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| Pacific Graphics | |
|---|---|
| Name | Pacific Graphics |
| Status | Active |
| Frequency | Annual |
| Discipline | Computer graphics |
| First | 1993 |
| Organizer | Association for Computing Machinery; IEEE Computer Society |
| Country | Primarily Asia-Pacific |
Pacific Graphics is an annual scholarly conference in computer graphics that brings together researchers, practitioners, and students from across the Asia-Pacific region and worldwide. Founded in the early 1990s, the conference complements gatherings such as SIGGRAPH, Eurographics, and ACM Symposium on Interactive 3D Graphics and Games by focusing on regional collaborations among institutions like the University of Tokyo, Tsinghua University, University of British Columbia, and industry participants including NVIDIA, Microsoft Research, and Google Research. Pacific Graphics serves as a venue for cross-disciplinary exchange among authors affiliated with Stanford University, MIT, Kyoto University, National University of Singapore, and other prominent centers.
The conference originated amid the expansion of computer graphics research networks linking labs such as Zuse Institute Berlin, Riken, CSIRO, and universities in the Asia-Pacific Economic Cooperation region. Early editions attracted keynote speakers from Pixar, ILM, Sony Computer Entertainment, and government-funded projects at DARPA and NSF. Over time, organizers incorporated collaborations with societies like the Association for Computing Machinery and IEEE Computer Society, and partnered with events including AsiaGraphics Workshop and regional workshops at CVPR satellite meetings. Notable milestones include special issues co-edited with editors from ACM Transactions on Graphics and cross-publication initiatives with Elsevier journals.
Pacific Graphics covers a range of topics spanning research themes familiar to attendees of SIGGRAPH Asia and Eurographics: rendering techniques used by teams at Disney Research, real-time graphics innovations from Epic Games and Unity Technologies, geometric modeling pursued at ETH Zurich and Imperial College London, and visualization projects linked to NASA and European Space Agency. Additional focus areas include computer animation practiced by groups at Toei Animation and Studio Ghibli, human-computer interaction research from Carnegie Mellon University, medical imaging collaborations with Johns Hopkins University, and virtual reality prototypes similar to work from Oculus VR.
The event is administered by a program committee drawing members from institutions such as Peking University, Seoul National University, Hong Kong University of Science and Technology, and corporate research labs like Samsung Research and Alibaba DAMO Academy. Steering committees have included representatives from ACM SIGGRAPH, Eurographics Association, and national academies including the Royal Society and Chinese Academy of Sciences. Conference chairs often coordinate with publishers such as Springer and editorial boards of journals like Computer Graphics Forum to ensure peer-review standards align with international practices.
Past proceedings have featured influential works on algorithms related to global illumination inspired by methods from Christensen group and empirical studies echoing research at University College London. Contributions have advanced topics pioneered at MPI-SWS, Max Planck Institute for Informatics, and University of Washington in areas including non-photorealistic rendering, point-based graphics from University of California, Berkeley, spline and subdivision surface theory linked to Princeton University, and physically based simulation building on work from Caltech and ETH Zurich. Papers addressing texture synthesis, mesh processing, and deep learning for graphics have cited contemporary research comparable to outputs from DeepMind and Facebook AI Research.
The conference recognizes outstanding work through best paper awards and young researcher prizes judged by panels including members from ACM SIGGRAPH and IEEE VGTC. Award recipients have proceeded to receive honors such as the SIGGRAPH Achievement Award, fellowships from the Association for Computing Machinery, and grants from agencies like the Japan Society for the Promotion of Science and the European Research Council. Tutorials and workshops have been organized in collaboration with award-winning labs at Adobe Research and Microsoft Research Asia.
Proceedings have been published in venues associated with publishers like Springer and on platforms used by IEEE Xplore and ACM Digital Library, often cross-indexed with journals including ACM Transactions on Graphics and Computer Graphics Forum. Special issues and extended versions of top papers have appeared in periodicals such as IEEE Transactions on Visualization and Computer Graphics and edited volumes by Elsevier. The archival record facilitates citation linking with databases maintained by Google Scholar, Scopus, and Web of Science.
Attendees typically include faculty from University of Melbourne, researchers from CSIRO Data61, students from National Taiwan University, and engineers from corporations like Intel Corporation, ARM Holdings, and Tencent. The conference fosters regional networks that feed into collaborative grants with funders such as the National Science Foundation and multinational partnerships under Bilateral Science and Technology Cooperation agreements. Alumni of Pacific Graphics have influenced curricula at institutions like Hong Kong University and led R&D efforts at startups spun out from groups at KAIST and Nokia Bell Labs.
Category:Computer graphics conferences Category:Academic conferences in Asia