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| SIGGRAPH 2004 | |
|---|---|
| Name | SIGGRAPH 2004 |
| Date | July 25–29, 2004 |
| Location | Los Angeles Convention Center, Los Angeles, California |
| Organizer | Association for Computing Machinery, ACM SIGGRAPH |
SIGGRAPH 2004
SIGGRAPH 2004 was the annual conference and exhibition organized by the Association for Computing Machinery's ACM SIGGRAPH held at the Los Angeles Convention Center in Los Angeles, California from July 25 to July 29, 2004. The event gathered researchers, practitioners, and industry representatives from organizations such as Pixar, Industrial Light & Magic, Sony Pictures Imageworks, Microsoft Research, and NVIDIA to present advances in computer graphics, visual effects, and interactive techniques. Attendees included members of academic institutions like Stanford University, Massachusetts Institute of Technology, University of California, Berkeley, and University of Toronto as well as professionals from studios including Walt Disney Animation Studios and DreamWorks Animation.
SIGGRAPH 2004 served as a focal point for the communities surrounding computer graphics and interactive techniques, emphasizing emerging technologies, cinematic visual effects, real-time rendering, and human-computer interaction. The conference featured technical papers vetted through peer review, an exhibition showcasing vendors such as Autodesk, Apple Inc., and Intel Corporation, and a program of courses, panels, and screenings that linked research labs like Adobe Research and Bell Labs with production houses including Sony Pictures Entertainment and Paramount Pictures.
The program included a mix of peer-reviewed technical papers, invited talks, art installations, animation screenings, and a burgeoning presence of gaming and real-time graphics tracks. Major program components were organized alongside the exhibition hall and the Emerging Technologies area, with scheduling coordinated by the SIGGRAPH conference committee and program chairs from institutions such as Carnegie Mellon University and University of Washington. Industry demonstrations featured hardware and software from ATI Technologies (now part of AMD), Intel, and NVIDIA, while production-focused presentations showcased pipeline work from Industrial Light & Magic and Sony Pictures Imageworks.
The keynote and featured presentations brought leaders from academia and industry to discuss trajectories in rendering, animation, and interactive media. Notable speakers included representatives from Pixar discussing production techniques used in feature films, researchers from Microsoft Research on interaction paradigms, and technologists from NVIDIA on programmable shader architectures. Featured sessions also included panels with senior creatives from Walt Disney Animation Studios, technical directors from DreamWorks Animation, and innovators from Industrial Light & Magic addressing the intersection of artistic direction and computational tools.
Technical papers presented advances in global illumination, physically based simulation, facial animation, and surface modeling. Research groups from Stanford University, Massachusetts Institute of Technology, University of Toronto, ETH Zurich, and University College London contributed work on photon mapping, finite element methods for deformable bodies, and statistical models for facial performance capture. Papers examined GPU programming models from vendors such as NVIDIA and techniques comparing offline rendering pipelines used by Pixar and real-time approaches used in id Software titles. Other highlights included work on point-based rendering, subdivision surfaces popularized by studios like Walt Disney Animation Studios, and novel texture synthesis methods from labs at Adobe Research.
Courses covered topics ranging from advanced rendering algorithms and shader programming to production pipelines and color management. Tutorials were offered by experts affiliated with Autodesk, Apple Inc., and academic centers such as University of California, Berkeley and Cornell University. Panel discussions convened representatives from Sony Pictures Imageworks, Industrial Light & Magic, DreamWorks Animation, and Pixar to debate standards, interoperability, and the adoption of open formats advocated by organizations like the Academy of Motion Picture Arts and Sciences and the Moving Picture Experts Group.
The exhibition hall featured vendor booths from Autodesk, NVIDIA, Intel Corporation, Apple Inc., Sony, and emerging startups. The Emerging Technologies area showcased interactive installations, real-time systems, and prototype devices from research institutions including MIT Media Lab, Adobe Research, and Bell Labs. Demonstrations included real-time shader effects on GPUs from NVIDIA, photorealistic rendering pipelines influenced by Pixar workflows, and motion-capture integrations used by studios like Industrial Light & Magic for character animation. Game developers from companies such as id Software and Electronic Arts demonstrated engine-level innovations and middleware solutions.
SIGGRAPH 2004 conferred awards recognizing technical achievement, best papers, and electronic theater selections. Recipients included research teams from universities like Stanford University and ETH Zurich for technical papers, production teams from Pixar and Industrial Light & Magic for visual effects and animation contributions, and innovators from NVIDIA and Intel Corporation for hardware and software impact. Additional honors reflected contributions acknowledged by peer organizations such as the Association for Computing Machinery and collaborations with societies like the Visual Effects Society.
Category:SIGGRAPH Category:2004 conferences Category:Computer graphics conferences