Updated: 2011-06-26 20:08:50
This is a continuation of the series of posts started here. Character Rigging, Deformations, and Simulations in Film and Game Production Character animation is one of those areas where film and game production have intriguing similarities as well as differences; especially in the ways that the character meshes deform in response to animation and simulation. [...]
Updated: 2011-06-20 06:04:21
At 18 courses, the SIGGRAPH 2011 course program is smaller than it has been in previous years, but what it lacks in size it more than makes up in quality. I’ll go over the list with a focus on courses of interest to game developers and/or real-time rendering researchers. If you are going to be [...]
Updated: 2011-06-15 23:40:03
Ke-Sen has added two additional conference pages, one for Graphics Interface 2011 and one for the 2011 Symposium on Non-Photorealistic Animation and Rendering.
Updated: 2011-06-15 05:00:53
I’m planning a series of more extensive posts on SIGGRAPH content (starting with the courses), but I’ll start with a quick roundup to help people decide on their attendance before the early-bird registration expires at the end of this week. The roundup is focused on those sessions of potential interest to professional game artists, professional [...]
Updated: 2011-06-05 17:33:52
Last week EGSR 2011 papers started to appear at Ke-Sen’s site. Now the HPG 2011 papers are up. How does he do it? Search, search, search (or people let him know). The EGSR schedule is up here. The HPG Paper Chairs sent on the list of accepted paper titles and authors to Ke-Sen.
Updated: 2011-06-04 12:58:50
You’ve probably heard about bitcoins by now, the currency of cryptoanarchist libertarian computer geeks or something. It turns out that GPUs are particularly good at mining bitcoins, compared to CPUs: check out this chart – the key factor is Mhash/sec (though Mhash/Joule is also an entertaining concept). The most interesting page (for me) at the site [...]