{"id":113,"date":"2009-07-11T23:42:38","date_gmt":"2009-07-12T05:42:38","guid":{"rendered":"http:\/\/www.realtimerendering.com\/blog\/?p=113"},"modified":"2009-07-11T23:42:38","modified_gmt":"2009-07-12T05:42:38","slug":"siggraph-2009-talks","status":"publish","type":"post","link":"https:\/\/www.realtimerendering.com\/blog\/siggraph-2009-talks\/","title":{"rendered":"SIGGRAPH 2009 Talks"},"content":{"rendered":"<p>The full list of SIGGRAPH 2009 talks is finally up <a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/index.php\">here.<\/a><\/p>\n<p>Talks (formerly known as sketches) are one of my favorite parts of SIGGRAPH.\u00a0 They always have a lot of interesting techniques from film production (CG animation and visual effects), many of which can be adapted for real-time rendering.\u00a0 There are typically some research talks as well; most are &#8220;teasers&#8221; for papers from recent or upcoming conferences, and some are of interest for real-time rendering.\u00a0 This year, SIGGRAPH also has a few talks by game developers &#8211; hopefully next year will have even more.\u00a0 Unfortunately, talks have the least documentation of all SIGGRAPH programs (except perhaps panels) &#8211; just a one page abstract is published, so if you didn&#8217;t attend the talk you are usually out of luck.<\/p>\n<p>The <a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=158\">Cameras and Imaging talk session<\/a> has a talk on the cameras used in <a href=\"http:\/\/www.pixar.com\/\">Pixar<\/a>&#8216;s &#8220;Up&#8221; which may be relevant to developers of games with scripted cameras (such as <em>God of War<\/em>).<\/p>\n<p><a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=159\">From Indie Jams to Professional Pipelines<\/a> has two good game development talks: <em>Houdini in a Games Pipeline<\/em> by Paulus Bannink of <a href=\"http:\/\/www.guerrilla-games.com\/\">Guerilla Games<\/a> discusses how <a href=\"http:\/\/www.sidefx.com\/\">Houdini<\/a> was used for procedural modeling in the development of Killzone 2.\u00a0 Although this type of procedural modeling is fairly common in films, it is not typically employed in game development.\u00a0 This is of particular interest since most developers are looking for ways to increase the productivity of their artists.\u00a0 In the talk <em>Spore API: Accessing a Unique Database of Player Creativity<\/em> Shodhan Shalin, Dan Moskowitz and Michael Twardos discuss how the <a href=\"http:\/\/www.spore.com\/\">Spore<\/a> team exposed a huge database of player-created assets to external applications via a public API.<\/p>\n<p>The <a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=68\">Splashing in Pipelines talk session<\/a> has a talk by Ken Museth of <a href=\"http:\/\/www.digitaldomain.com\/\">Digital Domain<\/a> about DB-Grid, an interesting data structure for volumetric effects; a GPU implementation of this could possibly be useful for real-time effects.\u00a0 Another talk from this session, <em>Underground Cave Sequence for &#8220;Land of the Lost&#8221;<\/em> sounds like the kind of film talk which often has nuggets which can be adapted to real-time use.<\/p>\n<p><a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=66\">Making it Move<\/a> has another game development talk, <em>Fight Night 4: Physics-Driven Animation and Visuals<\/em> by Frank Vitz and Georges Taorres from Electronic Arts.\u00a0 <em>Fight Night 4<\/em> is a game with extremely realistic visuals; the physics-based animation system described here is sure to be of interest to many game developers.\u00a0 The talk about rigging the &#8220;Bob&#8221; character from <em>Monsters vs. Aliens<\/em> also sounds interesting; the technical challenges behind the rig of such an amorphous &#8211; yet engaging &#8211; character must have been considerable.<\/p>\n<p><em>Partly Cloudy<\/em> was the short film accompanying Pixar&#8217;s 10th feature film, <em>Up<\/em>.\u00a0 Like all of Pixar&#8217;s short films, <em>Partly Cloudy<\/em> was a creative and technical triumph.\u00a0 <a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=148\">The talk by the director, Peter Sohn<\/a>, also includes a screening of the film.<\/p>\n<p>Although film characters have more complex models, rigs, and shaders than game characters, there are many similarities in how a character translates from initial concept to the (big or small) screen.\u00a0 The session <a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=71\">Taking Care of Your Pet<\/a> has two talks discussing this process for characters from the movie <em>Up<\/em>.\u00a0 There is also a session dedicated to <a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=81\">Character Animation and Rigging<\/a> which may be of interest for similar reasons.<\/p>\n<p>Another game development talk can be found in the <a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=72\">Painterly Lighting<\/a> session; <em>Radially Symmetric Reflection Maps<\/em> by Jonathan Stone of <a href=\"http:\/\/www.doublefine.com\/news.php\">Double Fine Productions<\/a> describes an intriguing twist on prefiltered environment maps used in the game <em>Brutal Legend<\/em>.\u00a0 The two talks on stylized rendering methods (<em>Applying Painterly Concepts in a CG Film<\/em> and <em>Painting with Polygons<\/em>) also look interesting; the first of these discusses techniques used in the movie <em>Bolt<\/em>.<\/p>\n<p>Real-time rendering has long used techniques borrowed from film rendering.\u00a0 One way in which the field has &#8220;given back&#8221; is the increasing adoption of real-time pre-visualization techniques in film production.\u00a0 In <a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=144\">this talk<\/a>, Steve Sullivan and Michael Sanders from Industrial Light &amp; Magic discuss various film visualization techniques.<\/p>\n<p>The session <a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=73\">Two Bolts and a Button<\/a> has two film lighting talks that look interesting; one on HDRI-mapped area lights in <em>The Curious Case of Benjamin Button<\/em>, and one on lighting effects with point clouds in <em>Bolt<\/em>.<\/p>\n<p>The <a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=74\">Capture and Display session<\/a> has two research talks from <a href=\"http:\/\/gl.ict.usc.edu\/\">Paul Debevec&#8217;s group<\/a>.\u00a0 As you would expect, they both deal with acquisition of computer models from real-world objects.\u00a0 One discusses tracking correspondences between facial expressions to aid in 2D parametrization (UV mapping), the other describes a method for capturing per-pixel specular roughness parameters (e.g. Phong cosine power) and is more fully described in <a href=\"http:\/\/gl.ict.usc.edu\/Research\/SpecularRoughness\/\">an EGSR 2009 paper<\/a>.\u00a0 Given the high cost of creating realistic and detailed art assets for games, model acquisition is important for game development and likely to become more so.<\/p>\n<p><em>Flower<\/em> is the second game from <a href=\"http:\/\/thatgamecompany.com\/\">thatgamecompany<\/a> (not a placeholder; that&#8217;s their real name), the creators of <em>Flow<\/em>.\u00a0 <em>Flower<\/em> is visually stunning and thematically unusual; <a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=149\">the talk describing the creation of its impressionistic rendering style<\/a> will be of interest to many.<\/p>\n<p><em>Flower<\/em> was one of two games selected for the new real-time rendering section of the Computer Animation Festival&#8217;s Evening Theater (which used to be called the Electronic Theater and was sorely missed when it was skipped at last year&#8217;s SIGGRAPH).\u00a0 <em>Fight Night 4<\/em> was the other; these two are accompanied by real-time rendering demonstrations from <a href=\"http:\/\/www.amd.com\/us\/Pages\/AMDHomePage.aspx\">AMD<\/a> and <a href=\"http:\/\/www.soka.edu\/\">Soka University<\/a>.\u00a0 Several other games and real-time demos were selected for other parts of the Computer Animation Festival, including <a href=\"http:\/\/www.epicgames.com\/\">Epic Games<\/a>&#8216; <em>Gears of War 2<\/em> and <a href=\"http:\/\/disney.go.com\/disneyinteractivestudios\/\">Disney Interactive<\/a>&#8216;s <em>Split Second<\/em>.\u00a0 These are demonstrated (and discussed) by some of their creators in the <a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=145\">Real Time Live talk session<\/a>.<\/p>\n<p>The <a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=77\">Effects Omelette session<\/a> has been presented at SIGGRAPH for a few years running; it traditionally has interesting film visual effects work.\u00a0 This year two of the talks look interesting for game developers: one on designing the character&#8217;s clothing in <em>Up<\/em>, and one on a modular pipeline used to collapse the Eiffel Tower in <em>G.I. Joe: The Rise of Cobra<\/em>.<\/p>\n<p>Although most of the game content at SIGGRAPH is targeted at programmers and artists, there is at least one talk of interest to game designers: in <a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=151\"><em>Building Story in Games: No Cut Scenes Required<\/em><\/a> Danny Bilson from <a href=\"http:\/\/www.thq.com\/\">THQ<\/a> and Bob Nicoll from <a href=\"http:\/\/www.ea.com\/\">Electronic Arts<\/a> discuss how interactive entertainment can be used to tell a story.<\/p>\n<p>As one would expect, <a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=79\">the Rendering session<\/a> has at least one talk of interest to readers of this blog. \u00a0<em>Multi-Layer, Dual-Resolution Screen-Space Ambient Occlusion<\/em> by Louis Bavoil and Miguel Sainz of <a href=\"http:\/\/www.nvidia.com\/\">NVIDIA<\/a> uses multiple depth layers and resolutions to improve SSAO.\u00a0 Although not directly relevant to real-time rendering, I am also interested in the talk <em>Practical Uses of a Ray Tracer for &#8220;Cloudy With a Chance of Meatballs&#8221;<\/em> by Karl Herbst and Danny Dimian from <a href=\"http:\/\/www.imageworks.com\/\">Sony Pictures Imageworks<\/a>.\u00a0 For years, animation and VFX houses used rasterization-based renderers almost exclusively (<a href=\"http:\/\/www.blueskystudios.com\/\">Blue Sky Studios<\/a>, creators of the <em>Ice Age<\/em> series, being a notable exception).\u00a0 Recently, Sony Pictures Imageworks licensed the Arnold ray-tracing renderer and switched to using it for features; <em>Cloudy with a Chance of Meatballs<\/em> is the first result.\u00a0 Another talk from this session I think is interesting: <em>Rendering Volumes With Microvoxels<\/em> by Andrew Clinton and Mark Elendt from <a href=\"http:\/\/www.sidefx.com\/\">Side Effects Software<\/a>, makers of the procedural modeling tool Houdini.\u00a0 The micropolygon-based REYES rendering system (on which Pixar&#8217;s Photorealistic Renderman is based) has fascinated me for some time; this talk discusses how to add microvoxels to this engine to render volumetric effects.<\/p>\n<p>Above, I mentioned previsualization as one case where film rendering is informed by game rendering.\u00a0 A more direct example is shown in the talk <em>Making a Feature-Length Animated Movie With a Game Engine<\/em> (by Alexis Casas, Pierre Augeard and Ali Hamdan from <a href=\"http:\/\/www.delacave.com\/Accueil.htm\">Delacave<\/a>), in the <a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=82\">Doing it with Game Engines<\/a> session (which I am chairing).\u00a0 They actually used a game engine to render their film, using it not as a real-time renderer, but as a very fast renderer enabling rapid art iteration times.<\/p>\n<p>All of the talks in the <a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=80\">Real Fast Rendering<\/a> session are on the topic of real-time rendering, and are worth attending.\u00a0 One of these is by game developers: <em>Normal Mapping With Low-Frequency Precomputed Visibility<\/em> by Michal Iwanicki of <a href=\"http:\/\/www.cdprojekt.com\/\">CD Projekt RED<\/a> and Peter-Pike Sloan of <a href=\"http:\/\/disney.go.com\/disneyinteractivestudios\/\">Disney Interactive Studios<\/a> describes an interesting PRT-like technique which encodes precomputed visibility in spherical harmonics.<\/p>\n<p>Finally, the <a href=\"http:\/\/www.siggraph.org\/s2009\/sessions\/talks\/details\/?type=talk&amp;id=164\">Rendering and Visualization<\/a> session has a particularly interesting talk: <em>Beyond Triangles: GigaVoxels Effects In Video Games<\/em> by Cyril Crassin, Fabrice Neyret and Sylvain Lefebvre from <a href=\"http:\/\/www.inria.fr\/index.en.html\">INRIA<\/a>, Miguel Sainz from <a href=\"http:\/\/www.nvidia.com\/\">NVIDIA<\/a> and Elmar Eisemann from <a href=\"http:\/\/www.mpi-inf.mpg.de\/\">MPI Informatik<\/a>.\u00a0 Ray-casting into large voxel databases has aroused interest in the field since John Carmack made <a href=\"http:\/\/www.pcper.com\/article.php?aid=532&amp;type=overview\">some intriguing comments on the topic<\/a> (further borne out by <a href=\"http:\/\/s08.idav.ucdavis.edu\/olick-current-and-next-generation-parallelism-in-games.pdf\">Jon Olick&#8217;s presentation<\/a> at SIGGRAPH last year).\u00a0 The speakers at this talk have shown <a href=\"http:\/\/artis.imag.fr\/Publications\/2009\/CNLE09\/\">interesting work at I3D this year<\/a>, and I look forward to seeing their latest advances.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The full list of SIGGRAPH 2009 talks is finally up here. Talks (formerly known as sketches) are one of my favorite parts of SIGGRAPH.\u00a0 They always have a lot of interesting techniques from film production (CG animation and visual effects), many of which can be adapted for real-time rendering.\u00a0 There are typically some research talks [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[181],"class_list":["post-113","post","type-post","status-publish","format-standard","hentry","category-resources","tag-siggraph-2009"],"_links":{"self":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/113","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/comments?post=113"}],"version-history":[{"count":0,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/113\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/media?parent=113"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/categories?post=113"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/tags?post=113"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}