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Production Sessions and Talks Programs at SIGGRAPH 2022 Emphasizes Technological Advances and the Evolution of Computer Graphics Techniques

Production Teams Discuss the Successes and Challenges Behind Blockbuster Films Like Encanto, The Batman, and Dune; Dialogues from the Talks Include Race, Gender, and Preservation of History

CHICAGO, July 8, 2022 / PRNewswire/-SIGGRAPH 2022 highlights the advancement of computer graphics technology as part of its Production Sessions and Talks programs. Industry leaders from the film, VFX, and animation sectors will share their behind -the -scenes stories for their Production Sessions program projects. Another program that allows creators to provide achievements and tests in their work is SIGGRAPH 2022 Talks. The Talks program includes conversations from a variety of topics that affect the SIGGRAPH community and discuss important topics, such as race and gender. The 49th annual conference will run August 8–11 in person, with on-demand talks from participants available approximately 25 July – 31 October 2022.

Photo courtesy of DNEG Ⓒ 2021 Legendary and Warner Bros.  Entertainment Inc.  All Rights Reserved

Photo courtesy of DNEG Ⓒ 2021 Legendary and Warner Bros. Entertainment Inc. All Rights Reserved

SIGGRAPH 2022 highlights advances in computer graphics technology in its Production Session and Talks programs.

“The Production Sessions Program covers the growth and advancement that has been made in computer graphics technology across the industry,” said the SIGGRAPH 2022 Production Sessions Chair Stephanie Eisenberg. “This year is no different, and I’m excited for these production teams to share their stories, especially how new techniques have improved their work on films like Dune, Lightyear, and Beauty. The SIGGRAPH 2022 Production Sessions program allows creators to showcase their work and discuss the highs and lows that occur in the production process. ”

Highlights from the Production Sessions program include:

Dune VFX: Bringing an Iconic Story to Life [in-person]
Contributors: Stephen JamesDNEG
‘Dune: Part One’ is the unique science fiction epic and the introduction to by Denis Villeneuve vision of Frank Herbert’s Dune universe of spectators. DFX Supervisor Stephen James holds an open-eye discussion of the important role DNEG plays in bringing to life Villeneuve’s deep vision. He will share compelling details behind the scenes of the project, and dive into meticulously detailed VFX work, and impressive creations with a climactic role in making an iconic film.

Lightyear: Beyond Infinite [virtual]
Contributors: Nathan Fariss and Chris WiggumPixar Animation Studios
‘Lightyear,’ Pixar’s sci-fi action adventure, is definitely the origin story of Buzz Lightyear, the hero who inspired the toy. In this Production Session, Nathan Fariss and Chris Wiggum follow their challenging journey to create a cohesive visual look that is both stylishly unique but reference the world of Toy Story. These include sets, characters, shading, tailoring & simulation, effects, compositing, and lighting. Their mission is one of the most complex as they face the challenges of technology and art while racing against the clock to finish the film.

Presented by Weta FX: The Batman [in-person]
Contributors: Beck Veitch and Dennis Yoo, Weather FX
Batman is the 19th Caped Crusader appearance in the film, and thus, director Matt Reeves needed to find a new angle for the titular hero. The result is a sad, bad tone that fits the Gotham City setting and reflects Reeves ’emotionally complicated version of Batman. Compositing Supervisor Beck Veitch presented the work with the Animation Supervisor Dennis Yoo. Beck and Dennis will also discuss by creating two major environments-the Batcave, an abandoned neo-gothic subway, and City Hall, where the mayor’s grave was smashed by an unfortunate victim.

Let’s Not Talk About Bruno – An Encanto Musical Sequence That Opened [in-person]
Contributors: Michelle Robinson and Tad MillerWalt Disney Animation Studios
“Encanto” by Walt Disney Animation Studios tells the story of a strange family, the Madrigals, who live hidden in the mountains of Colombia, in a magic house, in a vibrant town, in a wonderful, charming place called Encanto. In this session, the filmmakers break down their collaborative process to create the iconic song sequence, “We Don’t Talk About Bruno,” as well as discuss the work and intense focus that went into making this great , different, magical family. From creating characters for a music set Colombia in an in-depth dive into the cinematography process, the discussion will include theatrical inspiration and the interaction between choreography, layout, and animation.

The Champion: Neural Render Case Study [virtual]
Contributors: Mike Seymour, University of Sydney
Auschwitz Champion is the first full-length feature film to be translated neural to allow actors to convert from German performance to English performance. In this Polish film, set for WW2, the entire production was filmed and finished in German. With advances in AI and machine learning, the actors ’faces have been replaced with interpreted versions, which can be seen from the English re-performance of the original dialogue. This production session discusses the important issues involved in making professional neural rendering on a large scale – hundreds of shots, often with multiple characters in the same frame. Based on the new technology, The Champion only used footage that had already been edited for the final German version of the film, along with robust and non-intrusive recording of the actors delivering the lines in English. The panel will discuss technological innovations and provide insights into further advances the team has made, as well as lessons learned and the advances in ML that have allowed for widespread adoption. with this technology replacing traditional dubbing or subtitles.

“For the Talks program, we are excited to discuss the latest techniques and technological innovations being implemented today,” said the SIGGRAPH 2022 General Submissions Chair Chris Redmann. “The SIGGRAPH community continues to create solutions to improve the computer graphics industry. From user -friendly solutions that can be used in common workflows to unique practices that help preserve history, our industry continues to grow. These are the conversations that I believe will be participants this year and the attendees will be grateful and appreciate. “

Highlights from the Talks Program include:

Sex and Gender in Computer Graphics Research Literature [in-person]
Contributors: Ana Dodik, OTHERS; Silvia Sellan, University of Toronto; Theodore Kim, Yale University; Amand Phillips, Georgetown University
A discussion around a survey of the treatment of sex and gender in computer graphics research literature from an algorithmic fairness perspective, revealing scientific error and potentially harmful assumptions. The talk suggested ways to address these as technical limitations and posed open -ended questions.

Fast and Robust Solution for Cubic and Higher-Order Polynomial [virtual]
Contributors: Cem Yuksel, University of Utah
Demonstration showing cubic and higher-order polynomials can be solved quickly and efficiently. A presentation of a fast and robust method for finding real cubic roots and higher-order polynomials. It provides a guarantee of consistency and satisfies the given error bound.

Modular Scene Filtering by Pixar Hydra 2.0 Architecture [virtual]
Contributors: Tom Cauchois and Steve LaVietesPixar
A conversation about the design of the Hydra 2.0 architecture and how it can make modular pipeline- or workflow-specific landscape changes. The discussion includes two examples: configurable network material changes, and good data landscape integration for application integration and support for proxy object workflows.

How We Rebuilt the Neighborhood Destroyed by the Tulsa Race Massacre [virtual]
Contributors: Yuliya Parshina-Kottas and Anjali Singvi, Ang New York Times
the New York Times used archival materials, data, and maps to create a 3D visualization of the African American neighborhood in Greenwood (Tulsa, Oklahoma), before it was destroyed in the 1921 Tulsa Race Massacre. This discussion is around the use of geo-spatial data analysis, 3D, and machine-learning to recreate lost neighborhoods.

Build an Illustrated World with The Bad Guys [virtual]
Contributors: Jeff Budsberg, Paul Valleyand Paolo de GuzmanDreamWorks Animation
The artistic style of “The Bad Guys” is inspired by strong and simplified 2D illustration details with hand-painted imperfections. Like traditional artists, the film requires techniques to be selective to use detail and thoughtful deconstructing of objects, focusing on the flexibility of the art as it continues to grow.

Access to the SIGGRAPH 2022 Production Sessions and Talks programs is available at various levels of registration. Learn more and register for the conference at


ACM, the Association for Computing Machinery, is the world’s largest educational and scientific computer society, brings together educators, researchers, and professionals to encourage dialogue, share resources, and solve field challenges . ACM SIGGRAPH is a special interest group within ACM that serves as an interdisciplinary community for members in research, technology, and applications of computer graphics and interactive techniques. The SIGGRAPH conference is the world’s leading annual interdisciplinary educational experience showcasing the latest in computer graphics and interactive techniques. SIGGRAPH 2022, the 49th annual conference sponsored by ACM SIGGRAPH, will take place as a hybrid event, with live events August 8–11 at the Vancouver Contention Center and virtual content available from July 25 to 31 October. Click here for news from the conference and its participants.



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