It’s been a really long time since I’ve been to Siggraph. Maybe since 1998? 20 years? Not because I don’t want to go, but because I work in games and rarely get a chance to take time off. I’m an old man now, though, and can get my way when I want to. So, this time around, I decided I needed to attend.
Here’s what I’m looking forward to in the conference: Realtime high quality water rendering with wakes using wavelets for water surface representation. A course on deep learning neural networks. A paper on topologizing meshes with Hessian basis. A paper on Gaussian material synthesis for shader tech. A course on realtime DirectX raytracing. A paper on practical tetrahedralization. A course on physics-driven animation. A paper on progressive refinement of parameterizations which could be used for better UV layouts.
Lots of stuff! It always gets my creative (and technojunkie) juices flowing to see these kinds of topics and have a chance to ask questions. If you didn’t know, Siggraph and ACM make previous years’ content available for free for the month surrounding the conference, so you can check out several previous years worth of content through Open Access to the ACM Digital Library.
If you’re going to be there, meet up with me and say hi. My contact info is everywhere.