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The SIGGRAPH 2003 computer graphics conference was held in San Diego last week, July 27-31. Here are my impressions of the conference, divided into some relevant sections. You can see captions for the photos by leaving the mouse cursor over each one. For reference, I am a software engineer / programmer by profession, but I can't resist seeing the other "cool stuff" at the conference. I started going to SIGGRAPH in 1999. Programmable Graphics Hardware Similar to last year in San Antonio, a big topic at SIGGRAPH was real-time programmable shading on graphics cards, i.e. vertex and pixel shaders. The "Real-Time Shading" course returned for another year, and there was a course on the recently finalized OpenGL high-level shading language, GLslang. A recurring theme throughout these and other courses (such as the excellent "Simulating Nature" course) was how programmable hardware is making it possible to do things at interactive frame rates that simply were not feasible before. The most visible application is, of course, "cinematic computing," the idea of having film-quality computer graphics in real-time, something that NVIDIA has been going on about since they announced the GeForceFX graphics chipset.
On the last day of the conference, I attended a hands-on introduction to the Cg high-level shading language, presented by NVIDIA. This was actually more fun than I thought it would be, because the lab system they had gave the programmer immediate visual feedback... again, it's all about the pretty pictures. However, I am not so sure that Cg will succeed as a high-level shading language: in the real-time shading course, even NVIDIA admitted that they recommend using Microsoft's HLSL language for DirectX applications. Now that the OpenGL language has been finalized, where does that leave Cg? For applications that must use the same shaders for both OpenGL and DirectX rendering, Cg may make sense, but that would be a small slice of the pie. Game Development In the past few years, the "game development" profession has been getting a lot of attention: just look at the number of programs popping up at colleges around the country and related stories in the news. There is a tremendous amount of interest there, and SIGGRAPH is no different. It seems that all the software vendors and book publishers now have a game development story, whereas before it was just about visual effects for film. In any case, I am not one to ignore such trends, so... I went to a special session on Sunday night called "Behind the Game: Deconstructing the Successes of 2002" where representatives from game development companies talked about how three successful games were created. The games discussed were Neverwinter Nights, Splinter Cell, and Sly Cooper. I found this session very entertaining, with just the right amount of information. For example, John Bible from Bioware talked about how the Neverwinter Nights graphics engine had to meet certain unique requirements, such as permitting player-made modifications. I also attended the Game Developers BOF (birds-of-a-feather meeting) on Monday at the Marriott hotel. This was a very unstructured meeting held in a rather small room for the huge number of people that showed up. I did talk to a few people, but I didn't get much out of it. I did win a raffle sponsored by Charles River and got a free copy of their book Real-Time 3D Terrain Engines Using C++ and DirectX 9. Visual Effects / Movies
Two other sessions were much better: "Effects Omelette" on Thursday morning described some effects from Terminator 3, Star Trek: Nemesis, and The Lord of the Rings: The Two Towers. The content was fantastic, both the effects themselves and how they were broken down and analyzed by the speakers... where else can you learn how to make a nice-looking nuclear explosion? Equally good was the special session on Friday called "Finding Nemo: Story, Art, Technology, and Triage" that featured artists from Pixar showing a number of story, lighting, cinematography, and animation techniques used to create the film. It certainly gave me a better appreciation of the amount of talent that went into that film, and I hope some of that content makes it onto the DVD. I guess this is also a good time to mention the SIGGRAPH Electronic Theater, which was once again an exciting presentation of the best in computer animation. At the showing I went to on Tuesday night, the piece that got the biggest reaction from the audience was the animated short "Gone Nutty" by Blue Sky Studios, featuring Scrat from the Ice Age movie. It also included clips and behind-the-scenes footage from movies such as X-Men 2, The Hulk, and The Matrix Reloaded. I guess my personal favorite was the least like the others: "Molecular Visualizations of DNA", an amazing look into how DNA is created, and a leap above and beyond typical medical visualizations. The Exhibition
NVIDIA, ATI, and 3Dlabs were there pitching their latest-and-greatest professional graphics cards; note that consumer cards like the RADEON and GeForce series were not being advertised. I think NVIDIA had the best booth of the three graphics card vendors, mostly because of their nifty Dawn and Vulcan demos that were running constantly. The Dawn demo even made it into the Electronic Theater as possibly the first real-time entry in SIGGRAPH history. Not to be outdone, ATI was giving out free ice cream in front of the convention center.
The book publishers were out in force this year, as there were no fewer than seven present at the show: Addison Wesley, Morgan Kaufmann, Charles River, Premier Press, AK Peters, Springer Verlag, and John Wiley. As I noted earlier, all of the publishers seem to have some game development books now. For them to have these books at SIGGRAPH is not a big surprise: graphics in the form of both art and code is a big part of game development (the other parts being AI, audio, networking, etc.). I managed to get away without buying a single book this year, since I can get similar discounts outside the show, and, well, I have too many books anyway and not enough to use them. I was able to get through the exhibition faster than usual, partly due to fewer exhibitors, but also because I am getting better at resisting the urge to spend time watching demos for software or hardware that I will never really use (perhaps I am deluding myself on that last point). On the other hand, it is much harder to resist the allure of free stuff. In terms of loot (arrr... booty!), I got away from the exhibition with 8 pounds of fliers and magazines, a couple of posters, and a few tchotckes (mostly pens). This is in addition to the 7 pounds of paper I get with my conference registration, especially the ever-growing conference proceedings. The most coveted freebie on the show floor was a small wind-up walking teapot being given out by Pixar; I never did find out how to get one. (Wow... I had a lot more to say about the exhibition than I thought I would.) Miscellaneous: Robotics, LEGO, and Emerging Technologies
I should also say something about the Emerging Technologies area. Once again the theme seemed to be computer vision: what neat things can you do when the computer is able to recognize objects and motion? I didn't spend much time in this area, but you can read the details of all of the projects presented from the previous link. I will say that probably my favorite project there was also one of the simplest: a spotlight that tracked people walking around the entrance of the room. I think it was the only project where you could participate without realizing it. SIGGRAPH Management
Also disappointing is that the conference will be held in Los Angeles for both 2004 and 2005. That makes three in a row on the West Coast, which is not very convenient for someone in Atlanta. (On a side note, 2004 was originally supposed to be in Atlanta.) In addition, I never thought of LA as a good conference venue: the convention center itself is fine, but it does not have good access to shopping / dining (nothing like San Diego, San Antonio, or New Orleans). I imagine that this is an effort to get as much money for the show as possible, since holding it in LA brings out a larger crowd. Anyway, hopefully things will get "back to normal" when the economy recovers. San Diego
So that's it for SIGGRAPH 2003... thanks for reading! Questions / comments are welcome. — Mauricio, August 4th 2003 |