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This year, San Antonio was
host to the 29th annual ACM SIGGRAPH International Conference
from July 21 through July 26. The conference is dedicated to the computer
graphics industry and computer interactivity. It was the first time I have
been able to attend the conference, and I did so as a representative of
the PC Alamode. This article is the first of a series
that will describe what the SIGGRAPH experience was like. Initially, I
will provide an overview of the entire conference. Each additional article
will highlight a specific event/experience that stood out from the rest.
SIGGRAPH (Special
Interest Group
on Computer GRAPHics
and Interactive Techniques) and is a Special Interest Group of ACM
(Association of
Computing Machinery).
Founded in 1947, ACM is a major force in advancing the skills of information
technology professionals and students worldwide. ACM SIGGRAPH is dedicated
to the generation and dissemination of information on computer graphics
and interactive techniques. ACM SIGGRAPH is probably best known for the
international conference, which bears its name.
There are many events that make up SIGGRAPH. The most frequently attended
area of SIGGRAPH is the trade show. All the top names from Adobe to Wacom
made an appearance, many equipped with full classroom style seating (complete
with individual computers outfitted with the latest gadgets) and huge over-sized
displays. Other crowd favorites are the Art Gallery, the Studio, Emerging
Technologies and the Electronic Theater. Other noteworthy events are the
SIG kids (held this year at the Children’s Museum), Educators Program and
the Job Fair.
Many new technologies were unveiled at SIGGRAPH 2002. Wacom, manufacturer
of graphics tablets, promoted the new Intuos2 professional graphics tablets
and Cintiq interactive pen display. The Cintiq is an LCD screen that doubles
as a drawing surface. You apply the pen directly to the screen to take
advantage of your natural hand-eye coordination. 3D Systems displayed one
of their most innovative tools, what’s known as a 3d printer. It’s actually
a sculpting tool that automatically builds physical models from 3d data.
Many glass display cases featured cartoon and video game characters, specialized
mechanical parts and other models. Sometimes the simplest tools are the
most practical. P.I. Engineering, Inc. featured the X-Keys programmable
keypad. The 20 – 58 key console allows users to set up keyboard shortcuts
for any application. Keypads can even be configured with a joystick or
jog/ shuttle device for 3d and video applications, respectively. Many of
the products at SIGGRAPH 2002 were aimed at high budget design firms. With
prices starting under $100, the X-Keys programmable keypad was my favorite
device: simple, practical and affordable.
Trade Show
Over 250 exhibitors were on hand for the trade show at this year's
SIGGRAPH. The exhibit hall was a cacophony of music, people and demonstrations.
Huge plasma screens and LCD projection systems were set up in every direction
to compete for every ones attention. Product demonstrations were scheduled
non-stop from 10 A.M. until 5 P.M for three days straight. The trade show
ran from Tuesday through Thursday and showcased some of the hottest technologies
around. Some exhibitors held contests in which attendees would compete
with each other to create the best image with the vendors’ product. Prizes
ranged from T-shirts to full versions of software or hardware. Although
the Henry B. Gonzales convention center is not very large, the arrangement
of so many displays made for a labyrinth of choices. The sights and sounds
were quite overwhelming, even through the third day of exploring!
My favorite booth was an installation for Avtoma,
a visual effects group with offices in Milan, Italy, Montreal, Canada and
Santa Monica, California. The Avtoma booth seemed to be more of an art
gallery/ movie theater. A muted, pastel façade leaned forward about
30 degrees and required suspension cables to keep it upright. An enormous
cascade of cycling water running between two translucent panels accented
the dramatic angle. Each panel had images of past projects and Avtoma staff.
An information desk lay at the foot of the water fall where Avtoma team
members answered questions and gave away T-shirts and stylish satchels
imprinted with the characteristic head and shoulders Avtoma logo. Stairs
lead up to an elevated platform behind the screen. On the flip side of
the façade was a projection surface where a demo reel played and
a presentation was staged at regular intervals. The seating area fit about
10-15 people and was furnished in a retro style, complete with a computer
workstation outfitted dentist chair. This quite unexpected mix of natural
and digital media made for an elegant yet retro-hip display.
Art Gallery
An art gallery was on display during the entire conference with entries
from the world over. Over 70 artists displayed digital artwork to celebrate
the creative spirit by taking a look “behind the scenes” at the process
of creating digital and electronic fine art. The theme in 2002 was to highlight
the process that generates the work, demonstrating how digital artists
create their artwork. Many of the installations were accompanied by artist
notes, and pictured the piece in several states of evolution. Artists were
also present to answer questions and to demonstrate how the more hands-on
artwork functioned.
Much of the artwork was interactive. “A Virtual Tour of the Cone Sisters
Apartments” by Dan Bailey featured a large touch sensitive plasma display
as a portal into one of Baltimore’s greatest collections of Post-Impressionist
and early modern art acquired by sisters Claribel and Etta Cone. The touch
display allows users to walk through a virtual representation of the Cone
apartments taken from 37 archival photos. Artwork which adorned the walls,
now residing at the BMA’s (Baltimore
Museum of Art)
Cone Wing, was scanned in high resolution and placed in a 3d environment
closely matching the apartment where the Cone sisters housed the artwork
in the 1930’s. Users simply point in the direction they wish to go and
a virtual camera wanders over and reveals each piece of artwork in great
detail. While a piece of artwork is displayed full screen, users can prompt
a display of text information about each piece of work. Dan Bailey, of
the University of Maryland, Baltimore County says,
| Our digital arts students sometimes arrive with
a narrow interpretation of digital arts as video games and special effects.
The BMA project is a perfect example of how we help them to stretch that
view. The students on this project learned about art and art history while
practicing the craft of digital imaging. |
Other installations required the viewer to simply watch. San Antonio
based artist, Ned Nemness displayed his Unbound: Uncertainty Principle,
a surrealistic digital landscape on paper. Fernando Orellana’s The Drawing
Machine caught my attention, as its silvery shape gyrated across a
sheet of paper. A sleek, chrome arm, outfitted with a ball point pen, is
suspended above a drawing surface, while a gyroscope mechanism forces the
contraption to draw interesting circular patterns. The Drawing Machine
is influenced by the sound in the environment around it generating an audio
portrait of SIGGRAPH. Fernando’s premise is to create art, with the human
element removed, in other words, a machine that creates art.
Emerging Technologies
Recent advances and new experiments in technology were showcased in
the Emerging Technologies exhibit. One of the most fun areas was Virtual
Chanbara, a Samurai sword battle simulator featuring a force-feedback device
to give the user the illusion of impacts during a sword fight. Developed
at the University of Tokyo, the simulator was contained in an area about
10 feet by 10 feet. Users would don a Virtual Reality headpiece, complete
with LCD display and headphones. Users held a large 18” wand with a sphere
at the end as a sword. Two high-speed flywheels inside the sphere rotated
either in the same direction or in opposing directions to simulate gravity
and impacts. Users would engage ninja fighters who were armed with katanas.
A large rear projection display showed a birds eye-view of the user battling
the ninjas, ingeniously blue-screened so that an image of the actual user
was superimposed with the computer generated battle environment. A smaller
window showed what the user could see through the VR goggles.
SIGGRAPH 2002 was an awe-inspiring collection of events that showcases
the state of the graphics industry today and the digital future is defined.
From technical presentations to entertaining animations, SIGGRAPH represents
all aspects of the graphics industry. Understanding how technical innovations
are changing the graphics industry will be the key to creative breakthroughs
in applied graphics. SIGGRAPH 2003, the 30th International Conference on
Computer Graphics and Interactive Techniques, will be held in the San Diego
Convention Center, 27-31, July 2003 in San Diego, California. The future
is gleaming!
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