The
computer graphics world converged on the Los Angeles Convention Center
last week for SIGGRAPH 2005, the annual visual effects and animation
conference that showcases the latest in CG animation, visual effects,
cutting edge technology, and all things computer graphics.
Although
traditionally a visual effects showcase that has been dominated by
film, game creation plays an increasingly large part in the goings-on
at SIGGRAPH, since art generation for CG films and games often use
similar toolsets. As such, the bustling show-floor was filled with both
game-related tool companies such as Alias and Autodesk and game
companies such as Electronic Arts and Valve looking for new employees.
The separate job fair area showed an even higher turn-out of video game
development houses looking for new blood, reinforcing the high demand
for experienced 3D animators and modelers as game studios staff up for
next-generation development.
Over the entire SIGGRAPH show, general conference highlights included a keynote by Star Wars
creator George Lucas; production sessions with Disney, Dreamworks, and
Sony Pictures; cutting-edge space imagery from the NASA and CalTech;
and the surreal High-Tech Fashion Show. The show also featured the
annual Computer Animation Festival, an Emerging Technologies exhibit, a
digital Art Gallery, and a bustling exposition floor.
But
SIGGRAPH isn't all fun and games - some of the best minds in computer
graphics spoke here this week, touching on the latest innovations and
breakthroughs in every aspect of the field. For a summary of the many
half-day courses, technical papers, poster sessions, and sketches that
occurred at this week's SIGGRAPH, look for Morgan McGuire's technical
wrap-up to appear on Gamasutra soon.
Here's a summary of the show's general highlights:
SIGGRAPH '05: A full-sized replica of the twin Mars Rovers delighted space enthusiasts in the West Hall.
Keynote: George Lucas
At this year's keynote event, George Lucas, creator of the Star Wars
saga and father of digital filmmaking, spoke about the evolution of the
digital medium, the future of visual effects, and new directions in
pre-visualization and sound mixing technologies, as well as touching
notably on the road ahead for video games. He also commented
extensively on his own future as a filmmaker.
The
theme of Lucas' talk was that the technological innovations peppering
his career - such as compositing and non-linear editing - were always
driven by a deep desire to tell better stories. He indicated that Revenge of the Sith
marks the pinnacle of this effort, in that the film featured the best
of every technique that ILM has developed over the last three decades,
from CG sets to digital characters and so on.
On
the topic of the game industry, Lucas discussed his vision for the
convergence of films and games, expressing his hope that advancements
in AI would lead to more sophisticated ways of playing games, such as
two-way voice interaction. Lucas hopes that advanced AI will not only
make games more challenging but improve the storytelling as well. "I
think that will change games from first-person shooter narratives to
intelligent and challenging first-person shooter-type dramas," he said.
He added his hopes for the convergence of high-quality CG and real-time
rendering, indicating that he plans for ILM and LucasArts to lead the
way in this regard.
Looking
ahead, Lucas spoke about "Clone Wars," the upcoming animated Star Wars
TV show, and other possible small-screen adaptations of the franchise,
expressing his desire for the shows to be a forum in which he can
explore new methods for digital storytelling. He also hinted at some
"esoteric" feature film projects that would bring him back to his
earlier days as a filmmaker. Other topics included ILM's efforts to
develop a simple pre-visualization system; his plans for an integrated
sound editing tool; and his hope that the new, technologically
integrated Letterman Digital Arts center in San Francisco would become
a driving force in pushing digital filmmaking into a more integrated
era.
Star Wars: A Retrospective
At the highly-anticipated Star Wars
retrospective, three of the most esteemed members of the ILM universe -
Senior Visual FX Supervisor Dennis Muren, Visual FX supervisor John
Knoll, and Animation Director Rob Coleman - discussed the evolution of
space battles, fantastic creatures, and other-worldly environments over
the 30-year history of the six-part Star Wars saga, although they dealt almost entirely with the movie world of Star Wars, rather than any of the games based on it.
In
particular, the speakers highlighted the remarkable shift between
practical and digital effects that occurred between the two trilogies.
The audience sat rapt as the presenters showed slides and told stories
recounting the long and impressive history of the Star Wars saga.
Muren,
who worked as Visual FX Supervisor on the original trilogy, led with a
presentation on space battles in those earlier movies, for which ILM
developed numerous innovations in motion controlled cameras, detailed
miniatures, linearly edited animatics, and optical compositing. In
contrast, John Knoll, Visual FX Supervisor on the more recent trilogy,
presented his mostly digital pipeline, in which CG models had replaced
physical miniatures, digital compositing had replaced the optical
variety, and computer-based effects had replaced practical ones.
The discussions on Creatures and Environments told parallel stories. In Muren's earlier Star Wars
universe, the creature shop created painstakingly detailed costumes,
worked with animatronics, and made hundreds of gorgeous models and
maquettes, while sets were mostly full-scale and composted over
elaborate hand-painted backgrounds. In the digital era, CG creatures
such as Watto and wireless Yoda had become a reality, and CG sets had
come to replace their physical counterparts.
It
was impressive to see the transformation that occurred over the years,
from the full-scale space docks and elaborately costumed aliens of the
earlier trilogy, to the almost entirely digital Star Wars seen
in the later films, a transition that seems to have made asset sharing
between the film and game world much easier than could ever have been
previously envisioned.
SIGGRAPH '05: A Star Wars X-Wing adorned the entryway of the South Hall.
The Legacy Of Disney Animation
Disney
Animation, a company in the midst of a shift from hand-drawn animation
to a CG pipeline, hosted a special session at this year's conference,
highlighting the challenges and rewards of bringing the legendary magic
of Disney animation into the 3D realm. Speakers discussed the process
of translating Disney's time-tested animation, art direction, and
design techniques into 3D, showing scenes from Chicken Little
as they discussed the company's effort to retain the Disney quality
while moving into the new mode of production. In particular, speakers
noted the studio's effort to integrate the established drawing skills
of its animators with more common procedural techniques.
The
highlight of the session was a talk by Glen Keane, a well-known Disney
animator who is now leading the charge in bridging the old Disney with
the new. An animator with a decidedly 2D background, Keane discussed
the ways in which computers have forced him to expand and improve his
drawing skills, and how combining the classic Disney aesthetic with 3D
techniques is creating an entirely new visual style in his upcoming
fairy tale, Rapunzel.
From the Earth to Infinity: Images from NASA and Cal Tech
In
another sessions that was a particular highlight, scientists from
CalTech's Jet Propulsion Laboratory spoke at this session about recent
advances in digital space exploration, dazzling the audience with an
array of imagery from Earth, Mars, our own outer solar system, and the
wild universe beyond.
On
the home front, JPL scientists showed high-res satellite imagery of the
earth's physical and geo-energetic structure, discussing ways in which
these images inform our knowledge of tectonic plate movements and
long-term climate change. The speakers also discussed our ongoing
exploration of Mars, using high-res photos and CG visualizations of the
dual Mars rovers, Spirit and Freedom, to accent their talks. One of the
most interesting parts of NASA's overall efforts in this area is
Maestro, an almost game-like simulation program which allows users to
download data releases giving correct terrain readings for Mars and
then control the rovers traversing it - perhaps some enterprising
company will create a game based on just this concept?
Bringing
the talk increasingly further from Earth, the speakers next showed off
satellite images of Jupiter, Saturn, and the asteroid belt. They also
discussed the Cassini probe's recent mission to Saturn and Titan, and
plans to launch a mission to Pluto within the next twelve months.
Lastly,
the session moved into the deepest reaches of space, with scientists
showing off awe-inspiring images from the new Spitzer Space Telescope,
including majestic phenomena in our own galaxy and shots of our
spiraling galactic neighbors.
Other Special Sessions
A number of other special sessions took place throughout the week.
Highly
relevant to the game industry was "Jump! Shout! Dance! Sing!", which
featured creative leads from top game companies discussing dance pads,
driving wheels, and other alternative game controllers, as well as the
more general future of gaming. Gamasutra will have an in-depth write-up
on this session later in the week.
The folks at Sony Pictures put together a number of interesting sessions, including a half-day course on the making of the Polar Express, and a talk on the adaptation of that movie into the 3D IMAX format. Dreamworks' hit film Madagascar,
recently adapted into a commercially successful video game by
Activision, was also highly featured in courses and presentations this
year, with their Art, Layout, Animation, and Effects departments all
making notable appearances.
Lastly,
"Extreme Fashion" provided a glimpse into the bizarre collision of high
fashion and high technology, from wearable micro-displays to MP3
sunglasses to wi-fi enabled vests. The clothing was all put into action
during a late-evening High-Tech Fashion Show, in which dozens of male
and female models took to the catwalk to show off the latest in
high-tech fashion.
Exhibits
In the world of ongoing exhibits and events:
Computer Animation Festival.
The Computer Animation Festival, a showcase of the last year's best in
computer animation, played regularly throughout the week, usually to a
packed house. The festival featured CG shorts of every imaginable
variety, from cute animated pieces to a notable amount of harrowing
video game cut scenes, to TV commercials and music videos, to CAD
demonstrations and medical visualizations.
Electronic Theater.
The festival also included regular showings of the Electronic Theater,
a big-screen extravaganza featuring the very best of the festival's
submissions, including shorts by up-and-coming CG houses, technical
reels from established companies like ILM and Digital Domain, and
notable student works, as well some interesting live performance
animation - much to see for those in both the game and film worlds.
Full-Dome Theater.
There was also a full-dome animation theater running all week, under
which tired conference-goers could relax on bean-bags and enjoy the
mesmerizing 360 degree art of full-dome animation.
Emerging Technologies.
Emerging Technologies was perhaps the most interesting exhibit at the
conference, providing a glimpse into the inspired, surprising, and
sometimes disturbing future of human technology, much of which could
theoretically be integrated into interactive gaming of some kind.
Featuring cutting-edge innovations in graphics, displays, and user
interfaces conference-goers were encouraged to touch and interact with
gizmos throughout the exhibit. Highlights included a virtual canoe with
an algorithm-driven fluid resistance oar; a Minority Report-style
display "grabbing" interface; a futuristic musical device that operates
via an interactive light grid; and a device allowing for remote control
of a person's sense of balance via low-voltage electric currents to the
inner ear, which the exhibitors were particularly interested in seeing
used in gaming (although the feelings of sickness from users may
preclude a wide roll-out!).
Art Gallery.
For those seeking a more refined technological experience, the digital
art gallery featured computer-enhanced 2D and 3D artwork from over
fifty artists around the globe, in styles that ranged from the abstract
to the figurative to the cerebral to the purely visceral. Some of the
art was interactive, some of it inspiring, and some simply
mind-boggling - see the photos accompanying this article for more info.
Expo Floor.
And of course there was the bustling exhibition floor, on which could
be found a melee of all things computer graphics, from software vendors
demonstrating their latest products to effects houses recruiting new
talent, as well as book publishers, technology makers, recruiting
services, and a handful of much-appreciated hot dog vendors.
Between
these exhibits, the conference sessions, and the hundreds of technical
presentations occurring throughout the week, a whopping amount of
information was shared at this year's SIGGRAPH. We've only able to
present a fraction of it here, so for the full low-down, check out the
printed conference proceedings or the 7-disc SIGGRAPH Video Review,
both of which are available through the ACM SIGGRAPH website. In the
meantime, we've included a specially photographed gallery of our
favorite SIGGRAPH moments on the next page.