) continues with five more talks (these are more variable in length, ranging from 25 to 50 minutes):

  • Sample Distribution Shadow Maps, by Andrew Lauritzen (Intel)
  • Adaptive Volumetric Shadow Maps, by Marco Salvi (Intel)
  • Uncharted 2: Character Lighting and Shading, by John Hable (Naughty Dog)
  • Destruction Masking in Frostbite 2 using Volume Distance Fields, by Robert Kihl (DICE)
  • Water Flow in Portal 2, by Alex Vlachos (Valve)

And concludes with a short panel (Open Challenges for Rendering in Games and Future Directions) and Q&A session by all the course speakers.

Beyond Programmable Shading

The first half,  Beyond Programmable Shading I (Thursday, 29 July, 9:00 AM – 12:15 PM, Room 515 AB) includes seven 20-30 minute talks:

  • Looking Back, Looking Forward, Why and How is Interactive Rendering Changing, by Mike Houston (AMD)
  • Five Major Challenges in Interactive Rendering, by Johan Andersson (DICE)
  • Running Code at a Teraflop: How a GPU Shader Core Works, by Kayvon Fatahalian (Stanford)
  • Parallel Programming for Real-Time Graphics, by Aaron Lefohn (Intel)
  • DirectCompute Use in Real-Time Rendering Products, by Chas. Boyd (Microsoft)
  • Surveying Real-Time Beyond Programmable Shading Rendering Algorithms, by David Luebke (NVIDIA)
  • Bending the Graphics Pipeline, by Johan Andersson (DICE)

The second half, Beyond Programmable Shading II (Thursday, 29 July, 2:00 PM – 5:15 PM, Room 515 AB) starts with a short “re-introduction” by Aaron Lefohn (Intel) continues with five 20-35 minute talks:

  • Keeping Many Cores Busy: Scheduling the Graphics Pipeline, by Jonathan Ragan-Kelley (MIT)
  • Evolving the Direct3D Pipeline for Real-Time Micropolygon Rendering, by Kayvon Fatahalian (Stanford)
  • Decoupled Sampling for Real-Time Graphics Pipelines, by Jonathan Ragan-Kelley (MIT)
  • Deferred Rendering for Current and Future Rendering Pipelines, by Andrew Lauritzen (Intel)
  • PantaRay: A Case Study in GPU Ray-Tracing for Movies, by Luca Fascione (Weta) and Jacopo Pantaleoni (NVIDIA)

and closes with a 15-minute wrapup (What’s Next for Interactive Rendering Research?) by Mike Houston (AMD) followed by a 45-minute panel (What Role Will Fixed-Function Hardware Play in Future Graphics Architectures?) by all the course speakers Mike Houston, Kayvon Fatahalian, and Johan Andersson, joined by Steve Molnar (NVIDIA) and David Blythe (Intel) (thanks to Aaron Lefohn for the update).

Both of these courses look extremely strong, and I recommend them to any SIGGRAPH attendee interested in real-time rendering (I definitely plan to attend them!)

Four presentations by DICE is an unusually large number for a single game developer, but that isn’t the whole story; they are actually doing two additional presentations in the Stylized Rendering in Games course, for a total of six!

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