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International Conference on Computer Graphics and Interactive Techniques

International Conference on Computer Graphics and Interactive Techniques

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Search complete. 40 mentions across 20 episodes found for "International Conference on Computer Graphics and Interactive Techniques".

Sep 10, 2026

Evan SpiridellisGUEST
51:28
This was a ton of fun.
Evan SpiridellisGUEST
51:29
And I'm definitely going to hit you up for some of those links you were talking about from SIGGRAPH.
Jason Van GumsterHOST
51:33
Yes, absolutely.
Jason Van GumsterHOST
51:36
And that's the episode.
Alex CoulombeGUEST
20:06
There's already been a lot of good lessons from some of what we've seen in the past across, yeah, the companies you've named already, Ferryman Collective and Tender Claws, uh, the Meta movie, of course, being another big one.
Alex CoulombeGUEST
20:15
I was fortunate to be on a panel at SIGGRAPH with Jason Moore and Steven Buchko and, uh, Mandy Canales, and we had a, a really productive conversation about exactly what you're asking here.
Alex CoulombeGUEST
20:24
It's a scale question, of course.
Alex CoulombeGUEST
20:25
Like, you need to find a way to bring in enough people who can all have an excellent experience and pay for that experience and feel like it was worth it, and then want to come back.
Troy TobinGUEST
18:10
So yeah, it's exciting.
Ian FailesHOST
18:11
exciting.At SIGGRAPH this year, I had someone ask me, and remember, I'm not an artist or a visual effects professional in any way.
Troy TobinGUEST
18:20
Yeah, sure, sure.
Ian FailesHOST
18:22
Someone asked me-
Troy TobinGUEST
19:16
I think, yeah, yeah, 100%.
Troy TobinGUEST
19:18
And like, I don't know, but I'm just gonna side tangent this for a sec.
Troy TobinGUEST
19:23
At SIGGRAPH this year, it seemed like a lot of when people talked about AI, they were talking about just prompting something and generating some videos.
Ian FailesHOST
19:31
Mm.
Liz ManashilHOST
24:20
me.
Mehran TorgoliGUEST
24:20
And so this all started, I'm at Comic-Con right now and I was at SIGGRAPH yesterday.
Mehran TorgoliGUEST
24:25
Like my background is in video games and this is a real background.
Mehran TorgoliGUEST
24:29
This is not a Skype background.
Mehran TorgoliGUEST
24:39
I mean, I live in Orange County, but this is San Diego.
Mehran TorgoliGUEST
24:41
So I'm here for Comic-Con right now, which is great to see that it's as busy as it used to be.
Mehran TorgoliGUEST
24:44
Whereas SIGGRAPH, on the other hand, which I was just in LA a couple of days ago, was like a ghost town.
Mehran TorgoliGUEST
24:48
It was so small compared to what it used to be.
Rich LeadbetterHOST
0:24
It was followed by a pause where essentially NVIDIA rethought its marketing process in the wake of this massive backlash.
Rich LeadbetterHOST
0:31
The reintroduction of DLSS 5 began with a SIGGRAPH presentation exhibiting how the technology works, the three neural rendering models on offer and how developers can tune the effects to best suit their artistic vision.
Rich LeadbetterHOST
0:44
And this was followed by closed doors presentations at Gamescom 2026 with a wide array of press and a follow-up virtual presentation for those like me who couldn't make it.
Rich LeadbetterHOST
0:54
So basically, the key aim throughout since this reintroduction has been to emphasize developer input and even validation of the technology.
Jason Van GumsterHOST
0:38
better this is the open source creative podcast a podcast where i ramble on about creativity process and open source software i'm jason van gumster your host and driver on the road to creative freedom this week i'm talking with i'm gonna mess up his name i i can't i can't not mess up his name uh tristan theroux from Alma Linux.
Jason Van GumsterHOST
1:02
And I had the pleasure of meeting Tristan at SIGGRAPH this past year.
Jason Van GumsterHOST
1:07
And we had a good conversation about all sorts of cool things and basically invited him on the show.
Jason Van GumsterHOST
1:13
And now I get to share him with you guys.
Tristan ThérouxGUEST
3:13
Yeah, I'm with the Amazon XOS Foundation.
Tristan ThérouxGUEST
3:16
I am the SIG lead for the media and entertainment SIG.
Tristan ThérouxGUEST
3:21
We've been active for two years now and was an initiative that launched actually from SIGGRAPH.
Tristan ThérouxGUEST
3:28
I'm also a sysadmin of my day work.
Damian ValentineHOST
21:56
But I'm really looking forward to once I get my desktop back up and running.
Damian ValentineHOST
22:01
So first thing is Reallusion were at SIGGRAPH.
Damian ValentineHOST
22:05
Again, to the PC problems, I have not had a chance to catch up on everything they talked about there.
Damian ValentineHOST
22:12
And of course, SIGGRAPH has actually happened now from the time of recording.
Damian ValentineHOST
22:18
But two of the things that have come out of it is first the RTX renderer, which is something that I've been really looking forward to ever since they teased it earlier this year.
Damian ValentineHOST
22:30
Realision put out a video saying, basically a thing of what's coming to iClone throughout the year.
Brian McClendonGUEST
17:55
NVIDIA tried to introduce nerfs and ray tracing, but they were too slow and expensive.
Brian McClendonGUEST
18:02
But in 2024, a paper came out at SIGGRAPH that talked about Gaussian splats, and these are a way of rendering a scene that isn't precise, breaking everything down into triangles and then pasting a picture on it, which is what texturing is.
Brian McClendonGUEST
18:20
Instead, they are individual, not pixels and not voxels, they're not volumetric, but they contain enough information about how they look and they are variable in size.
Brian McClendonGUEST
18:31
So if you have a boring flat wall, this is not a flat wall, but that poster over there is flat, then you can do a pretty big Gaussian splat and you only have to, explain to the renderer, how does it look from this angle? How does it look from this angle? So the other thing about Gaussian splats is they contain not just the color, they contain a color at every angle of view.
Adam Patrick MurrayHOST
17:00
Okay.
Adam Patrick MurrayHOST
17:01
I mean, like, of course in their presentation they were still showing the same stuff they showed on the SIGGRAPH of like, hey, here's our...
Adam Patrick MurrayHOST
17:08
Here's our world that we built.
Adam Patrick MurrayHOST
17:10
We're showing the masking effects where developers can go in and have full artistic control over, oh, I only want to affect the plants, or I only want to affect characters, or I don't want to affect characters.
Adam Patrick MurrayHOST
17:24
It was still fairly limited.
Adam Patrick MurrayHOST
17:28
You know, like, I shouldn't say limited.
Adam Patrick MurrayHOST
17:30
I mean, limited in some ways, but then also, like, this is the same exact stuff they showed at SIGGRAPH that we had talked about before, so...
Adam Patrick MurrayHOST
17:37
And interesting enough you could actually do way more things in the mod We'll talk about this in a second as well But yeah like the the amount of control that you had in the mod was was way more than even they're showing off in this This demo kind of thing so Sorry, I got something in my throat
Ian FailesHOST
1:27
How are you? Good to see you and always good to see you.
Ian FailesHOST
1:30
Yes, it was fun to catch up at SIGGRAPH in LA recently, actually.
Ian FailesHOST
1:33
That's when we last caught up.
Ian FailesHOST
1:35
So, how did your conference go?

26 MINS LATER

Nikola TodorovicGUEST
27:20
The human part, which makes us love art, is what now we're trying to figure out.
Nikola TodorovicGUEST
27:24
What is that on top of it? Let's see what these new kids on the blog do.
Ian FailesHOST
27:30
I really mean that by the change in the feeling in the room at a SIGGRAPH or elsewhere that people are like, okay, yes, we hated this a year ago.
Ian FailesHOST
27:42
We're coming to terms with it now.

10 more episodes mention International Conference on Computer Graphics and Interactive Techniques.

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