• Courses Fact Sheet & Bios

    Program Schedule: Monday, 27 November 2017 - Wednesday, 29 November 2017

    Chair: Tomasz Bednarz

    CSIRO Data61 and UNSW Art & Design, Australia

    Tomasz Bednarz is an A/Professor and Director of Visualisation at the Expanded Perception & Interaction Centre (EPICentre) UNSW Art & Design and Team Leader at CSIRO Data61 (leading Visual Analytics Team in Software & Computational Systems program).

     

    His current roles reflect his conviction to a holistic approach to the wicked problems facing the collation, analytics and display of big data. His approach is expansive and encompasses the use of novel technologies (AR, VR, CAVE, Dome, AVIE), often in combination. Over the last couple of years, he has been involved in wide range of projects in area of immersive visualisation, human-computer interaction, computational imaging, visualisation, and simulations, computer graphics, and games.

     

    He will be Chair of SIGGRAPH Asia 2019.

    Fast Facts                                                                                                          

    • The SIGGRAPH Asia Courses Program received 27 submissions of which 15 were accepted by the International Courses Committee.
    • In addition, the committee has invited one curated course on ‘Design Craft for Game Design’, which will benefit the SIGGRAPH Asia community widely, especially those who study various approaches in effective game design and beyond.
    • In total, the program includes 7 half-day and 8 short courses.
    • This year’s special focus is on graphics APIs such as Vulkan and WebGL, as well as the importance of visualization methods that will be presented from different angles that will be applicable to different fields of art, science, design and engineering. Last but not the least, we will feature a few courses around game technologies, and an introduction to creative programming using Processing.  

    Quote from Tomasz Bednarz, SIGGRAPH Asia 2017 Courses Chair:

     

    “For more than 30 years SIGGRAPH the Courses Program has been the primary source of information for practitioners, developers, researchers, engineers, artists, scientists, and students who wanted to learn state-of-the-art computer graphics and interactive techniques. This year, there will be no difference, with truly rich and inspiring material presented by top leaders from academia and industry. I am very excited about the various visualization courses, low-level APIs tutorials, design approaches to games and introduction to Processing. During the conference, please feel free to find me, say hello and share with me all the ideas and feedback you may have. Looking forward to catching up with you in Bangkok. Safe travels!”

     

    SIGGRAPH Asia 2017 Courses Program Highlights

     

    Juried Courses

    • How To Build A Fantasy World Based On Reality: A Case Study of FINAL FANTASY XV: Part I, II and III
      Authors(s): Isamu Hasegawa, Tomohiro Hasegawa, Hiromitsu Sasaki, Yusuke Hasuo, Kazutaka Kurosaka, Akihiko Kishi, Youichiro Miyake, Takeyuki Suzuki, Yoshinobu Okushi, Tatsuhiro Joudan, SQUARE ENIX CO., LTD, Japan
      Description: In this course, using FINAL FANTASY XV as a case study, we explain the problems that we encountered, and our solutions when we built the "fantasy world based on reality".
    • In Part I, we explain environment, rendering, sky and weather system, VFX, UI, Localization, and mass production.
    • Part II covers character model, character setup, AI, and animation.
    • Part III will take you through movie development, user interfaces, localization, snapshot, and future work.
       
    • Getting Started With Computer Graphics Using The Vulkan API

    Author(s): Ben Kenwright, Southampton Solent University, Edinburgh Napier University, UK
    Description: This course will act as an introduction to Vulkan API and Computer Graphics.

    • Introduction to Processing

    Author(s): June Kim, QUT and UNSW, Australia
    Description: This hands-on short course is designed to introduce artists and designers to Processing. It gives participants an overview into the fundamentals of Processing and also shares resources to encourage participants to continue learning Processing and further their creative activities.

    • Communicating Science Through Visualization In The Age Of Alternative Facts

    Author(s): Kalina Borkiewicz, AJ Christensen, John Stone, National Centre for Supercomputing Applications, University of Illinois at Urbana-Champaign, USA
    Description: Cinematic scientific visualization demystifies complex scientific concepts for general audiences, which helps them defend themselves against misinformation in popular media. Researchers from the University of Illinois will show techniques for representing data accurately, making it not only approachable, but beautiful and compelling to experts and non-experts alike.

     

    • State-Of-The-Art With WebGL 2.0 & Application Development With WebGL

    Author(s): Xavier Ho, CSIRO, University of Sydney, Australia, Juan de Joya, DigitalFish at Google Spotlight Stories, USA, Edward Angel, University of New Mexico, USA and Dave Shreiner, Unity Technologies, USA
    Description: ​WebGL 2.0 has landed, and the future of web graphics is here. What is the current state-of-the-art web graphics rendering techniques? We will cover many new features, including geometry instancing, transforming feedback, and 3D textures. Attendees will take away rendering and optimisation techniques with WebGL 2.0. This course introduces application programming with WebGL. This includes both the API and its integration within the HTML5 framework. Our focus will include basic applications of WebGL and converting from desktop OpenGL to WebGL

     

    Curated Course

     

    • Design Craft for Game Design
      Author(s): Evan Hirsch, Engine Co 4 LLC, USA
      Description: Great games must over-deliver to players the aspirational premise that is the core of their design. This course blends Product Design, Lean Start-up & Animation to provide designers with a framework to keep themselves and their teams focused on creating cohesive, successful and most importantly, fun to play experiences.

     

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