[This unedited press release is made available courtesy of Gamasutra and its partnership with notable game PR-related resource GamesPress.]
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December 2010
The third edition of the highly anticipated ACM SIGGRAPH
Conference and Exhibition in Asia will be held in the capital
city of Seoul, Korea, from 15 to 18 December at Coex
Convention and Exhibition Center. Leveraging its presence
within the hotbed of online gaming and animation in Korea ,
SIGGRAPH Asia 2010 will focus on topics related to gaming,
animation and visual effects techniques, aside from the basic
foundations of computer graphics and highly technical summaries
of the latest research breakthroughs.
Opening Keynote: Visual works of Blade and Soul by
NCsoft’s Art Director, Hyung-Tae Kim Hyung-Tae Kim, Art
Director at NC Soft, is well known for his outstanding
contributions to the video game industry. He gained his
reputation for art creation in games such as the Magna
Carta series and the later installments of the War of Genesis
series. At SIGGRAPH Asia 2010 Kim shares his experience in the
production of the highly anticipated massive multiplayer online
role-playing game (MMORPG), Blade & Soul. He also reveals
some first visual elements, such as concept art or trailers in
the journey to give life to one of the most popular games today.
Focusing on the creation of new characters in the game,
Kim’s session discusses how art direction and game
design can influence the way a game is played. Finally Kim
touches on how Blade & Soul is marketed to a worldwide
audience, having first been launched to local audiences in
Korea.
Game Line-up Unveiled
The gaming community is in for a treat at SIGGRAPH Asia this
year, with more than 20 sessions addressing game-related
matter and themes such as creating feature-quality games, art
direction for games, real-time techniques, GPU computing, user
interfaces…
Extracts from the game line-up from the Courses Program:
•
"Gimmee Somethin' to Shoot": Filming the Cinematics for
Starcraft II: Wings of Liberty
Jeff Chamberlain, John Burnett & Yeon-Ho Lee, Blizzard
Entertainment Members of the Blizzard Film Department will
share some of the secrets to creating the on-screen magic for
StarCraft II: Wings of Liberty. These include the creative and
technical processes, from story to completion. The Blizzard
Film Department will also shed some light on sequences
rendered in the game’s engine, 3D modeling, animation,
rigging simulations, lighting, compositing, rendering and
artistic and technical direction.
•
Recent Advances in Online Game Technology
Byoungwon Choe, Intel Corp
Jaesik Hwang Crytek GmbH
Chang Joon Park, Electronics and Telecommunications Research
Institute
Jongwon Kim, NCsoft
Online games have unique characteristics, compared with console
games, which require a more complicated design of software
architecture both in clients and servers. This course is
designed to deliver the state-of-the-art technologies for making
online games from clients to servers. Course instructors are
the lead programmers and software engineers from Crytek, ETRI,
NCSoft, and Intel. Topics include advanced production secrets
in developing the world’s best online games. Attendees
will get to know what the considerations in making the latest
online games are and how to optimize them to meet the
increasing performance demands of future online games.
•
Of Agony and Ecstasy: An exploration of artistic
development and direction in video games
Ryan Wilkerson, Microsoft Games Studios
This presentation provides an overview of methodology used in
the development of contemporary video games. Referencing
historical context and modern examples, the discussion
explores not only technical processes, but also considers the roles
of the Artist in the development of interactive
entertainment.
•
DirectX 11 : Learn the latest tricks
Chris W. Kim, NVIDIACorporation
This presentation gives an overview of the DirectX 11 pipeline
and how it extends to previous DirectX versions which enable
stunning visual effects in real-time graphics applications.
Participants will get to take a closer look at various components
of DirectX 11 to understand why it makes it interesting, such
as direct computing, tessellation, multi3 threaded command
buffers, dynamic shader linking, new texture compression
formats, read-only depth, conservative depth and etc.
•
East Meets West: The Power of the Pitch
Dan Winters, Activision Blizzard
Changki Kim, Gravity Co. Ltd
Joseph Olin, Academy of Interactive Arts & Sciences
This focuses on tips for external developers on how to approach
publishers in America and Korea, pitch new intellectual
property, present themselves as work for hire
opportunities, and create a compelling package for possible
acquisitions.
•
Efficient Substitutes for Subdivision Surfaces in
Feature-Quality Games
Tianyun Ni, NVIDIA Corporation
This course covers the hardware tessellation part of the
SIGGRAPH 2009 Course Efficient Substitutes for Subdivision
Surfaces with the emphasis on character tessellation in
moviequality games. It adds additional material based on
recent research findings and practical optimizations. The goal
of this course is to familiarize attendees with the practical
aspects of introducing substitutes in subdivision surfaces to
increase efficiency in real-time applications.
•
Recent Advances in Real-Time Collision and Proximity
Computations for Games and Simulations
Sung-Eui Yoon, Korea Advanced Institute of Science and
Technology
Takahiro Harada, Advanced Micro Devices, Inc.
Young J. Kim, Ewha Womans University
The course summarizes how recent developments achieve
interactive performance for large-scale rigid, articulated,
deforming, and fracturing models in various applications. Then
it explores how various proximity computations can be optimized in
recent GPUs and integrated with efficient GPU-based simulation
methods. This overview of existing techniques and practical
solutions helps attendees understand how the field will change
in the coming years.
•
Simulating Believable Crowd and Group
Behaviors
Stephanie Huerre, Walt Disney Imagineering
Jehee Lee, Seoul National University
Ming Lin, University of North Carolina at Chapel Hill
Carol O'Sullivan, Trinity College Dublin
Crowds and groups are a vital element of life, and simulating
them in a convincing manner is one of the great challenges in
computer graphics and interactive techniques. This
course focuses on the problem of efficiently simulating
realistic crowd and group behavior for a range of
applications, including games and design of spaces. It covers
data-driven methods, where the characteristics of crowds are
simulated based on real-world data; evaluation and perceptual
issues, and creation of behavioral variety; interactive simulation
and control of large-scale crowds and traffic for games and
other real-time applications; and finally a case study of
using crowd simulation for design of spaces in the Disney
theme parks.
•
Physical and Graphical Effects in OpenCL by
Example
Justin Hensley, Jason Yang, Advanced Micro Devices, Inc
Derek Gerstmann, University of Western Australia
This course provides an introduction to parallel-programming
architectures and environments for interactive graphics, and
demonstrates how to combine traditional rendering APIs with
advanced parallel computation. It presents several studies of
how developers combine traditional rendering API techniques
with advanced parallel computation. Each case study includes a
live demo and discusses the mix of
parallelprogramming constructs used, details of the graphics
algorithm, and how the rendering pipeline and computation
interact to achieve the technical goals. All computation is
done in OpenCL. A combination of DirectX and OpenGL is used
for the rendering.
•
An Introduction to OpenGL 4.0 Programming
Dave Shreiner,ARM Ltd.
Edward Angel, University of New Mexico
Dave Shreiner and Edward Angel are regulars at presenting on
OpenGL Programming. The course will provide an accelerated
introduction to programming OpenGL with an emphasis on the
most modern methods for using the library. The course summarizes
each of the shader stages in OpenGL version 4.0 and methods
for specifying data to be used in rendering with OpenGL.
•
Exploiting Temporal Coherence in Real-Time
Rendering
Daniel Scherzer, Technische Universität Wien
Lei Yang, Hong Kong University of Science and Technology
Oliver Mattausch, Technische Universität Wien
Temporal coherence, the correlation of content between adjacent
rendered frames, exists across a wide range of scenes and
motion types in practical real-time rendering. Taking
advantage of temporal coherence can save redundant computation
and significantly improve the performance of many rendering
tasks with only a marginal decrease in quality. This not only
allows incorporation of more computationally intensive shading
effects in existing applications, but it also offers exciting
opportunities to extend high-end graphics applications to
reach lower-spec, consumer-level hardware.
The course emphasizes "know how" and the guidelines related to
algorithm choices. After attending the course, participants
are encouraged to find and utilize temporal coherence in their
own applications and rapidly adapt existing algorithms to meet
their requirements.
“I am very happy with the quality of the presentations and
speakers for the Courses Program in SIGGRAPH Asia 2010. There
is a good balance between technical and artistic courses with
tracks covering gaming, animation techniques, visual effects,
real-time techniques, GPU computing and the fundamentals of
computer graphics. In addition, a wide array of current hot topics
will be covered including the creation of feature-quality
games and stereoscopic 3D.” Courses Chair, Sophie
Revillard, Connecting Worlds.
SIGGRAPH Asia 2010 promises to showcase a line-up of recent
works that will raise the benchmarks in digital creativity.
The event will feature four exciting programs, namely,
Computer Animation Festival, Courses, Technical Papers,
Technical Sketches & Posters as well as a
Trade Exhibition.
Other highlights on game-related content to look out for
are:
Technical Sketches:
•
Modeling Player Performance In Rhythm Games
Lingfeng Yang, Square Enix Co., Ltd
This technical sketch explores a method for modeling skill level
in a rhythm game by building probabilistic models of how well
the player is able to match a technically
perfect execution.
• I
ntegrating Lip-Synch Into Game Production Workflow: Sengoku
BASARA 3
Shin’ichi Kawamoto,ATR/JAIST
Tatsuo Yotsukura, OLM Digital Inc.
Satoshi Nakamura, NICT
Junya Yamamoto,Tsunenori Shirahama and Hakuei Yamamoto,Capcom
Entertainment, Inc.
This technical sketch describes the integration of automated
lip-synch (lip synchronization) into production of Sengoku
BASARA 3, a PS3/Wii game by Capcom.
•
Measuring Interest in Linear Single-Player FPS
Games
Kenneth Chan, Koji Mikami and Kunio Kondo, Tokyo University of
Technology
This study measured attention levels to identify points of high
player interest in linear single-player FPS games.
•
EDGE: An Easy Design Tool for Rapid Game
Development
Hwan-Soo Yoo, Seong-Whan Kim, University of Seoul
Ok-Hue Cho, Chung-Ang University
EDGE, explores how game designers without programming skills can
make game events and effects.
Special Sessions:
•
Creating New Games From Lucasfilm
Favorites
Kent Byers, LucasArts Singapore
Lucasfilm has some of the greatest IP in the industry. Who
wouldn’t want to work on a Star Wars game? In this
Special Session, Kent Byers, Associate Producer for
LucasArts Singapore, summarizes Star Wars: The Force Unleashed
II, the highly anticipated sequel to the fastest-selling Star
Wars game ever created, which has sold more than seven
million copies worldwide. In Star Wars: The Force Unleashed,
the world was introduced to Darth Vader’s now-fugitive
apprentice, Starkiller, the unlikely hero who ignited the flames
of rebellion in a galaxy so desperately in need of a
champion.
Showcasing SIGGRAPH Asia’s elements of
Imagination
More than 8,000 participants from all over the world are
expected to gather in Seoul. Apart from an impressive Courses
program, the conference and exhibition offers a range of other
programs with a strong relevance for students and
professionals in the field of games. With more than
100 animations to be screened, and close to 170 research
papers and Technical Sketches & Posters to be discussed,
SIGGRAPH Asia 2010 is set to blaze a trail in Seoul’s and
Asia’s digital media landscape.
Trade Exhibition
Exhibitors from Korea and around the world will be present to
share their trade expertise with attendees to try the latest
systems, talk with the people who developed them, and meet
buyers, distributors, and resellers.
Some of the exhibitors are:
•
Intel Corporation
Intel, the world leader in silicon innovation, develops
technologies, products and initiatives to continually advance
how people work and live.
•
Crytek GmbH
Crytek GmbH is one of the world's leading independent
development studios for interactive entertainment dedicated to
creating exceptionally high-quality video games for the PC and
nextgeneration consoles.
•
Lucasfilm Animation Company Singapore B. V
Working in collaboration with Industrial Light & Magic,
Lucasfilm Animation US and LucasArts, Lucasfilm’s studio
in Singapore - Lucasfilm Animation Singapore - is engaged in
creating animation, visual effects for feature films and
developing multi-platform games.
•
Korea Creative Content Agency (KOCCA)
KOCCA was established by the Ministry of Culture, Sports and
Tourism to integrate all content genres and enhance synergy
effects in the era of digital convergence. Above all, KOCCA
actively provides support to value-added industries such as CG
and VFX.
•
NVIDIA Corporation
NVIDIA is the world leader in advanced 3D solutions for
professionals in film, broadcast, design and visualization.
Experience the future of NVIDIA Quadro at booth #C15 , Coex 3F Hall
C or at www.nvidia.co.kr.
•
Korea Game Developers Association
KGDA was founded in 1999 in order to protect the rights of and
enhance the network among game developers. KGDA has more than
10,000 game experts as members today.
A full list of exhibitors is available online at:
http://www.siggraph.org/asia2010/content/attendees/exhibition.
Hyeong-Seok Ko, Conference Chair of SIGGRAPH Asia 2010 and a
professor at the department of Electrical Engineering in Seoul
National University remarked, “We are excited that Korea is
hosting SIGGRAPH Asia this year. Korea’s burgeoning
gaming industry and thriving animation industry has given a
boost to SIGGRAPH Asia 2010. The trade exhibition completes the
SIGGRAPH Asia experience as attendees will have direct access
to the latest products and technologies and business
opportunities at this interactive marketplace making this a must
attend trade event.”
###
Media contact:
Rabita Jamal
Koelnmesse Pte Ltd
Tel: +65.6500.6732
Fax: +65.6296.2771
Email:
rabita_jamal@siggraph.org
About SIGGRAPH Asia
The 3rd ACM SIGGRAPH Conference and Exhibition on Computer
Graphics and Interactive Techniques in Asia will take place at
Coex Convention & Exhibition Center in Seoul,
Korea. Featuring an international conference from 15-18
December 2010, SIGGRAPH Asia 2010 offers works that provoke
thoughts, explore ideas in innovative ways, address contemporary
issues, interactively engage viewers in discovery, and
stimulate their intellect and creativity through art, computer
animation, courses, education, new technologies, technical papers,
sketches and posters. SIGGRAPH Asia 2010 also features a trade
exhibition of products and services from the computer graphics
and interactive marketplace and will he held from 16-18 December
2010. Sponsored by ACM, SIGGRAPH Asia 2010 is expected to to
bring together over 8,000 computer graphics and interactive
technology professionals and enthusiasts from Asia and beyond. For
more information, please visit
www.siggraph.org/asia2010.
About ACM
The Association for Computing Machinery (ACM) SIGGRAPH sponsors
SIGGRAPH Asia 2010. ACM is an educational and scientific
society uniting the world's computing educators, researchers,
and professionals to inspire dialogue, share resources and
address the field's challenges. ACM strengthens the
profession's collective voice through strong leadership, promotion
of the highest standards, and recognition of technical
excellence. ACM supports the professional growth of
its members by providing opportunities for life-long learning,
career development, and professional networking.
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