S16_AP_5.26_10am
S16_AP_5.26_10am
S16_AP_5.26_10am
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PANELS<br />
23<br />
FP F #SIGGR<strong>AP</strong>H2016<br />
Invaluable opportunities for attendees to share opinions, insights, disagreement<br />
with the leading experts in computer graphics and interactive techniques.<br />
Full Conference Platinum and Full Conference Access registration allows attendees access to all SIGGR<strong>AP</strong>H 2016 Panels.<br />
Seating is on a first-come, first-served basis. Please arrive early for the Panel you wish to attend.<br />
SUNDAY, 24 JULY<br />
TUESDAY, 26 JULY<br />
WEDNESDAY, 27 JULY<br />
FIRST-TIMER<br />
FOR EDUCATORS<br />
READY, STEADY ... SIGGR<strong>AP</strong>H!!!!<br />
Sunday, 24 July, 9:30-10:30 am<br />
INVITED CONTENT<br />
Not sure how to plan your time at<br />
SIGGR<strong>AP</strong>H 2016? This panel of seasoned<br />
attendees and program chairs explains how<br />
to maximize your conference experience,<br />
select the “don’t-miss” sessions, and<br />
decipher the convention center’s layout.<br />
Moderator<br />
Mashhuda Glencross<br />
Loughborough University<br />
MOBILE<br />
PRODUCTION<br />
A VISION FOR COMPUTER VISION:<br />
EMERGING TECHNOLOGIES<br />
Tuesday, 26 July, 2-3:30 pm<br />
INVITED CONTENT<br />
Computer vision is a rapidly evolving<br />
discipline. It includes methods for acquiring,<br />
processing, and understanding still<br />
images and video to model, replicate, and<br />
sometimes, exceed human vision and<br />
perform useful tasks.<br />
As the technology develops, computer<br />
vision will be commonly used for a broad<br />
range of services in upcoming devices and<br />
implemented in movies, smart phones,<br />
cameras, drones, and more. Demand for<br />
the technology is driving the evolution<br />
of image sensors, mobile processors,<br />
operating systems, application software,<br />
and device form factors in order to meet the<br />
needs of applications and services that will<br />
benefit from computer vision.<br />
Panelists<br />
Jon Peddie<br />
Jon Peddie Research<br />
Kurt Akeley<br />
Lytro, Inc.<br />
Paul Debevec<br />
USC Institute for Creative Technologies<br />
Erik Fonseka<br />
Dacha Inc.<br />
Michael Mangan<br />
Qualcomm Technologies, Inc.<br />
Michael Raphael<br />
Direct Dimensions, Inc.<br />
Renato Sales-Moreno<br />
Oculus VR<br />
PRODUCTION<br />
WHAT MAKES A PRODUCTION<br />
RENDERER IN 2016<br />
Wednesday, 27 July, 9-10:30 am<br />
Many systems call themselves “production<br />
renderers”. Some are relatively unknown.<br />
Others are well known, high-quality<br />
renderers. And many large studios have<br />
invested significant time and money to<br />
develop their own proprietary renderers.<br />
This panel explores the technical and<br />
non-technical issues involved in introducing<br />
a renderer into the contemporary production<br />
environment, and maintaining it as the<br />
technology evolves. Topics include: the<br />
capabilities that are absolutely necessary<br />
(and those that are not), the importance of<br />
technological and creative control, team<br />
size and composition, how utilization of<br />
open-source components has affected<br />
development, and the potential disruption<br />
of new research results on the development<br />
process. The session includes panelists<br />
who are creating the state of the art in<br />
advanced renderer development.<br />
Panelists<br />
Michael Reed<br />
Big Sky Studios<br />
Brent Burley<br />
Walt Disney Animation Studios<br />
Marcos Fajardo<br />
Solid Angle S.L.<br />
Alexander Keller<br />
NVIDIA Research<br />
Philippe Leprince<br />
Pixar Animation Studios<br />
Maurice van Swaaij<br />
Blue Sky Studios<br />
Eric Tabellion<br />
DreamWorks Animation<br />
Table of Contents S2016.SIGGR<strong>AP</strong>H.ORG