SIGGRAPH Asia 2021 successfully concluded its very first hybrid edition in Tokyo, Japan, reuniting the global Computer Graphics industry

  • Over 3,000 attendees from 41 countries and regions attended the physical event in Tokyo, Japan, as well as virtually.
  • SIGGRAPH Asia 2021 inspires conversations about the future of computer graphics and interactive techniques with heavyweights from Sony, Akili Interactive, BANDAI NAMCO Studios, Weta Digital, DNEG, Kamizake Douga, MacLean Visual Effects, Sola Digital Arts, SQUARE ENIX, Toei Animation, Ubisoft & more.
  • Artists and creators were presented with various awards in recognition of their top-notched works at SIGGRAPH Asia 2021.

This year’s edition of SIGGRAPH Asia, themed ‘LIVE!’, marked the very first hybrid edition in ACM SIGGRAPH’s history. SIGGRAPH Asia 2021 overcame all obstacles and challenges amidst Covid-19, and successfully concluded its live program at the Tokyo International Forum in Japan. Held from 14 – 17 December 2021, the event reunited over 3,000 attendees from 41 countries and regions. The onsite event was held in compliance to the Covid-19 regulations from the government, local authorities, and the exhibition industry, ensuring the safety and well-being of all in-person attendees. 

“Despite a lack of clarity as to what lies ahead due to COVID-19, we decided in summer of this year to conduct the very first hybrid SIGGRAPH Asia,” said SIGGRAPH Asia 2021 Conference Chair & CEO, Polygon Pictures Inc Shuzo John Shiota. “It turned out to be a massive undertaking, and COVID continued to obstruct our progress. Against adverse conditions, we were able to create an illustrious conference, providing great insights into the current world of computer graphics and interactive techniques, as well as rekindling the SIGGRAPH and SIGGRAPH Asia communal spirit, both online and onsite. I’d like to extend my heartfelt gratitude to all who have contributed to this enormous undertaking”.

“I am extremely proud of what the SIGGRAPH Asia 2021 team has achieved this year, pulling off an incredible show onsite and online. The feedback from the global Computer Graphics community has been very positive, reaffirming our stand to continue holding the hybrid event despite the many curve balls being thrown at us due to Covid-19. It’s amazing how this industry is so closely knit and supportive of one another. We look forward to creating an even larger reunion for the CG industry next year in Daegu, South Korea!” added SIGGRAPH Asia Chief Staff Executive & Division Director (Technology, DigitalMedia, Entertainment & Mobility), Koelnmesse Pte Ltd. Prakash Ramajillu

A diverse range of conference program sessions

Close to 130 speakers presented at the conference in-person and around 400 presenters joined the virtual platform to discuss the latest industry developments and future of the computer graphics and interactive techniques industry. The exciting line-up featured distinguished keynote speakerssuch as Toru Katsumoto, Executive Deputy President and CTO at Sony Group Corporation, and Matt Omernick, Co-Founder and Chief Creative Officer at Akili Interactive. Toru Katsumoto’s session on ‘Creativity x Technology – How to fill the world with emotion’ brought us through the history of innovation in the creative industry and discussed possibilities enabled by technology made available to creators in the fields of music, movies and games. Matt Omernick’s session on ‘Video Games as Medicine’ dived into how Digital Therapeutic products like EndearvorRx are changing the face of medicine, and how cognitive health and entertainment will live harmoniously together in the future.