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| SIGGRAPH 2012 | |
|---|---|
| Name | SIGGRAPH 2012 |
| Genre | Computer graphics conference |
| Dates | August 5–9, 2012 |
| Venue | Los Angeles Convention Center |
| Location | Los Angeles, California |
| Organizer | ACM SIGGRAPH |
SIGGRAPH 2012 SIGGRAPH 2012 was the annual conference of ACM SIGGRAPH held at the Los Angeles Convention Center in Los Angeles, California from August 5–9, 2012. The event gathered communities from film industry, video game development, visual effects, computer graphics research, interactive media and digital art to present advances in rendering, animation, simulation, hardware, software, and storytelling. Attendees included representatives from Pixar Animation Studios, Industrial Light & Magic, Walt Disney Animation Studios, Sony Pictures Imageworks, Electronic Arts, and NVIDIA among other organizations.
SIGGRAPH 2012 offered a multi-track program spanning technical, artistic, and commercial facets of computer graphics. The conference featured technical paper sessions, courses, panels, production sessions, an exhibition floor for companies like AMD, Intel Corporation, Microsoft Research, Google, Apple Inc. and Autodesk. The event also hosted the Electronic Theater, Computer Animation Festival, Art Gallery, and the Emerging Technologies space, with participants including Stanford University, Massachusetts Institute of Technology, University of California, Berkeley, University of Toronto, and Cornell University.
Keynotes and featured speakers connected industry leaders and academic pioneers. Presenters included executives and creators from Pixar Animation Studios, DreamWorks Animation, Walt Disney Animation Studios, Industrial Light & Magic, Sony Pictures Imageworks, Blizzard Entertainment, Valve Corporation, Lucasfilm, and Microsoft Research. Speakers represented research groups from Carnegie Mellon University, University of Washington, ETH Zurich, Tokyo University, and KAUST as well as studio leads from Blue Sky Studios, Rhythm & Hues Studios, Framestore, The Mill, and Digital Domain.
Technical papers showcased breakthroughs in rendering, geometry processing, animation, and computational photography. Research presentations came from teams at University of Illinois Urbana-Champaign, Princeton University, Brown University, Columbia University, University of British Columbia, University of California, San Diego, ETH Zurich, INRIA, and Adobe Systems. Topics included real-time global illumination for engines used by Epic Games and Unity Technologies, surface parameterization advances relevant to Autodesk, adaptive sampling methods applied to RenderMan and Arnold Renderer, and machine learning approaches influencing work at Google and Microsoft Research. Papers referenced algorithms used by NVIDIA hardware, and techniques that impacted productions at Pixar and Industrial Light & Magic.
Courses and workshops covered practical and theoretical instruction led by faculty and practitioners from Stanford University, University of Toronto, University College London, University of Pennsylvania, Georgia Institute of Technology, Princeton University, MIT Media Lab, and ETH Zurich. Panelists included representatives from Walt Disney Animation Studios, Pixar, DreamWorks Animation, Sony Pictures Imageworks, Framestore, and ILM discussing pipelines, color management, and stereoscopic workflows used in productions like those from 20th Century Fox and Warner Bros. Pictures. Workshops explored motion capture systems used by Weta Digital, facial performance rigs employed by Digital Domain, and pipeline tooling integrated with Shotgun Software and Perforce Software.
The Computer Animation Festival and Electronic Theater presented shorts and reels from studios such as Pixar, Sony Pictures Imageworks, DreamWorks Animation, Blue Sky Studios, Laika Entertainment, Framestore, and independent creators from institutions like Ringling College of Art and Design. The Art Gallery featured installations by artists affiliated with Rhode Island School of Design, School of the Art Institute of Chicago, Goldsmiths, University of London, University of the Arts London, and ZKM. Animation screenings showcased work influenced by research from SIGGRAPH Asia and historical techniques referenced by practitioners from Walt Disney archives and The Walt Disney Family Museum.
The exhibition floor hosted booths and demos from NVIDIA, AMD, Intel Corporation, Autodesk, Foundry, SideFX, Pixologic, Dolby Laboratories, 3Dconnexion, Wacom, Planar Systems, Sony, LG Electronics, Samsung Electronics, Blackmagic Design, Canon Inc., Panasonic Corporation, RED Digital Cinema, and Arri. The Emerging Technologies area featured interactive installations and prototypes from research labs including MIT Media Lab, Microsoft Research, Nokia Research, Apple Inc. teams, ETH Zurich, Max Planck Institute for Informatics, and startup projects incubated at Y Combinator and Techstars.
SIGGRAPH 2012 honored accomplishments across technical and artistic fields with awards presented by ACM SIGGRAPH, including recognitions analogous to the Steven Anson Coons Award and the Computer Graphics Achievement Award. Awardees included leading researchers from Stanford University, MIT, University of Toronto, Cornell University, and creative leads from Pixar, ILM, Walt Disney Animation Studios, and Sony Pictures Imageworks. Conference distinctions were acknowledged by organizations such as Academy of Motion Picture Arts and Sciences, British Academy of Film and Television Arts, Visual Effects Society, and industry journals including IEEE Computer Graphics and Applications and ACM Transactions on Graphics.