Patrick's Blog

SIGGRAPH 2024

This year I had the fortunate opportunity to attend SIGGRAPH 2024 with Samsung sponsoring my travel. It was my first time attending, and my second convention (GDC in March 2024 being the first) as a professional.

Back in high school and middle school I had always known about SIGGRAPH, since I had a big interest in computer graphics. I was always learning how to use modeling tools like Maya and Blender, and was even subscribed to 3D World for a period of time.

Now my interests mostly lie in the technical domain, so that was my main focus this year. Just wanted to write up a summary of things that I learned and experienced for future me to look back on.

Technical Papers and Talks

WARP: Differentiable Spatial Computing for Python

This talk was more for the simulation and scientific industry, but was cool nonetheless. WARP is a Python framework for high performance GPU simulation and visualization. Essentially you write both your driving code and kernel code in Python (using special function decorators) and the WARP framework will generate and compile C++ and CUDA to then execute your program. I don't work in this field but it was pretty neat to see how easily you could get complex simulations and a fancy visualization put together.

CG in Japan

This session was a collection of talks from various Scientists in Japan with not really a common theme tying them together. Yuta Noma (PhD student) talked about some of his works regarding meshes and surface-filling curves. Professor Yoshinori Dobashi presented a project on Efficient Visualization of Light Pollution for the Night Sky which I thought was pretty neat.

HyperPose

Alex Bereznyak of Activision presented HyperPose, which is a brand new animation system that attempts to address the various problems that plague current modern approaches to realistic animation. Even though I had 0 knowledge in this field besides basic things like blend shapes and keyframes, this was definitely a fantastic talk and Alex was an amazing presented. You could tell he was really passionate about this subject.

Opening Keynote with Mark Sagar: Beyond the Illusion of Life

This talk was weird, but in a really interesting and cool way. Dr. Sagar started off with the premise that realistic animation is what helps make something feel "real" (or human? don't remember exactly). He went on to talk about some of his research and past accomplishments like the impressive facial animation work on movies like Avatar. Everything from innovations in motion capture to fully simulating muscles and tissues of the face. All of this culminated in their demo called BabyX: Which is essentially a fully simulated (physical and neurological) child. I was honestly pretty impressed (and a bit creeped out) by the work. Very few technical details mentioned other than they built simulation mechanisms for every aspect of a human.

Differentiable Rendering

There was a series of talks about this relatively new topic in (mostly) offline rendering. Differentiable rendering is writing your renderer s.t. you can take derivatives of your rendering functions with respect to parameters like models, camera view, light positions, etc. With derivatives you can now formulate various optimization problems around your renderer. The most interesting one I saw was a paper on optimizing light arrangements in a 3D scene via "differentiable light tracing". One of the applications was taking a fully baked scene from Quake III arena, and reconstructing the original light positions (based on the baked light map) into something that could be used for modern real time lighting. Something like RTX Remix could really use this technique, since often times we have no idea where the lights were placed after the fact.

Advanced in Real-Time Rendering in Games

This in some ways was almost the main event for me. Highly recommended by co-workers, it was a series of back-to-back presentations of production-focused game technologies. Some of the topics went a bit over my head since I don't work in those areas (yet), but I found a few of them very useful and interesting:

Neural Light Grid: Modernizing Irradiance Volumes with Machine Learning by Michał Iwanicki (Activision)

Variable Rate Shading with Visibility Buffer Rendering by John Hable (Visible Threshold)

Shipping Dynamic Global Illumination in Frostbite by Diede Apers (EA | Frostbite)

Hair

Real-time Physically Guided Hair Interpolation by Jerry Hsu and Real-time Hair Rendering With Hair Meshes by Gaurav Bhokare

Stylized Production

Real-time Refraction Shader for Animation by Antoine Domon

Dynamic Screen Space Textures for Coherent Stylization by Brent Burley

Character Animation: 2D, 3D, Robots

Text-guided Synthesis of Crowd Animation by Xuebo Ji

Interactive Design of Stylized Walking Gaits for Robotic Characters by Michael A. Hopkins

Mobile Graphics

Moving HypeHype towards Physically Based Rendering by Sebastian Aaltonen

Electronic Theater

About 2 hours of short animated films. Some really inspiring stuff, and all I know is that the French are onto something.

Denver Downtown

I definitely did not expect it to be this hot in Denver in July. It was even worse than what we were getting in the Bay this year. Food in downtown Denver ranges from alright to honestly pretty bad. But there is a Giordanos which I was pleasantly surprised by.

Miscellaneous Thoughts about the conference