SIGGRAPH 2001 85
Morgan McGuire writes "SIGGRAPH 2001, the graphics industry's main scientific conference and gathering for artists, film producers, researchers, and game developers, just ended.
I wrote up my experiences as a game developer/researcher at the conference for flipcode." Lots of stuff for those of us who wish we could go every year and see the pretty pictures. Hits on Shrek, Monsters, Inc. and a variety of new techniques floating around.
Secret? (Score:1)
Let all the FPs get got well in advance and easily, and you take all the challenge and fun out of getting FP.
A little applied psychology at work.
doh (Score:1)
Re:doh (Score:2, Informative)
Re:doh (Score:1)
MATHEMATICS: Algebraic Techniques, Trigonometry and Geometry, Linear Algebra, Matrix and Vector Operations, Advanced Mathematics, Ray/ Polygon/Polyhedra Intersection Algorithms, Handling Large Amounts of Polygonal Data, Triangle Stripification and Fanning Algorithms, Using 2D and 3D Billboards, LIGHTING: Multi-texturing to Achieve Lighting Effects, Shadow Algorithms, Using Simple Radiosity, Projected Texture Lights, TEXTURING: Using Texture Matrices, Bump Mapping, Cubic Environment Mapping, Procedural Textural Mapping, DYNAMIC POLYGON CONTROL: Parametric Curves and Surfaces, Subdivision Surfaces, Multi-resolution Meshes, Spatial Partitioning Schemes
Is that accurate? Thanks in advance...
Not quite - topics covered (Score:1)
1 General programming
Optimization
DLLs
Dynamic typing
Property & Factory classes
Debugging/Profiling facilities
Stack winding, self modifying code (in asm)
Resource files
Input recording & playback
Text parsing
A tweaking UI
Random numbers
Bloom filter (hashing for early rejection)
3DSMAX exporting
Using Webcams
2 Math
IEEE floating point tricks
Vector & plane tricks
3D segment intersection
Inverse trajectory determination
Camera & flythrough pathes
Fractals
3 AI
Strategies for optimization
Micro-threads for AI (asm stack tricks)
RTS command queuing
Tile-based LOS & search
Influence maps
Strategic assessment techniques
Path finding
Fuzzy logic, NNs
4 Geometry management
VIPM methods
LOD & terrain tiles
Sphere trees, AABBs, Quadrees
Fishtank effect
Print-res rendering
Decals on arbitrary surfaces
Skyboxes
Self-shadowing
"Mario 64" 3rd person control
5 Graphics Display
Cartoon rendering
Dynamic per-pixel lighting
Procedural clouds in hardware
Faster lens flare, shadows
Impostors (replacing geometry with pictures)
Hardware-accelerated procedural texture animation (NVidia texture shaders can do cool things)
6 Audio programming
Design patterns
Voice reuse in a sample-based synthetizer
Software-based DSP effects
Interactive DSP pipelining
Music sequencers
API
Compared to the first book, I think that a lot has moved from the book to the CD which I haven't looked in detail yet.
thanks (Score:1)
Re:doh (Score:1)
There is heaps of stuff in it.
That's the problem with life on the net... (Score:2)
Ah to be stinking rich and reasonably idle.
Uh, no. (Score:1, Funny)
Really. Gigahertz Athlons now qualify as ``hot iron'' simply because you can Beowulf them.
I suppose they just had to IMAGINE A BEOWULF CLUSTER OF GIGAHERTZ ATHLONS mwa ha ha.
It's actually on-topic, you morons. That's why it's funny.
Siggraph archive available online in september (Score:5, Informative)
The address is http://online.siggraph.org
Re:Siggraph archive available online in september (Score:1)
the content will be available at
http://online.siggraph.org
Any recommendations regarding a disk recovery firm are gratefully accepted at brutzman@nps.navy.mil
Monsters Inc. (Score:1)
Re:Monsters Inc. (Score:2, Informative)
Re:Monsters Inc. (Score:2, Informative)
Well it set to open around Thanksgiving, Pixar has been working hard on it for a few years now. During SIGGRAPH they actually had a course in which in one part they explained all about the hair rendering and dynamics for Sullivan (the blue monster voiced by John Goodman). You could probably get the course notes by a library loan, or buy the CD from the ACM.
Course 36: From Ivory Tower to Silver Screen: Visual Effects Companies Reveal How Research and Development Finds its Way Into Production [siggraph.org]Pixar introduced a new gemetric primitive, RiCurves, a few years back, which is used for stuff like hair and the like. Here is the Application Note from Pixar:
App Note 19 on Ri Curves [pixar.com]Well worth it (Score:2, Interesting)
In addition to the wealth of knowledge you can get from the conference, the contacts you can make in the industry are worth the price of admission. Where else can you get a class taught by Jim Blinn?
Student Volunteers (Score:2)
You might want to try looking into the Student Volunteer program as well. You get go-anywhere passes, discounted merchandise (well, some of it is dicounted), meal vouchers and they put you in a very, very nice hotel. (Westin Bonaventure for me.)
(You probably remember the SVs. We were the people in the dorky red vests...)
-grendel drago
Re:Student Volunteers (Score:1)
volunteers for your hard work this year. I
volunteered for the '92 SIGGRAPH, and it was
both fun and worthwhile.
Yep... he's a gamer. (Score:5, Interesting)
Re:Yep... he's a gamer. (Score:1, Offtopic)
Re:Yep... he's a gamer. (Score:1)
uses. the video card discussion is a way of illustrating how the consumer and professional 3d markets are close
Re:Yep... he's a gamer. (Score:3, Interesting)
Everything he mentioned is pretty much true. "Gaming" cards do emphasize features which are not terribly useful for folks who need to move a lot of polygons. (CAD, scientific modelling, etc) That difference is why I'm still using an SGI Octane comfortably for 3D CAD graphics even though a gForce3 equipped PC by the specs should blow it out of the water. Since I don't care about textures, the Octane can hold it's own against the gaming cards for "professional" applications despite being 3-4 years older.
Re:Yep... he's a gamer. (Score:2)
Re:Yep... he's a gamer. (Score:1)
+4 self-contradicting statement.
My "siggraph experience" (Score:4, Interesting)
You have to go to EACH companies's siggraph website (that's when they take or have the time/staff to do so and not everybody running around fixing last minute issues).
I was locked on Newtek's streaming event for a while and was thinking to myself "god, that would have been so cool having a reporter on the floor going from companies to companies, webcasting all day, and a place with different archived video of reports for me to check, by companies" you know, something SIMPLE compared to the whole organisation needed to make such a show a reality.
Don't get me wrong, this isn't a siggraph bashing, I'd LOVE to attend the show once in my life, but also, since it's so BIG and all the major announcements for the next 6 months are happening there, and the fact that industries that pushes visual technologies are represented there in an "international show", I don't understand why in 2001 we still don't have that simple technology available to make this event even bigger.
To get the most attendee possible without people thinking "I'll stay home and watch the show"? I don't think it would cut in the attendance, because people that WANT and can afford to go there won't be satisfied with a webcast, but people who WISHED they were there at least will have a glimpse...Probably even potential people that might want to go the year after because they can feel the atmosphere (with good reporting
Cost? That also I wouldn't agree, one word: Advertising... want traffic? tell me that wouldn't bring any traffic to their site? They could get their extra troubles easily refunded with that, plus even generating more money. The siggraph.org web site looks so.... dunno... dull maybe? Pictues/companies PRs/video would give it more life.
Anyways I'm sure they could have pulled this off easily, one webcasting server, 1 camera man, one reporter and one video editing/archiving
Re:My "siggraph experience" (Score:1)
There really aren't many announcements that occur at SIGGRAPH; any announcements are usually for products that only the deeply CG technical community cares about. It's not like Comdex or some trade show like that. While the exhibition was good, I don't think it's enough to have a roaming webcasting reported going from booth to booth showing the latest products--maybe a 5 minute best of clip.
Most things presented are technical papers (which are usually availbable on the net 3-6 months beforehand), or technical classes. I do agree that it would be nice to stream these classes, but that probably *would* cut into attendence, since that is what a fair number of people go for.
Re:My "siggraph experience" (Score:1)
Re:My "siggraph experience" (Score:1)
No, you can take pictures of just about anything you want. There were plenty of people walking around with cameras (video included). There was one talk that I went to that did forbid pictures--they just said so before the session started--because they showed some just-finished FX clips from Spider-Man (which looked very cool).
Re:My "siggraph experience" (Score:2, Interesting)
No, SIGGRAPH prohibits you to take pictures from any of the technical sessions (courses, papers, panels, sketches and applications) and from the computer animation festival. You can't take pics during the session, though nothing prohibits you to take pics after one. Here it is directly from their website:
And here is the link where it states so:
SIGGRAPH 2001 media guide [siggraph.org]Now there were plenty of people that would sneak in video cameras and record those sessions but they would sit in a place where they could hide, if you noticed.
There were several places where they did forbid explicitly any recording, the Virtual Stars session (where John Dykstra showed the SpiderMan clip), and the 2001 special session (with Bob Abel, Syd Mead, Peter Hyams and Dennis Muren).
Re:My "siggraph experience" (Score:1)
"No camera or recording devices are permitted at SIGGRAPH 2001. Abuse of this policy could result in the loss of your registration credentials."
And well, aside from the technical sessions & the animation festive, all you have left is... the exhibition floor. Not very exciting IMO.
Re:My "siggraph experience" (Score:1)
Seriously though, I was going by the fact that I saw many, many people taking pictures during the technical sessions. And I'm assuming they weren't a "credible media outlet" since they had disposable cameras.
Re:My "siggraph experience" (Score:1)
So it seems they lacked manpower to better monitor this year.
Of course there are a couple of people besides media that can take pictures, mainly the presenters themselves. Jill Smolin took pictures from the presenters in Course 36 and also for the 2001 special session.
As for the Exhibition Floor, it depends. there are times when you have exciting stuff being shown, cool demos or products or really creative booth design. But this year was very lackluster in that respect. It was smaller and there was not much excitement around (maybe with the exception of the Deep paint girls
Re:My "siggraph experience" (Score:1)
Black Oil (Score:2, Interesting)
Mechanical trick? Alien virus? Nope, the black oil is a ferrofluid [ferrofluidics.com], a suspension of regular oil and magnetic micropowder.
A quick glance at the site was rather informative. Hey! Do an article on ferrofluids or something. They look like they'd be incredibly fun to play with.
Re:Black Oil (Score:1)
Hold on a second here,
The name of this company is FerroTec?
Anyone else see the boiler room?
So what is your next posting
Selling stock for their ipo at $8
Re:Black Oil (Score:1)
Ahhhhhhhh!!!! Run away!!!!!
One of the more interesting exhibits (Score:1)
Some startlingly beautiful images [sanu.ac.yu] are obtained by mixing a magnetic fluid suspension and some electromagnets. It's pretty damn neat, IMHO.
Siggraph seemed much smaller/calmer (Score:2, Interesting)
Also - the level of technical advancement seems to be leveling off. In the past, my jaw always dropped at least once during the show. The NVidia/Square realtime Final Fantasy was cool, and there was a nice IBM 600dpi monitor, but that was about it. Outside of a few things (ExLuna, for one) no huge software releases, either. Mostly incremental improvements.
Perhaps it's to the point where the technology is getting "good enough" (relative term, I know...) The only things that really made my jaw drop was the content itself. In the Electronic Theater, I'd see a really good film, then the credits would list just one person... Jaw drop. Pretty amazing how far it's all come.
Re:Siggraph seemed much smaller/calmer (Score:2)
Floorspace was easy to get, which is apparently rare.
Also, job adds were down to about one third of what was there in 2000.
As welll as being indicative of the fact that graphics, at least non-realtime, has got incredibly good it's probably a fairly good note that there is a recession coming or indeed we're already in one.
Hmph! (Score:2)
The final shots had an average of ten or so layers on each frame. Not to mention that they were antialiased in the first place.
Trust me, people, it's a LONG way from being realtime.
-grendel drago
Re:Siggraph seemed much smaller/calmer (Score:1)
As they say : "Speed-up any algorithm by a factor of 100 and everybody will find new applications for it."
Re:Siggraph seemed much smaller/calmer (Score:1)
There was, however, some pretty good stuff in the academic circles, demonstrated by some pretty good papers and panels.
A follow-up to your comment on the electronic theater...did anyone notice how on the big film-production "how-to" reels that the credits were often massive? Pages of animators and video effects folks in tiny little print at the end of, say, some of the work on "Pearl Harbor"?
25% smaller (Score:2)
(Alternates between CA and somewhere east.
Have to compare CA years.)
Siggraph innovations (Score:2)
SIGGRAPH 2001 official pictures (Score:1)
Well, the SIGGRAPH 2001 website has already posted some pictures from some of the venues here:
SIGGRAPH 2001 photos [siggraph.org]SIGGRAPH also had a TV camera crew walking around the Convention Center so probably in the near future they will put up some clips up. I also took quite a bit of pics for a website, ilmfan.com, but since I use "analog" 35mm it'll take me some time to put up a report ;-)
Re:SIGGRAPH 2001 official pictures (Score:1)
Hate to follow my post with my own reply, but there is also the Art Gallery website:
SIGGRAPH 2001 Art Gallery [siggraph.org]I'm surprised at you geeks (Score:3, Interesting)
We had Robert Abel, the inventer of slit scanning (remember the 4th Doctor Who opening?) who produced the graphics for the final 1/3 of the movie (the Jupiter sequence). There was Syd Mead, the person who designed the look of Blade Runner and 2010. There was also Peter Hyams, director and photographer of 2010 and other (crap) films (End of Days), and Dennis Muren of ILM that helped create some of the real time compositing stuff for A.I.
They talked about Kubrick a lot, but had some problems staying on topic. Syd Mead gave a great little intro to his vast array of work (including the design of cars and plane), and Bob Abel actually gave some major explainations of how different parts of the movie were done. It was my favorite thing there this year.
I'm not a graphics guy (I am a Linux admin that works for a department that teaches Maya and 3DM, so I get a free ride, it's in the budget), so SIGGRAPH isn't my major conference (that would be OSCON), but I did enjoy it.
Oh, on a final note, there were several sessions about public policy. There was a lot of talk about Dimitri, DeCSS and other IP issues that everyone here would have been proud of. ACM and SIGGRAPH are solidly against the DMCA.
Re:I'm surprised at you geeks (Score:1)
Actually, it was Doug Trumbull who invented the slit scanning technique for 2001. Abel and Associates worked on TRON.
Also, I saw Final Fantasy being rendered real-time on a Geforce3 and was seeing about 5fps, definitely not the 20fps that the article claims.
STratoHAKster
Siggraph 2001 notes (Score:1)
"I'm disappointed this year. Usually, Siggraph is as big as E3, but this year, E3 was three times as big."
I remember when I visited the show in 1997 that the whole upper floor was full. The lower floor was the "startup park. This year, there was a lot of empty space on the upper floor. The periphery was a dead zone. I remember when we first exhibited at Siggraph in 1999 in Los Angeles that there were a lot more exhibitors. I think one reason Siggraph will be in San Antonio in 2002 and San Diego in 2003 is that those two venues will be smaller and less expensive than Orlando or Los Angeles.
One type of exhibitor that is totally gone is the telecom provider with high-speed access. In the past, they helped provided the high-speed datalines for the production houses that needed to move a lot of data to be edited from one country to another (London, England to Los Angles, United States). Telecom has overbuilt for the moment, and the telecom houses have no need to come to the show.
There has been a lot of consolidation in the 3d card market, with Nvidia presently looking like the winner at the top of the heap. ATI also had a presence, but Nvidia has the products and the buzz. People used to pay thousands of dollars for a video card, but that market has really declined
Apple was not there at all this year. Sun had the largest spot. SGI had the second largest spot. I'm not sure what presence SGI will have next year. SGI has always been about proprietary CPU and graphics chips, but with the Intel, Microsoft and Linux juggernaut, SGI's future looks very shaky.
Discreet, Softimage, Maya, Newtek, Maxon, Hash. What type of presence will these 3D modeling and animation companies have 2 years from now? I miss the small 3D companies like Strata, Specular and Ray Dream. I think the people who used to dabble with the lower-priced 3d programs now buy Web development programs like Dreamweaver, GoLive and FrontPage. This reminds me of how the camera market went downhill in the 80's and 90's because all those gadget people into photography turned to computers instead. With digital video and photography, I think the camera companies that have good digital products (Nikon and Canon) will bounce back (I think Kodak has serious problems though). Maybe Shockwave 3d will create a resurgence in 3d applications. Maybe Carrara will have a chance.
IBM, Compaq, HP. AMD, Intel. Who's going to be there 2 years from now? I'm surprised AMD is still putting up a fight. How about IBM's and Motorola's PowerPC. MIPS and Alpha are gone. Sparc is SUN's chip.
I like Curious Labs. I hope they do well.
I think another reason for a decline in vendors is U.S. Department of Defense spending. Evans and Sutherland was one of the pioneers in 3d simulators for the DOD, but they weren't at Siggraph this year. In the 90's they tried to break into the consumer market, but they failed.
There was a serious lack of any spiffs or giveaways this year. What's amazing is that there were so many giveaways in New Orleans last year. I think the budgets for tradeshows are set months before so the economic downturn hadn't hit the tradeshow spiff budget yet. I think that this year is also worse than last year in terms of the economy and the need to trim costs. I was able to get Swedish candy cane candy from Cycore and a superball from Intel - woohoo!!!!
I note that there are still a lot of companies still trying to get 3d content on the Web. I think it's only a matter of time before it becomes more popular. I think the main issue right now is Bandwidth. The popularity of Quake and Half-life shows that 3d over the web is viable. We'll have to wait and see more business and consumer applications. Entertainment is definitely the way to go right now with 3d over the web - maybe that's why E3 is so much bigger right now.
I still don't believe there are so many motion capture companies. I think I saw about six of them at the show. It's funny that the bigger mocap companies have professional dancers while the newer ones have a putz like me trying to show off the technology. Do I really want to see a couch potato nerd with slumped shoulders wearing a skin tight bodysuit jumping around - I think not.
Sony Imageworks had a drawing class in front of our booth, and they had a 6' 3" really buff male model disrobe so that he was only wearing shorts. I was scared he would crush me when he walked by our booth (I was glad he put his shirt back on or I would have fainted) to stretch out. I was thankful that they had a female model replace him in the afternoon.
802.11, Airport, Wireless networking is so cool. I could just sit by the wireless node and access the Internet with our Airport enabled computers. Most of the wireless notebooks were Macintoshes. The best thing about Airport enabled Mac notebooks is that the Airport card is unobtrusive with the late model G3's and titanium notebooks.
I liked the fish motion plug-in from Japan for Maya.
"Do you have a bag?!" No bags this year at Siggraph. I overheard someone picking an AMD fabric bag and exclaiming, "This bag's made in India!"
Siggraph L.A. was always nice because Los Angeles is the entertainment capital of the world. Production people from the local area found it easy to take a day off to attend the show. I wonder how busy Siggraph San Diego will be.
Re:Siggraph 2001 notes (Score:1)
I remember that, too. I haven't been back since -- I'm really surprised to hear that the show has actually gotten smaller.
On the other hand, it's probably like Comdex. Companies realized what a big, wasteful circus the whole thing was, and decided to stop pouring so much money into it. They can still do their announcements and show off their products without having a big booth at SIGGRAPH.
SIGGRAPH 2001 observations (Score:2)
- There weren't many teapots in the papers this year, nor were as many bunnies as in previous years. David hasn't yet moved in to replace the bunny (I saw much less of David this year than I did at his debut last year). Instead, it looks like the mesh junkies are using various other non-bunny models from Stanford. One of these days I need to make a graph of the number of teapot, bunny, etc. figures in the proceedings over time.
- Yes, it did seem a bit smaller and quieter than previously. I'm not sure why. Maybe it's a side effect of dot-com funding drying up. Normally the LA conferences draw more film industry people, so one might expect it to be bigger this year than last.
Re:SIGGRAPH 2001 observations (Score:1)
You had a nice teapot in the festival's hilarious intro sequence, as well as in the fake 'Alien' trailer (After Cube and Sphere... TEAPOT : "In space, noone hears your steam" )
Almost all SIGGRAPH papers online (Score:1)
The following is a list of links to the various papers:
http://www.cs.brown.edu/~tor/sig2001.html [brown.edu]
Cool things seen at SIGGRAPH (Score:2, Interesting)
This is also of interest to computer game players, as the techniques they have developed here will apply to NPC's nicely now that computer firepower is catching up to our ideas. WETA has been working on this software for 2+ years now, ever since they began work on LOTR.
Basically, each character on the battlefield has a node-based brain full of IF/THEN/OR type junctions. They began by showing a single human character wandering around a maze of walls and blocks. In one corner was a view of what the character was 'seeing' through it's eyes, head-bob, swaying and all. When the character got near a wall, it would stop, look around, turn and walk in another direction. All this was being done by seamlessly morphing between different sets of motion capture data. This in itself was a very nice thing, as it's usually very hard to do that completely automatically and have it look perfect.
The next step was collision detection. They put multiple characters in the maze, and they would all avoid each other, smoothly, not abruptly. After that, they put a guy on hilly terrain, and he seamlessly morphed between uphill walking and downhill walking as the terrain called for it. (heavy slow stepping uphill, shifting weight backwards downhill...)
This particular character had about 500 nodes in his 'brain'. The characters used in the movie have around 5,000 nodes. Why? Here's what else they do:
The characters can be programmed to charge at each other, and when two characters from opposing armies see each other close by, they run at each other and break out into motion capture sword fights! The sword fights are choreographed so that the mocap from one character matches the mocap from the other, so when one guy swings, the other blocks and it all works! And all of it blends together pretty damn smoothly, from one swing to another. Furthermore, each army has different mocap data. One army tends to fight with Eastern combat techniques, and another uses more European style swordplay, and they make all this work together, automatically.
On top of that, they have a randomizer. The characters will vary in size and attributes, with low and high limits being set, or in the case of shields and accesories, an on-off randomness that will determine if each instance wil have that configuration. Short characters walk faster to keep up with the taller ones, and there are several different walking datasets for more randomness. They showed an 'adventure party' of 6 Orc type characters, first without the randomizer and after with.
When I was working at Digital Domain, someone came up with a Who generator for The Grinch that made random Whoville citizens with different hats and shirts and sizes and whatnot. This is like the Who generator times 100. Really elegant stuff for in-house software. Also, it's very fast, and I believe at the show it was running under Linux. They had many characters each with a complex brain all running around at once, in realtime. Lots of characters morphing between mocap data, walking up and down hilly terrain and attacking each other, all automatically. And of course each character can be customized or scripted to do specific things to get more control in the foreground.
This demo was given at the SGI booth, the big one just as you come in. They had lots of demos from different companies throughout the day.
The second coolest thing was some new tracking, panorama and cleanup software from a company called (I think) 2d3 or some such thing. I'll mention it to the general crowd here because it has usefulness outside of my rarified industry. They had one piece of software that would take a recording of a video camera being panned around in a circle on a tripod, and turn that into a 360 panorama. Furthermore, you could tilt up and down and it would just get whatever you shot, by continuously tracking your motion to see where you're moving. on top of that, it would use many frames of video to assemble each section, so it would have an interpolative effect and you'd get a lot more resolution out of each section of the pano than you normally would have gotten in the camera, because it's assembling multiple samples of the same thing, grabbing detail that had fallen between the pixels in one frame from other frame while you were panning across the same area. Stuff that we've all dreamed about, but never thought anyone could actually pull off. Just set your shutter speed way up to avoid motion blur and have at.
Other than that, there were way too many crappy mocap booths and 3D printers. At least the 3D printing/rapid prototyping thing is becoming cheap(er) and more common. Soon I'll be able to print out props for costumes at reasonable cost, and then airbrush paint them.
On a semi-related note, if you were at the BLUR studios party, you can check out my pictures of the firedancers here: http://www.mikemassee.com/firedance/ [mikemassee.com]
--Mike
gloomy job and party scene (Score:2)
In 1997 when movie animation reached its peak
frenzy
there were three jobs ads per resume.
Disney had laid off a quarter of its animators.
Big layoffs at DW/PDI.
No studios on the exhibit floor.
Gone are the days of the splashy studio parties
in the evening.