The International Computer Graphics and Interactive Techniques Community descends in Tokyo for SIGGRAPH Asia 2018

The 11th edition of SIGGRAPH Asia aims to take computer graphics and interactive techniques into space and beyond this year. Themed, Crossover,SIGGRAPH Asia 2018, today announced the full lineup of its conference program. The annual conference and exhibition will take place from 4 – 7 December at the Tokyo International Forum, where 10,000 attendees from more than 60 countries are expected to attend.

“In a few short decades, the computer graphics and interactive techniques community has been exploring new frontiers of digital media and industries. The international teams at SIGGRAPH Asia 2018 will share their knowledge, crossover experiences and achievements to further inspire the next generation of the computer graphics community,” said SIGGRAPH Asia 2018 conference chair Dr. Ken Anjyo. “This year, we’ve also sought out keynote speakers, who are pioneers in their own fields beyond computer graphics, bringing interesting topics that are reflective of our conference theme “Crossover”. We believe that the delegates will be very much excited to attend the future-minded conference.”

Close to 750 speakers will be presenting at the four-day conference. Notable panel and production sessions include:

The boundaries of space, origami and robots will be explored through the keynotes:

  • Exploring Red Planets and Metal Worlds: How JPL turns Dreams into Reality by Senior Systems Engineer and Engineering Technical Authority for ‘Psyche: Journey to a Metal World’ Dr. David Oh,
  • Computational Origami: From Science to Sculpture by Massachusetts Institute of Technology (MIT) Professor in Computer Science Dr. Erik Demaine.
  • New Generation Household Robot’s Concept by GROOVE X Founder and CEO (Inventor of the Robot “Pepper”)Kaname Hayashi

Invited Sessions from the Featured Sessions and Computer Animation Festival – Panel and Production Talks, which spotlights major breakthroughs in the field of computer graphics and interactive techniques, include:

  • Featured Sessions – Beyond the Uncanny Valley: Creating Realistic Virtual Humans in the 21st Century with Pixar Animation Studios senior scientist Christophe Hery; Weta Digital visual effects supervisor Matt Aitken; Luminous Production senior game designer Prasert “Sun” Prasertvithyakarn; Pixar Animation Studios director of photography Erik Smitt, and Hanson Robotics CEO and founder David Hanson.
  • Computer Animation Festival – Panel & Production Talks – The Making of Pixar’s Bao: A Production Panel with Pixar Animation Studios story artist Domee Shi; Pixar Animation Studios director of photography, Lighting Ian Megibben; Pixar Animation Studios artist Rona Liu; Pixar Animation Studios director of photography – camera Patrick Lin; Pixar Animation Studios character technical director Mara MacMahon.
  • Computer Animation Festival – Panel & Production Talks – Cinematography of Incredibles 2 – Function and Style with Pixar Animation Studios director of photography Erik Smitt.
  • Featured Sessions – From Gollum to Thanos: Characters at Weta Digital by Weta Digital visual effects supervisor Matt Aitken.
  • Computer Animation Festival – Panel & Production Talks – Behind the scenes of Solo – A Star Wars Story with ILM Singapore creative director Nigel Sumner and ILM Singapore lead animator Atsushi Kojima.

Cutting-Edge Technologies on the Exhibition Show-floor

A total of 93 exhibitors from 14 countries and regions will showcase the latest developments in hardware and software applications in computer graphics and interactive techniques on the exhibition show-floor.

Some of the key exhibiting companies and brands include: ASTRODESIGN, AWS Thinkbox, BANDAI NAMCO Studios, BinaryVR, CLO Virtual Fashion, CyberAgent, Dell Japan, Digital Hollywood University, Dwango Media Village, EEZ Production Studios, FORUM8, HUAWEI TECHNOLOGIES JAPAN K.K., IMAGICA GROUP, InstaLOD GmbH, NOITOM, teamLab, Too Corporation, Tsinghua University-Tencent Joint Laboratory, Unity Technologies Japan G.K., VFX-Japan Association, Visual Computing Center at KAUST, Xsens Technologies B.V., YGGDRAZIL Group, Zero C Seven and more.

Delegates who are looking for career opportunities can head to the Job Fair, held by Imagica Digitalscape and Kurihaku Navi, where the companies will present job offers from leading companies in computer graphics, film and game studios.

Key Exhibits at the Art Gallery

The Art Gallery program is a specially curated exhibition that aims to engage, challenge and entertain the conference attendees via media works. Art pieces under the Crossover theme include Candle TV (1975) by Nam June Paik, which is designed to represent two interrelated organisms in a communication system, and Mannbi (1981), a mask used in classical Japanese musical drama Noh, by Ayako Iwai.

Academic Sessions and Research Papers

For academia and industry professionals, the Technical Papers program will feature the results of state-of-the-art research on topics ranging from modeling and design to fabrication, from HDR imaging to novel displays, and physically based animation to capturing faces, bodies and hands and more. The Posters program is an interactive forum for innovative ideas that are not yet fully polished, it also showcases high-impact practical contributions, behind-the-scenes views of new commercial and artistic work and solutions that help solve challenging problems. The Doctoral Consortium is a forum for Ph.D. students to meet and discuss their work with one another and with a panel of experienced SIGGRAPH Asia researchers in an informal and interactive setting.

First-time Programs at SIGGRAPH Asia

Three sessions make their debut at SIGGRAPH Asia 2018. Real-Time Live!, deconstructs the most innovative interactive techniques on stage, while VR Theater, a part of the Computer Animation Festival program, will feature virtual reality narrative films in the newly established VR Theater. Production Gallery (Artists Behind The Scenes Exhibition), also a part of the Computer Animation Festival, is one-of-a-kind exhibit that recognizes the art, processes, and physical materials used to create major studio projects. This gallery features artwork, props, special makeups and more from recent films, TVCM or game productions. This program will be jointly operated with Born Digital of Japan.