Posted in SIGGRAPH 2007 on Aug 31st, 2007
They have the video for this for $10 or included if you got the full conference.
For anyone who isn’t familiar with the SIGGRAPH Papers Fast-Forward session, this is a fairly recent tradition (since 2002), where all the papers are presented in very short (50 second) presentations. This gives you a chance to get a quick […]
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Posted in SIGGRAPH 2007 on Aug 17th, 2007
This year the ‘SIGGRAPH Encore’ access to full video of presentations was pretty slick, with most courses, papers and sketches available (for a fee) within 24 hours at the conference itself.
These are great even for people who attended the conference (due to all the overlapping sessions it’s impossible to see everything you’re interested in), but […]
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Posted in SIGGRAPH 2007, Rendering on Aug 10th, 2007
Whew! I’m back from SIGGRAPH, which was exciting and exhausting (as it usually is). I got a few days behind in the rush; I’ll finish up the remaining items of note in this post (in the order I saw them, not necessarily in order of importance).
Wave Particles: this is a technique for simulating 2D […]
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Posted in SIGGRAPH 2007, Rendering on Aug 8th, 2007
I saw the presentation of the paper “Curl Noise for Procedural Fluid Flow” on Tuesday. I’ve wanted to use velocity fields to advect particles in games for quite a while now, including procedural noise fields. Naively I thought I would want to use Perlin noise, however, it turns out that Perlin […]
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Posted in SIGGRAPH 2007, Rendering on Aug 8th, 2007
I attended the Lighting Papers session on Tuesday. Of particular note were the following two papers:
The Lightspeed Automatic Interactive Preview Lighting System
This paper describes a lighting preview system from ILM. Similarly to other relighting systems (like Pixar’s LPICS) it does deferred rendering to enable fast iteration on the lighting (which happens […]
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Posted in SIGGRAPH 2007, Rendering on Aug 6th, 2007
I went to the “Practical Global Illumination With Irradiance Caching” course. I’m interested in irradiance and radiance caching techniques because they are closely related to baked lighting techniques used in games - one could argue that baked lighting is nothing more than irradiance caching computed offline and applied to interactive renders. […]
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Posted in SIGGRAPH 2007 on Aug 6th, 2007
In the afternoon I attended the course “Practical Least-Squares for Computer Graphics”. Least-squares minimisation is a crucial CG tool, and this course had a great presentation of the subject. I highly recommend reading the course notes, which are available here.
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Posted in SIGGRAPH 2007, Rendering on Aug 6th, 2007
Finished an exhausting first day at the conference today - it seemed that I couldn’t step into the hallway for a minute without falling into a long and interesting conversation with a colleague I hadn’t seen since last SIGGRAPH.
I spent the morning at Pixar’s course “Anyone Can Cook - Inside Ratatouille’s Kitchen” […]
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