The 51st annual conference sets the stage
for attendees to tap into their imaginations, pursue creative
engagement, and get a glimpse into the immersive future of
gaming
DENVER, July 10,
2024 /PRNewswire/ -- SIGGRAPH 2024 has pinpointed
trends in the computer graphics industry for more than 50 years.
From Sunday, 28 July to Thursday, 1 August
2024, the future of computer graphics and interactive
techniques driving the multibillion-dollar gaming industry will be
front and center at the Colorado
Convention Center in Denver. The
51st annual conference embodies the goals of gaming, as both aim to
build new worlds with the minds behind real-time graphics, art, and
systems that foster human interactions and spectator
experiences.
Few industries have captivated the hearts and minds of people
worldwide as much as the video game industry, which boasts 3.32
billion gamers, in the ever-evolving world of technology. Game
creators continue to make strides with the latest advancements in
graphics and visual technologies to related technologies for
interactivity, augmented and mixed realities, and generative
artificial intelligence (AI). These innovations will be showcased
throughout SIGGRAPH 2024 with many programs that weave gaming into
the mix including Talks; Courses like Natalya Tatarchuk's fan-favorite "Advances in
Real-Time Rendering in Games Part 1" and "Part 2" which returns
with a demonstration of state-of-the-art and production-proven
rendering techniques for fast, interactive rendering of complex and
engaging virtual worlds of video games; Panels, Appy Hour, the
Immersive Pavilion, and Real-Time Live!.
This year marks the 15th anniversary of Real-Time Live!, which
invites SIGGRAPH 2024 attendees to experience the connectivity and
accessibility of real-time applications across industries in a
spectacular live showcase. "With Real-Time Live! this year, we
branched out and are incorporating a lot of different industries
and applications," Emily Hsu,
Real-Time Live! Chair, said. "Our goal is to showcase
transformative technology in a variety of forms including game
technology, real-time visualization, artist tools, live
performances, or as real-world mixed reality (MR) and augmented
reality (AR) applications."
Hsu also commented on the event's uniqueness, "Real-Time Live!
is an incredibly unique and anxiety-inducing showcase specific to
SIGGRAPH. There are no slides and no pre-recorded videos. Whatever
you are doing has to be run in real time in front of a live
audience in six minutes or less. It crosses the whole spectrum of
different industries that are doing real-time work. While gaming
applications are definitely represented, there are a variety of
showcases from universities, well-known companies, and small
start-ups."
A few Real-Time Live! presentations focused on gaming
include:
- "MOVIN TRACIN' : Move Outside the Box" — MOVIN will unveil an
innovative, AI-driven, real-time, free-body motion capture
technology, utilizing a single LiDAR sensor for accurate 3D
movement tracking. This demonstration redefines multiplayer gaming,
showcasing seamless integration of dynamic, precise motion capture
with a mere 0.1 second latency and automatic calibration, all
compacted within MOVIN's advanced system.
- "Enhancing Narratives with SayMotion's text-to-3D animation and
LLMs" — Deep Motion will make this presentation showcasing
SayMotion, a generative AI text-to-3D animation platform that
utilizes Large Motion Models and physics simulation to transform
text descriptions into realistic 3D human motions for gaming, XR,
and interactive media, addressing animation creation challenges
with AI Inpainting and prompt optimization using a Large Language
Model fine-tuned to motion data.
- "Revolutionizing VFX Production with Real-Time Volumetric
Effects" — Zibra AI will present its ZibraVDB compression
technology and Zibra Effects real-time simulation tools to
demonstrate the capabilities of creating high-end volumetric visual
effects in real-time scenarios on standard hardware to enhance game
realism and streamline film production workflows.
In a SIGGRAPH Spotlight Podcast, Hsu commented, "We are
world builders. We make and create stories, and there's always
going to be a natural part that has to do with storytelling, and
sometimes that also means transporting into new worlds. What's
happening in the last several years and into the future is that
it's becoming a little easier, more efficient, and more accessible
so we can tell different kinds of stories that haven't been told
before, and that people from anywhere can take technology and mold
it and use it to build new worlds."
As for Real-Time Live!, Hsu noted that it's a showcase to help
provide the audience with a sense of what's possible. Real-Time
Live! was often thought of as the future — SIGGRAPH 2024 proves
that real time is now, and it's everywhere.
With SIGGRAPH 2024 honing in on immersive storytelling, the
Immersive Pavilion is another element the conference features. The
team behind SIGGRAPH 2024 knows that immersive technologies and
interactive techniques enhance how we interact and solve pragmatic
needs for everyday life at work and at play. Those who step foot in
the Immersive Pavilion experience the evolution of gaming, AR,
virtual reality (VR), mixed reality (MR), interactive projection
mapping, multi-sensory technologies, and more.
"SIGGRAPH prides itself on being on the cutting edge. We always
guarantee that everything attendees see, especially anything
immersive, has elements they've never done and had no experience
with before. So, it has that special novelty aspect," Derek Ham, SIGGRAPH 2024 Immersive Pavilion
Chair, said.
"I'm very excited about the creators that are thinking about the
future of playing from the audience's perspective to the players'
perspective. When you look at gaming, you now have this platform
where people can watch esports or gamers go at it person versus
person, or team versus team. We haven't seen the immersive nature
of that for a long time; it's usually looking at a laptop or
screen. The immersive action of the activities and the content,
that's the next level," Ham added.
The SIGGRAPH 2024 Immersive Pavilion serves as a place for
contributors and participants to engage in critical discourse on
the latest interactive breakthroughs and support for hybrid
environments. This includes social experiences, games, and artistic
expression. The Immersive Pavilion has sought work that reflects
the exciting evolution of AR, VR, and MR, particularly in terms of
interaction, showing unique features and how they are shaping the
future. Eighty submissions came from academic, professional, and
independent fronts, and 20 were selected.
A few installations focused on gaming include:
- "MOFA: Multiplayer Onsite Fighting Arena" — Reality Design will
present a game framework that uses HoloKit X headsets, exploring
the design space of synchronous asymmetric bodily interplay in
spontaneous collocated mixed reality. MOFA game prototypes like
"The Ghost," "The Dragon," and "The Duel," inspired by fantastic
fiction scenarios, demonstrate that the strategic involvement of
non-headset-wearers significantly enhances social engagement.
- "Metapunch X: Combing Multidisplay and Exertion Interaction for
Watching and Playing E-sports in Multiverse" — The National Taipei
University of Technology will present Metapunch X, an
encountered-type haptic feedback esports game that integrates
exertion interaction in XR with multi display spectating. The game
is designed as an asymmetric competition, utilizing an XR
head-mounted display and a substitutional reality robot to create
an immersive experience to the players and audiences.
- "Reframe: Recording and Editing Character Motion in Virtual
Reality" — Autodesk Research will present a live demo of creating
lifelike 3D character animations in VR. Attendees will use a novel
VR animation authoring interface to record and edit motion. The
system utilizes advanced VR tracking to capture full-body motion,
facial expressions, and hand gestures, coupled with an approachable
intuitive editing interface.
"SIGGRAPH might be the only unique one in this space; it's like
this bubble where it starts here, and then you see where these
things go. And if you are the early adopter, you come to SIGGRAPH
and follow this content to the more polished form. That's what I
love about the rawness you see at SIGGRAPH," Ham added.
Learn more about how SIGGRAPH 2024 is shaping the future,
building worlds, and pinpointing the trends of gaming with its
games-focused programs by checking out the full program.
About ACM, ACM SIGGRAPH, and SIGGRAPH 2024
ACM, the Association for Computing Machinery, is the world's
largest educational and scientific computing society, uniting
educators, researchers, and professionals to inspire dialogue,
share resources, and address the field's challenges. ACM
SIGGRAPH is a special interest group within ACM that
serves as an interdisciplinary community for members in research,
technology, and applications in computer graphics and interactive
techniques. The SIGGRAPH conference is the world's leading annual
interdisciplinary educational experience showcasing the latest in
computer graphics and interactive techniques. SIGGRAPH 2024,
the 51st annual conference hosted by ACM SIGGRAPH, will take place
live 28 July–1 August at the Colorado Convention Center, along with a
Virtual Access option.
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