I3D 2020 Call For Papers

The I3D Call For Papers is up: http://i3dsymposium.github.io/2020/cfp.html

Key dates:
13 December 2019 Paper submission deadline
20 December 2019 Extension for re-submissions (see details above)
10 February 2020 Notification of committee decisions
24 February 2020 Camera-ready deadline for accepted papers
9 March 2020 Poster submission deadline
5-7 May 2020 Conference at ILM in the Presidio, San Francisco

 

 

LinkedIn Invites

I’m posting because I gave a lecture on ray & path tracing last Monday, and at the end gave a little career advice, at the request of the people running the class. One thing I ranted about was getting LinkedIn invites without any explanation. I did say to the audience, students, that they could ask me for a connection, if they wanted. I guess I didn’t make it clear that they, too, should add an explanatory note – “loved your lecture, you’re the best person on the planet” or whatever – as I then received two invites without any notes that I tracked down as being students at the lecture (and so accepted). Next time I’ll be clearer…

I get a lot of LinkedIn invites – I suspect most people do. My rule is I accept if (a) I clearly know you or (b) you work for the same company as I do or have some other obvious direct connection or (c) you added a little note as to why we should connect.

I see varying advice on this. LinkedIn itself blogs on the topic, saying not to connect to random people. But most of the people who want to connect are semi-random – they usually are interested in computer graphics. Some site with an icky (to me) URL of linkedinriches.com (with “$” for that final “s” on the website itself) says I should accept everything except the utter randos, which does have a logic to it – who really cares who connects? But, if I get a note from the inviter, I’ll go with the assumption that I know them somehow. And if I see I have a connection with someone, I’ll assume I can contact them, as we somehow know each other – I don’t want to be the rando if I DM them.

My own feeling is that if someone doesn’t know me and doesn’t spend half a minute to write me a sentence for why we should connect (I always do, when connecting with someone else I don’t know), then I’ll ignore the request. As LinkedIn says, such requests are indistinguishable, disingenuous, lacking creativity, or lazy. Am I missing something here?

Reply on Twitter, if you’re interested (sadly, spammers have led to us mostly turning off comments on this blog itself).

And if you did make a no-explanation invite and would like to explain why we truly should connect, great: email me, erich@acm.org (once upon a time I would not post my email address, but Gmail’s spam filter is quite effective). I currently see 35 pending invites, and you all look to be fine people (except you, Fred), so let me know why you want to connect.

I3D 2020 Location and Dates

Date: conference is May 5-7th 2020 (the venue was already booked for May 4th – I’ll let you puzzle out why). Call For Papers coming soon – due date likely in December (judging from past conferences).

Location: Industrial Light and Magic at the Presidio, San Francisco. Naty Hoffman did a lot of work to make this happen, and I’m super-excited that it will be there – pleasant buildings in a lovely location with cool memorabilia in a great city. And that last link is definitely worth clicking – Google Earth’s fun.

This is the I3D you don’t want to miss (especially once you submit your best work!).

Seven Things for September 23, 2019

Seven things:

NPR-Related book free until September 25

Passing it on – being interested in the topic, and being a packrat, I downloaded a copy. It is quite thorough, 163 pages long, by experts in the field.

From Mike Casey at “now publishers”:

I am pleased to announce that Foundations and Trends in Computer Graphics and Vision has published the following issue:

Volume 11, Issues 1-2
Line Drawings from 3D Models: A Tutorial
By Pierre Bénard and Aaron Hertzmann
https://www.nowpublishers.com/article/Details/CGV-075

Complimentary downloads of this article will be available until September 25, 2019 so you should be able to access it directly using the link provided.

If you don’t like getting on yet another mailing list, you could consider a temporary email address, e.g., https://temp-mail.org/en/

(thanks to Andrew Glassner for passing this email on to me.)

Seven Things for August 19, 2019

Here are some things that I found worthwhile:

  • The slides for Fresnel Equation Considered Harmful are worth a look. Two people at SIGGRAPH mentioned to me this was a good presentation, and they’re right. Among other things, it describes the surprising result that using “the right equation” but sampling it a simpler way (RGB instead of per wavelength, which almost no one rendering does) can give a worse result than various common approximations, such as Schlick’s.
  • PC Gamer’s “PC Graphics Options Explained” is surprisingly detailed, well illustrated, and quite readable. There are some bits I could pick at – e.g., the explanations for anisotropic filtering and for HDR – but overall it’s nicely done.
  • While I wasn’t looking, Microsoft added embedding of 3D models into Powerpoint, supporting six formats. I also just learned that the Minecraft Bedrock edition has binary glTF export built in, one of the six formats. And, worth repeating, Twitter allows Sketchfab models to be embedded, example here. That said, bummer: Facebook has pulled support for displaying 3D models in its system, I’m not sure why (3D photos, which are entirely fun, remain).
  • GauGAN won two awards at Real-Time Live!video snippet. The fun part is that there’s a demo online. It’s a YMMV system, sometimes great, sometimes surprising. Note you need to scroll down and check the terms & conditions checkbox. Use the paint and fill tools, and control-Z is undo. Don’t miss out on picking styles below. When you’ve goofed off for an hour, see this comicUpdate: this project is now called NVIDIA Canvas, still free for download.
  • This interactive web page is about JPEG encoding, giving you a sense of how this compression works. Occasionally the article’s a bit simplified, occasionally a bit arcane (changing various values at mystery locations), but the brilliant part is that it lets you poke at a JPEG file and see the effects immediately, with links in the article doing the same. It’s worth knowing about; YCoCg encoding can even be applied to real-time image display, saving memory and bandwidth.
  • Test your LCD monitor for blur effects. Read the sparse explanations (I could have used more technical background information), or just enjoy the illusions. Also, a strange thing: on one old Dell LCD monitor I use, scrolling this page up and down causes green to appear where it’s light gray. I have no idea why – explanations appreciated.
  • Math with Bad Drawings is a fun blog, and a great book, one of the best I’ve read this year. It references other good stuff, such as takeaways for teaching from the fascinating autobiography Mind and Matter, and this cartoon, which is relateable (working on Real-Time Rendering: “let’s use n for the normal; oh wait, we’re using that for the number of rows already, m for columns. And abcd and e and f and h and ijk and l and o and q and r and st and uvw and xyz already have meanings… that leaves us, ummm, g, and p. OK, what if we…”)

Please go with “DXR” or “DirectX Raytracing” (secret agenda: ray-traced Minecraft)

This is a post in which I sneak in an announcement at Gamescom from Microsoft and NVIDIA under the guise of an engaging post about terminology. I tell you now to avoid any anxiety or stress from surprise, to keep your heart healthy. The announcement is that official ray tracing support is coming to the Windows 10 Bedrock edition of Minecraft. Video here; it’s lovely:

Now the gripping terminology post:

I’ve seen “DirectX Raytracing” and “DXR” used for Microsoft’s DirectX 12 API extension – perfect. My concern with today’s announcement is seeing “DirectX R” and “DirectX R raytracing” getting used as terms. Please don’t.

OK, I feel better now. Go enjoy the video! It’s nice stuff, and I say that as an entirely unbiased source, other than being employed by NVIDIA and loving ray tracing and Minecraft. I particularly enjoy the beams o’ light effects, having played with these long ago.

Minecraft fans: It will work on only the Windows 10 Bedrock Edition, not the Java Edition, so Sonic Ether’s Unbelievable Shaders project (which offers some ray tracing, but currently does not use RTX hardware) is unaffected. There are some technical details on Polygon, and at the other end of the spectrum, various musings on Reddit.

Seven Ray Tracing Things for August 16, 2019

I have a huge backlog of cool URLs. Here are a bunch having to do with ray tracing:

SIGGRAPH 2019 so far

There’s lots to see and lots to like. Here are a few things you can enjoy in the comfort of your own home, if you’re not here baking in the sun or shivering in the AC (well, it’s not so bad, but I someday imagine a SIGGRAPH where I don’t feel the need to carry a sweater, just in case).

First, the “Are We Done with Ray Tracing?” course – spoiler: no. The talks were great, and I particularly enjoyed Morgan McGuire’s, since I love to see people predict the future. Little did he realize back then that we’d all have embedded holographic displays in the backs of our necks by 2035… Anyway, the course notes are all here: https://sites.google.com/view/arewedonewithraytracing – something of a record for getting them online, surpassed only by the Path Tracing in Production folks, who have their course notes for this year available before their courses on Wednesday: https://jo.dreggn.org/path-tracing-in-production/2019/index.html – and note that Stephen Hill has already begun gathering SIGGRAPH 2019 links.

Next, I happened upon this lovely, not at all disturbing work by Weta Workshop, Poster #72, just outside the exhibition floor past the ping-pong table. They’ll be back with these 3D printed eyes on Wednesday, from 12:15 to 1:15 pm, unless some unspeakable horror consumes them first. Honestly, these look amazing. I hadn’t realized such a thing was possible, modeling volume-like structures and printing them.

One more: Eric Lengyel and the second volume of his series on game engine development, on Rendering (Amazon link). From my quick skim, it looks good, a textbook covering a lot of the basics of color science, the camera, culling, shading, lighting, and more, with code snippets throughout, and API agnostic. See his website, and if you’re at SIGGRAPH, visit him at booth 620. Cool part: he turned in the final manuscript to Amazon’s print on demand last Thursday, had printed books in hand by Monday!

SIGGRAPH 2019 – my plan

This is my guaranteed-biased view of what I think is likely to be exciting at SIGGRAPH 2019, i.e., what I’ll be attending.

First, there are way too many ray tracing events, around 50 I’ve found so far (and that’s counting each of the eight SIGGRAPH courses having to do with ray tracing each as a single event). List at http://bit.ly/rtrt2019, which took me way longer to collate than I expected. Additions appreciated.

Of these, here are ones I won’t miss:

There are a bunch of other courses and talks at other times I’ll be at, but these are the ones I’m particularly interested in and can attend.

Here is the “hmmm, many things are going on at once, which do I choose?” part of the conference:

or

or

or

Here are the ones I can’t miss, since I’m involved:

  • Emerging Technologies, Matching Visual Acuity and Prescription: Towards AR for Humans – Some next steps in lightweight AR. I didn’t work on this, but I’m helping out in the booth Sunday 1-5:30, so stop on by.
  • Tuesday 10am – 10:25am, NVIDIA booth #1313, Booth Talk: A Fast Forward through Ray Tracing Gems – 32 papers in 25 minutes, so if I speak at 400 WPM I’ll be fine.
  • Tuesday 11am – 12 noon, Room 507, Los Angeles Convention Center, Birds of a Feather: Ray Tracing Roundtable – I’m the “organizer.” This will be in a 60-person room with whoever shows up first and wants to talk informally about ray tracing R&D. No presentations or other planned activities – I give an intro, we quickly introduce ourselves, then real-time parallel processing happens. That is, it’s a cocktail party without the cocktails, or the party – just the talk, with whoever shows up.
  • Wednesday 2pm – 5:15pm, Room 501AB, NVIDIA Presents: Ray Tracing Gems 1.1 – I’m chairing, and am looking forward to hearing these talks, which will include progress since the book was published (e.g., the new work presented at HPG).
  • Wednesday 5:30pm – 6pm, SIGGRAPH bookseller, outside Room 403, Book Signing: Ray Tracing Gems – meet some of the contributors; you will be a sad panda if you miss it.

As far as evening activities go, as usual SIGGRAPH needs to have twice as many nights as it provides. For everyone, Sunday’s Fast Forward; Monday’s the sake party, Electronic Theater, SIGGRAPH Reception, and Chapters Party; Tuesday’s Real-Time Live; Wednesday’s the Khronos reception (and I don’t want to think of all the good Khronos presentations I’m missing that day). Plus all the parties I’m not invited to.

So, what cool things do I not know about and shouldn’t miss?