Session Abstract Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Est pellentesque elit ullamcorper dignissim cras. Sed sed risus pretium quam vulputate dignissim. Posuere ac ut consequat semper viverra nam libero justo.Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Est pellentesque elit ullamcorper dignissim cras. Sed sed risus pretium quam vulputate dignissim. Posuere ac ut consequat semper viverra nam libero justo.
Session Abstract Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Est pellentesque elit ullamcorper dignissim cras. Sed sed risus pretium quam vulputate dignissim. Posuere ac ut consequat semper viverra nam libero justo.Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Est pellentesque elit ullamcorper dignissim cras. Sed sed risus pretium quam vulputate dignissim. Posuere ac ut consequat semper viverra nam libero justo.
Session Abstract Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Est pellentesque elit ullamcorper dignissim cras. Sed sed risus pretium quam vulputate dignissim. Posuere ac ut consequat semper viverra nam libero justo.Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Est pellentesque elit ullamcorper dignissim cras. Sed sed risus pretium quam vulputate dignissim. Posuere ac ut consequat semper viverra nam libero justo.
Session Abstract Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Est pellentesque elit ullamcorper dignissim cras. Sed sed risus pretium quam vulputate dignissim. Posuere ac ut consequat semper viverra nam libero justo.Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Est pellentesque elit ullamcorper dignissim cras. Sed sed risus pretium quam vulputate dignissim. Posuere ac ut consequat semper viverra nam libero justo.
Session Abstract Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Est pellentesque elit ullamcorper dignissim cras. Sed sed risus pretium quam vulputate dignissim. Posuere ac ut consequat semper viverra nam libero justo.Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Est pellentesque elit ullamcorper dignissim cras. Sed sed risus pretium quam vulputate dignissim. Posuere ac ut consequat semper viverra nam libero justo.
This talk will explore how the team at Wētā FX constructed their largest-ever spaceship model in the epic final installment of the Guardians series. Tackling a model of this size required an unusual approach, so this talk will cover the new pipeline and how approaching the build in a highly art-directable manner enabled detailed sub-environments for staging all the story beats.
Learn about WētāFX’s experiences and lessons learned working with a full deep pipeline in an expert panel discussion featuring Philippe Leprince from Unity, Peter Hillman (original developer of Deep Compositing), Tahl Niran (Lead Compositor at WētāFX), and Marc Droske (Director of Research Engineering, Manuka Lead). The conversation will explore ideal and non-ideal applications of deep compositing, highlight efficiencies, and offer practical advice for implementing a deep compositing pipeline in your studio. Bring your own experiences and pain points for group discussion.
Unity Wētā Tools presents groundbreaking work in character creation, environment building, rendering, and compositing with the public release of tools once exclusive to top-tier VFX houses. Presenters including Allan Poore, Natalya Tatarchuk, Steve May, and Joe Letteri will take the audience inside this tech and show how it's being used in award-winning films to accelerate creative workflows, implement creative changes more easily, and produce higher-quality final shots.
The contributions of women to the history of computing are underrecognized, and computer graphics is no exception. This anniversary of SIGGRAPH is particularly suitable for attending to the role of women in the diverse story of immersive technology. This panel gathers three creative contributors – one from the academy, one from the art world, and one from industry – to discuss where immersive technology has been and where it’s headed.
Artificial intelligence (AI) has long been an integral component of extended reality (XR) technologies, providing essential capabilities such as environmental analysis, intelligent sensor data interpretation, and user input processing. However, recent advancements in both hardware and AI research present opportunities to elevate XR experiences to unprecedented heights.
This interactive Frontiers workshop will explore the potential of AI to revolutionize XR by delving into the creation of highly realistic avatars, immersive virtual worlds, and AI-driven user interaction. Participants will discuss the current state of AI in XR, identify emerging opportunities, and tackle related challenges of this fast-evolving field.
Discover the creation process for Unity’s new digital human running in real-time. This informative session highlights the benefits of each tool used to create unique features and behaviors and how the process differs from traditional methods. Featured technology includes Ziva Real-Time and Wētā Tools Wig, the award-winning fur and hair grooming plug-in for Maya.
Video games employ a variety of sophisticated algorithms to produce groundbreaking 3D rendering for visual and interactive experiences of rich environments. This session shares state-of-the-art and production-proven rendering techniques for fast, interactive rendering of complex and engaging virtual worlds in video games.
This session dives into the Ziva suite of character tools, focusing on how Ziva VFX and Ziva Real-Time can be used to create more stylized and animated characters and creatures. Learn how these powerful software solutions streamline the workflow, enabling animators to bring stylized characters to life with exceptional realism, fluidity, and real-time performance. From dynamic simulations to enhanced muscle and tissue behavior, Ziva VFX and Ziva Real-Time unlock a new level of stylized character animation in both offline and real-time environments.
Video games employ a variety of sophisticated algorithms to produce groundbreaking 3D rendering for visual and interactive experiences of rich environments. This session shares state-of-the-art and production-proven rendering techniques for fast, interactive rendering of complex and engaging virtual worlds in video games.
In this session, learn how the DNEG Animation Nimona team conceptualized and collaborated faster and more easily with SyncSketch. Get a high-level overview of how DNEG Animation set up a handcrafted pipeline and streamlined their review workflows to deliver Nimona to the screen, from ideation to approval – even with a globally distributed team. Get a behind-the-scenes look at the making of Nimona, including how the team accomplished the vast techno-medieval city with its advanced MGFX, detailed wimple simulation, and the shapeshifting animated character performances everyone’s talking about.
Based on real production examples, this Universal Scene Description (USD) session will provide an overview of how to integrate USD into a pipeline by going through best practices for deciding asset structures, how to leverage APIs to build interactive workflows, and maximizing performance at render time.
This production session features Wētā FX’s animation supervisor Mike Cozens, Framestore’s VFX supervisor Alexis Wasjbrot, and Sony Pictures Imageworks’s VFX supervisor Theo Bialek. They will discuss how they built and animated the Guardians of the Galaxy Volume 3 characters, the tools they used, and what went into creating the explosive third-act animation sequence.
In this session, technical artist Geneviève Gagnon and product manager Kristi O’Connor showcase the top benefits of SpeedTree for film. This talk explores the latest version of the industry-standard modeler for vegetation creation, with features for greater creative control and realism, plus a new technique for placing procedural details. Last but not least, the team will demo the freehand tools popular among VFX artists.
This session will cover the latest developments and tools in the open source library OpenVDB. This includes new and improved tools, vectorization, machine learning applications, the creation of NanoVDBs on the GPU, Mathmatica bindings, fluid applications, new Python bindings, and production examples, and more.
Join us to learn more about the award-winning Unity Wētā Tools grooming tool, Wig. Developed by Wētā Digital, this tool has been used for over 12 years in some of the highest-grossing films in Hollywood, including the latest Avatar. See how Wig provides advanced capabilities for generating and grooming hair and fur.
Women of SIGGRAPH Conversations (WOSC) strives to connect, empower, and develop women in computer graphics and interactive techniques by providing opportunities for professional advancement and promoting community. Join WOSC as our esteemed panelists discuss the power of commitment and encourage each other for collaboration and continued collective growth within our industry and communities.
This talk presents a solution for computing muscle strain descriptors from facial capture data for machine learning systems. This is accomplished by driving an elastic solver with the capture data and deforming representative muscle curves. The session will detail the pipeline, solver architecture, and results.
Bodyop is a character skin deformation framework developed for Avatar: The Way of Water. This approach aims to learn the skin deformations from a given dataset and reliably reproduce them during shot production. It handles runtime skin dynamic and includes utilities to transfer the deformations to new character types.
We present CreLoki, an extension to the multi-physics framework Loki, that enables unified creatures physics with straightforward coupling. CreLoki includes a highly reusable scene configuration and offers a familiar interface in Autodesk Maya without compromising quality, customizability, or extendibility. It encourages a broader adoption of unified physics among creature artists.
We introduce a new workflow for plant animation built for "Avatar: The Way of Water." The workflow combines new solver features with a suite of procedural workflows to streamline the massive scope of setting the virtual world of Pandora in motion while pushing the quality beyond Wētā FX’s previous capabilities.
Quantum computing is a radically new approach to creating algorithms and programs. By exploiting the unusual behavior of quantum objects, this new technology invites us to reimagine the computer graphics methods we know and love in revolutionary ways. This course presents a math-free introduction to quantum computing.
Realistic-looking water shots remain some of the most demanding types of scenes to render with modern production path tracers. Based on the work on Avatar: The Way of Water, this session discusses the technical challenges associated with rendering water, its distinct characteristics and appearance, and production-proven solutions.
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