SIGGRAPH 2005 Panels Discuss Future of Computer Graphics & Interactive Technology.CHICAGO Chicago, city, United States Chicago (shĭkä`gō, shĭkô`gō), city (1990 pop. 2,783,726), seat of Cook co., NE Ill., on Lake Michigan; inc. 1837. -- ACM SIGGRAPH
The Panels program is a blend “Blending” redirects here. For alpha blending, see Alpha compositing. In linguistics, a blend is a word formed from parts of two other words. These parts are sometimes, but not always, morphemes. of debate, argument, and discussion on vital topics in computer graphics and interactive techniques, and related fields. Experts and skeptics deliver opinions, insights, speculation speculation, practice of engaging in business in order to make quick profits from fluctuations in prices, as opposed to the practice of investing in a productive enterprise in order to share in its earnings. , research, and summaries of recent groundbreaking work. The audience participates with questions, comments, and criticism. The result is new perspective on key questions, issues, and current controversies. "The Panels program is the place where industry members are able to discuss everything pertinent PERTINENT, evidence. Those facts which tend to prove the allegations of the party offering them, are called pertinent; those which have no such tendency are called impertinent, 8 Toull. n. 22. By pertinent is also meant that which belongs. Willes, 319. pertaining per·tain intr.v. per·tained, per·tain·ing, per·tains 1. To have reference; relate: evidence that pertains to the accident. 2. to computer graphics and interactive techniques," says Jill Smolin Smolin may refer to:
adj. 1. Drawing apart from a common point; diverging. 2. Departing from convention. 3. Differing from another: a divergent opinion. 4. opinions and debate topics with some of today's and tomorrow's leaders. These conversations help forge forge Open furnace for heating metal ore and metal for working and forming, or a workshop containing forge hearths and related equipment. From earliest times, smiths (see smithing) heated iron in forges and formed it by hammering on an anvil. new direction as well as enhance understanding -- all in a cooperative cooperative Organization owned by and operated for the benefit of those using its services. Cooperatives have been successful in such fields as the processing and marketing of farm products and the purchasing of other kinds of equipment and raw materials, and in the , respectful re·spect·ful adj. Showing or marked by proper respect. re·spect ful·ly adv. , and positive environment."
Believable Characters: Are AI-Driven Characters Possible, and Where
Will They Take Us?
Processing power is increasing as fast as player expectations, which
raises far more questions than answers:
-- Where are we (and our characters) going with artificial
intelligence?
-- How is interactive entertainment changing in games for
Playstation3, Xbox2, and massive multiplayer, online
role-playing environments?
-- How does AI affect development of emotionally believable
characters?
-- How can we prioritize and balance graphic techniques to
support perceived realism in a character?
-- Are there rules or guidelines we can distill from the more
successful game characters?
-- What are the subliminal tip-offs that spoil the illusion of
credible characters?
In this panel, industry experts, artists, character animators, and
programmers share their insights and help us sift through the
graphics-technology clutter to uncover some believable character gems
and answer some fundamental questions.
Moderator
Stephen Gray, Electronic Arts
Panelists
Eric Armstrong, Electronic Arts Canada; Gregory Garvey, Quinnipiac
University; Andrew Stern, InteractiveStory.net; Frank Vitz, Electronic
Arts
From University Lab to Movie Screen and Back Again: How Does Research
Change Production Tools, and How Do Production Needs Influence
Academic Research?
How and when do academic research ideas make their way into feature
animation and visual effects production facilities? What kinds of
graphics research ideas have made good production tools, and how are
they transformed by practical experience and needs? What pressing
production issues should be considered in academic circles? To what
extent is the industry using standardized tools, which might be
slowing adoption of new techniques? How are intellectual property
issues resolved? How could academia and industry work together more
closely to bridge the gaps? Panelists from academia and production
explore these and other issues in this vital relationship.
Moderator
Daniel Goldman, University of Washington
Panelists
Tony DeRose, Pixar Animation Studios; Andrew Hendrickson,
PDI/DreamWorks; Barbara Mones, University of Washington; Paul Salvini,
Side Effects Software Inc.; Steve Sullivan, Industrial Light & Magic
International CG Collaboration: Good, Bad, or Just Impossible?
We live, work, and collaborate in a global economy. Some artists move
overseas to find work. Some local supervisors hire artists and
companies in other countries to produce work for local productions.
Some local companies are creating entire subsidiaries in other
countries for local productions. The implications are vast. Far beyond
time and language differences, cultural differences are sometimes
insurmountable, but global production brings income and untold
opportunities to all kinds of artists and technologists throughout the
world. In this panel, supervisors, producers, and artists from all
over the globe convene to talk about the good, bad, and impossible of
outsourcing creativity and production.
Moderator
Frank Foster, Tigar Hare Studios
Panelists
Carlos Arguello, StudioC; Evan Hirsch, Immaginare; Jai Natarajan
and Bill Schultz, Taffy Entertainment/Mike Young Productions; Rajesh
Turakhia, Maya Entertainment Ltd.
Networked Performance: How Does Art Affect Technology and Vice Versa?
An exploration of the worlds of performance, social collaboration, and
play. Artists, technologists, educators, and scientists converse on
all manner of computationally dependent cultural practices, including
wireless culture, location technologies (GPS), grid computing,
sensing, and reactive (sensor-based) interactivity. Mobile computing
and network practice cut across all aspects of practice and research,
engaging optimization, visualization, tool creation, hacking, etc.
Moderators
Michelle Riel, California State University, Monterey Bay; Helen
Thorington, turbulence.org
Panelists
Julian Bleecker, University of Southern California; Susan Kozel, Simon
Fraser University; Martin Rieser, Bath Spa University College; Andrea
Zapp, Manchester Metropolitan University
The Open-Source Movement and the Graphics Community: How Can
Open-Source, Third Party, and Proprietary Software Models Coexist?
In recent years, the open-source movement has increased dramatically.
Harnessing the power of thousands of developers and testers has proven
successful, to varying degrees, in developing operating systems,
graphics applications, and web tools, including Linux, POV-Ray,
Blender, Gimp, and Apache. In this session, developers of open-source
software, in-house proprietary software, and commercial software, and
practitioners who encounter all kinds of software discuss whether the
open-source model is relevant and useful to the graphics community.
Does the model of proprietary application research, development, and
usage serve the industry better? Or will commercial facilities
continue to primarily choose off-the-shelf solutions? Can all models
work together?
Moderator
Gil Irizarry, Conoa, Inc.
Panelists
Florian Kainz, Industrial Light & Magic; James Mainard, DreamWorks
Animation; Daniel Maskit, Digital Domain; Ton Roosendaal, Blender
Foundation; William Schroeder, Kitware, Inc.
Ubiquitous Music: How Are Sharing, Copyright, and Really Cool
Technology Changing the Roles of the Artist and the Audience?
Since the 1970s, when the Walkman liberated music, we've moved on to
iPods and mobile phones, which define contemporary social music
experiences. How will we listen to music tomorrow? Because music is
often a technological harbinger (digital representation, workstation
editing, and optical storage came to sound before its media
counterparts), this panel looks beyond current debates on copyright
and presents new forms of music creation, listening, and sharing. It
sheds light on ubiquitous content and social-interaction models
afforded by mobile technologies.
Panelists from all segments of this nascent industry discuss current
and future systems; the technical, artistic, and legal ramifications
of sharing; new paradigms; and the roles of artists and listeners in
the creative process.
Moderators
Lars Erik Holmquist, Viktoria Institute; Atau Tanaka, Sony CSL Paris
Panelists
Akseli Anttila, Nokia Corporation; Arianna Bassoli, London School of
Economics and Political Sciences; Gideon D'Arcangelo, New York
University; Lalya Gaye, Viktoria Institute, Future Application Lab
The Ultimate Display: What Will It Be?
The invention of television radically shaped the 20th century. Today
we view most of our visual entertainment on new and innovative
displays. This panel examines future trends in display technology,
ranging from stereoscopic and autostereoscopic techniques, holography,
and 3DTV to projector-based concepts. Leading experts from science and
industry discuss possibilities, developments, and limitations of
tomorrow's displays; fundamental facts; and emerging trends and
applications in entertainment, science, and education.
Moderator
Oliver Bimber, Bauhaus-Universitat Weimar
Panelists
Neil Dodgson, University of Cambridge Computer Laboratory; Gregg
Favalora, Actuality Systems, Inc.; David Luebke, University of
Washington; Ramesh Raskar, Mitsubishi Electric Research Laboratories
(MERL); Chris Slinger, QinetiQ
WWAI: How is the Web Growing? Into a Social Super-Organism or a Mass
of Disconnected Information?
While the World Wide Web could become the nerve center for a social
super-organism, it remains frustratingly rudimentary. Documents lack
uniformity and integration; linking is unintelligent and unstable;
interaction is limited, controlled by authors and browsers. However,
things are changing. Advances in artificial intelligence could be
applied to the WWW, transforming it to a globally distributed,
massively parallel, wetware-oriented universe. Panelists from all
areas of web development discuss this and other possibilities for the
future of the web.
Moderator
Robert Lisek, Fundamental Research Lab
Panelists
Jonah Brucker-Cohen, Trinity College Dublin; Martha Carrer Cruz
Gabriel, Universidade de Sao Paulo; Franco Birkut,
0100101110101101.ORG; Monika May, Colorado Technical University
SIGGRAPH 2005 Panels begin 1 August at 8:30am and close 4 August at 3:30pm. For more complete details, visit http://www.siggraph.org/s2005/main.php?f=conference&p=panels. SIGGRAPH 2005 will bring nearly 30,000 computer graphics and interactive technology professionals from six continents Six Continents is a large retail PLC in UK which split into Six Continents Retail known as Mitchells and Butlers plc. The hotels and soft drinks business of Six Continents PLC is now known as InterContinental Hotels Group PLC. to Los Angeles for the week-long conference, 31 July to 4 August. A comprehensive technical program and special events focusing on research, art, animation animation Process of giving the illusion of movement to drawings, models, or inanimate objects. From the mid-1850s, such optical devices as the zoetrope produced the illusion of animation. Stop-action photography enabled the production of cartoon films. , games, interactivity, and the web are planned. SIGGRAPH 2005 includes a three-day exhibition of products and services for the computer graphics and interactive marketplace from 2-4 August 2005. ACM SIGGRAPH, the leading professional society for computer graphics and interactive techniques, sponsors SIGGRAPH 2005. |
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