The 38th International Conference And Exhibition on Computer Graphics and Interactive Techniques

Studio Talks

Take a behind-the-scenes look at Studio-related technologies, artwork, and concepts. Then follow up with the presenters in informal sessions after their talks.

Scan – Model – Print: A Roundtable Chat

Sunday, 7 August 12:00 pm - 1:45 pm | The Studio/West Building, Ballroom A

The SIGGRAPH 2011 Studio kicks off this year’s conference with a Roundtable Chat that explores the past, present, and future of digital technologies. The Scan – Model – Print: Roundtable Chat panel visionaries are:

Moderator
Cory Doctorow
The Guardian, The New York Times, Publishers Weekly, and Wired, Contributor and Boing Boing blog Co-EditorPanelists
Hyeong-Seok Ko
SIGGRAPH Asia 2010 Conference Chair
Seoul National University

Michael Raphael
Direct Dimensions, Inc.

Peter Weijmarshausen
Shapeways

Dallas Luther
Maker Faire Vancouver

Adam Mayer
MakerBot Industries

SandCanvas: New Possibilities in Sand Animation

Sunday, 7 August 2:00 pm - 2:30 pm | The Studio/West Building, Ballroom A

Inspired by the history, popularity, and aesthetics of sand animation(also known as sand art), this new multitouch digital artistic medium simplifies creation of sand animations and enables entirely new expressions.

Rubaiat Kazi
National University of Singapore

Kien-Chuan Chua
National University of Singapore

Shengdong Zhao
National University of Singapore

Richard Davis
Singapore Management University

Low Kok-Lim
National University of Singapore

A Unified Dynamics Pipeline for Hair, Cloth, and Flesh in "Rango"

Sunday, 7 August 3:00 pm - 3:30 pm | The Studio/West Building, Ballroom A

This dynamics pipeline integrates all forms of deformable simulation, consolidates the artist's toolset, and opens the door to high-quality and convincing dynamics.

Stephen Bowline
Industrial Light & Magic

SolidState Drives in Developer and Artist Workstations

Sunday, 7 August 3:45 pm - 4:15 pm | The Studio/West Building, Ballroom A

By optimizing games to exploit the capabilities of the latest platform technology and tools, game developers can create games featuring innovations that give players greater immersion. Spend your engineering time making the content more realistic and immersive instead of working around storage delays. With this idea in mind, Intel partnered with Iron Galaxy and Digital Extremes to deliver a proof of concept showing the content quality that can be achieved by exploiting the performance of Intel SSDs and second-generation Intel Core Family processors.

Ryan Tabrah
Intel Corporation

Standards in 3D Modeling: Case Study and Applications From Stock 3D

Sunday, 7 August 4:30 pm - 5:00 pm | The Studio/West Building, Ballroom A

TurboSquid and Falling Pixel use a case study from the stock 3D industry as a lens to discuss the challenges presented by a lack of standards in 3D modeling as a whole.

Michele Bousquet
TurboSquid

Jonathan Lloyd
TurboSquid

Sunday, 7 August 5:00 pm - 5:30 pm | The Studio/West Building, Ballroom A

Dan Gustafson
Next Engine

New and Used Cars

Monday, 8 August 9:00 am - 9:30 am | The Studio/West Building, Ballroom A

This talk presents three shading innovations developed for the film "Cars 2": a layering method that is efficient and flexible, a procedural metal-flake illumination model that approximates the complex properties of modern car paint, and a new model for rendering reflection-aligned concentric micro-scratches.

Philip Child
Pixar Animation Studios

Junyi Ling
Pixar Animation Studios

Alex Seiden
Pixar Animation Studios

The Spirit of "Rango": Dissection of Character Animation and Rigging

Monday, 8 August 9:30 am - 10:30 am | The Studio/West Building, Ballroom A

"Rango" presented many challenges: the number of characters and their realism, complexity, and unique stylized look had probably never been achieved before in an animated feature. This talk provides a broad overview of the workflow and tools that were used for rigging and animating the characters.

Julien Cohen Bengio
Industrial Light & Magic

Kevin Martel
Industrial Light & Magic

Brian Paik
Industrial Light & Magic

Digital Clothing: A New Paradighm for Fashion

Monday, 8 August 10:30 am - 11:00 am | The Studio/West Building, Ballroom A

The study of physically based reproduction of clothing has made striking improvements over the past decade. Digitally simulated versions of clothes, generated with a single personal computer, now look more real than most people would expect for computer-generated animations. In the past, clothing simulation remained in the realm of movie and game production. Now, thanks to additional fashion-specific developments, the technology is on the verge of leading a revolutionary change in the fashion industry.

This talk summarizes the current state of the art of digital clothing technology: a collection of modeling, animation, and rendering systems targeted to fashion and animation production. The Studio features hands-on-experience classes associated with this presentation: the short class Creation of Your Own Digital Fashion Show (two sessions) and the long class Advanced Creation of Your Own Digital Fashion Show (one session).

Kathi Martin
Drexel University

Hyeong-Seok Ko
Seoul National University

3D Color Printing Using ZCorp Rapid Prototyping

Monday, 8 August 11:00 am - 12:00 pm | The Studio/West Building, Ballroom A

John Penn
JWP Design LLC

Creating Cool Games Without a Programmer

Monday, 8 August 12:00 pm - 1:00 pm | The Studio/West Building, Ballroom A

This session shows how artists without any programming knowledge can create fun and entertaining games with Unity. Using simple scripts and a modular approach, the session gives artists and programmers a good overview of the main Unity workflow.

Roald Høyer-Hansen
Unity Technologies

The Technology-Creativity Ratio

Monday, 8 August 1:15 pm - 1:45 pm | The Studio/West Building, Ballroom A

If your daily work is related to media and entertainment software, how can you make sure you have the right computer to match your creative potential? Do you know the difference between a desktop, a notebook, and a workstation? Do you understand how CPUs, GPUs, and other technology components can affect the results you need to set yourself apart by reaching your creative vision as quickly as possible?

Scott Hamilton, Media and Entertainment Market Strategist at Dell and former Autodesk Technical Specialists Manager, shares his insights on how to choose the best workstation for typical applications such as computer graphics animation, effects, and editing.

Scott Hamilton
Dell

MakerBot

Monday, 8 August 2:00 pm - 2:30 pm | The Studio/West Building, Ballroom A

There is no machine more steam-punk than the MakerBot Industries Thing-O-Matic 3D printer. Between five and 10 machines are available for autonomous printing on demand in The Studio.

Adam Mayer
MakerBot Industries

Embroidery Modeling and Rendering in Real Time

Monday, 8 August 3:00 pm - 3:30 pm | The Studio/West Building, Ballroom A

Techniques for automatically producing embroidery layouts from line drawings and rendering those layouts in real time on potentially deformable 3D objects with hardware acceleration.

Xinling Chen
University of Waterloo

Rapid Solutions to 3D Scanning

Monday, 8 August 3:45 pm - 4:15 pm | The Studio/West Building, Ballroom A

Michael Raphael
Direct Dimensions, Inc.

Per-Face Texture Mapping for Real-Time Rendering

Monday, 8 August 4:30 pm - 5:00 pm | The Studio/West Building, Ballroom A

This technique renders texture-seam-free meshes without unwrapping the model into UV space at interactive frame rates.

John McDonald
NVIDIA Corporation

Brent Burley
Walt Disney Animation Studios

Blending of Transforms With Non-Uniform Parent Scale

Monday, 8 August 5:00 pm - 5:30 pm | The Studio/West Building, Ballroom A

Imageworks' parent constraint spXformInterp optimally blends multiple transformations while correctly handling the shear induced when rotation is followed by non-uniform scale, and it can do so in an arbitrary space. This is particularly important with forward/inverse kinematics and motion capture, where several redundant skeletons and multiple constraints would otherwise be needed.

Daniel Weston
Sony Pictures Imageworks

Prop Building for VFX

Tuesday, 9 August 9:00 am - 9:30 am | The Studio/West Building, Ballroom A

Learn how custom effects and props are built, how they can assist VFX, the processes that go into modern prop building (from laser cutting to CNC and 3D printing), how to use props to provide supplemental lighting and reference, and how to combine these disciplines to create new effects.

Dallas Luther
Maker Faire Vancouver

GigaPan Time Machine: Explorable, Gigapixel-Scale Time-Lapse Imagery Authoring Multiresolution, Gigapixel-Scale Video Exploration

Tuesday, 9 August 9:30 am - 10:30 am | The Studio/West Building, Ballroom A

This talk presents a system for capturing and stitching gigapixel-scale time-lapse imagery, and for exploring the resulting gigapixel-scale video in four dimensions: 2D translation, zoom, and time. Topics include algorithms for synthesis of gigapixel-scale video, server and client architectures that allow scalable real-time exploration via the web, gigapixel-scale time-lapse videos, and a breadth of applications.

Randy Sargent
Carnegie Mellon University

Special Effects With Depth

Tuesday, 9 August 10:30 am - 11:30 am | The Studio/West Building, Ballroom A

This session presents various graphics techniques using depth and normals buffers. The methods range from improving standard techniques such as particle effects to creating entirely new ones (for example, approximate volumetric effects), and advanced image post-processing. In many cases, the buffers used are natural products of the rendering pipeline and offer a way to infer a surprising volume of information about the scene, allowing for very rich and fast graphics effects. The session is designed for artists and programmers. It discusses the possibilities of the post-processing effects and their technical side.

Kuba Cupisz
Unity Technologies

Ole Ciliox
Unity Technologies

Ornate Screens

Tuesday, 9 August 11:30 am - 12:00 pm | The Studio/West Building, Ballroom A

Ornament has been abolished by the avant-garde, and ornamentation has been replaced by material aesthetic. This talk argues that ornament is not a parergon, an unnecessary accessory, but that the parergon, the ornament, actually becomes the ergon, the main element.

Judith Reitz
Akademie für Internationale Bildung and Texas A&M University

Revolution Evolution: Forging Industrial-Academic Collaboration

Tuesday, 9 August 12:00 pm - 1:00 pm | The Studio/West Building, Ballroom A

This talk aims to emphasize the collaborative opportunities available to educators as a result of communication technology. A successful collaboration between Texas A&M and DreamWorks Animation serves as a case study.

Ann McNamara
Texas A&M University

David Walvoord
DreamWorks Animation

Marilyn Friedman
DreamWorks Animation

Jose Guinea Montalvo
Texas A&M University

How to Capture Your Dream

Tuesday, 9 August 1:15 pm - 1:45 pm | The Studio/West Building, Ballroom A

Ping Fu, founder and CEO of Geomagic Inc., describes her journey from a computer science student to a computer graphics pioneer and ultimately an entrepreneur dedicated to advancing and applying 3D technology for the benefit of humanity. Her talk weaves technology, applications, and social impact to illustrate the importance of visual computing and its contribution to everyday life today and in the future.

Ping Fu
Geomagic Inc.

Dynamic 3D & Photoshop Integration

Tuesday, 9 August 2:00 pm - 2:30 pm | The Studio/West Building, Ballroom A

How to creatively integrate 3D models into Photoshop CS5 Extended to create concept art. This session focuses on how to import, texture, and build a mate painting with third-party 3D models in CS5.

Stephen Burns
The San Diego Photoshop Users Group

What’s New in Rhinoceros 5.0?

Tuesday, 9 August 3:00 pm - 3:30 pm | The Studio/West Building, Ballroom A

An overview of the new functionality and improvements in the Rhinoceros 5.0 update.

Jerry Hambly

Let There Be Hair

Tuesday, 9 August 3:45 pm - 4:15 pm | The Studio/West Building, Ballroom A

The trademark look of Rapunzel in Disney's "Tangled" presented unique challenges in grooming, rendering, and pipeline management. This talk discusses the original hair road map, changes required during production, and how the XGen system was used for grooming, rendering, and managing the hair data.

Thomas V. Thompson II
Walt Disney Animation Studios

Sean Jenkins
Walt Disney Animation Studios

Chuck Tappan
Walt Disney Animation Studios

Tokyo Race Lighting For "Cars 2"

Tuesday, 9 August 4:30 pm - 5:00 pm | The Studio/West Building, Ballroom A

Tokyo at night is one of the world's most beautiful locations. The architecture combined with a massive quantity of illuminated signs creates a visual complexity rarely seen elsewhere. The challenge was to recreate the emotional impact and excitement of downtown Tokyo but maintain the visual style of "Cars 2".

Mitchell Kopelman
Pixar Animation Studios

Animated Lines

Tuesday, 9 August 5:00 pm - 5:30 pm | The Studio/West Building, Ballroom A

Animated Lines is an illusion of animated sequence that explores the processes and methods of illustrative and abstract forms of traditional hand-drawn animation techniques in a 3D digital process using Maya.

Sujan Shrestha
Towson University

Developing a Fab Lab for 3D Data Capture, Modeling, and Prototyping

Wednesday, 10 August 9:00 am - 9:30 am | The Studio/West Building, Ballroom A

Carlo Sammarco
Arizona State University
Dan Collins
Arizona State University

Don Vance
Arizona State University

The Explorable Microscopy Project: Enabling New Science and Exploration Through Gigapixel Imaging at the Microscopic Level

Wednesday, 10 August 9:30 am - 10:30 am | The Studio/West Building, Ballroom A

What if you could explore the intricate detail of small subjects (such as a butterfly or embryo) much like an explorable map? Learn how new tools developed through the Explorable Microscopy collaborative project can help you do just that. This talk shows how these new tools can be used in your own work and examples of how the technology is enabling new science and research across a wide range of disciplines. In particular, it presents a range of low-cost motion-control devices, camera and lens options, open-source software, and online viewing applications that you can use in your work.

Gene Cooper
Four Chambers Studio, LLC

Rich Gibson

Randy Sargent
Carnegie Mellon University

DIYLILCNC

Wednesday, 10 August 10:30 am - 11:00 am | The Studio/West Building, Ballroom A

The DIYLILCNC is an inexpensive, 3-axis, tabletop mill that can be built by an individual with basic shop skills and tool access. The open-source plans are free to download from diylilcnc.org, where makers can collaborate with a global community of DIY CAD/CAM enthusiasts.

Taylor Hokanson
Oakland University

ZBrush New Features - From Concept to Final Render

Wednesday, 10 August 11:00 am - 12:00 pm | The Studio/West Building, Ballroom A

Thomas Roussel from Pixologic presents the latest features of ZBrush and explains how to go from concept to final render.

Thomas Roussel
Pixologic Inc.

Rhinoceros 5.0: Rendering and Texture-Mapping Improvements

Wednesday, 10 August 12:00 pm - 1:00 pm | The Studio/West Building, Ballroom A

Pascal Golay
McNeel

Map Design + Social and Environmental Issues: Graphic Design Education at Its Best

Wednesday, 10 August 1:15 pm - 1:45 pm | The Studio/West Building, Ballroom A

How to foster engagement in social and environmental issues through a graphic design assignment focused on creation of visually interesting folded, printed maps and instruction on aspects of sustainable print production and design techniques and processes.

Jessica Ring

"T-Splines 3 for Rhino: What's New"

Wednesday, 10 August 2:00 pm - 2:30 pm | The Studio/West Building, Ballroom A

Matt Sederberg
T-Splines Inc.

Rhinoceros 5.0: A Look at the UDT Commands

Wednesday, 10 August 3:00 pm - 3:30 pm | The Studio/West Building, Ballroom A

Explore Rhino commands that use its uniform deformation technology to morph and bend 3D geometry.

Jerry Hambly
McNeel Associates

Bridging Synthetic and Organic Materiality: Graded Transitions in Material Connections

Wednesday, 10 August 3:45 pm - 4:15 pm | The Studio/West Building, Ballroom A

Material connections are everywhere: from architectural environments to machines and electronics. These connections manifest as seams, joints, and corners, usually with visually apparent orthogonal lines. Graded material transition is an alternative material-connection method that challenges the dominance of pronounced orthogonal seams in today’s built environment.

Hironori Yoshida
Carnegie Mellon University

The Visual Style of “Legend of the Guardians: The Owls of Ga’Hoole”

Wednesday, 10 August 4:30 pm - 5:00 pm | The Studio/West Building, Ballroom A

“Legend of the Guardians: the Owls of Ga'Hoole‚” evokes an epic nocturnal owl world, eschewing a cartoon aesthetic in favor of a dark, operatic style. The visuals were created on the assumption that the emotional drama of the story was more important than maintaining a sense of realism or naturalism.

Craig Welsh
Animal Logic

Photochromic Sculpture: Volumetric Color-Forming Pixels

Thursday, 11 August 9:00 am - 9:30 am | The Studio/West Building, Ballroom A

Photochromic sculpture, which consists of a presentation part composed of laminated transparent plates coated with photochromic material granules and a control part for projecting UV light patterns that color volumetric pixels, can generate a dynamically changeable three-dimensional sculpture.

Tomoko Hashida
The University of Tokyo

Yasuaki Kakehi
Keio University

Takeshi Naemura
The University of Tokyo

Rhinoceros 5.0 Workflow Improvements

Thursday, 11 August 9:30 am - 10:30 am | The Studio/West Building, Ballroom A

See how Rhino 5 will improve your modeling techniques and process.

Pascal Golay
McNeel

Lighting Worlds in Unity

Thursday, 11 August 10:30 am - 12:00 pm | The Studio/West Building, Ballroom A

This in-depth session shows how artists can make the most of Unity's real-time lights, built-in Beast lightmapping, and light probes. Part two of the talk discusses custom lighting models using Unity's surface shaders and alternative applications of light probes. The session is designed for artists and programmers, and requires basic understanding of lighting concepts in games.

Robert Cupisz
Unity Technologies

Keyshot

Thursday, 11 August 12:00 pm - 1:00 pm | The Studio/West Building, Ballroom A

Tom Teger
Luxion