• Live Real-Time Demos at SIGGRAPH

    Updated: 2010-07-27 01:55:11
    So one problem with SIGGRAPH is that you hear about the cool thing that you missed and didn’t even know about until it was too late. Here’s one that’s getting repeated: the Computer Animation Festival’s Live Real-Time Demos session. Hall B, 4:30-5:15 pm Tuesday and Wednesday; I just caught the tail-end of Monday’s show and [...]

  • Fleet-Footed Faster Forward

    Updated: 2010-07-23 12:15:05
    The Fast Forward event at SIGGRAPH is set of very short presentations Sunday evening that runs through all the papers at SIGGRAPH. Lately SIGGRAPH has become a “big tent”, including a wide range of fields. This year there are, by my count, 133 SIGGRAPH papers, giving say 50 seconds to each presentation in the two-hour [...]

  • Two and a Half Books

    Updated: 2010-07-22 03:43:24
    I’ve learnt of two new books in the past few weeks, worth mentioning as books to check out at SIGGRAPH (or using Amazon’s “Look Inside”, of course): iPhone 3D Programming: Developing Graphical Applications with OpenGL ES, by Philip Rideout, O’Reilly Press. A better title might have been “Programming OpenGL ES on the iPhone”, as it [...]

  • Ray Tracing News v23 n1 is out

    Updated: 2010-07-20 15:59:32
    Just in time for SIGGRAPH (so I wouldn’t get those “when’s the next issue coming out?” questions), here it is.

  • GPU Ray Tracing BOF at SIGGRAPH 2010

    Updated: 2010-07-18 16:56:36
    There will be a Birds of a Feather gathering at SIGGRAPH 2010 about GPU Ray Tracing: Wednesday, 4:30-6 pm, Room 301 A. A brief description from Austin Robison: We won’t have a projector or desktop machines set up, but please feel free to bring your laptops to show off what you’ve been working on! Additionally, [...]

  • I3D 2011

    Updated: 2010-07-15 12:21:00
    The website for I3D 2011 is now up, including the time/place and CFP. I3D will be in San Francisco next year, from February 18-20th. I3D probably has a higher percentage of graphics papers relevant to games than any other conference; this year five of the papers described techniques already in use in games (including high-profile [...]

  • SIGGRAPH 2010 Game Content Roundup

    Updated: 2010-07-13 11:49:55
    With less than two weeks until the conference, here’s my final pre-SIGGRAPH roundup of all the game development and real-time rendering content. This is to either to help convince people who are still on the fence about attending (unlikely at this late date) or to help people who are trying to decide which sessions to [...]

  • Another SIGGRAPH Scheduler

    Updated: 2010-07-13 01:50:44
    I’ve messed around with various scheduling methods over the years for SIGGRAPH, but find I dislike the form factor of PDA-like devices: you can see a few hours, or maybe a day’s activities at best. Taking notes can be tiresome, you need lots of clicks needed to find stuff, and sometimes the battery dies. So [...]

  • Random graphics paper title generator

    Updated: 2010-07-12 21:25:53
    Try it – it’s a blast (keep hitting “refresh” to see new titles). Here’s a few that I got: Bidirectional Rendering of Caustics for Light Fields Reflective Normal-mapped Light Fields Rendering of Inverse Geometry Texturing of Multi-resolution Geometry using Polygonal Approximation Displacement Mapping of Reflective Geometry for Surfaces Can’t tell them from the real paper [...]

  • More SIGGRAPH Course Updates

    Updated: 2010-07-12 18:34:21
    After my last SIGGRAPH post, I spent a little more time digging around in the SIGGRAPH online scheduler, and found some more interesting details: Global Illumination Across Industries This is another film-game crossover course. It starts with a 15-minute introduction to global illumination by Jaroslav Křivánek, a leading researcher in efficient GI algorithms. It continues [...]

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