Collaboration of Disciplines and Interests in the Arts and Technologies Meet at ‘Xroads of Discovery’
CHICAGO — (BUSINESS WIRE) — August 14, 2015 — SIGGRAPH 2015, the annual interdisciplinary educational experience in the latest computer graphics and interactive techniques, returned to Los Angeles, California this year. From 9-13 August, SIGGRAPH celebrated its 42nd conference and exhibition with more than 14,800 attendees, partners and media from around the world.
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Emerging Technologies (C) 2015 ACM SIGGRAPH #SIGGRAPH2015
Taking over the Los Angeles Convention Center, SIGGRAPH 2015 hosted attendees from the United States and over 70 other countries, including Canada, Japan, and United Kingdom. Attendees came to see great independent and studio-made films and games; to learn about the newest developments in emerging technologies; to gain hands-on experiences for future application; to hear the “how-to” behind cutting edge productions and to experience the merging of traditional hands-on processes with new technologies. Nearly 900 pieces of progressive content was shared by over 1,500 speakers and contributors.
“Los Angeles provided us with an amazing and inspiring backdrop that coalesced with this year’s conference theme, ‘Xroads of Discovery’. I’m so pleased to see that we were truly able to live up to that theme of the intersections - across art, science and technology,” said Marc Barr, SIGGRAPH 2015 Conference Chair. “This conference has become the go-to conference for the latest in computer graphics research and interactive techniques, and 2015 again lived up to that reputation. So many talented and creative people came together to make SIGGRAPH 2015 an unforgettable experience for everyone!”
Highlights from SIGGRAPH 2015 include:
- Technical Papers Fast Forward gave attendees a preview of the upcoming talks, sessions and panels featuring the latest scholarly work from around the globe.
- The 2015 Computer Animation Festival spanned the disciplines of visual effects, animation, research and development, games, advertising, and education. Awards categories included: Best in Show, Jury’s Choice, Best Student Project, Best Computer Animated Short, Best Animated Feature Film, Best Visual Effects for Live-Action Feature Film, Best Visualization or Simulation, Best Music Video, Best Game, and Best Advertisement.
- Production Sessions brought in the most talented and elite computer graphics experts to go through the processes and techniques used to create the compelling content featured in blockbuster films from the past year as well as upcoming releases like “The Peanuts Movie.” The program also celebrated Industrial Light & Magic’s (ILM) 40th anniversary with a special event.
- The keynote presentation was delivered by MIT Media Lab Director, Joichi “Joi” Ito, on science as a gateway to the new digital frontier.
- The debut of VR Village featured dedicated real-time immersion with the hottest VR/AR content. With Nomadic Virtual Reality, Tabletop Augmented Reality, Full-Dome Cinema, and live demonstrations in a 360-degree immersion dome. The VR Village let attendees explore the fascinating potential of VR, AR and Immersive Environments as a means for telling stories, engaging audiences, and powering real-world applications in health, education, design, and gaming.
- Emerging Technologies showcased the latest interactive and graphics technologies in the 3D, virtual reality, and projection mapping industries including practical applications such as the Ford Immersive Vehicle Environment utilized in phases of automotive design. This year’s Emerging Technologies Program was a true cross-section of science, technology, and art.
- Fifteen amazing curated pieces of art that integrated craft techniques and contemporary digital design were highlighted in the Art Gallery. These artists and their work represented the true amalgamation of using traditional creativity with the latest technologies and tools.
- The intersection theme was clearly highlighted with the Games Program and its “Convergences in Film and Games Technologies” panel. The discussion covered the topic of how film and game production processes and technologies influence each other.
- The new Making @ SIGGRAPH program provided a venue for makers to share what they’ve learned, their creativity, and thinking to inspire others. With courses, talks, and installations, Making @ SIGGRAPH showcased projects from students and teachers.
- Studio focused on sight and touch-based experiences. The projects and workshops from alternative fields utilized computer graphics with a combination of new tools, applications, and methods to create, craft, build, and share.