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SIGGRAPH

SIGGRAPH

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Search complete. 23 mentions across 15 episodes found for "SIGGRAPH".

Nov 3, 2026

Rick RashidGUEST
11:29
And we continue to do that.
Rick RashidGUEST
11:31
And if you look at a lot of conferences, like SIGGRAPH, this coming SIGGRAPH, for example, just our research lab in Beijing, just one little piece of Microsoft research, will have 10% of the papers at SIGGRAPH this year.
Rick RashidGUEST
11:45
So that's kind of a statement about the amount of work that we do publish.
Rick RashidGUEST
11:51
And the reason we think peer review publication is important is because it's a quality bar.

23 MINS LATER

Rick RashidGUEST
35:21
What they did is they realized that this wasn't really a tracking problem, it was a sort of machine learning object identification problem.
Rick RashidGUEST
35:30
And They built a machine learning system that could recognize the different parts of the body with relatively high probability.
Rick RashidGUEST
35:40
So it was based on a decision forest technique that's all published in SIGGRAPH.
Rick RashidGUEST
35:44
You can go find out all the details about how the code actually worked.
Ryan TrowbridgeGUEST
1:08
So to me, Golem was a huge impact in a lot of ways to me.
Ryan TrowbridgeGUEST
1:15
In fact, it stayed with me for a while because after I saw it, I actually ended up going to a SIGGRAPH talk of Bayreuth and I saw how he was building Golem and he talked pretty in depth of how he built the space system.
Ryan TrowbridgeGUEST
1:30
And I remember when I first saw that, I was like, I really want to do that.
Ryan TrowbridgeGUEST
1:33
But I want to do that in games.

44 MINS LATER

Ryan TrowbridgeGUEST
45:17
And that just wasn't working for me.
Ryan TrowbridgeGUEST
45:19
It just felt like too slow.
Ryan TrowbridgeGUEST
45:20
And so I ended up going to a, not SIGGRAPH, the other one, Game Developers Conference.
Ryan TrowbridgeGUEST
45:28
And I went to this talk by a guy named, if I remember right, Paul Neal.
Jason TupnerHOST
48:34
This marked the first time digital images were displayed in their native electronic form, a practice that has since become standard worldwide.
Jason TupnerHOST
48:42
The exhibition held at the Association for Computer Machinery or SIGGRAPH conference in Dallas was conceived by a small team of tech pioneers who defied all odds to make it happen.
Jason TupnerHOST
48:55
I don't know about you, but I do remember the mid-80s was when I got into that sort of thing and especially in the Amiga era with the whole demonstration scene.
Jason TupnerHOST
49:04
So that's pretty cool.
Miguel RomeroGUEST
44:12
But now UFO conferences are almost like...
Miguel RomeroGUEST
44:16
I don't know, like SIGGRAPH.
Miguel RomeroGUEST
44:20
There's a lot of people from Silicon Valley and there are a lot of people with portfolios trying to create all these hedge funds in order to get into the UFO business.
Miguel RomeroGUEST
44:32
So you don't see in those venues or in those conferences, you don't see people with a silly alien t-shirt.
Lorne LanningGUEST
17:37
And I just get this call.
Lorne LanningGUEST
17:38
It's like, hey, but I'm going to like SIGGRAPH meetings.
Lorne LanningGUEST
17:41
Like people in the game industry should go to game development conferences and especially development conferences, right? If you want to get in the business.
Lorne LanningGUEST
17:49
And I was doing that around computer graphics.
John ParkHOST
35:10
And Phil said, yeah, maybe some CG graphics stuff.
John ParkHOST
35:13
And since I used to work in computer graphics and go to SIGGRAPH, the big computer graphics conference, I started going in the 90s and for many, many years, there are these sort of seminal demonstrations of computer graphics concepts that I wanted to reconstruct.
John ParkHOST
35:34
not on a mainframe or an SGI computer, but on our happy little RP2350-based fruit jam.
John ParkHOST
35:45
And not in Arduino, but in CircuitPython.
John ParkHOST
37:23
So let me go over there and show you this running on a fruit jam.
John ParkHOST
37:30
And I will add this mic over here.
John ParkHOST
37:38
Dan Galeano says, I used to have VHS tape of demos from SIGGRAPH.
John ParkHOST
37:41
Heck yes, that's great.
Pedro LopesGUEST
32:31
He did this.
Pedro LopesGUEST
32:32
He took it to SIGGRAPH.
Pedro LopesGUEST
32:34
That's where we met.
Pedro LopesGUEST
32:35
And people in his demo were like, this sounds very cool, but I didn't do it.

17 MINS LATER

Pedro LopesGUEST
49:42
I didn't show you this one, but this is a task we actually ask people to do as well, which is to take a photo with a normal camera of a flying baseball shooting out of that cannon.
Pedro LopesGUEST
49:51
Of course, none of our participants could do it.
Pedro LopesGUEST
49:53
We brought it to SIGGRAPH.
Pedro LopesGUEST
49:54
It was like one person that said, by accident, I was able to get the photo.
Ian HamiltonHOST
22:06
And they're using the eye tracking to help... make that an efficient process so that it can actually be pulled off and then you use the headset to layer in a real joystick or a real wheel and you get the combination of everything exactly the way it should be right your your haptics are being provided by a wheel that potentially is giving you force feedback and like really taking you inside that thing you're seeing a real hands down in front of you and then you're getting the power of a serious rendering engine to show you incredible detail out the windows um i just tried a game on division pro here that had uh real reflections on my walls for the first time and just that alone is like There's so many things when it comes to VR experiences or even mixed reality experiences that until you see them, you don't really realize that they were missing.
Ian HamiltonHOST
23:05
High dynamic range and brightness was one for me when I saw that at SIGGRAPH in the headset that had 20,000 nits.
Ian HamiltonHOST
23:13
As soon as you realize that there's more than 10,000 nits of brightness, that you're seeing out of your lights in your rooms, that you're missing when you're inside of a VR headset, it dawns on you, oh, I really am looking at like cartoon versions of reality.
Ian HamiltonHOST
23:36
I'm not looking at any, like the very best virtual reality experience that you have today is going to seem like a toy, right? when the headsets are able to actually deliver that kind of brightness to you.
Chet ZarHOST
69:04
And it's like, let it let the dust settle a little bit and then we can figure out how this is, you know, going to be incorporated into what what we're doing, you know.
Anthony AusgangGUEST
69:14
Yeah, so we can leave that subject behind, but I do want to just say one last thing was that I was on an AI panel at something called SIGGRAPH.
Chet ZarHOST
69:25
Oh, yeah.
Chet ZarHOST
69:26
Really?
Gordon WetzsteinGUEST
33:21
I mean we have the demo in double-- in Packard if ever you come by you can probably see it.
Gordon WetzsteinGUEST
33:27
Uh, we showed it to about a thousand people or so at SIGGRAPH also.
Gordon WetzsteinGUEST
33:31
And uh, it's very preliminary the kinds of scenes that we have.
Gordon WetzsteinGUEST
33:36
But what I'm saying is that computation gets faster much quicker, right? Hardware doesn't get faster that much better.

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