SIGGRAPH 2019 will be covering Facial Animation, AI, Ethics in Games, Showcase Future of Real-time Production in L.A. fxguide will be there and our own Mike Seymour is presenting.
SIGGRAPH 2019 has announced details of this year’s Real-Time Live! and Games programming for the upcoming conference in L.A., which will shine a light on topics including but not limited to facial animation, AI, ethics, and the future of real-time production.
A fan-favorite, live event, Real-Time Live! showcases how essential real-time technology is and continues to be in revolutionizing the way we interact in an increasingly connected society. Following a theme of “thrive on live,” the innovations that teams will demo are well-positioned to enhance future technological applications.“We have a great lineup of demos prepared this year and I am so excited to share the work our jury culled from nearly 50 submissions,” said SIGGRAPH 2019 Real-Time Live! Chair Gracie Arenas Strittmatter. “I hope you’ll join us as we take a look back at the past decade of Real-Time Live! and journey into its promising future. Our contributors will share new applications for robotics, ray tracing, AI, VR, games, film, and much more.”
Contributors: Doug Roble, Darren Hendler, Jeremy Buttell, Lonnie Iannazzo, Melissa Cell, Deer Li, Jason Briggs, Chad Reddick, Mark Williams, Lucio Moser, Cydney Wong, Dimitry Kachkovski, Jason Huang, Kai Zhang, David McLean, Rickey Cloudsdale, Dan Milling, Ron Miller, JT Lawrence, and Chinyu Chien, Digital Domain
Digital Domain Virtual Human will demonstrate our state-of-the-art, real-time, live-drive, digital human technology. We will show how photo-real digital humans with realistic facial animation can change the VR/AR experience.
“Reality vs. Illusion” Real-Time Ray Tracing
Contributors: Natalie Burke, Arisa Scott, Natalya Tatarchuk, and Sebastien Lagarde, Unity Technologies
We seamlessly transition from the filmed real-world car to the car ray traced in real-time powered by Unity, demonstrating advanced effects of real-time ray tracing technology in a live demo – dynamic global reflections and GI, multi-layer transparency with refraction, area lights, shadows, ambient occlusion, and more.
Contributors: Christopher Evans, Epic Games
Experience Michelangelo’s Sistine Chapel ceiling in virtual reality. Move around the space or take a guided tour. Users can also suspend on a virtual scaffold to see the work up close as few have seen it before. The experience will use the all-new Valve INDEX headset.
Chris had previously shown David in VR at SIGGRAPH 2017. See our story here
FACS at 40
Panelists: Mike Seymour, University of Sydney and fxguide (moderator); Erika Rosenberg, Stanford University and Erika Rosenberg Consulting; Vladimir Mastilovic, 3Lateral; Mark Sagar, Soul Machines; and, John Peter Lewis, Google AI
The Ethical and Privacy Implications of Mixed Reality
Panelists: Kent Bye, Voices of VR Podcast (moderator); Diane Hosfelt, Mozilla; Matt Miesnieks, 6D.AI; Samantha Mathews Chase, Venn.Agency; and, Taylor Beck, Magic Leap
Taking the future of production further, Games programming at SIGGRAPH spans many areas of the conference, including Talks, Panels, the Computer Animation Festival, Appy Hour, the Immersive Pavilion, and more. In collaboration with one another, the conference committee and reviewers work together to help spotlight creators, visionaries, and pioneers within the games industry from the world’s leading studios.
Content is presented through sessions and demos that spotlight the latest rendering techniques, real-time tricks, asset pipelines, facial animation, advances in hardware and software, production challenges and accomplishments, virtual and augmented reality, and beyond.Noted SIGGRAPH 2019 Games Co-chair Christopher Evans, “At SIGGRAPH 2019, attendees can expect to immerse themselves in the most engaging new gaming technologies and techniques. In addition to being a key place to learn about the latest research in games, the speakers and experiences lined up this year shine a light on the ways the industry is thriving.”
THRIVE – Foundational Principles & Technologies for the Metaverse
Speaker: Tim Sweeney, Epic Games
Science-fiction notions of “the metaverse” are slowly becoming a reality as products such as Fortnite, Minecraft, and Roblox bring immersive social experiences to hundreds of millions of people and blur the boundaries between games and social networks. This talk explores the foundational technologies, economies, and freedoms required to build this future medium as a force for good.
This year has a brilliant set of Courses, Production Sessions, and Technical Papers, highlights for films, research games and real-time production content. SIGGRAPH 2019 is set for 28 July–1 August at the Los Angeles Convention Center.