
August 10, 2005
Siggraph 2005 lived up to expectation this year. Attendance at this years
conference was slightly more than 29,000. Like last years show, the X games
were held within 500 metres of the LA convention centre. Humid forays up Figueroa
to the hotels and eateries were well worth the effort as pedestrians were
able to watch Big Air skaters taking elevators up to the top of a gargantuan
6 story blast ramp to execute their moves.
Three awards were presented prior to this years Keynote address.
Tomoyuki Nishita of the University of Tokoyo received the prestigious Steven
Anson Coons Award for Outstanding Creative Contributions to Computer Graphics
for his awe inspiring work on rendering of natural phenomena. It was humbling
to be in the presence of a man who has pioneered most of the 3D lighting phenomena
we use on a daily basis
Jos Stam, a senior research scientist at Alias, received the Computer Graphics
Achievement Award for his pioneering work on subdivision surfaces and on fast
Algorithms for the simulation of natural phenomena, especially fire, fluids
and gases.
Ronald Fedkiw of Stanford University received the Significant New Researcher
Award for his contributions to the field of computational fluid dynamics.
The keynote presentation was a wonderful experience this year as George Lucas
was given the honor. It wasn't so much a keynote speech, as it was an interview
and a look into Lucas and his legacy. It was a little sobering hearing that
he has opened a division of LucasFilm in Singapore, and that he will be using
it as a testbed for a forray into broadcast. Lucas is eyeing broadcast because
he has always despised the hold and clout Hollywood has tried to exert upon
him. The ability to use broadcast as an experimental ground for some of his
pent up ideas will be more forgiving and cost effective to his company's bottom
line. I couldn't help thinking that broadcast as we know it is about to fundamentally
change the way Film did when Lucas first exploded onto the scene.
Emerging technologies was as fascinating as ever this year.
Spore 1.0 is a hybrid live rubbber plant living in a symbiotic relationship
with Home Depot stock. As the stock rises the plant is given more nutrients
and water, whereas it is deprived of nutrients and water the more the stock
price drops.
Haptics based technologies seem to be growing by leaps and bounds, with the
touch / force feedback systems beginning to find their stride in the marketplace.
Emerging Technologies featuring haptics were plentiful as well. The most obvious
was the Kayaking exhibit, where a real time fluid simulation recreated the
flow of rapids in a river, complete with rock obstacles. The user sat on a
box and operated a paddle equipped with haptics. To be able to detect the
viscosity of the water current being paddled in, as well as the sides of the
river banks and rocks really aided the immersion process.
A team of students from Japan Institute of Technology created an interactive
exhibit where a real box on a table top is manipulated in real time by a set
of three elf like characters on a Digital display. The elves push a box on
screen which moves the real box on the table according to their actions. If
a user picks up the box and moves it around on the table, it knocks the elves
around on the digital screen. It was a cute exhibit, and one I am sure will
find its way into game consoles in the not too distant future.
Keeping in the realm of Video games, I caught a demo of a video game that
was based on the classic Atari game Combat. The tanks were real live models
of vehicles on a tarp like substance of which was projected a battlefield,
operated with a standard PS2 control. The tanks could fire missiles which
were projected onto the tarp as well, with real time explosions. The tank
had the typical blockade / wall obstacles to overcome or use as protection.
It was a neat take on an old classic. Now if only they could somehow get the
live tanks to really explode. It would be easy enough to do with a little
springloaded canopy that was already fragmented. As the tanks energy diminishes
and the game is over, an event change activates the spring mechanism.
The Electronic theatre was excellent. This years pre-show featured a live
performance blending real time 3D hand rendered imagery into a barren virtual
world. The score was a blend of classical, neo digital, house and trance.
The performing artist J. Walt Adamczyk stood illuminated in the fornt left
corner of the theatre bathed in a spotlight, and using his tools; a mixing
board, laptop, a large Wacom Tablet and a Joystick conducted a mesmerizing
show.
Some of my personal favorite films from this years ET were:
"La Migration Bigoudenn" by students at Gobelins, l'ecole de l'image
Blur Studios "Gopher Broke" received many laughs.
"Helium" by Adam Janczek and Florian Durand was a reflective look at population
explosions inside of a bubble. "Cubic Tragedy" by Ming-Yuan Chuan was a Poly
modelers delight. A short skit on makeup kits for digital women and the mishaps
that occur. Very Funny film!
"Fallen Art" was a dark film that was wonderfully put together. Imagine death
and stop motion to get an idea about this piece.
"Learn Self Defense", "East End Zombies"and "In the Rough" were all very funny,
noteworthy films.
The Best of Show award went to "9", a film by Shane Acker which was a wonderful
little film that depicts Man vs. machine or Intellect vs. the Animalistic
tendencies. The protagonists in 9 are these little Rag Doll type character,
with ocular lenses for eyes. They most closely resemble cuddly Tusken Raiders
from the Star Wars franchise. The characters reside in a futuristic scrap
yard and must use their intellect to avoid death from a mechanical Monster
that lurks in their world.
A secondary character, 5, passes on his knowledge, namely, how to defeat the
mechanical beast antagonist. "9" then is a kind of quest for perfection.
The party scene this year was as busy as ever. The biggest dilemna was in
trying to discern which parties to attend. Softimage hosted a pre User group
VIP party at Bernards bar on Tuesday at the Biltmore. It was a great chance
to catch up with old friends, and down some great food and drink. The User
group event that followed was excellent. Hybride took the stage and revealed
some of the behind the scenes tidbits on their latest project "Sin City".
Mainframe showed the work they had done on "Stuart Little 3", an all CG feature.
Studio Ghibli presented a beautiful look into the world of Miyazaki's "Princess
Mononoke", "Spirited Away", and most recently "Howl's Moving Castle", Stan
Winston Digital presented a breakdown of their work on "Fantastic Four", and
Omation unveiled a sneak peek at their upcoming feature, "Barnyard". All of
the presenters went well beyond the basics of simply showing footage from
their respective films. Rather, we were treated to some of the inner workings
of the various studio pipelines.
Blur presented 'Rock Falcon', a character they have been using to protoype
the new Softimage Face|Robot. Face Robot is a special Projects tool, that
isn't a part of any of the 3 price points currently available to XSI users.
Its a standalone product, still in development, but which will ultimately
become integrated into the general software after it has been ground through
the production grinder. Face|Robot is a true muscle / tissue based simulation
that actually approximates the skull, muscle and sinew uner the flash surface.
Based on an approximate musculature of the face, the software allows the user
through an interactive gui based pick session to define key points on the
face. 'Falcon' was adorned with about 30 tracking points from which were generated
the control system for the entire face. Pull on the control points and its
amazing to watch the mesh accurately slide over the underlying tissue. This
is good stuff. Its still a bit slow, and Soft was demoing it on a knockout
machine, but you can be sure that after a few iterations, it will set a new
precedent in facial technology. Animators are dying for an end to the blend
shape quagmire that ultra realistic faces require.
Softimage's Mark Schoennagel, presented an in depth look at the version 5.0
release. The most apparent new feature is a complete migration toolset to
ease the transition to XSI by Maya artists. On the rendering end, he introduced
ultimapper, an all in one effect map work flow. Users can now quickly generate
film quality normal, ambient occlusion, difference map, albedo, parallax,
and light maps from within a single property page. A new gigapolygon architecture,
allows for up to 10 times the existing detail when compared to current XSI
scenes. The new shape manager looks to finally separate the need for utilizing
the animation mixer when working with shape. No more needing to create separate
morph targets, and modifying base shapes, allows for the modifications to
filter down through the shape manager to the instances. An all new Ageia NovodeX
physics simulation engine allows for complex Hard body simulations using complex
polygonal shapes. Performance in this engine is boasted to be up to 100 times
faster than in previous XSI releases. Modelers will revel in the freedom offered
by the new tweak component tool which allows for ultra fast selection of loops,
and modification of points, edges of polys on a polygon mesh. Components can
now be slid along the surface of a mesh without altering the objects silhouette.
A new dopesheet timeline allows users to see keys on the main timeline while
allowing keys to be copied pasted moved and scaled as per the traditional
XSI dopesheet. G.A.T.O.R, or Generalized Attribute Transfer Operator transfers
any surface property across models, regardless of topology or complexity.
You can now transfer weights, materials, textures, shapes across Rigged characters.
The new operator also allows you to merge models, allowing for fully complete
animated models to be combined without losing important charactersistics.
The party that followed lasted until midnight, at which point the inevitable
discussion about where to eat, began to rear its head. Denny's was a temptation,
however this year all put up a good resistance to the insane idea. The winner;
bed, and the soundness of a needed sleep.
On the show floor, The XSI booth was huge, and in your face, the first thing
people saw when they walked into the hall. It was a huge presence this year.
With the larger than life mug of Falcon popping up periodically, it provided
a huge draw for the crowds that roamed the large convention hall. Nestled
deeper out on the floor, Softimage had a guerilla workshop center, where studios
gave Master Classes on a variety of topics from facial rigging to Render Trees
to production pipelines. to the FX tree. The amazing thing about a show like
Siggraph, is in picking up those little jewels of information that round out
our knowledge base, and hanging out by the guerilla booth was worth its weight
in gold.
The Softimage party was awesome this year. Set atop the roof of the Standard
in the middle of the city, it provided an interesting contrast to the days
activities spent on the ground. Hanging out under the stars, sharing a few
drinks, reconnecting with old friends, building new friendships, breathing
in the laced LA air, swapping stories from around the world. The party drew
individuals from almost every major studio the world over. Some simple lessons
I took home from this night. People will always end up in a pool if one is
present and waterbeds were not meant for rooftops full of revelers.
Many thanks to all of the amazing team at Softimage for their tireless dedication
to trailblazing new releases of XSI, I can't wait to G.A.T.O.R something…
anything.
I can't express how cool it was to hang out with all of the other die hards
and long time list lurkers whose names and handles have become akin to quasi
family over the years.
Until next year.
Adam