Computer graphics

SIGGRAPH 2022: Technological Advances and Evolution of Computer Graphics Techniques

SIGGRAPH 2022 emphasizes technological advancements in computer graphics through its Production Sessions and Talks programs. Industry leaders from the film, visual effects and animation sectors will share their behind-the-scenes stories for their projects as part of the Production Sessions program. Another program that allows creators to share the successes and trials of their work is with the SIGGRAPH 2022 Talks. The Talks program includes conversations on a variety of topics that affect the SIGGRAPH community and touch on important topics, such as race and gender. The 49th Annual Conference will take place August 8-11 in person, with on-demand attendee talks available virtually July 25-October 31, 2022.

“The Production Sessions program covers the growth and advancements in computer graphics technology in the industry,” said Stephanie Eisenberg, SIGGRAPH 2022 Production Sessions Chair. “This year is no different, and I’m thrilled that these production teams are sharing their stories, especially how new techniques have advanced their work on films such as Dune, Lightyear and Encanto.The SIGGRAPH 2022 Production Sessions program allows creators to showcase their work and discuss ups and downs that occur during the production process.

Highlights of the production sessions program include:

Dune Visual Effects: Bringing an Iconic Story to Life [in-person]
Contributor: Stephen James, DNEG
‘Dune: Part One’ is the remarkable sci-fi epic and introduction of Denis Villeneuve’s vision of Frank Herbert’s Dune universe to viewers. DFX Supervisor Stephen James holds an eye-opening discussion about the pivotal role DNEG played in bringing Villeneuve’s immersive vision to life. He’ll share exciting behind-the-scenes details of the project and dive into the meticulously detailed VFX work and awe-inspiring creatures that were instrumental in creating an iconic film.

Lightyear: Beyond Infinity [virtual]
Contributors: Nathan Fariss and Chris Wiggum, Pixar Animation Studios
Pixar’s sci-fi action adventure “Lightyear” is the definitive origin story of Buzz Lightyear, the hero who inspired the toy. In this production session, Nathan Fariss and Chris Wiggum retrace their difficult journey to create a cohesive visual look that was both stylistically unique and referential to the world of Toy Story. This includes sets, characters, shading, customization and simulation, effects, compositing, and lighting. Their mission was one of ultimate complexity as they overcame technological and artistic challenges while racing against the clock to complete the film.

Weta FX Presents: The Batman [in-person]
Contributors: Beck Veitch and Dennis Yoo, Wētā FX
The Batman is the Caped Crusader’s 19th appearance in film, and as such director Matt Reeves needed to find a new angle for the titular hero. The result is a brooding, ominous tone befitting the Gotham City setting and reflecting Reeves’ emotionally complicated version of Batman. Composition supervisor Beck Veitch presents the work alongside animation supervisor Dennis Yoo. Beck and Dennis will also talk about the production of two major environments – the Batcave, an abandoned neo-Gothic subway, and City Hall, where the mayor’s funeral is crashed by an unlucky victim.

We don’t talk about Bruno – An Encanto musical sequence unveiled [in-person]
Contributors: Michelle Robinson and Tad Miller, Walt Disney Animation Studios
“Encanto” by Walt Disney Animation Studios tells the story of an extraordinary family, the Madrigals, who live hidden in the Colombian mountains, in a magical house, in a bustling city, in a wonderful and enchanted place called Encanto. In this session, the filmmakers break down their collaborative process in creating the iconic song sequence, “We’re Not Talking About Bruno,” as well as discussing the hard work and focus that went into creating this big family. magical and diverse. From character building for a musical ensemble in Colombia to a deep dive into the filmmaking process, the discussion will cover theatrical inspiration and partnerships between choreography, layout and animation.

The Champion: Neural Rendering Case Study [virtual]
Contributor: Mike Seymour, University of Sydney
The Champion of Auschwitz is the first feature film that has been neuralized in order to allow the actors to switch from a German-language performance to an English-language performance. In this Polish film, set during World War II, the entire production was shot and completed in German. Thanks to advances in artificial intelligence and machine learning, the actors’ faces have been replaced with inferred versions, visually constructed from English reruns of the original dialogue. This production session tackles the important issues of achieving professional neural rendering at scale – hundreds of shots, often with multiple characters in the same frame. Based on new technology, The Champion used only the footage already edited for the final German version of the film, combined with a robust, non-intrusive recording of the actors delivering the lines in English. The panel will discuss technology innovations and provide insight into the advancements the team is working on, as well as lessons learned and advancements in ML that have enabled wide-scale adoption of this technology in place of dubs or subs. traditional titles.

“For the Talks program, we are excited to discuss the latest techniques and technology innovations being implemented today,” said Chris Redmann, SIGGRAPH 2022 General Submissions Chair. advancing the infographics industry. From user solutions that can be applied to common workflows to unique practices that can help preserve history, our industry continues to evolve. These are conversations that I believe this year’s attendees and attendees will enjoy and value.

Highlights of the talks program include:

Sex and Gender in the Infographic Research Literature [in-person]
Contributors: Ana Dodik, MIT; Silvia Sellan, University of Toronto; Theodore Kim, Yale University; Amand Phillips, Georgetown University
A discussion around a survey of the treatment of sex and gender in the computer graphics research literature from an algorithmic fairness perspective, which reveals scientifically incorrect and potentially harmful assumptions. The talk suggests ways to address these technical limitations and poses open-ended questions.

Fast and robust solution for cubic and higher order polynomials [virtual]
Contributor: Cem Yuksel, University of Utah
Demonstration that shows that cubic and higher order polynomials can be solved easily and efficiently. A presentation of a fast and robust method for finding real roots of cubic and higher order polynomials. It provides guaranteed convergence and satisfies the given error bound.

Modular scene filtering via Pixar Hydra 2.0 architecture [virtual]
Contributors: Tom Cauchois and Steve LaVietes, Pixar
A conversation about the design of the Hydra 2.0 architecture and how it enables pipeline- or workflow-specific modular scene transformations. The discussion includes two examples: configurable material array transformations and fine-grained scene data fusion for application integration and support for proxy object workflows.

How We Rebuilt the Neighborhood Destroyed by the Tulsa Race Massacre [virtual]
Contributors: Yuliya Parshina-Kottas and Anjali Singvi, The New York Times
The New York Times used archival documents, data and maps to create a 3D visualization of the African-American neighborhood of Greenwood (Tulsa, Oklahoma), before it was destroyed in the Tulsa Race Massacre in 1921 This discussion will focus on using geospatial data analysis, 3D, and machine learning to recreate the Lost Neighborhood.

Building an Illustrated World in The Bad Guys [virtual]
Contributors: Jeff Budsberg, Pablo Valle and Paolo de Guzman, DreamWorks Animation
The art style of “The Bad Guys” is inspired by the strong, simplified details of 2D illustration with its hand-drawn imperfections. Similar to traditional artists, the film needed techniques to selectively apply detail and thoughtfully deconstruct objects, focusing on artistic flexibility while maintaining scalability.

Access to the SIGGRAPH 2022 Production Sessions and Talks programs is available at various subscription levels. Learn more and register for the conference at s2022.SIGGRAPH.org/register.