Re: [Algorithms] Course notes for Siggraph '09
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From: Nathaniel H. <na...@io...> - 2009-08-10 19:28:26
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> Siggraph is becoming more like GDC every year. :-) On that note, I wanted to mention that SIGGRAPH is making a big push to get more game content in 2010 (disclosure: I'm on the conference committee). SIGGRAPH may seem daunting, but a 20-minute SIGGRAPH Talk (they used to be called Sketches) is actually less work than a 60-minute GDC presentation. They love to get nice practical nuggets of stuff - tips and tricks, etc. You don't need to invent spherical harmonics to get your stuff accepted! Some good examples of game developer Talks from this year, with their abstracts: * Houdini in a Games Pipeline - Using Side Effects Houdini as part of the art-production pipeline for Sony's PlayStation 3 game: Killzone 2. * Spore API: Accessing a Unique Database of Player Creativity - Applications built with the Spore API, which can access information about the millions of creations uploaded from Spore. * Fight Night 4: Physics-Driven Animation and Visuals - The game team CG supervisor and lead game-play engineer explore the innovative physics-driven game play and visual style of the new Fight Night 4 game from Electronic Arts. * Radially Symmetric Reflection Maps - A technique for rendering hand-painted, radially symmetric area lights at real-time rates, using a new representation based on prefiltered reflection maps (presented by Double Fine, this was used in Brutal Legend). So if you have any cool stuff you've done lately, you might want to consider submitting it to SIGGRAPH. The CFP for Talks can be found here: http://www.siggraph.org/s2010/for_submitters/talks. If you're feeling more ambitious, you could submit a Course proposal (http://www.siggraph.org/s2010/for_submitters/courses). Thanks, Naty Hoffman |