SIGGRAPH Asia 2017 ends on a high note

SIGGRAPH Asia 2017 wrapped its tenth edition on a high note. This year’s edition brought together some of the biggest names and organisations in the computer graphics and interactive techniques industry. Held from 27 to 30 November 2017 at Bangkok International Trade and Exhibition Centre (BITEC), Asia’s premier graphics, animation, art and technology event drew 6,526 computer graphics professionals, researchers, enthusiasts and trade visitors from 58 countries and regions under one roof.

Close to 600 speakers presented at the conference, discussing the latest industry developments and future of the computer graphics and interactive techniques industry.

VR Talks on Day 1 of SIGGRAPH Asia

The exciting line-up featured distinguished keynote speakers and panellists such as Albert Yu-Min Lin from National Geographic Society; Michael Cohen from Facebook; Google Spotlight Story Piggy’s co-director Mark Oftedal; Chris Harvey from Oats Studio and Mathieu Muller from Unity.

The production teams from Pixar (Coco), Industrial Light & Magic (Rogue One: A Star Wars Story), Disney (Moana), Marvel Studios (Thor: Ragnarok) and Framestore (Blade Runner 2049) also took to the stage to showcase their ground-breaking digital work in these films.

Virtual and augmented reality was also featured strongly at SIGGRAPH Asia 2017. One of the highlights was the featured sessions’ panel, Towards Stronger Human Connections in AR/VR, which featured a mixed reality setup with one panellist speaking remotely in VR, a first-time showcase in the region.

Experience Hall for emerging technologies

Industry pioneers, James Fong, Ido Banai and Jake Kahana discussed the production challenges and lessons from making story-driven VR films. Other well-attended sessions include Artificial Intelligence Meets Virtual And Augmented Realities and Before And After AR/VR: Empowering The Paradigm Shifts In Education, where panellists discussed the synergies between virtual and augmented reality, artificial intelligence and machine learning, and its impact on education.

The VR Showcase Program immersed visitors into virtual and augmented worlds to convey how virtual reality can be applied to fields such as healthcare and entertainment, as well as influence human interactivity and engagement. The content rich program also featured specially curated interactive sections that included live painting sessions with local and regional transmedia artists, as well as a VR Dailies Theater.

Making if ‘Thor: Ragnarok’ session

SIGGRAPH Asia’s exhibition show-floor featured the latest hardware, software, technologies and innovations from around the world. The exhibition featured a total of 73 exhibitors from over 15 countries. Of these, 53 were first-time exhibitors, including companies such as ArtFX, Epic Games, IKEA Communications, Luxion, NewOlderVFX, Ringling College of Art and Design, SOFA Framework, Unity Technologies and Yannix (Thailand).

Next year’s edition, SIGGRAPH Asia 2018 will be held at the Tokyo International Forum in Japan from 4 – 7 December 2018.

“Following 10 years of success at SIGGRAPH Asia, I believe that SIGGRAPH Asia 2018 will be a unique event where there will be a huge variety of crossovers between people, cultures, companies, industries, entertainment, art and digital technologies. In this sense, Tokyo is the best city for the attendees to experience and feel the crossovers between anime and 3DCG; digital and traditional cultures; and be at the cutting edge of digital media and new industries,” said SIGGRAPH Asia 2018 conference chair Ken Anjyo.

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‘The Legend of Zelda: Breath of the Wild’ leads the chart in The Game Awards 2017


The Game Awards 2017 concluded last night and gave out accolades to the titles of 2017. Previous year, Overwatch and Uncharted 4: A Thief’s End took home bragging rights with most number of awards. This year, we have another set of titles taking their place. Overwatch managed to hold its position as the Best Esports Gitle, however The Legend of Zelda: Breath of the Wild was crowned Game of the Year.


Just like the previous edition, the event was webcasted on Twitch, Steam, YouTube and Mixer.

Here’s the complete list of winners:

Game Of The Year: The Legend of Zelda: Breath of the Wild

Best Esports Game:
Overwatch

Best Action Game: Wolfenstein 2: The New Colossus

Best Strategy Game:
Mario + Rabbids Kingdom Battle

Best Fighting Game:
Injustice 2

Best Action/Adventure Game: The Legend of Zelda: Breath of the Wild

Best Game Direction:
The Legend of Zelda: Breath of the Wild

Best Roleplaying Game: Persona 5

Best Mobile Game:
Monument Valley 2

Best Family Game: Super Mario Odyssey

Best Multiplayer:
PlayerUnknown’s Battlegounds

Best Score/Music: NieR: Automata

Best Sports/Racing Game: Forza Motorsport 7

Most Anticipated Game: The Last Of Us Part 2

Best Ongoing Game: Overwatch

Best Independent Game: Cuphead

Best Indie Debut Game: Cuphead

Best Handheld Game: Metroid: Samus Returns

Best VR/AR Game: Resident Evil 7

Student Game Award:
Level Squared (Kip Brennan, Stephen Scoglio, Dane Perry Svendsen / Swinburne University)

Best Audio Design: Hellblade:
Senua’s Sacrifice

Games for Impact: Hellblade:
Senua’s Sacrifice

Best Art Direction:
Cuphead

Best Narrative: What Remains of Edith Finch

Best Performance: Melina Juergens, Hellblade: Senua’s Sacrifice

Chinese Fan Game Award: jx3 HD

Industry Icon Award: Carol Shaw

Trending Gamer: Guy Beahm (“Dr. Disrespect”)

Best Esports Player: Lee Sang-hyeok “Faker” (SK Telecom 1, League of Legends)

Best Esports Team: Cloud 9

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“The worst enemy of VR is bad VR”: World VR Forum CEO Salar Shahna

As intimidating as people with immense knowledge may look, World VR Forum CEO Salar Shahna came across as extremely humble and chivalrous. At ATF 2017, Shahna shared his insights on the future of VR, global trends and latest developments, particularly in Europe and USA, based on his work in the WorldVRLab.

My interest in VR not being much, I had a few generic questions to ask. But soon, I was comfortable enough to have a conversation with him, and not just take an interview. Here are excerpts from the conversation with Shahna:

What is the focus of World VR Forum now?

World VR Forum has a pretty large spectrum of activities. One of them is events and community building. We have our flagship event WVRF Annual Summit every year in Switzerland. It comprises of conferences, workshops and a market place. For side events that we do, the focus is on only one aspect, for example the artistic side of things.

Otherwise, I am also bringing VR expertise in different locations for sectors like news, tourism and activities in different spectrum.

We recently announced a VR residency that will open applications for candidates who can submit their projects from all around the world. Selected candidates will be given a grant, equipment and mentoring from international experts so they can prototype a project within three months. We are also helping to open a new branch only for China because it is a big market with specific requirements.

We help content creators around the world to have their works circulated into different regions with the help different festivals.

Lastly, we are collaborating with the ITU (International Telecommunications Union) in Geneva in an event called WSIS (World Summit on the Information Society Forum). We have also started a pilot program in educational VR which we hope gets extended to the rest of the countries.

How is AR and VR affecting education, culture, technology and philosophy?

It is a long story. To cut it short, what’s interesting with virtual reality is that it is creating a whole new language. So far, human expression was contained in a frame. Now, it is possible to have an expression all around you with the help of virtual world. Hence, it is affecting all industries. Also, because it is so powerful, we want to work with scientists to make sure we create the best experience for people so they feel good inside.

There are concerns that VR is diminishing the line between real and reel. What are your thoughts on that?

Any technology needs to be used rightfully. If you overuse it or let it overpower humans, then it becomes dangerous. VR is the beginning of a whole new world that will comprise of AI, embeddables, enhanced humans. We want to address questions related to these topics, educate people and teach them to use it correctly.

Otherwise, virtual reality will never replace reality. Like the real contact that we have right now, can never be replaced by any technology. It should not be.

What are challenges for VR worldwide, in terms of technology, content, monetising etc.?

One big challenge is to be able to reach a standard for showing the content, which is fragmented right now. This fragmentation creates complication for content creators because they don’t know what to address. We need to have standardisation for delivery.

What kind of planning and marketing do VR content creators need, to attract and engage the audience that is looking for quality material?

There is a lot of bad content out there. Things are not interesting, and many people do VR just to do VR. That is dangerous because the worst enemy of VR is bad VR.

It is about having people like us who can act as curators, who can show you the way, tell you this is good, this is not good, this is what you have to see, and also create marketing tools. There needs to be more mystification and advertising around each piece of content so people know where to look at.

A lot of start ups that are coming up with VR content and most of them are not doing well. So apart from them saying that they have a passion for technology and telling stories, what else do you think is needed for the company to succeed?

The content has to be engaging, it has to respect the user and to give the user a big sense of presence. You have to be careful not to do VR just to do VR, you have to think why we are doing it, what is the reason, why is it better than doing it in a movie or a game. If you answer all these questions, it will help you to reach quality.

Also it is good to have co-operation. Different studios and freelancers can work together and create better experiences with more collective energy instead of fragmented energy.

In which field do you think VR is needed the most today?

That’s a tricky question (laughs). It depends… In terms of pure usefulness, education, medical, real estate and tourism are all sectors where VR is useful. But entertainment is also important because it is how we can escape and free our minds. So quality entertainment in VR is also important.

Could you elaborate on your VR project in education?

This yet untitled project is a pilot program that we are planning to start with two schools – one private and one public – to see the impact on kids that are more privileged as well as those that are less privileged. We want to train teachers to use VR as a support for their classroom. VR could be a more engaging way to teach and efficiently transmit knowledge to students who specifically haven’t had the chance to travel or to see much of the world. The idea is to give VR in the hands of teachers because we do not want teachers to be replaced with machines.

Simultaneously, we will help the kids to create VR content themselves. It is very stimulating for kids if they can also create. So they are not only users but also empowered. This technology will create many new jobs in the future so we want the kids to understand what the potential is and what they could be doing.

How do you manage all of this being a non profit organisation?

We have some support from the government, revenues from expertise in consulting, collaboration on events plus revenues from our event. The membership will start soon, so the membership will be a new source of revenue.

Shahna is a man with a vision. If we have people like him at the forefront, technology can be unleashed at its maximum for a social cause rather than being used only for comfort or fancy gadgets.

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SIGGRAPH Asia 2017 awards top talent in computer graphics and digital imaging

SIGGRAPH Asia featured an awards component for the following four programs:

  1. Symposium on Mobile Graphics and Interactive Applications
  2. Symposium on Visualisation
  3. Emerging Technologies
  4. Computer Animation Festival

Winners in Symposium on Mobile Graphics and Interactive Applications

Best Paper: ProsumerFX: Mobile Design of Image Stylisation Components by Tobias Dürschmid, Hasso Plattner Institute / University of Potsdam, Maximilian Sochting, Hasso Plattner Institute / University of Potsdam, Amir Semmo, Hasso Plattner Institute / University of Potsdam, Matthias Trapp, Hasso Plattner Institute / University of Potsdam and Jürgen Döllner, Hasso Plattner Institute / University of Potsdam.

Best Paper (runner-up): Mixed Reality Collaboration through Sharing a Live Panorama by Gun Lee, University of South Australia, Theophilus Teo, University of South Australia Seungwon Kim, University of South Australia and Mark Billinghurst, University of South Australia.

Best Demo: Pictory – Neural Style Transfer and Editing with CoreML by Sebastian Pasewaldt, Digital Masterpieces GmbH, Amir Semmo, Hasso Plattner Institute / University of Potsdam, Mandy Klingbeil, Hasso Plattner Institute / University of Potsdam and Jürgen Döllner, Hasso Plattner Institute / University of Potsdam.

Best Demo (runner-up): Mobile Augmented Reality Illustrations that Entertain and Inform with the Hololens by Christian Zimmer, Michael Bertram, Fabian Büntig, UDaniel Drochtert and Christian Geiger, University of Applied Sciences Duesseldorf.

Winners in Symposium on Visualisation

Best Paper: Smooth Animation of Structure Evolution in Time-Varying Graphs with Pattern Matching by Yunzhe WANG, The Hong Kong Polytechnic University.

Honourable Mention: Winding Angle Assisted Particle Tracing in Distribution-Based Vector Field by Cheng Li and Han-Wei Shen, The Ohio State University.

Honourable Mention: Visual Exploration of Ionosphere Disturbances for Earthquake Research by Fan Hong, Peking University, Siming Chen, Peking University, Hanqi Guo, Argonne National Laboratory, Xiaoru Yuan, Peking University, Jian Huang, University of Tennessee, Knoxville and Yongxian Zhang, China Earthquake Networks Center.

Winners in Emerging Technologies

Best Demonstration Voted by Attendees:
OptRod: Operating Multiple Various Actuators Simultaneously by Projected Images, by Ryo Shirai, Yuichi Itoh, Taichi Fukamachi, Mayu Yamashita, Takao Onoye from Graduate School Of Information Science And Technology, Osaka University

Best Demonstration Voted by Committee:
Mobius Walker: Pitch And Roll Redirected Walking, by Tatsuki Yamamoto, Jumpei Shimatani, Isamu Ohashi, Keigo Matsumoto, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose from The University of Tokyo

Winners in Computer Animation Festival

Best in Show:  AFTERWORK (Ecuador), directed by Luis Uson, Uson Studio/Matte CG and Andrés Aguilar, Matte CG

Best Student Film: Garden Party (France), directed by Florian Babikian, Vincent Bayoux, Victor Caire, Théophile Dufresne, Gabriel Grapperon and Lucas Navarro

Jury Award: Here’s the Plan (Chile), directed by Fernanda Frick

Jury Award: (OO) (South Korea), directed and produced by OH Seo-ro, Chungkang College of Cultural Industries

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Arnold for C4D: Quick Label Techniques

In this tutorial, Chad Ashley shows you a fast and easy way to add labels to your objects in Arnold for Cinema 4d.

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Ranger & Fox + Showreel + 2018


Ranger & Fox. Protective & Noble. Swift & Agile. Music Run The Jewels – Legend Has It (Instrumental)

YouTube Rewind: The Shape of 2017 | #YouTubeRewind


YouTube Rewind 2017. Celebrating the videos, people, music and memes that made 2017. #YouTubeRewind

Meet the featured Creators in Rewind: https://rewind2017.withyoutube.com/creators
Spend more time with your favorite Creators, videos and trends from 2017: https://yt.be/rewind2017
Test your Rewind knowledge with our trivia game: http://yt.be/dejaview

Watch trending videos from 2017: http://youtube.com/rewind
See the trends as they happen: http://youtube.com/trending

Watch the Behind the Scenes video: https://youtu.be/OIQQ8jmsbMM
See all the Easter Eggs: https://goo.gl/3U9otg

Music by The Hood Internet: https://www.youtube.com/thehoodinternet

YouTube Rewind 2017 produced by Portal A

05. El Amante – Nicky Jam (Video Oficial) (Álbum Fénix)


Mira: “Superhéroe – Nicky Jam ft J Balvin (Concept Video) (Álbum Fenix)”

-~-~~-~~~-~~-~-

El Amante hace parte del álbum Fenix de Nicky Jam el cual está disponible en:

Spotify http://smarturl.it/NJFenixSP
Apple Music http://smarturl.it/NJFenixA
iTunes http://smarturl.it/NJFenix
Google Play: http://smarturl.it/NJFenixGP
Amazon: http://smarturl.it/NJFenixAm

Sigue a Nicky Jam:
FACEBOOK http://www.facebook.com/Nickyjampr
INSTAGRAM http://www.instagram.com/Nickyjampr
TWITTER http://www.twitter.com/Nickyjampr
YOUTUBE http://www.youtube.com/Nickyjamtv

http://www.nickyjampr.net

OVERWATCH RAP BATTLE


Vidéo sponsorisée par Blizzard et inspirée de l’univers Overwatch.
Musique par NODEY & PV Nova
Le jeu : http://blizz.ly/2oR28iG
Un immense merci aux copains qui m’ont fait confiance :
Cyprien : https://www.youtube.com/user/MonsieurDream
Mister V : https://www.youtube.com/user/mistervofficial
Natoo : https://www.youtube.com/user/ptitenatou
Julfou : https://www.youtube.com/user/JulienJosselin
Andy : https://www.youtube.com/user/AndyRaconte
Lola Dubini : https://www.youtube.com/user/Loladub63
Eleonore Costes : https://twitter.com/EleonoreCostes
Alphacast : https://www.youtube.com/user/GuildeMeow
Mamytwink : https://www.youtube.com/user/mamytwink

Merci aussi à toutes les personnes qui ont contribué à la réalisation de ce projet d’une quelconque manière et à Dorothée Pousséo pour nous avoir prêté sa voix.