This year was my first time attending Siggraph, and I’m still amazed about the quantity and variety of people walking around, sharing common interests about computer graphics and technology. I’m pointing below the things that fascinated me the most. Click on thumbnails to enlarge and on Continue Reading below to see the full post ::
The room was filled with new and diverse kinds of displays, interaction man-machine, musical devices, augmented reality and a bunch of movement and emotional sensors. All shown is super new and is not for mainstream selling yet. Here’s the official trailer from what was shown ::
These are the top 3 that I think worth checking out ::
Botanicus Interacticus is a device for plant interaction which can detect touching ::
SplashDisplay is a table with a tracking projection and an amazing effect ::
Telesar V is a robot that reproduces your up torso movement, you see what he sees, and feel the grasp as he feels ::
There was also beautypi showing RT graphics integrating with music and live code, and showing a 20Kb procedural forest that changed according to the speakers voice.
Jorge Jimenez showed the most realistic RT head ever [with Lee Perry-Smith head model, of course], this time with amazing and interactive eye shading.
There were a dozen of companies showing 3d printed objects, but Objet caught our attention. They had a 20″ Hulk printed and hand painted; prints with moving parts; and most amazing of all, they print in 100+ different materials, more than one at a time, from plastic to rubber, from opaque to transparent. They had a print of a dégradé ruler, that had 8 different amount of mixes between a rigid and a flexible material.
TeamUp is a new beta software for colaborative rendering with physical light and materials. Being web-based, you can use it in PC, Mac or even iOs devices, without instalation, within any web browser and it uses cloud computing, like Amazon servers, for incredible render times ::
This new software separates albedo [reflectance] data from illumination, allowing easier manipulation for creating textures or matte paintings, for example.
Mark Schoennagel showed the new crowd system, all ICE based, with that very known enthusiasm ::
Overall, the industry is running away from long renders. Some are betting on real-time GPU graphics, like most big game companies, which are already reaching a superb quality from gameplay footage, e.g., Unigine, Valve’s Source Game Engine, and the amazing achievements of Jorge Jimenez team at Activision Blizzard. Others are trying faster raytracing methods, like Brigade, or using cloud servers like TeamUp. Compositing is evolving too, with deep-images compositing, exclusively in Nuke I guess, and with even more 3d integration, like Clarisse.