History
DOG-Goggles, It’s Over!
by siggraphstudioadmin on Aug.11, 2011, under things we did
There is still many things to see and do at the Studio but today is the last day. Check out the Sandbox and play some games during down time, or draw on the Wacom tablet during a photoshop workshop. If that wasn’t enough you can scan your face at ShapeShot for a 3D print out or try your hand at electronic sensors and Arduino.
Escape into 2D Electrified
by siggraphstudioadmin on Aug.11, 2011, under things we did
Many visitors to SIGGRAPH take a tech break and work with good’ol paper. Cut, fold, tape and make a robot or zombie with you bare hands. Add lights and a heart button to bring him to life. If photography is more your kind of 2D fun, check out GigaPan and their high res retina images or scan your own eyes.
Scanning, Printing, Dancing … and its only Tuesday!
by siggraphstudioadmin on Aug.10, 2011, under things we did
Come and see the 3D scanner, 3D rapid prototype parts and iCubex motion sensor at the Studio. We produced a number of scans from LIDAR (Light Detection and Ranging) long range 3D laser scanning. Thanks Scott Cedarleaf. More scans and rapid prototyping parts from MakerBot, Zcorp, Dimensions, and 3D systems you can see and make.
Monday Funday at the Studio
by siggraphstudioadmin on Aug.09, 2011, under things we did
There are so many workshops and demonstrations at the Studio we can not list them all here. Check out these photos of people making 3D prints, 2D robots, modeling with Blender, and drawing in space with PhaseSpace.
Opening Day!
by siggraphstudioadmin on Aug.08, 2011, under Studio 2011
3D Printing
by siggraphstudioadmin on Aug.04, 2011, under things we did
The 3D area represents cutting edge technology from industries that include 3D printing and CAD software.
This years activities include 3D laser scanning of your face or body too parametric modeling using Grasshopper via Rhino3D
and Generative Components by Bently. Attendees will be able to manipulate 3D meshes in ZBrush or Mudbox and print their models on steampunk Studio stand.
Robots + Rayguns
by siggraphstudioadmin on Jul.24, 2011, under things we did
Robots + Rayguns is a low-tech, high-fun hands on activity. Using 2D and 3D design and fabrication techniques we will create 3D robots and rayguns from 2D patterns, integrating small electronic components to create audio and visual effects. The software we are utilizing for the design and pattern creation is Rhino 3D, Pepakura, Repper Pro, and Adobe Illustrator. This hands on DIY project utilities readily available materials and low cost software for a fun break from all the high-cost and high-tech. Come sit down and spend some time in the Studio and walk away with a souvenir!
Activity Leader: Ryan Buyssens and Coutney Starrett
Paper Sculpture
by siggraphstudioadmin on Jul.21, 2011, under things we did
Artist, Matthew Shlian, will show attendees how turn their own 3D models into 3D paper sculptures using Pepakura and Metasequia. Print out your 3D model pattern on high quality paper from Red River and learn to pleat, fold, and cut your pattern into a paper sculpture that you can take home.
Activity Leader Matthew Shlian and Claire Weigand
Studio Talks for Sunday, Aug 7
by siggraphstudioadmin on Jun.29, 2011, under things we did
Scan – Model – Print: A Roundtable Chat
Sunday, 7 August 12:00 pm – 1:45 pm | The Studio/West Building, Ballroom A
The Studio kicks off SIGGRAPH 2011 with a roundtable chat: a group of technologists, programmers, and creative entrepreneurs discussing the past, present, and future of digital technologies. Panelists include: Hyeong-Seok Ko, SIGGRAPH Asia 2010 Conference Chair and founder/creator of the Digital Clothing software suite; Michael Raphael, founder and President of Direct Dimensions, creator of rapid solutions to 3D scanning; and Peter Weijmarshausen, CEO of Shapeways, the revolutionary company that has changed the 3D printing game worldwide.
Hyeong-Seok Ko
Seoul National University
Michael Raphael
Direct Dimensions, Inc.
Peter Weijmarshausen
Shape Ways
Dallas Luther
Maker Faire Vancouver
Adam Mayer
MakerBot Industries
SandCanvas: New Possibilities in Sand Animation
Sunday, 7 August 2:00 pm – 2:30 pm | The Studio/West Building, Ballroom A
Inspired by the history, popularity, and aesthetics of sand animation(also known as sand art), this new multitouch digital artistic medium simplifies creation of sand animations and enables entirely new expressions.
Rubaiat Kazi
National University of Singapore
Kien-Chuan Chua
National University of Singapore
Shengdong Zhao
National University of Singapore
Richard Davis
Singapore Management University
Low Kok-Lim
National University of Singapore
A Unified Dynamics Pipeline for Hair, Cloth, and Flesh in “Rango”
Sunday, 7 August 3:00 pm – 3:30 pm | The Studio/West Building, Ballroom A
This dynamics pipeline integrates all forms of deformable simulation, consolidates the artist’s toolset, and opens the door to high-quality and convincing dynamics.
Stephen Bowline
Industrial Light & Magic
SolidState Drives in Developer and Artist
Sunday, 7 August 3:45 pm – 4:15 pm | The Studio/West Building, Ballroom A
By optimizing games to exploit the capabilities of the latest platform technology and tools, game developers can create games featuring innovations that give players greater immersion. Spend your engineering time making the content more realistic and immersive instead of working around storage delays. With this idea in mind, Intel partnered with Iron Galaxy and Digital Extremes to deliver a proof of concept showing the content quality that can be achieved by exploiting the performance of Intel SSDs and second-generation Intel Core Family processors.
Ryan Tabrah
Intel Corporation
Standards in 3D Modeling: Case Study and Applications From Stock 3D
Sunday, 7 August 4:30 pm – 5:00 pm | The Studio/West Building, Ballroom A
TurboSquid and Falling Pixel use a case study from the stock 3D industry as a lens to discuss the challenges presented by a lack of standards in 3D modeling as a whole.
Michele Bousquet
TurboSquid
Jonathan Lloyd
TurboSquid
“Paul” – Creating a Compelling Character Performance
Sunday, 7 August 5:00 pm – 5:30 pm | The Studio/West Building, Ballroom A
“Paul” offered a unique opportunity to create a compelling character performance. Animators were given access to performance reference and a library of capture. They also had access to portable USB flip cameras and an Xsens MVN suit, and they were expected to shoot and capture their own performance reference.
Aisling O’Brien
Double Negative
Studio Talks for Monday, Aug 8
by siggraphstudioadmin on Jun.28, 2011, under things we did
New and Used Cars
Monday, 8 August 9:00 am – 9:30 am | The Studio/West Building, Ballroom A
This talk presents three shading innovations developed for the film “Cars 2″: a layering method that is efficient and flexible, a procedural metal-flake illumination model that approximates the complex properties of modern car paint, and a new model for rendering reflection-aligned concentric micro-scratches.
Junyi Ling
Pixar Animation Studios
The Spirit of “Rango”: Dissection of Character Animation and Rigging
Monday, 8 August 9:30 am – 10:30 am | The Studio/West Building, Ballroom A
“Rango” presented many challenges: the number of characters and their realism, complexity, and unique stylized look had probably never been achieved before in an animated feature. This talk provides a broad overview of the workflow and tools that were used for rigging and animating the characters.
Julien Cohen Bengio
Industrial Light & Magic
Kevin Martel
Industrial Light & Magic
Brian Paik
Industrial Light & Magic
Digital Clothing: A New Paradighm for Fashion
Monday, 8 August 10:30 am – 11:00 am | The Studio/West Building, Ballroom A
The study of physically based reproduction of clothing has made striking improvements over the past decade. Digitally simulated versions of clothes, generated with a single personal computer, now look more real than most people would expect for computer-generated animations. In the past, clothing simulation remained in the realm of movie and game production. Now, thanks to additional fashion-specific developments, the technology is on the verge of leading a revolutionary change in the fashion industry.
This talk summarizes the current state of the art of digital clothing technology: a collection of modeling, animation, and rendering systems targeted to fashion and animation production. The Studio features hands-on-experience classes associated with this presentation: the short class Creation of Your Own Digital Fashion Show (two sessions) and the long class Advanced Creation of Your Own Digital Fashion Show (one session).
Kathi Martin
Hyeong-Seok Ko
Seoul National University
What’s New in Rhinoceros 5.0?
Monday, 8 August 11:00 am – 12:00 pm | The Studio/West Building, Ballroom A
An overview of the new functionality and improvements in the Rhinoceros 5.0 update.
Mary Fugier
McNeel
Creating Cool Games Without a Programmer
Monday, 8 August 12:00 pm – 1:00 pm | The Studio/West Building, Ballroom A
This session shows how artists without any programming knowledge can create fun and entertaining games with Unity. Using simple scripts and a modular approach, the session gives artists and programmers a good overview of the main Unity workflow.
Roald Høyer-Hansen
Unity Technologies
MakerBot
Monday, 8 August 2:00 pm – 2:30 pm | The Studio/West Building, Ballroom A
There is no machine more steam-punk than the MakerBot Industries Thing-O-Matic 3D printer. Between five and 10 machines are available for autonomous printing on demand in The Studio.
Bre Pettis
MakerBot Industries
Embroidery Modeling and Rendering in Real Time
Monday, 8 August 3:00 pm – 3:30 pm | The Studio/West Building, Ballroom A
Techniques for automatically producing embroidery layouts from line drawings and rendering those layouts in real time on potentially deformable 3D objects with hardware acceleration.
Xinling Chen
University of Waterloo
Rapid Solutions to 3D Scanning
Monday, 8 August 3:45 pm – 4:15 pm | The Studio/West Building, Ballroom A
Michael Raphael
Direct Dimensions, Inc.
Per-Face Texture Mapping for Real-Time Rendering
Monday, 8 August 4:30 pm – 5:00 pm | The Studio/West Building, Ballroom A
This technique renders texture-seam-free meshes without unwrapping the model into UV space at interactive frame rates.
John McDonald
NVIDIA Corporation
Brent Burley
Walt Disney Animation Studios
Blending of Transforms With Non-Uniform Parent Scale
Monday, 8 August 5:00 pm – 5:30 pm | The Studio/West Building, Ballroom A
Imageworks’ parent constraint spXformInterp optimally blends multiple transformations while correctly handling the shear induced when rotation is followed by non-uniform scale, and it can do so in an arbitrary space. This is particularly important with forward/inverse kinematics and motion capture, where several redundant skeletons and multiple constraints would otherwise be needed.
Daniel Weston
Sony Pictures Imageworks
Studio Talks for Tuesday, Aug. 9
by siggraphstudioadmin on Jun.28, 2011, under things we did
Prop Building for VFX
Tuesday, 9 August 9:00 am – 9:30 am | The Studio/West Building, Ballroom A
Learn how custom effects and props are built, how they can assist VFX, the processes that go into modern prop building (from laser cutting to CNC and 3D printing), how to use props to provide supplemental lighting and reference, and how to combine these disciplines to create new effects.
Dallas Luther
Maker Faire Vancouver
GigaPan Time Machine: Explorable, Gigapixel-Scale Time-Lapse Imagery Authoring Multiresolution, Gigapixel-Scale Video Exploration
Tuesday, 9 August 9:30 am – 10:30 am | The Studio/West Building, Ballroom A
This talk presents a system for capturing and stitching gigapixel-scale time-lapse imagery, and for exploring the resulting gigapixel-scale video in four dimensions: 2D translation, zoom, and time. Topics include algorithms for synthesis of gigapixel-scale video, server and client architectures that allow scalable real-time exploration via the web, gigapixel-scale time-lapse videos, and a breadth of applications.
Randy Sargent
Carnegie Mellon University
Chris Bartley
Carnegie Mellon University
Paul Dille
Carnegie Mellon University
Special Effects With Depth
Tuesday, 9 August 10:30 am – 11:30 am | The Studio/West Building, Ballroom A
This session presents various graphics techniques using depth and normals buffers. The methods range from improving standard techniques such as particle effects to creating entirely new ones (for example, approximate volumetric effects), and advanced image post-processing. In many cases, the buffers used are natural products of the rendering pipeline and offer a way to infer a surprising volume of information about the scene, allowing for very rich and fast graphics effects. The session is designed for artists and programmers. It discusses the possibilities of the post-processing effects and their technical side.
Kuba Ciliox
Ole Ciliox
Unity Technologies
Ornate Screens
Tuesday, 9 August 11:30 am – 12:00 pm | The Studio/West Building, Ballroom A
Ornament has been abolished by the avant-garde, and ornamentation has been replaced by material aesthetic. This talk argues that ornament is not a parergon, an unnecessary accessory, but that the parergon, the ornament, actually becomes the ergon, the main element.
Judith Reitz
Akademie für Internationale Bildung and Texas A&M University
Revolution Evolution: Forging Industrial-Academic Collaboration
Tuesday, 9 August 12:00 pm – 1:00 pm | The Studio/West Building, Ballroom A
This talk aims to emphasize the collaborative opportunities available to educators as a result of communication technology. A successful collaboration between Texas A&M and DreamWorks Animation serves as a case-study.
Ann McNamara
Texas A&M University
David Walvoord
DreamWorks Animation
Marilyn Friedman
DreamWorks Animation
Jose Guinea Montalvo
Texas A&M University
How To Capture Your Dream
Tuesday, 9 August 1:15 pm – 1:45 pm | The Studio/West Building, Ballroom A
Ping Fu, Founder and CEO of Geomagic Inc, will talk about her journey from a computer science student, to a computer graphics pioneer, and ultimately an entrepreneur dedicated to advancing and applying 3D technology for the benefit of humanity. This talk will weave technology, applications, and social impact as a fabric to illustrate the importance of visual computing and its contribution to our everyday life today and the future.
Ping Fu
Geomagic Inc
UV Layout
Tuesday, 9 August 1:15 pm – 1:45 pm | The Studio/West Building, Ballroom A
An overview of UVLayout, a stand-alone application for creation and editing of UV coordinates for 3D polymeshes and subdivision surfaces. UVLayout’s unique approach allows texture artists to produce high-quality, low-distortion UVs in significantly less time than traditional methods.
Phil Dench
StereoFX: Survey of the Main Stereo Filmmaking Techniques
Tuesday, 9 August 2:00 pm – 2:30 pm | The Studio/West Building, Ballroom A
A concrete survey of the stereo filmmaking techniques based on three recent movies.
Damien Fagnou
The Moving Picture Company
3D Color Printing Using ZCorp Rapid Prototyping
Tuesday, 9 August 3:00 pm – 3:30 pm | The Studio/West Building, Ballroom A
John Penn
JWP Design LLC
Let There Be Hair
Tuesday, 9 August 3:45 pm – 4:15 pm | The Studio/West Building, Ballroom A
The trademark look of Rapunzel in Disney’s “Tangled” presented unique challenges in grooming, rendering, and pipeline management. This talk discusses the original hair road map, changes required during production, and how the XGen system was used for grooming, rendering, and managing the hair data.
Thomas V. Thompson II
Walt Disney Animation Studios
Sean Jenkins
Walt Disney Animation Studios
Chuck Tappan
Walt Disney Animation Studios
Tokyo Race Lighting For “Cars 2″
Tuesday, 9 August 4:30 pm – 5:00 pm | The Studio/West Building, Ballroom A
Tokyo at night is one of the world’s most beautiful locations. The architecture combined with a massive quantity of illuminated signs creates a visual complexity rarely seen elsewhere. The challenge was to recreate the emotional impact and excitement of downtown Tokyo but maintain the visual style of “Cars 2″.
Mitchell Kopelman
Pixar Animation Studios Animated Lines
Tuesday, 9 August 5:00 pm – 5:30 pm | The Studio/West Building, Ballroom A
Animated Lines is an illusion of animated sequence that explores the processes and methods of illustrative and abstract forms of traditional hand-drawn animation techniques in a 3D digital process using Maya.
Sujan Shrestha
Towson University
Studio Talks for Wednesday, Aug. 10
by siggraphstudioadmin on Jun.28, 2011, under things we did
Developing a Fab Lab for 3D Data Capture, Modeling, and Prototyping
Wednesday, 10 August 9:00 am – 9:30 am | The Studio/West Building, Ballroom A
Carlo Sammarco
Arizona State University
Dan Collins
Arizona State University
Don Vance
Arizona State University
The Explorable Microscopy Project: Enabling New Science and Exploration Through Gigapixel Imaging at the Microscopic Level
Wednesday, 10 August 9:30 am – 10:30 am | The Studio/West Building, Ballroom A
What if you could explore the intricate detail of small subjects (such as a butterfly or embryo) much like an explorable map? Learn how new tools developed through the Explorable Microscopy collaborative project can help you do just that. This talk shows how these new tools can be used in your own work and examples of how the technology is enabling new science and research across a wide range of disciplines. In particular, it presents a range of low-cost motion-control devices, camera and lens options, open-source software, and online viewing applications that you can use in your work.
Gene Cooper
Four Chambers Studio, LLC
Rich Gibson
Randy Sargent
Carnegie Mellon University
Quill: Birds of a Feather Tool
Wednesday, 10 August 10:30 am – 11:30 am | The Studio/West Building, Ballroom A
“Legend of the Guardians: The Owls of Ga’Hoole” features over 60 distinctive, art-directed, hyper-realistic feathered characters. Animal Logic developed a procedural feathering pipeline, Quill, that allows a procedural representation of feathers with automatic deintersection, animation, character effects, and dynamics, all rendered with extensive level-of-detail support.
Daniel Heckenberg
Animal Logic
ZBrush: Newest Features from Concept to Final Render
Wednesday, 10 August 10:30 am – 11:15 am | The Studio/West Building, Ballroom A
Thomas Roussel
DIYLILCNC
Wednesday, 10 August 11:30 am – 12:00 pm | The Studio/West Building, Ballroom A
The DIYLILCNC is an inexpensive, 3-axis, tabletop mill that can be built by an individual with basic shop skills and tool access. The open-source plans are free to download from diylilcnc.org, where makers can collaborate with a global community of DIY CAD/CAM enthusiasts.
Taylor Hokanson
Oakland University
The Newest Features of ZBrush
Wednesday, 10 August 11:00 pm – 12:00 pm | The Studio/West Building, Ballroom A
Thomas Roussel from Pixologic presents the latest features of ZBrush explaining how to go from concept to final render.
Thomas Roussel
Pixologic Inc.
Rhinoceros 5.0: Rendering and Texture-Mapping Improvements
Wednesday, 10 August 12:00 pm – 1:00 pm | The Studio/West Building, Ballroom A
Pascal Golay
McNeel
Map Design + Social and Environmental Issues: Graphic Design Education at its Best
Wednesday, 10 August 1:15 pm – 1:45 pm | The Studio/West Building, Ballroom A
Foster engagement in social and environmental issues through a graphic design assignment focused on the creation of visually interesting folded, printed maps and instruction about aspects of sustainable print production and design techniques and processes.
Jessica Ring
Towson University
T-Splines 3 for Rhino: What’s New
Wednesday, 10 August 2:00 pm – 2:30 pm | The Studio/West Building, Ballroom A
Explore Rhino commands that use T-Splines
Matt Sederberg
Rhinoceros 5.0: A Look at the UDT Commands
Wednesday, 10 August 2:45 pm – 3:30 pm | The Studio/West Building, Ballroom A
Explore Rhino commands that use its Uniform Deformation Technology to morph and bend 3D geometry.
Mary Fugier
McNeel
Bridging Synthetic and Organic Materiality: Graded Transitions in Material Connections
Wednesday, 10 August 3:45 pm – 4:15 pm | The Studio/West Building, Ballroom A
Material connections are everywhere: from architectural environments to machines and electronics. These connections manifest as seams, joints, and corners, usually with visually apparent orthogonal lines. Graded material transition is an alternative material-connection method that challenges the dominance of pronounced orthogonal seams in today’s built environment.
Hironori Yoshida
Carnegie Mellon University
The Visual Style of “Legend of the Guardians: The Owls of Ga’Hoole”
Wednesday, 10 August 4:30 pm – 5:00 pm | The Studio/West Building, Ballroom A
“Legend of the Guardians: the Owls of Ga’Hoole‚” evokes an epic nocturnal owl world, eschewing a cartoon aesthetic in favor of a dark, operatic style. The visuals were created on the assumption that the emotional drama of the story was more important than maintaining a sense of realism or naturalism.
Craig Welsh
Animal Logic
Studio Talks for Thursday, Aug 11
by siggraphstudioadmin on Jun.28, 2011, under things we did
Photochromic Sculpture: Volumetric Color-Forming Pixels
Thursday, 11 August 9:00 am – 9:30 am | The Studio/West Building, Ballroom A
Photochromic sculpture, which consists of a presentation part composed of laminated transparent plates coated with photochromic material granules and a control part for projecting UV light patterns that color volumetric pixels, can generate a dynamically changeable three-dimensional sculpture.
Tomoko Hashida
The University of Tokyo
Yasuaki Kakehi
Keio University
Takeshi Naemura
The University of Tokyo
Rhinoceros 5.0 Workflow Improvements
Thursday, 11 August 9:30 am – 10:30 am | The Studio/West Building, Ballroom A
See how Rhino 5 will improve your modeling techniques and process.
Pascal Golay
McNeel
Lighting Worlds in Unity
Thursday, 11 August 10:30 am – 12:00 pm | The Studio/West Building, Ballroom A
This in-depth session shows how artists can make the most of Unity’s real-time lights, built-in Beast lightmapping, and light probes. Part two of the talk discusses custom lighting models using Unity’s surface shaders and alternative applications of light probes. The session is designed for artists and programmers, and requires basic understanding of lighting concepts in games.
Robert Cupisz
Unity Technologies
Keyshot
Thursday, 11 August 12:00 am – 1:00 pm | The Studio/West Building, Ballroom A
New talk just added! Learn about Keyshot 3D rendering engine.
Tom Teger
Keyshot
Bringing ZBrush to Life: Advanced Visualization Techniques
by siggraphstudioadmin on Jun.28, 2011, under things we did
Andrew F. Smith
University of Michigan
Phase One Digital Tools
by siggraphstudioadmin on Jun.28, 2011, under things we did
3D Motion Graphics With Photoshop and After Effects
by siggraphstudioadmin on Jun.28, 2011, under things we did
Brian Phillips
The Basement Design + Motion
Digital Abstract Art With RealFlow and Maya
by siggraphstudioadmin on Jun.28, 2011, under things we did
David Ortel
The Beauty of Black and White
by siggraphstudioadmin on Jun.28, 2011, under things we did
Brian Haberlin
Haberlin Studios
Cross-Platform Concept Illustration
by siggraphstudioadmin on Jun.28, 2011, under things we did
Demian Moon Stevens
Dynamic 3D & Photoshop Integration
by siggraphstudioadmin on Jun.28, 2011, under things we did
Stephen Burns
The San Diego Photoshop Users Group


















