News: SIGGRAPH 2017 Round Ups

News: SIGGRAPH 2017 Round Ups

There is so much news coming out of SIGGRAPH this year, it’s hard to keep up. So we’ve compiled a bunch of videos and article excerpts with links, so you can find just the info you want.

maxon logoMAXON SIGGRAPH 2017 Rewinds

Rewind #1 featuring EJ Hassenfratz, Eric Smit, Steve Teeple, and Mitch Myers.

Rewind #2 featuring Chris Schmidt, Mike Winkelmann (Beeple), Ethan Shaftel, and Winston Matthews.

Rewind #3 featuring Nick Lyons, Brian Behm, Nick Campbell, and Jeremy Cox.

Rewind #4 featuring Casey Hupke, David Ariew, Christian Whiticar and Eric Nicolas Smit.

Rewind #5 featuring Jeremy Cox, Mike Winkelmann, Aude Guivarc’h, Jan Sladecko and Rick Barrett.


SIGGRAPH 2017 News Round-up: 3D Artist Online

3D Artist Online has compiled all the big announcements from companies like Allegorithmic, Autodesk, Chaos Group, ILM, MAXON and more.

Here’s an excerpt:

This year’s SIGGRAPH has drawn to a close with 16,500 attendees from the US and 87 other countries worldwide, including Canada, China, France, Germany, Japan, Mexico, South Korea, New Zealand and the United Kingdom.

3D Artist were there this year, taking a look at over 600 papers, courses, lectures, panels, installations, artworks and experiences that were shared and culled from nearly 2,000 submissions from around the world. Over 1,800 speakers and contributors participated overall at SIGGRAPH 2017.

Read the full article at 3D Artist Online here


SIGGRAPH 2017 Wrap-Up: Greyscalegorilla

See what caught the GSG crew’s attention at the show and hear their first impressions on the soon-to-be-released Cinema 4D R19, in this podcast.

Check out GSG’s original post for show notes here: https://greyscalegorilla.com/podcasts/greyscalegorilla-podcast…


digital arts siggraphSIGGRAPH 2017 Roundup: Digital Arts

From real-time entertainment to the future of VR and beyond. Digital Arts takes you through the highlights of SIGGRAPH 2017.

Here’s an excerpt from the Digital Buzz article by Ian Failes:

The biggest buzz word this year at Siggraph – the annual computer graphics and interactive techniques conference – was realtime. It’s already been a large part of previous Siggraphs, but this time it seemed to be a part of everything on display: in animation, visual effects, virtual reality (VR), augmented reality (AR), robotics, gaming and of course in just about all the live experiences.

And live experiences were a major drawcard of the show, this year held in downtown Los Angeles. Many of the 16,500 attendees crowded the VR Village, Emerging Technologies and Art Gallery areas to get a glimpse of the future and ‘play’ with what was on offer. Other attendees were inspired by literally scores of feature film VFX and animation presentations (the conference has a long association with Hollywood), and from a raft of academic peer-reviewed material.

I came away from Siggraph greatly inspired by the innovations on display, and encouraged by what feels like a current resurgence in the visual effects industry.

Read the full article at Digital Arts here.


Siggraph 2017 Wrap-up: Studio Daily

Bryant Frazer at Studio Daily gives a wrap up of SIGGRAPH with a focus on machine learning, better VR and brain-controlled gaming.

Here’s an excerpt from the article:

Unlike the past few years, where design, visualization and simulation applications had somewhat eclipsed VFX at SIGGRAPH, 2017 was a showcase for emerging computer graphics techniques with real implications for media and entertainment. The standout trend was probably machine learning. As computational power becomes more affordable to the content creation industry, computers can increasingly be trained to evaluate and manipulate images in ways that used to require the intervention of a human artist. Facial recognition, real-time lip sync of rigged CG models, roto and depth-mapping are all tasks that can be dramatically simplified by smarter AI.

Read the full article at Studio Daily here.


Siggraph 2017 – Paul Babb Interview

Brograph chats with Paul Babb, President and CEO of MAXON Americas, about the new features of the soon-to-be released Cinema 4D R19, changes under the hood and what makes the community great.


substance daysAllegorithmic Unveils Substance Painter 2017.2 and More at Substance Days Hollywood 2017

Allegorithmic had many big announcements at Substance Days, just ahead of SIGGRAPH 2017, including lots of new tools, new partnerships and the latest in R&D.  Animation World Network (awn.com) has a rundown of all the announcements.

Here’s an excerpt:

Allegorithmic unveils Live Link from Substance Painter to Unity, Substance Automation Toolkit, Substance Source in Unity, Substance Source in Unreal Engine 4, and more at the second annual  Substance Days Hollywood held July 27-29 at Gnomon School of Visual Effects, Games & Animation…

…the second annual Substance Days Hollywood boasted a full three days of special Masterclasses from some of the most talented artists working in AAA games, networking opportunities with Substance users of all skill levels, and public sessions featuring artists from the games, VFX, and AEC industries.

Read the full article at AWN.com here and/or watch the keynote address.


adobe tech paperSIGGRAPH Technical Paper: Example-Based Synthesis of Stylized Facial Animations

Adobe delivered a technical paper at SIGGRAPH 2017 called “Example-Based Synthesis of Stylized Facial Animations,” about creating Stylized Facial Animations based off an arbitrary example style, such as a painting.  Mike Seymour from FXGuide talked with Dave Simons, one of the authors of the paper, to learn more about the research behind the tech.

Here’s an excerpt from Mike Seymour’s article “Adobe Technical Paper Genius”:

Adobe delivered one of the most impressive papers at this year’s SIGGRAPH technical papers. The essence of the paper is to build on previous research to provide Stylized Facial Animations based off an arbitrary example style, such as a painting. This paper is the basis of Jakub Fišer PhD at the Czech Technical University in Prague. This work is so impressive, it seems almost like magic, but in reality their clever solution takes advantage of some special aspects of faces, some core Adobe Photoshop tech and the previously published research that the team has been working on for some time.

We spoke to Dave Simons, Senior Principal Scientist at Adobe Research, and he has been with Adobe since Aldus Corporation was purchased by Adobe in 1994. He is one of the authors on the Adobe SIGGRAPH PAPER called Example-Based Synthesis of Stylized Facial Animations.

Read the full article at FXGuide here.


v-ray daysChaos Group V-Ray Days @ SIGGRAPH 2017 Roundup

Chaos Group hosted two V-Ray Days during SIGGRAPH with Guardians of the Galaxy Vol.2, Stranger Things and Digital Humans headlining their presentations.

Here’s an excerpt:

Netflix sci-fi drama Stranger Things was the talk of the town, the country, and the whole world this year. Taking us behind the scenes of the creation of the series’ menacing Demogorgon were the team from Aaron Sims Creative, who walked us through their sketch-to-screen process, which incorporates everything from original designs to final on-screen effects. They also covered their work on the foreboding four horsemen of the apocalypse for Stephen King’s The Mist.

Read the full Chaos Group SIGGRAPH Roundup article here

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Posted by Kim Sternisha